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[2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Posted: Fri Oct 03, 2025 2:05 am
by redis
Steps to reproduce: 1. Unlock (check override stack size) on the source inserter (presumably highest tier inserter). 2. Copy settings from the source inserter to some other type inserter of lower tier.
This way it is possible to set stack 16 from, for example, stack inserter on the green, blue or yellow inserter or 12 from bulk(green) inserter to lower tier inserters etc. However when in action it does not seem to exceed its maximum. So it might be only visual (ui bug) in the inserter settings.
Re: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Posted: Fri Oct 03, 2025 2:08 am
by Rseding91
Thanks for the report however that’s intended. It allows setting the limit to some higher value through blueprints and when (if ever) that limit is researched the inserter will be pre-configured with the value rather than needing the player to constantly intervene every time a new research finishes.
Re: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Posted: Fri Oct 03, 2025 4:52 pm
by redis
Is this behavior with blueprints intended for mods only? I do not see how a blue inserter can reach stack size of 16 (it' maximum with maximum research is 4) with research unless it is not a standard vanilla game. Thanks.
Re: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Posted: Fri Oct 03, 2025 6:28 pm
by boskid
We do not attempt at guessing about what is the max stack size an inserter may have. In theory this would be possible if we checked what would be the stack size bonus after all technologies are researched, but then there are lots of corner cases: what happens when you are playing on MP server where technologies mean nothing a bonus may be raised without restrictions by script, what happens if some technologies would have negative bonuses, what would happen when loading a save file with a mod disabled that provided a bonus and then reenabling it, what if there are blueprints in your blueprint library from your modded game where they have higher bonuses, you definitely would not want all the blueprints to become broken just because you opened an unrelated save game. We just allow unrestricted access to the stack size "requested" value, but the inserter under the hood is using a value that is a reduced one if you request more than currently allowed by technologies. There is no point in providing arbitrary restriction here other than to annoy players and force them to use a constant combinator with an arbitrary constant that will make inserter use a largest value up to a specified constant.