And I was equally extremely disappointed to find out the solution that the developers went with.
I would have much preferred further effort put into refining the system from FFF-274. Teleporting fluids, single blocks... It's just so simplistic compared to FFF-274's system. And it doesn't evoke fluid flow in the same way. Now, to be clear, I am not claiming to value "realism". Realism is a red herring. I don't want something that, you know, approximates solving the Navier-Stokes equations in a pipe network with sources and sinks in a physically correct way. The problem with teleporting fluids isn't primarily that it's unrealistic, it's that it's boring.
The problems with the current fluid system are
- it's impossible to model the flow of a non-trivial pipe network
- it's impossible to diagnose the flow in a non-trivial pipe network
- it's impossible to debug a non-trivial pipe network
The other core logistics mechanics of Factorio all satisfy the requirements that players can model, diagnose, and debug them, at least to a large extent. Belts can be modelled with basically complete fidelity: one side of a belt carries 7.5 items/s, splitters mix their inputs 50/50 as far as possible. How many belts to I need to feed this setup? Can I run a mixed belt with these two ingredients? Simple division. If my belt-fed block isn't running, I can diagnose the problem by following the belts backwards. Aha, past me had accidentally rotated one segment, or set the filter on a splitter backwards. Then I can try to debug it, and iterate on design-diagnose-debug.
Robots are a little harder, but with robot speed and cargo capacity you can estimate how many robots you need to bring X items/s over some distance. That doesn't account for charging time, but just observing will let you diagnose the problem. No available robots? Try adding more. Robots queueing to charge? Try more charging capacity. That didn't work? Estimate the total charging power needed. Oh, it's higher than I can fit in the available space? Ok, I will try to design for shorter robot trips... and so on. Trains have a known top speed, cargo capacity, and in the simplest case with a fixed route that gives you an estimate of the throughput. If your trains are underperforming, you can follow them to measure actual trip times. It's non-trivial to say the least to calculate how many trains can pass through a junction, but a traffic jam is obvious on the map and you can (people have) measure(d) the junction capacity. And there are all kinds of debugging measures you can take -- use more trains if that's the issue, redesign crossings, change your schedules so routes are spread out over more track if traffic is the issue. And so on.
There's nothing like this for pipes. Can I feed these machines with one pipe, or do I need two? Where is the blockage in the flow? Why is this machine not running? Fuck you for even trying to figure out, the game says.
The FFF-416 model, to its credit, fixes this. But it does so by obviating the need for the design-diagnose-debug loop that is so much fun with all the other logistics mechanics. I'll put down a pipe from the input train station to the consumer machines, done. It'll Just Work. Again, the issue isn't that it's unrealistic. The issue is I didn't have to play the game! Ideally, a good logistics mechanic
- creates interesting design challenges that
- can be (mentally) modelled by the player
- can be diagnosed by the player
- can be debugged by the player
- and evoke the real-world inspiration
The FFF-274 model also offers far more mechanical depth, as demonstrated in the FFF itself: different fluids can flow at different rates. You can imagine mods with several tiers of pipe with differing capacity, better and more expensive ones giving higher flow. I might splurge on the biggest pipe for bulk hard-to-pump crude, but where I only need a trace of lubricant I'll stick to something cheap and low-capacity. You could even imagine a building to heat crude specifically to make it easier to pump -- at a ginormous energy cost. (Ships have these for fuel oil, which is almost solid at room temperature.)
There have been so many fantastic additions and improvements to the game described in previous FFFs, and fluids have been a pain point for so long, that it deeply saddens me that the very promising FFF-274 model seems to have been completely discarded. We never really got to know what "issue(s with) some waves and oscillations" meant in more detail. It doesn't sound like something that couldn't be solved with stronger damping, or even left as a design challenge. (Add non-return valves to the vanilla game as a tool to deal with them?) Whatever they were, I'm sure they were not more frustrating than the unmodellable, undiagnosable, undebuggable fluid mechanics we have now, and far more interesting than FFF-416's teleporting fluids. I really hope the devs reconsider. Replacing jank with boring is a sidegrade at best.