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I'm also not sure what I'm seeing before the placement of the pipe on the left and this bothered me as soon as I saw it in the video. There is a pump top right.. why is it blinking? The red line and the x would indicate that both the left and down pipes from the pump on the right top are over the 250 limit, but do we actually see where the limit is or do just randomly place pumps and wait for the red xes to disappear? Is it the red blinking fluid symbol? just place a pump on there to fix it?TheRaph wrote: Sat Sep 28, 2024 1:12 amThe line to the left is longer than 250 until the end.Hovel wrote: Fri Sep 27, 2024 11:26 am Wait, I don't get the splitting of pipelines. In the example video there is only a pump placed on one of the two lines going out of the T-split. Why doesn't the line going down need a pump?
The line going down is shorter.
The reason to suggest putting the pump at that point is not the distance between the two pumps (it's only about 15 tiles or so) but the distance to the end of the left line.
That would be super weird. I mean in one pipe, everything flows, one meter down the pipe, everything is frozen. Even the not-so-natural "nothing flows if pipe network too big" feels less unnatural (at least to me).klogo_hopper wrote: Sat Sep 28, 2024 1:25 pm 1. When a pipeline exceeds the limit, make it so that only part that is outside the 250x250 area stops working, but pipeline that is inside continues to work.
Yes, maybe it is weird. But such behavior could be very roughly explained by lack of pressure for liquid to flow further. And that is precisely why we need to place a pump to push liquid further along the pipeline.Koub wrote: Sat Sep 28, 2024 1:31 pm That would be super weird. I mean in one pipe, everything flows, one meter down the pipe, everything is frozen. Even the not-so-natural "nothing flows if pipe network too big" feels less unnatural (at least to me).
The pump now have a throughput of 1200/s instead of 12000/s so it’s the same, if you don’t build on a lake (and if you do, then water already wasn’t a problem).Lame. There was a lowkey beauty in how water hungry nuclear energy is (given how dirt cheap uranium is) and you had to put an actual thought into designing your setups to ensure proper water input.1 Water expands to 10 Steam in boilers and heat exchangers; they just consume 10x less water to make the same amount of Steam
While making it based on actual pipe length versus the area the pipe segment takes up seems more intuitive, I think my real problem with the system is the hard area limit, where suddenly once it exceed 250x250 is completely stops working. Honestly, the area limit will be less noticeable of a problem if it is instead a soft cap, where instead the max throughput diminishes the larger the pipe segment gets gradually, rather than an all or nothing.Koub wrote: Sat Sep 28, 2024 1:31 pmThat would be super weird. I mean in one pipe, everything flows, one meter down the pipe, everything is frozen. Even the not-so-natural "nothing flows if pipe network too big" feels less unnatural (at least to me).klogo_hopper wrote: Sat Sep 28, 2024 1:25 pm 1. When a pipeline exceeds the limit, make it so that only part that is outside the 250x250 area stops working, but pipeline that is inside continues to work.
That's a good and valid sentiment, but making them more difficult by way of a completely full pipe magically being unable to provide even a trickle after 250 tiles feels just ass.raiguard wrote: Fri Sep 27, 2024 3:44 pmTealtanium Golem wrote: Fri Sep 27, 2024 3:07 pm This Is going to make huge defense walls with flamethrower turrets much more expensive to run and set up.
Good. Flamethrowers have been extremely OP for years so I think making them more difficult is nothing but a good thing.
To be frank, as a nerf to flamethrowers that's just not going to work. They are so powerful for reasons unrelated to requiring no power to run, and making a wall mildly more annoying to set up, but still trivial nonetheless changes absolutely nothing in terms of their viability.Mithaldu wrote: Sat Sep 28, 2024 4:25 pm That's a good and valid sentiment, but making them more difficult by way of a completely full pipe magically being unable to provide even a trickle after 250 tiles feels just ass.
this is a very good postKoub wrote: Fri Sep 27, 2024 6:31 pm I find a little disturbing that these two contraptions are equivalentsorry for the big zoomed out pictureI'd have preferred a number of pipe+tank entities instead of an area (or maybe I missed something crucial).
If one part of a segment is too long, the whole segment will stop working.Maphizto wrote: Sat Sep 28, 2024 1:29 pm
I'm also not sure what I'm seeing before the placement of the pipe on the left and this bothered me as soon as I saw it in the video. There is a pump top right.. why is it blinking? The red line and the x would indicate that both the left and down pipes from the pump on the right top are over the 250 limit, but do we actually see where the limit is or do just randomly place pumps and wait for the red xes to disappear? Is it the red blinking fluid symbol? just place a pump on there to fix it?
Also if the limit is a fixed value and we cannot extend dynamically with pumps.. removing and adding pipes to an existing sytem will shift the whole 250x250 boxes, wouldnt it? So if I place a pump at the 250 mark and then decide to spaghetti something at the beginning.. does this break the pump at the 250 mark?
Oh yeah, a couple big ones I forgot there. I would say changing map gen is very obvious visually, but doesn't really break anything or require redesigns.Koub wrote: Sat Sep 28, 2024 8:08 am0.12 : the "you win" changed from building rocket defense to building a rocket silo, and sending a satellite with a rocketJap2.0 wrote: Sat Sep 28, 2024 2:25 am Slightly tangential, but I was thinking the other week about major breaking changes by version:
2.0: train curves, large fluid networks
0.15: science, boilers
0.12: turrets, belt ends/corners
What others am I missing?
0.13 : map gen change - although not breaking games, but chunks generated after that did not fit those generated before.
0.16 : another terrain generation change, red science pack recipe change, fluid wagon change (became single fluid starting from 3)
0.17 : simplified basic oil processing, science pack refactor
Sorry, my brain thought purple, and my fingers wrote red. Purple science pack changed twice : in 0.15, it started needing a pumpjack, then it was changed to be crafted with an AM1, which was removed in 0.16, and then again, it was changed in 0.17, to get its final recipe.Jap2.0 wrote: Sat Sep 28, 2024 5:44 pm What was the red science change? Hasn't that been the same basically forever?
1.1 updates all the fluid levels of all pipe connection one after the other, but the sequence in which the updates happen effect the flow speed in the different directions, so the greater the level differences the stronger the flow preference in certain directions becomes. Also the only lever to increase flow speed overall is the volume of the pipes themselves but you don't want to store more dead fluid just to fill bigger pipes. On top of that 1.1 fluids are relatively computational expensive.vaderciya wrote: Sat Sep 28, 2024 10:19 pm why we're trading the current fluid mechanics in 1.1 (where things just work in by balancing fluids) to this new system where we arbitrarily decide that "nope, the pipeline is 251 tiles long, it stops working completely, reduce it to 250 and it works perfectly".
To expand on what Loewchen said, another motivation for the rework is a requirement for higher flow rates. Between new "big crafters", beacons and modules and putting all those things at legendary quality with the quality system, those machines will be guzzling fluids like crazy and the old simulated system would have a very hard time to keep up with the input requirements, whereas the simplified system will work much better and predictably. Besides that there is performance, I think that's the other core motivation for the rework.vaderciya wrote: Sat Sep 28, 2024 10:19 pm I've read a lot of the comments here and i just don't understand it. The example video was very unclear... why did the pump need to be placed?? because somewhere off screen the pipeline exceeded 250 tiles in total length? It's not respresented well if thats the case
And then there's the whole issue in general. Can somehow who really understands it, explain why we're trading the current fluid mechanics in 1.1 (where things just work in by balancing fluids) to this new system where we arbitrarily decide that "nope, the pipeline is 251 tiles long, it stops working completely, reduce it to 250 and it works perfectly".
I've agreed with and liked pretty much everything in the expansion up this point, but i just don't get it, and it seems a lot of other people don't get it either. I don't see how this helps anything?