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I have seen some people complaining about the pipe system more messed up so i guess you try to fix it.

Here is my solution:

The liquid from an output trys to fill the pipe.

It flows out of an output and on any intersection it divides in all directions.

If two liquids cross and would flow against each other because they have no where else to go they (if there is a third direction they just combine and flow there)

A) The stronger flow wins the direction and combines.

B) Block that parts of the pipe

C) Flow against each other have as much flow back as comes from the other side.

I am here not so sure which is the best solution for counterflows maybe experiment with it.

This will already do for the most basic piping systems with only one input or only one output.

 

If a pipe is blocked it will be ignored.

If the pipe is changed all blocking liquid is tested if there is a new direction for it.

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12 hours ago, EnderCN said:

There was nothing at all wrong with pipes before this patch.  I'm not sure what caused all of the issues but just reverting whatever they did is fine for fixing things.

I originally thought this as well. But looking at things from their point of view we are in testing and very close to launch. Why waste time reverting a change when you could be using your resources fixing the problem and polishing other parts of the game. On the other hand it is 4th of july weekend in the US and it would be nice to be able to play

13 hours ago, EnderCN said:

There was nothing at all wrong with pipes before this patch.  I'm not sure what caused all of the issues but just reverting whatever they did is fine for fixing things.

The pipes had severe CPU usage problems and one of the reasons people complained about low framerate. I wouldn't call that "nothing wrong".

46 minutes ago, Nightinggale said:

The pipes had severe CPU usage problems and one of the reasons people complained about low framerate. I wouldn't call that "nothing wrong".

Surely that is something they can revert until they figure out why it keeps crashing to the point that people can't even help test the content though.    Regardless my post was more in response to the OP.  They don't need to make big changes to how the basic system works.  If they want to fix things under the hood to make it run better that's fine and dandy.

The simplest way to understand the bridging is to consider the relationship as one-to-many or one-to-one. You cannot have many-to-many relationships on pipe networks because it won't know where to go to and in what direction. Every pipe section should only have one input or one output. With that said though, if the recent changes break this core design, their game is unplayable.

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