Starfield

Starfield

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WebsterHelios Mar 13, 2024 @ 11:30am
Cargo links are awful.
Base building is the most tedious part of this game mainly due to the awful cargo link crap.
Bring back the Fallout 4 method as it was insanely more easier.
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Showing 1-15 of 22 comments
Even better yet, let's hope IDEK make a similar mod for starfield

https://www.nexusmods.com/fallout4/mods/48389
Raven Mar 13, 2024 @ 11:34am 
I have no idea how F4 method works, but yes, the cargo link system is a pita.
Cutlass Jack Mar 13, 2024 @ 11:38am 
I can't disagree.
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)
Krash Megiddo Mar 13, 2024 @ 11:49am 
Its not that intuitive, but when you figure it out, its EZ PZ lemon squeezy.
Hint: think of it as a pull system for only 1 source.
WebsterHelios Mar 13, 2024 @ 12:13pm 
Been playing on and off since launch. The only part of the game that I outright gave up on multiple times.
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".
Daedrius Mar 13, 2024 @ 12:15pm 
Originally posted by WebsterHelios:
Been playing on and off since launch. The only part of the game that I outright gave up on multiple times.
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.
gywidion Mar 13, 2024 @ 12:40pm 
Yep, I tried it, then left it. Concept is cool. But I have not attempted it very hard yet. Once I settle on a Universe I may try again.
ReadyToPlay Mar 15, 2024 @ 7:59am 
Cargo links can be useful in setting up a central gathering point of all your resources that you can access for crafting. But those "supply orders" that require cargo links are not worth it, since the rewards are small (puny credits and XP) compared to what you have to spend to set up cargo links, builders, etc., not to mention, time.
AuddieD Mar 15, 2024 @ 8:12am 
I am just glad my toilets don't clog as bad as cargo links do.
Cutlass Jack Mar 15, 2024 @ 8:13am 
I should really make a cargo link for all the toilet paper in my hold.
Emphoise Mar 15, 2024 @ 9:03am 
Cargo links don't seem that bad on paper (if they had no bugs)

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.
gywidion Mar 15, 2024 @ 9:17am 
Originally posted by Cutlass Jack:
I should really make a cargo link for all the toilet paper in my hold.
Fun challenge to fill your hold with just TP:steamthumbsup:
Jarsonne Mar 15, 2024 @ 10:02am 
Never had problem but there's one mechanic that can be a bug, for now I consider it as an additional element of complexity: when the link in cargo is overloaded, the overload starts fill the link out cargo, that can quickly block a link.

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.
Last edited by Jarsonne; Mar 15, 2024 @ 10:17am
AbientAle Mar 15, 2024 @ 10:11am 
The amount of time & resources you put into outpost building, compared to the outcome from an efficiently networked cargo system is clumsy at best. The game almost requires tedium over efficiency just to get it to run without a hiccup. I kinda get it but there are defo steps they could cut/UI fixes to make it clearer & simpler ( consolidated storage with less limits, etc etc, I mean we have robots but they sure dont do anything but make point go up brr +1, maybe they could manually carry crates instead of lines?). Just to get a animal husbandry system up when you only own 1outpost requires 3 seperate "factory productions' of parts, which the game hardly lets you put down cause outpost boundaries are so small. Counter-intuitiveness for the win. It gets jammed up so easily I tended to just avoid it 100% and get my parts from shops/outposts.
Jarsonne Mar 15, 2024 @ 10:23am 
Originally posted by Cpt. Alison:
The amount of time & resources you put into outpost building, compared to the outcome from an efficiently networked cargo system is clumsy at best.
It's not a matter of amount of time, it's when it's fun to do versus a lot more bothering to quoting resources to buy and buy them.

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.
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Date Posted: Mar 13, 2024 @ 11:30am
Posts: 22