Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

H3avy Nov 11, 2022 @ 3:10am
How do you move stuff you make into your own cargo without transfering between ships?
Facotry output seems to just be stuck inside the factory and doesnt use the wider ship's cargo capacity unless you transfer it.
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Showing 1-14 of 14 comments
"The D" Nov 11, 2022 @ 3:52am 
its not the greatest.. but if u enter "manage resources" then use "supply chain mode"
i tell my factory to supply to all open cargo spaces, and i also tell my cargo spaces to supply to the factory, theres a lot of wasted movement and sometimes the cargo ends up with 1 ands 2 of coil/steel, but tat least they are constantly producing
WillieSea Nov 11, 2022 @ 5:34am 
Another way is to assign cargo space to a specific resource. Your crew will then empty the factory of produced goods to fill up the cargo space you assigned to that good.

I use this because I only want a certain amount made, not using up all my raw resources.

For example, I don't want all my coils turned into hypercoils. I still have a need for the regular coils.
-VG- Napster Nov 11, 2022 @ 6:23am 
Originally posted by H3avy:
Facotry output seems to just be stuck inside the factory and doesnt use the wider ship's cargo capacity unless you transfer it.

i think the reason behind this is so youre not flodding your cargo unwillingly with ton´s of items thats also the reason why supply chain mode exists once you know you have to setup a storage where the factory put stuff this is not an issue anymore.
in the end this also highly increases efficiency wich otherwise would end up pretty fast in big chaos.
icuurd12b42 Nov 11, 2022 @ 11:22am 
This is how I do it. Seems to be working

Have a supply chain from output of coil factory to a 4x4 storage room (A main coil) and mark the cells in that room to only hold coils
Have a supply chain from output of coil factory to a 2x2 storage room (B Buffer) and un-mark the cells in that room to hold any content.
Have a supply chain from room B to your hypercoil factory so it only uses product in that storage room for source of manifacturing.
Have a supply chain from output of hypercoil factory to a 4x4 (main coil storage) storage room (C) and mark the cells in that room to only hold hyper coils
Have a supply chain from output of hypercoil factory to storage buffer room (B Buffer), yes the same one it uses a input and that has coils from coil factory in it
Have a supply chain from Buffer Room B to Room C to so that when the main storage gets taken, items are send there and opens a buffer slot in the buffer room.


Last edited by icuurd12b42; Nov 11, 2022 @ 11:25am
FroGG2 Nov 11, 2022 @ 5:20pm 
The thing is, I don't want to care about supply chains. And even if I use them the factorys get stuck again minutes later when the determined space is full. I build the frigging Factory Ship for the sole purpose to process everything I throw in his direction. There is no benefit in flooding it with raw materials, I can do nothing with, because the factories aren't doing their ♥♥♥♥♥♥♥ job. While my deck crew is flailing around like idiots with their thumbs up their arse. Bring the stuff to wherever I don't care if the ship is full I add more cargo space that is his only purpose. The supply chain system sucks.

Edit if you dont want to "flood" your ship deactivate the "not Working" auto clear option on the output field.
Last edited by FroGG2; Nov 11, 2022 @ 5:22pm
Botji Nov 11, 2022 @ 6:19pm 
I kinda 2nd this, its frustrating to see empty spots in cargo and your processor factory or whatever refuses to use up the resources taking up even more cargo spots which could then be filled with valuable processors, all because the crew refuses to empty the production tiles.

Or as I noticed yesterday, they simply refused to bring the raw resources to the factory even though it was empty and there were empty, non-assigned cargo spots open for the resulting products ????

I had to manually assign relocation of the raw resources into the factory, one tile at a time, until I once again manually told them to move the resources to cargo space closer to the factory, then they seemed happy to bring it to the factory from there on their own.

Seems like a lot of micro management just for the sake of micro management, or a bug, could be that too.
Last edited by Botji; Nov 11, 2022 @ 6:20pm
WillieSea Nov 11, 2022 @ 9:15pm 
It can be an option, but I would find it aggravating to have to WATCH the factory and shut it OFF before my ship gets FLOODED with hyper coils, and I have no coils left for repairs.
FroGG2 Nov 12, 2022 @ 12:54am 
Originally posted by WillieSea:
It can be an option, but I would find it aggravating to have to WATCH the factory and shut it OFF before my ship gets FLOODED with hyper coils, and I have no coils left for repairs.
that's why you got supply chains, you can dedicate space for the stuff you want and if it is full the factories stop producing

I can't build ♥♥♥♥ if I need to wait every 5 seconds for the factory to produce new iron platting because it stops every 1% of the process.

You also don't stand beside your coffeemaker to push a button every 5ml till your cup is full. This system is right now, pure garbage.
WillieSea Nov 12, 2022 @ 6:39am 
Originally posted by FroGG2:
Originally posted by WillieSea:
It can be an option, but I would find it aggravating to have to WATCH the factory and shut it OFF before my ship gets FLOODED with hyper coils, and I have no coils left for repairs.
that's why you got supply chains, you can dedicate space for the stuff you want and if it is full the factories stop producing

I can't build ♥♥♥♥ if I need to wait every 5 seconds for the factory to produce new iron platting because it stops every 1% of the process.

You also don't stand beside your coffeemaker to push a button every 5ml till your cup is full. This system is right now, pure garbage.
I assign cargo hold space FOR THE OUTPUT of the factory. If that ASSIGNED storage space is full, I want the factory to shut off, not keep OUTPUTTING more and more. And that is what happens RIGHT NOW with assigned storage. I see no reason at all to change the way it works now.

You can have your "option" to run the factory non-stop, but that is not what I want.
Damaske Nov 12, 2022 @ 12:18pm 
Want to move things around in cargo, enter manage resources and use the hand mode click on what you want to move, and then click the place you want too.
FroGG2 Nov 12, 2022 @ 5:17pm 
Originally posted by WillieSea:
Originally posted by FroGG2:
that's why you got supply chains, you can dedicate space for the stuff you want and if it is full the factories stop producing

I can't build ♥♥♥♥ if I need to wait every 5 seconds for the factory to produce new iron platting because it stops every 1% of the process.

You also don't stand beside your coffeemaker to push a button every 5ml till your cup is full. This system is right now, pure garbage.
I assign cargo hold space FOR THE OUTPUT of the factory. If that ASSIGNED storage space is full, I want the factory to shut off, not keep OUTPUTTING more and more. And that is what happens RIGHT NOW with assigned storage. I see no reason at all to change the way it works now.

You can have your "option" to run the factory non-stop, but that is not what I want.

What? that is exactly what i wrote if you assigne space the factory should stop if the asigned space is full.

But if i dont asign space there is nothing to stop the factory from producing endlessly. I dont care if the dev makes a switch to toggle it on off or changes the system but right now i want to throw stuff through my screen five minutes in game.

Originally posted by Damaske:
Want to move things around in cargo, enter manage resources and use the hand mode click on what you want to move, and then click the place you want too.
you know i want to play the game and not organise my inventory every five minutes i have 500 crew mamber doing ♥♥♥♥ all because the system is not working as it should.
Last edited by FroGG2; Nov 12, 2022 @ 5:19pm
Morkonan Nov 12, 2022 @ 5:24pm 
Originally posted by FroGG2:
..
But if i dont asign space there is nothing to stop the factory from producing endlessly. I dont care if the dev makes a switch to toggle it on off or changes the system but right now i want to throw stuff through my screen five minutes in game.

As far as it appears to me, if you assign storage tiles then what you produce will have the effect of having an inventory limit imposed on that factory's production, but not on your entire cargo capacity, if those are in the assigned output storage areas.

So...

Assign an "Output" Storage unit to that factory. Within, mark all the tiles to be used for what that factory produces. The factory will not produce more than that and will not flood any other storage containers, but you can still buy and salvage that item and it will be stored in any suitable container, even the designated one your factory uses. (You can direct different factories outputs to the same container using this method and/or split them up among however many you wish.)

It's a way to create inventory levels for those factories without preventing you from benefiting from your ability to salvage those items.

It's not entirely intuitive from the perspective of what a gamer generally does with that kind of inventory control convention, but becomes sort of intuitive once you work with it. It's not a bad system to put in as something for a production-chain lover to use over the standard "just count stuffs" Inventory Level Limit system.
FroGG2 Nov 12, 2022 @ 5:39pm 
Originally posted by Morkonan:
Originally posted by FroGG2:
..
But if i dont asign space there is nothing to stop the factory from producing endlessly. I dont care if the dev makes a switch to toggle it on off or changes the system but right now i want to throw stuff through my screen five minutes in game.

As far as it appears to me, if you assign storage tiles then what you produce will have the effect of having an inventory limit imposed on that factory's production, but not on your entire cargo capacity, if those are in the assigned output storage areas.

So...

Assign an "Output" Storage unit to that factory. Within, mark all the tiles to be used for what that factory produces. The factory will not produce more than that and will not flood any other storage containers, but you can still buy and salvage that item and it will be stored in any suitable container, even the designated one your factory uses. (You can direct different factories outputs to the same container using this method and/or split them up among however many you wish.)

It's a way to create inventory levels for those factories without preventing you from benefiting from your ability to salvage those items.

It's not entirely intuitive from the perspective of what a gamer generally does with that kind of inventory control convention, but becomes sort of intuitive once you work with it. It's not a bad system to put in as something for a production-chain lover to use over the standard "just count stuffs" Inventory Level Limit system.
And i want simply no limit they should work till their arms fall off they are not on a frigging cruiseship. alI i got from what your telling me is that even if i asigne every storage i have to a Factory it blocks off every other resources that i get ahold off. F ucking fantastic!
Last edited by FroGG2; Nov 12, 2022 @ 5:39pm
"The D" Nov 14, 2022 @ 6:16pm 
back to my suggestion for set it and forget it manufacuring:
set all cargo to supply to factory, set factory to supply to all

dont use any reservered cargo spots

work out in my favor 90% of the time, 10% of the time i have to move 1's and 2 stacks
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Date Posted: Nov 11, 2022 @ 3:10am
Posts: 14