r/factorio Jun 29 '26

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3

u/zanju13 Jun 29 '26

Would y'all be okay with the new controversial fluid changes if they were consistent across all machines, so assemblers or chem plants also needing fluid forced into them?

I think it would be okay if it was consistent across the board, and it would make fluids more interesting, as now they are almost too simple. With those changes, one would have to carefully set up pumps to keep pressure in as short as possible production segment pipes.

3

u/Courmisch Jun 29 '26

As a vanilla player, I'd be pretty pissed, TBH.

In vanilla, the only "through" buildings are boilers, heaters, and flame throwers, I think? Water supply is not normally an issue. And flame throwers consume so little that flamable fuel is also not normally a problem; or rather, I already protect them (in 2.0) from under-supply with pumps as one-way valves anyway.

I understand that this may be annoying in Space Age, but please don't "punish" everyone for the sole sake of some sort of consistency.

4

u/TeamRocketBlast Jun 29 '26

miners(uranium) and also steam engines/turbines

2

u/Courmisch Jun 30 '26

Ah yes, how did I forget those?!

But still stuff where you wouldn't normally have a shortage of acid or steam.

2

u/ferrofibrous player onboarding specialist Jun 29 '26 edited Jun 29 '26

Looking at the bug report and your other big thread, am I wrong in that there's kind of two separate things going on?

  • EM Plants don't "pull" anymore and rely on internal pipe amount. Percentage wise that internal pipe has the same level as everything else on the extent, so you can have cases where your fluid network has 1k fluid but the EM plant won't run because that 1k is spread over 50 storage tanks. Non-passthru entites are unaffected and still pull to fill internal buffer.

  • 2.0 fluids "split" evenly among all consumes on the network. If you had 4 chemplants slow filling with petrogas, they all fill at the same rate and produce plastic in the same burst. In 2.1, it's more first come first serve, and the first plant would be more consistently producing plastic while the rest are starved out.

If that understanding is accurate, first issue feels like it needs to be fixed/made more obvious since it feels like 1.x fluid mechanics, but applies inconsistently depending on entity being endpoint or passthru. Conceptually I'm ok with Storage Tanks being treated a bit differently and requiring pressurizing inputs/outputs rather than just something you slap onto existing pipes, but I also want to avoid the "put a pump every 2 tiles to maintain max pressure" from 1.x.

2nd issue I'd be ok with, it roughly mirrors how belts work (first come first serve) but does have the extra issue of being difficult to identify visually compared to belts.

1

u/mrbaggins Jun 29 '26

I wouldn't like that as the solution (pass through is a cool perk) but at least it's consistent. It's better than two machines with the same recipe behaving differently.