Search found 12 matches

by yuu6883dev
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...
06-28-2026, 11-43-28.png
06-28-2026, 11-43-28.png (531.78 KiB) Viewed 226 times
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
by yuu6883dev
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 ...
by yuu6883dev
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
by yuu6883dev
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 ...
by yuu6883dev
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 ...
by yuu6883dev
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 ...
by yuu6883dev
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 yuu6883dev
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 ...
by yuu6883dev
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 ...
by yuu6883dev
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 ...

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