Shipyard improvements

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    Hello to all of you here.
    I think the Shipyard update was a very good step into more advanced features of the game,
    but I also think Shipyards need some major changes from what I have seen.
    Maybee I'm wrong but if not here are my ideas for some changes:
    • Rail usability: There is curently no way to auto-produce Ships (Drones) and send them along some rails, or I'm completley wrong?
    • Docking to a Shipyard: curently there is the core anchor where u dock your ship and if i understand it correctly, this is where the ships core will be after docking, right? So if we want to move a ship from the shipyard along some rails thhis needs also some improvment.
    So in summary I want to be able to autoproduce particular drones in mass and store them in some Dronehangars in my station.
    Thanks for reading this post with potentially bad english.
     
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    Hello to all of you here.
    I think the Shipyard update was a very good step into more advanced features of the game,
    but I also think Shipyards need some major changes from what I have seen.
    Maybee I'm wrong but if not here are my ideas for some changes:
    • Rail usability: There is curently no way to auto-produce Ships (Drones) and send them along some rails, or I'm completley wrong?
    • Docking to a Shipyard: curently there is the core anchor where u dock your ship and if i understand it correctly, this is where the ships core will be after docking, right? So if we want to move a ship from the shipyard along some rails thhis needs also some improvment.
    So in summary I want to be able to autoproduce particular drones in mass and store them in some Dronehangars in my station.
    Thanks for reading this post with potentially bad english.
    Agreed, and I think I recall that was mentioned somewhere as already being work-in-progress, or at least in the design phase.

    The one major gripe I have with shipyards in their current iteration is that they are always-on, consuming oodles of power just sitting there. IMO they should consume no (or only token) power when empty, up to some fraction of their maximal power when a design is loaded/being edited (ideally depending on used versus available volume), and full power consumption when production is actually running. Operation should also be controllable by logic modules.
     
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    Is energy use really a problem? I have a shipyard that I placed energy generators alongside the shipyard rails and it's generating FAR more power than I actually need.

     
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    Is energy use really a problem? I have a shipyard that I placed energy generators alongside the shipyard rails and it's generating FAR more power than I actually need.
    I didn't say it was a problem, I said I'd prefer if they behaved differently. For one, not every shipyard may have the option to follow your design, because of space constraints, resource availability, or design choice.

    I have an existing wharf with a small attached workshop from way before when shipyards were even a rumour that I upgraded; now the shipyard alone draws as much power as all the factories combined. The power plant can provide enough for either, but not both. I can switch off the factories, either individually or via a central kill switch, but I can't do the same with the shipyard. I can make it work, but that means a major redesign of either the shipyard or the power plant.

    Again, it's not a problem, but I think it would be consistent with how factories work if shipyards could be switched off, either completely or into standby mode, via GUI button, or using logic blocks.
     
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    I didn't say it was a problem, I said I'd prefer if they behaved differently. For one, not every shipyard may have the option to follow your design, because of space constraints, resource availability, or design choice.

    I have an existing wharf with a small attached workshop from way before when shipyards were even a rumour that I upgraded; now the shipyard alone draws as much power as all the factories combined. The power plant can provide enough for either, but not both. I can switch off the factories, either individually or via a central kill switch, but I can't do the same with the shipyard. I can make it work, but that means a major redesign of either the shipyard or the power plant.

    Again, it's not a problem, but I think it would be consistent with how factories work if shipyards could be switched off, either completely or into standby mode, via GUI button, or using logic blocks.
    Gotcha... I agree that they should power down when not in use. I'd say if they have a design loaded though, it would take power to generate the hologram and even more power to build a design.