thanks for publishing beautiful great interesting game to the world, and daily fix.
you gave funny days for me

am... i'm in trouble on Factorio 1.1.19. it causes Factorio using floating point value to fluid items, i guess.
attachment file(blueprint.txt) is my 'advanced-oil-processing' oil-refineries.
it works by trains like below:
input train is arriving FULL
input train departing condition is EMPTY
output train arriving EMPTY
output train departing condition is FULL
when
odd oil-refineries crafts 63048 times,
even oil-refineries crafts 63028 times,
then
(1)all fluid-wagon to output a heavy-oil has look like 25k units of a heavy-oil, but train departing condition 'FULL' does not match so this train do not departing. I guess from (2), odd fluid-wagon has actually 24999.9 units.
(2)odd oil-refineries has 99.9 crude-oil
(3)fluid network(pipes, pumps) for input to (2) oil-refineries are empty.
i expect FULL means each fluid-wagon has 25000 fluid units.
and 'advanced-oil-processing' use a crude-oil just 100 units each time.
so it's strange that oil-refineries has 99.9 crude-oil.
oh where are you from 99.9 crude-oils? where are you gone 0.1 crude-oils?
i feel it is not intuitively.
in genellary, i think floating point value makes trouble in any software sometimes, so in the future, how about do not use floating point value in Factorio?
if you want to give a detail or accuracy by floating value, then use a some scaling value which scaled by '10^N, 10 to the power of N' instead floating point value for all fluid recipes, fluid-wagons, storage-tanks, and barrels.
i think fluid unit value scaling flushes away like an avobe trouble and we can play as usual and happy:)
thank you.