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SITUVNgcd avatar SITUVNgcd commented on June 12, 2024

Yep! I faced this many times while playing on Community servers.
Sometime, conduit can't transfer liquid fast enough to feed factories even use 2 or 3 lines of conduits. I must use liquid junction + liquid container trick to make them move faster on server side.

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Anuken avatar Anuken commented on June 12, 2024

All transportation blocks can easily get desynced with just a single item or fluid cell being deposited/moved a few frames too late, or any difference related to update order. There's no solution to this other than using the /sync command.

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jordan-woyak avatar jordan-woyak commented on June 12, 2024

All transportation blocks can easily get desynced with just a single item or fluid cell being deposited/moved a few frames too late, or any difference related to update order. There's no solution to this other than using the /sync command.

Yes. That is the issue. :P

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camelStyleUser avatar camelStyleUser commented on June 12, 2024

All transportation blocks can easily get desynced with just a single item or fluid cell being deposited/moved a few frames too late, or any difference related to update order. There's no solution to this other than using the /sync command.

Yes. That is the issue. :P

and you cant solve it without increasing network bandwidth used by quite a lot

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jordan-woyak avatar jordan-woyak commented on June 12, 2024

and you cant solve it without increasing network bandwidth used by quite a lot

Synchronizing block creation, transport block states, etc. does not need to use significant bandwidth.
Even if this was the reason blocks are not synchronized, which it isn't, the average user would prefer increased bandwidth and consistent game states.

Anyways, the network code is flawed, and I'm not saying that network code is easy, but improving it is certainly possible.

If the work doesn't want to be done, then fine, leave it broken, but blaming it on network bandwidth requirements is silly.

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Anuken avatar Anuken commented on June 12, 2024

Anyways, the network code is flawed, and I'm not saying that network code is easy, but improving it is certainly possible.

Yes, I am aware that it is flawed. You're welcome to give it a try if you like; I've attempted many different approaches, and none of them lead to usable results. It doesn't help that every client has a different framerate, leading to slightly (or wildly) different simulations of the game.

Giving suggestions is easy, implementing them is not.

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