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But it is not possible. You can't be doing that.
You can't have a locker with a demand and a supply for the same item.
You are right. You can't set something to both supply and demand an item. My solution, although imperfect, was as follows:
I only have two rockets running (although I'm carrying close to a 2 million balance at the moment, so it's been plenty). I have 2 auto crafters in the zeolite mine making pulsar. There are T2s around them to store the needed minerals coming from the extractors. 6 Methane extractors and a full production fuse optimizer rounds out the little factory.
The drones take the pulsar and fill the rockets, and they run pretty much independently. Because the rockets are sometimes off planet at the same time, I didn't want pulsar just sitting in the auto crafters, waiting. So, in addition to the two T2's I use to store pulsar for other things, I have one for "pulsar trading" set to demand at a lower setting. The drones fill the T2 while the rockets are gone. Since I wander by this locker frequently, I check it to see when it's full. Then I flip it to supply, and my rockets fill up fast. It empties pretty quickly and I set it back to demand again.
Unfortunately, this isn't a fully automated function as you do have to switch the storage container from one to the other fairly often. But it does help my rockets move pulsar a bit faster and if you keep that locker in a part of your base you visit often, it's not really onerous to keep tabs on.
Actual solution to this issue is to place more rockets. So while one rocket is away autocrafters are filling another rocket instead of just doing nothing because their storage is full.
There is also a rare fuse which reduces the amount of time trading rockets spend in space. It can be found in wrecks in random portals.
For me, when the trade rocket gets back, there are 24 pulsar quartz setting ready to go in the auto crafter, when the drones show up to load the trade rocket the auto crafter can make 1 more to fill the rocket and there is minimal delay in the rocket launching.
It seems to me like it's best to just build lots of rockets so your autocrafters can stay busy. Building lots of autocrafters just... keeps your rockets busy but what's the point in that? If that's ever the case,, building more rockets would just.. net you more tokens.
It's basically distributor and producer. When rockets are idling it means distributor has capacity but there is not enough production. When autocrafters are idling (because the output is full) it means production is more than enough but there is not enough capacity for distribution. Both cases limit your gains so to improve the situation in that specific case you either need to increase production or increase distribution to balance them out so that neither is a bottleneck. When they are balanced already, you can increase one of them, create new bottleneck and then solve it by increasing the other to increase total gains from the system.
Which is why it was surprising when you were initially given a suggestion to increase your production when you already had enough of it to be bottlenecked by distributors. In that specific case increasing distribution was the actual solution leading to more balanced system.