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I don't miss it. I also found Satisfactory's old fluid system (with concepts like sloshing) wildly unintuitive. I'll go so far as to say that accurate fluid dynamics is detrimental to any game that's not about beavers and water table management.
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That's the second time I heard the beaver game come up here... Guess I really ought to try it!
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It’s rather neat, and recently hit 1.0.

That game, Timberborn, shares some design elements with roller coaster tycoon.

A block based 3d world they can be modified by the player.

Units walking around on player defined paths, with their mood influenced by pretty bushes.

But there are no obvious performance considerations like in the article.

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The old system was nonfunctional and any base that used lots of fluids (like modded ones, or new space age ones) were constantly running up against nonsensical mechanics.
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