Longer conveyor pipes (and bigger everything)

4Peace shared this feedback 20 days ago
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Bigger and XL Blocks

3-block-long conveyor pipes are good to have, but why stop there? At this point, add 5, 7, 9 and 11-block-long variants. In general, adding bigger variants of existing blocks is a good move. The bulk cargo container is a good example, even though it's DLC.

A lot of this still feels like half measures. We've all been struggling with having way too many cargo containers, refineries and other blocks. Why not add XL versions for the situations where we typically use a lot of the same block?

A double-sized refinery with much bigger internal storage and/or additional large production modules could solve a lot of refinery spam and long refining times. Especially larger speed modules that can significantly speed up refining annoying ores like magnesium or cobalt and make you actually consider using speed modules instead of yield. There should be a viable way to refine stuff while you are playing the game not waiting for real time days.

Cargo: add another XL cargo container that isn't just double the size, but maybe 5-10x the capacity of the current large one. Then you could finally build a couple of these instead of a couple dozen cargo containers just to store all your ores and other stuff.

We now have big 5x5 platform blocks with integrated conveyors, and they're awesome. If you want to save PCU, you're probably going to use those instead of these new 3-long conveyor pipes. That's exactly why we need even longer conveyor pipes.

Some other examples:

  • Bigger small-grid pistons, like a 3x3 version that can pass large items.
  • More sizes for hydrogen tanks. An extra-large large-grid tank that holds 10x or more than the current large tank, and a medium tank for small grid, maybe 3x3x3 or 3x3x4.
  • Bigger solar panels. Large panels would let us build useful solar arrays without eating up the entire PCU budget.
  • A 7x7 hydrogen thruster. This would finally let us build really big ships without spamming hundreds of thrusters. And no, Prototech ion-ish thrusters don't really solve this.
  • Same with Prototech gyros. They're great for compact builds, but for really large ships we could use something like a big 3x3x3 gyro. Put fewer than 10 of those into a capital ship and you'd probably have enough.
  • Bigger hangar doors. Please.
  • An extra-long piston that can extend 5x the current large-grid piston length.
  • 3x3 rotors and hinges, so we can build large, stable turrets and other mechanisms. Something like a proper railgun turret that doesn't fall apart after the slightest hit.

I know a lot of these blocks would reduce the appeal of hunting for Prototech. But that's something that can be addressed by adding more useful Prototech blocks. Prototech could also be easier to construct using the Proto Assembler. Proto frames could be much more common to find, or some Prototech blocks could require no frame at all.

We also need more sources of Prototech scrap to make the Proto Assembler actually useful.

The bottom line is that we need a lot more XL blocks to reduce PCU usage and the complexity of our grids. Having 1,000 inventories is a pain to navigate when you're trying to find something. The same goes for terminals with endless lists of functional blocks, with 100s of gyros, batteries, thrusters, etc.

Do you know some other blocks that you want XL variant for it?

Replies (3)

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Would be nice

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Agree on longer convyors. 5-long would be great. Longer perhaps even as well, although I would wish for a better placement preview if such larger blocks are introduced. Bulk cargos already have nightmarish visbility wen you actually try to place them in a specific spot

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one issue i have with the extended conveyors is they are essentialy armored conveyors because they have more durability. the extended conveyors would need a system to register how much damage has been done to each 1 block segment to decide weather to break the whole conveyor. i feel like 3 blocks is an acceptable compromise. i do use extended conveyors mods but only use them to go through an astroid or in internal spaces to avoid this unrealism. never to attach weapons or wind/solar.


adding a system for location based durability would fix my current issues with the structural platform and extended conveyors and armor blocks. i have been wanting to create a armor beam mod to more quickly build but havent because of this very issue.

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Fair point

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Yet, by the same logic, we need to dismiss all bigger blocks. Like 3x3 flooring or those new 5x5 platforms and other structural blocks. Indeed, for best integrity, you will still use a 5x5 conveyor platform.


And no, it is pretty much out of the question to assume they are going to change the damage system, surely not to address a slightly bigger durability for the 7 block-long conveyor tube. And why does it concern you so much, anyway? If you are worried about combat, this is very much what they're trying to improve in the next Warfare 3 update, and there are a lot of really important issues related to combat balance.

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