Auto-launching of mixed rockets

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engineersmurf
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Re: Auto-launching of mixed rockets

Post by engineersmurf »

I believe the problem is not if a mixed rocket thing is solvable - I surely is. The problem is the cost.

With single item rockets the computation is simple. Find a full rocket or fill a rocket with robots - done.

With mixed rockets you will have to iterate over all items, calculate weight,..... The game externalised those calculations to the player. Either you get a full rocket or you have to specify you are willing to waste - or do it yourself.

And then you will need a target for your mixed rocket. So you need circuit ID´s for ship - similar to trains, a launch signal and target signal. This might be complicated.
dimm
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Re: Auto-launching of mixed rockets

Post by dimm »

engineersmurf wrote: Mon May 12, 2025 7:16 pm This might be complicated.
Surely so. But it is better to have the opportunity to solve the problem with the madness of combinators than to sit with the only option - to use a more resource-consuming workaround
Twisted6
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Re: Auto-launching of mixed rockets

Post by Twisted6 »

Please fix devs. Manually loading rockets with niche items is so tedious. As if quality wasn't tedious enough with not being able to mix ingredient quality levels, now it forces us to manually load rockets too.
Noites
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Re: Auto-launching of mixed rockets

Post by Noites »

Simply put: Rockets need more Circuit connection options. they are currently lacking. any excuse you might think of falls when you compare them to the other very vast and complex options we get with almost all other entities.
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