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https://www.nexusmods.com/fallout4/mods/48389
While I appreciate trying to do something different, Cargo links are worse than F4's method in every concievable way.
Its complete garbage and requires far more steps for far worse results. About the improvement is the cargo ships flying in and out instead of Brahmin getting attacked continually. (although my automatron courier service was awesome)
Hint: think of it as a pull system for only 1 source.
Setting up multiple cargo links from multiple outposts for every resource to make a factory until I realise each time "This is not fun at all. ♥♥♥♥ this".
That's how I feel about the system as well. It sucks.
What I dislike the most visually is having multiple cargo links on the same outpost : I hate having multiple landing pads not leveled properly, also the identical cargo ships landing or taking off exactly at the same time look stupid.
What killed my desire to make a cargo network is that my outpost management skill is bugged so I can still only have 3 per outposts instead of 6.
There's also missions related that seem have serious troubles with that so ignore those missions.
To solve the problem of input overload put in output:
- Minimize the number of two way links, anyway the best goal is to have only one outpost where all resources are transferred.
- To control better outputs of a link, have all link output to an intermediate container, and this container output is linked to the link output. It gives you an easy way to stop all outputs of a link.
- Just empty link output container could achieve nothing if it is instantly refilled from input overload, and the reason is containers already filled and linked to an output link leading to the link input. Sometimes just insist empty and throw in space a few time will solve the problem, you'll have exhausted all the reserve cargo.
- Just empty link input container to stop overload will face similar problems that quoted above. Again, sometimes just insist empty and throw in space a few time will solve the problem, you'll have exhausted all the reserve cargo.
- The controlled solution more clear to follow and understand is start at sources of output, and here empty, and progress in the chain to empty. And don't bother on stocking selling it's crap money just throw in space.
Other problems:
- Outposts extraction elements get damaged and need repair, check missing resources, and start from origin production and check if there's repair to do.
- Outpost electricity production get damaged and some extractor stopped work by lack of electricity, in general it's something damaged, but if you use 3He as source of electricity (not advised) I quoted some more complex cases. Again you need repair or fix at the origin.
- Your input containers are overload and some resources are missing. The simpler here is check and throw in space resource with a lot too large amounts. Or just add more input containers in the chain. And if it's not fixing it you have problem a problem quoted above, start investigate from production origin.
And also to avoid pointless complexity, don't bother use more than one extractor for any resources and more than one outpost to extract a same resource for export, only special case is 3He.
Now it seems a lot of garbage but in a play I generally don't have more than 2 max three fixes to do. And ok fix a problem isn't easy, but I didn't noticed the bugs here, just complexity.
EDIT:
Forgot quote a second bug, less sure, that I believe have quote a few time. An outpost with multiple links, one link has exports (despite the focus is import), other links don't have export and still export the resources of the link with export in the same outpost, not sure on this bug.
EDIT:
Still to avoid increase links complexity, to stock some resource extracted at an outpost, use a different extractor and a different container, don't mix it with links or it will make problems hard to understand.
Tedious time (constant buy) exchanged with fun time (resource production). For sure if resource production is boring for you, that's different. But if not save buying various key resources is changing a lot even if there's always some to buy. I don't even comment collecting which is even more tedious most often at exception of a few resources too rare in shops.