#[0.0.8-RC3] Fluid Launchers downstream of other launchers don't receive enough fluid

9 messages · Page 1 of 1 (latest)

cold belfry
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Setup: I had 4 launchers feeding 8 paint mixers due to space constraints, and then 2 launchers feeding a different 8 paint mixers past those (the correct ratio). The 4 launchers end up full, since the painters aren't using enough to keep all 4 busy, but the 2 later on end up starving, and the mixers end up "flickering" the output.

I also tested this without mixers, just 4 launchers feeding 2 launchers into tanks, and then 2 launchers into different tanks. the same problem occurs, the 4 launchers on the left end up full (and their 2 launchers are kept fully busy) while the 2 launchers on the right end up starving, shooting slower than they should (the catchers sit empty for a bit between each shot). I'll attach screenshots below, but as far as I (and a bunch of people trying their best in #💬shapez-2 channel) can tell, the math should work out but somehow stuff still starves. Let me know what else I can do to help figure this out

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the original mixer setup that I was trying to troubleshoot with chat's help

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the BP of it. it ends up with even more problems on the little "islands" as well, I suspect for similar reasons: some launchers end up full, while the others starve for paint

cold belfry
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#💬shapez-2 message two other players talking about the issue and their thoughts on it, if that helps. it seems like they think it's not a 'bug' so much as a consequence of the fluid code or something? If so, apologies for this report. It's all a bit beyond me, I just understand that the ratios of launchers to mixers should suffice, and yet somehow does not.

cold belfry
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the same setup as in the first picture, minus 2 of the 'extra' launchers, has both sides filling at the same speed. vs when there's more than 2 launchers, the right side begins to fill slower despite the bottleneck on the left side theoretically limiting both to the same rate.

nova lilyBOT
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👍 Your bug report is in review. Our team is currently investigating.

cold belfry
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as an addendum, someone else figured out that enforcing the split in resources before the launchers avoids the problem entirely. This fills evenly: