(Beta) 120 module limit still exists

Discussion

I feel like right now is the best time to address arbitrary limits in the game. And am curious as to why this isn’t a bigger deal

For some reason, even on a carrier that you own, your only allowed to have 120 extras of your own. This is an arbitrary number with no reason or lore, and is a problem for many people. With this limit, you may be forced to sell engineered modules or have to resort to storage ships. Which oddly enough you can have 35 per station.

So I submitted a report. Maybe it got overlooked, and I doubt this will get much traction. But I feel like I’m taking crazy pills. I think we should contribute to this to get this limit eliminated

https://issues.frontierstore.net/issue-detail/15827

Posted May 23, 2020, 2:11 AM UTC

3043
ToriYamazaki💥Merc ⛏ Miner 🌌 Explorer 🐭 Fuel Rat•

Before the limit is increased, it needs to be made more manageable. I'd prefer not to have to scroll through, say, 500 modules to survey what weapons I have. They at least need to be categorised... including user defined categories.

But I agree the limit is restrictive. I've already sold quite a few engineered modules. I refuse to use storage ships.

12
teeth_03Denacity - Simbad•

for starters that could let us nickname modules, and if they would give us the option to sort alphabetically, we could rename them to sort them ourselves.

4
ToriYamazaki💥Merc ⛏ Miner 🌌 Explorer 🐭 Fuel Rat•

You can sort them.

Go to outfitting. Select a slot, BROWSE SHOP. Sort the list alphabetically there.

When you go to stored modules next, it will be sorted by module name... except the ones in the current station always appear first.

3
CtriC'tri | Beta feedback monkey•

They already have outfitting categories, it would be nice if those were applied to the UI, even at 80 modules it's a bit of a slog to scroll.

Scrolling lists are the enemy! Interactive pictograms or grids are the future!

1
teeth_03Denacity - Simbad•

Yup, 120 module limit is honestly one of the reasons I don't play this game much as I used to. I like to Engineer and once you hit the 120 module limit, you find that storing modules on ships is tedious af with all the animations.

We need 500 storage limit with ways to filter, sort and nickname modules.

11
suchdownvotesDexter7 - Borann Boys•

Just do away with the storage limit. This isn’t some very difficult thing we need to bargain with Frontier for. It’s an absolute joke that we are limited to 120 modules stored ACROSS THE ENTIRE GALAXY

5
teeth_03Denacity - Simbad•

well, there should be a clearly defined limit, otherwise it could cause issues on the back end if players are storing thousands of modules.

I think I would be fine with 500, but the more the better of course.

6
TseddCMDR Daavya•

well, there should be a clearly defined limit, otherwise it could cause issues on the back end if players are storing thousands of modules.

Realistically, it doesn't prevent anyone from doing that. It just means that it's spread across ships labelled "mule-SRB railguns, mule-HD HRPs, etc".

I've got probably 30 ships just doing that in/around Shinrarta.

2
netburnr2•

Oh yes they're absolutely is a limit because you can only have 35 ships and they only have so many slots

0
ldobehardcoreLDoBe•

"well you see, we originally coded the module storage system in Fortran with 7 bit values, so we can only go up to 127 uniquely indexed items. Also there are 10 people in the world who know how to use Fortran and the one we had died 2 years ago at the ripe old age of 106."

2

Sometimes i believe parts of the game still run on Brabens assembly-code from FFE. Netcode for instance.

Maybe that is why galnet had to be paused, they're rebuilding their back-end interface for publishing from a MUMPS database or something.

2
Kaytrox•

Thanks for raising awareness on this..

That modules don't count to the 120 while on a carrier was so common sense to me that I didn't even bother to check if it does..

So much for FDev and common sense

5
Mister_Fy•

I agree, module limit should only be limited by FC capacity.

5
lattsredditaccountCMDR Latt M | CEO of Borann Boys | FDL :pray:•

couldn't agree more. my storage is completely full of engineered modules which i cant sell due to the amount of time it takes to grind them out along with the powerplay weapons which take 4 weeks to unlock but then be only able to buy 10 or so to save on the limited storage and then be forced to wait another 4 weeks later down the line

4
Sir_TortoiseRainbro•

There was a bug a while back that actually allowed you to increase your storage limit by shifting stuff back and forth between your ship. It's just a number that the devs picked based on what they thought was reasonable. beta 1 fleet carrier pricing says hello

Yeah, storage could do with a bit of a rework.

2
m1k3tvMiketv•

You can't expect a computer to keep track of 120 things at once. /s

1
WinterKing2112•

120 module limit's not a big deal imo.

-4
_CrashOP•

For long term players it’s an issue, especially after getting all powerplay modules and switching from gimballed to fixed weapons. Yeah I could sell my old gimballed stuff. But its all fully modified, and I’m not reimbursed for the engineering I put into it.

9
WinterKing2112•

I've been playing for 18 months, have 9 fully engineered ships and 85 modules in storage. By the time it becomes an issue for me (if it ever becomes an issue...) we'll have space legs and base building, so we should be able to store stuff in our base.

-2
_CrashOP•

I’ve been playing for 3 years. I have 120 modules and 5 storage ships. Fully loaded. If we don’t make noise about it during the FC update.. what makes you think they’ll do anything about it during the base update

4
WinterKing2112•

Uh, because base building is obviously going to address these issues (I mean if you can't store goods and modules there, wtf else are we going to do with bases?).

-3
suchdownvotesDexter7 - Borann Boys•

It certainly is if you care to engineer all the modules you'd need for PVP. It's a total pain in the ass storing modules on say a type 10 and swapping things in and out.

4
WinterKing2112•

Why not just have ships with specific builds for specific situations? Would save you swapping stuff around. I have 9 ships, all fully engineered for specific purposes. I have 85 modules in storage, mostly stuff I don't use anymore, but don't want to sell because they're all G5 enhineered.

0
suchdownvotesDexter7 - Borann Boys•

I don’t bother fully engineering all of the modules for a whole new ship when I can have the modules stored and swap them on to the ships as I desire. I don’t have the time to gather materials to fully engineer multiple different fer de lances or kraits while hauling them around the bubble to engineer. Nor do I have the credits to do so.

2
teeth_03Denacity - Simbad•

You clearly aren't a high level Engineer focused player. Especially once you start collecting PowerPlay modules, you can fill the 120 limit rather quickly and storing modules on ships is tedious.

2
WinterKing2112•

What is a "high level Engineer focused player"?

1
teeth_03Denacity - Simbad•

20+ Fully G5 Engineered ships, thousands of Grade 5 rolls and an entire material inventory completely full

2
WinterKing2112•

Good Lord! And there was me thinking that I've been playing this game far too much.... I only have 9 fully engineered ships so far. Room for a few more it seems!

2