X4: Foundations

X4: Foundations

View Stats:
EnVenta Jan 25, 2024 @ 4:30am
Station Modules: Rotation before placement?
It appears the defacto way of placing and positioning (especially large) station modules is to

1) 'place' the module somewhere in a plot, regardless of its connectivity to other modules (ignoring warning about invalid placement)
2) overcome cognitive dissonance about having 'placed' something and realise that you still have to orient it
3) rotate it to desired orientation using the multicolored axis handles
4) finally drag it to connect to something and hope it fits inside the plot

I find the process unwieldy, awkward, and backwards. Is there an easier way to do it?
Last edited by EnVenta; Jan 25, 2024 @ 4:43am
< >
Showing 1-8 of 8 comments
Bazooka Jan 25, 2024 @ 6:28am 
there is a function allow module overlap set your modules and shuffle, i don't know if it works. never tried it before, once it looked ugly :)
Tin Pony Jan 25, 2024 @ 6:33am 
If you open the cog/widget at the top of the BUILD interface, at the bottom is a button for SHUFFLE MODULES.

1) place all the modules you want in the build, into the plot (doesn't matter where)
2) use the SHUFFLE MODULES feature, pressing over and over until it all fits.
3) proceed with the build

This will automatically add any necessary connectors and completely remove having to rotate any modules.

There is a drawback, in that adding a single module to a pre-built station may require the shuffle feature to remove/rebuild some of the previous modules.
Last edited by Tin Pony; Jan 25, 2024 @ 6:36am
EnVenta Jan 25, 2024 @ 7:11am 
Originally posted by Tin Pony:
If you open the cog/widget at the top of the BUILD interface, at the bottom is a button for SHUFFLE MODULES.

1) place all the modules you want in the build, into the plot (doesn't matter where)
2) use the SHUFFLE MODULES feature, pressing over and over until it all fits.
3) proceed with the build

This will automatically add any necessary connectors and completely remove having to rotate any modules.

There is a drawback, in that adding a single module to a pre-built station may require the shuffle feature to remove/rebuild some of the previous modules.

Wow, this is more than I'd expected! Will give the auto shuffle a few goes. It seems like it might save time and headache, if not resources.
SinisterSlay Jan 25, 2024 @ 7:21am 
If you really want to, stations work just fine without connectors. It doesn't look as cool though
Tin Pony Jan 25, 2024 @ 10:26am 
One more caveat I haven't tested yet...

If you use Shuffle on a station that has ships docked at it, or wares in storage, you MAY lose those ships or wares, if Shuffle removes and rebuilds those modules.
EnVenta Jan 25, 2024 @ 1:09pm 
Originally posted by SinisterSlay:
If you really want to, stations work just fine without connectors. It doesn't look as cool though

Not concerned with aesthetics, but rather with function. Mostly in a how-do-i-know-this-will-fit-before-i-even-start-the-wierd-process-of-trying-to-attach-it-meanwhile-my-ships-are-being-attacked-and-need-orders-why-is-this-so-convoluted kind of way.
Tin Pony Jan 25, 2024 @ 1:26pm 
Originally posted by tigris:
Not concerned with aesthetics, but rather with function. Mostly in a how-do-i-know-this-will-fit-before-i-even-start-the-wierd-process-of-trying-to-attach-it-meanwhile-my-ships-are-being-attacked-and-need-orders-why-is-this-so-convoluted kind of way.
lol that's a mouthful. Using PAUSE while you build, give fleet movement orders, or micro-manage traders is very useful.
Ketraar Jan 25, 2024 @ 4:57pm 
You can always use the Station Design Simulator start to design your stations first and then buld them ingame.

MFG

Ketraar
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Jan 25, 2024 @ 4:30am
Posts: 8