

But the worst part was that if I lost my Destroyer to the enemy's one, then my transports would have been trapped on the other side of the gate indefinitely, because if they dared jump this way they would have been fried in no time by the enemy Destroyer. It was too bad, I had her equipped with expensive drones and a very skilled crew. " Damn" -I thought- " this is the time I lose it". And minutes ago while checking on my Destroyer at the gate I noticed *another* Destroyer its peer -same ship class-, but belonging to the enemy. I periodically check on the map what my assets are up to in any case, just so I know if something happens.

I often send my freighters through that gate and my Destroyer stationary there is to guarantee safe passage. I could afford more such warships, but right now I have this one which spends most of the time parked at a Jump Gate where enemies are likely to appear. In an earlier post I mentioned a Destroyer class ship in my fleet, which I had renamed the "Undertaker". But I have no doubt that they will introduce it. Right now this kind of control is missing. Maybe I need 1 specific item massively produced, ignoring all others for the time being. Maybe I have trouble in acquiring the resources to produce said items. Maybe there is no market for them at the moment. I may want to pause the production of specific wares for many reasons. There is still no way for the player to directly control which wares his stations should produce. With this hotfix, if there is no more storage space for a given ware, the line will switch to work on the next ware in the list for which there is still available space. Ad infinitum.īefore this hotfix, if one of the wares produced by a multi-ware line could not be stocked, the production line would come to a complete halt until space was made to accomodate the blocking ware type. They produce a number of pieces for that ware, stock it, and then switch to the next ware in the list. Instead they cyclically work on each ware type for some time. The multi-ware lines do not produce every ware type in parallel. Some lines can produce multiple ware types. Stations work like this: There are multiple production lines. More fixes are present but this one I especially like.

Beta 6 Hotfix 1 Fixed case of production not progressing to next possible item if current item is blocked.
#X rebirth 4.0 mods Patch
It is with pleasure that I announce that with the recent Patch 4.0 Beta 6 Hotfix 1 they finally tackled a long standing problem with a station's production lines: I was not sure about the Gazz at egosoft instead. Right, I found a few posts from him - both at egosoft and on the steam forums.Īt least on steam he uses the same avatar as here. He did some fine work on modifications for the previous game(s) in the series. I just thought you might like to know that Gazz, one of the green jackets here, has been intimately involved with the X games for many years.
#X rebirth 4.0 mods how to
Fox wrote:I have little knowledge on how to mod XR.
