I just stumbled on your channel on my front page, you should keep going Try playing. Star Sector. It is an amazing game, a hybrid of X and Sid Meier's Pirates/Star Control. One of the best games out there but still a little indie gem. In active development for 11 years, solo dev, almost finished. It should have v1.0 within a year, and I hope a flood of players. Right now, the best RUclips video of it is by Scott Manley over ten years ago.
"Remember to connect the modules properly" - Actually, it doesn't matter, the station will work even if modules are free floating and not connected and in fact may be better to do this for certain kinds of modules, like defense discs. DRONES, don't forget to build station drones, otherwise incoming ships using your piers will only be transferring using their drones (if they have any), having station drones will double the ware transfer speed. Also, always build a few repair and defence drones. You can steal blueprints using EMP bombs once you research the apppropriate thing at your HQ. It is MUCH cheaper to do this then buying the blueprint. When picking a builder, look for one with lots of construction drones (you may need to scan it), it directly affects build speed. When placing solar panels, make sure you take into account the Sun % of the sector, don't bother if the Sun % is too low, import the ecells from another sector. There are station calculators out there, use them to work out how many modules you need. You will *want* a work force, it'll increase your production yields by a huge percent! If you want to change the build order of modules,you can wiggle (move/rotate and put back) a previous module in the queue, it will be moved to the end You can save/load station configurations so you can easily create identical station layouts in other sectors. Don't rely on the High preset for turret configurations, it just uses whatever is the most expensive components, not the "most useful"
I feel you use the game mechanics better if you build a small dock first, because it open most of the station controls, then you put storage and 1 production module. That is the basic station, now you can open up with piers, more docks and a million production modules or whatever you want. A Ore Refinery is 1 dock, 1 container storage, 1 solid storage, 1 ore refinery. The second the ore refinery builds the station is fully ready to start work. Dock allow you to give it a manager, that allows you to buy ore's before the refinery is build (You need to put a "fake" buy order in to activate your own miners delivering ore, before the slow production module get added and it create the order automatically.). Container storage allows buying energy cells, so the station start producing the second the first production module finish. I generally use one type of production modules on on station, because the game soft breaks otherwise and I hate micromanaging, I shouldn't break the entire station when it's out of hydrogen, but that is how things work, or the station miners get confused if you want them to gather ice and ore, they will fill up with ice and can't gather ore. Now many of those things can be micromanaged, even to the point you could have 10 ice miners and 10 ore miners on a station now, so it doesn't get soft stuck because all the miners was set to ice, but after configuring 100000 miners manually you are going to break your mind. A station that only needs ore, I only need to worry about adding or removing miners. Use features like multi mining on special station like a HQ terraforming station, station easily ends up with thousand of ships servicing them, so you want micromanagement to be the exception.
Not really the ultimate guide for building stations. I am looking for a way to elevate the station way above the ecliptic plane. I've seen an example done in the VOID. Need the commands.
@@WildFable Thanks for the replys. I have rotated the screen so I am eyelevel with the elliptic and I have only been able to rotate the PLOT or move it horizontally, not vertically. When you drag the plot vertically do you hold a CNTL,, Shift, or Alt key?
@@roberthohlt469 thats strange, it worked first time for me, all i can suggest is try and find a video of someone showing you how because it should work
@@WildFable I did see a video of someone moving the plot vertically, but they did it very fast and gave no details about what they did. I do have a workaround at this time. I have to press the mouse left and right button and I think also the shift key. This method does give me some vertical movement but it is very slow and I have to repeat it many many times. I feel I am not using the best method.
For terran stations I just build rows of connection disk modules and for universal stations I do rows of ARG 4-way connectors, spaced out by 1 ARG short connector between them. You can then put fabricators left and right of them, storage usually fits on top and below. Looks much more organised and you can pre-build this grid layout whenever you've got some time and resources left over.
unfortunately i am out of ideas on what to do next, if any of you have any ideas let me know.
The guides are good, but I was enjoying your playing it. Does this mean your not making any more?
@@miyelir i can still play, it just wont get many views atm, its a shame cause i love playing, its so much more fun and easier for me to
I just stumbled on your channel on my front page, you should keep going
Try playing. Star Sector. It is an amazing game, a hybrid of X and Sid Meier's Pirates/Star Control.
One of the best games out there but still a little indie gem. In active development for 11 years, solo dev, almost finished. It should have v1.0 within a year, and I hope a flood of players. Right now, the best RUclips video of it is by Scott Manley over ten years ago.
@@798Muchoman Scott does great space content. Is he still following starships progress?
@@798Muchoman i'll check that out, not heard of that game tbh
"Remember to connect the modules properly" - Actually, it doesn't matter, the station will work even if modules are free floating and not connected and in fact may be better to do this for certain kinds of modules, like defense discs.
DRONES, don't forget to build station drones, otherwise incoming ships using your piers will only be transferring using their drones (if they have any), having station drones will double the ware transfer speed. Also, always build a few repair and defence drones.
You can steal blueprints using EMP bombs once you research the apppropriate thing at your HQ. It is MUCH cheaper to do this then buying the blueprint.
When picking a builder, look for one with lots of construction drones (you may need to scan it), it directly affects build speed.
When placing solar panels, make sure you take into account the Sun % of the sector, don't bother if the Sun % is too low, import the ecells from another sector.
There are station calculators out there, use them to work out how many modules you need.
You will *want* a work force, it'll increase your production yields by a huge percent!
If you want to change the build order of modules,you can wiggle (move/rotate and put back) a previous module in the queue, it will be moved to the end
You can save/load station configurations so you can easily create identical station layouts in other sectors.
Don't rely on the High preset for turret configurations, it just uses whatever is the most expensive components, not the "most useful"
I feel you use the game mechanics better if you build a small dock first, because it open most of the station controls, then you put storage and 1 production module. That is the basic station, now you can open up with piers, more docks and a million production modules or whatever you want.
A Ore Refinery is 1 dock, 1 container storage, 1 solid storage, 1 ore refinery. The second the ore refinery builds the station is fully ready to start work. Dock allow you to give it a manager, that allows you to buy ore's before the refinery is build (You need to put a "fake" buy order in to activate your own miners delivering ore, before the slow production module get added and it create the order automatically.). Container storage allows buying energy cells, so the station start producing the second the first production module finish.
I generally use one type of production modules on on station, because the game soft breaks otherwise and I hate micromanaging, I shouldn't break the entire station when it's out of hydrogen, but that is how things work, or the station miners get confused if you want them to gather ice and ore, they will fill up with ice and can't gather ore. Now many of those things can be micromanaged, even to the point you could have 10 ice miners and 10 ore miners on a station now, so it doesn't get soft stuck because all the miners was set to ice, but after configuring 100000 miners manually you are going to break your mind. A station that only needs ore, I only need to worry about adding or removing miners.
Use features like multi mining on special station like a HQ terraforming station, station easily ends up with thousand of ships servicing them, so you want micromanagement to be the exception.
I mean if i get to have 610M credits i'd say i'm so deep in the game i probably (by that time) figured things out.
i mean you're right but its still a tutorial lol
You don't have to get 610M credits. You just need a steady source of income. Having a couple million helps get things moving.
Not really the ultimate guide for building stations. I am looking for a way to elevate the station way above the ecliptic plane. I've seen an example done in the VOID. Need the commands.
Tilt the map 90 degrees then drag the plot blueprint down. - i found this is this any use if not i will help you to find a solution
i have managed to do it by using the plot button and dragging it up and down on the 90 degree angle
@@WildFable Thanks for the replys. I have rotated the screen so I am eyelevel with the elliptic and I have only been able to rotate the PLOT or move it horizontally, not vertically. When you drag the plot vertically do you hold a CNTL,, Shift, or Alt key?
@@roberthohlt469 thats strange, it worked first time for me, all i can suggest is try and find a video of someone showing you how because it should work
@@WildFable I did see a video of someone moving the plot vertically, but they did it very fast and gave no details about what they did. I do have a workaround at this time. I have to press the mouse left and right button and I think also the shift key. This method does give me some vertical movement but it is very slow and I have to repeat it many many times. I feel I am not using the best method.
That’s good it’s easy to play this game forever what update you start in
I can't honestly remember tbh, I know I had it for a while then just started playing and learning it then I couldn't stop
@@WildFable that’s all it is once you learn the game and find out the ways to make money it’s all over
@@WildFable I’m almost 2 days into a fresh save now just playing story mission while my passive income from my mining ships and my hq come in
@@natebartch8386 i dont have time for missions, i keep just reinvesting in mining ships until i can get up a station then i live in the map screen lol
@@WildFable the game had a good storyline
you forgot to add that the plots can be expanded :) I will watch the whole thing and see if I should subscribe ;)
I thought I captured that on video, no?
@@WildFable yeah literally in the first minute dudes trolling?
My only Problem always is: the bigger my station gets, the more ugly it gets to fit all modules xD
Mine are always disgusting too but I've seen some stunningly planned out ones on yt
For terran stations I just build rows of connection disk modules and for universal stations I do rows of ARG 4-way connectors, spaced out by 1 ARG short connector between them.
You can then put fabricators left and right of them, storage usually fits on top and below. Looks much more organised and you can pre-build this grid layout whenever you've got some time and resources left over.
@@esprit101 i love the terran modules
How long have you played x4
Over a thousand hours so far, good game
Do, what happens with the option "mix modules"
im confused?