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yes. I should've qualified: as long as the pipe is full (and there is a massive buffer to fill in them), then the throughput goes to infinity. This should mean that as long as "production > consumption" then the pipe will eventually be full. It is only the partially full pipes will be throughput limited (from what I gathered from the FFF) -- you should be able to plug in as many producers and consumers into the same pipe as you want (as long as production stays greater than consumption).
This is similar to having your entire megabase nuclear reactor farm sending all its power out on a single wooden pole (what you can do in the game now). It's totally unrealistic, but it is simpler for the player and computationally for the PC.
The notion of throughput ceases to be a concept for the logistics of fluid transport in 2.0. As long as producers are connected to consumers, it gets there.
(okay, technically the concept would apply to the use of pumps to transfer fluid between two adjacent networks)
But why would you need to do that if throughput is infinite? You will be able to run your entire base off a single water pipe on the "main bus" -- as long as you enough producers creating more supply than there is demand into that pipe segment.
I have a love/hate feeling with the new FFF. I like that it is simpler (and computationally cheaper), but I prefer a little more "realism" where you'd need to use more than 1 pipe -- needs something to constrain overall throughput...
If the maximum throughput of the pipeline in 2.0 is the same as this theoretical maximum of 12,000 units per second and we are able to reach the maximum flow, then it will take a quarter of lines for the same size of reactor.
Yes, pipe tiers would be nice. Fits inline with belt tiers and electric pole tiers. They could "fake" the throughput with a cheap easy to implement gimmick: only allow XX consumers (or producers -- either one) to be connected to the same pipe segment. It could just show a Red "can't build here, too many pipe consumers" if player tries to violate the constraint.
They do this today when you try to connect an existing oil pipe to an existing water pipe (the game prevents you from accidentally "mixing" fluids).
Then go with your higher tiers idea to allow more consumers/producers per pipe tier. Alternative to tiers is the player just needs to run an additional pipe segment.
Or maybe the numbers work out so that this is relevant
and you want to separate your fluid buffers from your production machines, so that production is always working with full pipes.
No maximum throughput. Except maybe something you can only insert/remove "the entire volume of the entire fluid network" per frame.