More module storage - please!

Been said before. But I’ll say it again.
With the time invested in engineering various modules I don’t want to sell them (unless FDEV change the system to refund materials).
We really , really need a better way to store, organise and outfit modules.

Also the 120 limit is now quite ridiculous.
Please remove the limit.
 
Been said before. But I’ll say it again.
With the time invested in engineering various modules I don’t want to sell them (unless FDEV change the system to refund materials).
We really , really need a better way to store, organise and outfit modules.

Also the 120 limit is now quite ridiculous.
Please remove the limit.

I disagree.
 
Yeah, I'm not sure.

I have loads and loads of modules, and loads of ships, but I can't be bothered to organise them properly, and it's become easier to just buy a ship for each task now, and only have a few interchangeable modules. Lol
 
Give us ability to stash our extra modules, which don’t fit within the 120 limit. You know, set off for a lonely planet, 1200 l.y. away from bubble, land, release and bury container with 20 engineered modules. Mark the coordinates (make sure you weren’t followed) and come back home. I fully understand that in 3306 module storage ain’t cheap. But galaxy is huge!
 
Can always give some away.... Oops can't be done :)
What I like to see implemented is the ability to trade modules and materials etc with fellow members in game.
I've given up the ridiculous search for finding all that Guardian stuff just to get Guardian Modules unlocked. That's one of my pet hates.
Anyway back on topic, FDev should lift the 120 storage limit.
 
Buying ships is a work around and a bad one. I have several ships for this, and swapping out and looking for modules is a time consuming pain in the @ss.
Engineers have been around for a long while now and players are sinking so many hours. Nobody wants to throw away an engineered module - purely because of the time ploughed into that item. FDev already raised it from 60 to 120 some time ago; so they admitted back then it was an issue. With the increased activity around guardian stuff people want and need the flexibility to play their own way and that means access to the items you have modified.

Come on FDev, please!
 
The simple fix is to allow trading between players, assuming modules can be hauled in storage.
That's not the fix for players in solo.

Nothing in the game should require another human player in order to take advantage of it. Even Wing missions have alternative solo missions.
 
That's not the fix for players in solo.

Nothing in the game should require another human player in order to take advantage of it. Even Wing missions have alternative solo missions.

this isn't a solo game. it isn't multiplayer either. it's just some bizarre combination thrown together that some rever as the ultimate expression of pure genius.

deal with it, you infidel!
 
Another vote here for buying ships to store modules in. In my experience, you're probably not going to be swapping out many core internals, nor are you going to be swapping out many size 7-8 optional internals or huge hardpoints. As such, you can generally ignore these in favour of ship-storing utility mounts, small/medium/large hardpoints, and size 1-6 optional internals. I'd recommend using the following ships for module storage:
  • Viper III: most cost effective ship for storing small and medium hardpoints, can also store size 1-2 shield generators
  • DBX: most cost effective ship for large hardpoints
  • Type 7: most cost effective ship for size 6 optional internals
There are other ships you can use, but these ones should be able to store over 75% of the modules you aren't using.

Another thing I would recommend is making a list of which modules (with what modifications and secondaries) are stored in which ships. When you have over 10 storage ships it really helps with finding that 1 module you need....
 
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It is. You could store modules in cargo.
No different than buying another ship to put them in. I mean, who is going to fly around with cargo containers outfitted so they can store modules? The benefit of the module is basically null because you have to use a cargo slot to store it. How is that different than the current system, other than the ability to trade between human players? Right now we have 120 "cargo" slots at stations made for modules.

Granted though, to be able to carry your own alternate module, like a limpet controller or two and HRPs that you can swap out in-situ...

The right way to do it would be to have a graphical display of the ships you have at a particular station, and to be able to move modules between ships instead of into storage or out of storage. Basically you tell the mechanic "take the FSD from that ship and put it into this one" or "swap these FSDs". If you buy more modules, then you can simply warehouse some, and it would require a premium to retrieve them, but you could retrieve several once you pay the transfer fee for one.
 
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Can't you just store at different stations? Each station should give you 120 capacity or is the total max allowable 120 regardless where you are?
 
Can't you just store at different stations? Each station should give you 120 capacity or is the total max allowable 120 regardless where you are?
No unlike ships there is only a total limit, ships have a limit per station and a limit on total owned.
 
If FDev ever intend to allow storage of all types of components in actual cargo holds, the problem with storing it as cargo is that if you change over to another ship that has less cargo space, you won't be able to unless that restriction is lifted.
 
Using storage ships just isn't good long term strategy. When you have so many storage ships, that entire station is now dedicated to them, you know there is a problem with module storage. Not just that but knowing which ship contains what module and having to sort through them to find what you want is a pain. To make matters worse Fdev have a habit of changing engineering effects from time to time so new metas are created and the need to go through and re-engineer, compounds the problem further, as you never know if things will go back and you will need the old modules or not.

That's why I mostly have specific ships to do a specific purpose only and never swap out modules from said ship. However even that doesn't make a player immune to the problem. Once you have amassed a lot of ships (due to the need to make specific builds), finding the right ship and module can be a chore that takes up a good part of your game session before you can actually embark on the play style you chose to do that day. I have ships scattered over 6-7 different systems. One system has most of my combat builds, another my exploration, another my passenger, another my mining and so on. I then need a fleet of bubble taxis to take me to a station (transfer back the bubble taxi from the station I am flying to) so i always have a bubble taxi at a station I am leaving. To be honest I have just a modest fleet size (67 ships) compared to some. It gets worse the longer you play and the more varied your play style.

I think a much needed quality of life improvement that must be added is an update in storage capacity and the ability to sort by module type and search feature for the ones you want.
 
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