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[Omnifluid] [Feature] Some ideas about mod (let's make best replacement of weak fluid mechanics) #324
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As additional advantage such changes makes mod less global, we could enable it at any time without break anything. |
As someone who is in the middle of re-writing omnifluid, and someone who has dealt with low UPS bases in the past.
If you wish to see the progress of the re-write (its slow i know), please take a look at the branch: |
This is far from simple, doing a change in this way that affects recipes and structures cannot simply be turned on and off without a game restart, it should not do much "breaking" when adding or removing the mod. As in the map will load, but you may have to do some redecorating, as is required with all overhaul mods. |
Seems like the liquid itself is problem for UPS, i thought only in pipes. So my main proposal about "liquid" inserters doesn't solve the problem, without it other things don't have sense. Seems i just want something another and it isn't related to this mod. So it can be closed, i will try to find another way to make this. |
At mod portal you write about UPS, but i think more about current implementation of pipes in factorio. Try to compare this with mechanic of conveyors.. It's incomparable!
I can't filter fluids (one input pipe with many filtered output), can't merge/split liquids, connections of pipes are bulky and ugly (imho), pressures in pipes are unpredictable. All about fluids are about pain. I like pretty setups, like something complex and useful, some time ago i tried to build stations to accept and provide multiply fluids with LTN mod and it's really pure pain!
Proposals
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