This probably isn't really a bug but it might be worth mentioning. The "bug" is pertaining to the feature where you deconstruct a container with liquid in it, the liquid in the container gets pushed to neighboring pipe connections if it can hold it. If the liquid capacity of the first neighboring connection is less than what was contained in the deconstructed entity, all of the overflow is lost. In 0.14 this really was not a problem for the most part, any loss was very minor. However in 0.15 with liquid recipes being multiplied by x10, arguably this loss is boarding beyond minor. An example of this is a pipe connecting to a filling barrel assembler with 220 light oil inside. The assembler is temporary just to prevent a bottleneck before moving to advanced oil production. When the assembler is deconstructed, 120 light oil is instantly as the lost unless you do some tedious micromanagement with storage tanks and pumps.
I realize it is highly debatable if this is even worth worrying about, and one could call it a loss due to improper planning. That being said, it would still be nice if the overflow could get pushed into the connecting container network by distributing the overflow calculation over multiple game ticks.
[0.15.1] Liquid Container Deconstruction Overflow
Re: [0.15.1] Liquid Container Deconstruction Overflow
The fluid being multiplied by 10 doesn't change the total amount lost - things produce 10x and consume 10x so the end result is the same as 0.14.
The fluids being lost is by design - if they can't go anywhere they're just removed.
The fluids being lost is by design - if they can't go anywhere they're just removed.
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