Search found 4 matches
- Mon Nov 29, 2021 1:04 am
- Forum: Won't implement
- Topic: Adding event trigger for an item stopping at the end of a belt
- Replies: 7
- Views: 3077
P.S.
Oh also the linked container + loaders approach breaks down pretty badly if you have multiple kinds of items coming down the pipe, but that's another limitation that is probably fine™ in real world use.
- Mon Nov 29, 2021 1:01 am
- Forum: Won't implement
- Topic: Adding event trigger for an item stopping at the end of a belt
- Replies: 7
- Views: 3077
Generalizing the feature request
Tell my why that wouldn't work. Taking another crack at this; I did some experiments with linked containers and loaders. https://i.imgur.com/24yva3s.png It works pretty well in the supply-shortage case -- with 500 input items I saw a range of ~8 item variance from the most favored output to the lea...
- Sat Oct 02, 2021 12:21 am
- Forum: Won't implement
- Topic: Adding event trigger for an item stopping at the end of a belt
- Replies: 7
- Views: 3077
Re: Adding event trigger for an item stopping at the end of a belt
I agree that it sounds nontrivial to implement this trigger if the belt update code is multithreaded. Would be cool if it ended up making the cut though! As for why not do it with loaders and chests; I'm trying to make a drop-in replacement for the existing mod, which does transparent flow-through b...
- Fri Oct 01, 2021 8:49 am
- Forum: Won't implement
- Topic: Adding event trigger for an item stopping at the end of a belt
- Replies: 7
- Views: 3077
Adding event trigger for an item stopping at the end of a belt
I'm working on creating a more performant version of the belt balancer mod . The current version works by iterating over all balancers in the world every few ticks and processing them one by one. There is a lot of room to optimize this (the low-hanging fruit improved performance 20%), but to get mas...