Consistent Logic for Space Logistics

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Necandum
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Consistent Logic for Space Logistics

Post by Necandum »

TL;DR
When a space platform has more than the maximum items specified in a request, they should be 'available' for export but not forcefully dropped to planet.
What?
I suggest the following logic for space requests:

Minimal value + import selection:
If the space platform has less than this number, it will request the item from the sources selected.
This is currently how it works.

Between minimal and maximal value:
Nothing happens, neither import, nor export.

Above maximal value
The items above the maximum threshold are available for planets / other platforms to import (if they request them), but does not forcefully kick the items down to the planet.
I would also add an 'export' selector, similar to the current import selector, which allows choosing where the items can be exported to.

Function of 'Provide items to other platforms' checkbox:

This will simply create a default request for all items, with the default minimum and maximum of '0'.
Any requests for an item will override this default request.

I would also add a similar checkbox for 'provide items to planet'.
There is probably an intelligent way to combine this with the unload checkbox available in the schedule. Or maybe just use it as a default when there is no schedule.

What happens with multiple requests?

  • Minimums:
Only summed if the import restrictions are the same. Otherwise evaluated seperately. Space platforms prioritised as a source.
e.g Three total requests.
1. Request 10-inf iron ore from platforms
2. Request 15-inf iron ore from platforms
3. Request 30-inf iron ore from planet.

1 + 2 will total to 25.
Thus 25 ore will first be requested from other platforms.
Once they are satisfised, the planet request is evaluated: 25 ore present, 30 requested.
The remaining 5 is requested from the planet.
  • Maximums:
Evaluated independently. If multiple maximums exist for the same export option, then the lowest one predominates.
As the items are merely made available and are not forcefully exported, this should work fine.

If the user creates a series of requests that could cause a loop (the maximum for one request is lower than the minimum for another) they get a warning pop-up, but are allowed to do it, since they might have logic elsewhere that prevents the possibility of the loop becoming an actual loop (as items above maximum are 'available' for export, but are not forcefully shoved out the door).
Why?
This will create a consistent logic for space platforms now that platform to platform logistics is possible.
The behaviour from this system should also be more intuitive than the current one.
It maximises flexibility for the player, while hopefully minimising need for complicated logic needed from the game.

Example:
currently, without using circuits, its essentially impossible for a platform to deliver items to a planet, but only if the planet wants it, while also reserving some
e.g A request for items on the platform will override the cargo landing pad: even if platform has more than minimum, the cargo pad will not get anything. Whereas if the items are more than maximum, the cargo pad will get the items even if it has its own request which is already fulfilled)

Example #2:
This would allow (without circuits) a platform to be a way station: it could request large amounts of an item (e.g turbo belts) form any ship with too many, while also providing all the ones it has for any that want it.
A passing ship with a surplus of belts will deposit its excess, if the waystation is lacking.
A passing ship with a deficit of belts will grab some, if the way station has any.
Hurkyl
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Re: Consistent Logic for Space Logistics

Post by Hurkyl »

What about the use case of not wanting items in the platform hub?

For example, because a player has planned out the inventory space in the hub to have room for cargo, and wants to ensure that other items do not exceed the space allotted to them, such as when it receives an rocket filled in excess of the actual request?

This would also make it inconsistent with player logistics, where things also get moved into trash slots if your inventory exceeds request limits.
Necandum
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Re: Consistent Logic for Space Logistics

Post by Necandum »

If you don't want items in the platform hub, you:
a) don't import them
b) don't create them
c) throw them overboard
d) have them available for export and have something else import them all

Is there any situation I'm missing where one of those isn't viable?

And yes, this makes the system inconsistent with player logistics...but the system is also different. In player logistics, there is just you and the base. In space, there are now entities negotiating around a node: you can no longer just assume an 'ether' (the base) from which everything comes and everything goes.

Receiving too many items will hopefully be less common with both mixed rockets and platform to platform logistics (I believe the latter can deliver any arbitrary number). But you're right, in the very specific case where you request items from the ground, get an over delivery and only want to keep a specific number, this would require setting two requests instead of 1 (another platform will need to request the items, or the ground can request them back).
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