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But the community managers already stated that they have ideas on making a fully overclocked MK3 miner on a pure node work. What exactly wasn't stated though.
I think he meat changing the build system so that the splitter attaches directly to the miner, not needing a belt segment.
Not sure if that would work with the game engine or if it would even be the simplest sollution.
I'm not programmer, but from my layman's perspective the simplest sollution would be to give the MK3 miner two outlets that split the outputt 50/50 between themselfs if both are connected to a belt.
So it's not specifically that belts cannot be faster, it's that items cannot be moved faster from individual inventories.
Simply adding a separate output to the mk3 miner, or allowing a splitter to be directly attached, would not solve the core issue. Because with a max speed of 1200/min and 2x 780 belts each separately subtracting from the same one inventory slot, that would be 2x600/min per belt, or 2x10/sec, or 20 subtractions per second. Too fast.
So whatever solution the devs have in mind would have to be more complex than a 2nd output or direct attach splitter.
The item/min issue he is describing is a issue with floating point number precision, not something UE5 can solve as it is a problem with the way x86_64 CPU's handle math. Floating point math has a finite precision, which means they can only store a certain number of digits after the decimal point. This can/will lead to rounding errors or loss of accuracy when performing arithmetic operations on them, thus pipe/item throughput issues.
TLDR; Ultimately Satisfactory is doing a lot of math with big and small numbers and your CPU rounds off the small numbers because it is doing fast lazy math. We can't have faster belts currently because numbers being too large, this is a CPU limitation the the developers have a planned fix for.