Yes, but it could be useful having it simulate distance travel as well. I think right now it's only based on the total amount of fluid being pumped into the pipeline, and no other factors.Hurkyl wrote: Fri Jul 03, 2026 2:40 pmIsn't this part of the point of the throttling of fluid rates in/out of the network based on how full it is?sarge945 wrote: Fri Jul 03, 2026 2:38 pmI was thinking more that the *entire pipe segment* would fill up as one single piece (and remain as an object), based on the length of the entire segment.
It's not super accurate of course, but it would keep the modern pipe-segments design while simulating "filling up" so to speak, simply by increasing the segments fill percentage over time.
E.g. if a network is nearly empty, machines are supposed to only be able to take a fraction of the available machine<->pipe throughput, thus simulating the fact there would only be a trace of fluid at their intake.
I guess I've never tested the thresholds at which this mechanic actually has relevant impact. Maybe that needs to be tuned better?
For instance, if I connect a long pipeline to a tank full of oil, the entire pipeline will instantly fill up with oil, and a machine 300 units away can instantly start using that oil, it essentially teleports.
I propose that when it's connected, the entire pipeline fills up at a dynamic rate based on the distance it needs to travel, as a whole entity, without simulating individual pipe pieces - they would simply all fill up as one unit. It might take 2 seconds for the pipeline to "fill up" to 100% capacity from the tank, to simulate liquid pouring into and travelling along the new pipe.
It's kind of a bit weird and might feel bad to use, so maybe it's a terrible idea, but it at least would make things feel more like actual liquids.





