Friday Facts #416 - Fluids 2.0 | Factorio
Friday Facts #416 - Fluids 2.0 | Factorio
Hello, Grab your best lube, because it's time to talk about fluids!
I really like this change. Will make oil processing so much simpler
13 0 Replyfuck yeah
fluids desperately needed some improvement and it looks like this will make things much nicer
11 0 ReplyThis is nice!
Does anyone else wish the oil patches would actually dry up, like in Krastorio?
9 0 ReplyThey sort of do, or they do in a way that makes them almost useless once they hit their final low level. Are you suggesting that instead of asymptotically going to zero, they just hit zero at some point?
5 0 ReplyTechnically they don’t asymptotically go to zero. The minimum yield is the maximum of 20% or 20% of the original yield.
So at worst, an oil field will produce 2 oil/sec, which can still be bumped up by speed modules/beacons as well as mining productivity.
It’s not going to be enough alone for a large base, but I’d say it’s a lot better than almost useless.
7 0 Reply
I'm glad they fixed it, but at the same time it was the most challenging thing in nuclear power setups.
6 0 ReplyI'd argue it was more tedious than challenging, running rows and rows of parallel underground pipes.
6 0 ReplyAgree
The most annoying thing about a nuclear setup is needing to have space to put it next o water so you can pump in the multiple lines of water to each end of the operation.
The space the pipes alone take is often as wide as half the full nuclear operation also
2 0 Reply
If they actually leaned into it with throuputs based on pressure and viscosity, and had 2x2 pipes, then it could be cool.
Those things would justify the fluid slosh simulation at least. The biggest improvement is that the behaviour is easily predictable by the player now.
(Viscosity does sound cool though)
1 0 Reply