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[2.1] Space logistics - Avoiding Constant Resupply Flights

Posted: Sat Jul 11, 2026 2:44 pm
by worph
TL;DR
Change how space logistics work, by giving me an additional value, so a resupply only happens when stock falls below minimum treshold, but then resupplies happen until reorder point is reached.
(same goes for roboports, but it's much less of an issue there, albeit still annoying)
WHAT
In (space) logistics, give players an additional value, something like "Reorder Point".
This should add like a latch, or clamp the request until the reorder point is reached.
The next order should only be sent, when stock falls below the minimum.
(Ideally do the same for roboports, please)
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WHY
It has always bothered me, that there is basically one value that governs when a resupply happened. Until now this was almost exclusively the case for robo networks.
Say I requested 500 carbon in a requester chest / space hub.
Once the actual stock falls below 500, to say 499, a logistics bot / rocket will be immediately dispatched and try to replenish the stock.
As you can imagine or are aware of, this creates a new dispatch QUITE OFTEN. Which is not a problem per se.

In terms of robonetworks this is mostly fine and well. With a bunch of extra robots, you can quite easily deal with the relative overabundance of queries and fulfill them mostly asychronously.

It still bothered me in the past, because it is comparatively less efficient on the network than sending larger batches with multiple bots every once in a while.
Up until 2.1 there wasn't even an option to program such circuitry because both read and requests on a single chest could not be separated.
I am sure some circuitry magic can be done now to achieve a more efficient (s,S) or (Q,r) logistical model.
Same probably goes for space logistics.

BUT we could also just have an additional fulfilment value in the interface and let the game figure out the rest for us.
I am all in favour of finding solutions like that to difficult problems and when it comes to the robobot network I might consider this feature non-essential.
But for space it is absolutely necessary to get a vanilla solution.
Space platforms
My space platform hubs and cargo bays are constantly in use to send a couple small items back and forth and cannot deal with even a modest number of different items between a modest number of platforms. And I do not want to neither
a) build a ton of cargo bays, just to deal with that issue,
b) nor deal with programming a huge circuit project.
To me this should be super obvious for anyone using these system that a model like that should have been in the game for a long time. Because it makes just so much more sense. Please.
The fact that circuit requests on space platform hubs are considered "any source" (planet and platform) really is not helpful here either. It means if I wanted to program a solution, I would potentially lead to the request be satisfied from a planet or platform, one of which I may absolutely not have intended. So it's not really an option even if I were so inclined to try and tackle it.
Additional use case
With this new system it would also be more easy to allow exchanging the same item between two space platforms.
Currently it is not possible and not intended. (read here)
For this purpose the upper max value could be used and any access beyond that may be made available to other platforms, even if the platform is requesting the item itself.


*edit: The current system also ignores minimum payload for requests between platforms. Which is extra extra not helpful.

Re: [2.1] Space logistics - Avoiding Constant Resupply Flights

Posted: Sat Jul 11, 2026 5:03 pm
by worph
This is how you make it happen for the three requests of a rocketsilo's ingredients using circuit logic:
  • 1 constant combinator
  • 2 arithmetic combinators
  • 1 decider combinator
  • 1 requester chest
  • plus what I would consider VERY advanced knowledge (close to cheesing) about how circuit logic works
I consider this unreasonable for a single chest to do something a tiny bit more efficient than it does on it's own.



(* edit: Im using robonetwork chests to illustrate my point, space platform requests are VERY similar in most regards, but they are a pain to deal with in their current form. Plus this blueprint is much more easy for other players to check out without going into a dedicated testing environment and setting up space platforms for that.)