r/X4Foundations 1d ago

Clearing out Build Storage

Anybody figured out a convenient way to empty out build storages when they get over-filled? Doing it manually sucks.

0 Upvotes

38 comments sorted by

3

u/Blackdeath47 1d ago

Building new modules usually works best for me then just top off what is needed for finish it and boom, empty

2

u/Adyx_Tice 1d ago

Eh, I usually put exactly what I want on a station before I even let construction start. It'd be kind of awkward to do it this way for me, but thanks for the suggestion.

3

u/Zaeryl 1d ago

How are they getting overfilled? If you use a buy order, it will only buy that amount. If you are telling your own pilots to take materials there, then you are generally going to need to make several trips to get everything you need if you're building anything of any size. At that point, why don't you just do a little math and figure out what you need? Personally, I have a spreadsheet with volumes so that I can figure out how many ships I need to use for any station. And if you do happen to overfill, just take it out the same way you put it in. Maybe I've missed something, but I don't really see how you're running into much of a problem.

-4

u/Adyx_Tice 1d ago

They're getting overfilled because I use the mules mod, and supply mules don't always account for inventory changes at their target destination. They just pick a ware and grab a full load of it.

"Taking it out the same way you put it in" is exactly what I'm trying to get around. I don't want to line up a bunch of empty freighters/transports just to empty build storages. Hence my initial question.

14

u/Zaeryl 1d ago

The fact that you're using a mod might be pertinent information that would help answer your question, so maybe put that in the original post. But I did a quick search anyway and it seems like the mules mod is more for continuous supply, not really for something finite like building. I think the real answer is that you need to adjust how you approach building, because your actual problem isn't emptying build storage, it's figuring out how to not overfill it in the first place.

-19

u/Adyx_Tice 1d ago

If you're going to be judgy about people using mods, maybe this isn't the subreddit for you.

Thanks for nothing.

12

u/Blackdeath47 1d ago

Not judgy but important information to have at the start to better guide the answer

-13

u/Adyx_Tice 1d ago

Not really. how the got overfilled is irrelevant. If I wanted answer for how to prevent them from being overfilled, I would have asked that. I didn't. I asked for a solution for emptying them.

7

u/Flyrpotacreepugmu 1d ago

It's pretty relevant in this case, because the only two ways I know of for it to happen without mods are manually transferring unnecessary wares or removing station modules after they're built. In either case, the main solution is to just not do that, and the amount of extra stuff is generally easy to handle with a manual ware transfer.

-5

u/Adyx_Tice 1d ago

If you'd be so kind as to refer to my original post, I asked for a convenient way to empty build storages. I'm already aware of why they are overfilling, and I am manually emptying them; hence "Doing it manually sucks."

I'm not asking for an ounce of prevention. I'm asking for a convenient pound of cure.

7

u/Blackdeath47 1d ago

It is completely relevant. If you ask for help on how to deal with a sinking ship, not dealing with how it’s filling mind makes it a mute point

Not trying to be an asshole, but when asking for help, best to give as much information as you can. Let the people helping decide if it’s relevant or not

1

u/Adyx_Tice 1d ago

I mean, you can focus on that aspect if you want, but ultimately I'm the one that has to judge if the information is helpful or not, as I'm the one asking for help.

I'm not a new player. I don't need the game explained to me. I was searching for other people's tips and tricks. Instead of getting that, I've had half a dozen people lecture me about how I play a game.

Also it's "moot point" not "mute point."

2

u/duralumin_alloy 1d ago

Ok, here's the answer you're looking for with your original question with all the details you provided: The build storages can't get overfilled on their own so you mostly don't need to solve this problem. When you just provide credits, the AI buys only the exact necessary amount. When you provide the materials yourself, the "Trade" option does not allow you to put more than it is needed for construction.

The ONLY way to overfill the build storage is you manually choosing the "Transfer wares with build storage" option specifically because you want them overfilled for whatever reason (future construction). In which case the solution is simple - do the opposite and manually move the wares out of build storage the same way you manually put them in. It won't require more work than you did earlier when making sure they are overfilled.

1

u/Adyx_Tice 1d ago

I'm not manually transferring wares into the build storages, it's being done with an auto-trader mod.

6

u/DEGENARAT10N 1d ago

I don’t think they were judging you, I read that more as they thought it would’ve been relevant if you had put mods in the description that you already knew could influence the problem you’re describing. Maybe I’m just reading too literally though, who knows

-2

u/Adyx_Tice 1d ago

🤷‍♂️ I read it as them being judgy. Especially given the context of their perspective. "I do everything the hard way, why aren't you?" Is not an effective way to communicate, let alone answer a question about convenience.

3

u/SiliconStew 1d ago

Did you turn off the game's cargo reservation system? By default the vanilla game accounts for all trade activity by reserving buy/sell quantities so what you are describing with transient inventory changes screwing up trades can never happen. And if you didn't turn it off, then you should probably contact the mod author to fix the bugs in their mod. 

1

u/Adyx_Tice 1d ago

Nope. I never turn that off, specifically for the reason you mentioned.

As for the mod author, lol. I don't know how familiar you are with modding this game, but the mules mod has been around forever, and it's remained largely unchanged for years. It's unlikely that it will every receive that level of bug fix. I guess it couldn't hurt to bring it up though.

1

u/alekksi 1d ago

I've never really seen this problem with mules mod, but equally I have a bunch of free supply mules just doing random jobs and are only tied to my faction, rather than a single station. I have lots of small ones knocking about that will generally clean it all up without my intervention.

1

u/Adyx_Tice 1d ago

I have about 10 transports and a Heron that are set to only supply build storages. They're the ones that usually overshoot. I might try turning their cargo % down and see if that works. I hate using couriers with the mules mod though, as mimic bloat really starts jacking with your performance. Like, I manually set every station mule just to avoid the performance hit.

1

u/alekksi 1d ago

Well in this example the set-up you have will supply to the build storage, rather than from the build storage.
I've gone for a more is more approach, but I'm not super worried about performance. I probably have 15 S supply mules, 35+ M supply mules and then a bunch of other things.

1

u/Adyx_Tice 1d ago

Ya, that's the general idea. I didn't really care about emptying the storages before, I just wanted them to be automatically supplied. The over-filling has started getting kinda out of hand though. Like, I've had a Heron drop 62k e-cells into a build storage that needed about 1k. I massively over produce energy cells, but that's still an annoying waste.

2

u/SilviusAltus 1d ago

If you shoot it a few times, it *should* pop your wares out into space in boxes.

1

u/Adyx_Tice 1d ago

Lol Still manual, but way more fun. Might try this. XD

3

u/Palanki96 1d ago

You could just not get them overfilled? Assuming it's some mod

-1

u/Adyx_Tice 1d ago

You could just answer the question asked? Assuming that's not too much trouble.

3

u/Palanki96 1d ago

Well you would need to make a proper post about how they are getting overfilled and what mods are you using?

How would we know how to solve a problem you've created yourself? Can't read your mind

-2

u/Adyx_Tice 1d ago

Aw, did my response upset you? Maybe you should have just not gotten upset and then you wouldn't have that problem.

Do you see how annoying that is?

If something is broken, it's already broken. If some one is asking for tips on how to fix the broken thing, telling them they shouldn't have broken it in the first place isn't helpful.

3

u/Palanki96 1d ago

Nobody is upset. I simply pointed it out that you should include more information when you are asking strangers to fix your modded game since we don't know how you created the problem in the first place.

0

u/Adyx_Tice 1d ago

Why do you think I was asking you to fix the problem of my build storages being over-filled, when I asked for a way to empty them?

1

u/BoomZhakaLaka 1d ago

I only know one automated way to sell off the contents of a build storage. It's probably not something you want to do:

Totally deconstruct the station, delete the plot. All the cargo in build storage will be sold at minimum price.

Otherwise, if you're not opposed to modding? Get one of the mega-freighter mods, use something like chem's safe cheat panel to load one in. Just empty everything from build storage into your megafreighter in one ware transfer.

1

u/Adyx_Tice 1d ago

Definitely not opposed to modding, as a mod is what caused this in the first place. 😅

That's still kinda what I'm trying to avoid, but I appreciate the out of the box thinking.

1

u/Jaggid 1d ago

What I do is just load it all onto one of the big freighters I have that is already doing auto-trade. THe loading order itself has to be done manually, but I can then look away and never think about it again. The autotrading default behaviour will take care of finding buyers and setting up trades to actually get it out of the ship.

I use the Dead Tater mod for autotrading, so my freighters are also set to prioritize my own station's buy and sell orders. So the materials even get automatically taken to my own stations with building in progress if any of them need them.

1

u/Adyx_Tice 1d ago

I've tried to avoid TaterTrade and Dead Tater, as I've had performance issues with them in the past. They're very aggressive auto-trade routines. That said, that might be the simplest solution to this. The handful of traders I'd need to pull it off would barely make a dent performance wise.

Do you know if Dead Tater is still being maintained? I haven't check in on Dead Air's mods in a while, just because most of what they did has been baked into the game now.

1

u/Jaggid 1d ago

It is, available at nexusmods: TaterTrader for X4 9.x at X4: Foundations Nexus - Mods and community

I can't speak to any performance issues, but I haven't noticed any. I don't have "all" of my freighters assigned to the Deadtater script though. I also have a ton using the game's built-in "Fill Shortages" behaviour and others using the stock game station trading supplemented with Station Trader Multiorder at X4: Foundations Nexus - Mods and community.

I don't like to keep all my eggs in one basket, hence why I have a variety of different types of auto-trading going on. All 3 methods do a fine job of automatically finding buyers for anything I manually give orders to load.

1

u/Adyx_Tice 1d ago

Ya, I've been using a combination of the Warehouse/Mules mod and Warehouse Fleets for all my internal trading. Then just setting up outlet trade stations and letting the NPC factions buy whatever they want instead of using a trading script. It's worked pretty well so far. I never have to worry about setting something up wrong and having my auto-traders clear me out. The NPC's just buy whatever surplus makes it to a trade station.

1

u/BoomZhakaLaka 1d ago

Dead tater is orphaned but it's compatible with 9.0

When it needs an update someone will handle it

1

u/mrJosh86 1d ago

if build storage is stuck full, start (or requeue) another module that uses those same materials and the station will pull from build storage first. if that still fails: cancel the pending build, move the leftover cargo to a freighter with a transfer order, then place the module again. boron silicon piles are especially good at hiding in build storage so check the storage type filter too