I suspect the number to be 96 / 127; however I have *NOT* counted it out.So nobody has a number because it all depends on the conveyor setup?
I get the crafting/editing freeze all the time but I haven't seen the flash stutter.
I Think 'Stutter' is just a short freeze, now, in the borderline designs between no freeze and full 2 second hangs. Or else the game was changed little since that initial report and there aren't regular stutters any more.I get the crafting/editing freeze all the time but I haven't seen the flash stutter.
@Twigjack - you could test this out for us: see what the theoretical maximum conveyor length is. i.e. for a single Fab calling down a long conveyor with only 1 silo on the end.I suspect the number to be 96 / 127; however I have *NOT* counted it out.
I tried this in creative and the call distance cap doesn't seem to exist there. I couldn't recreate the issue with inactive silos.@Twigjack - you could test this out for us: see what the theoretical maximum conveyor length is. i.e. for a single Fab calling down a long conveyor with only 1 silo on the end.
You could also then see how/when that length is shortened by other crafting blocks on it.
Heh, good to know.I tried this in creative
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I'll try that when I have some time.I think if you start adding Component Factories and/or Refineries, instead, it should shorten the active range...
Heh, you managed to make a snapshot image that's *just* over the forums (hidden) 1MB upload limit, congrats.The forum keeps erroring out when I try to upload the snapshot,
Are you kidding? Lol. There's plenty here who'd call that modest to small.dded CF 9 (I know nobody uses 9 but this is for science)
My count started at and included the conveyor adjacent to the HE fabber input, which I alluded to but did not spell out. I'm not really sure how one would not have the CFs on a loop, since in my experience, there's no way to make the ones with higher dongles not try to build the basic pieces, then have nothing building the highest thing you need. (Maybe I was just unlucky)So from the look of your snapshot image, a major things you've not spelled out above is that all the Component Factories are on a loop together. Then the conveyor length is attached to that (starting from count 1?).
Looks like I've found my next SCIENCE!I think you'll find that if you break the loop open you'll be able to add many more Component Factories before it starts limiting the call distance.
Jeez, how do they cram all their materials into the call limit?There's plenty here who'd call that modest to small.I like to go minimal and that's 4 to 8. Many new (crafting enthusiast) players will be oblivious to the problems that 'more' can cause and just stick more on to get it done, enjoy building big, or whatever.
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I used node silos so I could get a more precise measurement. As far as I can tell, like dongles past the first, there is no interaction with the number of silos and call distance.I'd also be interested to know for sure if 3 node Silos are more limiting that 1 Lotsa Silo, or if it works per block length adjacent to conveyor.
Extra Sciency Bonus Round!
- Removed a lot of node silos- call distance > 220
- Added 1 CF (total 9)- call distance > 220
- Added 1 CF (total 10)- call distance > 220
- Added 1 CF (total 11)- call distance dropped to 217
- Added 1 CF (total 12)- call distance dropped to 191
- 217 to 191 is a loss of 26 conveyor spaces.
- Added 1 CF (total 13)- call distance dropped to 174
- 191 to 174 is a loss of 17 conveyor spaces.
- Added 1 CF (total 14)- call distance dropped to 151
- 174 to 151 is a loss of 23 conveyor spaces.
- Added 1 CF (total 15)- call distance dropped to 137
- 151 to 137 is a loss of 14 conveyor spaces.
- Added 1 CF (total 16)- call distance dropped to 112
- 137 to 112 is a loss of 25 conveyor spaces.
- Now at twice what I consider a normal amount of CFs, call distance is approximate to half that number on a loop.
- Useless information at the moment, because it won't craft top tier items.
I'm not surprised that there's no simple numerical relationship between length reduction and CFs added
In short, the search capabilities of refineries for required blocks along lengths of conveyor belts is too short to accommodate large and complex factory builds; If this "lookback length" were to be increased 50% (or perhaps doubled) larger bases could be designed and would serve as a partial "stopgap" to ameliorate certain difficulties of making crafting bases
It would also be fixed by patching the material refusal bug and making CFs smarter.In short, the search capabilities of refineries for required blocks along lengths of conveyor belts is too short to accommodate large and complex factory builds; If this "lookback length" were to be increased 50% (or perhaps doubled) larger bases could be designed and would serve as a partial "stopgap" to ameliorate certain difficulties of making crafting bases
I'd very much like to know if your setup was experiencing the old bug or the new one (particularly with regards to all the resource deletion that you report after that). Did you (not) make a point of removing the Fabricator after each modification to the Component Factory (and Refinery) layout?
I somehow missed that detail in both reports. I'm gonna be a little put out if this bug is that easy to work around.I'd very much like to know if your setup was experiencing the old bug or the new one (particularly with regards to all the resource deletion that you report after that). Did you (not) make a point of removing the Fabricator after each modification to the Component Factory (and Refinery) layout?
I would disagree with this assessment given that there is clearly a governing initial variable somewhere from which these proven permutations are derived to reduce length along the way. Unless @Greg / @zanzistar share information to the contrary most likely this variable could be modified with an [ Variable (x) ] * 1.50Because it's clearly not a fixed limit that could be trivially extended, ever, right?