Search found 12 matches
- Sun Jun 28, 2026 6:44 pm
- Forum: Documentation Improvement Requests
- Topic: [2.1.8] unexpected inserter interaction with craftingmachine with ignore_output_full = true
- Replies: 2
- Views: 295
Re: [2.1.8] unexpected inserter interaction with craftingmachine with ignore_output_full = true
and my use case is actually modding the spawner to be a furnace that can transfer quality bioflux into quality biter eggs...
so this setup gets stuck when the egg output is full and need loader to insert or constantly taking out eggs for it to not take damage
- Sat Jun 27, 2026 6:06 am
- Forum: Documentation Improvement Requests
- Topic: [2.1.8] unexpected inserter interaction with craftingmachine with ignore_output_full = true
- Replies: 2
- Views: 295
[2.1.8] unexpected inserter interaction with craftingmachine with ignore_output_full = true
06-26-2026, 23-00-45.png
data.raw["furnace"]["electric-furnace"].ignore_output_full = true
data.raw["assembling-machine"]["assembling-machine-3"].ignore_output_full = true
The inserters on the left do not try to put ingredients into the machines in the screenshot, while the loaders can keep them ...
data.raw["furnace"]["electric-furnace"].ignore_output_full = true
data.raw["assembling-machine"]["assembling-machine-3"].ignore_output_full = true
The inserters on the left do not try to put ingredients into the machines in the screenshot, while the loaders can keep them ...
- Sun Jun 14, 2026 11:10 pm
- Forum: Modding interface requests
- Topic: Custom quality scaling for science packs
- Replies: 2
- Views: 345
Re: Custom quality scaling for science packs
Bumping this so I can roll my own quality science balance patch for custom drain multiplier per quality per science since 2.1 FFF’s don’t seem to address quality science being extremely underwhelming
- Mon Apr 14, 2025 8:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Gleba graphics performance regression
- Replies: 2
- Views: 1276
[2.0.45] Gleba graphics performance regression
Noticed a significant frame time increase upgrading from 2.0.44 to 2.0.45: particle update time went from 0.5ms to almost 5ms, mostly likely due to the gleba graphics change (and I have a lot of trees). I have the particle effects disabled in the graphics setting so I'm expecting this to be almost 0 ...
- Wed Jan 29, 2025 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.33] Unloading large number of cargo pods freeze the game for almost 20 seconds
- Replies: 4
- Views: 6796
- Wed Jan 29, 2025 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.33] Unloading large number of cargo pods freeze the game for almost 20 seconds
- Replies: 4
- Views: 6796
[Rseding91] [2.0.33] Unloading large number of cargo pods freeze the game for almost 20 seconds
I have a max hub storage ship that crafts and stores this much material at the solar system edge over a 2 hour-schedule:
01-29-2025, 13-35-34.png
Before 2.0.33 [Fixed large amounts of unfulfilled requests blocking delivery of available items], this ship had to park for 4 minutes to unload 6M packs ...
01-29-2025, 13-35-34.png
Before 2.0.33 [Fixed large amounts of unfulfilled requests blocking delivery of available items], this ship had to park for 4 minutes to unload 6M packs ...
- Fri Dec 13, 2024 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Fish breeding applies productivity to catalysts
- Replies: 4
- Views: 3540
Re: [boskid][2.0.23] Fish breeding applies productivity to catalysts
This recipe is already pretty obsolete and meme-tier and getting nerfed even more.
I've planned for a long time for quality gleba science from quality fish breeding from quality biter eggs:
12-12-2024, 16-35-47.png
12-12-2024, 16-36-06.png
(this is making 2k instead of 3k uncommon/min rn due to ...
I've planned for a long time for quality gleba science from quality fish breeding from quality biter eggs:
12-12-2024, 16-35-47.png
12-12-2024, 16-36-06.png
(this is making 2k instead of 3k uncommon/min rn due to ...
- Fri Nov 22, 2024 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
- Replies: 6
- Views: 3907
Re: [boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
Thanks for the quick fix!
- Fri Nov 22, 2024 3:38 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
- Replies: 6
- Views: 3907
Re: [boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
hmm, can the belt reader be propagated after the new lines are formed? It would still be O(N).
By any means, this is a really niche situation that I can work around.
By any means, this is a really niche situation that I can work around.
- Fri Nov 22, 2024 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
- Replies: 6
- Views: 3907
[boskid][2.0.20] Read full belt content on very long belt loop halts the game when the belt is cut
A very long belt for storing some rocks:
image (37).jpg
Top left I'm reading belt content
Delete any section of the belt and the game halts (probably infinite loop)
No crash log / nothing abnormal in game log / no output after halt
100% reproducible on my side (tried at least 5 times)
Blueprint of ...
image (37).jpg
Top left I'm reading belt content
Delete any section of the belt and the game halts (probably infinite loop)
No crash log / nothing abnormal in game log / no output after halt
100% reproducible on my side (tried at least 5 times)
Blueprint of ...
- Tue Nov 12, 2024 8:03 am
- Forum: Technical Help
- Topic: [2.0.15] Projectile performance issue
- Replies: 2
- Views: 5150
Re: [2.0.15] Projectile performance issue
I understand the endgame goal but from just the performance standpoint this might impact the scalability of promethium collection, if the turrets performance are not ideal. Suppose I have 20 ships like this and even if I drive slowly and get enough chunks stored, all the turrets would have huge ...
- Sat Nov 09, 2024 4:41 am
- Forum: Technical Help
- Topic: [2.0.15] Projectile performance issue
- Replies: 2
- Views: 5150
[2.0.15] Projectile performance issue
I want to take my beeg ship to the shattered planet but the CPU is not letting me go, I had to turn back at 1M, before the even bigger spike of huge Promethium asteroids.
image (32).png
image (33).png
It seems that the Projectile and Turret class is taking a very long time to calculate. (?) I ...
image (32).png
image (33).png
It seems that the Projectile and Turret class is taking a very long time to calculate. (?) I ...