• businessfish
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    6 months ago

    fuck yeah

    fluids desperately needed some improvement and it looks like this will make things much nicer

  • tfkgmjfy@lemmy.worldOP
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    6 months ago

    This is nice!

    Does anyone else wish the oil patches would actually dry up, like in Krastorio?

    • becausechemistry@lemm.ee
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      6 months ago

      They 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?

      • JonC@programming.dev
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        6 months ago

        Technically 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.

  • jankaifer@lemmy.world
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    6 months ago

    I’m glad they fixed it, but at the same time it was the most challenging thing in nuclear power setups.

    • zurohki@aussie.zone
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      6 months ago

      I’d argue it was more tedious than challenging, running rows and rows of parallel underground pipes.

      • 50MYT@aussie.zone
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        6 months ago

        Agree

        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

    • Tlaloc_Temporal@lemmy.ca
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      6 months ago

      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)