Fast changing booth in rocket silo...
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- Fast Inserter
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Fast changing booth in rocket silo...
You shouldn't require to take off all of your stuff manually, just jump in the rocket and lift off. Your equipment/inventory will be stored separately for each player, for each planet, and gets restored when you return. Perhaps you might have to touch the rocket silo to get your stuff...
Re: Fast changing booth in rocket silo...
An issue doing it automatically is people would be confused as to where their stuff has gone.
Also, suppose you have in your inventory bunch of plates, circuits, machines and a rare tank full of rare equipment you intended to take with you on a new planet. Now it's all in a limbo.
Plates and circuits would be better used in the existing factory than stuck in the limbo while you are offworld.
Machines could be used in a future expansion, but that might be hours away. If you've prepared robot network properly, you might not need to return, ever, managing everything from the remote view.
And you really want that tank with you.
So now you have to drop back to Nauvis anyways, sort your inventory, launch plates/circuits/machines/tank up, leaving only junk you don't mind having in limbo.
Also, suppose you have in your inventory bunch of plates, circuits, machines and a rare tank full of rare equipment you intended to take with you on a new planet. Now it's all in a limbo.
Plates and circuits would be better used in the existing factory than stuck in the limbo while you are offworld.
Machines could be used in a future expansion, but that might be hours away. If you've prepared robot network properly, you might not need to return, ever, managing everything from the remote view.
And you really want that tank with you.
So now you have to drop back to Nauvis anyways, sort your inventory, launch plates/circuits/machines/tank up, leaving only junk you don't mind having in limbo.
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Re: Fast changing booth in rocket silo...
=> Tips&tricks popup... Maybe a first warning/query that you will leave the planet without your ammunition and the stuff in your personal inventory.Muche wrote: Fri Jan 24, 2025 9:47 pm An issue doing it automatically is people would be confused as to where their stuff has gone.
If you don't want to save your inventory, you'll empty it in some provider chest first.
If you don't read the manual, it's your... adventure.
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Re: Fast changing booth in rocket silo...
Could be like an addon building that does this automated inventory management.Muche wrote: Fri Jan 24, 2025 9:47 pm An issue doing it automatically is people would be confused as to where their stuff has gone.
Personally I've started not keeping anything with my character, cause of the inventory and travel hassle. I use remote control roboports and spidertrons.
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Re: Fast changing booth in rocket silo...
I agree with this suggestion.
Firstly, is the amount of storage fair?
Maxed-out MK3 armor with legendary toolbelts is 20+125+25*5*17 = 2270 slots. About 47 normal quality steel chests. A rocket silo is 9x9 spaces or 81 chests of spaces (and 1000 steel + other ingredients instead of 9*9*8 = 648 steel for a 9x9 chest grid). So storage-wise, yes it is fair.
Secondly what are the alternatives?
There is emptying manually to a chest grid. Don't forget to turn off logistics requests!
There is also logistics trash. But that is only easier, if Trash unrequested is kept on during normal gameplay and there are not too many groups to manually uncheck. Otherwise unique items you are no requesting will be lost to the logistic system when you turn it on.
Neither of these is good for a small annoying task. Factorio does have tasks purposely kept manual. For example, manual artillery has twice the automatic range. Or rockets (in vanilla) and cars. But these tasks are generally fun, much more so than repeatedly transferring items.
Implementation
Each silo would contain a large inventory that only is interacted with by the player. The player would have to click "store inventory" before being allowed to launch. And then click "retrieve inventory" when they get back home. They can also manually access the inventory or view it remotely but they need to be within range to actually transfer items (like chests).
The inventory can appear below the "rocket progress" section. The buttons can be next to "deliver cargo", "travel to space platform", etc, where there is empty space.
For multiplayer each player has their own inventory and "store inventory"/"retrieve inventory" will apply for their inventory only. Each player inventory is given one tab for player names. Players can also manually view or transfer items to/from other player's inventories if they want to prank each-other.
But how does it have space for each player's items? It starts out with one player slot and each cargo bay (or three cargo bays, if you really want to be fair on material cost and space) adds one extra slot. Another use for cargo bays.
Firstly, is the amount of storage fair?
Maxed-out MK3 armor with legendary toolbelts is 20+125+25*5*17 = 2270 slots. About 47 normal quality steel chests. A rocket silo is 9x9 spaces or 81 chests of spaces (and 1000 steel + other ingredients instead of 9*9*8 = 648 steel for a 9x9 chest grid). So storage-wise, yes it is fair.
Secondly what are the alternatives?
There is emptying manually to a chest grid. Don't forget to turn off logistics requests!
There is also logistics trash. But that is only easier, if Trash unrequested is kept on during normal gameplay and there are not too many groups to manually uncheck. Otherwise unique items you are no requesting will be lost to the logistic system when you turn it on.
Neither of these is good for a small annoying task. Factorio does have tasks purposely kept manual. For example, manual artillery has twice the automatic range. Or rockets (in vanilla) and cars. But these tasks are generally fun, much more so than repeatedly transferring items.
Implementation
Each silo would contain a large inventory that only is interacted with by the player. The player would have to click "store inventory" before being allowed to launch. And then click "retrieve inventory" when they get back home. They can also manually access the inventory or view it remotely but they need to be within range to actually transfer items (like chests).
The inventory can appear below the "rocket progress" section. The buttons can be next to "deliver cargo", "travel to space platform", etc, where there is empty space.
For multiplayer each player has their own inventory and "store inventory"/"retrieve inventory" will apply for their inventory only. Each player inventory is given one tab for player names. Players can also manually view or transfer items to/from other player's inventories if they want to prank each-other.
But how does it have space for each player's items? It starts out with one player slot and each cargo bay (or three cargo bays, if you really want to be fair on material cost and space) adds one extra slot. Another use for cargo bays.
Re: Fast changing booth in rocket silo...
I think this could work and support the idea.
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Re: Fast changing booth in rocket silo...
It should only be transparent, i.e. a player's inventory for each planet separately. If you climb in the rocket, you leave all items behind, and get them back when landing. Perhaps you MIGHT be able to see your inventory of other planets, but mainly you shouldn't have to put everything in several chests before using a rocket. You may even be warned everytime that you leave your inventory contents behind - that's less annoying than dealing with the chests.