I really do hope this outpost system is reworked at some point because as it stands it's the most unintuitive mess imaginable. I'd rather something closer to FO4 system. No fuss, no muss, just create links and pool all resources into an abstracted storage system.
Oh man, I just started playing again with the new update (I stopped months back because of all the game/quest breaking bugs), and decided I wanted to try more with outposts. I spent way too much time trying to get an inter-system cargo link to work, only to finally find out that only ONE of the links needs to have a helium supply. Why this wasn't made clear in-game is beyond me, but I see why so many people don't want to fuss with this convoluted mess. Thank you for making this useful tutorial!
Thank you so much for your diagram! I've already rage quit twice trying to figure it all out. Not quite like Fallout 4 where you can assign a settler and boom, inventory shared.
I appreciate that it's no longer notional but I miss the link system from FO4. Especially since inventory is severely limited for outposts and crafting in SF.
Thank you very much for making this video. I did not know that only one of two intersystem cargo links needed to be fueled. I had noticed that there were times when the cargo link I was on ran out of He3, but the ship was still coming, and couldn't figure out why. You described as a UI glitch the fact that when you examine an incoming cargo container that has just received resources you see it as empty. I also thought it was an issue until, like you, I learned that the default way storage devices work is that they suck out everything from an upstream container, or storage, and send it along until it hits the last storage container in a daisy chain. The true issue here is that most people will not assume that to be the default way storage works, and will be confused. In the real world, of course, there are valves that control the flow. I assume they felt that would overburden their developers to add that feature. This creates a real problem when you're trying to both store locally, and send resources. To do it in what I imagine to be the traditional way you have to wait until the storage containers downstream from the outgoing container are full. The problem there is that after they fill up, you have all of local resources you need. Unless you are using those local resources for product production, in which case you need to make sure that extraction is producing more than production is consuming. Plan B, is of course to send production directly to separate containers. That just doesn't feel right. The other topic that strikes me is that in 2023 a company could create a game of this complexity, yet at the same time have bugs that break parts of the game such that their customers have to go online, and view videos by those that discovered this so that they could work around them. Imagine having to watch youtube videos to resolve the way your car works because you find that if you have the radio on you can't make three consecutive right turns or the the wipers won't work for a week. How long would people tolerate that? Thanks again.
Intersystem Cargo Link is extremely buggy currently until it’s fixed by the game Devs. It can drive you a bit mad how buggy things are. The normal Cargo Link works fine from my experience. When materials incoming to Cargo Pad is linked Outgoing to Storage there at Outpost the actual transfer occur in a split second from ship > Cargo Container > Storage container. That is why you never see anything in the Incoming Cargo Pad Container if it’s Outbound Linked to a Storage Container at Outpost that’s Not Full. The big problem with Interstellar Cargo Link, well at least one among several is you can load Helium to supply container to pad and it don’t start. Don’t work. I also always do manual load for Helium due to another bug in that Interstellar Cargo Link. Sometimes you have to hit activate on Helium tank on pad, sometimes it immediately inbound the cargo ship once helium is loaded. Sometimes neither works and you can spend hrs trying to resolve the issue as you have to travel to the other Cargo Link planet/moon to see what’s going on from other side.. And you can spend time going back and forth going WTF! It’s damn buggy! Sometimes the cargo ship only ever takes off when you zone into Outpost. 🤔? It can drive you up the wall how buggy it can be among the many bugs with Interstellar Cargo Link. . And that isn’t even the bug that can suck your Outpost Helium storage completely dry if you have it all connected to Cargo Pad linked automatically. Which is why I only ever load Helium manually from storage to a single day tank to supply the Helium on pad.
Fueling has been the biggest hang up for me. I Set up a helium extraction outpost just to send the fuel to bessel so that I could power my Fe/Ni/Al/Co mines and send building materials to other outposts to limit how much I need to carry with me
After several hours into the game now, I finely had my fill of the Brutal ear blasting noise from the cargo ship at my main outpost, enough was enough, so I'm going to set it up as a one stop shop "maybe two", having all the links offload their product into storage containers at that specified hub, when I need that material, I'll just hop into my cargo ship and make a shopping run to that planet.
It could be so good, like if you could build/buy cargo ships and assign them to a route. Then, it equally distributes the materials you want to send in its hull. For example, you have a cargo link you want to send aluminium, iron and h3, the ship can carry (for arguments sake) 60. It will take 20 of each, or if you only have 10 h3 then it will take 25 each of the other two. The main problem is the links keep breaking, and even when they dont, they just send bulk of one material. It makes the fabricators pointless, its easier and quicker to just jump to all of the outposts, get the materials yourself and craft what you want yourself.
Have been battling with this system since day one. Got me to level 48. Buggy yes, but as a little side project it’s worth it. Definitely agree, lots of babysitting to keep system moving and working. Nice guide, thank you.
And this is why I'm so reluctant to go heavy on outposts and building anything that I want to call home, It breaks the immersiveness of the game if you're constantly having to monitor and fix/delete what you have spent hours building and then you feel you're not making any progress. It can be very frustrating especially if you have the opinion that you are "doing it wrong "
I'm happy I found your video because I don't feel like it's just me :) I also deleted mine a couple times & it fixed itself. I hope they fix this issue, thanks for the video.
Nvm my previous comment. Mustve been a bug on placement with the small/medium containers. Just tried with the large containers(just unlocked) and can stack them really high. Game changer for space saving.
My goal at the moment is to have multiple large chains of cargo links connecting and coming together on one planet (main base). With the "Bottle Neck" issue I just have a power switch hooked up to the extractors on an outpost to stop production if I don't need any of that material. This also helps in the case of storage. The only problem I'm having right now is having Hel-3 for not only my Cargo Inter-links but also my outposts that need fuel generators.
I have seen some people cargo he-3 downstream throughout all their bases while up streaming all their minerals. At the very last outpost in the "chain," set up a bunch of generators to burn through all the incoming he-3. I haven't tried it myself, but I will eventually or when BGS fixes the bugs.
There is actually a UA-cam video I can share the link to a few want that goes over that but some people have complained that unless you have massive amounts of storage you wind up with one resource being shipped over another and it's a hard time to get all the resources you need based on what you can see him and how much you produce.
The whole fueling process is broken and complete bullshit. If you have a container with helium for fuel and connect it to both outgoing and the pad, it will ALWAYS go to outgoing, the pad will get NO FUEL and stay turned off
There really needs to be a mechanism to control the quantity being transferred from place to place, otherwise one resource takes up all the space. Or maybe a timer to turn the extractor on and off at certain times or max production per hr UT.
Thank you for this video and diagram. It is incredibly helpful. Sadly I constantly have issues with the intersystem cargo links even sending only 1 material 😩 It’s so frustrating that this keeps on bugging all the time 🤦🏻♀️
It's just me confidently saying how something works, then being proven 100% wrong and swearing and going WHAT THE FUCK IS GOING ON!!! GOD DAMNIT FUCK.. and then slipping into my calm narrator voice@@redsnow846
The issue is alot of people are farming an ungodly amount of resources i haven't had any issues because I'm not farming thousands upon thousands of resources. I only farm enough to have a stack here and there so i can consistently upgrade weapons and armor. I think the issues stems from everyone trying to level grind through resource crafting and they spend more time setting it up rather than crafting. The nursery method is a bit better especially when leveling skills up as well.
I used to have to rip and rebuild my links but found the bug and trick to clear it without rebuilding it. Sometimes the sending side gets its cargo in the inbox instead of the outbox even though nothing was linked to it. I would go take the stuff out and move it to the out box and the chain would start running again. If nothing comes in for a while go check the other side, the cargo ship is usually parked empty with what was in the outbox actually in the inbox and just needs to be put where it should have been and it goes back to work. Basically in a pair of pads if both red boxes are empty or one of the green boxes is full and can't empty so the ship can't offload it stops running. Before rip and rebuild look in both pads' boxes on both sides to make sure what is/is not there is supposed to be like that and fix it before rip and rebuild. It's not really a bug you were seeing with the Cargo link inbox not showing items when the ship arrived. It's linked to a container chain and they transfer instantly so you would only see items in the green box until the whole chain fills and backs up to the green box for lack of down-chain capacity.
At present the outpost system is so broken that the only thing they're good for is getting an achievement. Getting the system to actually work is insane.
this system is so fucking broken, i have phantom cargo links, the game is telling me im 3/3 for cargo links but im not... the bottleneck happens all the time even if you have enough storage. i had a massive storage facility and was trying to bring everything in nothing filling up, the cargo ship wouldnt even arrive at the system from which i am sending resources but kept turning up to the system which was to receive it. so now i have to delete both of my outpost so i can get rid of the phantom links. fantastic well done bethesda
The real fun begins when you have 24 outposts that only 1 of them has helium. I cant get it to work without running around to each base filling a dedicated gas bin to power the cargo links lol
I have an AMP manufacturing outpost and can't use the cargo links to transport them to Venus, where I sell them. So I tried to transport the resources, but since there are 3 ingredients and a limit of 3 cargo links, I couldn't do it because I needed a 4th for He3. I just transport them in my ship instead, way less hassle. Edit: I found the perk to allow 6 cargo transports. It is so slow transporting to Venus possibly because the 1 hour equals 100 hours. UT
What changed outpost networking for me was when I yesterday got the outpost management perk, wich means you will have to waste 9 perks in the social three, but it lets you have 6 cargo links on each outpost. Now my main outpost collects resources from 6 different hubs. Bethesda need to give us an item that let us control how much resources going in and out of cargo links, that's the main issue with this system.
@@yansakovichagree, but that would cause a lot of bugs and you would have to completely reset your whole system every time it is a connection bug, wich I get every day even if it worked great the day before..
I wish there was a way for incoming product to be filled her to a certain box for storage. All my iron to One storage aluminum to a different storage I wish you would do it automatically instead of putting it all in one big conglomerate mess I wish there was a way to filter out certain things to certain boxes
This game was serious about it's Parallel Universe's..... I'm sure myself in another universe is receiving 300x more of what I originally wanted to ship. Either that or the cargo pilots are chickens and there's feed everywhere on the dash
I'm still amazed they decided to put this system in the game. It's so obviously broken. Having the ships actually transport the goods is cool but leads to problems if we have no way to control what and how much they transport. They really should just go back to the fallout 4 system of letting each outpost use all the resources in the connected outposts, assuming they are all properly connected to the cargo links. And hopefully they would also allow for multiple links per building because at that point the ships transporting stuff would be purely cosmetic.
Question sir? Can you delete links on stacks of cargo containers if you mess up on how they are linked together, or does it matter if the containers are not in series and in one direction?
To be honest on a stack i usually just delete everything to the point i got it wrong and restack - it's all situational - sometimes it's better to just start over you you know it's correct - but you should be able to gage what' not in sync because it will be highlighted in blue as something you can connect to - kinda hard to explain via text - i have a method but it's not something i can really explain well - i'd just delete the stack and start over
Mine has been bugging out trying to fuel both sides. I have Titanium and Tungsten coming in to the main base but when I'm not burning enough of the fuel that I'm sending, it somehow ends up coming back and filling up my incoming that should have only Titanium and Tungsten. Very frustrating, I think I'm going to just turn off the fuel export as I didn't realize it worked only fueling one side so maybe that info will actually end up fixing my problem.
So it is August 2024 and I just started Starfield and building outposts without any help from UA-cam until now. I have a HE3 outpost on Kreet and it feeds my main hub where I do my fabricating that is fed from 3 other outposts for raw material, all through inter-system cargo links. So far so good -- only had to delete and reestablish a link once. I did not know until know that I don't need to feed the cargo link with HE3 from both ends of the link. So I've been taking HE3 with my cargo link to each other outpost for no reason. Unless that has been patched?
I'm curious if you can link a "local" cargo link to an "inter" cargo link? In the same system, can I link "local" cargo links A and B to an "inter" cargo link C in the same system and then export to another system from "inter" link C? Essentially this would make C a hub for "local" links in the same system. It seems to work sometimes, and I'm not sure if it's a bug that it works SOMETIMES or a bug that it doesn't work ALL the time.
So...a inter cargo system only needs to be fueled just in one end? i feel soooooo stupid right now.... Also what do you mean when u say that HE3 is in the air? In Xbox the game wont let you place HE3 extractors anywhere but on deposits. Also the extractors looks totally different. Is there differences between Xbox and Pc versions? gr8 vid btw.
TactiCat: It arrives, it drops off the helium-3, it puts it into the gas and it puts it into there. Me: It puts the lotion on its skin or else it gets the hose again.
I don't thing that not seeing anything in the incoming box is a bug. I think it is simply draining immediately to the last container in the chain that has space.
it's chaos man - when i had no storage i saw nothing too - it's always blank even with nothing connected - almost everything i say is based on what i'm seeing - so my experience can be a 180 from others so they think i'm crazy - but i tested every single scenario i could think of
Having multiple cargo links slowed my game down to like 2 fps. Was completely unplayable. I had to turn them all off and collect product manually. Why would they let u build so big if it’s gonna ruin the game? I really hope this gets fixed
Honestly cargo links are more hassle than they are worth . Better to just go pick up 20,000 units going outpost to outpost and made craft for glorious loads of xp
So I'm a weapons dealer and I need resources and fabricated parts for my mods. I see on your diagram that you are only sending fabricated parts to the home base. But not all of my outposts will have all the resources necessary to fabricate other parts, and thw inter system link only takes two items at a time. I still don't see how bottlenecks are avoided and how to get everything I need back to my home base. You said you would do a Let's Play on this? Will it be a full tutorial?
The short answer is that I move everything by hand because it’s just saner and you can cart substantially more. The long answer is this let’s play tutorial - ua-cam.com/video/u-wqAQaJT4o/v-deo.htmlsi=u834nA3pAWc2Dg4i
I have a supply mission but accidentaly managed to erase the cargo link - so now I cant fulfil the mission, and I cant reset or get rid of the mission the mission either. Is there any way to fix this? I want my supply link back.
I’m trying to work this out in my head. If I have 12 ships, 6 outposts mining 6 resources, technically 2 outposts per planet…since we can have three pads per outpost 2 incoming 1 outgoing. And then those 6 outposts within the same system or six ships head to 3 different outpost, each of them staying with the same system still, again 2 incoming 1 outgoing… and then those three different outposts from three different systems will use helium to head to my main base or my home base. I could have in the beginning the ships carrying 2 resources, the next tier ships would be carrying 4 resources and the next tier of ships using helium to go interstellar would be carrying a crap ton of resources into my home base…YAY OR NAY?
Strongly recommend your links only send one resource per - this prevents massive bottle neck issues that occur Also the best method is to send finished manufactured goods - so have a main point of contact with 1 resource for each link to make X item - final product is sent to main base
@@TacticatGaming I commented before hearing that part of your video. I absolutely love the idea of sending a final product to my homebase instead of the resources. I also want the resources so I can manufacture because I do like the XP and I don’t want the fabricator to do it for free lol. I remember you saying that you’ve never had a base attacked, I had an outpost attacked yesterday twice within 15 minutes and they were strong boogers of pirates. Took me a lot of ammo to take them down. But I built a huge wall with storage crates, deleted so they turned into solid metal wall and I will see you tonight if they attack me again but they were vicious they individually shot each power generator and drilling and shut my entire base down until I realize what was going on
I am experiencing some difficulties with the inter-system links also. Outpost B receives H3, from outpost A to fuel 2 inter-system links. The first link was between A and B and worked until placing the second link at B. The second link travels to outpost C and works fine, but the first link will not run. It lands once, leaves, and will not return. What am I missing?
I know but every one plays with mods but I like the craftable ammo mod. I crafted about 150000 40mm xpl rounds valued at around 1.6 mil and got way more XP than frames
Please, help. I've set up an interlink between Vega (delivering Titanium) to Narion. I followed the steps, but don't see a link. My only guess was previously I tried to set up a mission inter-link, but when the ship would land and refuse to leave (lol), I cancelled the mission. I sense the AI freaked out and said "fine, we won't work at all", and that's exactly what's happening. Seems I may have to delete and do them over; smh.
For me, the impression is that it is an unfinished system until the game is released. Obviously there will be a correction. The current system is total madness.
top tip, have only ONE cargo link per material, so if you have a base that ships iron alu and nickel then you should build THREE cargo links, one for each resource outgoing. thankyou for your vid
Yeah, when I had one inter system link, the game ran fine. As soon as I add a 2nd one, I would get frequent FPS drops from 60+ down to like 10 FPS that would stutter and freeze up the game. Now if I want something. I will just jump to the planet to get the raw resources or manufacturing I have setup. The cargo link is truly FUBAR.
@@GhostPepper233 as of late, I just make amps for credits and xp if I need it. If I need materials, I buy them or still maintain a base on Bessel III-b for aluminum, iron, nickel and cobalt all in one. Amp farms are on Jemison for argon, toxin and metabolic agent.
Oh that's the power.(?) How am I supposed to know that detail? Too many complations in Starfield, plus the October update crashed my game. This build took me 6 hours and still didn't finish it. I did learn to use storages(as workbenches) as build vehicles not chests, huge improvement.
I’m actually surprised to learn how much issues people are having with maintaining these things. I’ve had a 4-outpost system that sends around multiple resources per link which has worked flawlessly for maybe 60-70 hours now. The other 5 I’m working on aren’t going particularly smooth but the process was the same with my first 4- troubleshooting like Hell until it “just works”.
I really do hope this outpost system is reworked at some point because as it stands it's the most unintuitive mess imaginable. I'd rather something closer to FO4 system. No fuss, no muss, just create links and pool all resources into an abstracted storage system.
Jebus! I love this game, but I'll wait for them to fix the cargo link/outpost issues. I don't need the headache. lol
Oh man, I just started playing again with the new update (I stopped months back because of all the game/quest breaking bugs), and decided I wanted to try more with outposts. I spent way too much time trying to get an inter-system cargo link to work, only to finally find out that only ONE of the links needs to have a helium supply. Why this wasn't made clear in-game is beyond me, but I see why so many people don't want to fuss with this convoluted mess. Thank you for making this useful tutorial!
Thank you so much for your diagram! I've already rage quit twice trying to figure it all out. Not quite like Fallout 4 where you can assign a settler and boom, inventory shared.
I appreciate that it's no longer notional but I miss the link system from FO4. Especially since inventory is severely limited for outposts and crafting in SF.
Thank you very much for making this video.
I did not know that only one of two intersystem cargo links needed to be fueled. I had noticed that there were times when the cargo link I was on ran out of He3, but the ship was still coming, and couldn't figure out why.
You described as a UI glitch the fact that when you examine an incoming cargo container that has just received resources you see it as empty. I also thought it was an issue until, like you, I learned that the default way storage devices work is that they suck out everything from an upstream container, or storage, and send it along until it hits the last storage container in a daisy chain.
The true issue here is that most people will not assume that to be the default way storage works, and will be confused. In the real world, of course, there are valves that control the flow. I assume they felt that would overburden their developers to add that feature. This creates a real problem when you're trying to both store locally, and send resources.
To do it in what I imagine to be the traditional way you have to wait until the storage containers downstream from the outgoing container are full. The problem there is that after they fill up, you have all of local resources you need. Unless you are using those local resources for product production, in which case you need to make sure that extraction is producing more than production is consuming. Plan B, is of course to send production directly to separate containers. That just doesn't feel right.
The other topic that strikes me is that in 2023 a company could create a game of this complexity, yet at the same time have bugs that break parts of the game such that their customers have to go online, and view videos by those that discovered this so that they could work around them. Imagine having to watch youtube videos to resolve the way your car works because you find that if you have the radio on you can't make three consecutive right turns or the the wipers won't work for a week. How long would people tolerate that?
Thanks again.
Intersystem Cargo Link is extremely buggy currently until it’s fixed by the game Devs. It can drive you a bit mad how buggy things are. The normal Cargo Link works fine from my experience. When materials incoming to Cargo Pad is linked Outgoing to Storage there at Outpost the actual transfer occur in a split second from ship > Cargo Container > Storage container. That is why you never see anything in the Incoming Cargo Pad Container if it’s Outbound Linked to a Storage Container at Outpost that’s Not Full.
The big problem with Interstellar Cargo Link, well at least one among several is you can load Helium to supply container to pad and it don’t start. Don’t work. I also always do manual load for Helium due to another bug in that Interstellar Cargo Link. Sometimes you have to hit activate on Helium tank on pad, sometimes it immediately inbound the cargo ship once helium is loaded. Sometimes neither works and you can spend hrs trying to resolve the issue as you have to travel to the other Cargo Link planet/moon to see what’s going on from other side.. And you can spend time going back and forth going WTF! It’s damn buggy! Sometimes the cargo ship only ever takes off when you zone into Outpost. 🤔? It can drive you up the wall how buggy it can be among the many bugs with Interstellar Cargo Link. . And that isn’t even the bug that can suck your Outpost Helium storage completely dry if you have it all connected to Cargo Pad linked automatically. Which is why I only ever load Helium manually from storage to a single day tank to supply the Helium on pad.
It’s a terrible mechanic 100%
Fueling has been the biggest hang up for me. I Set up a helium extraction outpost just to send the fuel to bessel so that I could power my Fe/Ni/Al/Co mines and send building materials to other outposts to limit how much I need to carry with me
After several hours into the game now, I finely had my fill of the Brutal ear blasting noise from the cargo ship at my main outpost, enough was enough, so I'm going to set it up as a one stop shop "maybe two", having all the links offload their product into storage containers at that specified hub, when I need that material, I'll just hop into my cargo ship and make a shopping run to that planet.
It could be so good, like if you could build/buy cargo ships and assign them to a route. Then, it equally distributes the materials you want to send in its hull.
For example, you have a cargo link you want to send aluminium, iron and h3, the ship can carry (for arguments sake) 60. It will take 20 of each, or if you only have 10 h3 then it will take 25 each of the other two.
The main problem is the links keep breaking, and even when they dont, they just send bulk of one material.
It makes the fabricators pointless, its easier and quicker to just jump to all of the outposts, get the materials yourself and craft what you want yourself.
Have been battling with this system since day one. Got me to level 48. Buggy yes, but as a little side project it’s worth it. Definitely agree, lots of babysitting to keep system moving and working. Nice guide, thank you.
Im glad i found this video before i ruiend my base with an intersystem cargo link. I only have limited space as im building in a small valley.
And this is why I'm so reluctant to go heavy on outposts and building anything that I want to call home, It breaks the immersiveness of the game if you're constantly having to monitor and fix/delete what you have spent hours building and then you feel you're not making any progress. It can be very frustrating especially if you have the opinion that you are "doing it wrong "
Best guide as of today!
I'm happy I found your video because I don't feel like it's just me :) I also deleted mine a couple times & it fixed itself. I hope they fix this issue, thanks for the video.
Yeah they mess up a lot
Still scratching my head over links to this day.
It's the Helium 3 that got me.
Nvm my previous comment. Mustve been a bug on placement with the small/medium containers. Just tried with the large containers(just unlocked) and can stack them really high. Game changer for space saving.
My goal at the moment is to have multiple large chains of cargo links connecting and coming together on one planet (main base). With the "Bottle Neck" issue I just have a power switch hooked up to the extractors on an outpost to stop production if I don't need any of that material. This also helps in the case of storage. The only problem I'm having right now is having Hel-3 for not only my Cargo Inter-links but also my outposts that need fuel generators.
I have seen some people cargo he-3 downstream throughout all their bases while up streaming all their minerals. At the very last outpost in the "chain," set up a bunch of generators to burn through all the incoming he-3. I haven't tried it myself, but I will eventually or when BGS fixes the bugs.
Ahhh not a bad idea
There is actually a UA-cam video I can share the link to a few want that goes over that but some people have complained that unless you have massive amounts of storage you wind up with one resource being shipped over another and it's a hard time to get all the resources you need based on what you can see him and how much you produce.
The whole fueling process is broken and complete bullshit. If you have a container with helium for fuel and connect it to both outgoing and the pad, it will ALWAYS go to outgoing, the pad will get NO FUEL and stay turned off
There really needs to be a mechanism to control the quantity being transferred from place to place, otherwise one resource takes up all the space. Or maybe a timer to turn the extractor on and off at certain times or max production per hr UT.
Thank you for this video and diagram. It is incredibly helpful.
Sadly I constantly have issues with the intersystem cargo links even sending only 1 material 😩
It’s so frustrating that this keeps on bugging all the time 🤦🏻♀️
I can feel your frustration.
This was actually my third recording because the first two were just me screaming and going what the fuck what the fuvck
@@TacticatGaming Bro you should of added that as bonus content. hahaha
I actually thought about adding a blooper reel lmao
@@redsnow846
@@TacticatGaming id get a good laugh out of that one.
It's just me confidently saying how something works, then being proven 100% wrong and swearing and going WHAT THE FUCK IS GOING ON!!! GOD DAMNIT FUCK.. and then slipping into my calm narrator voice@@redsnow846
I finally understand with the diagram 👍
So Wise , Thank You .
So bugged. I'll just haul the stuff myself. IMHO they made the cargo link system so complex even they can't fix the bugs.
Nice guide and thx for the warning. These seem like needless frustration. Settlements really got left behind , its such an incomplete system.
Looking forward to the manufacturing video. Production galore!
Coming soon!
The issue is alot of people are farming an ungodly amount of resources i haven't had any issues because I'm not farming thousands upon thousands of resources. I only farm enough to have a stack here and there so i can consistently upgrade weapons and armor. I think the issues stems from everyone trying to level grind through resource crafting and they spend more time setting it up rather than crafting. The nursery method is a bit better especially when leveling skills up as well.
I used to have to rip and rebuild my links but found the bug and trick to clear it without rebuilding it. Sometimes the sending side gets its cargo in the inbox instead of the outbox even though nothing was linked to it. I would go take the stuff out and move it to the out box and the chain would start running again. If nothing comes in for a while go check the other side, the cargo ship is usually parked empty with what was in the outbox actually in the inbox and just needs to be put where it should have been and it goes back to work. Basically in a pair of pads if both red boxes are empty or one of the green boxes is full and can't empty so the ship can't offload it stops running. Before rip and rebuild look in both pads' boxes on both sides to make sure what is/is not there is supposed to be like that and fix it before rip and rebuild.
It's not really a bug you were seeing with the Cargo link inbox not showing items when the ship arrived. It's linked to a container chain and they transfer instantly so you would only see items in the green box until the whole chain fills and backs up to the green box for lack of down-chain capacity.
It’s a bug - if you don’t link it you won’t see anything
Another good one!
At present the outpost system is so broken that the only thing they're good for is getting an achievement. Getting the system to actually work is insane.
this system is so fucking broken, i have phantom cargo links, the game is telling me im 3/3 for cargo links but im not... the bottleneck happens all the time even if you have enough storage. i had a massive storage facility and was trying to bring everything in nothing filling up, the cargo ship wouldnt even arrive at the system from which i am sending resources but kept turning up to the system which was to receive it. so now i have to delete both of my outpost so i can get rid of the phantom links. fantastic well done bethesda
A guide with 16x the detail.
Love to see my idea in action! Great video!
The real fun begins when you have 24 outposts that only 1 of them has helium. I cant get it to work without running around to each base filling a dedicated gas bin to power the cargo links lol
I have an AMP manufacturing outpost and can't use the cargo links to transport them to Venus, where I sell them. So I tried to transport the resources, but since there are 3 ingredients and a limit of 3 cargo links, I couldn't do it because I needed a 4th for He3. I just transport them in my ship instead, way less hassle.
Edit: I found the perk to allow 6 cargo transports. It is so slow transporting to Venus possibly because the 1 hour equals 100 hours. UT
lol, dude, this was good. this cargo link shit is driving me crazy but this vid made me feel better about my sanity.
Sanity does not belong in starfield lol
I don't think there's a glitch there. So long as you understand the goods immediately go to the endpoint in your storage chain, you're good.
What changed outpost networking for me was when I yesterday got the outpost management perk, wich means you will have to waste 9 perks in the social three, but it lets you have 6 cargo links on each outpost. Now my main outpost collects resources from 6 different hubs. Bethesda need to give us an item that let us control how much resources going in and out of cargo links, that's the main issue with this system.
I just did this last night. I saw another video that suggested getting that perk completed if ou really want this to work.
They should also implement multiple connections between cargo links. Many cargo links to one cargo link would be the most widespread use case.
@@yansakovichagree, but that would cause a lot of bugs and you would have to completely reset your whole system every time it is a connection bug, wich I get every day even if it worked great the day before..
I don't know if I would want 6 pads at my main outpost. That sounds like it would be really loud all the time. 😆
@@eagleshadow101it's very load, but the only way to have a fully automated network.
Starfield is literally the saying "have you tried turning it off and on again" lol
I wish there was a way for incoming product to be filled her to a certain box for storage. All my iron to One storage aluminum to a different storage I wish you would do it automatically instead of putting it all in one big conglomerate mess I wish there was a way to filter out certain things to certain boxes
This game was serious about it's Parallel Universe's..... I'm sure myself in another universe is receiving 300x more of what I originally wanted to ship. Either that or the cargo pilots are chickens and there's feed everywhere on the dash
If you have 2 outposts with 2 resources on each planet, do you need 4 intersystem cargo links on your main base or just one intersystem cargo link?
You will need one per connection to make it clean - but you're limited to 3 unless you level the outpost management to get 6 i think.
I lurked your page the other day hoping for a new/more flow charts. Today we feast.
Lol
*dune music “the charts must flow “
I'm still amazed they decided to put this system in the game. It's so obviously broken. Having the ships actually transport the goods is cool but leads to problems if we have no way to control what and how much they transport. They really should just go back to the fallout 4 system of letting each outpost use all the resources in the connected outposts, assuming they are all properly connected to the cargo links. And hopefully they would also allow for multiple links per building because at that point the ships transporting stuff would be purely cosmetic.
Friendly Tip : When I hit R while on my ship my weapon is brought up. If I hold R then my weapon reloads.
Question sir? Can you delete links on stacks of cargo containers if you mess up on how they are linked together, or does it matter if the containers are not in series and in one direction?
To be honest on a stack i usually just delete everything to the point i got it wrong and restack - it's all situational - sometimes it's better to just start over you you know it's correct - but you should be able to gage what' not in sync because it will be highlighted in blue as something you can connect to - kinda hard to explain via text - i have a method but it's not something i can really explain well - i'd just delete the stack and start over
Mine has been bugging out trying to fuel both sides. I have Titanium and Tungsten coming in to the main base but when I'm not burning enough of the fuel that I'm sending, it somehow ends up coming back and filling up my incoming that should have only Titanium and Tungsten. Very frustrating, I think I'm going to just turn off the fuel export as I didn't realize it worked only fueling one side so maybe that info will actually end up fixing my problem.
So it is August 2024 and I just started Starfield and building outposts without any help from UA-cam until now. I have a HE3 outpost on Kreet and it feeds my main hub where I do my fabricating that is fed from 3 other outposts for raw material, all through inter-system cargo links. So far so good -- only had to delete and reestablish a link once. I did not know until know that I don't need to feed the cargo link with HE3 from both ends of the link. So I've been taking HE3 with my cargo link to each other outpost for no reason. Unless that has been patched?
When I made this it was just one but I haven’t played in forever
This comment is a bit late so might not be noticed, but how do you know which planets have helium that can be extracted from the air?
It will tell you if H3 is on the map, as far as which ones are deposits vs air - that's just something special about the planet in the video.
I'm curious if you can link a "local" cargo link to an "inter" cargo link?
In the same system, can I link "local" cargo links A and B to an "inter" cargo link C in the same system and then export to another system from "inter" link C? Essentially this would make C a hub for "local" links in the same system.
It seems to work sometimes, and I'm not sure if it's a bug that it works SOMETIMES or a bug that it doesn't work ALL the time.
there have their own designations and can't be combined
So...a inter cargo system only needs to be fueled just in one end? i feel soooooo stupid right now.... Also what do you mean when u say that HE3 is in the air? In Xbox the game wont let you place HE3 extractors anywhere but on deposits. Also the extractors looks totally different. Is there differences between Xbox and Pc versions? gr8 vid btw.
On the moon I’m on it’s in the air in certain biomes
Does your main base need to be the one with the helium?
Ideally
Do you get XP for auto manufactured items? (Not workbench, but building facilities)
Not to my knowledge
it goes straight into your second storage thats why you dont see it but if you fly up to see the contents it will be full :P
TactiCat: It arrives, it drops off the helium-3, it puts it into the gas and it puts it into there.
Me: It puts the lotion on its skin or else it gets the hose again.
I don't thing that not seeing anything in the incoming box is a bug. I think it is simply draining immediately to the last container in the chain that has space.
it's chaos man - when i had no storage i saw nothing too - it's always blank even with nothing connected - almost everything i say is based on what i'm seeing - so my experience can be a 180 from others so they think i'm crazy - but i tested every single scenario i could think of
I just needed to send platinum to mars man
Having multiple cargo links slowed my game down to like 2 fps. Was completely unplayable. I had to turn them all off and collect product manually. Why would they let u build so big if it’s gonna ruin the game? I really hope this gets fixed
Honestly cargo links are more hassle than they are worth . Better to just go pick up 20,000 units going outpost to outpost and made craft for glorious loads of xp
So I'm a weapons dealer and I need resources and fabricated parts for my mods. I see on your diagram that you are only sending fabricated parts to the home base. But not all of my outposts will have all the resources necessary to fabricate other parts, and thw inter system link only takes two items at a time. I still don't see how bottlenecks are avoided and how to get everything I need back to my home base. You said you would do a Let's Play on this? Will it be a full tutorial?
The short answer is that I move everything by hand because it’s just saner and you can cart substantially more.
The long answer is this let’s play tutorial - ua-cam.com/video/u-wqAQaJT4o/v-deo.htmlsi=u834nA3pAWc2Dg4i
I have a supply mission but accidentaly managed to erase the cargo link - so now I cant fulfil the mission, and I cant reset or get rid of the mission the mission either. Is there any way to fix this? I want my supply link back.
I’m not experienced with supply missions unfortunately
Ive never seen anyone stack bins like that. How?? Is it a mod? For some reason my bins wont go higher than 3 it says the foundations too big haha
they may have patched it?
When using inter cargo links do you have to have to use the inter cargo links on both sides?
Yes
why cant I move around in build mode on pc?
You gotta hit F then R
I’m trying to work this out in my head. If I have 12 ships, 6 outposts mining 6 resources, technically 2 outposts per planet…since we can have three pads per outpost 2 incoming 1 outgoing. And then those 6 outposts within the same system or six ships head to 3 different outpost, each of them staying with the same system still, again 2 incoming 1 outgoing… and then those three different outposts from three different systems will use helium to head to my main base or my home base. I could have in the beginning the ships carrying 2 resources, the next tier ships would be carrying 4 resources and the next tier of ships using helium to go interstellar would be carrying a crap ton of resources into my home base…YAY OR NAY?
Strongly recommend your links only send one resource per - this prevents massive bottle neck issues that occur
Also the best method is to send finished manufactured goods - so have a main point of contact with 1 resource for each link to make X item - final product is sent to main base
@@TacticatGaming I commented before hearing that part of your video. I absolutely love the idea of sending a final product to my homebase instead of the resources. I also want the resources so I can manufacture because I do like the XP and I don’t want the fabricator to do it for free lol. I remember you saying that you’ve never had a base attacked, I had an outpost attacked yesterday twice within 15 minutes and they were strong boogers of pirates. Took me a lot of ammo to take them down. But I built a huge wall with storage crates, deleted so they turned into solid metal wall and I will see you tonight if they attack me again but they were vicious they individually shot each power generator and drilling and shut my entire base down until I realize what was going on
@@TacticatGaming I have immensely enjoyed every one of your videos… Almost as much as I do playing the game lol
Yeah it just prevents multiple resources piling up in the cargoship@@schleper99
I am experiencing some difficulties with the inter-system links also. Outpost B receives H3, from outpost A to fuel 2 inter-system links. The first link was between A and B and worked until placing the second link at B. The second link travels to outpost C and works fine, but the first link will not run. It lands once, leaves, and will not return. What am I missing?
if links stop working delete one and replace it - then reestablish the link.
I know but every one plays with mods but I like the craftable ammo mod. I crafted about 150000 40mm xpl rounds valued at around 1.6 mil and got way more XP than frames
Even my regular cargo links bug out sometimes for no reason. Inter system ones are even more annoying.
I gave up CLs. Too bugged. Waiting bethesda to really fix them.
Please, help. I've set up an interlink between Vega (delivering Titanium) to Narion. I followed the steps, but don't see a link.
My only guess was previously I tried to set up a mission inter-link, but when the ship would land and refuse to leave (lol), I cancelled the mission. I sense the AI freaked out and said "fine, we won't work at all", and that's exactly what's happening. Seems I may have to delete and do them over; smh.
Just delete one of the cargo link buildings , replace it, and reestablish the link
@@TacticatGaming YESSSS! That worked!!! A great Christmas gift!
For me, the impression is that it is an unfinished system until the game is released. Obviously there will be a correction. The current system is total madness.
top tip, have only ONE cargo link per material, so if you have a base that ships iron alu and nickel then you should build THREE cargo links, one for each resource outgoing. thankyou for your vid
I will avoid cargo links until bethesda fixes. I have done two farms and it causes my game to stutter and freeze up every 2-3 minutes.
Yeah, when I had one inter system link, the game ran fine. As soon as I add a 2nd one, I would get frequent FPS drops from 60+ down to like 10 FPS that would stutter and freeze up the game. Now if I want something. I will just jump to the planet to get the raw resources or manufacturing I have setup. The cargo link is truly FUBAR.
@@GhostPepper233 as of late, I just make amps for credits and xp if I need it. If I need materials, I buy them or still maintain a base on Bessel III-b for aluminum, iron, nickel and cobalt all in one. Amp farms are on Jemison for argon, toxin and metabolic agent.
Honestly amp is the only outpost I recommend
@@TacticatGaming Guess I am moving from a gold miner to a drug dealer...lol.
this is the way@@GhostPepper233
Oh that's the power.(?) How am I supposed to know that detail? Too many complations in Starfield, plus the October update crashed my game. This build took me 6 hours and still didn't finish it. I did learn to use storages(as workbenches) as build vehicles not chests, huge improvement.
you know for a simplified explaination this is very complicated.
I’m actually surprised to learn how much issues people are having with maintaining these things.
I’ve had a 4-outpost system that sends around multiple resources per link which has worked flawlessly for maybe 60-70 hours now.
The other 5 I’m working on aren’t going particularly smooth but the process was the same with my first 4- troubleshooting like Hell until it “just works”.
Yeah this is blowing me man I’m just not gonna do it
JANKY AF!!! 😂😂😂
thanks for the info ....... now i see how bad it is ill just give it a pass
"janky" its kinda too polite.
*almost losing pc because this outpost thing.
Good lord. Talk about too much info. KISS
Bethesda should be ashamed for what they have produced here... And we should never forgive them.
No.
bro this game is so boring it makes your video boring.