Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The more likely limit is travel speed. Cargo ships reserve ILS space when they fly, so only 10-20k of resources can be in flight at once. You mostly have no control over who reserves what and how much space they're allowed to reserve. A station can reserve 20k of iron plate from a 5 minute route across the galaxy, so it has no room to order any plates from the neighbor 10 seconds away. The station starves because its queue got filled with scenic route transport.
Because of that lack of control, Hubs become very important for large scale travel. They're very simple to set up. The hub demands from off planet, and it supplies locally. The other ILS stations demand from on planet, and do not touch off planet. Oh, and set every station to 300MW recharge once you hit the star reactor stage. There's no reason to do less.
ILS in with group settings at the poles might also be a good idea for targeted imports (strip a planet or system of res before you build on it)
also consider keeping intermediate production on planet with PLS while having the rest available.
The issue (when it becomes one) is that the the maximum amount of a given slot's material that can be inbound or promised to the ILS is equal to its inventory. And that's just 10 vessels worth. So if your factory can consume a vessel load of material faster than a vessel can make a round trip it'll end up stalling, waiting on the next vessel -- and early on logistics vessels might take a few minutes to make that round trip. (It'd certainly be nice if the game would notice that your consumption at that ILS was 2x or 3x as high as it's throughput and pipeline additional vessels from supply ILS to help fill it)
I mostly see this with my massive 'from faw' 2,250/min white science build. Early on a single ILS just can't feed the 20,644/min it wants of silicon ore; no matter how many ILS supply it. So until I research sufficient upgrades to logistic vessel engines I end up having to add an assisting ILS that also imports silicon ore and belts it into the blueprint's main silicon smelting ILS.
But a slightly related problem can be if you've got 2 or 3 high throughput items in the same import ILS and your don't have vessels and warpers in your export ILS - so the same 10 vessels have to handle importing all 4 or 5 items; and that cuts the throughput of each individual item below what your factory demand is. In that case you either need to rearrange which items go through which import ILS, add a 2nd ILS importing one or more of those high demand items, or add vessels+warpers to the remote exporting ILS to spread the load across more vessels.
Direct from source to destination entirely with ILSes. Why not?
I do wish that ILS could be given alarms. Getting an alert when a belt is dry is okay for most products, but you probably don't want an alert after a base runs out of fuel rods. It's already in deep danger at that point. I'd like to have alerts when an ILS resource gets low, so I could track critical things like fuel rods or proliferator and fix them before they run out.
Works very well, excellent for the entire campaign. The storage values can last a dozen minutes or more, the transport routes only need a few dozen seconds. No problems at all.
It falls apart in the megabase post game. A single belt can eat 120 resources/second. An ILS with 20k storage, feeding 2 belts, will run dry in under 2 minutes. The longest transport routes can last 5 minutes each way, closer to 2-3 minutes with higher tech. Long transport + small storage = your machines run dry.
That's where hubs enter the picture. The hub only has one purpose, to put more ships in space. More ships will give more throughput and get your long distance lines stabilized.
I don't really like how the ILS mixes both in-system transport and long distance warp travel. When everything is in system the ILS is rock sollid, nothing can really go wrong with it. When warp travel is added the ILS runs into more and more issues with spaghetti routes. The worst part is when long distance trips break the ILS's ability to work locally. It takes so much custom jankery to try making the entire network function well. Meh. I kinda wish there was more of a separation between short distance vs. long distance settings, so ILS could handle long routes without starving itself.