#[0.1.0-pre8-rc1] Belt splitters directly after dense Space Belts/Trains cause wrong belt speed.

3 messages · Page 1 of 1 (latest)

primal loom
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What seems to happen is that the belt splitter after the catcher allows the catcher to get the next shape earlier than it should. (as in, the catcher is considered "empty" ever-so-slightly earlier due to the splitter. the same thing doesnt happen for example when there is another straight belt piece in between the catcher and the belt splitter) and because the space belt has more shapes to deliver because its more dense, the next shape actually gets onto the catcher slightly faster. The same behavior happens when a train directly delivers shapes onto a catcher. over some time, this will cause very visible desync between belts that should be going at the same speed and eventually small blockages which can add up due to train deliveries for example.

The sole reason I came across this is because I kept noticing small drops in my production that shouldn't have been there. I kept inspecting my builds trying to figure out what was happening when I eventually realized that something else is going wrong entirely.

verbal inlet
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Hi @primal loom !

Thank you for your report! 😄

This is at the moment a known issue on our side. The way the info in game works is based on ticks, so each interaction is based on an individual tick, this will cause some desync in the long run unless all items are synced without difference. I'll tag this post as Won't Do, but do please keep in mind we're trying to find a solution to this issue without affecting the whole functionality of the game 🙂

drifting basin
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This issue causes overflow splitters to divert shapes incorrectly (not just sometimes but like 20-30% of shapes)
This seems like it makes this a must fix bug