me every 10 mins
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For autosorting from a belt, you can line up some filter funnels on the side with filters for the desired items and make a pretty robust sorting system it that way. The funnels will pick the items off the belt when they move past, kinda like an ice water stream and hoppers in minecraft sorting systems.
The other funnels are like the filter funnel. The splitter divides the items into two lanes (either exactly evenly, or where there is space), and the long distance funnel is just a very long funnel but without a filter.
i have idea for big, content update - decorative update
first, some small ideas as recipe book sorting, tags (food, drink, eatable, material, buildable, machine and etc)
and floors (Mamode's idea)
and now about main update - paints
now you can find 5 types of paint geysers - red, yellow, blue, white, black
(that can be mined by hand or by "milking" it by GCB)
and now you can mix them in mixer (or inv.)
(you can make orange, green and purple with only RYB, dark and light variants if added W or B, and gray with W+B)
(so there is 21 type of paint)
and now by clicking RMB at any building with paint in hand it will paint it
and may by it will have 1 nutr.
but while I was writing this I thought of something else - terraforming
like now nuke that touching ore deposit hitbox destroy it after exploding
and now you can craft your own deposites (white chocolate+black honey+plutonium+3 of selected ore/paint/flower pots(for oasises))
i know that this ideas can be hard to implement in game, or they may not be suitable for the game, but these are just ideas I wanted to offer you
i have something to say, so i hope i'm not in shadowban (if anyone see this told me pls)
1 - someyimes game looses fps, and when this happens, sistems that work with logic item gates and different speed conveyors become messed up, so if it works on timing, i think you must reprogram it so that it will calculate how many items to pass given the speeds of the target belt and the gate belt, and not just time
2 - add the quantity of the product to the recipe (resepie (x2))
3 - make that you can see descriptions of not crafted items
4 - recipe book sorting (yes, again, i realy don't like when things like that aren't sorted)
I'm no expert here, but I believe the drop on fps is items on belts (in fact I had a very long belt that was so full of items it crashed my game) so ideally optimizing belts would solve that issue
edit: An I idea I've had to help remedy logistically issues is to let Inspector Panels filter what item they can see in an inventory in the same manner as Filter Funnels
You can already kinda sort the recipe book. If you click the empty heart box above the item descriptions, it adds the item to the favourites. Then you can click the heart button above the item list to view only favourites. The order in which you favourite items determines the order in which they are displayed.
When it comes to the fps thing. The game doesn't skip frames, but instead slows down when lagging, so I wouldn't have expected the lag to affect the logic. If you experience that the lag affects how the simulation unfolds, I would recommend that you try to reduce lag. Tigorahan is right that items on belts cause lag, so it is best to use long distance funnels or hands for transportation.
Not sure if you would prefer new comments here or in a new topic, but:
Is it possible to make it so when you are placing floating hands, ctrl+click only places the input/output for the floating hands and does not interact with the buildings you click? It seems ctrl+click is increasing the storage limit on chests, though it doesn't seem like ctrl+right click decreases it.
Additionally, it seems like there's a minor dialogue bug when you talk to girls about their body, the engineer says "or a jug of tea..." instead of something more appropriate

You can set the source of the yeast bomb by control left clicking somewhere in the world. Then you can place the yeast bomb next to the tungsten vein and when you place an item at the source of the yeast bomb, it explodes. You can think of the source as a trigger point for the bomb. The bomb reacts to items and to other logic components at the trigger point.
Yeah you hold the bomb in your hand while setting the source, and then after you've set the source, you place the bomb as a structure by right clicking. All structures that require a source or a target work like this, so things like the logic gates. The bomb can also be put inside the press to automatically detonate it.
I don't have the capacity at the moment to make a full tutorial of the game, but if someone wants to take that task upon themselves, go for it.