Character logistic slots 5, 6, 7 ... (lategame research)

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Tev
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Character logistic slots 5, 6, 7 ... (lategame research)

Post by Tev »

Simply add some expensive tech that adds more slots, in the same vein as you can expand your robot follower count ad nauseam.

If there isn't some coding/performance problem with it I don't see why not - currently you can only manage as many slots as your toolbelt has, and requesting multiple stored items for e.g. expanding your factory makes re-setting your resource/belts&pipes/whatever basic settings tedious. You can just craft items in hand, which takes time, sometimes too much (modules, laser turrets, loads of belts, ...).

It sure seems in the spirit of the game - automated mining/crafting a lot of stuff just to pay for more automation :) Also would be better than just technology for dumb expanding your inventory (which is really cramped in late game).


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Re: Character logistic slots 5, 6, 7 ... (lategame research)

Post by Tinyboss »

I'm very much in favor of this.

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Re: Character logistic slots 5, 6, 7 ... (lategame research)

Post by ssilk »

I think this is part of (already existing) mods, cause there are also tendencies to reduce the stacks.
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Re: Character logistic slots 5, 6, 7 ... (lategame research)

Post by zera671 »

It would be great. A lot things are there in mods right, but I think some things just should be present by default in vanilla game. There should be more late-game research options.

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Re: Character logistic slots 5, 6, 7 ... (lategame research)

Post by LuuMor »

Yeah i agree the game needs more end game content even if it's in a form of research.
It's a bit boring now because the feeling of progression stops so suddenly.

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Re: Character logistic slots 5, 6, 7 ... (lategame research)

Post by bobingabout »

ssilk wrote:I think this is part of (already existing) mods, cause there are also tendencies to reduce the stacks.
I think it's my logistics mod that adds research up to 10. It adds a lot more other things too though.
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