thanks for publishing beautiful great interesting game to the world, and daily fix.
you gave funny days for me
![Smile :)](./images/smilies/icon_e_smile.gif)
am... i'm in trouble on Factorio 1.1.19. it causes Factorio using floating point value to fluid items, i guess.
attachment file(blueprint.txt) is my 'advanced-oil-processing' oil-refineries.
it works by trains like below:
input train is arriving FULL
input train departing condition is EMPTY
output train arriving EMPTY
output train departing condition is FULL
when
odd oil-refineries crafts 63048 times,
even oil-refineries crafts 63028 times,
then
(1)all fluid-wagon to output a heavy-oil has look like 25k units of a heavy-oil, but train departing condition 'FULL' does not match so this train do not departing. I guess from (2), odd fluid-wagon has actually 24999.9 units.
(2)odd oil-refineries has 99.9 crude-oil
(3)fluid network(pipes, pumps) for input to (2) oil-refineries are empty.
i expect FULL means each fluid-wagon has 25000 fluid units.
and 'advanced-oil-processing' use a crude-oil just 100 units each time.
so it's strange that oil-refineries has 99.9 crude-oil.
oh where are you from 99.9 crude-oils? where are you gone 0.1 crude-oils?
i feel it is not intuitively.
in genellary, i think floating point value makes trouble in any software sometimes, so in the future, how about do not use floating point value in Factorio?
if you want to give a detail or accuracy by floating value, then use a some scaling value which scaled by '10^N, 10 to the power of N' instead floating point value for all fluid recipes, fluid-wagons, storage-tanks, and barrels.
i think fluid unit value scaling flushes away like an avobe trouble and we can play as usual and happy:)
thank you.