Does launcher able to use smaller payload size?
If you are using a capsule which support more than 1 stack of payload, you can override the payload size in GUI to use a smaller value. However, the payload size has to be integer and cannot less than one stack, and launcher will always try to load full payload of item. There is only one exception: if some items get take out from launcher between the time of task get assigned and the launcher actually shoot, the launcher may not have enough item in it's inventory and therefore it will only deliver partial order.
Does launcher over-deliver items?
No, logistic cannon works differently to robot, it will never over-delivery. The request amount specified in receiver is the hard maximum and it will never deliver more than the requested amount. For example, if you set request amount to 10 stacks of an item and there is a connected launcher loaded with 8 payload size capsule, the launcher will only schedule delivery when the receiver has less than 10-8=2 stacks of items in it's inventory. This also mean that if your request amount is too small (e.g., less than one stack), the request will never be fulfilled since launcher will only load full payload of item.
What happen if I request more items than the receiver can hold?
Launcher will only schedule delivery when there is enough empty slot in the receiver's station to capture the cargo.
What happen to incoming deliveries when receiver get destroyed?
The contents of the capsule will spill on the ground and raise an alert.
What happen to incoming deliveries when there is no enough space in receiver's inventory?
The contents of the capsule that cannot put into receiver's inventory will spill on the ground and raise an alert.
What's the consumption for each delivery?
By default, each delivery consumes one capsule (unless no-consumption mode is enabled) and arbitrary amount of energy depend on capsule type (it's launch consumption property) and distance to the destination.
What would happen if I enable no-consumption mode?
It essentially simplify the capsule logistic challenge (delivery consumes no capsule), with following additional changes/penalties:
- +150% energy consumption for all capsules
- +150% launcher charging speed to balance shooting speed
- x4 capsule recipe time
- x40 of craft ingredients for all capsules
- all capsule items will only have 1 stack size
It is safe to turn on/off the setting for an existing game.
Can I improve launcher's charging speed?
Currently launcher's charging speed can only be improved by quality.
How large is the launcher's energy capacity?
The launcher don't have fixed energy capacity. Instead, it is calculated at runtime after player load capsule into it's ammo slot. By default, the launcher will just store enough energy for current active capsule to reach the maximum range. There are few modifiers involved:
- Higher quality capsule consumes less energy, and therefore launcher will has smaller energy capacity.
- Higher range (affects by technology/capsule modifier/quality) requires more energy, and therefore launcher will has larger energy capacity.
- Launcher energy efficiency technology decrease launch energy consumption (and lead to smaller launcher capacity), but it also directly increase launcher's energy capacity. Max technology will -50% consumption and +100% capacity, which essentially makes launcher's energy capacity stays same as not upgraded, but launcher can shoot at maximum distance twice without recharging.
Do I lost all stored energy if I take out capsule from launcher or swap capsule?
No, launcher supports overflow energy. If it's capacity becomes smaller (include 0) in any case, all stored energy will stay in launcher and recharge back to launcher instantly once launcher has enough capacity.
Does launcher supports priority system?
No, and it is intended; priority system will take too much performance from internal implementation. Further, it is possible for player to implement priority system by use cannon network settings and circuit control, which would be more interesting :).