When dropping multiple different types of items from a platform that fill the drop pod queue, eventually the drop pod slots show a countdown for when the next pod is available. I like this new feature.
However, when adding additional items, those don't get the same visualization yet are dropped with the same pod. This feels inconsistent. Maybe an oversight. Here is a screenshot of what I see:
[2.0.42] Orbital drop pod countdown visualization inconsistent
Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
Thanks for the report, this is not a bug. The cooldown is specific to the item type and the visualisation means "this item won't be dropped for some time unless bundled with an item which doesn't have cooldown".
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Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
That doesn't appear to be made clear anywhere though...Genhis wrote: Mon Mar 24, 2025 11:25 am Thanks for the report, this is not a bug. The cooldown is specific to the item type and the visualisation means "this item won't be dropped for some time unless bundled with an item which doesn't have cooldown".
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Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
I second this behaves very strangely (well, or counter-intuitively). I need to double check it, but I feel even when only items with the "cooldown" are on the list, the cooldown far from finished, then everything gets dropped, as if the cooldown animation was out of sync. Really felt "broken" somehow.
Only now that you stated "this item won't be dropped unless bundled with an item without cooldown", but perhaps I must pay closer attention around the GUI to see if that's explained somewhere. Is it? If not, I guess the feature could really get a revisit to clarify its mechanics.
To me it would make sense if the game just had a delay, like "moving items to pod/rocket", to simulate a mechanism that moved items in the rocket inventory to the inventory itself, thus applying a "natural cooldown" that would be easier to understand. This would also make sense with, when you take the rocket/pod yourself, you don't take along all the items currently in rocket inventory (silo) or drop slots (space plat). Quality could affect that cooldown (so it would make sense to make quality starter packs).
EDIT: double-checked, dropping a pack full of the same thing over and over (uncommon Tungsten Plate in this case, full batches of 10 stacks), every item getting the cooldown overlay (so I didn't release anything else that would "break" the cooldown"), and the cooldown is simply non-functional. Maybe signal with something else if the wait time is unknown and unpredictable?
Only now that you stated "this item won't be dropped unless bundled with an item without cooldown", but perhaps I must pay closer attention around the GUI to see if that's explained somewhere. Is it? If not, I guess the feature could really get a revisit to clarify its mechanics.
To me it would make sense if the game just had a delay, like "moving items to pod/rocket", to simulate a mechanism that moved items in the rocket inventory to the inventory itself, thus applying a "natural cooldown" that would be easier to understand. This would also make sense with, when you take the rocket/pod yourself, you don't take along all the items currently in rocket inventory (silo) or drop slots (space plat). Quality could affect that cooldown (so it would make sense to make quality starter packs).
EDIT: double-checked, dropping a pack full of the same thing over and over (uncommon Tungsten Plate in this case, full batches of 10 stacks), every item getting the cooldown overlay (so I didn't release anything else that would "break" the cooldown"), and the cooldown is simply non-functional. Maybe signal with something else if the wait time is unknown and unpredictable?