- cross-posted to:
- automation_games@feddit.de
- factorio@lemmy.world
- cross-posted to:
- automation_games@feddit.de
- factorio@lemmy.world
Grab your best lube, because it’s time to talk about fluids!
Grab your best lube, because it’s time to talk about fluids!
I know I’m likely alone, but I’m actually kind of bummed on this change.
The old fluid system is janky and unpredictable and I have other complaints, but the way things flowed was sometimes part of the fun. I’ll kind of miss the puzzles of ‘Why are my flamethrowers not working again?’
I somewhat agree. When it worked it was truly fun to see in action. Alternatively, when it didn’t work (due to reasons mentioned in the FFF) it’s was quite frustrating.
All in all I think it’s a step that had to be taken though I’ll definitely miss the old systems quirks.
I can kinda see both ways. I think both systems aren’t necessarily mutually exclusive - I think the old system works more intuitively for pipes with low volumes of fluid, and the new system works more intuitively for pipes that are full or near full.
I hope that the developers can mix the two systems, so that pipes function with the old system when pipes are empty or near empty, and it switches to the new system when pipes are full or near full