Updating at only 60 ticks a second would imply that they transfer 20 units max a tick. Kinda dumb but I guess?mrvn wrote: ↑Mon Nov 04, 2019 12:14 pmPipes only check once per tick, which defaults to 60 ticks a second (the UPS). Pipes not only have a source, drain and internal buffer. They also have a flow. So while a simple source/drain would get 1/2, 1/4, 1/8, 1/16, ... fluid moved to the next pipe the flow means the fluid remembers it's flowing and pick up throughput. So the math is more complex.
Next to what you suggest: It's been suggested before and you skipped reading a lot of suggestions and discussion on the topic. What you describe is a pressure model for a fluid with no mass and no friction and no turbulence. Far from how a pipe behaves and not something the devs and most players want.
You're right I didn't read the thread. Normally all the complaining I see is pipes terrible fall-off and how low-performance they are. For adding more complexity to the pipes, I have seen very little voicing. I could just be in the wrong threads/discussions. Most people complain they never use nuclear plants and minimize plumbing because pipes are a performance enough hog late-game.
I do like pipes behaving like singular entities, but it's egregious. Even if I have a pump pushing 1200 units per second, I get like 15 pipes before I end up with <5 fluid per second drainable at the other end. Nuclear being the example where I'd like to have my turbines away from my exchangers/reactor, except I need to have a bunch of pumps to reach >50 steam in the pipes.
There's a limit to how
For a net model, it'd be pretty simple to simulate friction: the maximum drain rate and fill rate is proportional to the number of pipes and some pipe constant. To go the full way it'd have to be from any drain to any and all sources, which is terrible performance-wise but doable.