With circuits, if the tickbox is ticked, the player has decided it want to try the circuit build, yes it's going to be tricky, requiring counting the things probably, that's a whole can of worm opened here , that's probably why it wasn't there in the first place x)Alfonse215 wrote: Tue Dec 24, 2024 4:44 pm So how does a player control that?
I've got these belts with blue circuits, LDS, and rocket fuel on them. I want to build a rocket in the silo, but I also want to load the cargo of that rocket with blue circuits. How do I allow the inserters to add LDS and rocket fuel to the ingredients but *not* to the cargo?
It can't be a signal because a silo can build a second rocket while loading cargo for the first. Unless you don't want a silo to be able to do that. Do you only want to be able to load cargo when the silo has 2 rockets primed?
Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
i mean if youre sending rocket ingredients to space the most useful behaviour would be if you started loading rocket ingredients in cargo as soon as a rocket was available to launch, such that you dont need to wait for a redundant rocket to be built. when the cargo is full then you can start building second rocket. like it doesnt make sense to do build a rocket and load it at the same time if you are loading the same rocket ingredients that you need to build the rocket. and if you have rocket ingredients in abundance then that is because you dont have enough rocket silos.Alfonse215 wrote: Tue Dec 24, 2024 4:44 pmSo how does a player control that?Laramy65 wrote: Tue Dec 24, 2024 4:25 pmthe parts go in the cargo when a rocket is done. easy!Khazul wrote: Tue Dec 24, 2024 4:17 pmIf it were a checkbox control to change the use of the parts between making a rocket and inserting into cargo, how does it make a rocket when cargo mode is selected?Laramy65 wrote: Tue Dec 24, 2024 3:58 pm i feel like the best solution would be a checkbox
[ ] allow rocket ingredients be inserted in rocket cargo.
if you wanted to ship rocket parts you could hook up silo to inserters to insert rocket parts and these same inserters could also insert the cargo. this could not be done if cargo had a seperate input box, which seems too clunky a solution to me.
making rocketparts be a seperate item would be annoying. like what do you do if you want to ship them as cargo?
In end end whatever is done within the confines of the existing or a modded silo, something will have to be pushed to logistics. Once you change the recipe to rocket parts as I have, then while that removes the special case handling from more commonly used ingredients, it still just moved the problem. If rocket parts are external, then people will want to ship the rocket parts to other planets unless they are given the same treatment as nukes etc to prevent them from being transported (and maybe that is the right answer? I don't know).
I'm running with this mod now to see how it plays out.
I've got these belts with blue circuits, LDS, and rocket fuel on them. I want to build a rocket in the silo, but I also want to load the cargo of that rocket with blue circuits. How do I allow the inserters to add LDS and rocket fuel to the ingredients but *not* to the cargo?
It can't be a signal because a silo can build a second rocket while loading cargo for the first. Unless you don't want a silo to be able to do that. Do you only want to be able to load cargo when the silo has 2 rockets primed?
as for how do you controll it: you tick a box. the rocket parts go to space nya
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
I think you're kinda missing the point.Laramy65 wrote: Tue Dec 24, 2024 5:04 pmi mean if youre sending rocket ingredients to space the most useful behaviour would be if you started loading rocket ingredients in cargo as soon as a rocket was available to launch, such that you dont need to wait for a redundant rocket to be built. when the cargo is full then you can start building second rocket. like it doesnt make sense to do build a rocket and load it at the same time if you are loading the same rocket ingredients that you need to build the rocket. and if you have rocket ingredients in abundance then that is because you dont have enough rocket silos.Alfonse215 wrote: Tue Dec 24, 2024 4:44 pmSo how does a player control that?Laramy65 wrote: Tue Dec 24, 2024 4:25 pmthe parts go in the cargo when a rocket is done. easy!Khazul wrote: Tue Dec 24, 2024 4:17 pmIf it were a checkbox control to change the use of the parts between making a rocket and inserting into cargo, how does it make a rocket when cargo mode is selected?Laramy65 wrote: Tue Dec 24, 2024 3:58 pm i feel like the best solution would be a checkbox
[ ] allow rocket ingredients be inserted in rocket cargo.
if you wanted to ship rocket parts you could hook up silo to inserters to insert rocket parts and these same inserters could also insert the cargo. this could not be done if cargo had a seperate input box, which seems too clunky a solution to me.
making rocketparts be a seperate item would be annoying. like what do you do if you want to ship them as cargo?
In end end whatever is done within the confines of the existing or a modded silo, something will have to be pushed to logistics. Once you change the recipe to rocket parts as I have, then while that removes the special case handling from more commonly used ingredients, it still just moved the problem. If rocket parts are external, then people will want to ship the rocket parts to other planets unless they are given the same treatment as nukes etc to prevent them from being transported (and maybe that is the right answer? I don't know).
I'm running with this mod now to see how it plays out.
I've got these belts with blue circuits, LDS, and rocket fuel on them. I want to build a rocket in the silo, but I also want to load the cargo of that rocket with blue circuits. How do I allow the inserters to add LDS and rocket fuel to the ingredients but *not* to the cargo?
It can't be a signal because a silo can build a second rocket while loading cargo for the first. Unless you don't want a silo to be able to do that. Do you only want to be able to load cargo when the silo has 2 rockets primed?
as for how do you controll it: you tick a box. the rocket parts go to space nya
If I'm on Fulgora, I might want to send blue circuits and maybe LDS. But... do I really want to send rocket fuel? Maybe I want to source that from a different planet. Why shouldn't I have the power to choose?
I thought the whole point of this exercise was to give players more control over how they ship rocket parts, so that, if you want to ship some of the rocket part components, you don't have to "resort" to logistics bots. This "all rocket part components" or "no rocket part components" approach is not giving players more control.
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
It's not like the developers shipped the game unaware of this small hole in how cargo gets loaded into rockets. They were very well aware of the fact that you can inserter-load everything except rocket part components. I don't think they failed to implement solutions like these because they didn't think of them. I think they choose not to because all of these solutions require adding a lot of complexity. Complexity that they don't want to add to the game.mmmPI wrote: Tue Dec 24, 2024 4:50 pmWith circuits, if the tickbox is ticked, the player has decided it want to try the circuit build, yes it's going to be tricky, requiring counting the things probably, that's a whole can of worm opened here , that's probably why it wasn't there in the first place x)Alfonse215 wrote: Tue Dec 24, 2024 4:44 pm So how does a player control that?
I've got these belts with blue circuits, LDS, and rocket fuel on them. I want to build a rocket in the silo, but I also want to load the cargo of that rocket with blue circuits. How do I allow the inserters to add LDS and rocket fuel to the ingredients but *not* to the cargo?
It can't be a signal because a silo can build a second rocket while loading cargo for the first. Unless you don't want a silo to be able to do that. Do you only want to be able to load cargo when the silo has 2 rockets primed?
So if your solution requires that players are masters of circuit logic before they can take advantage of it, then I don't think the developers are likely to implement it.
Of all of the presented solutions, I think externally building rocket parts is probably the one that requires the least complexity for the user. You can even plug the tiny hole of trying to send the parts themselves by just making them weigh more than 1 ton (how you justify this massive mass increase compared to the mass of all of the components is a different matter). That is, the total rocket itself is, say, 50.1 tons in weight.
Granted, this would break everyone's bases at present, so it's a no-go.
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
you can count the ingredients. shrimple.Alfonse215 wrote: Tue Dec 24, 2024 5:13 pmI think you're kinda missing the point.Laramy65 wrote: Tue Dec 24, 2024 5:04 pmi mean if youre sending rocket ingredients to space the most useful behaviour would be if you started loading rocket ingredients in cargo as soon as a rocket was available to launch, such that you dont need to wait for a redundant rocket to be built. when the cargo is full then you can start building second rocket. like it doesnt make sense to do build a rocket and load it at the same time if you are loading the same rocket ingredients that you need to build the rocket. and if you have rocket ingredients in abundance then that is because you dont have enough rocket silos.Alfonse215 wrote: Tue Dec 24, 2024 4:44 pmSo how does a player control that?Laramy65 wrote: Tue Dec 24, 2024 4:25 pmthe parts go in the cargo when a rocket is done. easy!Khazul wrote: Tue Dec 24, 2024 4:17 pm
If it were a checkbox control to change the use of the parts between making a rocket and inserting into cargo, how does it make a rocket when cargo mode is selected?
In end end whatever is done within the confines of the existing or a modded silo, something will have to be pushed to logistics. Once you change the recipe to rocket parts as I have, then while that removes the special case handling from more commonly used ingredients, it still just moved the problem. If rocket parts are external, then people will want to ship the rocket parts to other planets unless they are given the same treatment as nukes etc to prevent them from being transported (and maybe that is the right answer? I don't know).
I'm running with this mod now to see how it plays out.
I've got these belts with blue circuits, LDS, and rocket fuel on them. I want to build a rocket in the silo, but I also want to load the cargo of that rocket with blue circuits. How do I allow the inserters to add LDS and rocket fuel to the ingredients but *not* to the cargo?
It can't be a signal because a silo can build a second rocket while loading cargo for the first. Unless you don't want a silo to be able to do that. Do you only want to be able to load cargo when the silo has 2 rockets primed?
as for how do you controll it: you tick a box. the rocket parts go to space nya
If I'm on Fulgora, I might want to send blue circuits and maybe LDS. But... do I really want to send rocket fuel? Maybe I want to source that from a different planet. Why shouldn't I have the power to choose?
I thought the whole point of this exercise was to give players more control over how they ship rocket parts, so that, if you want to ship some of the rocket part components, you don't have to "resort" to logistics bots. This "all rocket part components" or "no rocket part components" approach is not giving players more control.
actually solving that is left as excersize to the reader. and if the player may not be up for the challenge. you use logistics network. i think this behaviour would be easy to understand and challenging to design with.
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
You don't have to be master of logic, you can use a train and filter slots in the wagon to make sure you load the perfect amount of each of what you need. I mean i don't think this require being a master of logic. I think circuits is just the natural option for players that ask for more complexity in the game, which this suggestion is aimed since the game currently feature the (simpler) logistic approach.Alfonse215 wrote: Tue Dec 24, 2024 5:22 pm So if your solution requires that players are masters of circuit logic before they can take advantage of it, then I don't think the developers are likely to implement it.
This isn't a solution imo, it pushed the problem onto another item :Alfonse215 wrote: Tue Dec 24, 2024 5:22 pm Of all of the presented solutions, I think externally building rocket parts is probably the one that requires the least complexity for the user.
how do you ship external rocket parts as cargo ? that will create a hole in the game !One can make builds to insert items into rocket with inserters and logic circuit, but it is just impossible to insert if the item is part of the rocket part.
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
I guess I was mistaken as to the point of this idea. I though the point was to allow players who didn't want to use the logistics network to be able to respond to platform requests via inserters instead.mmmPI wrote: Tue Dec 24, 2024 6:19 pm You don't have to be master of logic, you can use a train and filter slots in the wagon to make sure you load the perfect amount of each of what you need. I mean i don't think this require being a master of logic. I think circuits is just the natural option for players that ask for more complexity in the game, which this suggestion is aimed since the game currently feature the (simpler) logistic approach.
If the goal is specifically to allow people to "load the perfect amount of each of what you need", then I guess this solves that problem. But it's not solving inserter loading in general.
There are reasons to want to inserter-load silos that don't have anything to do with loading rockets with precise ratios of stuff. It seems wrong-headed to me to devise a solution that only solves one particular inserter-loading scenario rather than all of them.
The same way you ship a rocket silo: you *don't*. Give it a rocket capacity of 0 and the problem is solved.mmmPI wrote: Tue Dec 24, 2024 6:19 pmThis isn't a solution imo, it pushed the problem onto another item :Alfonse215 wrote: Tue Dec 24, 2024 5:22 pm Of all of the presented solutions, I think externally building rocket parts is probably the one that requires the least complexity for the user.
how do you ship external rocket parts as cargo ? that will create a hole in the game !One can make builds to insert items into rocket with inserters and logic circuit, but it is just impossible to insert if the item is part of the rocket part.
Last edited by Alfonse215 on Tue Dec 24, 2024 7:32 pm, edited 1 time in total.
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
I believe this is hardly a satisfying solution considering the context of the suggestion being a request to be able to ship the ingredients of the rocket part to not be able to ship them at all.Alfonse215 wrote: Tue Dec 24, 2024 7:28 pmThe same way you ship a rocket silo: you *don't*. Give it a rocket capacity of 0 and the problem is solved.mmmPI wrote: Tue Dec 24, 2024 6:19 pm how do you ship external rocket parts as cargo ? that will create a hole in the game !
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Is a rocket part an ingredient of a rocket part? The ingredients of a rocket part are blue circuits, LDS, and rocket fuel.mmmPI wrote: Tue Dec 24, 2024 7:32 pmI believe this is hardly a satisfying solution considering the context of the suggestion being a request to be able to ship the ingredients of the rocket part to not be able to ship them at all.Alfonse215 wrote: Tue Dec 24, 2024 7:28 pmThe same way you ship a rocket silo: you *don't*. Give it a rocket capacity of 0 and the problem is solved.mmmPI wrote: Tue Dec 24, 2024 6:19 pm how do you ship external rocket parts as cargo ? that will create a hole in the game !
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
It is that's what the tickbox solution would allow. Without introducing a new item that is arbitrarily impossible to put in the rocket as cargo, similar to how people complain they can't use inserter for blue circuit or LDS. That would just move the problem in my opinion instead of 3 item you have 1. mehAlfonse215 wrote: Tue Dec 24, 2024 7:28 pmI guess I was mistaken as to the point of this idea. I though the point was to allow players who didn't want to use the logistics network to be able to respond to platform requests via inserters instead.mmmPI wrote: Tue Dec 24, 2024 6:19 pm You don't have to be master of logic, you can use a train and filter slots in the wagon to make sure you load the perfect amount of each of what you need. I mean i don't think this require being a master of logic. I think circuits is just the natural option for players that ask for more complexity in the game, which this suggestion is aimed since the game currently feature the (simpler) logistic approach.
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Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
1. Allow reading amount of rocket parts in silo
2. Add checkbox to disable insertion of ingredients on circuit condition
2. Add checkbox to disable insertion of ingredients on circuit condition