This is situational, because I have plenty of blueprints where the pipe gate does indeed throughput 1800L/min. But in this case, where im making a smart delta mixer, it does not. Whether it is a problem with the distribution or with the pipe gate itself i'm not sure. The pipe gate is fully upgraded and shows to have a throughput of 1800L/min.
#[SPZ2-5460][0.1.1] Pipe gate/pipe launcher/catcher distribution issues.
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The paint consumption after the pipe gate is 4 mixers, each with a single input, thus 1800L/min
Doubling the amount of pipe gates does solve the problem but i need it to be more compact for this application
[0.1.1] Pipe gate doesn't throughput full 1800L/min
Can you share a BP just for test purposes
It said i wasn't allowed to send it for some reason
"it contains content blocked by this server"
have you tried sending it as a file ?
also, does it still happen at regular speed ? the speed modifying options are only debug features and don't run the simulation precisely
yes it happens at normal speed aswell, i sped it up here for the purposes of letting it settle faster
I'll try sending it in file form
I would like the whole setup till the belts you measuring.. so we can check and test all content on this vid
I've seen this before but with just fluid launcher (no pipe gate). I believe that multiple launchers and pipe gates along a pipe either do not get filled at the same rate or some other odd interaction.
Same thing happens when I do this:
But doesn't happen if I remove all the intenal launchers:
Most people avoid internal fluid launchers in their designs for this reason. Not saying it's not a bug. Just saying that most people desing around it.
thats odd, but i need atleast some launchers so i can stack it and wiring around wouldn't make it compact enough for my application. It is nice that it can work like this but i shouldn't need to refrain from using launchers to fix it
There's ways of making things compact while reducing the fluid launcher count. Might just need a little re-arranging. I have one mixer design with lots of lunchers that works perfect. Something else I attempted with less launchers had throughput issues.
In this setup, Blue and green draw box has the same speed on the launchers, when i place the gate on the spot, the green draw box has a lower speed on filling compared with the blue box
So i think there is something indeed with the pipe gate
Same thing happens when you replace the pipe gate with a launcher+catcher.
I shouldnt have to rearrange anything because of this, although it is possible. I should just be able to use the pipe gate and launchers with the given throughput without problems
but good to know that there is a work-around
I agree. It probably has to do with the fact that pipes have unlimited throughput.
Could be
just a quest out curiosity : Why the pipe gate in that location ?
it seemed a convenient location to me
because those two portions have got to be cut off from one another while making white paint and have to be connected when making another color
yeah well, i use a smart mixer, and my pipe gates are behind the input, an 1 each pipe... i guess they has an other flow number ?
Also partially has to do with the source pipe not being "saturated":
the input should be sufficient
Yes, but it's an interaction with how the launchers fill up and the catchers empty.
I tried this:
The 8 red producers and the two pipe gates alone would get rid of the problem 99% of the time. Still see an occasional gap. Both get rid of the gapes pretty much 100%. It's just a weird interaction. Probably why we have unlimited pipes now.
even with 1 pipe gate it works then
so conclusions ? Pipe it self and not pipe gate...
I still see an occasional gap with that.
Although it's rare.
Yeah but those gapes only exits if you move aorund ๐
Im not sure if i can even fit 12 extra launchers for my application
what exactly is your application? perhaps we could help you work around the issue for the time being
thats very nice of you but i think i can fix it by using the blue print from the (nearly) 2x1 delta smart mixer
i was trying to make my own like i always do because i need to fit 4 onto a 2x4 but i can also do that by slightly modifying that blueprint
although i may still be able to make it work by using two pipe gates here
from my own understanding, the issue occurs due to the pipe distribution - it appears to fill all buildings evenly, which means that on a moment-by-moment basis, the launchers ahead of the pipe gate may have a total requested input greater than what the pipe can draw from, so the gate ends up not receiving full capacity 100% of the time, due to the launchers ahead of it drawing in bursts rather than a continuous and smooth draw - I believe that one other solution is to make sure any launchers are always used at full capacity, so their draw is constant and not in bursts
making the launchers always draw 1800L/min would be really inconvient, but thanks for the advice as i was actually doing the opposite
Nice explanation. I figured it was something like that but couldn't wrap my noodle around the details.
This is correct. The game tries to load balance all fluid sources and sinks on each pipe network. The pipe gate is both source and sink (and contains a small amount of fluid) and will split one pipe network into two. Adding a pipe gate in this example changes a balanced network into two unbalanced networks.
Thanks for reporting this issue ๐
Definitely an issue.
I am trying to simplify your design now for an internal bug report.
Here's an example of it working as expected. The painter on the right gets only a fraction of what the left painter gets. It's not intuitive.
I need it broken. Not working as expected ๐
Once I remove the mixers the problem stops happening.
I want to get a blueprint down to the minimal configuration with the bug occurring.
That's my point, it is working as expected. Not intuitive, but expected.
one fairly minimal setup is having 2 catchers feed a pipe into three launchers, with one of the three consuming at full capacity (1800/m at max upgrades), and the other two consuming at half capacity (meaning they cause non-even draw); the launcher that needs to run at full capacity will fail, because when the other two launchers send a packet and subsequently refill, the instantaneous demand is 3x launcher, but only 2x catcher is supplied, and the one launcher that should be running continuously will bottleneck
Because pipes have no volume, there is no ability to absorb small fluctuations like the launchers create, and that causes the issue
One possible way to solve/mitigate it could be a simple "pressure" effect, making devices with a lower fill level get a higher weight when fluid is distributed
Another is having a small buffer volume (say, 1-2 fluid blobs of capacity) that is shared across a pipe segment, and can absorb and spread out the fluctuations
To me it just feels like the maths is wrong.
Well, the maths currently is that if the two half-capacity launchers need filling, then each of the 3 launchers receives 1/3 of the input capacity (starving the launcher that is at full capacity), and then once they are full again, the full-capacity launcher is happy, but half of the input cannot be accepted because it has nowhere to go
[SPZ2-5460][0.1.1] Pipe gate/pipe launcher/catcher distribution issues.
I have created an internal ticket created for further investigation.
Thanks everyone for the help.
๐๐๐
Just wondering, would placing a fluid tank right before the pipe gate help? So it can cushion the fluctuations
Before it is fixed
No, because the fluid tank has a limit on how fast it can fill, of 1800/m, so it cannot fill faster than the gate empties it
Yeah i know but it doesnโt have to fill faster, it just needs to stay the same which it will because the consumption after it is the same as its input, but it should be balance it out because it consumes a constant 1800L/min
In theory atleast
Iโll test it out when im home
Tanks only input fluid if there is a surplus.
it does in fact not work :( even when the tank is full it will eventually drain despite the input and output supposedly being equal
this setup (where the 2 red launchers are replaced by pipes) does solve the problem :D
Because the instantaneous input would need to be greater than 1800 in order for the tank to refill whilst the output is at 1800
i wouldnt expect or want it to fill it up i would've wanted it to stay constant (with some fluctuations)
But the input is fluctuating with an average of 1800, so sometimes it is less than 1800, and sometimes it is more, and the tank cannot accept an instantaneous input greater than 1800, so it is impossible for it to take in an average of 1800 if the input fluctuates around an average of 1800
well it has some stored, so it can actually output 1800 for some time (even when it is receiving less) and then make up for that loss of storage when the output is less than 1800 (and its input is 1800)
Assuming the output is balanced and doesnt require more than 1800L/min ofcourse because that is the max it can output
But the output is never less than 1800, so it can never "make up for" any drain, as that would require an input of more than 1800
You have exactly 4 mixer inputs (1800/m) after the gate/tank
I thought that it could fix the distribution and would remove the uneven amount of paint being consumed (the fluctuations)
Yeah i get that a max of 1800L/min can flow in and that 1800/min is being consumed after
You are correct, but that only works if the input capacity of your buffer is sufficiently above the center point/average of the fluctuations; your fluctuations are centered around 1800, which means you would need a buffer input capacity >1800 to smooth the fluctuations
A pair of tanks would be able to fix it, but a single tank cannot
I thought that if it were to have about 1800 stored, that that would be suffiecient to buffer the output
yeah i figured but in that case i was better off using two pipe gates
No, because for such a buffer to work, you need to be able to accept the full maximum input rate, rather than the average input rate; the buffer cannot be allowed to restrict the flow on its input
So you mean that in order for that to work the input of the tanks needs to always be 1800L/min?
So if you have an average flow of 100, but the instantaneous flow fluctuates between 50 and 150, you need to be able to accept all 150 on the input of the buffer to smooth the fluctuations
Or a little more than that which the tank cannot input (but what does become available once the launchers in front consume a little less)
I know that it doesn't work in this application because of the limited output of a fluid tank but in theory that doesnt have to be the case right? because if it flucates evenly bewteen 50 and 150, and the input of your buffer is 100, it should still be able to output the 150 (assuming the buffer can output that which it cannot in the case of the fluid tank) but that will be draining the tank which it can make up for later when the output is 50.
For argument's sake, let us say your setup has a flow that fluctuates between 1200 and 2400 (average 1800); you would need a tank that, at minimum, can input at a rate of 2400 and output at 1800, in order to buffer it
It is the limited input of the tank that is the problem here
The fluctuation in your case is on the input side of your tank, not the output
I was assuming it was the limited output which was the problem, since the output fluctuates and the input does not if adding the fluid tank fixes the uneven distribution
Nope, the output fluctuating is because of the fluctuating input, and the fluctuating input is caused by the launches before the gate
You are correct here though, just swap output and input for your situation
its starting to dawn on me now
because of the limitation of the input rate on the tanks, the 1200-2400 fluctuation becomes 1200-1800 to the tank, and it no longer is an average input of 1800
I was under the assumption the part after the fluid tank was the problem (which i thought exceeded the 1800L/min output at one given moment because of launchers synchronizing)
And that the output of the fluid tank was the issue because it could never output more than 1800
Nope - technically, it does exceed 1800, but this is not an issue, due to how the launchers are laid out (even if instantaneous demand is not met, flow is divided evenly among all 4 branches in exactly the ratio that each branch consumes at)
(This whole thing is why I despise internal fluid launchers in my builds, lol)