Cargo Dock QOL

Quality of life World Map & Ships
Duplicates of this topic
AndreyKl [ideas] · 1 year ago

1. Modules need an 'empty' command
I wanted to switch a module from bauxite to uranium, but couldn't. It had 40 bauxite in and trucks won't empty that since it's less than 60.
2. Protect from unintended actions
I was selling surplus sulfur for coal. I unassigned the contract, ship immediately went to pick coal at half the capacity instead of just stopping.
3. Add alerts.
Alerts if ship is empty and there is no mine to pick up from. Alerts that a contract was idle for a while.
4. Decouple from contracts.
The process of having to unassign dock first then stop contract is inconvenient. Let us stop contract without unassigning ships, the dock will simply pause or be inactive. In such a case user needs to do less actions. Ex: if the intent is to pause the contract periodically, player needs to do less clicking
5. Add usage statistics to the dock or loose modules
Like farms and sorting stations show flow
6. Modules like storages should show when trucks are pending to pick up cargo

JoCKeRiL · 1 year ago

I don't want to sound like I'm just dismissing your ideas, but if it's about emptying a dock module and trucks won't do it - just build a small storage (tank or warehouse) and move the products there - you should be "rich" enough on parts 1 at that point to not care about spending those...
your other points are valid for me as well and I think there is place to consider implementing some of them at least, like the alerts and showing pickup pending (that was a great addition and QoL - Thanks a lot devs !)

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