#Why do fluid launchers arbitrarily restrict throughput when shape launchers don't?
13 messages · Page 1 of 1 (latest)
dont think of fluid launchers as limiting, as that is the belt equivalent that fluids have
instead, just think of it like pipes are more flexible than belts, making them more mechanically distinct
Yeah, but there is no real reason for fluid launchers to restrict flow is there?
Seems an arbitrary limit. It's more tedious than anything.
so 4 painters consume 1 belt of shapes and 1 launcher of paint to product 1 belt of painted shapes
instead of "1 belt of shapes and .25x pipes to produce 1 belt of painted shapes"
i mean, why do we need 4 painters per belt
2 mixers per output launcher
3 half destroyers
its ALL arbitrary, but thats what creates the challenge for build logistics
aka design
I think it's the other around. Fluid launcher are at a normal rate: each launcher handle 4 extractors, just like shape, and they handle 1/12 if a full space belt. The anomaly is fluid tubes who are absurdly effective, handling 16 extractors at once.
Similarly, tubes go both ways while fluid launchers and fluid space belts go only one way, and same for the shapes stuff. Tubes are the weird ones.
Although I agree that their weirdness is what make them interesting. But that mean that my main complain about launcher is that they are "normal". We could instead have something weird like an underground where only pipes goes.
I guess its so that you need less pipes...?
I mean you dont need one line of pipe for every line of fluid launcher/catcher
You do make a good point but it's like having speed restrictions on the autobahn.