In the case above, the EM plant consumes 1.87 sulfuric acid/s, this means that if the recipe is changed every 30 seconds, the lost 400 units would equate to a sulfuric acid usage of 13 /s, which is more than a seven fold increase in usage
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The fluid should leave the machine as a product would. The player would have to make sure there is space available in the fluid system.Kyralessa wrote: Fri Jan 17, 2025 5:37 pm - If the machine is deadlocked, then how could it be cleared?
It would notify the player of an error in their setup. Also doing rate calculations when fluids are randomly voided for no apparent reason would be impossible, which defeats the purpose of the game.Kyralessa wrote: Fri Jan 17, 2025 5:37 pm - How would deadlocking the machine this way make the game better and more fun?
Good point, this brings up an interesting dichotomy. The question is then whether a distinction should be made between hand switching and circuit switching. In my biased opinion, the whole point of circuit switching is for more automation in setups, especially when it comes to quality (I think the whole reason for the added combinator features). In contrast hand switching is a one time setup, where 400 voided units wouldn't make a difference. But as soon as a recipe gets changed every 10 seconds, the lost fluid way oversteps just normal usage. Either way, something has to be done.dmikalova wrote: Fri Jan 17, 2025 6:50 pm Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first?
Yeah the code could be set up to handle manual vs automated. But also nothing necessarily has to be done. The only fundamental issue is a player choosing to "cheat" by voiding fluids - which in vanilla has other legit alternatives like recycling excess ice, and in mods like pyanodons you get fluid voiders.BBBBSammich wrote: Fri Jan 17, 2025 7:07 pmGood point, this brings up an interesting dichotomy. The question is then whether a distinction should be made between hand switching and circuit switching. In my biased opinion, the whole point of circuit switching is for more automation in setups, especially when it comes to quality (I think the whole reason for the added combinator features). In contrast hand switching is a one time setup, where 400 voided units wouldn't make a difference. But as soon as a recipe gets changed every 10 seconds, the lost fluid way oversteps just normal usage. Either way, something has to be done.dmikalova wrote: Fri Jan 17, 2025 6:50 pm Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first?
Compare with the error message and sound you get when you try to place a pipe that would mix fluids. But in that case it's obvious what the issue is: Don't put a pipe there, and don't mix fluids. (And technically you can put the pipe there anyway if you insist, by using a bot to do it.)BBBBSammich wrote: Fri Jan 17, 2025 6:58 pm It would notify the player of an error in their setup. Also doing rate calculations when fluids are randomly voided for no apparent reason would be impossible, which defeats the purpose of the game.
You need to make sure there is space for some fluid before a recipe change that will flush out fluids. You can automate this already, of course.BBBBSammich wrote: Fri Jan 17, 2025 7:07 pm But as soon as a recipe gets changed every 10 seconds, the lost fluid way oversteps just normal usage. Either way, something has to be done.