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The silo acts like a requester chest for the materials it's trying to send up. It won't let you manually load while the silo is set to do automatic fulfillment. You can also have multiple launchpads so you can have one for manual loads separate from the automated one...
I am not sure if this would also work for mixed cargos, but you can try to have the silo be loaded by inserters according to some circuit logic (as someone already mentioned) and if the platform requests the correct mix of items it may auto launch.
But I have not clue whether this works or not, as I am just speculating.
Optimising mixed items launches seems like to be reducible to the knapsack problem, a know NP-complete problem (I don’t remember if the devs actually mentioned this in one of their FFFs), and for this reason they have probably decided to left this possible feature out, as it can easily lead to performance issues. Maybe with some huge simplification this can be introduced but it is unsure how practical the simplified version would be
For example, if you have a bunch of coins and you need to give someone exact change? That's a knapsack problem that usually has a very easy solution: keep giving them the biggest coin you can.
With U.S. currency, I think the only way this can go wrong is if you have dimes (10) and quarters (25) don't have any nickels (5) or enough pennies (1) and need to give someone 30 cents, and similar situations.
(this is called the "greedy" solution, since it operates by optimistically making each decision the choice that makes the most immediate progress)
And even when a knapsack problem is hard to solve perfectly, it can still be fairly easy to come very close to the optimal packing.
Rocket loading in Factorio, from what I've seen, is almost entirely of this super-easy variety. I've actually implemented it in-game with combinators.
Given enough constraints a knapsack problem can definitely fall within computationally acceptable boundaries (P for those who know), and the coins example you mentioned is one of those. However rocket loading in factorio is not necessarily that easy as the “value” of an item is not necessarily equivalent to its “rocket space”.
It's "easy" because the "rocket space" of the items seem to have particularly simple relations to one another, much like coins do.
Not really. Maybe I should have used “weight of an item” instead of rocket space. And you don’t have to determine that, it is a given constant.
Once you have a platform regularly visiting each planet with various cargo to deliver like green belts/big drills/ various turrets to landing pad to keep it stocked, it works just fine.
Just keep in mind how many launches it would take for the platform to restock and even then, if it's just circling the the first 3-4 planets, it doesn't have to wait until fully restocked.
It will get the job done eventually. Just make sure you have more than 1 rocket silo on each planet that resupplies the platform.