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FixWaterContFilling #9760

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@Robik81
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commented Oct 31, 2014

Fix container filling from infinite source of liquid (river, swamp,
pools, bio_water_extractor)

Btw, it seems that bio_water_extractor code first calculate available
amount and then calls handle_liquid with infinite source anyway, which
is bit strange.

ContainerFillingInfiniteSourceFix
Fix container filling from infinite source of liquid (river, swamp,
pools, bio_water_extractor)

Btw, it seems that bio_water_extractor code first calculate available
amount and then calls handle_liquid with infinite source anyway, which
is bit strange.

@KA101 KA101 self-assigned this Oct 31, 2014

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commented Oct 31, 2014

Problem: this doesn't give X amount of water per time, just fills the container in one turn.

55gal drum included. So this isn't going to work as filed. If it gave (say) a liter per turn and long-actioned until full, that'd be fine.

@KA101 KA101 removed their assignment Oct 31, 2014

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commented Oct 31, 2014

Yeah, in other words, it would work same way as before the CIM merge broke it. So, why exactly is it a problem?

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commented Oct 31, 2014

Because at this point it's at least quasi-realistic. More so than 55gal in 6 seconds.

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commented Oct 31, 2014

It is not, because moving 100 liters from barrel to keg is still instant. It just makes filling from rivers behave differently than filling from other containers.

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commented Oct 31, 2014

Pretty confident that it took longer than 6 seconds to move liquids around in AIM. But if not, that's a bug.

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commented Oct 31, 2014

Time it takes is per container, not per volume.

Edit: So if you moved 15 cans of cola into the jug, its 15x longer.

@kevingranade

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commented Oct 31, 2014

A less complicated fix is to limit the amount of liquid transferred to an
amount that it's reasonable to transfer in 6 seconds, which is probably
quite a lot. Probably somewhere between 1-2 litres? That would be 4-8
times faster than transferring one charge at a time if I didn't miss
anything.
After that, if someone feels like turning this particular task into a
long-term action they can.
As for why 'restore old behavior' isn't automatically ok, it was a bug in
the first place, but we didn't notice it. We've noticed so it's not ok to
go back to that behavior.

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commented Oct 31, 2014

Given that this function is also called in the loop for non-infinite sources, such change would lead to even more player irritation - selecting same container multiple times for loading crafting result and god knows where else..

I think that best course of action is to restore behavior for infinite sources to previous one and make a new issue for enhancement - it was not bug IMO anyway, more like simplified version / missing feature. Nobody ever complained about it, unlike current state where filling jerrycan in river is hell.

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commented Oct 31, 2014

A less complicated fix is to limit the amount of liquid transferred to an amount that it's reasonable to transfer in 6 seconds, which is probably quite a lot. Probably somewhere between 1-2 litres? That would be 4-8 times faster than transferring one charge at a time if I didn't miss anything.

OK. I just reality-checked and the most water I could get into a gallon jug within 6 seconds via either a faucet or a large pot full of water (represents dunking the jug in a river/pool/etc) was ~700 mL. So the most that would be realistic would be 3 charges (750 mL) per turn. (Being Quick doesn't make the jug fill any faster.)

Sorry, Robik.

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commented Nov 1, 2014

Could you please try in RL to submerge 55 gallon drum without lid in swimming pool to check how fast it will fill?

Look, I don't know what I did to piss you off, but this is becoming ridiculous. I offered a quick fix for annoying problem caused be my PR, that did nothing else than restoring behavior that was in game for long time and nobody considered it bug. Suddenly, this 'bug' is serious enough that players have to wait for proper fix, even though it would not be as simple as you are suggesting - with potential to broke other things.

@Rivet-the-Zombie

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commented Nov 1, 2014

I don't see what's so important about having an exact simulation of the time spent filling up a container. Seems like it's adding extra work for the player where it's not needed or fun. I'd like to see this merged.

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commented Nov 2, 2014

Better solution was merged. Closing this...

@Robik81 Robik81 closed this Nov 2, 2014

@Robik81 Robik81 deleted the Robik81:FixWaterContFilling branch Nov 2, 2014

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