[IDEA] No more instant Transfer using Conveyor

Ahmed Salah shared this feedback 11 days ago
Not Enough Votes

Core Concept:


along side with https://support.keenswh.com/spaceengineers2/pc/topic/45182-conveyor-types-items-power-gasliquids which i totaly agree with , Items should physically transfer through conveyor networks with realistic timing and visible tracking, replacing the current "instant transfer" between connected inventories. Transfer speed should depend on:

  • Conveyor path distance
  • Individual conveyor segment throughput limits
  • Current network congestion

Key Mechanics:

  1. Physical Transfer SimulationItems move at measurable speed (e.g. 100 items/minute per basic conveyor tube)Multiple parallel paths increase total throughputTransfers appear as "in transit" items in destination UI (ghosted/transparent) until completePlayers can cancel pending transfers mid-operation
  2. Visual Feedback SystemActive conveyor segments display:Pulsing lights along transfer pathVisible item movement animationsColor-coded indicators for transfer priorityJunction points show directional flow markers
  3. Conveyor Tier SystemTier 1: 100 items/minute, single laneTier 2: 300 items/minute, dual lanesTier 3: 1000 items/minute, vacuum tube system (late-game)
  4. Network ManagementThroughput calculators show expected transfer timesPriority routing options availableBottleneck detection highlights congested paths

Example Scenario:

Transferring 500 steel plates between storage units:

  • Path includes 3 basic conveyors (100/min each) → 500/(3×100) = 1.67 minutes
  • Progressively fills destination inventory
  • Can monitor real-time movement through network

This realistic conveyor transfer system should also apply to all automated inventory movements between blocks, including weapon systems pulling ammunition, thrusters requesting fuel, or assemblers fetching components - every item transfer between connected inventories must physically travel through the conveyor network at appropriate speeds rather than instantly teleporting, with the same visual feedback and throughput limitations as player-initiated transfers.


Benefits:

  • Adds meaningful logistics planning
  • Makes factory design more strategic
  • Provides visual satisfaction of working systems
  • Allows proper queuing and prioritization

Replies (2)

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2

SE1 already has limits on automated transfers, but instantanious for manual transfers, im guessing you want to make that limited transfer be even more limited?


Personally, Considering in SE1 conveyors are a massive source of lag, i prefer my conveyors as simple and lag free as possible

id rather have more and bigger ships and bases, than a more limited complex conveyor system

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1

Another pointless proposal.

Already now and in SE1, moving more than a negligible amount of material between a few dozen containers is an ordeal even in manual mode.

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