Having recipes produce fluids in large blobs means that you get big spikes on the fluid system causing waves, congestion and less flow. Every time a recipe finishes the fluid has to get moving again while it settles between recipes. So there might be something there about producing fluids more smoothly.FuryoftheStars wrote: ↑Thu Mar 28, 2024 6:07 amSo, seriously, what point is there behind this other than smoothing the graph? If there is none, then asking for some type of graph smoothing that won't cost any update time normally is the better way to go, yes?
By changing the recipes, in addition to adding needless overhead, you are changing the ratio relationships between them (refinery recipes are 5 secs while the chem plant has 1, 2, & 3 (or was it 4?) sec recipes), as well as running into the issue of (especially recipes that consume or produce items) not being able to cut it further without changing the balance.
It just makes absolutely no sense to me to want to change one aspect of the game that comes with overhead and side effects for a singular purpose when there's a method that nets you the same result without the undesired.
But this could be solved a different way too. Why not have the fluid output tanks release fluids at a speed that matches the average production? Or set the fluid tanks bottom level to (-1 + 2 * recipe pogress) and fluid will be pushed out of the factory harder the closer it is to adding more. The fluid system will drain a bit of the produced fluid every tick and it will also work for recipes with solids.