| > The other bottleneck that bites me (and that has bitten me in my current game) is pipe throughput. Pipe throughput is a pain the first time you come across it. But the solution is as simple as "Belt throughput" issues. Run a 2nd pipe. And when that's not enough, run a 3rd, or 4th, or 5th, or 6th pipe. Don't overthink it, that's the solution. -------- There's a "Trap" called pumps. Pumps can bring the effective throughput from 1,200 fluid/second to 12,000 fluid/second, making you think that you've gained 10x more throughput per pipe. But this costs power and causes pollution in game, it makes it difficult to "branch" pipes while keep the 12,000 fluid/sec your pumps support. Furthermore, the "state" of pipes is factored into the equation. Momentum plays a role, and therefore the "order" that you place pipes, and where things flow can increase, or decrease throughput. So playing at the 12,000 fluid/sec throughput levels is only possible if you get everything perfectly correct (momentum and all). In contrast, you can just run 10-pipes in parallel, each supporting 1200/sec fluids as long as you're under 17-length. This is slow enough that the momentum calculations don't really affect you. This is only an issue on nuclear setups in vanilla (the only item that uses so much fluid / water). All other designs are petroleum / light oil / heavy oil, which is used at small fractions of what water-usage does. ---- With the new UPS optimizations from 0.17 and 0.18, independent pipe networks are calculated in separate threads. So "parallel pipes" with no pumps are the most UPS friendly design you can get. |