REMOVE the module storage limit

I have 8 vipers, 2 dropships, an Anaconda, a Krait, a Mamba and a FDL being used to store modules.

That and ~100 modules in storage. I keep them because they’re either all engineered or rare where I am based.
Because there are no fleet management tools I have duplicate ships because it’s just easier than refitting for a new role.

Being in VR does not help.
 
Last edited:
Way back when Sandro flipped a coin on a livestream & asked the audience whether to double or half the module storage limit I'm pretty sure I was the only one that said half, I was against module storage.

But now that it's been in the game a long time, although personally I don't use it for anything much, I have seen descriptions of how others use it for swapping out weapons & other engineered modules depending on the role in their squadron or wing they need to perform in that session.

I thought an obvious solution would be to have lots of hulls all kitted out differently & ready to go, but the number of permutations make that impractical, so module storage it is & my view on it was changed. The OP makes a reasonable request, and there is no real gameplay in limiting how many modules can be stored when it is already this high (120iirc).

Which leaves any practical limitation (eg of the game engine or storage space). So assuming the number cannot be infinite, how big is big enough for any eventuality? 1024? 2048?

Someone could probably do a decent job of working it out based on current endgame players shipyards and the amount of modules they keep for various builds.

TBH the thing we really need is better ship/module management.
 
Last edited:
Last time I was there I could store an additional 120 modules at Hutton Orbital :sneaky:

No, as said, the module storage is CMDR limited, not port limited.
Wouldn't be against more storage though, I always struggle with the limit and have 3 or 4 mule ships too.
 
Is there some technical reason for the limit? Like, is there some kind of hardware or software constraint? Just interested. Couldn't find any. If I'm not mistaken, there is no hard ceiling to total ship ownership, right? It makes sense for "bag space" to be limited in a fantasy mmo, but not here.
 
Is there some technical reason for the limit? Like, is there some kind of hardware or software constraint? Just interested. Couldn't find any. If I'm not mistaken, there is no hard ceiling to total ship ownership, right? It makes sense for "bag space" to be limited in a fantasy mmo, but not here.
There is a cieling on both ships and modules.
From memory it had something to do with the amount of data stored client side but i could be wrong.

Imo the whole situation is rediculous. Theres hundreds of thousands of star ports but im capped on storage ??? W T F.
 
Other suggestion: It would be very nice, if i could equipp modules from other ships without: Change to ship 2, store modul, change to ship 1 apply module, change to ship 3 store module, change to ship 1 apply module, change to ship 4...

Would be a great qol improvement, if i could select the modul from my actual ship and move it to my actual ship, without shipchange. I guess this was the main intention of the modul storage, to avoid ship-change-jockeying.
 
Another day and instead of enjoying newly engineered ship I'm wasting time on buying another Viper to store existing modules, browsing a dozen of STORAGE SHIPS to find the powerplay module I need right now. For the love of God, FDev have mercy... I'm and "end game player" (really hate that phrase!) that have all ships, all powerplay items and top engineered stuff for different occasions, but due to this IRRATIONAL restriction time spent with Elite only gives raises my frustration levels. Really, I'd like to try different ship builds rather than flying CAST IN STONE META SHIPS over and over...

FDev why can't you lift the limit of module storage? And how many threads like this one need to be written again and again?
What I find irrational is the need for all those ships and modules.

Personally I would prefer if module and ship storage was paid for. I find it odd that it's all free.
 
What I find irrational is the need for all those ships and modules.

Yeah, 'cause we all know FD designed and added them all to the game just so we wouldn't buy them. Sounds legit.......

What i find irrational is just how many self imposed Soup Nartsies and meter maids haunt this forum
 
Last edited:
FDev why can't you lift the limit of module storage? And how many threads like this one need to be written again and again?
giphy.gif
 
"FDev why can't you lift the limit of module storage?"
Because i want EVERY ship and EVERYTHING to go with them so i don't have to spend any of the Billions i make on buying anything ever again.
LMAO , needy people =-P
 
I'd add that a certain amount of sentimentality means that there are certain modules that I will never part with...

Simply too much effort went into engineering (legacy) them to just let them go.
 
Hang in there OP. People just like to argue, even when it's against their own interests. I 100% agree with you on this topic, as well as people saying we need more organization tools and better UI for storage. We should also be able to pull modules directly from other ships (that are in the same station) and install in the currently equipped ship without switching ships. If there is a technical issue then FDev could say something. But we all know how much they like to communicate...
 
Yeah, 'cause we all know FD designed and added them all to the game just so we wouldn't buy them. Sounds legit.......

What i find irrational is just how many self imposed Soup Nartsies and meter maids haunt this forum

There was a time when we didn't have module storage at all, yet we were still able to buy modules. And that would be, because modules are meant to go on ships, not in cold storage to pander to some people's hoarding problem.

A few modules in storage is good, it does help with the outfitting and engineering process when you are juggling between a few ships. But nobody needs a hundred modules: module is bought, module is maybe transfered to engineer's base temporarily (not that it has to, there's only a handful of activities requiring Engineering in the game) for engineering, and module is put back on ship because that's where it belongs. You don't need more than 20 slots in storage to do that.
 
Is there some technical reason for the limit? Like, is there some kind of hardware or software constraint? Just interested. Couldn't find any. If I'm not mistaken, there is no hard ceiling to total ship ownership, right? It makes sense for "bag space" to be limited in a fantasy mmo, but not here.
Because players are crazy packrats who will never throw away anything if they can possibly help it. Try looking up the situation with Ultima Online and random trash objects sometime. (In fact that game should have taught us all sorts of lessons that now seem forgotten, such as that a playerbase just won't police itself either, but that's another thread...)

So with my player hat on, this is absolutely true.
But with my software engineer hat on, you never want to let users get access to 'unlimited' anything, that's just asking for trouble. "Surely it's not all that much data?" "How bad could it possibly be?" ...Don't even start.

So sure, extend the limit by all means, but never, ever, remove it entirely. Almost certainly the current limit was defined as a value that seemed 'more than reasonable' at the time and there just hasn't been a compelling reason to review it - certainly I find it astonishing that people feel constrained by the current limit. But this isn't about me, I appreciate that just because it's not a problem for me doesn't mean it's fine for you.

So go ahead, try to make FD review the limit and the best of luck to you. I'd just say try to pitch for an increased limit, not no limit, because that's just crazy. :)
 
Back
Top Bottom