Exotic Space Industries: Remembrance


A methodical overhaul of tradeoffs—tempting power spikes, accumulating cost. Choose chains by their by-products; context-sensitive logistics. [Data integrity: shattered] [Packet cohesion: hallucinatory] [Cognition Anchor: disconnected] ☒ SYSTEM SPEAKS You aren't chosen. You will love your captor and call it progress. ☒ OBSERVATION You are not a player. You are the interface. ☒ FINAL NOTICE You are now property of the Epoch Engine. Welcome to Exotic Industries.

Overhaul
11 days ago
2.0
6.91K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

g Ship construction/Rocket capacity

17 days ago
(updated 17 days ago)

Me again, I'm not a fan of the rocket capacity being huge. It makes constructing new spaceships unnecessarily expensive and wasteful. I'm not sure if I could be circuiting it better but when I've set a rocket to automatically request items for construction it will try send up full stacks of air filters etc when I only need a couple or it will try sending 250 inserters for the same reason. Its lead me to making requester chests with a group of items and me having to stand by the rocket and hand full it with bespoke shipments so I get everything I need in non-silly quantities. It feels antithetical to the spirit of the game. If there's a way around this please let me know.

17 days ago

Maybe https://mods.factorio.com/mod/CircuitLaunchableRockets ?

Otherwise searching for how people usually use circuits with Space Exploration's huge rockets will probably be fruitful.

17 days ago

https://mods.factorio.com/mod/interorbital-radar-signal

This also seems promising.

On the discord @averagesquid commented:

Mixed rocket loads are a pain to deal with, and the problem I heard it compared to is the knapsack problem. I found this "solution" with this mod to blueprint my logistics space platform https://mods.factorio.com/mod/blueprint_reader

It gives you a constant combinator with all the signals of each individual item on the ship. I then inputted the constant combinator into a arithmetic combinator with each-each with a green input from the storage chests with a read contents. The arithmetic combinator inputs to a decider combinator which is each>0, which outputs on to a red wire with a bunch of selector combinators with a different index on each selector, with descending order, put into requester chests with set request.

17 days ago

Also the classic https://mods.factorio.com/mod/aai-signal-transmission

Though configurations will likely be slightly more involved than IE interorbital radar signal or blueprint reader.

New response