[15.12] Fluid level not equalizing in small modded pipes

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teewikit
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[15.12] Fluid level not equalizing in small modded pipes

Post by teewikit »

In the screenshots I have several types of modded pipes lined up, each containing a small amount of sulfuric waste water. From the left we have brass (5), iron (10), stone (20), steel (10), plastic (20), brass (5), and titanium (10). The pipes of size 10 or greater behave normally, and the fluid reaches an equilibrium.

The size 5 copper and brass pipes behave chaotically, their contents splashing back and forth in perpetual motion.
Pipe bug.png
Pipe bug.png (2.08 MiB) Viewed 2076 times
Pipe bug 2.png
Pipe bug 2.png (2.02 MiB) Viewed 2076 times
Pipe bug 3.png
Pipe bug 3.png (2.26 MiB) Viewed 2076 times

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bobingabout
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Re: [15.12] Fluid level not equalizing in small modded pipes

Post by bobingabout »

The smaller pipes have always been like this since I implemented them. I've been considering changing their fluidbox to be larger, just haven't yet.
They do however work great for thicker fluids (like my tungstic acid, and I also make crude oil and heavy oil "thicker" too)
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Klonan
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Re: [15.12] Fluid level not equalizing in small modded pipes

Post by Klonan »

Thanks for the report,

Are you setting these pipes to have a base area of 0.5 or some other decimal?

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Re: [15.12] Fluid level not equalizing in small modded pipes

Post by kovarex »

The pipe logic is hard to do correctly, especially if it needs to not require big performance, the way how it works is not the best, but we decided to live with that.

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Re: [15.12] Fluid level not equalizing in small modded pipes

Post by teewikit »

Looking at the mod data, base_area is 0.5 for the small pipes.

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Re: [15.12] Fluid level not equalizing in small modded pipes

Post by malventano »

kovarex wrote:The pipe logic is hard to do correctly, especially if it needs to not require big performance, the way how it works is not the best, but we decided to live with that.
Yeah, it's probably rounding of some sort, especially with a 0.5 base area.

I recently did some playing around with flows and pipes in creative mode. I noted that flow in a pipe run quickly tapers for the first few segments, levels at ~1000/sec for longer runs, but at lengths > 200 tiles begins to fall off again. I believe that last part is due to rounding since there is such a small incremental difference in volume from pipe to pipe at that point. 0.15 made this better than it was since fluids were multiplied by 10, effectively adding some length before the second falloff happens.
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Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.

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