Terra Invicta

Terra Invicta

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Reparing a spent Platform Kit takes 100 days?
I am a confused by this. Just yesterday it got repaired within a few days. Is this a bug?

The ship is in full health, full ammo, and else just needs a bit of propellant.
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Showing 1-9 of 9 comments
debott Jan 1 @ 1:23am 
Derp, I think I know why now: That spacedock has 2 more vessels under repair that each take a few months.

Still new to the repair queue, and I do think it is not properly communicated in game.
Premu Jan 1 @ 7:30am 
You might be out of ressources. In that case the ressources are sent in from earth with boost, and that takes time to arrive. In that case you might cancel the repair and wait until you have enough mined in space.
debott Jan 1 @ 11:03pm 
Originally posted by Premu:
You might be out of ressources. In that case the ressources are sent in from earth with boost, and that takes time to arrive. In that case you might cancel the repair and wait until you have enough mined in space.
Good explanation, thanks. I had not thought of that.

But, nope. I certainly had enough. The resupply happened at Jupiter anyways. so 100d would have been too fast for boost.
Last edited by debott; Jan 1 @ 11:03pm
Pawleus Jan 3 @ 8:41am 
Yes, your problem is most probably the fleet added for repair before - you can cancel its repair (some of it can already be repaired if it lasted long enough), start repairing the ship with the Platform Kit spent (it will last something like 3 or 5 days, I can't remember which) and add for repair the long repairing fleet (its repair will start when the Platform Kit gets repaired). It's good to keep in mind that (at least in the experimental version) repair can be faster with more and larger shipyards.
debott Jan 3 @ 11:33am 
Thanks for the reply.

Originally posted by Pawleus:
you can cancel its repair (some of it can already be repaired if it lasted long enough), start repairing the ship with the Platform Kit spent (it will last something like 3 or 5 days, I can't remember which) and add for repair the long repairing fleet (its repair will start when the Platform Kit gets repaired).

That's a good idea. But tbh, that sounds a bit too complicated to be very practical.
I feel like there need to be some more sophisticated tools for our fleet logistics/repair/resupply.
For example, repairs should be added to the build queue of that shipyard module. Then we could just swap the order for whatever has priority.
A similar problem that I keep having is resupply not distinguishing between ammo and propellant: I don't want to re-propellant my long-range colony ship when the enemy is right at my doorstep. It needs armament badly, but all that water likely get blown up in the next battle.

Originally posted by Pawleus:
It's good to keep in mind that (at least in the experimental version) repair can be faster with more and larger shipyards.
That's true. But I was repairing at the very T1 station that said colony ship had just set up. 😅
Last edited by debott; Jan 3 @ 11:33am
Pawleus Jan 3 @ 2:10pm 
Originally posted by debott:
tbh, that sounds a bit too complicated to be very practical.
I feel like there need to be some more sophisticated tools for our fleet logistics/repair/resupply.
Yes, better tools would be desirable but perhaps I made it sound more complicated than it is - to make a ship a priority you just split it from the rest of the fleet, order its repair and then order repair of the rest of the fleet. When the ship repair is ended the rest will start repairing automatically.

Originally posted by debott:
For example, repairs should be added to the build queue of that shipyard module. Then we could just swap the order for whatever has priority.
Adding all repairs to the build queue was actually my feature request from a looong ago (not long after refitting was implemented). You can currently have a similar effect with some micromanagement: create an almost identical design (different by one tank or one frontal/tail armor) and refit your ships to it with order of refits to your liking - they will also be repaired and resupplied.

Originally posted by debott:
A similar problem that I keep having is resupply not distinguishing between ammo and propellant: I don't want to re-propellant my long-range colony ship when the enemy is right at my doorstep. It needs armament badly, but all that water likely get blown up in the next battle.
If you don't want it re-propellant to large amounts you can also refit it fast to a design with lower amount of tanks. If you can defend your station without your colonizer (and generally, I wouldn't recommend arming a colonizer at all) then you can actually even hide it from combat in the refit queue (hiding ships in the refit queue is not yet removed, currently).

Originally posted by debott:
Originally posted by Pawleus:
It's good to keep in mind that (at least in the experimental version) repair can be faster with more and larger shipyards.
That's true. But I was repairing at the very T1 station that said colony ship had just set up. 😅
I was reminding about it only because it wasn't possible in the past (it was introduced in some 0.4 version) and because in contrast resupplying still doesn't get faster (last time I checked)
Last edited by Pawleus; Jan 3 @ 2:11pm
debott Jan 4 @ 12:55pm 
Thank you!
Refitting those long rage ships was a great idea. Now, not only do they not need 1000s of water upon re-supply, but in the refit queue they also get re-armed and repaired *and* I can change their order at will, serving those that are heavily damaged last. Exactly what I wanted.

I believe that the game might do this on its own when I just repair all anyways, but being able to control this myself is so much nicer.
debott Jan 4 @ 1:05pm 
Okay in one regard this still does not help: damaged ships will be in refit for too long, when I would prefer to have them just rearmed and sent out again. I don't care if their drive is offline all I need is it's weapons reloaded.
you can cancel the fleet repair. split the fleet to the one ship. Then do that ship first.
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