Closed mvolfik closed 4 years ago
Can you reproduce it on the latest version? (1.1.5) There was a bug regarding this
Yes, I still do (tested now on the online version in Chromium).
Hmm, I did some more testing and the issue seems to be related to "corner" belt directly next to a splitter/merger In the above picture, the left storage contents noticeably increases over time, while the right stays on the same value.
savegame-f3ba4790809a8a890bd073c42c02236c1abc46f8.zip (zipped because github otherwise doesn't allow uploading)
It seems to be a tick-rate issue, are you running on low fps? It works much better with a simulation target of 165 hz
Yeah, that's definitely possible, I'm on quite old laptop just with increased RAM. I'm running on: Tickrate: 30-45 FPS: 40-50 Tick Duration: 11-13 ms
But apart from the visual gaps, the merger--> corner belt is definitely broken, the left storage is now at 730 items, the right one still at 25
Yeah thats the issue then :) The game sacrifices some precision to make sure you get better FPS at some point, I guess I could add a "high precision" mode to make it always simulate at full precision but then you'd have much lower fps :)
But apart from the visual gaps, the merger--> corner belt is definitely broken, the left storage is now at 730 items, the right one still at 25
I'll check - Is this with re-importing your savegame to the latest version? Since this smells like the bug which was fixed
Yes, it was the same base, just loaded in the new version (I didn't import it manually, I just left the base yesterday and continued today)
I'll have to take a closer look
Probably related to this issue, I noticed that a corner belt directly following an extractor puts more items in the belt than a straight belt following an extractor.
With Tier IV
belt and extractors, I'm getting (according to statistics):
Just a pure guess, but perhaps there is some kind of issue with corner belt travel distance. E.g. if an item exits into a corner, it's puts it further towards the end of the section than if it exits to a straight belt (therefore, it can put items faster on the belt, because the item moves quicker away from the section).
(Playing the Steam version, if that is relevant)
Edit: Here's a screenshot that illustrates the issue, notice that the density of the items on the belt is different depending on whether the items exited to a corner from a extractor/joiner (look at the red highlighter belts):
So, this is an issue I can not fix, since either the game will run too slow or you get precision issues. I just added a new 500hz high precision mode though, so you have the choice what you prefer
I'm playing the web version. Here is my savefile (it's zipped because GitHub otherwise doesn't allow uploading it): bug.zip It happens around 6 chunks north-north-east from the hub (I haven't bought the game yet so I can't place marker).
My series of stackers produces in kind of waves - the number of items in the storage on output of the stacker array increases for some time, and then a gap in belt appears, and the storage returns back to the number of items it started at. But it originally made me think that it wasn't producing a full belt of shapez.
Screenshot with the gap:
The storage on input is stable on 167 items.