So please consider a less restrictive fluid mixing prevention.
Also, please adopt Picker Pipe Tools into vanilla.
I really like refactoring code to be easier to understand / better maintainable, less bug-prone, or more performant.
I really like refactoring code to be easier to understand / better maintainable, less bug-prone, or more performant.
eradicator wrote: ↑Fri Sep 13, 2019 9:01 pmI think (pure speculation) the main motivation for the removal of mixing was probably ease of implementation. Because an algorithm that only has to handle one fluid at a time is easier to write, less bug prone, and potentially faster than if you have to handle a random mixed chaos in every edge case. Also there wasn't really ever any simulation of "mixing", there was only "this pipe has A and this adjacent pipe has B, and neither of them can move". Oxygen not Included use that kind of non-mixing "mixing" exclusively and i found it so frustrating to use that i quit playing that. So while i'm not "anti-mixing", i also lack the imagination how it could possibly be implemented as a fun mechanic. Maybe a mod could implement a circuit-connected valve that can completely drain+seperate a fluid system?
That's the intent. The problem is in detecting what actions cause fluid boxes to mix.
Something to keep in mind, the post clearly said that originally he thought it would be an easy change. And it was. And then that slowly went to hell. I've been there. You dig yourself into a hole without realizing, for months. Then when you realize it you have to decide whether you'd rather roll back to the old code and delete months of hard work with nothing to show for it (aside from, idk, lessons learned), or just push forward in the hopes that you'll find the end. And it just keeps getting pushed further and further back as you fix problems only to have new ones arise, but the extra work you've put in just makes you want to not throw it all away even more. It's an incredibly vicious and frustrating cycle. *Believe me*, I understand that. Wholeheartedly.pr0n wrote: ↑Fri Sep 13, 2019 3:12 pmPlease stop messing with established mechanics. Was fluid mixing annoying? Yes. Is this better? Not necessarily, your gif shows a quite awful example. Does this change add to the game? Absolutely not.
Feels like so much cool stuff could have been done with all that time.
I feel like my favorite game is just getting dumbed down with every update. I dont want an easy game, that's not why *anyone* plays factorio. Think about what minecraft would be like if they went back and changed all the weird unintentional quirks that popped up in early development that are now just rock solid mechanics.
exactly, it’s a tiny graphical glitch but it may be worth to report it
Unlikely to have any impact. The game basically draws entities top to bottom so entities lower on the screen appear before those further up. To cope with entities reaching down, like an inserter in north-south direction, graphics are also put in layers (or to handle trains being over rails even if the rails are further down on the screen). But that method isn't perfect as seen here. The base of the inserter and power pole are in one layer and are sorted correctly. The arm is in another layer and drawn after the power pole wrongly. It's impossibly to get it always right with the method used in the game.
I've noticed a couple of these glitches and they make this otherwise extremely polished game feel unfinished. I think this needs some sort of fix before 1.0. I guess this could get complicated though.mrvn wrote: ↑Sat Sep 14, 2019 8:20 amUnlikely to have any impact. The game basically draws entities top to bottom so entities lower on the screen appear before those further up. To cope with entities reaching down, like an inserter in north-south direction, graphics are also put in layers (or to handle trains being over rails even if the rails are further down on the screen). But that method isn't perfect as seen here. The base of the inserter and power pole are in one layer and are sorted correctly. The arm is in another layer and drawn after the power pole wrongly. It's impossibly to get it always right with the method used in the game.