liquid 0.x not fullfill "greater than 0" [0.16.24]

Things that has been reported already before.
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Cobaltur
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liquid 0.x not fullfill "greater than 0" [0.16.24]

Post by Cobaltur » Sun Feb 18, 2018 12:43 pm

short:

having some small amount of liquid (less than 1) in a tank does not trigger the condition "Greater than 0"

attached: vanilla sandbox game.

in the screenshot 0.7 raise no alarm but 1.4

by the way:
please add a filter to pumps like in the new splitter ( programmale settings is optional, once initial set is for must cases good enough)
so offloading liquid trains can not be end in mixed liquids.
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bug less 1 but not zero.zip
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less_not_fullfill_GT0.jpg
less_not_fullfill_GT0.jpg (414.32 KiB) Viewed 388 times


Cobaltur
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Posts: 35
Joined: Sat Sep 24, 2016 1:33 pm
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Re: liquid 0.x not fullfill "greater than 0" [0.16.24]

Post by Cobaltur » Sun Feb 18, 2018 10:57 pm

thx

but I guess it has not been fixed because for the related situation was a workaround
Klonan wrote:
steinio wrote:PUSH

Why is this on not a bug?

This damned fluid behavior is so annoying.
What should we do with an unempty rail tanker with 0.1 liquid?

Get this sorted out!
Use the 'inventory empty' condition if you want the train to leave when its empty
[/b]


and
Loewchen wrote:Signals only work in integers, therefore anything < 1 is considered empty.

might be the technical background which explains the bug.
But as a user I'm not interested in the reason. If the system does not behave as expected - something 0.x is greater than 0 ! - the system will not be accepted. A redesign is necessary. I don't know maybe fluids should not be fractional. We are still in the alpha. :D

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