CovertJaguar
CovertJaguar
I don't seem to be able to run FoamFix in my dev environment, so fixing this will be difficult.
Pinging @asiekierka
Hmm... well thanks for the reply. As there is a work around I'm not to worry about it overly much. I've been in your position, so no worries.
"this is an approximation only, actual duration is affected by number of chunks loaded and tick rate" Possibly the reason.
Hmm... are we talking tooltip or gui time remaining report? The gui time remaining report converts the ticks remaining to an integer minute value, then divides that by 60.0 to...
But this is still an approximation, because one fuel tick is removed for every chunk loaded (except in carts apparently). Resulting in the counter decreasing faster than it would indicate....
Syncing floats and longs across the gui is tricky. I have methods for doing it though, if that's the problem. Not that I remember the exact method myself.
I think ALL will send the cart when it can't move anything else.
We might want to add a warning when we detect multiple fluids of the same name defined. I know for a fact that this can break client server sync badly...
Well which fluid wins and gets used is still determined by mod load order and the client and server have different mod load orders when client only mods are present....