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Notes -
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.
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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