meganothing wrote: Sun Jul 05, 2026 2:10 pm
I think the thread lost its direction. IMHO sarge945 wanted to search for solutions, not argue about current vs. old fluid system.
It's difficult to find solutions when no-one agrees on what is the problem. I just joined a few random multiplayer games and more often than not when players are building large base they are using fluid wagons it seemed, and it gets very obvious when you check railwords maps. Therefore it would appears that the problem is more on minority of players that seems to not want to be using it than on the game balance, to me, the game is nice enough to gives different methods, and not force one upon players.
If a player decide not to use fluid wagons, and then complain that they don't use fluid wagon, one obvious solution is to start using fluid wagons
Why are they not using fluid wagons already ? It can be deciphered that "pipes are easier to set up and works fine enough so there is no need for the fluid wagon". Which is quite illustrating of a choice similar to using only yellow belts and complaining that red and blue exists. And suggesting to make the yellow belt "worse" isn't going to help. Suggesting to make the pipes more complex to use to me is a non-sense when coming from players who already expressed their desire to not engage with the offered complexity in the game by avoidind the fluid wagons.
Currently using very long pipes isn't a viable strategy for large base imo, because if you want to increase oil throuput in your "main-central nauvis base" by adding an oil outpost and another one and another ect "far away from your base", you will have to add additionnal pumps all along, in every segment, it's tedious, i think that's why most players doing large base actually use trains wagons because not doing so is a chore.
Therefore the solutions appears more related to tutorials or gameplay help to me. The fluid wagon wasn't always there, it used to be that player were forced to use barrels, because long pipes had throughput dimishing and "realistically simulated", you could overcome it with adding pumps every X pipes to maintain Y throughput, but even then players didn't do that for long distance, they used train + barrels lol.
When fluid wagon were added it was really welcome by most players as a big simplification. It was a solution for long distance fluid transport. It still is. It is simpler than using fluid barrels, but apparently more complex than setting up super long pipes.
Later the fluid system was reworked, with some restriction on pipe distance, making short and intermediate distance easy to connect, but increasingly a chore when the pipe network throughput increases and your stuff comes from 4, 5 - 10 segment away, and you need to add extra pumps to all of them to increase the throughput. Whereas the increase in distance has no real effect on fluid wagons usage, or you can make it so you only need to change 1 place, which is the oil unload area, to increase the train stackers, because you need more train "incoming" at all times if they come from further and you have more of them.
When players have a "small" ( or non-rail world base) i don't mean that as a derogatory terms, then sure pipes are the obvious choice, but as soon as the scale increase, it's not the case anymore, it becomes a choice to stick with pipes despite the existence of fluid wagons, like keeping the early game weapon in the mid game and late game, you can still kill the monsters, but if it appears slow and tedious it's because you are not using the proper weapon x).
meganothing wrote: Sun Jul 05, 2026 2:10 pm
It probably isn't advisable to solve increase by using stationary fluid wagons as well by combining those into the super segment as well. Detecting such setups would actually be possible but would have ugly edge cases because of pipe wagons 2 block size and setups with two unconnected segments filling the same wagon at a train station. Detecting such setups, even with two pumps one block apart, is possible, but it could mean that 2 unconnected pipe segments could actually be thrown together into a super segment. So, if someone really wants to use such an obvious exploit to increase pipe throughput, let him.
And then you have a player that makes their "stationnay wagon" move 2 tiles back and forth every so often to throw away your detection logic. Such logic which risk to inadvertedly connect fluid network together when other player are just trying to load a fluid on one side and another on the other side, or anything "legit" which appears to make it look like they are trying to game the arbitrary limit on super-segment x).
I think the reasonning is "backward" not in a derogatory way, in a spacial way, or like causal way, instead of making "pipes" (even more) of a chore to use in long distance, because no-one wants that, or they can use mods to increase the "base difficulty" , rather the solution would revolve around making the fluid wagon easier to use. But it is already "easy" to use, and it got some special attention with the pumps interaction, they can now be stationned on curvy rails ,and share fluid from one another. There were already "boosts" to them, those changes were in the right direction i feel and if it's not enough i'd be curious to have illustration from map view from those players, what their base look like when they are not using fluid wagons, to have an idea of the scale or methods used, because i couldn't really see "large" base like those in multiplayer.
And lastly , unfortunaly, i'd like to mention that discussion on fluid network are often filled with enthusiast and naive amateur, like me who sometimes have no clue what their technical proposition means, it can appears that a "solution" has no drawbacks from any players after one suggested it, but that it is a mathematical impossibility to achieve and none of the players had a clue. I feel the technical side is often overlooked, the fluid teleporting isn't something the devs were pleased to add, it is a consequence of optimization, of a simpler internal representation of the fluid, to reduce the time spent each frame by the computer to do the simulation. Some proposition seem to be a bit "magical" like it's not possible to have a CPU friendly system like the 2.0 that also has the granularity of the 1.0, that is able to tell the distance between end points and keep track of the topology of the network.
waterBear wrote: Sun Jul 05, 2026 3:41 pm
It is very easy to say "well this mechanic is simple, maybe we could make an interesting puzzle out of it". It is very hard to propose a solution that actually does it.
That's a good point for another discussion i feel, space casino were never "declared fun" or "made to be a thing" , it just became one, when often times developpers or players making suggestion really struggle to create engagment toward a mechanic they introduce, sometimes it's the reverse, it's something no-one actually planned for that gain traction and becomes fun.
