- Please improve the AI of rocket silo logistics. Currently, bots don't deliver cargo to a rocket until its ready to launch, even though it's possible to load cargo onto it while it's under construction. They also deliver full rocket loads of construction materials needed for space platforms even if the platform isn't requesting that much. If a space platform is requesting, say, 10 red belts, 10 yellow inserters, and 2 assembling machines, it's absurd that, if left to their own devices, bots and the silo will send up a full load of each. If it's a programming restriction, or a conscious design choice to make players not fully dependant on automated deliveries, I could see it being reasonably reduced to a full stack of the item instead of a full load.
- Recyclers, huge mining drills, and other machines that automatically output items in stacks, should be able to be configured if they do so or not. Mixing them among other machines can lead to improperly balanced belts when single items are on the same belt systems as stacks.
- Currently, depending on Quality, it's possible for lower tiers of Modules to have better performance than higher tiers; like, a Legendary Tier 1 module will offer a better boost than a normal Tier 2. Yet, when Ctrl+Clicking to automatically load up a machine, the modules will be swapped out for the higher tier ones even if they are inferior.
- Related, I am still perplexed why deconstruction planners do not allow the option to remove modules from machines. This seems like something that the base game should have had to begin with and would be very helpful. Upgrade planners can handle replacing modules, why not deconstruction planners?
- When I press M to go into map view, the game automatically presumes I'm in remote view and reads my inventory as empty, even if I'm viewing the same planet I'm currently on. I have to go into "normal" view, select an item, and then scroll out into map view in order for my inventory to register. It makes laying out train tracks a pain because it means when I open the map I can't view my blueprint book because it isn't considered in my inventory for the moment.
- Remove the minimap from the space platform HUD. It's useless as-is, but it also pushes down a lot of important information on the HUD, particularly power statistics for space platform items. Even if the minimap is not removed, that particularly should really be fixed, if there is enough information that it cannot all display on the given window then the window or the information must be modified to fit the other.
- This is more up for debate, but I think it would make Aquilo easier all-around if Big Asteroids did not spawn while in orbit, only while traveling. I attempted to make an orbital resource platform to supply the surface with Iron and Copper, so I could manufacture the parts needed to build rockets on-planet. However, the presence of Big Asteroids demanded Rocket Turrets, forcing me to make a much larger and more complex platform than I wanted or needed to handle steady manufacture of Rockets. While I eventually got the platform working as intended, any time it ran out of Rockets it stalled because Medium Asteroids were rare and without Rockets to destroy the Big ones, it couldn't be self-sustaining. I ultimately gave up because it was more trouble than it was worth compared to shipping rocket supplies from another planet. Limiting the orbital asteroid spawns only to Medium and smaller would let such a supply platform get by with basic Gun Turrets and would be much more viable and sustainable.
General QoL Requests
Moderator: ickputzdirwech
Re: General QoL Requests
No compilations.