General Revive refinery modules

Currently we use refinery module only to produce commodities out of ore (we mine from asteroids) - only for mining.

I suggest more function to be added to refineries to make them widely used (not only for mining, but also for combat and exploration), in particular use refinery to:
  • resupply ammo (including torpedoes)
  • resupply fuel (premium variants, and potentially normal one out of hydrogen-containing ore or commodities)
  • produce raw materials out of collected manufactured materials (this thread topic)
  • resupply SLF/SRV (from raw and manufactured materials)
Resupplying ammo and premium fuel we can currently do without refinery. I suggest it to be replaced so that in current form it would require small refinery (size 1). Adding this ability would make resupply process customizable - having higher class/size refinery would allow parallel/faster production in exchange to mass/power requirement.

Engineered variants of refinery may provide various benefits:
  • effective - consume less materials for same product
  • experimental - allow extra recipes (potentially unique ones obtainable from in-game quests, thargoids/guardians)
  • augmented - setting production queue larger than number of "bins" etc.
In Odyssey it could allow to produce materials for engineering from other goods (which normally can only be sold) and produce consumables (via unlocking recipes).

Sometimes selecting individual modules to resupply ammo is not so convenient via modules tab - would be great to allow to pin certain recipes as favorite (per ship) and set their order (e.g. multi-cannon ammo for Corvette).
 
Waaaait...isn't that a synthesis module? Which was going to be a module originally until they took pity on us.
Honestly I almost forgot about synthesis tab as recently I used only modules tab to restock ammo. My main concern is that it requires to scroll through many other modules to find that specific ones I need. Then I open module, press restock, it start to show progress, I press back, find another one and so on for each module I need. And repeat twice for full restock. Quite often instead of restocking I press cancel as I switch to another module before restocking is finished.

Not sure if someone does it via Synthesis tab - there is only one "small caliber munitions" - which MC ammo will be restocked if I have 4?

UPD: synthesis tab does let you choose specific module after choosing recipe and even shows approximate amount of ammo left (in a form of progress bar). So the only missing part there is ability to pinpoint certain recipes, or at least keep selection on the recipe one used last (similarly to navigation tab).

So I suggest to rework synthesis tab and add pinned recipes, which would be customizable per ship (and SRV) and hide others (which are rarely used).

In addition I suggest to allow break down manufactured materials to get raw materials. The reasoning is that it would allow to gather raw materials for engineering from combat-related activity. One still need to collect other types of materials, equip refinery and limpet controller. I see it good alternative to going to planet surface for materials or mining.

Restocking SLF and SRV is separate topic. I would like to have an alternative to not interrupt exploration to find a FC or station to get new SRV instead of lost one. At the cost of materials. And if ever we see more SLF types (mining, exploration models) with ability to land - I would like to be able to restock them too.
 
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. I would like to have an alternative to not interrupt exploration to find a FC or station to get new SRV
there is always the alternative of not losing your srv? I mean you have to try to break these things unless you're getting shot at.
 
there is always the alternative of not losing your srv? I mean you have to try to break these things unless you're getting shot at.

Yeah they sort of ruined the "once you lose it, it's gone" game value when they introduced printable SLF's, it seems silly that we can print out a new SLF whenever we want (up to a limit of course) but the SRV's are permanently gone. Mind you I am not advocating for having printable SRV's, but I can see where the argument comes from, why do we treat SLF's, which are arguably a much more complex machine than a SRV as a printable commodity. I would say, do it like the SLF, but have the module for printable SRV's bays at 3 or 4 times the mass of the regular SRV bay, that way there's a trade off for explorers and not just a simple get more for free mechanic.
 
Yeah they sort of ruined the "once you lose it, it's gone" game value when they introduced printable SLF's, it seems silly that we can print out a new SLF whenever we want (up to a limit of course) but the SRV's are permanently gone. Mind you I am not advocating for having printable SRV's, but I can see where the argument comes from, why do we treat SLF's, which are arguably a much more complex machine than a SRV as a printable commodity. I would say, do it like the SLF, but have the module for printable SRV's bays at 3 or 4 times the mass of the regular SRV bay, that way there's a trade off for explorers and not just a simple get more for free mechanic.


I mean, I have always been of the viewpoint that you shouldn't be able to print slf
 
I am curious, by this recommendation are you proposing that a refinery provide additional synthesis abilities or more effective synthesis, or that there should be a way to get a new SRV if lost, or to remove certain abilities from the current synthesis window, or a combination of these?

I am all for a way to get a new SRV out exploring. Maybe that could be considered?
 
I am curious, by this recommendation are you proposing that a refinery provide additional synthesis abilities or more effective synthesis, or that there should be a way to get a new SRV if lost, or to remove certain abilities from the current synthesis window, or a combination of these?

I am all for a way to get a new SRV out exploring. Maybe that could be considered?
Replace current synthesis and combine it with refinery. And make more recipes for it - including (expensive in terms of materials cost) SRV and SLF and ability to break down manufactured to raw mats.

And make certain recipes pinnable per ship (e.g. ammo for combat), ore to commodities (for miner) etc.
 
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Yeah they sort of ruined the "once you lose it, it's gone" game value when they introduced printable SLF's, it seems silly that we can print out a new SLF whenever we want (up to a limit of course) but the SRV's are permanently gone. Mind you I am not advocating for having printable SRV's, but I can see where the argument comes from, why do we treat SLF's, which are arguably a much more complex machine than a SRV as a printable commodity. I would say, do it like the SLF, but have the module for printable SRV's bays at 3 or 4 times the mass of the regular SRV bay, that way there's a trade off for explorers and not just a simple get more for free mechanic.
I imagine SLF could be with physical presence and to be re-launched has to be collected first and sort of "repaired" (pilot revived out of escape pod too). Not saying that I believe FDev can do it...
 
I imagine SLF could be with physical presence and to be re-launched has to be collected first and sort of "repaired" (pilot revived out of escape pod too). Not saying that I believe FDev can do it...

SLF is printable with resources supplied in the SLF hanger.
 
SLF is printable with resources supplied in the SLF hanger.
Yeah I know that. Someone asked about ammo boxes - concept to resupply ammo in a way similar (at some degree) to SLF - sacrifice optional slots and mass to get more ammo. But I would rather simplify the mechanic overall - if gathering of materials would be reworked - use them as common source to restock anything onboard. And balance it with the amounts and time need to produce with options to upgrade/engineer refinery module used for this purpose.
 
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