Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
https://steamcommunity.com/sharedfiles/filedetails/?id=3313149974
This all said though, it's not the issue that is causing this subtle throughput issue, there's definitely some other problem here, because none of my platforms are using the cutters in that manner, they all supply a perfectly max flow of items if independent of the stackers that are combining them. I even tried cutting and pasting my entire factory to replace every thrower in the build, with the aim to avoid the bug that the devs identified with them, and over time the jams and gaps just came back. It's not dropping below high 80%, mostly around low to mid 90% flow rate, and I currently just decided to accept that and move on. I hope this is something that gets addressed.
1) Certain machines, such as painters don't run at 100% efficiency when out of camera view. Appears to be related to a bug in the optimization code. This may be related to machines that a decimal output (i.e. 37.5 shapes per minutes), I haven't verified the decimal part myself though but I have definitely verified the issue when the camera is moved away.
2) Cutters naturally backup if one side of the output of the cutter is full but the other output isn't. Only way to fix that currently is to manually delete some items on the full belt side until both sides are roughly full all the time.
On the discord they mentioned that a fix is already available in an experimental v0.0.8 build, but I haven't tried it myself yet.
I gave up on cutters/splitters for this reason. They're already sensitive to uneven belt lengths as is, and the throughput bug only makes it worse. We really need some kind of "smart" belt splitter, I'm actually surprised there isn't one in the game already.
As previously mentioned, if I put a trash platform after each platform there is never an issue, so I think it definitely has to be a bug of some kind.
can't believe i didnt think to try the "turn it off and on again" myself before looking here but rebuilding my space belts fixed the issue for me. thanks
The insane scenario gives us 5 levels to play with.