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Notes -
Unless they've fixed it, a space platform asking for 2 inserters, 1 blue inserter and a combinator will get a full rocket load of each. And there's not a way to set the load with combinators.
You mean you can't custom-load rockets with multiple things using circuit combinators because.. there's no way of accessing Space Platform demands ?
near as I can tell, the best way to handle things at the moment is to go to your platform, make a note of all the things you need, then place a requester chest on the ground one space away from the rocket, set requests for the items and amounts, wait for them to be delivered, replace the requester with a steel chest, add an inserter, and then launch the rockets until the chest is empty. There's probably a way to do it better with circuit networks, but getting the correct amounts into the rocket is a pain to do manually, and you need to switch to the platform and open the hub to get a summary of what is actually needed. It definitely could use some serious improvement.
There might be a way to do it better with combinator witchcraft, but I do not worship Satan.
Seems like a small matter.
Honestly with how generous the game is and the benefits to scaling, this doesn't seem like a big deal. If you're exporting stuff, it's single commodities. If you're exporting components for ship, you're probably wanting to get enough for spares and all that so..
It is. The rest of the game is just absurdly good, and I'm confident they'll iron this part out in short order in any case. I've made it to Vulcanus, and am figuring out the smelting system in preparation to World War Worm. It's amazing how much better things have gotten from what I previously would have sworn was the perfect game.
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The combinator witches have been complaining because the system doesn't expose a way for them to do it either, which is encouraging because those are the people with a direct line to the devs. Plus the spedrunners who are just as frustrated by it.
It's not the only half baked thing about the rocket logistics either. They had to quickly fix a frequent double launch bug, where stuff would get requested again after delivery.
You get the feeling from this and the dev log that a lot of stuff was being worked on (and fought over) right up until release day, like the last minute "better to ask forgiveness" change to the entire fluid system.
Typical "team expands, collaborative consensus management style fails to adapt" stuff.
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