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If you prefer, I can copy/paste this question as a follow up, in the other thread.
So to fix it you either need to export less, or submit bug/suggestion report.
Obviously with "kind-of-lower rate" resources it is harder to do correct evaluations.
Everything I'm going to write between the dotted lines will either be something you are well aware of, otherwise it's stuff you REALLY ought to know in this context:
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You can check your resource statistics by going to the world map, clicking on the sector, and clicking the info button at the bottom center of the screen. If you are running at least 300RPM on a resource you want to send, go ahead and start loading up and firing a launchpad, and hang out in the sector without pausing for a little over a minute.
You can then open up the resource statistics window again to check your situation out; if you're running at 300, congrats, your export is running full tilt and you should not run into the issue you described as you won't be losing resources in that sector. If you are running at ANY LESS than 300, lets say 270, you are LOSING 30 resources completely; it doesn't go to the destination, and it doesn't go back into your stockpile, it's GONE. Eventually, your stockpile will dwindle to nothing and REMAIN at nothing, and export will completely cease. You will have to go back, turn off the launchpad, and allow a minute or two for resources to start accumulating again.
But back to an ideal situation; you can also check what is left over for production to the sector itself; if you were producing 350RPM, you should now see that your production in the sector for that resource is roughly 50RPM, which of course goes into the sectors inventory, not onto the launchpad.
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EDIT: The following has been proven incorrect, daisy chaining is still a viable method, see my post 4 posts down from this one for more info
So earlier in this post, I hinted at the fact that you won't always have that minimum 300RPM to send, a sometimes unavoidable situation, but you still want to send that 100RPM Surge or Phase or whatever you want to send. You still can, but based on everything I've said so far, it comes at a cost of wasted resources and a bit of tedium.
If you want to send less than 300RPM resources, then the biggest tip I have is launching that material from a base that is NOT THE BASE YOU ARE LAUNCHING FOR YOUR ATTACK, you are better off just bringing that resource directly along if your attacking base has it.
Instead, you are better off just manually setting those Surge or Phase or whatever-producing bases to send directly to your sector you are attacking, which may be tedious, but necessary. Since you can only export at your max rate of production, trying to export from your sector you're using to attack would be pointless because you've brought everything along and there will be nothing left to export. Remember though, these sectors are subject to the same rules I outlined between the dotted lines above, so eventually they will eventually run out depending on how big of a deficit you are running. For this reason, I recommend letting those resources accumulate for sometime before attacking; the more resources you have stocked up in that sector, the longer you will be receiving resources at the attack sector and not have to go back and reset production.
Sorry if this post was long, but I also would like anyone who sees something wrong with my assessment of launchpad mechanics to let me know, because I'm going off purely my own observation and what Panterich found in the source.
I need to enaure launch pads are able to produce at full capacity or they'll eat me stuff.
Your export will eventually COMPLETELY cease if you export more than your produce and your source sector reaches 0 of that resource, all resources that are sent over your production are LOST, and your export will end sooner rather than later if you;
a) Don't have a lot of that resource saved up, and
b) Your export greatly exceeds that sectors production (i.e. exporting 300 out of a 100RPM sector will dry up twice as fast as exporting 300 out of a 200 RPM sector)
So try to follow these rules if you can. If you CAN'T meet or exceed your production, don't hesitate to send what little you're producing, but make sure you have lot's stocked up so you can finish the attack before your export dries up.
You see... I don't WANT to export 300. And when you're "on" the map... you don't have to.
So that whole thingy... I understand it.... but it's not intuitive.
I'll specialise maps now. (instead of "sending what's left to launch pad")
I did some calculation... 4 surge melters with +225% should do 300++RPM (if I can feed if fast enough).... or 5 with +150%... or 6 stock......
I'll need more room, but I can simply "specialise" some maps into 1 specific advanced ressource and I'll be OK.... all right.....
I am not blaming Panterich because he was only quoting the source, but based on his findings, I was under the impression that all resources sent above your production were destroyed, but this is not true; I spent literally a minute testing this, and I was sending 1200 titanium on a sector that was producing ~900; obviously running a deficit, but the game is indeed confirming that it's being sent. The fact remains though that once you reach 0, all shipments cease entirely, but I'm happy to say no resources are wasted.
EDIT: The following paragraphs between the dashed lines are an outdated and unnecessarily janky way to limit export, but I will keep it here because it can help others to understand how sectors update their production/export values.
The best way to limit export is to simply route your production DIRECTLY from your sources (or main bus if you have one) to a launchpad. That way, you never run a deficit from unloading from your core, and since your launchpads don't have to be near the core, this should clear up a lot of unnecessary belts and give you freedom to put your launchpads where you please.
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On another note, I didn't want to say this in my earlier posts because I wasn't around the computer to confirm it, but I actually just jumped into the game now to try something out, and have a super simple solution to limiting how much you want exported.
1. To do this, make sure that your "less than 300RPM resource" you want to send is currently not exporting at all.
2. If you have no other other resources to send other than your "less than 300RPM resource", you can ignore this step: Make sure that all the resources you want sent at full tilt (your copper, lead, whatever) is running fully at the rate you desire.
3. Finally, begin to load your launchpad with your "less than 300RPM" resource, and if you check your sector stats (world map, click on sector, click on info button at bottom) you will notice that roughly every 20 seconds, the export should increase in 100RPM increments.
4. Simply wait and keep an eye on the sectors stats, and then LEAVE the sector once you've reached your desired export level.
So in other words, this means you can in fact choose between 100, 200, and 300RPM export rates, and it will lock in your desired RPM as long as you DO NOT RETURN to the sector.
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So that's three problems solved! You don't actually have to worry about outright wasting resources, you can go back to daisy chaining your exports instead of manually pointing them at the attack sector, AND you do have a janky way to select your desired export rate.
Again, anyone reading this see any errors or better workarounds than what I've written, don't hesitate to share, I'm lucky to have caught one of my own mistakes.
So if my map generates only 105 surge alloy/minute, then I should wait, stock, get everything ready.... and once I'm ready to leave the map, plug-in the launch pad.
When the 1st payload leaves (100 units), then stats should update to say "Surge Allow : 100/m". Then LEAVE. if I stay for 2 more payload, it'll update to 300/m and I'll be in a 200 deficit. But if I leave after the first payload, I'll be OK.
(tbh, knowing all this, I'll just put the extra effort to export the full 300/m but still... awesome...)
Also : the part where that 195 deficit will kill your reserver and eventually kill you export rate is clearly a weakness in the coding.... I mean, if {[Production rate] < [Export capacity]} then Export rate should simply be set to prouction rate. Unless there's some weird justification for it, this seems like a rather easy fix.
I'll try to pass by the official forums later...... although I doubt this has not already be signaled.... right ?..... and any hint as of how the dev considers this ?
Again..... awesome work and thanks for your time :D
Tbh... I have about 2 hours of play time per day, and I'd rather spend it PLAYING then TESTING.... so.... thanks for doing the testing for us... !
You got it, so for your surge example, you should see 100 export, 5 production, and this should remain the case indefinitely as long as you don't return, otherwise the export rate will hike up to 200 and finally 300 and you'll have to start over again with the launching trick if you want 100.
You will definitely know it's working when you visit your destination sector and start getting your shipment. Shipments are received every two minutes (I'm assuming the dev chose two minutes over the seemingly logical one minute for balance reasons), so you should see 200 surge show up at your destination every two minutes, since it's 100RPM times 2 minutes. Note, if you you already have 1000+ surge at your destination somehow, it will come up as 1.0K or higher at the top of the screen, so you'll have to take it down to the 100's place if you want to see that exact change. Also, obviously turn off production of surge if you're making it there until you confirm your shipments.
Could indeed be oversight by the dev, could be balance, all I can say is that I agree there is no harm in it working the way as you describe, in fact that was simply the way I THOUGHT it worked until I ran into the same problems you did, ergo my discussion post from the other day. Believe me, when I made that post, I knew even LESS than what you did about launchpad mechanics when you made THIS post, and I'm frankly I'm STILL learning.
And i`m standing by my original statement, in general. It is slightly more complex though.
The game "can" do a calculation every {60} ticks (a second) while sector is active.
Firstly a value of launched items during that time is saved. Sum of {60} last values (so a minute`s worth) is calculated as export rate.
Then the same is done for core tranfers as transfer rate.
Then the same is done for produced items (mines, factories) as production rate.
Transfer rate is then capped by production rate.
Then export rate is capped by maximum of (production rate or "negated" transfer rate).
The game will do a calculation every {2 minutes} for each non-active sector.
If (validly) exporting, items are added to destination, based on export rate (adjusted).
Then if sector has no more items and transfer rate is negative, export rate is set to 0.
Then items are added to sector, based on transfer rate (adjusted and capped by capacity)
As can be seen, sector-transfer is not an actual transfer, as it uses 2 different values between source-substraction and destination-addition.
(when i mention "items", i mean "for each possible item idividually")
As i was posting in a previously mentioned discussion, that is how it actually works. The problem lies in a different "weakness in the coding" which may be intentional or not.
Understandable, but an advice of "produce more than you try to export" should be enough to solve any problems in that case.
Even more effective strategy for cross-sector supply in terms of ease and reliability is to put resources directly into launch pads, without using the core. If you don`t take resources out of your core, then you can`t run out of them. So it will not be technically possible for first supply link to break. And no need to stock anything or get ready.
And the best way to setup following links in supply chain is to use processors IMO. The idea is very simple: while core has something like 999 items (or any value at least of 2 minutes of imports) - take them out for export. This should keep your export rate ~equal to import rate.
Knowing what I know now, I definitely feel silly for forgetting this was an option and coming up with the janky method I outlined in my previous message (I'll have to amend that). Sometimes when I'm looking far down the rabbit hole for the answer, I realize that the answer was closer to the top than my tunnel vision allows me to see, haha