Consistency of the loader

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Xeinaemm
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Consistency of the loader

Post by Xeinaemm »

Currently, loaders can load at a rate of up to 240/s, but can only unload at a rate of up to 60/s. The problem lies in the inconsistency, and belt stacking from SA should also be taken into account. Technically, mods can fix it by setting max_belt_stack_size = 4, but to share blueprints, everyone needs to have this same fix.

From inserters, you can expect identical load/unload throughput, putting aside corner cases.

The problem is that there is no equivalent loader in SA that can fully saturate the belt. If you want to share blueprints, you need to use a solution involving inserters. Things start to get complicated when you need a few thousand of these belts, and all of it is just pointless boilerplate to set up a test.

Outside of Creative Mode, changes would mostly impact Overhaul Mods with their own loaders that support SA. However, it will still be in line with the expectations from Vanilla: load and unload up to the belt's maximum capacity.

Expected result after change(currently mod):
Image
eugenekay
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Re: Consistency of the loader

Post by eugenekay »

Xeinaemm wrote: Tue Sep 23, 2025 6:31 pmTechnically, mods can fix it by setting max_belt_stack_size = 4, but to share blueprints, everyone needs to have this same fix.
Mods are required to use Loaders to begin with? The ones available in Vanilla Editor Mode have very obvious "Developer Graphics", just like the other Creative tools (Infinity Chest, Heat Interface, Valves). Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Xeinaemm
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Re: Consistency of the loader

Post by Xeinaemm »

Mods are required to use Loaders to begin with?
Mod is required to fix the belt stacking issue. In the picture, you have a vanilla loader from the editor with the applied fix.
Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Recipes development and sharing testing framework. This is out of scope for the majority of players.
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