These drawbacks don't really exist. That pump is within some production facility, so power is always nearby. And it doesn't require any combinator. Just a wire from the tank (nearby) and the pump (in reach of the tank), and the condition "heavy oil > 24000" in the pump. This is similar to other scenarios where you use pumps as valves: you will integrate them into the production facility, so everything is nearby.XT-248 wrote: βThu Mar 14, 2024 12:45 am
Problem #1) The Pump requires power to operate and requires separate isolated solar panels/accumulators to keep the pump and circuits working.
Problem #2) The Pump requires an external logic circuit to perform something slightly more complicated than a simple boolean operator on a single fluid.
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It is not that the Vanilla Factorio fluid management is lacking or insufficient. I would rather have something that doesn't have #1 and #2 drawbacks, and there is room for improvement to the Vanilla Factorio fluid management.
I consider mods like the one you describe some kind of cheat. They provide some simple solution to a genuine game challenge the player is expected to resolve with vanilla mechanics, not to cheat it away with a mod. You're certainly free of course to use any mods you like, no matter how cheaty, however I will not, as long as there is a way with vanilla. The game is full of useful basic tools, we just need to detect the proper use for them.
There's a difference between a cheat and a game addition: A cheat simplifies some game challenge by changing existing mechanics. An addition adds something to the game that doesn't exist in vanilla. A combinator to read the content of a single wagon for example is an addition, because it's not possible to read the content of one wagon in vanilla. Only a whole train. No matter how hard you try, it's not possible. Or reading the temperature of an entity or of some fluid - no way in vanilla. On the other hand, managing fluids is possible already with pumps and storage tanks.