Water duplication bug
InfinityRaider opened this issue ยท 14 comments
I know, it's still code from the initial alpha days, where I didn't know what I was doing.
It's been on my mind to redo irrigation systems for while, but I never find the motivation.
Yeah I noticed some fluid duplication... I think part of the issue is all the casts...
In truth, no offense, the whole irrigation is kinda a mess...
It doesn't as the 32 discrete levels grow increasingly far apart, as they are a function of the tank's maximum capacity.
I mean you don't want the syncs to occur too frequently that it bogs down the server, but they shouldn't be so disparate that it makes it look like the water level isn't changing to the client.
Ye but if the discrete level wasnt there, the level would also rise slow/fast depending on the footprint of the tanks.
I know that. I mean that it will show as the same fluid level in WAILA for longer periods of time, to the point that clicking on a tank with a water bucket looks like nothing was added.
By the way, are the increasingly disparate fluid level syncs on larger and larger tanks intentional? As in a single tank will sync every few hundred millibuckets, whereas larger ones will only sync in after changes of multiple buckets?
Well, the height difference remains the same, the volume of water increases, but visually it doesnt, its separated in 32 discrete levels.
just as a note on this bug it was not in version 1.3.1 but in the new 1.4.0 its there.
Fixed by #404