It occurs to me that this is all within a system. Correct? Would one outgoing Cargo Interlink from the main base within a system to another MAIN base of multiple systems work out? I mean, multiple systems filter all they have to a main base within the system, and that main base filters all materials to a MAIN base for all systems... Hope I was clear enough.
Just made my first outposts today. I usually like to figure stuff out myself, but cargo links really confused me. This answered every single one of my questions. Thank you! Excellent explanation!
I've been watching through your vids on outposts; as logistics, acquisitions & procurements features in games are a big pull for me. You put a lot of time into outpost content, and it will pay off for you. So keep it up. 👍 One thing I wanted to share on this vid: Your storage containers are 75, 250, & 450. What I tend to do is have extraction feed into bulk storage. Then create a bulk repository for incoming mats, on each base (whatever that base is not producing). - So, seperate bulk storage for each extracted material, one bulk stored repository for anything incoming. Now, because the cargo ship is only capable of delivering 300 at a time. If I want to ship 3x mats sent elsewhere; then, what I do is have the last storage box, for each out-going mat, regulated by a small storage container (75) - and the left over in He-3, for example. - and you can further fine tune this idea, by adding, or removing extractors, according to how quickly they produce; where the weight of the mat is a clue. - and you can get it within 3 parts per yield, very easily this way. I actually bagan in Bessel (Ni, Co, Pt & Ne), then went to Sumati (Cu, Pb & Liquers), then discovered Androphon (He-3, Fe & Al), then Guniibuu (W, Ti & literally everything else) and set up multiple outposts on different planets and moons in that system. - and this lock step with lvl20. This also gave me an opportunity to split up basic resources and feed in the ones behind them, which becomes really important when starting to spread out into the lvl35+ systems. - Guniibuu is where I have decided to centralise, and do all the refinering work. - Ready to head out; because there are only a couple of resources that you can get a lot easier going forward. Anyway, keep up the good work. I have a feeling you're going to see a lot more traffic, not too far from now. - and of course, thank you.
I found the point of the outposts are for the mission board at many civilian outposts. You can get contracts to deliver x number of random element. Then you go to the space port and find the cargo link and link your outpost to the town, city so on to do the delivery.
I would really prefer the outpost cargo system if it worked as like, one big collective inventory. Keep the ships coming and going from your cargo links for aesthetics, but the instant I hook up two outposts together with a cargo link, I should be able to access ALL of the cargo from EITHER of these outposts, regardless of which one I'm at. And this cargo network just gets bigger and bigger as it expands. I feel it would make the inventory side of things much easier to manage. Instead of having to physically haul materials from one outpost to another (because link is too slow to deal with), all of those mats could just be made instantly available. The game _desperately_ needs some centralized system where we can pull crafting materials from. Yes, it's easy enough to just track what you need, but that becomes overwhelming very quickly, especially when tracking multiple things that need the same kinds of resources. The ship cargo I feel is supposed to act like this "centralized" spot for crafting materials, but it is of course very finite. But imagine if you could link a dozen outposts together, manufacture all sorts of goods on them specifically for crafting, and instantly access the inventory for these (specifically TO CRAFT or even perform research), when you are at any of those planets? I think it would make the system all around much less cumbersome to deal with.
@spartan456 I thought it would be like fallout 4 inventory which by the way had a dude named Chester and a two headed brahmin for transport. But apparently an interstellar cargo ship can’t compete with Chester . :/
This saved my outpost life; I got so frustrated and was just doing other quests with a forgotten, circle of life outpost system. I simplified it and it actually works and now I could cry :) MUCH THANKS
No problem - there is a learning curve - once I made the graph I felt pretty silly because it seems so obvious but even I missed it and made all the same mistakes
The communal settlement resources in FO4 worked perfectly I don't understand why they had to mess with it. As long as they're connected you should have full access to everything, that's the entire point of linking.
seems like they wanted to add depth. Honestly, I think its pretty good that they did that. Otherwise people would have been complaining that everything was so easy and the game lacked depth
Agreed. I liked being able to just dump resources into a crafting station in FO4. I wounded if they’ll eventually allow you to breakdown weapons/gear/odds and ends to give resources.
Here's the winner. They had great tech in place already, and then made it needlessly complex. Just replace the links in/out local/interstellar and transfer station with ONE building. Call it the Cargo Link. Make it pricy to build, sure. Any outpost with a Cargo Link has the materials in storage containers available for use at ANY outpost with a Cargo Link. We still have to build the thing, and we still have to build the solid/liquid/gas/warehouse storage for them, so there are still logistics to it, but now it's not a headache and no one needs a spreadsheet anymore. The best part? We know the engine has this functionality because, as you mentioned, the system was in place with Fallout 4 and worked perfectly.
they prob were planning for another gameplay loop with space trucking similar to other space games but didnt finish as always and just made it a basic landing/takeoff ship animation that autospawns. Would be cool if the cargo link is crewed by an actual crew and you allot a ship to it and it will go back and forth with cargo ala X-series games. Then you can encounter it in space, maybe defend it against pirates. But as always, left it barebones for the modders to continue
Great job and well explained. Just like many others, I was hoping cargo links would work like supply lines in FO4, maybe someday they will, but for now, this is the gold standard. Thank you for all the hard work!
This is a great guide. I wish Bethesda would simplify these mechanics though. With max skills, you can have 24 outposts. Imagine trying to funnel 23 outposts into your home outpost. You need 23 cargo pads at home! I'm not sure that's possible, so your home planet needs like 3 outposts to hold 21 cargo pads. I would love to see one of their devs stream an outpost building session where they try to accomplish that lol.
You can use fabricators to 'refine' resources then ship only the refined products to your main base, then use those to manufacture your final products. It's a very workable system. The real problem that I see is that there isn't a way to make a larger outpost. IMO a player should be able to get higher level outpost beacons that allows a larger diameter outpost. You can get higher level storage, extractors and power modules, but not a higher level outpost beacon.
What I recently found out: 1. When you fast travel to your outpost(not ship landing), you land exactly next to the beacon. So relocate your beacon to the point where you want to land like near the airlock or transfer container. 2. Transfer container is more useful for transferring resources from your ship to the storage containers than from containers to ship. Create a link from the transfer container and connect it the storage containers( solid, liquid, gas) and also the warehouse containers. Then you can dump all your resources and crafted items from your ship to the container. They will automatically be transferred to the linked containers.
I agree with you and do this as well. Specially because when you fast travel to an outpost it always puts you at the beacon, not inside the ship. So basically I always place the port, beacon and extraction output containers together. And at my main outpost a transfer container, and crafting tables as well. This makes it so easy to transfer goods to the auto-producing machines at the main hub. I think there's a bug when you manually fill the first container in a chain. It just stays there.
That makes sense. I hate that the transfer link is weight based and not a true "link" like in FO4. Because I don't actually get to pick what I load. And if I were to dump multiple resources into it, I could end up never getting the resource I want actually in the transfer.
OMG! THANK YOU!! I finally got my outpost to work after 2 months of trying. 🙏🥰 I believe you spoke to me on Facebook and sent me the pic, but I still couldn't figure it out. I guess I just needed to see the video to walk me through it.😘🥰
Hack for powering intersystem links from one main helium base is you can link a helium extractor to the outgoing and go to the second base and create a link from the incoming to a helium storage then to the power. that way you can build on a planet that doesn't have helium and still power that intersystem link.
If you do a helium "back flow" on the same link as your inbound resources, it evegets confused and cycles materials the wrong way, bottles up, and stops. Best case is a separate helium farm with separate links to your remote extraction sites (ideally, your central hub has local helium). But that's a lot of links, so have fun with that...
@@rickyjanzen6684 I had the same issue on an interlink system circling back to incoming when it was set to outgoing so I got rid of the helium outgoing to inter system cargo link that needed it and for the time being just have tank storage and manually restock it
This is the most clear of all the videos. Having the graph at 0:54 really sets it up for success, as many YT's just talk while doing and it's hard to follow along. I have found that diagraming out how I want it to work ahead of time has saved me many, many pains. I wasted so much time before, wish I had seen this when I had first started.
This is the best explanation for new players that I've found, and I've watched a fair amount of videos. I've wasted more time than I want to admit not understanding what you've shared. Thank you for the well explained, informative video!
This is such a good guide! Short and direct and clear. I am so glad to finally understand how to use those Transfer Stations and also to maybe finally have fewer link bugs… hopefully. Thank you
one thing you should go over is the method for setting up a secondary link system to keep your "inter-system" cargo platforms constantly fueled with He3. I ended up having a centralized He3 mine, used a regular cargo link to send it to every outpost within the system so that each of their "inter-system" links have a continuous fuel supply. So now all of the outposts have a regular cargo link (no fuel req'd) used for fuel delivery, and a "inter-system" cargo link platform that actually sends my materials to a different system.
dude, thank you! this was a super simple explanation. the diagrams were very helpful. i was struggling yesterday with cargo links and wasted so much time. i have a much better understanding now and am looking forward to fixing mine tonight
Thank you for the incredibly helpful video. Its one thing to "get the concept" and another to see you illustrate it, so thank you for the visualization. I've been trying to start my first mining outpost on Andraphon and have been overwhelmed with the inventory logistics system and have no issue with it after seeing this! looking forward to finally generating a steady stream of crafting materials while I play the game so I don't need to horde raw (farmable) minerals in my inventory and ship cargo.
Thank you for watching, If you enjoyed the video please hit that like button to help with the CZcams algorithm. docs.google.com/spreadsheets/d/1Lp-5SPoKqa23-zg4bFf4spOpcSE2kD74Qehb5NkNQU4/edit#gid=0
If your looking for a video series idea. Create a series for automating the top tier components. For example, Rothicite Magnets. It requires 9 different materials for the 4 crafted items that make the Rothicite Magnet. One of the crafted items is the Isocentered Magnet that most people use for the Xp grind. Now players can grind magnets then throw it into the distribution chain. You could do a series for each top tier component (the components made from the t-3 industry machines). Narion is a good system to look at for most of the elements.
Yea, like with the rest mechanics as well)) Bethesda didn’t give much thought to anything in the game. Basically a bunch of modules without any reason and connection
I am a Starfield DEFENDER but this system.. its literally more complicated & convoluted while also somehow not being as advanced as Fallout 4 I still feel like settlements did more & linked together a lot more efficiently
I have little time to play and I want to enjoy everything the game has to offer. Your spreadsheet solved everything I needed: centralize resources. Thank you very much!
Finely! A clear, well put together tutorial that neatly explains everything I was doing wrong. Slow enough to be clear and fast enough not to be boring. Worth a subscribe. Thanks!
@@liesdamnlies3372 factorio is a super high standard to compare, but even idle games on mobile or flash games have better automation, controls, pacing, prices.....
@@CaioPhox I wasn't making a direct comparison (hence the bit about just a few hours played), just that the absolute bare basics to do logistics and manufacturing chains is a solved problem in games. So solved that this implementation of it shows either laziness, budget cuts, or a total lack of research...or all three.
Thanks. I would have been totally frustrated trying to set up cargo links without this tutorial. This goes in my Starfield tutorial folder. Subscribed.
My game has been bugged so bad since linking my outposts this was the best help today to fix everything besides starting a whole new game. Game was glitched and freezing at all times.
My game works better now. I related it to your 3 minutes on the hour that cargo links would transport. It would either freeze up every 3 minutes stay frozen for an entire minute or freeze up to the point you had to reset the Xbox. At first I thought it was me over building storage at outposts, then I thought maybe if I stop hoarding so much resources on the floor of my ship. I dumped and lost 180,000 mass of resources, tried all the online stuff, deleted and reinstalled my game. Eventually I started an old save and jumped back 8 levels but would freeze randomly as I progressed with the game. After watching this I deleted all my cargo links and simplified my linking and routing and the game worked flawlessly. There is one planet I have to streamline my storage so it doesn't freeze up on taking stuff from my transfer link. Otherwise it only does it at the one outpost for a brief second which I just abandoned that one for now and no issues. Thank you for your post and all my new outposts and gameplay runs super fast.
Just a PSA, I find that with large storage solutions at outposts I get better performance linking all the boxes in parallel rather than series like shown here. Have one box at the end that anything going in links to, then link that box individually to each box in the chain, and link those boxes individually to an outgoing box. That way in storage solutions with 100+ boxes you don’t have 100+ item transactions each time you pick up an item (as they filter through each box), you only have 3.
oh my god thats genius, it took me a sec visualize. so none of the storage containers are actually connected to eachother directly (excluding last one).? So its like Transfer Storage --> individually connect to each storage unit and each storage of its resource category connects to an output... damn how did i not see this solution. i already figured the transfer storage was a better storage dump than output due to its filtering, but this solves the the other problem a lot better.
@@shinkray5330 He's saying that if you have, let's say, 5 storage...instead of linking 1 to 2 and 2 to 3, etc., to link 1 to 2 and 1 to 3 and 1 to 4, etc. Doesn't make much difference with just a few but if you build 50 for example it creates a more efficient flow.
My guy this helped me a ton. I still had to run around for resources, but this saved me unsurmountable amount of pain. Now the problem I am running into is one of my outpost is sending only one material. This Outpost building system is excellent, I hope they improve upon it and fix all the bugs.
Appreciate the video! Last night I spent several hours searching for an outpost planet so I haven't started anything yet. But I'm subscribing for more great logistical designs and tips!
FINALLY!!!! I am so sick of the hours wasted on click baters. THANK YOU!!! Your video is already awesome and I haven't even finished watching it yet..lol I am one step closer to figuring this all out. Hope you have more tutorials liker this one. Subscribed and THANKS AGAIN!!!
Great vid man, so helpful Also if you built a terrible base like me, before seeing this vid. You can delete everthing in build mode, including full storage boxes and you wont lose a single resource. In case anybody else needs to rework their links and storage chains ect.
That is very good to know. For one thing now that I've gained some more skill levels I would like to use the larger containers exclusively but did not want to have to build one fill it up build another one fill it up delete the other ones. So thanks for this
You won't lose the resources in the containers, but you lose the build materials. Initially I thought it was going to be like fallout where built structures just get stored for later use when you delete them, but that doesn't seem to be the case
Ive been waiting for someone to make such a video. Simple, informative, and clear. Too many similar videos waste your time with irrelevant info and chit chat. I understand the system way better now. Well done. Unfortunately, the big bottleneck im experiencing with this set up is the limited capacity of the Transfer Station. The moment I hook it up to full storage container chain, the transfer station is full too, so I can only access that element. So having multiple elements routing into it doesnt do what I was hoping it would do. I would love for it to not be a container at all, just a common access point to the containers. That seems like what it was supposed to be, it just doesnt work like that.
I just spam E on the container to collect everything from every box . But I understand your point that it doesn’t allow access to everything - as you may want X amount of a resource and not all
Appreciate all the hard work that went into this -- watched this video and the previous larger one -- liked both videos (and commented) to support this content creator! Thank you @TactiCat !
Bro, you gave the best explanation out of EVERYONE I've seen on CZcams and Reddit! Im doing SOOO much better on my outpost, with WAY LESS frustration. THANK YOU!!!!! @TactiCat
The Circle of Life is kinda still necessary; the reason things get looped is because if a cargo link can't transfer everything out of its incoming resources, it moves them to its outgoing resources. But, as long as you have dedicated input-only or output-only, you'll just end up with one box of 'wasted' material, not a huge deal Feels like that concept should be useful for something, but idk what
Thank you for clarifying it a little better because none of the videos made any sense. I figured it out after a little while of messing with the system. But best video on this I've seen.💯❤️🔥
Outposts are a bit out of my reach now but... oh gods BUT! I did NOT know encumbered CANNOT kill you :O That's a game-changer to my hoarding addiction!
Thank you for breaking it down for a dummy like me, I can totally 'cargo link and transfer' now because of you, you made me a cargo master! 😂 Thank you!😄👍
It’s linked to a google doc in the description too for future reference - I know I could get more views not including but my goal is giving people tools lol
Since Cargo links are based on real time elapsed, sleeping in a bed does nothing. meaning it's much more effective to have a huge storage capacity in general if you are gonna stockpile a massive sum of iron and aluminum to xp farm.
This is true. I think if you just want one or two more resources to come into a good base so that you can say get more copper at your aluminum and iron XP farm, so you can start building more at that site This is a good solution.
With Helium, I've found that I can use it to power the local inter-system cargo link, but also send it from the same source as outgoing goods (in addition to other goods), so the receiving link can also use it to power another inter-system outgoing cargo-link. This way, you can daisy-chain across systems, even if Helium is not available at certain locations.
Is it consuming h3 based on real time? I need to do more testing but my concern is it would consume faster than it worked. But in theory it might work if the h3 arrives snd powers it till the next landing
@@TacticatGaming I haven't done a bunch of testing, but I sent from a single Helium extractor, to a single large container, and then sent 2 links from the container, one to the cargo-link, and the other to the outgoing box. I then waited 24 hours, and looked to verify that the cargo-link was being powered by it, and that there was more in both the storage and outgoing boxes. Then, I went to the receiving system, and successfully sent more goods to another system using that Helium.
Thanks a lot! I've been building multiple extractors for different ressources today. I'm going to apply your cargo link system that seems simple enough.
I'm dumbfounded that no one designing this had the thought to: - limit inputs. Anything that caps what i can receive would actually make this viable. - make a requester instead of a sender. Let's say I build an outpost for making frames. Suddenly I need to figure out all of the ratios and deliveries and fuel. If i could just tick a box signaling that the planet i mine iron is the place to go pickup some iron when it has some in stock, and the links started working, then it would be 100x simpler, without losing anything. You can even keep the current system also as a bonus for masochists. Instead we get infinite sending without any thought until every storage is full then maybe bug out.
Yeah but man they only had like 10 years to figure this out and it took you about 2 weeks. At that. Yeah it's a mess and they just hope that modders what do the real heavy lifting
I’ve spent a ton of time with outposts and the best tip when setting up cargo links is use a spreadsheet and screenshot then paste to paint, label each paint with text of material, location, add arrows of flow to hint at outgoing or incoming. Arh and when setting up cargo links do not link the received cargo until you see a physical cargo ship land and peak at the incoming box. Once you have seen the actual materials only then link the incoming box to a storage/warehouse/gas/liquid. Sometimes you may get attacked so repair spam everything, sleep and check if materials keep coming and if not clear the clogged incoming and outgoing. I once had a whole chain shutdown to a storage box clog after bounty hunters took out extractor’s. Don’t waste time if things break just delete storage or extractor’s and replace them
Fantastic video. This is the best explanation I've seen yet. It answers several of the problems I've run into. I just sort of jumped in and built a ton of bases and tried everything and wondered why lots of it didn't work right. Thanks for this.
My guy...THANK YOU. I have 4 outposts and thought I had everything down packed, couldn't figure out why my resources were goin all over the place. Didn't realize I had to detach the cargo link from the transfer station. All my transfer stations were just sending whatever wherever they felt like it. 😂
duude , you saved me hours . and the comments answered a whole lot of my questions too. thank you !!! p.s please make an in depth vid would love a massive multi system outpost vid !
What I love is when I have an outgoing resource and return later to find items in the incoming box of the cargo link. Even when it's not connected to anything. I figure is't just overflow because the extraction is faster than the transfer.
I completely gave up on cargo links after carefully crafting a chain of cargo links all ending up at my main hub. I even ensured i built the inter-stellar ones on planets with helium so they would never run out. They're very glitchy, lose connection randomly, get clogged with materiais (maybe it has something to do with overloading the final ones with the cargo of all the first ones on the chain), and then at the end they all get mixed up with less used materials taking over most of the space. Managing them all takes more time than just getting what you need from the source. I just take note where each material is produced and go there and get it. I might consider using cargo links for individual materials in the future.
Great vid. Nice and concise. Been trying to fix a link for ages and never thought it could have been bugged. Probably wasted a couple of hours on it and was 100% sure I done it correctly.
I find the base ciclre too small to. Fit everything since we cannot do terra forming. Also it would be awesome to be able to place the outpost from a birds eye view so that we can see how much of each resource we have access to.
There is a birds eye view. Im not sure of the button on the controller right now but at the bottom of the build screen there should be an option to Change View (or something along those lines).
BRuuuv, FINALLY after hours and hours of trying to deliver 270 Fecking Caesium to mars it worked... it was bugged i think... after going to mars i came back switched the link off then on and the ship came... mission complete. cheers.
[Starfield] Outpost Guide: Simplified Cargo Links Inter System czcams.com/video/8aqUsuJJhN4/video.html
It occurs to me that this is all within a system. Correct?
Would one outgoing Cargo Interlink from the main base within a system to another MAIN base of multiple systems work out? I mean, multiple systems filter all they have to a main base within the system, and that main base filters all materials to a MAIN base for all systems...
Hope I was clear enough.
Just made my first outposts today. I usually like to figure stuff out myself, but cargo links really confused me. This answered every single one of my questions. Thank you! Excellent explanation!
FINALLY! Someone who explained EXACTLY what I’ve been trying to do! Also, explained in a way I understood it! Thank you.
The flow charts won me over immediately. Thanks for your hard work!
I've been watching through your vids on outposts; as logistics, acquisitions & procurements features in games are a big pull for me. You put a lot of time into outpost content, and it will pay off for you. So keep it up. 👍
One thing I wanted to share on this vid: Your storage containers are 75, 250, & 450. What I tend to do is have extraction feed into bulk storage. Then create a bulk repository for incoming mats, on each base (whatever that base is not producing). - So, seperate bulk storage for each extracted material, one bulk stored repository for anything incoming.
Now, because the cargo ship is only capable of delivering 300 at a time. If I want to ship 3x mats sent elsewhere; then, what I do is have the last storage box, for each out-going mat, regulated by a small storage container (75) - and the left over in He-3, for example. - and you can further fine tune this idea, by adding, or removing extractors, according to how quickly they produce; where the weight of the mat is a clue. - and you can get it within 3 parts per yield, very easily this way.
I actually bagan in Bessel (Ni, Co, Pt & Ne), then went to Sumati (Cu, Pb & Liquers), then discovered Androphon (He-3, Fe & Al), then Guniibuu (W, Ti & literally everything else) and set up multiple outposts on different planets and moons in that system. - and this lock step with lvl20. This also gave me an opportunity to split up basic resources and feed in the ones behind them, which becomes really important when starting to spread out into the lvl35+ systems. - Guniibuu is where I have decided to centralise, and do all the refinering work. - Ready to head out; because there are only a couple of resources that you can get a lot easier going forward.
Anyway, keep up the good work. I have a feeling you're going to see a lot more traffic, not too far from now. - and of course, thank you.
I found the point of the outposts are for the mission board at many civilian outposts. You can get contracts to deliver x number of random element. Then you go to the space port and find the cargo link and link your outpost to the town, city so on to do the delivery.
You can do that? I haven’t explored this area at all - I’ll have to look into this thank you!!!!
Shipbuilder Stations in space too.
Maybe just Radiant quests though.
I would really prefer the outpost cargo system if it worked as like, one big collective inventory. Keep the ships coming and going from your cargo links for aesthetics, but the instant I hook up two outposts together with a cargo link, I should be able to access ALL of the cargo from EITHER of these outposts, regardless of which one I'm at. And this cargo network just gets bigger and bigger as it expands.
I feel it would make the inventory side of things much easier to manage. Instead of having to physically haul materials from one outpost to another (because link is too slow to deal with), all of those mats could just be made instantly available.
The game _desperately_ needs some centralized system where we can pull crafting materials from. Yes, it's easy enough to just track what you need, but that becomes overwhelming very quickly, especially when tracking multiple things that need the same kinds of resources.
The ship cargo I feel is supposed to act like this "centralized" spot for crafting materials, but it is of course very finite. But imagine if you could link a dozen outposts together, manufacture all sorts of goods on them specifically for crafting, and instantly access the inventory for these (specifically TO CRAFT or even perform research), when you are at any of those planets? I think it would make the system all around much less cumbersome to deal with.
@spartan456 I thought it would be like fallout 4 inventory which by the way had a dude named Chester and a two headed brahmin for transport. But apparently an interstellar cargo ship can’t compete with Chester . :/
I watched your video once and you have answered all my questions, 9 minutes 35 seconds well spent.
Glad it helped!
This saved my outpost life; I got so frustrated and was just doing other quests with a forgotten, circle of life outpost system. I simplified it and it actually works and now I could cry :) MUCH THANKS
No problem - there is a learning curve - once I made the graph I felt pretty silly because it seems so obvious but even I missed it and made all the same mistakes
The communal settlement resources in FO4 worked perfectly I don't understand why they had to mess with it. As long as they're connected you should have full access to everything, that's the entire point of linking.
seems like they wanted to add depth. Honestly, I think its pretty good that they did that. Otherwise people would have been complaining that everything was so easy and the game lacked depth
ye, build a workbench then build a landing pad and hire a pilot, not this fkn circus
Agreed. I liked being able to just dump resources into a crafting station in FO4. I wounded if they’ll eventually allow you to breakdown weapons/gear/odds and ends to give resources.
Here's the winner. They had great tech in place already, and then made it needlessly complex. Just replace the links in/out local/interstellar and transfer station with ONE building. Call it the Cargo Link. Make it pricy to build, sure. Any outpost with a Cargo Link has the materials in storage containers available for use at ANY outpost with a Cargo Link.
We still have to build the thing, and we still have to build the solid/liquid/gas/warehouse storage for them, so there are still logistics to it, but now it's not a headache and no one needs a spreadsheet anymore. The best part? We know the engine has this functionality because, as you mentioned, the system was in place with Fallout 4 and worked perfectly.
they prob were planning for another gameplay loop with space trucking similar to other space games but didnt finish as always and just made it a basic landing/takeoff ship animation that autospawns.
Would be cool if the cargo link is crewed by an actual crew and you allot a ship to it and it will go back and forth with cargo ala X-series games. Then you can encounter it in space, maybe defend it against pirates.
But as always, left it barebones for the modders to continue
Great job and well explained. Just like many others, I was hoping cargo links would work like supply lines in FO4, maybe someday they will, but for now, this is the gold standard. Thank you for all the hard work!
This is a great guide. I wish Bethesda would simplify these mechanics though. With max skills, you can have 24 outposts. Imagine trying to funnel 23 outposts into your home outpost. You need 23 cargo pads at home! I'm not sure that's possible, so your home planet needs like 3 outposts to hold 21 cargo pads. I would love to see one of their devs stream an outpost building session where they try to accomplish that lol.
I think it will be more immersive if you don't have outpost limit but require to purchase outpost license and pay fees like Kid Stuff trait.
You can use fabricators to 'refine' resources then ship only the refined products to your main base, then use those to manufacture your final products.
It's a very workable system. The real problem that I see is that there isn't a way to make a larger outpost. IMO a player should be able to get higher level outpost beacons that allows a larger diameter outpost. You can get higher level storage, extractors and power modules, but not a higher level outpost beacon.
What I recently found out:
1. When you fast travel to your outpost(not ship landing), you land exactly next to the beacon. So relocate your beacon to the point where you want to land like near the airlock or transfer container.
2. Transfer container is more useful for transferring resources from your ship to the storage containers than from containers to ship. Create a link from the transfer container and connect it the storage containers( solid, liquid, gas) and also the warehouse containers. Then you can dump all your resources and crafted items from your ship to the container. They will automatically be transferred to the linked containers.
I agree with you and do this as well. Specially because when you fast travel to an outpost it always puts you at the beacon, not inside the ship. So basically I always place the port, beacon and extraction output containers together. And at my main outpost a transfer container, and crafting tables as well. This makes it so easy to transfer goods to the auto-producing machines at the main hub. I think there's a bug when you manually fill the first container in a chain. It just stays there.
That makes sense.
I hate that the transfer link is weight based and not a true "link" like in FO4.
Because I don't actually get to pick what I load. And if I were to dump multiple resources into it, I could end up never getting the resource I want actually in the transfer.
But unfortunately its either or. You can go from.transfer to containers and then from containers to transfer..
Relocating the beacon can bug the outpost and make it no longer selectable as a landing site from orbit, so beware.
OMG! THANK YOU!! I finally got my outpost to work after 2 months of trying. 🙏🥰 I believe you spoke to me on Facebook and sent me the pic, but I still couldn't figure it out. I guess I just needed to see the video to walk me through it.😘🥰
Hack for powering intersystem links from one main helium base is you can link a helium extractor to the outgoing and go to the second base and create a link from the incoming to a helium storage then to the power. that way you can build on a planet that doesn't have helium and still power that intersystem link.
That's exactly what I came to the comments to ask.
If you do a helium "back flow" on the same link as your inbound resources, it evegets confused and cycles materials the wrong way, bottles up, and stops. Best case is a separate helium farm with separate links to your remote extraction sites (ideally, your central hub has local helium). But that's a lot of links, so have fun with that...
@@rickyjanzen6684 I had the same issue on an interlink system circling back to incoming when it was set to outgoing so I got rid of the helium outgoing to inter system cargo link that needed it and for the time being just have tank storage and manually restock it
This is the most clear of all the videos. Having the graph at 0:54 really sets it up for success, as many YT's just talk while doing and it's hard to follow along. I have found that diagraming out how I want it to work ahead of time has saved me many, many pains. I wasted so much time before, wish I had seen this when I had first started.
The diagram helped me too after I made it. It cuts out all the visual clutter and makes it so clear what’s going on
This was more concise and understanding than any I have seen. Thank you for your hard work.
Best guide I've seen. Short and to the point. The charts help a ton to visualize.
This is the best explanation for new players that I've found, and I've watched a fair amount of videos. I've wasted more time than I want to admit not understanding what you've shared. Thank you for the well explained, informative video!
Glad it helped! I spent a lot of time hammering this out lol - graphing things removes the visual noise of 200 storage containers lol
This is such a good guide! Short and direct and clear. I am so glad to finally understand how to use those Transfer Stations and also to maybe finally have fewer link bugs… hopefully. Thank you
one thing you should go over is the method for setting up a secondary link system to keep your "inter-system" cargo platforms constantly fueled with He3. I ended up having a centralized He3 mine, used a regular cargo link to send it to every outpost within the system so that each of their "inter-system" links have a continuous fuel supply. So now all of the outposts have a regular cargo link (no fuel req'd) used for fuel delivery, and a "inter-system" cargo link platform that actually sends my materials to a different system.
You just earned a Masters Degree in Logistics.
Boy I wish I had watched your video 24 hours ago It would have saved me a lot of trouble...
Great video by the way thank you
dude, thank you! this was a super simple explanation. the diagrams were very helpful. i was struggling yesterday with cargo links and wasted so much time. i have a much better understanding now and am looking forward to fixing mine tonight
Thank you for the incredibly helpful video. Its one thing to "get the concept" and another to see you illustrate it, so thank you for the visualization. I've been trying to start my first mining outpost on Andraphon and have been overwhelmed with the inventory logistics system and have no issue with it after seeing this! looking forward to finally generating a steady stream of crafting materials while I play the game so I don't need to horde raw (farmable) minerals in my inventory and ship cargo.
Thank you for watching, If you enjoyed the video please hit that like button to help with the CZcams algorithm.
docs.google.com/spreadsheets/d/1Lp-5SPoKqa23-zg4bFf4spOpcSE2kD74Qehb5NkNQU4/edit#gid=0
I think the system needs a rework.
If your looking for a video series idea. Create a series for automating the top tier components. For example, Rothicite Magnets. It requires 9 different materials for the 4 crafted items that make the Rothicite Magnet. One of the crafted items is the Isocentered Magnet that most people use for the Xp grind. Now players can grind magnets then throw it into the distribution chain. You could do a series for each top tier component (the components made from the t-3 industry machines). Narion is a good system to look at for most of the elements.
Beth really F'd up with this. Shouldn't be this difficult and sophisticated.
Lmao they did
Yea, like with the rest mechanics as well)) Bethesda didn’t give much thought to anything in the game. Basically a bunch of modules without any reason and connection
I am a Starfield DEFENDER but this system.. its literally more complicated & convoluted while also somehow not being as advanced as Fallout 4 I still feel like settlements did more & linked together a lot more efficiently
I have little time to play and I want to enjoy everything the game has to offer. Your spreadsheet solved everything I needed: centralize resources. Thank you very much!
Finely! A clear, well put together tutorial that neatly explains everything I was doing wrong. Slow enough to be clear and fast enough not to be boring. Worth a subscribe. Thanks!
They really took the fun out of the whole concept of building in this one
Lmao yeah it’s not ideal - I’m still having fun with it but it wasn’t designed by someone who thought about the experience for the consumer
@@TacticatGaming Or someone who's played and hour or two of Factorio...or any factory game...so many facepalms.
@@liesdamnlies3372 factorio is a super high standard to compare, but even idle games on mobile or flash games have better automation, controls, pacing, prices.....
@@CaioPhox I wasn't making a direct comparison (hence the bit about just a few hours played), just that the absolute bare basics to do logistics and manufacturing chains is a solved problem in games. So solved that this implementation of it shows either laziness, budget cuts, or a total lack of research...or all three.
Factorio and satisfactory are two games I played a lot - much better than starfield mess
Thanks. I would have been totally frustrated trying to set up cargo links without this tutorial. This goes in my Starfield tutorial folder. Subscribed.
Glad it helped!
My game has been bugged so bad since linking my outposts this was the best help today to fix everything besides starting a whole new game. Game was glitched and freezing at all times.
My game works better now. I related it to your 3 minutes on the hour that cargo links would transport. It would either freeze up every 3 minutes stay frozen for an entire minute or freeze up to the point you had to reset the Xbox. At first I thought it was me over building storage at outposts, then I thought maybe if I stop hoarding so much resources on the floor of my ship. I dumped and lost 180,000 mass of resources, tried all the online stuff, deleted and reinstalled my game. Eventually I started an old save and jumped back 8 levels but would freeze randomly as I progressed with the game. After watching this I deleted all my cargo links and simplified my linking and routing and the game worked flawlessly. There is one planet I have to streamline my storage so it doesn't freeze up on taking stuff from my transfer link. Otherwise it only does it at the one outpost for a brief second which I just abandoned that one for now and no issues. Thank you for your post and all my new outposts and gameplay runs super fast.
Just a PSA, I find that with large storage solutions at outposts I get better performance linking all the boxes in parallel rather than series like shown here. Have one box at the end that anything going in links to, then link that box individually to each box in the chain, and link those boxes individually to an outgoing box.
That way in storage solutions with 100+ boxes you don’t have 100+ item transactions each time you pick up an item (as they filter through each box), you only have 3.
Same here. It seems to work pretty well actually. And you're the first person I've heard say they do it that way other than me
oh my god thats genius, it took me a sec visualize. so none of the storage containers are actually connected to eachother directly (excluding last one).? So its like Transfer Storage --> individually connect to each storage unit and each storage of its resource category connects to an output... damn how did i not see this solution. i already figured the transfer storage was a better storage dump than output due to its filtering, but this solves the the other problem a lot better.
Mate, thanks. How did I not thought of this?
i dont understand what you say lol
@@shinkray5330 He's saying that if you have, let's say, 5 storage...instead of linking 1 to 2 and 2 to 3, etc., to link 1 to 2 and 1 to 3 and 1 to 4, etc. Doesn't make much difference with just a few but if you build 50 for example it creates a more efficient flow.
Good stuff dude
When they say Bethesda has the smartest fans they def had you in mind
So Wise , Thank You. Now to remember and execute
My guy this helped me a ton. I still had to run around for resources, but this saved me unsurmountable amount of pain.
Now the problem I am running into is one of my outpost is sending only one material. This Outpost building system is excellent, I hope they improve upon it and fix all the bugs.
1 million thumbs up for this guy holy heck was this helpful
LOL; I thought I didn't do it right, until I look up and see a ship land on the pad! Thanks!
Super helpful - just coming up to this point. Your video and instructions are fantastic! Many thanks.
Appreciate the video! Last night I spent several hours searching for an outpost planet so I haven't started anything yet. But I'm subscribing for more great logistical designs and tips!
My god mate 15 seconds in you solved my merry go round storage !!
Good video, I got everything on my own except the part about using a transfer station, that's a great idea. Logging in now to change it up, thanks!
FINALLY!!!! I am so sick of the hours wasted on click baters. THANK YOU!!! Your video is already awesome and I haven't even finished watching it yet..lol I am one step closer to figuring this all out. Hope you have more tutorials liker this one. Subscribed and THANKS AGAIN!!!
Great vid man, so helpful
Also if you built a terrible base like me, before seeing this vid. You can delete everthing in build mode, including full storage boxes and you wont lose a single resource. In case anybody else needs to rework their links and storage chains ect.
That is very good to know. For one thing now that I've gained some more skill levels I would like to use the larger containers exclusively but did not want to have to build one fill it up build another one fill it up delete the other ones. So thanks for this
You won't lose the resources in the containers, but you lose the build materials. Initially I thought it was going to be like fallout where built structures just get stored for later use when you delete them, but that doesn't seem to be the case
best tutorial on multiple outpost building and the use of cargo links ever !
I'm only half way through, and already this is the best vid I've seen on understanding this system. Thanks. Subbed.
Thank you! Glad it helped
Ive been waiting for someone to make such a video. Simple, informative, and clear. Too many similar videos waste your time with irrelevant info and chit chat. I understand the system way better now. Well done.
Unfortunately, the big bottleneck im experiencing with this set up is the limited capacity of the Transfer Station.
The moment I hook it up to full storage container chain, the transfer station is full too, so I can only access that element. So having multiple elements routing into it doesnt do what I was hoping it would do.
I would love for it to not be a container at all, just a common access point to the containers. That seems like what it was supposed to be, it just doesnt work like that.
I just spam E on the container to collect everything from every box . But I understand your point that it doesn’t allow access to everything - as you may want X amount of a resource and not all
Truth man. I️ didn’t even try bc it was too much for how casually I️ play. Now that I️ have more time this is really helpful
Appreciate all the hard work that went into this -- watched this video and the previous larger one -- liked both videos (and commented) to support this content creator!
Thank you @TactiCat !
Bro, you gave the best explanation out of EVERYONE I've seen on CZcams and Reddit!
Im doing SOOO much better on my outpost, with WAY LESS frustration.
THANK YOU!!!!! @TactiCat
The Circle of Life is kinda still necessary; the reason things get looped is because if a cargo link can't transfer everything out of its incoming resources, it moves them to its outgoing resources. But, as long as you have dedicated input-only or output-only, you'll just end up with one box of 'wasted' material, not a huge deal
Feels like that concept should be useful for something, but idk what
This is the best, easiest to understand explanation I have found for cargo links. Thank you, subbed.
Thank you for clarifying it a little better because none of the videos made any sense. I figured it out after a little while of messing with the system. But best video on this I've seen.💯❤️🔥
Outposts are a bit out of my reach now but... oh gods BUT! I did NOT know encumbered CANNOT kill you :O That's a game-changer to my hoarding addiction!
Thank you for breaking it down for a dummy like me, I can totally 'cargo link and transfer' now because of you, you made me a cargo master! 😂
Thank you!😄👍
Great info Tacticat. That diagram at :44 to 1:30 is a keeper.
It’s linked to a google doc in the description too for future reference - I know I could get more views not including but my goal is giving people tools lol
This was the best video by far. Thank you for making this convoluted process clear!
Awesome video, very well done, Thank You!!! :)
Exactly what I needed. Thank you.
Since Cargo links are based on real time elapsed, sleeping in a bed does nothing.
meaning it's much more effective to have a huge storage capacity in general if you are gonna stockpile a massive sum of iron and aluminum to xp farm.
This is true. I think if you just want one or two more resources to come into a good base so that you can say get more copper at your aluminum and iron XP farm, so you can start building more at that site This is a good solution.
With Helium, I've found that I can use it to power the local inter-system cargo link, but also send it from the same source as outgoing goods (in addition to other goods), so the receiving link can also use it to power another inter-system outgoing cargo-link. This way, you can daisy-chain across systems, even if Helium is not available at certain locations.
Is it consuming h3 based on real time? I need to do more testing but my concern is it would consume faster than it worked. But in theory it might work if the h3 arrives snd powers it till the next landing
@@TacticatGaming I haven't done a bunch of testing, but I sent from a single Helium extractor, to a single large container, and then sent 2 links from the container, one to the cargo-link, and the other to the outgoing box. I then waited 24 hours, and looked to verify that the cargo-link was being powered by it, and that there was more in both the storage and outgoing boxes.
Then, I went to the receiving system, and successfully sent more goods to another system using that Helium.
If it stopped working after a while, I'd probably just add a second extractor and second storage container.
Great explanation. I’m gonna try and fix up my connections. Went a lil crazy with trying to make a system-to-system resource monopoly
Thanks a lot! I've been building multiple extractors for different ressources today. I'm going to apply your cargo link system that seems simple enough.
Glad this helped!
finally a nice outpost cargolink video! thank you.
Welcome!
best video i've found yet to explain this system. thank you so much for this. and also explaining the transfer station
Thank you!!!! I did some outpost work last night, and this will help refine it.
So glad you verified what I thought at the start with the materials going to a centralised outpost
Well done! You just saved many Starfield players outpost experience! Including mine. 👍🏼
I'm dumbfounded that no one designing this had the thought to:
- limit inputs. Anything that caps what i can receive would actually make this viable.
- make a requester instead of a sender. Let's say I build an outpost for making frames. Suddenly I need to figure out all of the ratios and deliveries and fuel. If i could just tick a box signaling that the planet i mine iron is the place to go pickup some iron when it has some in stock, and the links started working, then it would be 100x simpler, without losing anything. You can even keep the current system also as a bonus for masochists. Instead we get infinite sending without any thought until every storage is full then maybe bug out.
Yeah but man they only had like 10 years to figure this out and it took you about 2 weeks. At that. Yeah it's a mess and they just hope that modders what do the real heavy lifting
I’ve spent a ton of time with outposts and the best tip when setting up cargo links is use a spreadsheet and screenshot then paste to paint, label each paint with text of material, location, add arrows of flow to hint at outgoing or incoming. Arh and when setting up cargo links do not link the received cargo until you see a physical cargo ship land and peak at the incoming box. Once you have seen the actual materials only then link the incoming box to a storage/warehouse/gas/liquid. Sometimes you may get attacked so repair spam everything, sleep and check if materials keep coming and if not clear the clogged incoming and outgoing. I once had a whole chain shutdown to a storage box clog after bounty hunters took out extractor’s. Don’t waste time if things break just delete storage or extractor’s and replace them
Good strategy
Thanks for the the thorough demonstration and discussion of bugs.
Fantastic video. This is the best explanation I've seen yet. It answers several of the problems I've run into. I just sort of jumped in and built a ton of bases and tried everything and wondered why lots of it didn't work right. Thanks for this.
Glad this helped!
My guy...THANK YOU. I have 4 outposts and thought I had everything down packed, couldn't figure out why my resources were goin all over the place. Didn't realize I had to detach the cargo link from the transfer station. All my transfer stations were just sending whatever wherever they felt like it. 😂
Glad I could help!
duude , you saved me hours . and the comments answered a whole lot of my questions too. thank you !!! p.s please make an in depth vid would love a massive multi system outpost vid !
check pinned comments for that vid
Thank you. I found my problem. I was using the storage boxes to also transfer goods, instead of the transfer station.
Very well explained! Thank you very much, I needed to understand this better and you helped alot!
Super helpful, thank you.
3:52 saved me. I couldn't figure out wtf was wrong for the life of me. Thank-you.
Great video! I think my platforms are bugged so this was the solution I was looking for!!
Thanks for this helpful guide, TactiCat! I learned a lot from your video, and I appreciate your clear and concise explanations. Keep up the good work!
Dude this is so easy to follow thank you
Simple, well done, thank you
What I love is when I have an outgoing resource and return later to find items in the incoming box of the cargo link. Even when it's not connected to anything. I figure is't just overflow because the extraction is faster than the transfer.
Been waiting for a concise video like this, so thank you!
I completely gave up on cargo links after carefully crafting a chain of cargo links all ending up at my main hub. I even ensured i built the inter-stellar ones on planets with helium so they would never run out. They're very glitchy, lose connection randomly, get clogged with materiais (maybe it has something to do with overloading the final ones with the cargo of all the first ones on the chain), and then at the end they all get mixed up with less used materials taking over most of the space. Managing them all takes more time than just getting what you need from the source. I just take note where each material is produced and go there and get it. I might consider using cargo links for individual materials in the future.
This is amazing thank you bro gonna have to watch it a few times while I’m building
Hope you enjoy it!
sub'd just because of how clear this video was. outstanding
Thank you! I’m working on it lol
Thank you for the concise yet complete explanation.
straight to the point! thank you!
Appreciate the video, any understanding of the system helps 🤣 looks like I gotta redo my links when I get home
You’re doing us all a tremendous service brother thank you
Amazing thank you, the whole cargo link cycling issue was driving me mad. I now have only the main base receiving everything.
This was soooo helpful. Thankyou!
This is exactly what I needed. Thank you!
Glad it helped!
Just re done everything and it now works thanks to you 😊 🙏🏼
I’m glad it helped - it took me a bit of time to organize this myself lol
@TacticatGaming I can imagine, took me days myself to find out its all wrong lol 😆. Now all fixed awesome 🙏🏼🙏🏼
Great vid. Nice and concise. Been trying to fix a link for ages and never thought it could have been bugged. Probably wasted a couple of hours on it and was 100% sure I done it correctly.
Yes! Me too man, lol that is why I always mention this when discussing links. If you’ve done everything right - it’s bugged lol
Late to the party, but thanks for ELI5! Finally, got it!
Thanks! This clarified a lot of questions I had about the whole transfer system.
This video was really helpful thank you.
Thanks for the guide!
I find the base ciclre too small to. Fit everything since we cannot do terra forming. Also it would be awesome to be able to place the outpost from a birds eye view so that we can see how much of each resource we have access to.
There is a birds eye view. Im not sure of the button on the controller right now but at the bottom of the build screen there should be an option to Change View (or something along those lines).
@@19Lucas78 thats only once you’ve already placed the outpost though, they’re saying before that to see the site from above before placing the outpost
BRuuuv, FINALLY after hours and hours of trying to deliver 270 Fecking Caesium to mars it worked... it was bugged i think... after going to mars i came back switched the link off then on and the ship came... mission complete. cheers.