Friday Facts #416 - Fluids 2.0
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Re: Friday Facts #416 - Fluids 2.0
Will the valves in various mods work with the new fluid system? Since they allow or prevent flow by means of their fluid box height, they will only work if they don't join with connected entities into one big fluid box.
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Re: Friday Facts #416 - Fluids 2.0
For me, this is sad.
Since in order to force the withdrawal or, on the contrary, the inflow of something somewhere, it was necessary to bother, I liked it, it is usually interesting and fun! And now it will be... too casual.
In my eyes, the development of this idea looks something like this: It is necessary to "optimize" the mechanisms and remove unnecessary pipes, taking the idea of "multiblocks" from Minecraft and simply assemble a puzzle called "oil refinery".
Since in order to force the withdrawal or, on the contrary, the inflow of something somewhere, it was necessary to bother, I liked it, it is usually interesting and fun! And now it will be... too casual.
In my eyes, the development of this idea looks something like this: It is necessary to "optimize" the mechanisms and remove unnecessary pipes, taking the idea of "multiblocks" from Minecraft and simply assemble a puzzle called "oil refinery".
Re: Friday Facts #416 - Fluids 2.0
What is the maximum pipe length in Factorium 2.0? In the game (2.0.7) I get error "pipeline has been overextended".
Re: Friday Facts #416 - Fluids 2.0
The extent is 320 tiles. If you hover over the pipe it tells you the current extent in its tooltip. The location of the alert tells you where to place a pump.
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Re: Friday Facts #416 - Fluids 2.0
Thank you for the answer.