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Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:29 pm
by RocketManChronicles
mikiqex wrote: Fri Jun 05, 2026 12:23 pm I'm not sure about the launching rocket's shadow in the animation - firstly, it appears also during the night, and secondly, there is no space for shadows during rocket launch :-)
There have always been shadows at night. Just look at your factory/elevated rails/structures.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:37 pm
by Edriel
We are so back!

As always great job!

After seeing this FFF I have my hopes so up high for 2.1 that I'm expecting a BIG surprise when it will release (much like Spidertron in 1.0).
Also one thing on my whishlist is to have promethium science be used in more recipes other than just increasing lab productivity.

We'll have to wait and see I guess.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:41 pm
by coyt7
I like the new request system and that things can be directly delivered to the rocket Silo now. The stuff that should be over delivered should be directly related to the platform itself not buildings on the platform. Aka over deliver Space platforms or Asteroid collectors those are things possibly needed to expand the space platform.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:42 pm
by TamTamTam
FreakNoble wrote: Fri Jun 05, 2026 12:28 pm In my opinion, if it's technically possible to modify rocket capacity, it seems quality silos should be able to build quality rockets that can lift heavier cargo.
Currently, silos with quality beacons and quality speed modules cannot fully utilize their capabilities because they are limited by the rocket launch animation.
As a result, quality silos aren't that useful. (well, it still consume less electricity when building rockets... but it's not that great advantage in the endgame)
If they build quality rocket instead of building normal rocket faster, it can be more meaningful than now.
With quality beacons and quality speed and efficiency modules, it is possible to have rocket build at maximum possible speed and eat only 20% power without quality rocket itself. And you need only two beacons for that.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:45 pm
by GearShocky
I have to get used to the fact that rocket silos will now be endlessly elongating a rocket's fuel tank hull that will keep going down underground until it probably reaches to the core and reaches china...

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:50 pm
by DrNick
Very nice Kestrel.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:56 pm
by JohnMeister
DrNick wrote: Fri Jun 05, 2026 12:50 pm Very nice Kestrel.
...and Rock Cruiser.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:59 pm
by Bukinnear
I personally don't like the idea of rocket logistics auto-requesting more materials than required - if I wanted more, I would have asked for it, especially with the new ability to set requests directly.

Everything else sounds great tho, a lot of really nice QOL in there.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:59 pm
by Deldrin
I love the universe radar network!
I only beg to have the "set channel" option for the single surface too. And way to disable chunk scanning and continuous coverage.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:01 pm
by Gemma
godly space improvements

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:11 pm
by MEOWMI
Well, I am very happy you delivered on perhaps the most notable troublesome part in Space Age. Back then, I thought it must be something you would continue working on, and I am certainly impressed with the results!

Also, when you have this many systems working together to support new developments, it contributes to the feeling of really building a "space empire".

Much thanks yet again!

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:16 pm
by thedoh
I have been a vocal hater of space logistics in Space Age and I must admit: This FFF addresses (almost?) every complaint I had, and then some. I am looking forward to 2.1 once again!

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:28 pm
by evandy
These changes are absolutely amazing and fantastic!!!

However, I must cry - while you were in there, we don't have a way to insert the 3 rocket part items into a rocket by inserter? This has to be one of the most requested updates with rockets.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:37 pm
by Hares
This all looks AWESOME!
Can you please also add generic interrupts for space platforms? Like for trains – planet X import required –> go to X. Would drastically help in modded runs with dozens of planets.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:39 pm
by mward
Optimal packing of items into rockets is the Knapsack Problem, which is NP-complete, so there is no disrespect for settling for a quick-but-not-necessarily-optimal algorithm!
https://en.wikipedia.org/wiki/Knapsack_problem

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:45 pm
by Amdu-Kado
Mixed rocket, platform update and radar communications is a necessity that was lacking. And rocket animation is cool

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:49 pm
by djugei
Would it be possible to split the space platform hub circuit connections, much like combinators work?

there is a _lot_ of possible signals on that and it could get quite annoying to filter, for example you might want to connect some belts to only fly if you have enough ammunition, but not actually request that from the planet. in fact that is probably a very common usecase.

the sprite is very big and i am sure there is some natural attachment points for the different circuit features on it.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 1:54 pm
by eloepp
Bukinnear wrote: Fri Jun 05, 2026 12:59 pm I personally don't like the idea of rocket logistics auto-requesting more materials than required - if I wanted more, I would have asked for it, especially with the new ability to set requests directly.

Everything else sounds great tho, a lot of really nice QOL in there.
saw that and thought the same. I'd rather a partial rocket just be sent, but hey, it's a minor grievance compared to all the great changes we're getting.

can't wait for next friday

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 2:13 pm
by Danny2462
GearShocky wrote: Fri Jun 05, 2026 12:45 pm I have to get used to the fact that rocket silos will now be endlessly elongating a rocket's fuel tank hull that will keep going down underground until it probably reaches to the core and reaches china...
I'll be honest, this bothers me a lot too 😅 Can they at least put breaks between the hull pieces? I keep wondering where the hell is an infinite tube going!

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 2:14 pm
by Green_boyY
It is also possible to use 'Set requests' at the same time as 'Read contents', due to a little bit of magic self-subtraction of the circuit network signals.
you are talking about being able to set requests and read the contents due to magic self-subtraction.I hope this gets also added to train/ train stations. as it currently isn't the case as seen below.
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