Add the possibility to set a minimum of industrial facilities as it currently works for minerals.
This is needed (at least for me) when I am expanding a lot and constructing thousands of stuff for other colonies and I do not want to remove and send abroad critical facilities by mistake.
Having the possibility to set a minimum would remove this risk.
The same as it works for the minerals which is great for me.
For example, you have 50 DSTS on Earth in a given moment, you set the minimum to 20 for DSTS, it means that your civilian cargo will never load more then 30, so you are always sure you have always at least 20 DSTS there.
Or, you have 600 mine on Earth, you need to distribute them across different colonies but you want to retain 100 on the planet, so you set the minimum at 100.
I know, It might look a stupid idea, especially in the beginning of a game it is not needed, but later on when you need to micromanage thousands of stuff across the galaxy and you do not want calculate everything manually or constantly checking the colony or do not want to risk to ship crtitical stuff abroad like DSTD or maintenance facilities, it can be useful.
I know, It might look a stupid idea, especially in the beginning of a game it is not needed, but later on when you need to micromanage thousands of stuff across the galaxy and you do not want calculate everything manually
The biggest use case for this and why I would want it would be for shipping mass drivers. Very likely that you will want to leave at least 1 mass driver behind and it can be annoying to have to recalculate the order repeats based on how many cargo bays the fleet you want to use has.
With this you can just set it to minimum 1 and set a cycle until it inevitably throws the Pickup Failed event.
Yeah, this is a good suggestion. With a huge pop HW with thousands of CF, you’re producing lot of stuff and constantly shipping things out. While it is possible to calculate exact numbers, it is cumbersome and gets in the way of using order cycle, forcing players to use the repeat orders button to get things exactly right - and if you a mistake somewhere, it can be annoying to fix.
Not so necessary if the player is relying heavily on civilian contracts but very useful when running without civilians at all.