When people stop carrying around spidertrons, train locomotives, and nuclear reactors in their pockets, I'll listen to the realism argument. Until that happens though, this is a great change and am very excited for it.
100% in agreement with this! The realism went out the window a long time ago, or from the get go basically. If the game was meant to be a realistic simulation, then I could agree with the complaints. But it's a management and logistics game, so having something work and not be overly Janky is far more important than realism of one aspect.
Or that the electrical system was never realistic either. What about putting 1.21 gigawatts through a single copper wire? Besides, everyone knows pockets were only meant to hold 3,000 iron plates, 500 km of red wire (untangled), and two tons of enriched uranium.
I was never fan of arguement from "realism". But imo its just as important as other stuff. Currently fluids are just unintuitive, and not much interesting to deal compared to belts, and i dont like belts that much.
@@Neighter And I sometimes intentionally barrel all my fluids and put them onto belts, just for the fun of it, or run a shuttle fluid train back and forth all of 25 yards just because I can. But that's what's great too, you can play the game 1000 different ways and still find your own kind of fun.
In terms of UPS - it basically makes every pipe line act as a single electrical grid currently. So not only does it not have to check each pipe against neighbours, it doesn't even have to check each pipe, just each pipeline. As someone who actually worked on a bunch of Minecraft mods fluid/pipe handling, I'm really excited to see this change as I know how big an upgrade this is in performance. Still gonna use trains though, more fun than long distance pipes.
Ohh that's a good point, I actually didn't consider the fact it only has to check each pipe length. Seems like it's probably the same type of thing as a line of belt without any splits or anything, where it only considers it as 1 belt calculation wise I believe. Will help a ton!
@@Xterminator it could also make tanks easy as they effectively just increase the storage capacity of the pipework they are attached to, rather than be treated as an independent entity.
Does this mean you don't need all those circuit conditions in order to evenly unload fluid trains? If I'm understanding this correctly, all the connected tanks will just be treated like a single large tank, which will vastly simplify things.
@@hilburn- Actually that's the exact thing they say! All connected pipes, tanks and undergrounds counted as one single entity. It's basically a very long chest.
You really hit the nail on the head at 16:20, I know I've commented on many of your other videos, but with the item decay, increased throughputs, increased UPS requirements of everything, SOMETHING needed to simplify the environment a little bit. Especially for the draws of machines coming in 2.0. Sure, we may lose realism and create a super large pipe network to connect all jumpjacks to instantly teleport it to our oil refineries... but honestly, it's just a slightly different game approach, and well worth it for the simplification.... And now I want to add Water and Oil pipes into my train blueprints.
"Super large pipe networks" might still not really be ideal, because the larger the network, the higher the buffer, and therefore the lower the transfer rate.
Honestly, I think think this new system is actually much more realistic than the old one. Apart form that instantaneous part when you first connect a pipe, after that, the fluids flow as you would expect them to. The old system, while trying to be "realistic" caused fluids to not behave how you would expect, which is incredibly immersion breaking for me. Not to mention unintuitive to someone trying to learn the game.
Totally with you here! I didn't want to make the statement in the video that this may be more realistic, because honestly I wasn't sure. I only know the basics of real world fluid mechanics. But definitely know that the old way (what we have right now) was not realistic at all lol
@@Xterminator I think this is a good starting point for potential future improvements. With segments, you can do some of those calculations you mentioned only when a connection is added or removed. Sure, the fluid "teleports", but only a bit. Even with this system, the flow seems to be related to how "full" a section is. Which matches a pipe being pressurized for gasses, or not being full of liquid.
The old system is not realistic, it doesn't have water hammer exploding pipes and leaking liquid everywhere. It also doesn't have pipe explosions from excess pressure, or leaks decreasing pressure, or vacuum making the pipes "sing" and vibrate and explode.
only at 5:30 so far.. and yeah, Thermal Expansion was absolutely GOAT mods back in the minecraft days, I have a super old modpack of awesome mods for back in those days. And working on a K2SE playthrough, I'm 100% with all your statements so far.
The issue I had with previous fluid mechanics was that there wasn't any clear way to fix fluid issues if you had then. I've very glad fluids are going to be much more understandable.
You work on great addon and huge system rework, I think we could forgive you small issues with video in devblog :) many devs not even bother to create devblog or add any animation other then png screenshots with purple placeholders :)
The new system also improves the aesthetic aspect. I like long segments of pipeline better than underground pipe to underground pipe chain. And now I don't have to pay for it, either in terms of UPS or in terms of throughput. The last thing is to remove pipe collision with player.
If educating the player about practical applications of single phase fluid dynamics were a goal in the context of project management, then four components are relevant: * Static pressure * Fluid velocity (i.e. bulk momentum effects) * Elevation changes * Accumulation (i.e. density changes) Factorio does away with two of those elements (elevation changes do not exist and the grid layout makes designing bends irrelevant) and combines the remaining two. The main benefit of having the simple fluid level model of Factorio 1.0 is to have fluid pressure be available at every pipe outlet available for optimizing, say, a steam loop in a power plant (turbine, condenser, pump, boiler, etc.) But fluid consumers don't care about fluid pressure. Turbines apply zero back pressure against their supply lines, consuming steam as needed just like a factory consumes electricity from a power grid. So, unless the new Factorio update included some chemical engineering design aspect (I wish that were so), I agree that it's probably better to treat pipes like electrical grids, perfectly teleporting fluid across the map.
"perfectly teleporting fluid across the map" it doesn't need to be perfect, you could still apply a simple pressure formula over the calculated distance.
Do I wish they had been able to make fluids more true to life? Yes. However, I'd much rather they improve the performance and make the system more intuitive as they have done in this update than sacrifice all at the altar of realism.
The one problem I could possibly have with this is missing the flow animations of liquids in pipes. I like those. But, for the benefits, it's a sacrifice I'm happy to make :P
Absolutely love the update coming to fluids. Any change would have been better than what we had, and this is probably the most ideal way to fix it; fluids will just work
Honestly, I kind of wish they had the old system, but we could have high/low pressure pipes. High pressure able to carry more volume and offer better control over the direction you need the fluids to go, and low pressure pipes that take less volume. You could have one main line of fluid in a production line, and feed off of it with the low pressure pipes. That way you get the flow mechanic, but give players better control over it.
"if you have a pumpjack on a 500 long pipe, the fluid is available at the other end at full pressure" -- only if you have a full pipe - and in that case, it makes sense - 100 units in at one end, 100 units out at the other, it was just flowing. The lack of pressure dropoff will mean a whole lot of pumps become redundant - but only in the case where supply exceeds demand and you have a big buffer. you would still want to pressurize your base, and pump your storage tanks near trains down to 0, and a few other key places ...
So, it's a lack of friction in the pipe causing that pressure reduction. Just like how stream never changes temperature, and we don't have to deal with that whole mess. Seriously, anyone who's used an air compressor knows it's already not realistic. If you don't see the issue, then for the love of your safety drain the water out of your compressor tank!!!
@@aartbluestoke3352 Obviously they're different. One is nominally incompressible after all. However, that means making things "Realistic" would be two different physics models.
@@arthurmoore9488 Just treating them both as uncompressable fluids and abstracting all that on "what does 1 unit of X actually mean" makes more sense. 1 unit is just the throughput of the standard factorio outlet on a pipe with 1 unit of factorio pressure works fairly well to me. It's not detailed, but most things would be realistic. Except, malfunctions, but that's easily handwaved away by super factorio pipes being super good.
Fluids are also going to be integers now, so you can much easier empty pipes, so sushi pipes will work a lot easier. Currently fluids can hit .01 and they don't always fully pump out.
Think of how much easier it's going to be to load and unload fluid trains! I remember once deciding that, in order to set up coal liquefaction, I would tap some steam off from the nuclear power plant. I spent hours and hours trying to get steam from my epic battery of buffer tanks and load that evenly into the stupid train wagons. Like, I wasn't trying to design a tunnel-ram intake for a pro-stock drag racing engine. I just wanted something resembling even distribution, give or take like 20% so that the station tanks would be full when the train got there. But no. I'd get one wagon full and another with 0 units of steam.
Love this! Especially the comparison to tunnel-ram intakes on drag race engines, haha. As a car person and having great memories going to the drag races with my dad as a kid, I love reading this. But yes, totally agree. It absolutely shouldn't take hours and like a dozen+ pumps to get a train to load evenlt
You will probally not use anykind of fluid trains anymore. It becomes better to use long pipes then trains, thanks to the instant teleportation. I dont ike the new fluid handeling because of that.
@@ctrlaltdebug agreed. Either parallel lines of pipes, or larger tiers of pipes. I don't like the unlimited throughout mechanic they did with this change.
Fast in computation, easy to understand and solve any potentional problem with - sounds like the best solution for the pipes after all. I think it was very wise to get inspiration from minecraft. The mod works, people enjoying using it, and it is complicated in so many ways that having to deal with pipes also whould be just sad. Glad factorio team found a way.
I still think it would be nice to have to manage flow for very long pipes, instead of having liquids behave more or less like electricity. But the current system is indeed too janky, so this is a very welcome change. And I'm sure there will be mods for different fluid behavior.
Trains now will be slightly worse than direct pipe connection but it will be easier to create a new delivery station than connect the pipes from somewhere else. And planets like Fulgora will have trouble using pipes between islands.
Pipe througput is % of fillnes. So if you have mega pipe for 10000 pipe pieces you will have low througput unti you fill it enought to balance production/consumption (pipe are now kinda buffer that have priority on filling buffer over throughput)
@@erfarkrasnobay I feel a lot of people are missing this. It's weird. Even in the video... It's a "teleport," sure, but the length of the pipe (and how many junctions) still matters for throughput.
@@jayjasespudI agree with you I haven't understood it until I started looking through the comments and wondering what people were talking about exactly I got led to this comment and your explanation was the one that help the most
I thought there was a previous FFF that mentioned merging pipes into sections, but only single pipelines -- if a junction split a pipeline in two, then there would be one fluid box for each of those three pipelines and a fourth for the junction itself. I guess they never actually released that change!
I think everyone agrees that the old system needed fixing. The new system just feels a little un-factorio-like in how simple it is, it's basically just like electricity now. I don't really care about the teleportation, but the infinite flow rate makes it a downgrade for me. You can now just have a massive terawatt reactor array attached to a single water pipe, with a hundred water pumps on the other side.
I think one problem with the visuals is more about what is being communicated to the player, especially one who still doesn’t understand how the game works fully. It is useful visual information to see where fluid is going visually for people who still don’t understand how the system works. People like yourself and most of us watching this video are not going to experience this problem, but it is still very real and a problem the developers need to take seriously. “Realsism” is sometimes not about aesthetics, but rather simply using the associations someone already has based on the real world to communicate information in a game.
honestly this is one of the best changes for me. i have played factorio before but usually stopped around the point where i had to work with different fluids. it just never worked as i wanted it and the amount of pumps was ridiculous. it so much easier now and more fun for the average player i believe.
The fluid mechanics pre-2.0 are actually pretty realistic. The big difference is that in Factorio you can't really pressurize the pipes, which is how most fluid systems in real life are set up. The new mechanics work a lot more like pressurized pipes.
I knew you'd be all over this the moment I saw the post dropped ^^ Really happy that after many attempts of the devs, they finally managed to get it in, cause it will make fluid handling so much simpler, which is especially important for newbs who are already easily intimidated by oil processing
When I saw the FFF I knew you'd be happy just as I did, I remember talking to you about it a long time ago and hoping it would come for 1.0, I can finally rest
I'm lay this down. Realism does not always mean more fun. I say what is intuitive. What feels right, not what is realistic. Sometimes a bit of creative liberty goes a far better distance than realism
To be had, one of the key ways that industry controls pipe pressure and throughput is to just have a pipe of the right size for the amount of fluid or gas moving through it. We've only got one size of pipe in Factorio, so some compromises have to be made.
I was just experiencing some of the fluid system fuckery today. I am not hyper locked in on the math of the game, but I knew one offshore pump could feed 11.somethign heat exchangers, so i strapped 12 offshore pumps fed ultimately into a single pipe that connected to my whatever amount of heat exchangers. Only a single row of heat exchangers would get any flow at all, only a single offshore pump would really have any output, and no matter how many pumps i put in, the flow just seemed kneecapped after that first row of heat exchangers. in the past, I would always quit Factorio when I hit the stage where I needed to implement fluids heavily as it just wasn't fun, and the only reason I am so deep into my current playthrough is because it's multiplayer with my brothers. Seeing this makes me so god damn happy, I can finally e x p a n d the factory in a way that isn't frustrating
To me, trying to be super efficient with pipes was also too much of a hassle so I just skipped it, but in the back of my mind I knew I was losing efficiency. Now I don't have to worry anymore. Absolutely insane. We're getting so close to 2.0, I'm expecting some big announcements to start coming soon...
Hey, Remember six years ago when they asked for fluid system solutions and I sent you/them this design document. Sure it had more details as it was geared to programmers but hey. Better late then never.
i really like the new more simple way. for people that liked the old one, mods are a thing. a realistic fluid sim would need different pipe sizes, differnet pumps and configurable pumps, different behaviour for each fluid and gas that could be in the pipe, then it would need pressure regulators and slow acting ventiles to midigate water/steam hammers destroying the pipe. emtying a train within 5 seconds would be impossible because of things like that. a realistic fluid sim would also need to run at 1k+ iterations per second to run realistic at realtime speeds. there is a reason why fluid sims are basically still an unsolved problem and mostly cheated by layering different sims above each other to get the different parts of the look right.
Overall good for the game. I don’t think the thing we are losing is ‘realism’ but rather complexity. The old system was complexity in a bad way because it was unpredictable so the challenge wasnt very fun. But there were still some good parts to it. But this new system seems way simpler and I did enjoy having some throughput limitations on fluid to add design constraints on petrochemical builds. I fear some of that challenge will be lost here - a single pipe is handling 5 max-quality max-beacon chemical plant outputs. I’m sure they will work out something fun. I’ll be very interested to see if and how they address the ‘teleport’ issue. I spent some time building an absolutely massive monolithic petro build and the challenge was throughput - the frustrations of unpredictable flow were very difficult to overcome. I’m just worried we’re giving up a lot of interesting complexity in the fluid system with no real replacement - just a simplification. Why have pipes at all if there isn’t much depth to them? But old fluids weren’t going to work with new 2.0 factory scaling anyway so change was inevitable. Potential benefits here outweigh the drawbacks, but we are still losing something.
A single pipe handling an insane amount of fluid is fairly standard though - you just pump it harder They could mirror this by e.g. Increasing power consumption of a building to output into a pipe depending on its "fullness" - which could be interesting as it means you are rewarded for balancing your inputs and outputs tightly, and maybe running 2 half filled pipes rather than overproducing and having a single full one
@@hilburn-you can now have an unlimited number of pumps pumping into a single pipe: unlimited throughout. No challenge to it at all now. As basic and as simple as electricity where you can put unlimited GW of power over a single wooden pole. At least the original fluid dynamics were different from electricity. Imagine if they did the same thing with belts: unlimited transportation throughout...
@@beepbop6697 there is no challenge to the current method because end game (which is really the only time a pipe would ever get close to being throughput limited) the performance hit is so bad it becomes "how do I minimise any use of liquids whatsoever" rather than "how do I make something cool with liquids"
While I love this update and VERY much prefer this to how it currently works, I do wonder why they didn't just make a system around pressure itself. The main "flaw" of the current system is that it treats a lot of the machines as "free flow" instead of supposing that the system is always pressurized. Here's a system that I think would be computationally simple yet a bit more interesting than the proposed revamp: Each pipe adds to the total volume of the pipe segment, decreasing pressure. But you don't track "fluid travel" through the pipes, just the total pressure of the full pipe segment. You could then add a delay for a pipe segment to get to full pressure after being connected to a system with sufficient pressure. Tanks are a bit different and I'll explain how I think they could work in a bit but first an example: Let's say pipes have volume 10fluid. We connect one pipe to a machine that outputs 10fluid/s. We just assume that a unit of fluid has constant volume. If we make that 100 and handwave some of the math away, we can say the pipe pressure becomes 100 Pressure Units (PU) and it would take 1 second to get to full pressure. We had another pipe? Now the pressure is halved but it still takes 1 second to get to max pressure. 3 pipes? a third the pressure, time is still just one second. More than 10 pipes? INSUFFICIENT FLUID PRESSURE and the entire system goes to 0! Buildings that take fluid will have fixed in-take that directly reduces pressure. If a building takes 10/s it will reduce pipe-pressure by 10. Buidlings that output fluid act as mini-pumps, increasing pressure by the amount they output (divided by the number of pipes in the segment). Additionally, each building has a "reservoir" of each oil product they use. The output reservoir fills to half before the building outputs *anything*. When it's half full, it outputs at half "creation" rate. When it's full, it outputs at full rate. The input Reservoir is just a simple buffer. Pumps are special. They can only be directly connected to buildings (or other pumps). When connected to the output, it increases output pressure to 100 by draining the building of 100*number of pipes in the following segment. Building a pipe line slowly lets you keep pressure without huge reservoirs! Connecting a huge pipeline all at once? You better have a *lot* of fluid stored. But after the pipe is pressurized you can actually get rid of most of that storage as the drain will still only be whatever the output of the line drains! A pump connected to an input increases the pressure draw of the building while also increasing how fast the building drains, but this pressure draw returns to normal as soon as the input reservoir is full. (Useful for filling trains and tanks fast on hyper presurized pipe segments) This would still be very fast to calculate as you don't need to do per-pipe fluid transfer. And I think it's just as intutiive as this new system, just a but more realistic and (imho) more interesting. Just writing this I was thinking "wait, what would be the optimal set up for a fluid train station? What would be the optimum ratio of each fluid production facility? Keeping a pressurized oil line to the flame-thrower wall would be quite an engineering problem. And if biters broke an pipe? Now you need to drain your tanks again to rebuild pressure! Also, fuck that business with underground pipes being OP. Have them have the volume of their maximum length + 5. I want big-ass visible pipelines!
I'm slightly disappointed at this system's simplicity, and the lack of effect of distance on throughput. But, only slightly. It needed to be fixed, and this is a fix that has a lot of upsides and some downsides. I think it's better. But, I wish it were more complex.
@@mrShift_0044instead of treating each pipe segment as a fluid box, they could treat every 100 pipe segments as a fluid box. That is still a 100x improvement. What v2 will have is arbitrary long pipes have infinite throughout. Basically pipes will be like arbitrarily long magic chests where you put something into the chest on one side, and an inserter can pull it out on the other side immediately. Are they going to start treating belts like they are now doing with pipes? It would entirely break the game -- but people seem to think it is ok to treat pipes this way...
As someone with a not too strong computer, I am a big fan of compromises between realism, fun and more importantly performance. More realism usually require more heavy simulations, and what would the point be if that made the game both less fun and more performance heavy. The first time I saw factorio I was suprised the game were really able to run at all with so many small moving parts at once, and that’s thanks to a dev team devoted to making the game fast and accessible, which may be values arguably disappearing a bit for some game studios. Of course performance isn’t everything for a good game, but in factorio I think it is absolutely essential. Of course the factorio fanbase is vast, and finding something that can please everyone is near impossible. But for me personally, if better performance can also make for more fun I am all for it
I can't believe I missed this, FINALLY! I find it funny and also very annoying that the solution they suggested years ago that they dismissed because it wasn't real enough. Now is the very system they used to fix this. We could have had this like 5 or 6 years ago, but at least we will get it eventually.
As long as the keep the sound effects, it's fine by me. I kinda like the storage tank sounds and such. Don't know why, I'm just weird. I don't get the complaints about realism either. Trains on rocket fuel and such. It has to be fun. And it is. Maybe some people are sad that now you can feed 4 pums with one incoming pump. I can sort of understand that. Takes a bit away from the logistic challange. Like if belts would act the same when they recieve an item. But indeed the current fluid system had to go, or improved. All those smart people working over there, going the extra mile. Now I wish I was smart, and a programmer, so I could work at such a cool place instead of the candy factory I do now. We have belts, though they are not so fun, and not colored coded...
Yay! I hated how the old fluid system used to work, as it was annoying to figure out the throughout of fluids in pipes. This was especially true when i wanted to have one water pipe/steam storage system for my row of nuclear reactors.
I am so happy they are making this change, i already sucked at fluids but yeah the flow shit was really annoying. And with extra production speeds and all of that this would indeed also work great for performance/UPS. I will almost certainly still use trains for a lot, but even in production areas this will be great. And realism... Sure, i walk around with 4 exoskeletons and run 40 miles to work in a minute or 10 whilst carrying 2 locomotives and 6 traincars every single damn day...
This system is better, from performance aspect alone, algorithm not needing to calculate each 2 segments, you can have nuclear end game power megabase, and then the train load unload is balanced, and if you want to split the segments you just add a pump.. Old system had to be fought more often than not. They made the right call.
This definitely helps nuclear! I believe hear calculations are pretty minimal at this point anyway. Solar will still always be better UPS wise, but this does for sure help Nuclear (and steam for that matter)
I did mostly nuclear power for a 3.6k base, and the fluid/heat mechanics weren't a big part of the UPS hit. Sure, every little bit helps, but you can do nuclear now and it's fine, pretty far down the list of UPS hogs.
This combined with the foundry's ability to liquify and cast iron and copper.... a fluid bus may be a viable choice. Cheaper than a bajillion belts..functionally-infinite throughput with very low UPS cost, especially when considering a pump can draw 12,000 fluid from a connected tank. that's...uh.... 1200 iron/second throughput through a pipe. which is roughly 20 GREEN belts of iron. (assuming the calcite cost isn't absurd)
realism was out the window the moment you could carry trains in your pocket, not to mention reactors and a silo... this would nice change to fluids and make the game more fun.
@ctrlaltdebug flow rate is "infinite" now, so forget about different fluids having different viscosity (flow ratings). All fluids are infinite-slippery and will flow through pipes faster than the speed of light.
@@beepbop6697 I thought there was a flow limit based on how full the pipe is, but thinking it over, looks like as long as the pipe is full, any number of machines can draw their fill input from it, so you are right.
@@ctrlaltdebug yeah, once the pipes are full (as long as supply > demand), then it becomes infinite throughput -- one pipe to serve all needs (like a wooden power pole).
I think there was one FFF about realism in factorio. Factorio is not realistic game. But it does have a realistic theme. There are no wizards enchantic your magic pickaxe. And in theory you could build machinery on another planet to mine resources and grow the infrastructure. If the fluid changes make the game more fun to play, I am all for it :-)
Yeah fair point in saying it has a realistic theme. :) Although the mechanics within the game are not particularly realistic, which is fine. So if changes like this make the game more fun to play, then no question it's worth it Id say. Definitely agree with you!
While I like that the new pipes are simpler and I'm sure they will be very useful when we need insane amounts of liquid, especially with metallurgy research, i did like the fact that pipes had a logistical challenge behind it. Now I think the old system was too much of a challenge, but I feel like a simple decay over how many pipes placed would be good. I do like the instant travel time of liquids tho, that's a nice change, especially if it makes pipes consistent and perform better
What if the spidertrons were able to patrol the railways that are specified? It would be a good automated repair system. I've often wished that there was a secondary network mode on the roboports that way we could weave logistics networks like belts. I currently use small logistic systems that will directly insert into parallel to another logistic network designed to do something else. If there was a secondary mode to the roboports then I could use the secondary network to run palong with my railways, either would be an awesome option in my opinion. And Mr. Exterminator, if you are interested in seeing what I'm describing then I would be happy to supply a save for a base tour. Just putting it out there. Everyone have a great day.
Yeah, the fluid behavior always irked me, too. It was "fine" for the most part - meaning you can fiddle your way around to make it work but it's still wonky.
@12:50 Are we seeing a different underground pipe mechanic, maybe similar to the Advanced Fluid Handling mod, or just the fluid box of that middle entity? If the later, with pass through ( as it appeared to be ) why aren't the 2 fluids mixing ?
I never had a problem whith fluids... Until i played py mod and holy sh** they felt bad and didin't make any sense when the mod pushed that system to the limit, pumps and junctions don't make any sense after a certain breakpoint.
There are so many flipping improvements across the board to the point where this is going to feel like a completely remastered game... that said, i know i'm the type to go "please just put these improvements into the game already if they're mostly complete/implemented" and just have to wait because that's not how some people do their work. And that is ok.
I like that they reworked fluids. I'm concerned about how its been described. Seems like they are doing teleportation and removing throughput which I don't care for. The game is about logistics throughput is a mater of logistics. I look forward to playing with it to hopefully understand it better and have it not be just fluids teleport and are Instantly available to the network
A lot of people are misunderstanding it's not direct teleportation exactly it's as a percentage in the pipe of 100 and you could start out with 0.01 and the more that that one fills the more fluid can go through the pipe if you don't get it keep looking through the comments someone will explain it better
It's a change for the better, but it can be improved. Pipes should not have "infinite throughout" (the new model)... Now pipes are just as basic as electricity in factorio (infinite throughput power shipped over a single wooden pole). Maybe they'll make it mod-able so an enterprising developer can make electricity and pipes more "realistic".
Realistic fluid mechanics in a game would be cool, but I think it would need to be the focus of the entire game. Otherwise it's consistently just a massive pain and still pretty unrealistic.
If someone says realism ill make them explain why conveyor belts moves without any power The First Law of Thermodynamics states that energy cannot be created or destroyed; it can only be converted from one form to another.
Glad they finally addressed this. Sadly it did take 'new blood' to shove reality in their faces for this MUCH desired change. It really doesn't bode well for their future games if the devs continue to be so rigid against changes that don't 'fit their vision'. Sometimes ya gotta bend a little.
When I read the FFF the first time, I said, f**k it’s not realistic. However, after thinking about it, I realized that I couldn’t care less about the individual pipes. It would be nice to have realism, and fluid mechanics, I’ll not pay attention to them, I just care about the whole system consistently.
i have played factorio since .12 and i have to say who cares about realization. it's a game based in space and the technology is a fiction base idea. it's not based on what we see today or physically apply to are life. can't stand people who say it's not realistic, it not supposed to be it is a fiction base game.
So will we need pumps at all? I'm pretty new to fluids in the game. Will we need pumps just before containers? if so why? If the fluid just appears at the other end of a pipe why do we need pumps? can someone explain?
I usaully just use the Advanced Fluid Handling mod to reduce lag, which is bascially a teleport, I have no issue of realisim in a game that have a process named Kovarex process that transmute matters.
I still fight with Nuclear Reactors not making full power bc. my Water doesn't go where i want it to go... this will probably give me a nother Gigawatt of reliable Power.
I've tried to control fluids and I'm not a factorio god at all but fluids are impossible to make them do what I want. In one mod you need to make three items from one liquid, and the liquid does not flow to three machines at equal rates even with pumps for all three machines one will get like 80% and then another will get like 15-20% and then the last one gets nothing, I know that seems messed up, but welcome to my life, if that has changed yeah, if not oh well. Now I suppose if the fluid could be produced in high enough quantities to fill all three machines at the same time great, or if someone could make a switch that would pump 1000 gallons of fluid to machine 1, then 1000 to machine 2 then 1000 to machine three and repeat, that would work but I get lost in Factorio machine coding even though I'm a coder :( Seems like oil got easier, which means all my game blueprints are now fucked, thanks a lot.
The Friday Facts for the past 8 months or so have all been about the 2.0 expansion that hopefully is coming out later this year. So, none of these changes have been released yet. It will all be released at once with the 2.0 expansion. :)
All the Friday Facts that we are getting right now are for a big 2.0 update that will be out sometime in autumn. There will not be any feature updates before that.
So fluid wagons and pumps are pointless. Next step is to make chest share one infinite storage to get rid of a trains. After all it's a very confusing mechanics for new players, a big nono for a casual game like factorio.
Fluid wagons remain useful once you get to large scale. Who wants to run a new multi-km pipe run out to a new oil field, when you can just run a branch line off the nearest rails.
@@SkorjOlafsenbecause trains are slow and the new pipes are infinitely quick with infinite throughout. Can run an entire megabase off one pipe of water.
just say if people have been talking bolcks about the fluids all the time. like it was gospel. anything even long pipes have always worked just fine and with suitable rates. tired of hearing all kinds of nonsense.
‘Factorio fluids bad’ is definitely a meme now. There is definitely some truth to it but I agree it’s overblown sometimes. As someone who spent a good chunk of time diving in way deep with fluid builds, I’m going to miss some of the complexity and depth we are probably losing with this update. BUT even after spending a ton of time learning all the ins and outs of factorio fluid mechanics and doing some really massive refinery and nuclear builds, there were just plain unsolvable and incredibly frustrating issues with fluids in the old system that just couldn’t be worked around or fixed and made scaling Avery very difficult. I will miss that complexity and depth, but I think this change is ultimately for the better since underlying that depth was unsolvable issues. I hope they find a way to add some level of complexity and challenge back in though. This change feels just a little too simplistic.
They did not say it was a teleporter, I love how people just add their own take on what is said out loud for everyone and I declare that you would be a horrible person to play the telephone game with. If you put in 50% at the start of a pipe you can only pull at the 50% rate from the end of the pipe and if you keep pulling at 50% and the pipe then slows to 25% your pull rate will slow to 25% because you're only adding in 25%, that seems not great but not having to add pumps all the way along a pipeline does make me happy, even if in my play style it wasn't really a big issue but it was something one did have to deal with. Of course, I played with the mod that would let me make water fill so I did not build my nuclear plants beside or in a lake I just added water put in the pumps, and then landfilled around the pumps, which worked for me.
When people stop carrying around spidertrons, train locomotives, and nuclear reactors in their pockets, I'll listen to the realism argument. Until that happens though, this is a great change and am very excited for it.
100% in agreement with this! The realism went out the window a long time ago, or from the get go basically. If the game was meant to be a realistic simulation, then I could agree with the complaints. But it's a management and logistics game, so having something work and not be overly Janky is far more important than realism of one aspect.
Or that the electrical system was never realistic either. What about putting 1.21 gigawatts through a single copper wire? Besides, everyone knows pockets were only meant to hold 3,000 iron plates, 500 km of red wire (untangled), and two tons of enriched uranium.
The only requirement for the fluid system should be that it creates as little overhead as possible to keep ups up
I was never fan of arguement from "realism". But imo its just as important as other stuff. Currently fluids are just unintuitive, and not much interesting to deal compared to belts, and i dont like belts that much.
@@Neighter And I sometimes intentionally barrel all my fluids and put them onto belts, just for the fun of it, or run a shuttle fluid train back and forth all of 25 yards just because I can. But that's what's great too, you can play the game 1000 different ways and still find your own kind of fun.
I could not care less about the realism. Finally I don't have to build fluid splitters with tanks, pumps and circuit conditions anymore.
Feel exactly the same!
I wouldn't want to deal with voltage, amperage, and line resistance in the electrical system either. Simple is better, especially if it helps ups.
@@ctrlaltdebug What?! Three-phase balancing FTW! 🤪
@@ctrlaltdebughmm that sounds like a lot of fun actually but yeah not for the base game.
In terms of UPS - it basically makes every pipe line act as a single electrical grid currently. So not only does it not have to check each pipe against neighbours, it doesn't even have to check each pipe, just each pipeline.
As someone who actually worked on a bunch of Minecraft mods fluid/pipe handling, I'm really excited to see this change as I know how big an upgrade this is in performance.
Still gonna use trains though, more fun than long distance pipes.
Ohh that's a good point, I actually didn't consider the fact it only has to check each pipe length. Seems like it's probably the same type of thing as a line of belt without any splits or anything, where it only considers it as 1 belt calculation wise I believe.
Will help a ton!
@@Xterminator it could also make tanks easy as they effectively just increase the storage capacity of the pipework they are attached to, rather than be treated as an independent entity.
Does this mean you don't need all those circuit conditions in order to evenly unload fluid trains? If I'm understanding this correctly, all the connected tanks will just be treated like a single large tank, which will vastly simplify things.
@@hotarusama5826 they haven't said anything about it, but that is how it works in the Minecraft code they reference as an inspiration
@@hilburn-
Actually that's the exact thing they say! All connected pipes, tanks and undergrounds counted as one single entity. It's basically a very long chest.
You really hit the nail on the head at 16:20, I know I've commented on many of your other videos, but with the item decay, increased throughputs, increased UPS requirements of everything, SOMETHING needed to simplify the environment a little bit. Especially for the draws of machines coming in 2.0.
Sure, we may lose realism and create a super large pipe network to connect all jumpjacks to instantly teleport it to our oil refineries... but honestly, it's just a slightly different game approach, and well worth it for the simplification.... And now I want to add Water and Oil pipes into my train blueprints.
"Super large pipe networks" might still not really be ideal, because the larger the network, the higher the buffer, and therefore the lower the transfer rate.
Honestly, I think think this new system is actually much more realistic than the old one. Apart form that instantaneous part when you first connect a pipe, after that, the fluids flow as you would expect them to.
The old system, while trying to be "realistic" caused fluids to not behave how you would expect, which is incredibly immersion breaking for me. Not to mention unintuitive to someone trying to learn the game.
Totally with you here! I didn't want to make the statement in the video that this may be more realistic, because honestly I wasn't sure. I only know the basics of real world fluid mechanics. But definitely know that the old way (what we have right now) was not realistic at all lol
@@Xterminator I think this is a good starting point for potential future improvements. With segments, you can do some of those calculations you mentioned only when a connection is added or removed. Sure, the fluid "teleports", but only a bit.
Even with this system, the flow seems to be related to how "full" a section is. Which matches a pipe being pressurized for gasses, or not being full of liquid.
The old system is not realistic, it doesn't have water hammer exploding pipes and leaking liquid everywhere. It also doesn't have pipe explosions from excess pressure, or leaks decreasing pressure, or vacuum making the pipes "sing" and vibrate and explode.
The starting paragraph hits so hard cuz I have fluid throughput literally bookmarked rn lmao
only at 5:30 so far.. and yeah, Thermal Expansion was absolutely GOAT mods back in the minecraft days, I have a super old modpack of awesome mods for back in those days. And working on a K2SE playthrough, I'm 100% with all your statements so far.
The issue I had with previous fluid mechanics was that there wasn't any clear way to fix fluid issues if you had then. I've very glad fluids are going to be much more understandable.
Exactly my issues too!
Realistic : Like eating fish to health instantly?
Uncooked mind you
Carry nuclear reactors, tanks, trains, cars and rocket silos in your inventory.
Peak realism.
@@Jupiter-rs4zl perpetual motion conveyor belts 💀
Great rant! I'm sorry that you had so many issues playing the videos. Perhaps we shouldnt have autoplayed 10 large mp4 files at once... 😅
You work on great addon and huge system rework, I think we could forgive you small issues with video in devblog :) many devs not even bother to create devblog or add any animation other then png screenshots with purple placeholders :)
The new system also improves the aesthetic aspect. I like long segments of pipeline better than underground pipe to underground pipe chain. And now I don't have to pay for it, either in terms of UPS or in terms of throughput. The last thing is to remove pipe collision with player.
You still can’t have multiple parallel pipes next to each other without underground, unfortunately.
If educating the player about practical applications of single phase fluid dynamics were a goal in the context of project management, then four components are relevant:
* Static pressure
* Fluid velocity (i.e. bulk momentum effects)
* Elevation changes
* Accumulation (i.e. density changes)
Factorio does away with two of those elements (elevation changes do not exist and the grid layout makes designing bends irrelevant) and combines the remaining two.
The main benefit of having the simple fluid level model of Factorio 1.0 is to have fluid pressure be available at every pipe outlet available for optimizing, say, a steam loop in a power plant (turbine, condenser, pump, boiler, etc.) But fluid consumers don't care about fluid pressure. Turbines apply zero back pressure against their supply lines, consuming steam as needed just like a factory consumes electricity from a power grid.
So, unless the new Factorio update included some chemical engineering design aspect (I wish that were so), I agree that it's probably better to treat pipes like electrical grids, perfectly teleporting fluid across the map.
"perfectly teleporting fluid across the map" it doesn't need to be perfect, you could still apply a simple pressure formula over the calculated distance.
Do I wish they had been able to make fluids more true to life? Yes. However, I'd much rather they improve the performance and make the system more intuitive as they have done in this update than sacrifice all at the altar of realism.
The one problem I could possibly have with this is missing the flow animations of liquids in pipes. I like those. But, for the benefits, it's a sacrifice I'm happy to make :P
It's fine if we really need to know how much fluids in the pipe we can just relay a signal and put a couple of indicators or a light or something
They could work around that. The animation could be a very simple, easy to process approximation of what's actually going on inside the pipes.
Absolutely love the update coming to fluids. Any change would have been better than what we had, and this is probably the most ideal way to fix it; fluids will just work
Honestly, I kind of wish they had the old system, but we could have high/low pressure pipes. High pressure able to carry more volume and offer better control over the direction you need the fluids to go, and low pressure pipes that take less volume. You could have one main line of fluid in a production line, and feed off of it with the low pressure pipes. That way you get the flow mechanic, but give players better control over it.
"if you have a pumpjack on a 500 long pipe, the fluid is available at the other end at full pressure" -- only if you have a full pipe - and in that case, it makes sense - 100 units in at one end, 100 units out at the other, it was just flowing.
The lack of pressure dropoff will mean a whole lot of pumps become redundant - but only in the case where supply exceeds demand and you have a big buffer. you would still want to pressurize your base, and pump your storage tanks near trains down to 0, and a few other key places ...
So, it's a lack of friction in the pipe causing that pressure reduction. Just like how stream never changes temperature, and we don't have to deal with that whole mess.
Seriously, anyone who's used an air compressor knows it's already not realistic. If you don't see the issue, then for the love of your safety drain the water out of your compressor tank!!!
@@arthurmoore9488 gas is different to liquids - in some ways the x% throttling based on x% full is how a gas pipeline at partial pressure would work.
@@aartbluestoke3352 Obviously they're different. One is nominally incompressible after all. However, that means making things "Realistic" would be two different physics models.
@@arthurmoore9488 Just treating them both as uncompressable fluids and abstracting all that on "what does 1 unit of X actually mean" makes more sense. 1 unit is just the throughput of the standard factorio outlet on a pipe with 1 unit of factorio pressure works fairly well to me. It's not detailed, but most things would be realistic. Except, malfunctions, but that's easily handwaved away by super factorio pipes being super good.
Fluids are also going to be integers now, so you can much easier empty pipes, so sushi pipes will work a lot easier. Currently fluids can hit .01 and they don't always fully pump out.
Sushi Pipes ... WTF.
Love this change! The fact the solar instead of nuclear was recommended for vanilla megabases indicates that this was long overdue.
Think of how much easier it's going to be to load and unload fluid trains! I remember once deciding that, in order to set up coal liquefaction, I would tap some steam off from the nuclear power plant. I spent hours and hours trying to get steam from my epic battery of buffer tanks and load that evenly into the stupid train wagons. Like, I wasn't trying to design a tunnel-ram intake for a pro-stock drag racing engine. I just wanted something resembling even distribution, give or take like 20% so that the station tanks would be full when the train got there. But no. I'd get one wagon full and another with 0 units of steam.
Love this! Especially the comparison to tunnel-ram intakes on drag race engines, haha.
As a car person and having great memories going to the drag races with my dad as a kid, I love reading this.
But yes, totally agree. It absolutely shouldn't take hours and like a dozen+ pumps to get a train to load evenlt
You will probally not use anykind of fluid trains anymore. It becomes better to use long pipes then trains, thanks to the instant teleportation. I dont ike the new fluid handeling because of that.
@@RexorProxer Trains are my favorite part of Factorio, so I'll definitely still use them. I was transporting steam via train, ffs.
I feel a lot of people are missing that very long pipes are going to fill tanks / machines more slowly as throughput is tied to how full the pipe is.
Yes. I am hoping that this aspect of the new system creates meaningful design trade-offs in fluid builds.
As long as you are output limited, the long pipeline will stay full and you get max throughput regardless of length.
@@ctrlaltdebugnot only "max throughout", but "infinite throughout". You can run the entire base's water needs through a single pipe.
@@beepbop6697 They could still impose a throughput limit, which would make multiple tiers of pipes make sense again.
@@ctrlaltdebug agreed. Either parallel lines of pipes, or larger tiers of pipes. I don't like the unlimited throughout mechanic they did with this change.
Fast in computation, easy to understand and solve any potentional problem with - sounds like the best solution for the pipes after all. I think it was very wise to get inspiration from minecraft. The mod works, people enjoying using it, and it is complicated in so many ways that having to deal with pipes also whould be just sad. Glad factorio team found a way.
Honestly this feels inspired by doshs playthrough where he reach the edge of the vanilla map.
Pumps definitely eat a ton of ups
I still think it would be nice to have to manage flow for very long pipes, instead of having liquids behave more or less like electricity.
But the current system is indeed too janky, so this is a very welcome change. And I'm sure there will be mods for different fluid behavior.
There weren't any mods that could change the old system so I'm not sure if it will be possible to make those after 2.0
I think making the system more complex via mods is probably easier than making it simpler. But idk, we'll see
Feels like it removes the need for fluid trains a little.
There has to be some kind of flow-dropoff or something to balance it a little imo.
Trains now will be slightly worse than direct pipe connection but it will be easier to create a new delivery station than connect the pipes from somewhere else.
And planets like Fulgora will have trouble using pipes between islands.
Pipe througput is % of fillnes. So if you have mega pipe for 10000 pipe pieces you will have low througput unti you fill it enought to balance production/consumption (pipe are now kinda buffer that have priority on filling buffer over throughput)
@@erfarkrasnobay I feel a lot of people are missing this. It's weird. Even in the video... It's a "teleport," sure, but the length of the pipe (and how many junctions) still matters for throughput.
@@jayjasespudI agree with you I haven't understood it until I started looking through the comments and wondering what people were talking about exactly I got led to this comment and your explanation was the one that help the most
I thought there was a previous FFF that mentioned merging pipes into sections, but only single pipelines -- if a junction split a pipeline in two, then there would be one fluid box for each of those three pipelines and a fourth for the junction itself. I guess they never actually released that change!
Dude! Use the rocket to scroll up to the top!
As a megabaser, I support this change.
I somehow always forget this, dang it! Should definitely be doing this more often haha
I think everyone agrees that the old system needed fixing. The new system just feels a little un-factorio-like in how simple it is, it's basically just like electricity now.
I don't really care about the teleportation, but the infinite flow rate makes it a downgrade for me. You can now just have a massive terawatt reactor array attached to a single water pipe, with a hundred water pumps on the other side.
I think one problem with the visuals is more about what is being communicated to the player, especially one who still doesn’t understand how the game works fully. It is useful visual information to see where fluid is going visually for people who still don’t understand how the system works. People like yourself and most of us watching this video are not going to experience this problem, but it is still very real and a problem the developers need to take seriously. “Realsism” is sometimes not about aesthetics, but rather simply using the associations someone already has based on the real world to communicate information in a game.
honestly this is one of the best changes for me. i have played factorio before but usually stopped around the point where i had to work with different fluids. it just never worked as i wanted it and the amount of pumps was ridiculous. it so much easier now and more fun for the average player i believe.
as a relatively newer player, I am super excited for the fluid change
The new method is closer to reality than the old system. Pressure calculations only make sense when the pipe is 100% full.
The fluid mechanics pre-2.0 are actually pretty realistic. The big difference is that in Factorio you can't really pressurize the pipes, which is how most fluid systems in real life are set up. The new mechanics work a lot more like pressurized pipes.
I knew you'd be all over this the moment I saw the post dropped ^^
Really happy that after many attempts of the devs, they finally managed to get it in, cause it will make fluid handling so much simpler, which is especially important for newbs who are already easily intimidated by oil processing
When I saw the FFF I knew you'd be happy just as I did, I remember talking to you about it a long time ago and hoping it would come for 1.0, I can finally rest
Finally we are free... Of fluid hell!
@@Xterminator we can finally be put to rest 😌
I'm lay this down. Realism does not always mean more fun.
I say what is intuitive. What feels right, not what is realistic. Sometimes a bit of creative liberty goes a far better distance than realism
I always loved the way Thermal Expansion did fluids.
To be had, one of the key ways that industry controls pipe pressure and throughput is to just have a pipe of the right size for the amount of fluid or gas moving through it. We've only got one size of pipe in Factorio, so some compromises have to be made.
I was just experiencing some of the fluid system fuckery today. I am not hyper locked in on the math of the game, but I knew one offshore pump could feed 11.somethign heat exchangers, so i strapped 12 offshore pumps fed ultimately into a single pipe that connected to my whatever amount of heat exchangers. Only a single row of heat exchangers would get any flow at all, only a single offshore pump would really have any output, and no matter how many pumps i put in, the flow just seemed kneecapped after that first row of heat exchangers.
in the past, I would always quit Factorio when I hit the stage where I needed to implement fluids heavily as it just wasn't fun, and the only reason I am so deep into my current playthrough is because it's multiplayer with my brothers. Seeing this makes me so god damn happy, I can finally e x p a n d the factory in a way that isn't frustrating
To me, trying to be super efficient with pipes was also too much of a hassle so I just skipped it, but in the back of my mind I knew I was losing efficiency. Now I don't have to worry anymore. Absolutely insane. We're getting so close to 2.0, I'm expecting some big announcements to start coming soon...
Hey, Remember six years ago when they asked for fluid system solutions and I sent you/them this design document. Sure it had more details as it was geared to programmers but hey. Better late then never.
i really like the new more simple way. for people that liked the old one, mods are a thing.
a realistic fluid sim would need different pipe sizes, differnet pumps and configurable pumps, different behaviour for each fluid and gas that could be in the pipe, then it would need pressure regulators and slow acting ventiles to midigate water/steam hammers destroying the pipe. emtying a train within 5 seconds would be impossible because of things like that.
a realistic fluid sim would also need to run at 1k+ iterations per second to run realistic at realtime speeds. there is a reason why fluid sims are basically still an unsolved problem and mostly cheated by layering different sims above each other to get the different parts of the look right.
Overall good for the game. I don’t think the thing we are losing is ‘realism’ but rather complexity. The old system was complexity in a bad way because it was unpredictable so the challenge wasnt very fun. But there were still some good parts to it. But this new system seems way simpler and I did enjoy having some throughput limitations on fluid to add design constraints on petrochemical builds. I fear some of that challenge will be lost here - a single pipe is handling 5 max-quality max-beacon chemical plant outputs.
I’m sure they will work out something fun. I’ll be very interested to see if and how they address the ‘teleport’ issue. I spent some time building an absolutely massive monolithic petro build and the challenge was throughput - the frustrations of unpredictable flow were very difficult to overcome. I’m just worried we’re giving up a lot of interesting complexity in the fluid system with no real replacement - just a simplification. Why have pipes at all if there isn’t much depth to them?
But old fluids weren’t going to work with new 2.0 factory scaling anyway so change was inevitable. Potential benefits here outweigh the drawbacks, but we are still losing something.
A single pipe handling an insane amount of fluid is fairly standard though - you just pump it harder
They could mirror this by e.g. Increasing power consumption of a building to output into a pipe depending on its "fullness" - which could be interesting as it means you are rewarded for balancing your inputs and outputs tightly, and maybe running 2 half filled pipes rather than overproducing and having a single full one
@@hilburn-you can now have an unlimited number of pumps pumping into a single pipe: unlimited throughout.
No challenge to it at all now. As basic and as simple as electricity where you can put unlimited GW of power over a single wooden pole.
At least the original fluid dynamics were different from electricity. Imagine if they did the same thing with belts: unlimited transportation throughout...
@@beepbop6697 there is no challenge to the current method because end game (which is really the only time a pipe would ever get close to being throughput limited) the performance hit is so bad it becomes "how do I minimise any use of liquids whatsoever" rather than "how do I make something cool with liquids"
While I love this update and VERY much prefer this to how it currently works, I do wonder why they didn't just make a system around pressure itself. The main "flaw" of the current system is that it treats a lot of the machines as "free flow" instead of supposing that the system is always pressurized. Here's a system that I think would be computationally simple yet a bit more interesting than the proposed revamp:
Each pipe adds to the total volume of the pipe segment, decreasing pressure. But you don't track "fluid travel" through the pipes, just the total pressure of the full pipe segment. You could then add a delay for a pipe segment to get to full pressure after being connected to a system with sufficient pressure. Tanks are a bit different and I'll explain how I think they could work in a bit but first an example:
Let's say pipes have volume 10fluid. We connect one pipe to a machine that outputs 10fluid/s. We just assume that a unit of fluid has constant volume. If we make that 100 and handwave some of the math away, we can say the pipe pressure becomes 100 Pressure Units (PU) and it would take 1 second to get to full pressure. We had another pipe? Now the pressure is halved but it still takes 1 second to get to max pressure. 3 pipes? a third the pressure, time is still just one second. More than 10 pipes? INSUFFICIENT FLUID PRESSURE and the entire system goes to 0!
Buildings that take fluid will have fixed in-take that directly reduces pressure. If a building takes 10/s it will reduce pipe-pressure by 10. Buidlings that output fluid act as mini-pumps, increasing pressure by the amount they output (divided by the number of pipes in the segment).
Additionally, each building has a "reservoir" of each oil product they use. The output reservoir fills to half before the building outputs *anything*. When it's half full, it outputs at half "creation" rate. When it's full, it outputs at full rate. The input Reservoir is just a simple buffer.
Pumps are special. They can only be directly connected to buildings (or other pumps). When connected to the output, it increases output pressure to 100 by draining the building of 100*number of pipes in the following segment. Building a pipe line slowly lets you keep pressure without huge reservoirs! Connecting a huge pipeline all at once? You better have a *lot* of fluid stored. But after the pipe is pressurized you can actually get rid of most of that storage as the drain will still only be whatever the output of the line drains! A pump connected to an input increases the pressure draw of the building while also increasing how fast the building drains, but this pressure draw returns to normal as soon as the input reservoir is full. (Useful for filling trains and tanks fast on hyper presurized pipe segments)
This would still be very fast to calculate as you don't need to do per-pipe fluid transfer. And I think it's just as intutiive as this new system, just a but more realistic and (imho) more interesting. Just writing this I was thinking "wait, what would be the optimal set up for a fluid train station? What would be the optimum ratio of each fluid production facility? Keeping a pressurized oil line to the flame-thrower wall would be quite an engineering problem. And if biters broke an pipe? Now you need to drain your tanks again to rebuild pressure! Also, fuck that business with underground pipes being OP. Have them have the volume of their maximum length + 5. I want big-ass visible pipelines!
All hail the new system! No more wonky bs that randomly breaks/fixes itself! Just simple logic! Praise the Factorio overlords!!!
Yes!! It will be so many less headaches and 'wtf why isn't this chem plant working' moments lol
I'm slightly disappointed at this system's simplicity, and the lack of effect of distance on throughput. But, only slightly. It needed to be fixed, and this is a fix that has a lot of upsides and some downsides. I think it's better. But, I wish it were more complex.
They can add slight loose of pressure among long distances, but again, less UPS and more headache, so it's not really required.
@@mrShift_0044instead of treating each pipe segment as a fluid box, they could treat every 100 pipe segments as a fluid box. That is still a 100x improvement. What v2 will have is arbitrary long pipes have infinite throughout.
Basically pipes will be like arbitrarily long magic chests where you put something into the chest on one side, and an inserter can pull it out on the other side immediately.
Are they going to start treating belts like they are now doing with pipes? It would entirely break the game -- but people seem to think it is ok to treat pipes this way...
As someone with a not too strong computer, I am a big fan of compromises between realism, fun and more importantly performance. More realism usually require more heavy simulations, and what would the point be if that made the game both less fun and more performance heavy.
The first time I saw factorio I was suprised the game were really able to run at all with so many small moving parts at once, and that’s thanks to a dev team devoted to making the game fast and accessible, which may be values arguably disappearing a bit for some game studios. Of course performance isn’t everything for a good game, but in factorio I think it is absolutely essential.
Of course the factorio fanbase is vast, and finding something that can please everyone is near impossible. But for me personally, if better performance can also make for more fun I am all for it
I can't believe I missed this, FINALLY! I find it funny and also very annoying that the solution they suggested years ago that they dismissed because it wasn't real enough. Now is the very system they used to fix this. We could have had this like 5 or 6 years ago, but at least we will get it eventually.
As long as the keep the sound effects, it's fine by me. I kinda like the storage tank sounds and such. Don't know why, I'm just weird. I don't get the complaints about realism either. Trains on rocket fuel and such. It has to be fun. And it is. Maybe some people are sad that now you can feed 4 pums with one incoming pump. I can sort of understand that. Takes a bit away from the logistic challange. Like if belts would act the same when they recieve an item. But indeed the current fluid system had to go, or improved.
All those smart people working over there, going the extra mile. Now I wish I was smart, and a programmer, so I could work at such a cool place instead of the candy factory I do now. We have belts, though they are not so fun, and not colored coded...
Would be funny to see a hyperrealistic pipe algorithm where there's literally just a fluid simulation in each pipe
Yay! I hated how the old fluid system used to work, as it was annoying to figure out the throughout of fluids in pipes. This was especially true when i wanted to have one water pipe/steam storage system for my row of nuclear reactors.
I am so happy they are making this change, i already sucked at fluids but yeah the flow shit was really annoying.
And with extra production speeds and all of that this would indeed also work great for performance/UPS.
I will almost certainly still use trains for a lot, but even in production areas this will be great.
And realism...
Sure, i walk around with 4 exoskeletons and run 40 miles to work in a minute or 10 whilst carrying 2 locomotives and 6 traincars every single damn day...
This system is better, from performance aspect alone, algorithm not needing to calculate each 2 segments, you can have nuclear end game power megabase, and then the train load unload is balanced, and if you want to split the segments you just add a pump.. Old system had to be fought more often than not. They made the right call.
Is this enough to make nuclear ups viable for megabases, or is it mostly the heat calculations that are responsible?
This definitely helps nuclear! I believe hear calculations are pretty minimal at this point anyway. Solar will still always be better UPS wise, but this does for sure help Nuclear (and steam for that matter)
@@Xterminatorall hail oil to solid fuel steam mega-powerplants
I did mostly nuclear power for a 3.6k base, and the fluid/heat mechanics weren't a big part of the UPS hit. Sure, every little bit helps, but you can do nuclear now and it's fine, pretty far down the list of UPS hogs.
They could put in an endgame thermal superconductor to mitigate the heat transfer ups issues in megabases.
This combined with the foundry's ability to liquify and cast iron and copper.... a fluid bus may be a viable choice. Cheaper than a bajillion belts..functionally-infinite throughput with very low UPS cost, especially when considering a pump can draw 12,000 fluid from a connected tank. that's...uh.... 1200 iron/second throughput through a pipe. which is roughly 20 GREEN belts of iron.
(assuming the calcite cost isn't absurd)
realism was out the window the moment you could carry trains in your pocket, not to mention reactors and a silo...
this would nice change to fluids and make the game more fun.
I was hoping Thay could find a way to add in viscosity into fluid system as well. I guess not
They could parameterize max flow rate based on the viscosity of the fluid.
@ctrlaltdebug flow rate is "infinite" now, so forget about different fluids having different viscosity (flow ratings). All fluids are infinite-slippery and will flow through pipes faster than the speed of light.
@@beepbop6697 I thought there was a flow limit based on how full the pipe is, but thinking it over, looks like as long as the pipe is full, any number of machines can draw their fill input from it, so you are right.
@@ctrlaltdebug yeah, once the pipes are full (as long as supply > demand), then it becomes infinite throughput -- one pipe to serve all needs (like a wooden power pole).
I think there was one FFF about realism in factorio. Factorio is not realistic game. But it does have a realistic theme. There are no wizards enchantic your magic pickaxe. And in theory you could build machinery on another planet to mine resources and grow the infrastructure.
If the fluid changes make the game more fun to play, I am all for it :-)
Yeah fair point in saying it has a realistic theme. :)
Although the mechanics within the game are not particularly realistic, which is fine. So if changes like this make the game more fun to play, then no question it's worth it Id say. Definitely agree with you!
While I like that the new pipes are simpler and I'm sure they will be very useful when we need insane amounts of liquid, especially with metallurgy research, i did like the fact that pipes had a logistical challenge behind it. Now I think the old system was too much of a challenge, but I feel like a simple decay over how many pipes placed would be good. I do like the instant travel time of liquids tho, that's a nice change, especially if it makes pipes consistent and perform better
What if the spidertrons were able to patrol the railways that are specified? It would be a good automated repair system. I've often wished that there was a secondary network mode on the roboports that way we could weave logistics networks like belts. I currently use small logistic systems that will directly insert into parallel to another logistic network designed to do something else. If there was a secondary mode to the roboports then I could use the secondary network to run palong with my railways, either would be an awesome option in my opinion. And Mr. Exterminator, if you are interested in seeing what I'm describing then I would be happy to supply a save for a base tour. Just putting it out there. Everyone have a great day.
Yeah, the fluid behavior always irked me, too. It was "fine" for the most part - meaning you can fiddle your way around to make it work but it's still wonky.
@12:50 Are we seeing a different underground pipe mechanic, maybe similar to the Advanced Fluid Handling mod, or just the fluid box of that middle entity? If the later, with pass through ( as it appeared to be ) why aren't the 2 fluids mixing ?
I never had a problem whith fluids... Until i played py mod and holy sh** they felt bad and didin't make any sense when the mod pushed that system to the limit, pumps and junctions don't make any sense after a certain breakpoint.
I love this game,
It's even better now,
I love the devs,
I love you dear reader,
I love all the things,
Life is beautiful
There are so many flipping improvements across the board to the point where this is going to feel like a completely remastered game... that said, i know i'm the type to go "please just put these improvements into the game already if they're mostly complete/implemented" and just have to wait because that's not how some people do their work.
And that is ok.
"Somethings dont have to be realistic, to work."
I like that they reworked fluids. I'm concerned about how its been described. Seems like they are doing teleportation and removing throughput which I don't care for. The game is about logistics throughput is a mater of logistics. I look forward to playing with it to hopefully understand it better and have it not be just fluids teleport and are Instantly available to the network
A lot of people are misunderstanding it's not direct teleportation exactly it's as a percentage in the pipe of 100 and you could start out with 0.01 and the more that that one fills the more fluid can go through the pipe if you don't get it keep looking through the comments someone will explain it better
It's a change for the better, but it can be improved. Pipes should not have "infinite throughout" (the new model)... Now pipes are just as basic as electricity in factorio (infinite throughput power shipped over a single wooden pole).
Maybe they'll make it mod-able so an enterprising developer can make electricity and pipes more "realistic".
Realistic fluid mechanics in a game would be cool, but I think it would need to be the focus of the entire game. Otherwise it's consistently just a massive pain and still pretty unrealistic.
my computer will be finally able to handle Pyanodon.. i had to give up 2 playtrough over 1000 hours because of fluid calculation eating ups.
If someone says realism ill make them explain why conveyor belts moves without any power
The First Law of Thermodynamics states that energy cannot be created or destroyed; it can only be converted from one form to another.
Glad they finally addressed this. Sadly it did take 'new blood' to shove reality in their faces for this MUCH desired change.
It really doesn't bode well for their future games if the devs continue to be so rigid against changes that don't 'fit their vision'. Sometimes ya gotta bend a little.
as a new player the only thing ive disliked about this game was fluids good to see em change
I didn't even know most of the problems were somewhat...unfixable as is
You know that real world pipes have pressure? So this is MORE realistic then it was with sand-like GAS
yeah! iv been waiting for this
When I read the FFF the first time, I said, f**k it’s not realistic. However, after thinking about it, I realized that I couldn’t care less about the individual pipes. It would be nice to have realism, and fluid mechanics, I’ll not pay attention to them, I just care about the whole system consistently.
i have played factorio since .12 and i have to say who cares about realization. it's a game based in space and the technology is a fiction base idea. it's not based on what we see today or physically apply to are life. can't stand people who say it's not realistic, it not supposed to be it is a fiction base game.
Best change so far
I hope they keep fuild 2.0 like that
when is this update coming? this is honestly a really great fix!
The 2.0 expansion is expected to be released later this year. Although we don't have any real official dates or anything yet
So will we need pumps at all? I'm pretty new to fluids in the game. Will we need pumps just before containers? if so why? If the fluid just appears at the other end of a pipe why do we need pumps? can someone explain?
I usaully just use the Advanced Fluid Handling mod to reduce lag, which is bascially a teleport, I have no issue of realisim in a game that have a process named Kovarex process that transmute matters.
I still fight with Nuclear Reactors not making full power bc. my Water doesn't go where i want it to go... this will probably give me a nother Gigawatt of reliable Power.
YEEEEEEEEEESSSS
I HATE the current fluid system
This is so much better
Old fluid system sucks. I hate working with it. This will open the game up for me.
Was there not already a mod that makes full pressure pipes? Is this not that?
@5:45 so after all the jokes that terraria is 2d minecraft, we finally know who the real 2d minecraft is XD
Been wishing theyd do this for years. It never had to be real, it only forced everyone to do everything the same.
I've tried to control fluids and I'm not a factorio god at all but fluids are impossible to make them do what I want. In one mod you need to make three items from one liquid, and the liquid does not flow to three machines at equal rates even with pumps for all three machines one will get like 80% and then another will get like 15-20% and then the last one gets nothing, I know that seems messed up, but welcome to my life, if that has changed yeah, if not oh well. Now I suppose if the fluid could be produced in high enough quantities to fill all three machines at the same time great, or if someone could make a switch that would pump 1000 gallons of fluid to machine 1, then 1000 to machine 2 then 1000 to machine three and repeat, that would work but I get lost in Factorio machine coding even though I'm a coder :( Seems like oil got easier, which means all my game blueprints are now fucked, thanks a lot.
"This is not realistic!!!" they said, and then proceeded to store a nuclear reactor and a thousand rails in their backpack. Hahahahaha!
Friday Facts are essentially previews about in-progress development right? How often the game get the releases from Friday Facts?
The Friday Facts for the past 8 months or so have all been about the 2.0 expansion that hopefully is coming out later this year. So, none of these changes have been released yet. It will all be released at once with the 2.0 expansion. :)
All the Friday Facts that we are getting right now are for a big 2.0 update that will be out sometime in autumn. There will not be any feature updates before that.
Will they change the throughput of pump!?
If not, than fluids will may be to boring.
I worked with plumbing and let me tell you, its not fun.
will they bring valve?
No new barrel features. :(
I don't think we're getting the expansion out this year...
Why not? Its not like they’re showing us content they just made, most of this was done a little while ago at least
It's coming out mid-October (my prediction).
So fluid wagons and pumps are pointless. Next step is to make chest share one infinite storage to get rid of a trains. After all it's a very confusing mechanics for new players, a big nono for a casual game like factorio.
Fluid wagons remain useful once you get to large scale. Who wants to run a new multi-km pipe run out to a new oil field, when you can just run a branch line off the nearest rails.
@@SkorjOlafsenbecause trains are slow and the new pipes are infinitely quick with infinite throughout. Can run an entire megabase off one pipe of water.
@@SkorjOlafsen Just have pipes build into your rail blueprints
just say if people have been talking bolcks about the fluids all the time. like it was gospel. anything even long pipes have always worked just fine and with suitable rates. tired of hearing all kinds of nonsense.
‘Factorio fluids bad’ is definitely a meme now. There is definitely some truth to it but I agree it’s overblown sometimes. As someone who spent a good chunk of time diving in way deep with fluid builds, I’m going to miss some of the complexity and depth we are probably losing with this update. BUT even after spending a ton of time learning all the ins and outs of factorio fluid mechanics and doing some really massive refinery and nuclear builds, there were just plain unsolvable and incredibly frustrating issues with fluids in the old system that just couldn’t be worked around or fixed and made scaling Avery very difficult.
I will miss that complexity and depth, but I think this change is ultimately for the better since underlying that depth was unsolvable issues. I hope they find a way to add some level of complexity and challenge back in though. This change feels just a little too simplistic.
@@stvmat least cap the throughout so you have to use more than one pipe.
They did not say it was a teleporter, I love how people just add their own take on what is said out loud for everyone and I declare that you would be a horrible person to play the telephone game with. If you put in 50% at the start of a pipe you can only pull at the 50% rate from the end of the pipe and if you keep pulling at 50% and the pipe then slows to 25% your pull rate will slow to 25% because you're only adding in 25%, that seems not great but not having to add pumps all the way along a pipeline does make me happy, even if in my play style it wasn't really a big issue but it was something one did have to deal with. Of course, I played with the mod that would let me make water fill so I did not build my nuclear plants beside or in a lake I just added water put in the pumps, and then landfilled around the pumps, which worked for me.