Santa Biter, please fix space logistics

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EustaceCS
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Santa Biter, please fix space logistics

Post by EustaceCS »

Dear Santa Biter,
In a New 2025 Year please gift us all a working and intuitive space logistics for Factorio: Space Age .
I'm struggling with it from the moment 2.0.7 did hit my HDD - and the more I'm trying to learn it, the more infuriating it becomes.
Which hopefully will end in Year 2025, one way... or another.

Today I was trying to do some multitasking, outfitting the fleet of three space platforms to be anchored on three midgame plantes' orbits and packing my dedicated hauler with goodies needed for kickstarting Vulcanus base, among other things.
Everything went smoothly until some oddity happened.

Due to multiple other peculiarities related to small-scale space logistics, I've disabled "auto pack and launch" checkbox in my rocket silo and used "stack size 1" quick inserter + requester chest for loading my shipments.
I manually rotate the inserter into non-working position, I fill the chest (manually or through logi requests), I remove/disable logi request (if there was any) then rotate the inserter so it starts loading. Crude, effective, immune to spontaneous clogging, supports mixed FULL rockets, etc, etc...

Among things I ordered for Vulcanus was a full stack (50pcs) of usual Inserters.
I've casually filled the chest, removed the request and set the inserter into "load" position... then something distracted me (family matters).
Once I've returned, I was unable to find inserters anywhere.
I've thought: "me dumdum and actually forgot to start loading or something..."

So I started the process again. And right before I was ready to do a usual manual launch, which I did multiple times today, something distracted me again (it's busy evening in our family today - but hey! Factorio is a game about automation so issued orders can continue being processed while I do daily stuff).
Once I've returned, I was unable to find inserters anywhere.

Again.

Long story short, I've found where all the Inserters went.

Reminder of the setup:
Nauvis
1 Rocket Silo w/ dreaded checkbox disabled because I want to handle my small-scale shipments manually and requester chest + inserter setup to add at least any convenience to remote shipping of mixed rockets (because bruh)
3 identical platforms-in-progress orbiting Nauvis, with foundation requests mostly fulfiled and everything else mostly not, yet requested anyway. A request for 20 Inserters for each included due to Auto Request Missing Construction Materials for checking what else needs to be shipped next.
1 hauler orbiting Nauvis, with no requests since I was packing it manually, rocket by rocket

For some reasons, despite all the "NoT eNoUgH tO fIlL rOcKeT" warnings in requests of in-progress space platforms, these gladly triggered rocket launch the moment the rocket payload matched any in-progress request.
So for the third time I was finally able to witness WHOLE rocket loading process and witnessed THIS:
Screenshot From 2024-12-27 17-45-23.png
Screenshot From 2024-12-27 17-45-23.png (1.96 MiB) Viewed 329 times
and it landed on one of three top platforms in the list, which had 20 inserters request.

Once again the famous Jetsons ads punchline "Technology is not always your friend" has been proven.

Dear Santa Biter,
I as a player playing the game about automation want to have said automation follow some transparent rules, complete with easiness of setup said automation's rules and regulations.

Literally whole game is built around this concept.

Except ground to air logistics.

And I've didn't started attempting automated interplanetary shipping.
I genuinely dread that moment.
What other automation surprises it would bring?
For example, what's the meaning of "Unload" checkbox if landing pads are pulling shipments from ANY space platforms containing requested items?

Questions, questions, questions...

Dear Santa Biter,
I hope that in Year 2025 we will keep wrestling bugs and crabs, rather than UIs and completely unintuitive automation rules.

Happy New Year!
Thebuggawump
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Re: Santa Biter, please fix space logistics

Post by Thebuggawump »

Even if the request is for 20 inserters, rockets will always launch with a Full capacity.

To fix it you have to specify “custom minimum rocket size” when setting the request. Set the minimum size to 20 and the rocket will launch with 20
trancexpress
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Re: Santa Biter, please fix space logistics

Post by trancexpress »

I have a requester chest next to the platform, an inserter with some wonky condition (e.g. plasma > 0 linked to w/e, e.g. the chest).

Then I have groups of requests for the chest. I disable the inserter (via enabling its condition), enable the chest request I need, disable the request once everything is in the chest, enable the inserter, let the rocket fill, launch it manually enough times until everything is up... The target platforms are not auto-requesting materials. And most importantly, the target platforms have a Nauvis stop with unloading disabled... cause a cargo landing pad requesting items can make the platforms-in-progress drop the items I just launched up.

All in all, the process is very clunky.

I'm guessing the idea was, just have tens of rocket silos, a lot of production, request items from the blueprint, that gets shipped, then you just drop the excessive items. This is very very wasteful though, on rocket part materials... So not a fan of that.

It would be nice to have something that automates space platform construction without so much waste. Custom rocket payloads (with different items), w/e really. For a game that can be as flexible and efficient as Factorio... the building of space platforms is extremely clunky.
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