[0.16.43] Weird Belt behaviour

Bugs that are actually features.
pingger
Inserter
Inserter
Posts: 30
Joined: Fri Dec 26, 2014 2:47 pm
Contact:

[0.16.43] Weird Belt behaviour

Post by pingger »

Hi,

I just noticed, that Belts, that are intended to move Players are somewhat weird and unpredictable.

Video: https://www.youtube.com/watch?v=dbbRmNT5exw
Fail everytime until about 0:40

1. Build Belts like in this screenshot: http://steamcommunity.com/id/Pingger/sc ... 0421657595
2. Step on the TopRight belt and stop moving
3. *Get carried away*
4. In 90% of all cases you will stop before the turn to the east (as seen in the screenshot)
-> in the other 10% you will keep moving east.

Greetings Pingger

EDIT: replaced 'non-deterministic' with 'weird'
Last edited by pingger on Sat May 26, 2018 10:33 am, edited 1 time in total.
aedificatori
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri May 19, 2017 5:42 pm
Contact:

Re: [0.16.43] Non-Deterministic Belt behaviour

Post by aedificatori »

This looks like it has to do with variations in the engineer's hitbox due to manual placement, rather than any sort of non-determinism with the belts.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14301
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [0.16.43] Non-Deterministic Belt behaviour

Post by Rseding91 »

Thanks for the report however that's not what non-deterministic means. If it was non-deterministic the game would desync in multiplayer.

Simply put: you're not reproducing the exact same input when you walk onto the belt each time.
If you want to get ahold of me I'm almost always on Discord.
Post Reply

Return to “Not a bug”