mmmPI wrote: Sun Jun 23, 2024 5:54 pmI have to compete against myself to not argue about everything to death x)
Same here, but Anakin would be glad to hear that it is a power you can learn. ^^
mmmPI wrote: Sun Jun 23, 2024 5:54 pmIn my now moderated story i added a little drama piece where i took as example someone asking for a way in the game to make 3 divisable into 2 equal integers.
Well you can do integer division using remainder. For some people it may just not be a "pretty" solution, but it is a legitimate solution. :>
At least nothing wrong about it.
mmmPI wrote: Sun Jun 23, 2024 5:54 pmI can follow this reasonning, like if the nuclear power plant has 432 turbines or only 120 they could have their fluid increasing at different rate when suddenly connecting to the steam tanks based on pressure. But i think , and from reading the other thread, that there won't be a limit on the number of machine per segment as that could be arbitrary and not under player control where a segment decide to form. ( // huge mess) Maybe i'm not getting it.
For the idea I suggested yesterday...
I am going to use an example with Heat Exchangers, which can output 103 units of steam per second.
And lets say the upper limit pipe segments can handle is let's say 6000 units of fluid per second (up to balancing of course)
Then you could connect for example 58 heat exchangers (= 58*103 = 5974 steam/sec < 6000) to it.
But if you do 59 heat exchangers (= 59*103 = 6077 steam/sec > 6000) then a random spot of the pipe segment just breaks and fluid/steam starts leaking out and possibly brings the fluid transfer to a halt.
If you don't want a pipe break mechanic in the game you could instead start scaling down the active output of the heat exchangers proportionally to what the maximum pipe-segments can handle. (It would act like a throttle system on the machines on the producing side)
So if you hook up 59 heat exchangers... it would be 6000 / 59 = 101.7 Steam/sec per heat exchanger.
That would be lower than the 103 steam/sec each Heat Exchanger could possibly do at maximum.
Then no pipes break, but you are not using each heat exchanger as optimally either.
Obviously with different producing machines connected to the pipe-segment the proportion each of the machines can insert into the pipe-segment would be a little bit more complex, it would be a weighted proportion (similar to the weighted proportion they use on the consumer side, just for the producer side).
So hypothetically, you could connect any arbitrary number of machines.
But if there are too many producing machines connected it might break the pipes. (That is also UPS friendly)
And if no pipe-breaking mechanic would be used there they would only output at a proportionally lower output rate. (Potentially less UPS friendly since you might need to calculate the proportion for each entity that wants to input into the pipe-segment pretty much every time)
And as player you could easily control that by simply not connecting too many producing machines to a pipe-segment OR using circuit network to shut off producing machines as necessary to stay within the limit.
That said, it would only put an upper limit on the Fluid PRODUCING side. You would just not be able insert more fluid/second to the segment than the upper limit allows.
That would NOT limit how much you can draw per second from the total fluid that is already stored inside the pipe-segment.
There you can still draw as much per second as you wanted to. So you can even hook up 200 steam turbines even if 100 would be optimal for the 6000 steam/sec.
Obviously for pulsed systems (like nuclear plants with a steam storage buffer that have varied steam consumption depending on power demand)... you can possibly see higher burst consumption than the example 6000 steam/second, since as said, there is no limit on how much you can draw from a segment.
But you would NOT be able to permanently maintain >6000 steam/second because eventually the tanks/pipes will drain eventually and then all the heat exchangers will kick in and output a maximum of 6000 steam/sec into the pipe-segment and cannot do more than that because the pipe-segment just says "nope".
As said, 100 steam turbines would be optimal for the given number, but if you need to run more steam turbines permanently than that you would simply have to make a new separate pipe-segment with additional heat exchangers for potentially another 6000 steam/sec and another 100 steam turbines.
That said, I only used 6000 units of fluid/second as maximum throughput for a pipe-segment as an arbitrary number. It could be balanced to any other number. Whatever the devs would feel is right. And then the number of machines would scale accordingly. I am sure with some proper numbers you can get preeeetty close to the number of machines you can possibly maintain in the current fluid system.
In either case it would not be much different than the belt system works. You also cannot fill more into a belt-segment than what it allows for items/second. But there is no limit on how many items you can draw from the belt. And if you have buffer storage somewhere in between, then it will eventually run dry.
You could... but that is something I am personally not too fond of... also make the upper limit of throughput per second be dependent on the number of pipe elements that make up that pipe-segment. The longer the pipe-segment is, the more individual pipe elements it contains (tanks weighing worse than just normal pipe), the lower the maximum throughput could be. It would be like a "how compact/inert is the pipe-segment"-factor depending on the size of the pipe-segment. That would be pretty much similar to how it works currently. And it would eventually require you to place annoying pumps every other few meters again to split it up into more smaller pipe-segments so each can maintain a higher throughput.
Then there would still be no real flow calculation: The fluid would still transfer from A to B instantaneously within a pipe-segment, the fill level would still be equally proportional at each point of the pipe-segment, and branches/mergers inside the pipe-segment are a non-issue... as said... no real simulation.
BUT you would have at least almost all the other characteristic throughput limits of the current system for gameplay/challenge reasons.
mmmPI wrote: Sun Jun 23, 2024 5:54 pmI do not often "design around limitations", that would be the case initially, to test those, but mostly then i design for a purpose which is different in many games
Well, I also don't always design around limitations. There definitely is a difference between "what is the maximum possible" and "what do I actually need practically". Depending on the game and sub-feature those two things might not always be the same.
But if you do a mega base in Factorio then very often you get to the point of "what is the maximum possible" because there is little reason not to push it to the limits if you actually need it.