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@EggleEgg EggleEgg commented Dec 20, 2025

Why is this needed?

As seen in the images by default junction does not send items to the last junction in a chain, but it does if there is a different block at the end, regardless if it can use items to begin with (such as walls or nodes), thus increasing cost (items get stuck in that direction, unable to escape ever).
Of course you can make junction to not "clog" ever (see graphite junction schematic), but keeping that behaviour was important since it doesn't need that buff (you are incentivized to use inv sorter for that).

Before:

image image

After:

image image

Build used for testing:
image

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@jehosula
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but why shouldn't this just be a downside of using junction? and wouldn't this make it more similar to inverted sorter?
is it just for a little more consistency?

@EggleEgg
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EggleEgg commented Dec 21, 2025

but why shouldn't this just be a downside of using junction? and wouldn't this make it more similar to inverted sorter? is it just for a little more consistency?

Yes, so the end doesn't store items similarly to where the junction is the final block. Often in schematics gaps next to junctions need to be empty to not increase cost. It s a niche thing for most players but not for schem designers (tldr mlog instructions got their qol merged so why not? it doesnt affect balance, break old stuff or lag the game)
See how in the images below using inv sorter wouldn't be possible because of 2 consecutive limit, and how node placement increases sili cost with +6 (6 sili stuck in a direction):

image

imageimage

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2 participants