#[0.1.0-pre8-rc1] simulation quirk with 3 ways merger

9 messages · Page 1 of 1 (latest)

wise iris
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When merging three belts whose throughput are respectively 1/4, 1/4 & 1/2, a random bug makes that the outbound belt is not always 1. We measured a lost of 6.25% (1/16). This behavior is not systematic, it can occur after a moment. More details here : #1383789390790398085 message
We have tested it with a miner (whose blueprint is available in the linked thread), but seems to occur everywhere this pattern is used. 3 ways splitting seems also to be an issue (it naturally splits at throughput 1/3, 1/3, 1/3, but issue can occur when the consumption of each belt is 1/4, 1/4, 1/2)

wise iris
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I will test it, but I saw nothing about it changelog, so I assume yes

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Well you did the measure actually 🙂

tawdry salmon
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No. The 6.25% was something completely different iirc. This would only cause tiny gaps occasionally in the output. (Which I haven't experimented with enough to give any numbers (but it's a tiny loss which compounds over repeated mergers into noticeable gaps))

compact isle
# wise iris Well you did the measure actually 🙂

What exactly are you referring to? I couldn't yet replicate or evaluate this bug, you discovered it when comparing different miners and concluded the 3-way mergers and splitters are problematic. They get clogged up which loses efficiency for no evident reason.

Me tossing around a 6.25% delay is in relation to a different and less important topic, it's not about this bug. Unless you coincidentally measured the same value, we shouldn't get them mixed up 😅

wise iris
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Ah ok I misunderstood

tawdry salmon
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Finding a way to reproduce this (without just leaving that miner running overnight) is turning out to be really hard. 🫤

wise iris
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Best way I found was wait stops, but it just highlights the difference of production between floors. If quirks appear equally across floors, I'm not sure how to do.

tawdry salmon
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The closest thing I have found so far involves getting a space belt behind the merger to become saturated when that should be impossible with 100% throughput everywhere. (But I can't get it to work reliably yet)
Also it may have something to do with onscreen/offscreen differences (like being offscreen may exaggerate it).