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[0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.

Posted: Sat Oct 20, 2018 6:37 pm
by dewiniaid
If a fluidbox is empty before being marked for deconstruction, it can still end up with fluid flowing into it:

Image

In the above image, the storage tank was marked for deconstruction before the offshore pump was placed -- yet still ends up being full of water. Furthermore, removing it instantly caused water to go into the adjacent tanks.

In some cases, the fluid may pass through it to other fluid boxes as well:
Image

I believe these are both artifacts of the current fluid handling system: It appears the marked entity does not try to move fluids on its own, but adjacent entities may depending on their location (or build order?)



P.S. Dominik, I'm sorry.

Re: [0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.

Posted: Sat Oct 20, 2018 8:16 pm
by Rseding91
dewiniaid wrote: Sat Oct 20, 2018 6:37 pm... It appears the marked entity does not try to move fluids on its own, but adjacent entities may depending on their location ...
Correct. It was never intended to work that way - it's just a side effect of the deconstruction mechanism and will most likely be changed in 0.17 so they always flow fluid.

Re: [0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.

Posted: Sat Oct 20, 2018 8:38 pm
by dewiniaid
Rseding91 wrote: Sat Oct 20, 2018 8:16 pm
dewiniaid wrote: Sat Oct 20, 2018 6:37 pm... It appears the marked entity does not try to move fluids on its own, but adjacent entities may depending on their location ...
Correct. It was never intended to work that way - it's just a side effect of the deconstruction mechanism and will most likely be changed in 0.17 so they always flow fluid.
That seems like that can cause nasty unexpected side effects when deconstructing something with fluids and simultaneously constructing something with fluids in the same location. Then again, those side effects are possible now too.

Belts don't move items while they're marked, it seems like fluids shouldn't either for consistency's sake and adjacent fluidboxes can just pretend it doesn't exist.