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Automation timer issue expanded to more timers


bountygiver
  • Branch: Preview Branch Version: Windows Fixed

Same problem as 

At low frame rates in late game, these timers are no longer in sync with the game simulation, setting a 20 second active timer on a conduit control will only ~12 packets going through. 

 

Previously, this only affects buffer and filter gates, and the timer automation was still sync'ing correctly, after the update, this bug now applies to the timer automation as well.

Quote

Under the hood, Timer Sensor now counts Logic Ticks rather than Time.time, which will make them more accurate and better at staying in sync with each other.

It seems the fix should be applied to buffer/filter gate to match what timer sensor was instead of the other way round.

 


Steps to Reproduce

1. Connect timer sensor to a liquid pump in late game where framerate is lower than 30

2. Set timer sensor to active for 30s

3. Notice there will be less than 30 liquids gets pumped while the sensor is active




User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

Changed Status to Fixed

Ok, the dependence on framerate has been removed, thank you for the report!

The Buffers/Filters issue should stay open, that will require a different approach.

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