Starfield

Starfield

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Arererego Sep 23, 2023 @ 8:14am
Outposts need fixing ASAP. Cargo links, output links, storage, resource pools just dont work properly.
You can not make two extraction outposts (A and B) deliver resources to a manufactoring or storage outpost (C), because the resources will circle around A B and C enlessly, with no way to filter them.

Output links dont work half the time: need to remake them for the daisy chain to work between storages, warehouses, etc, or every time you want to store something on them.

No dedicated storage for organics. You could add them to a small box or storage crate, but they are not added to the resource pool for the outpost, forcing you to grab them by hand.

I just scratched the surface with outposts, and there are dozens of things that are horribly wrong. I havent even started with animals or manufactoring, and i fear to do so. This has to be fixed asap
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Showing 61-75 of 75 comments
Ketraar Sep 25, 2023 @ 3:00pm 
Originally posted by Qubert:
Don't matter if you have 1 storage or a stack of 20, you want only 1 resource going there. Next stack for another resource and so on.
Not sure if this is a different language thing or what, but I feel we're not talking about the same issue. Pretty sure everyone understands that "you want only 1 resource going there" now if you kindly enlighten us how the frack you achieve it without MANUALLY moving wares, THAT would be the pizza money right there.

Unless you happen to have all resources in one spot (doubtful) you will have them shipped via cargo links, now please, for the love of pizzamas, explain how you manage to have just one ware go to one storage with just having max 3 cargo links per outpost.

MFG

Ketraar
Last edited by Ketraar; Sep 25, 2023 @ 3:01pm
ZombieHunter Sep 25, 2023 @ 3:05pm 
Originally posted by Ketraar:
Originally posted by Qubert:
Don't matter if you have 1 storage or a stack of 20, you want only 1 resource going there. Next stack for another resource and so on.
Not sure if this is a different language thing or what, but I feel we're not talking about the same issue. Pretty sure everyone understands that "you want only 1 resource going there" now if you kindly enlighten us how the frack you achieve it without MANUALLY moving wares, THAT would be the pizza money right there.

Unless you happen to have all resources in one spot (doubtful) you will have them shipped via cargo links, now please, for the love of pizzamas, explain how you manage to have just one ware go to one storage with just having max 3 cargo links per outpost.

MFG

Ketraar
Personally, I would link all resources of a type to the links. I had a really tough time getting my He-3 and Copper to go to my main base. I had to build the network several times. It appears that if you build the links only link them from the main base. I had my main link disappear from other bases or they couldn't see it and then my main base couldn't see it and so on. I don't think it is working correctly but you can work around it. If it is broken I hate to say it but delete the cargo link from every base. Then build each cargo link at your satellite bases and get the output link setup. Then when done go back to your main base and now setup the outputs to go to gas, liquid and solid. Now go to the control panel on the cargo link and link them up. Just make sure your local bases are completely setup before you link anything up.

Otherwise I think what happens is the cargo flight is scheduled, cannot be completed or you get some error message the pad is in use, and then nothing works.

This is the only way I got everything to work. YMMV. Like I said I don't think it is working 100% correctly. Setting up factories and supply lines in X4 is easier than this. And I would not consider that easy.

The only other way I could see it is making one cargo link per resource or resource type. But I haven't tried it and don't know if you can have multiple cargo links at a base. But if it works I would try that. Make all solids go to one, liquids to another, and gases to another. Then link the pads to the correct satellite factories / mines and it 'should' work. If you go back to those bases you should see in the cargo link control panel that it is linked to the main base cargo link.

Mine is finally working and I'm afraid to touch it.
Last edited by ZombieHunter; Sep 25, 2023 @ 3:10pm
Ketraar Sep 25, 2023 @ 3:59pm 
Originally posted by ZombieHunter:
The only other way I could see it is making one cargo link per resource or resource type.
In another topic some suggested just that and sure that I can see working, but not only would you need to mod the game to remove the max 3 cargo link per outpost limit, you also would end up with a gazillion pads on your end base.

Originally posted by ZombieHunter:
Personally, I would link all resources of a type to the links.
Yes daisy-chain resources is the way to go, but unless I'm missing something you still eventually end at a point where you have multiple wares being moved from one outpost to the next and when you link that last cargo link to storage and you have more than 1 ware of same type then you end up with multiple ware in one storage container.

IN fact I did think about create mixed chains of 1 ware of each storage type, which would allow you to have 3 links with up to 4 wares each, so you could have this "sorter" in place as each ware is of a different cargo type it wont get mixed, bringing the total amount of resources/wares you could automate to 12, which is nowhere near the amount that is ingame.

As has been said, we need:
a) ideally a sorter that allows players to decide ware flow, satisfactory style
b) at least allow to set amounts in the transfer container so it won't get clogged up.

Also we desperately need much larger storage volumes, it boggles my mind that I can carry around more than a medium storage container that I had to unlock and research, it's just illogical.

MFG

Ketraar
Last edited by Ketraar; Sep 25, 2023 @ 4:01pm
Charles Sep 25, 2023 @ 4:54pm 
Yeah, cargo links are really buggy and poorly designed. I have a few fixes that might help.

1- First thing is that you never want a link both sending and receiving goods. There is a bug/design flaw that causes undelivered items to get dumped into the opposing box, EX: outgoing ending up in the incoming box. If you need to send and receive save yourself some trouble and build two links. There is a way to do both, but I still don't recommend it.

2- Cargo links only need fuel on one side. This makes having a collection hub a good idea. You can fuel it and have it reach out and gather the goods from more remote areas.

3- The system is doomed to fail because of the storage system. The only question is how long you can delay that failure. I recommend having a transfer container at wherever you want the resources to end up. Open the console and click on it, then run the command setav carryweight 999999999 This will set the containers capacity to roughly 1 billion. This allows you to have effectively infinite storage, it is persistent.

Two cautions, first don't set it to 0 as that is infinite but the logistics will view it as full. Second, don't set it over 2 billion as the value will overflow. Also open the box after editing to make sure it is correct and to refresh the number.

4- The inter system cargo is bugged. If you have a large variety and quantity of items passing through it then it will enter a bugged state. The cargo ship will fly back and forth but not actually deliver its full load. To fix this you need to use the previous command to set the incoming box to 500 carryweight. This will outright solve that problem as long as you have the storage to accept the goods.

5- Sometimes cargo links bug out and don't actually fly to where they are supposed to. It is a lot more rare than the previous bug, but it is a pain to deal with. I don't have a solution to this problem as I got tiered of wasting my time working around a flawed/buggy system. You could try rebuilding both links to fix the problem. If that does not work then my only other theory would be to add fuel on both ends of the connection.

6- To send and receive goods from one link you will want to set up a small storage for each type of resource. Set the carry weight for these boxes the same as you would for the transfer container. Route the outgoing box into these containers and then into you actual storage system.

-Using the commands will disable achievements

-Make a save before you start just in case something goes wrong.

Anyways hope that helps. I am avoiding the cargo links until they get fixed. They mess with performance, and are really buggy. A large landing pad next to an almost infinite transfer container is honestly much faster.
Qubert Sep 25, 2023 @ 5:31pm 
Originally posted by Ketraar:
Originally posted by Qubert:
Don't matter if you have 1 storage or a stack of 20, you want only 1 resource going there. Next stack for another resource and so on.
Not sure if this is a different language thing or what, but I feel we're not talking about the same issue. Pretty sure everyone understands that "you want only 1 resource going there" now if you kindly enlighten us how the frack you achieve it without MANUALLY moving wares, THAT would be the pizza money right there.

Unless you happen to have all resources in one spot (doubtful) you will have them shipped via cargo links, now please, for the love of pizzamas, explain how you manage to have just one ware go to one storage with just having max 3 cargo links per outpost.

MFG

Ketraar

Many people in this thread with many problems, hard to pin down exactly what the problem is over text. Some sound like it's a simple link issue, some just struggle getting fabricators to work.

You seem like you can make it work, you just want everything to end up in one place fully automated, not sure that's possible or should be. Manual pizza and resource delivery required.

Oh and one ware to one storage via cargo link only requires one cargo link, language thing indeed.
ZombieHunter Sep 25, 2023 @ 6:44pm 
Maybe we are expecting a bit more from the system than was ever intended. But they had to know if you make a space game with the hint of this kind of behavior all of us min/max X4 / Factorio / Satisfactory / Space Engineers bunch are going to produce some crazy setups and daisy chains to get the resources and manufacturing we need.

Personally I could spend a hundred hours setting this stuff up. I have spent countless hours setting these things up and monitoring them in the X series games. Most recently X4 I've spent untold hours meticulously setting up my supply chains, factories and fleets. Some of us are crazy and enjoy that kind of thing. Haha.
Last edited by ZombieHunter; Sep 25, 2023 @ 6:46pm
bspawn Sep 26, 2023 @ 7:38am 
Originally posted by Qubert:

Don't matter if you have 1 storage or a stack of 20, you want only 1 resource going there.

Of course we you want only 1 resource per container, but the game does not do that.
If you have incoming cargo links supplying multiple different resources (multiple solids, multiple gas etc) - which you need because you can only have a few cargo links at each outpost but you need a lot of different resources -
then the game will put multiple different resources in containers.
And because supply and demand are never exactly matched it is pretty much inevitable that containers will fill up with some of the supplied resources and thus leave no room for other resources. Resolving that requires a lot of manual micromanaging. But supposedly it would be possible to have "automated" production, and that's actually not possible so in that respect the game is broken.
bspawn Sep 26, 2023 @ 7:51am 
Originally posted by ZombieHunter:
The only other way I could see it is making one cargo link per resource or resource type. But I haven't tried it and don't know if you can have multiple cargo links at a base.

You can only have 3 or 4 cargo landing pads at an outpost, and only one link at each cargo landing pad.
So to get the many different resources that you need at your production outpost, you have to 'chain' cargo links between outposts, meaning that the final supply link carries a lot of different resources. And because the game does not balance/limit resources in storage nor in transport, it is inevitable that some resources will not be transported and/or not be stored because all room is taken up by other resources.
Also cargo ships apparently dump the cargo that the can not unload in the incoming link container at the source of that cargo link, which will quickly fill up (and leave no room for Helium3 that inter-system cargo links need to function) so eventually the whole transport system basically stops working.
bspawn Sep 26, 2023 @ 8:00am 
Originally posted by ZombieHunter:
Maybe we are expecting a bit more from the system than was ever intended. But they had to know if you make a space game with the hint of this kind of behavior all of us min/max X4 / Factorio / Satisfactory / Space Engineers bunch are going to produce some crazy setups and daisy chains to get the resources and manufacturing we need.

The game offers - even advertises - a resource mining/transport/production system. The 'crazy setups' are really just using the things that the game provides, and daisy chaining is simply required to make it work because of limitations that the game puts in place regarding cargo links.
All that we expect is that it is actually usable and functional.
It can't be the intention that we do not use this game mechanic that the devs spent quite bit of time and effort creating (but unfortunately fell short).
It's like when you buy a car: it is not too much to expect that it does not fall apart when you start driving it.
Qubert Sep 26, 2023 @ 8:04am 
Originally posted by bspawn:
Originally posted by Qubert:

Don't matter if you have 1 storage or a stack of 20, you want only 1 resource going there.

Of course we you want only 1 resource per container, but the game does not do that.
If you have incoming cargo links supplying multiple different resources (multiple solids, multiple gas etc) - which you need because you can only have a few cargo links at each outpost but you need a lot of different resources -
then the game will put multiple different resources in containers.
And because supply and demand are never exactly matched it is pretty much inevitable that containers will fill up with some of the supplied resources and thus leave no room for other resources. Resolving that requires a lot of manual micromanaging. But supposedly it would be possible to have "automated" production, and that's actually not possible so in that respect the game is broken.

Automated at the level you want it is not possible, that don't mean the game is broken. Just limit to 3 resources for your 3 cargo links and TA-DA!

Sounds like you suffer from trying to fit a square peg in a round hole, and you blame Bethesda for your struggles.
Deylendor Sep 26, 2023 @ 8:05am 
The outpost system is broken and unfinished.
Which is a real shame.

Fallout 4 had the superior system.
1 unlimited storage per settlement which content can be shared with other settlements by simply connecting those settlements with a supply line.

Starfield?

- Building rotation and workbench access just stops working sometimes forcing you to save and reload to resolve the issue

- Even with setting the rotation speed of constructable furniture/habs from 4x to 1x in the settings menu, precise placing is impossible unlike in fallout 4 where you could fine tune your angles with player movement. Starfield ignores the player facing angle.

- Output links just uncouple randomly, making storage chains with a single access point to dump resources unreliable or outright useless.

- When taking perks to increase ship cargo size the outpost cargo storage size increases too, while only allowing the original max mass to be stored. 100% full 75/82 containers.

- Moving your outpost beacon can corrupt your outpost making it prone to crash when scanning or deleting inventories in storage outside the old outpost bounds.

- Turrets sometimes just start attacking your stationed NPCs


If you want to use outposts... don't bother with automatic item transfers and dump your resources manually into the cargo containers.
And NEVER move the outpost beacon.

I like the game but I really don't see how Starfield is more stable than Fallout 4 on launch.
Last edited by Deylendor; Sep 26, 2023 @ 8:14am
bspawn Sep 27, 2023 @ 1:15am 
Originally posted by Qubert:

Automated at the level you want it is not possible, that don't mean the game is broken. Just limit to 3 resources for your 3 cargo links and TA-DA!

I find it hard to imagine you do not know this: The game's production and crafting system requires dozens of resources, so 3 is not remotely close to useful.
But the game's storage and transport system does not practically support that many resources, so it is broken.
bspawn Sep 27, 2023 @ 1:29am 
Until the mod community fixes it (and maybe eventually a paid DLC by Bethesda), there are some mods/hacks to reduce the problem with resource management:

Increase the number of cargo links per outpost:
https://www.nexusmods.com/starfield/mods/2061

Increase the amount of stuff that ships and containers can hold:
https://www.nexusmods.com/starfield/mods/1931
Resolves the problem that when you switch home ship all your cargo moves to the new home ship which may become overloaded and not have any room for more stuff, also particularly useful for incoming and outgoing cargo link containers (read the comments).
dustin1280 Sep 27, 2023 @ 10:34am 
You can have 6 cargo links per outpost if you skill up Outpost Management I believe.

Also I managed to put together a megabase using the limited system and no mods:
https://steamcommunity.com/app/1716740/discussions/0/3882722163310035557/

It's not 100% automated but it is as simplified as possible given the current system.
Spicy Jerk Sep 30, 2023 @ 7:15pm 
Originally posted by Charles:
3- The system is doomed to fail because of the storage system. The only question is how long you can delay that failure. I recommend having a transfer container at wherever you want the resources to end up. Open the console and click on it, then run the command setav carryweight 999999999 This will set the containers capacity to roughly 1 billion. This allows you to have effectively infinite storage, it is persistent.

Two cautions, first don't set it to 0 as that is infinite but the logistics will view it as full. Second, don't set it over 2 billion as the value will overflow. Also open the box after editing to make sure it is correct and to refresh the number.

This is the only answer I can accept personally, and with mods that easily re-enable achievements there's no reason not to. If you are doing otherwise you're either only at a disadvantage, or you are better off just playing Satisfactory, as anyone doing this legitimately is doing it for it's own sake.

I seriously don't get why, if they wanted to incorporate storage limits, they didn't just make a central storage with the cap values of resource categories tied to how many of the specific container types you had built. That way, if I wanted to take stuff from my first outpost to build another, I didn't have to search through my giant walls of containers for several minutes. It would just be a damned list.
Last edited by Spicy Jerk; Sep 30, 2023 @ 7:26pm
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Date Posted: Sep 23, 2023 @ 8:14am
Posts: 75