Re: Additions to the fluid system
Posted: Thu May 28, 2015 9:55 pm
Adding my support to the thread, and I wanted to offer some further thoughts. (apologies if this counts as a necro)
I like Starholme's idea, but if the devs don't want to implement gasses, a simple smart pump would do the trick of allowing only steam out of the boilers. Would make pumps more useful in the base game too. A smart pump wouldnt be hard; one mod (Alpha Mod) already does this and much more.
Ideally though, the best solution would be to split gas and liquid, and here's why: gasses don't act like liquid. What difference does this make? Well, a gas will rapidly fill it's container, no matter the size. This means that the devs could code gas as 'sections', where each continuous pipe/tank set unbroken by boilers, generators, or pumps is a single vessel or 'section', and gas fills it uniformly. What this means is that the game no longer has to run fluid simulation on all of these sections for the gas; it instead works kindof like train blocks. Rather than having 300 pipes to simulate, you now have 10 'storage tanks' for purposes of the gas. With this huge simplification, you could even add gas pressure. A gas and liquids could even both occupy the same section at the same time (if desired), where the amount of space taken up by the gas in a given pipe is a fraction of the total in the the section. On top of that, it shouldn't create any more load due to the simplified system. If anything it might improve performance!
With the addition of pressure (which could even be calculated as how much of the total volume is occupied), all sorts of fun possibilities emerge!
I like Starholme's idea, but if the devs don't want to implement gasses, a simple smart pump would do the trick of allowing only steam out of the boilers. Would make pumps more useful in the base game too. A smart pump wouldnt be hard; one mod (Alpha Mod) already does this and much more.
Ideally though, the best solution would be to split gas and liquid, and here's why: gasses don't act like liquid. What difference does this make? Well, a gas will rapidly fill it's container, no matter the size. This means that the devs could code gas as 'sections', where each continuous pipe/tank set unbroken by boilers, generators, or pumps is a single vessel or 'section', and gas fills it uniformly. What this means is that the game no longer has to run fluid simulation on all of these sections for the gas; it instead works kindof like train blocks. Rather than having 300 pipes to simulate, you now have 10 'storage tanks' for purposes of the gas. With this huge simplification, you could even add gas pressure. A gas and liquids could even both occupy the same section at the same time (if desired), where the amount of space taken up by the gas in a given pipe is a fraction of the total in the the section. On top of that, it shouldn't create any more load due to the simplified system. If anything it might improve performance!
With the addition of pressure (which could even be calculated as how much of the total volume is occupied), all sorts of fun possibilities emerge!