Fluid mechanics

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Radiation
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Fluid mechanics

Post by Radiation »

Please fix the fluid mechanics. Right now it is not possible to precisely calculate how fast a fluid is travelling because on the official wiki no such information is given. Please cleanup this important and huge mechanic of the game, make it clear and reliable.
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Re: Fluid mechanics

Post by Koub »

The devs are working on it, please wait.
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Re: Fluid mechanics

Post by Radiation »

I am glad to hear this!
Horus773
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Re: Fluid mechanics

Post by Horus773 »

any update on this? trying to better understand how fluid work
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Re: Fluid mechanics

Post by Loewchen »

Horus773 wrote: Mon Jan 20, 2020 3:46 pm any update on this?
No, if there is new information it will come in form of an official statement or in the changelog of a new release. See: 678
Radiation
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Re: Fluid mechanics

Post by Radiation »

Horus773 wrote: Mon Jan 20, 2020 3:46 pm any update on this? trying to better understand how fluid work
No, and this is really unfortunate.
Last edited by Radiation on Fri Mar 20, 2020 8:15 am, edited 2 times in total.
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Re: Fluid mechanics

Post by Freddie Chopin »

Horus773 wrote: Mon Jan 20, 2020 3:46 pm any update on this? trying to better understand how fluid work
Just FYI, at this moment new fluid system got cancelled - viewtopic.php?p=475106#p475106 - so it seems we are stuck with the current one.
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Re: Fluid mechanics

Post by Honktown »

Pipes and fluids transfer at up to 1200 units per second, and pipes average the amount they have per tick, but direct tank connections flow seemingly based on amount (not "percent"), up to 1200/second per connection (they can connect on each side, in each corner, for a total of 8 connections) Edit: I forgot they normally have connections only in opposing corners, and it depends on rotation (flip). 4 connections. Machines seem to fill like pipes, so if a collection of tanks are stealing all the fluid, the pipes may be at a small percent and not fill machines quickly. Pumps act like a virtual 0 at their back end, and a virtual 100/maximum at their front (and are one-way and circuit connectable).

Pipes have terrible transfer rate fall-off and distance issues depending on the fluid. Nuclear reactor people (including me) can tell you all about it. Trying to push 1200 water or steam per second becomes a challenge - heat exchangers tend to go up to around 10-12 before the pipes start "clogging" and you end up with weird stuff like 100 in an exchanger and 0 in the pipes near it.
Last edited by Honktown on Mon Jan 27, 2020 12:26 pm, edited 1 time in total.
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Re: Fluid mechanics

Post by leadraven »

I'm fine with throughput degradation, for me major issue is an unpredictable behavior. 100% simmetrical design doesn't result in even split, 2 pumps connected to one pipe do not divide fluid equally, pump connected in the middle of a long pipe doesn't grab entire flow, etc.
And yes, forced pipes connection in vanilla is terrible.
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Re: Fluid mechanics

Post by Koub »

[Koub] Implemented in 2.0 yay \o/ :
https://factorio.com/blog/post/fff-416
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Re: Fluid mechanics

Post by Radiation »

les go
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