Tinyboss wrote: Mon Nov 18, 2024 7:49 pm
mmmPI wrote: Mon Nov 18, 2024 8:04 amAlso stll no use case, just some vague statement that "uhh the silo is inconsistent with the other things". Which makes little sense to me, the Silo is a unique building with unique mechanic associated.
This is a very long, very active thread, so I cannot blame you for having missed the compelling use case. "You can't send those three items without bots" is unsatisfying, but indeed not very compelling. What IS compelling is that we could, with the proper additions*, gain MUCH more control over platform logistics, if we are willing to take the time to automate it. Which is very much a pillar of Factorio gameplay and a core reason why a lot of us enjoy it so much.
Sending up rockets with mixed cargo is a big desire here. For example, I wanted my platform to receive a single rocket from Gleba with 900 agricultural science and 100 bioflux. I didn't want to send two rockets, since I didn't need that much bioflux. There's no way to do it currently without some kind of manual intervention. The best thing I came up with was to load it all via inserters, and use a programmable speaker to alert me when it was loaded and there was a platform in orbit requesting science. Then I'd click the alert and launch the rocket manually.
Apart from the question of whether the proposed suggestions are too complicated, I hope we can agree that what I describe here is a very reasonable thing to wish for.
*What set of additions would be sufficient and not too complex is clearly a very tricky question!
EDIT: If you check the very first post of the thread, you can see it's not just about shipping those three items. It's about other frustrations, very much including the exclusion of mixed cargo on the same rocket.
When i read the very first post of the thread it look like a random rant from someone who didn't play the game yet. It was posted in bug report and moved away because many if not all of the mentionned point were incorrect or coming from lack of knowledge by the player. I have read all the posts in this thread and others thread related

This isn't even a suggestion and some of the proposition in this thread are exclusive with each others.
Sending mixed rocket cargo and choosing the destination for it would indeed make the system like the one in space exploration but some players also said that's not what they advocated for, like "no not complex like in space exploration" but " just a system with ID so you can choose the destination of the rocket and also send mixed item rocket that could include the very item with which rokets are made". Which is the same.
The set of additions that would be sufficent for this imo has been studied by the devs and deemed too complex that's kinda what they explained in the various FFF. But i can understand some players may have an idea. It gets ridiculous when you point at a shortcoming in the suggestion or a contradiction and what you get as answer is " if you don't like it shut up many people wants this suggestion". And you're just pointing at the fact that the suggestion is not addressing the problem it pretends to. And don't get answer on this, just some more "buuuut people like the idea". Which doesn't matter if the idea doesn't lead to a functionning system that adress what people actually want.
Note that the title of the thread is very vague and a blatant exageration at the limit of trolling so i'm not surprised that it didn't attracted the most constructive suggestions as shown by some of the previous contributions that are sometimes unrelated to each other apart from the fact that someone at some point felt frustrated and thought to vent on this thread that look like titled by someone who was also frustrated , given the decrepancy between the first post and the later proposition it is unreasonnable to think the players postings them read past the title in some cases which doesn't help the message they try to push.
mrvn wrote: Mon Nov 18, 2024 7:23 pm
No, the original complaint was about shipping rocket
SILO parts around. Shipping enough to build a rocket as well was a secondary / followup problem.
On top of that, from what I read, the mod adds a recipe for the rocket silo to use the converted ingredients so you can load the original items. But it doesn't remove the original recipe. So you can ship the advanced circuits, low density structure and rocket fuel using the new recipe on Nauvis and then use the original recipe on Aquilo.
Seems the mod solves the problem just fine.
It look like you forgot what you wrote in the first post, and you later changed your mind to something different, because when looking at the first post of this thread, it's really hard to find what you are saying there. It look like an hallucination or something, let's look at the whole rant line by line, to see where it is mentionned
"shipping rocket SILO parts around".
mrvn wrote: Mon Nov 18, 2024 7:23 pm
1) The biggest flaw in this is that it always sends a full rocket of the thing. Sending 50 laser turrets when only 4 are needed is a big waste. There is no way to send exact counts for construction work. Or 10 cargo hub extensions when all you need is 1.
Which is wrong beause you can use custom payload and not about
"shipping rocket SILO parts around".
mrvn wrote: Mon Nov 18, 2024 7:23 pm
2) If you do not have 1 rocket full of the item available in the logistic network the spaceship hub never requests it. That means you can not produce the items on demand as needed. I do not need 10 cargo hug extensions sitting around in a provider chest.
Which is also wrong for the same reason and still not about
"shipping rocket SILO parts around".
mrvn wrote: Mon Nov 18, 2024 7:23 pm
3) There is no checkmark for the rocket silo to request form buffer chests. But the contents of buffer chests still counts for determining if enough items are available. So the rocket silo will request 50 laser turrets but 40 of them are in a buffer chest. The silo is then stuck with 10 and never gets the remaining 40.
Which a devs answered was wrong too. ( not about
"shipping rocket SILO parts around". )
mrvn wrote: Mon Nov 18, 2024 7:23 pm
So if the automatic fails lets turn to manually filling the rocket. Oh where do I start:
1) You can read out the requests and the contents. But not at the same time. So you have no idea how much of what is requested is already loaded.
Not adressed by the mod you claim solve the problem "just fine" suddenly it's no longer problematic ? I guess it was not really something serious when mentionned in the first post and it's quite hard to believe this could be the part about shipping silo parts around to me.
mrvn wrote: Mon Nov 18, 2024 7:23 pm
2) All the requests of all the space platforms are merged. You have no idea which platform requests what.
Same as previous.
mrvn wrote: Mon Nov 18, 2024 7:23 pm
3) There is no way to say to which platform to send the rocket or when to send it. There seems to be some automatic to send the rocket when it is full, but only when it is filled by a single item to capacity. Any mixture seems to prevent launch. Maybe because with a mixture have the content could be for platform A and the rest for platform B.
That's interesting, because here we can clearly see you are requiring a complex system similar to the one from space exploration imo advocating for both the choice of the destination and mixed payload. But you are making the same mistake to claim that a rocket need be full for auto-launch which is incorrect.
mrvn wrote: Mon Nov 18, 2024 7:23 pm
4) When a rocket is launched the silo still requests the same items. There is no way to detect a rocket in transit, no way to detect a rocket launch and use ones own timer till it lands or something. Why isn't the hub subtracting the rocket content from the request while in transit? That would be just like provider chests subtracking the "picking up" items from their content.
This is not true and hardly qualify as the original complaint about shipping rocket silo part around.
mrvn wrote: Mon Nov 18, 2024 7:23 pm
5) There is no option to send items to the trash slots. I want the option to only keep requested items in the rocket silo. That way excess items in the hands of inserters on the last load could be expelled.
This is already in the game btw. The game already help you automate the loading with inserters even if you plan to designed a flawed system that overfeed it.
I think none of the original post is about
"shipping rocket SILO parts around" explictly. But what you did mentionned explicitly albeit not in the original post is :
mrvn wrote: Mon Nov 11, 2024 7:31 am
Another thing broken: You can not send Processing unit (blue card), Low Density Structure or Rocket Fuel into space with inserters and circuit logic. Those three things always go into the build slots of the silo. You can send those with automation but then it takes a full rocket and logistic bots.
Which is again also wrong because you don't need a full rocket you can use custom payload, i wonder how much frustration came from failing to use that setting and can't help thinking again that the mod just moves the problem around because you can't ship "rocket parts" to Aquilo, you need to send the component and re-assemble them which you could already do in vanilla with inserters and without bots just fine, or you know just produce them in space with the ship that carry the science or something. You don't need bots to send them with automation i can assure you. Only the first part is true, and it was i think already explained in this thread why it was the case. To make the system simpler because otherwise you have a system similar to space exploration which is difficult to use and cause players to request things like your 5) point.