Refined Relocation

Refined Relocation

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Fluid Relocators

Micky2506 opened this issue ยท 6 comments

commented

Thought I'd create a seperate thread for these (for discussion).

I have a few questions:

  1. Are we looking to create a completely separate system for fluid relocators?
    • Or do we want to try to merge item relocators and fluid relocators?
    • Would we want to create a power relocation system, as well?
  2. Is the goal to be able to transfer unlimited* fluids, or are we aiming to create an 8 (or less?) fluid system.
  3. How fast do we transport fluids?
    • Are we aiming to use a standard 100 mB/t?
    • Do we want to do what Thermal Expansion does with transport based on fluid viscosity?
  4. Do our pipes have a limit? (Max flow rate)
  5. Do our pipes have a limit on amount of liquid? (Might be the same as above.
commented

This is what I had in mind for the Fluid Relocators (not final!):

Should be a separate 'block' ans is able to transport an infinite amount of fluids, but have a max on the amount of fluid per Relocator.
When the max is reached only a very small amount of new type of fluid can enter the Relocator, this will slow down transportation speed as a result (auto balance, yay!).

Fluids will (visually) mix inside relocators, stupid combinations will have funny results (water + lava = cobble inside Relocator, which will render it useless).

I have not thought about a max transport rate and how it's calculated, we will need to balance this appropriately (this should be a mid-high-tier transport system though!).

A power Relocator system might be something for the future, although I don't really like that. Energy is balanced differently by every mod.

commented

Not really sure how to do a lot of this fluid relocator stuff. Should we implement a grid system? Do we support stuffing fluids? If we have multiple pipes, what do we do about that? How do we determine if we should pass our fluid on?

Also, I can write the code for exporting/importing fluids, but most of the stuff above is much more difficult.

commented

Perhaps we should leave this out of the 1.6 release.. and focus on the update to 1.7, adding more modules to item relocators, fixing all the bugs, etc.

commented

Yea, that seems like the best idea, there are still some bugs (but waaay less since you helped find and fix them). Also the Item Relocators can be even more awesome with some more modules and optimizations!

commented

Anyway, if that is something that we are looking to do, perhaps we should just leave Fluid Relocators for RR 1.7 (or .8) and for now upgrade the item relocator system majorly.

commented

Well, yea, this is hard and I don't really know how we should handle it either. Should fluids split 50/50 at intersections? How do we then make sure no fluids get stuck in places where they cannot output? It will not be the same as the Item Relocators. I need to think this through.