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For example: I set up a quick test with an ITD outputting to a chest, and placed 2 Crunchy Chicks in the filter. When I put a stack of 487 Crunchy Chicks in the drop box, only 486 went to the chest since the ITD was grabbing Crunchy Chicks in multiples of 2. With this setup, I always ended up with an even number of Crunchy Chicks in the output chest, unless I messed with the chest's contents directly.
I also used this function to improve the efficiency of my automated trash disposal systems by placing stacks of 1000 in the filters of my trash ITDs. So, rather than having them constantly active moving items one at a time, they only move the unwanted items when they reach a full stack of 1000. I think this even reduced the lag in my game since my ITDs aren't transferring items as often any more. At least, it feels less laggy, but this could just be me imagining things.
The filter window is only 5 slots and the furnace processes dozens of objects, this is bad.
Wish the ITD could be told to only grab "any item in this container" when there's 2/50/1000 of them. (Use the Perfectly Generic item as a wildcard token?)
edit: brain fart; use 2 of any similar ore, set the filter to Category and it should still grab 2 but not care what ore it is as long as it's the same Category.
Any why wont the Capacity Indicator indicate when there's stuff in a furnace/extractor? It works on a container...
Well, I did say it could have just been me imagining things. Or maybe I ended up changing something else in the process that helped my lag.
I just assumed that checking and moving items every second would be more intensive than checking every second and moving only when a stack hits 1000 since the latter is the same amount of checks with a lot less item relocation.
After what was said before about the bulk filter settings not actually having much effect on the ITD workload, I wondered if setting my automated system ITDs to a timer system would have any effect.
I can't tell the difference with my automated sifters and smelters. I have a on/off switch to the ITD from the supply containers but I think the time between "checking if it's on" versus "checking the container for something to grab" is too small to notice unless you have /many/.
Is there a hit-box issue going on with the tall 'fridges? I was wondering if the container interface node was confusing two containers together. I do have them placed rather close together; ITD and container interface against the 'fridge with one block of empty space between them and the next set of 'fridge and nodes.
Morphy's fridge setup is probably something like:
dropbox -> ITD -> fridge #1 -> ITD -> fridge #2 -> etc.
Items flow along the line from fridge to fridge until they reach the one they belong in.