When setting a character's integration patch, it can be seen in menu simulations:
But not in game:
Example mod:
Search found 9 matches
- Fri Jun 06, 2025 4:17 am
- Forum: Resolved for the next release
- Topic: [2.0.55] Character.integration_patch renders sometimes
- Replies: 1
- Views: 266
- Thu Jun 05, 2025 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 1812
Re: Negative quality bonus on craft
It does sound like an interesting mechanic. Overhauls could have a field day with it.
- Wed Jun 04, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 1812
Re: Negative quality bonus on craft
+1
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
- Tue Jun 03, 2025 3:47 pm
- Forum: Modding interface requests
- Topic: Limit inventory stack size in a container
- Replies: 0
- Views: 288
Limit inventory stack size in a container
It would be neat to be able to modify an inventory to have a custom stack size that applied globally to all of its slots.
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
- Sun May 18, 2025 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 496
Re: [2.0.49]Unexpected linked-container performance hit
I profiled the save file and found some areas to improve for the next release.
I might be missing something here but just wanted to report that I tested the same setup in 2.0.50 (180K linked chests all linked to the same inventory and 100 inserters). I think now not only the save-scrambled ...
- Thu May 15, 2025 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 496
Re: [2.0.49]Unexpected linked-container performance hit
Thanks for all your work 

- Thu May 15, 2025 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 496
- Thu May 15, 2025 1:27 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 496
Re: [2.0.49]Unexpected linked-container performance hit
Thanks for the swift response!
As an added question - Are these forwards tick instantaneous ?- as in, there is no delay like in circuit networks.
Also, the behavior where the setup takes 15 ms upon creation but 45 ms upon load is expected?
As an added question - Are these forwards tick instantaneous ?- as in, there is no delay like in circuit networks.
Also, the behavior where the setup takes 15 ms upon creation but 45 ms upon load is expected?
- Thu May 15, 2025 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 496
[2.0.49]Unexpected linked-container performance hit
I was running some tests to see how UPS were affected by belts/chest/inventory size etc.
However, when I tested linked chests, they seem to take longer to process (higher ms cost and lower ups) when you have more of them linked, but disproportionately so.
05-14-2025, 18-36-24.png
In this setup ...
However, when I tested linked chests, they seem to take longer to process (higher ms cost and lower ups) when you have more of them linked, but disproportionately so.
05-14-2025, 18-36-24.png
In this setup ...