It's mostly about keeping the number of idle asteroid collectors (caused by overlapping areas) to minimum, assuming they don't have empty filters list controlled by circuit network in which case they wouldn't track anything. Results may slightly vary due to implementation details.Orum wrote: ↑Tue Dec 17, 2024 10:55 pm First of all, thank you for optimizing this. That said, I'm still going to do what I can in game to try and keep the UPS up, but this point confuses me a bit. If I have a side-facing collector on, say, an arrowhead-shaped ship, where the asteroids are collected on the side, but to the left of any of the front collectors, e.g. like this:
Example
The debug option only shows asteroid chunks which are iterated every tick, not all tracked chunks.