#Why do fluid launchers arbitrarily restrict throughput when shape launchers don't?

13 messages · Page 1 of 1 (latest)

jaunty dome
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^^ Title đŸ™‚ Really makes dealing with fluids a drag.

fallen jay
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dont think of fluid launchers as limiting, as that is the belt equivalent that fluids have

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instead, just think of it like pipes are more flexible than belts, making them more mechanically distinct

jaunty dome
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Yeah, but there is no real reason for fluid launchers to restrict flow is there?

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Seems an arbitrary limit. It's more tedious than anything.

fallen jay
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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"

fallen jay
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its ALL arbitrary, but thats what creates the challenge for build logistics

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aka design

latent dove
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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.

narrow stag
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I guess its so that you need less pipes...?

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I mean you dont need one line of pipe for every line of fluid launcher/catcher

jaunty dome