Search found 4 matches

by Techrocket9
Mon Nov 29, 2021 1:04 am
Forum: Won't implement
Topic: Adding event trigger for an item stopping at the end of a belt
Replies: 7
Views: 2736

P.S.

Oh also the linked container + loaders approach breaks down pretty badly if you have multiple kinds of items coming down the pipe, but that's another limitation that is probably fine™ in real world use.
by Techrocket9
Mon Nov 29, 2021 1:01 am
Forum: Won't implement
Topic: Adding event trigger for an item stopping at the end of a belt
Replies: 7
Views: 2736

Generalizing the feature request

Tell my why that wouldn't work. Taking another crack at this; I did some experiments with linked containers and loaders. https://i.imgur.com/24yva3s.png It works pretty well in the supply-shortage case -- with 500 input items I saw a range of ~8 item variance from the most favored output to the lea...
by Techrocket9
Sat Oct 02, 2021 12:21 am
Forum: Won't implement
Topic: Adding event trigger for an item stopping at the end of a belt
Replies: 7
Views: 2736

Re: Adding event trigger for an item stopping at the end of a belt

I agree that it sounds nontrivial to implement this trigger if the belt update code is multithreaded. Would be cool if it ended up making the cut though! As for why not do it with loaders and chests; I'm trying to make a drop-in replacement for the existing mod, which does transparent flow-through b...
by Techrocket9
Fri Oct 01, 2021 8:49 am
Forum: Won't implement
Topic: Adding event trigger for an item stopping at the end of a belt
Replies: 7
Views: 2736

Adding event trigger for an item stopping at the end of a belt

I'm working on creating a more performant version of the belt balancer mod . The current version works by iterating over all balancers in the world every few ticks and processing them one by one. There is a lot of room to optimize this (the low-hanging fruit improved performance 20%), but to get mas...

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