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Request: Remove the 5-slot limit for loader filters

Posted: Sat Oct 06, 2018 4:30 pm
by Reika
I have no idea why this is there - performance seems the most likely, though I question how much it really is - but it greatly hampers the ability to make a "blacklist" type loader, without resorting to scripted stuff which is far worse for performance than a higher limit ever would be.

Re: Request: Remove the 5-slot limit for loader filters

Posted: Sat Oct 06, 2018 5:41 pm
by Rseding91
It's there and there for inserters for the same reason: performance. The exact same slowdown you see with large inventories is what you'd get with larger loader/inserter filters.

Re: Request: Remove the 5-slot limit for loader filters

Posted: Sat Oct 06, 2018 7:59 pm
by Reika
Rseding91 wrote: Sat Oct 06, 2018 5:41 pm It's there and there for inserters for the same reason: performance. The exact same slowdown you see with large inventories is what you'd get with larger loader/inserter filters.
But given that the workaround is even worse for performance, is there not a "lesser of two evils" at play here?

Re: Request: Remove the 5-slot limit for loader filters

Posted: Sat Oct 06, 2018 8:57 pm
by eradicator
For inserters the hacky mod way is to place a second/third/etc invisible inserter in the same tile until you get enough filters :|. For loaders you can't do that because only one per tile works. I personally wouldn't mind if the moddability limit was increased to 10, though i can see the case where that instantly spawns a mod that increases it for everything (and gets a very high download count...) *sigh*.

Re: Request: Remove the 5-slot limit for loader filters

Posted: Sun Oct 07, 2018 1:18 am
by Rseding91
The fact that it's slower when mods try to work around it isn't a primary concern. The base game needs to remain fast and if possible make mods fast as well. Currently I can't do both so the base game gets preferential treatment.

Re: Request: Remove the 5-slot limit for loader filters

Posted: Sun Oct 07, 2018 2:04 am
by Reika
Rseding91 wrote: Sun Oct 07, 2018 1:18 am The fact that it's slower when mods try to work around it isn't a primary concern. The base game needs to remain fast and if possible make mods fast as well. Currently I can't do both so the base game gets preferential treatment.
Is it not possible to implement it such that an unmodified 5-slot loader is not any worse than it is now, but a modified loader can be whatever it needs? i.e. somehow making the performance cost proportional not to the "allowable" limit, but the actual specified prototype limits?