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Waste Output Pipe Goes Up?


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Usually sewage relies on gravity, having it go down. However in this game, it seems that waste goes up. This sorta pushes to make a septic tank above rather than below, pretty much against common knowledge. It's either that, or you're going to be making a whole lot of unnecessary bridges to go around water pipes. Can all output pipes be below the input?

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2 hours ago, Trenix said:

Usually sewage relies on gravity, having it go down. However in this game, it seems that waste goes up. This sorta pushes to make a septic tank above rather than below, pretty much against common knowledge. It's either that, or you're going to be making a whole lot of unnecessary bridges to go around water pipes. Can all output pipes be below the input?

Gravity has zero effect on pipes, gas or liquid.

What this means in the game mechanics is that you can build a septic tank wherever you like, with the output from pumps or latrines anywhere above or below the building. The only thing that has any effect on the direction of flow in a pipe is the building output orientation. This allows a few quirky mechanics, with a completely pump free circulating loop of pipes with only a bridge connected into the pipeline to determine the direction of flow.

2 hours ago, vovik said:

Liquids have reversed density. This is weird as oil is supposed to float above water, not opposite.

You're partially correct. Petroleum always has less density than water, but crude oil (in real life) can be either heavier or lighter than water, depending on where it was pumped from.

14 minutes ago, crypticorb said:

Gravity has zero effect on pipes, gas or liquid.

Within the game, yes it has zero impact. However, with common sense, waste goes typically down, not up. In this game, majority of the waste outputs are up. A new person who plays the game will make a septic tank at the bottom of the base, not the top. This is the issue. Sure, we don't need realism, but we need to retain a bit of common sense for user-friendliness. This is no different than top priority being 9 instead of 1.

The game can get pretty complicated already, why are we dealing with all these weird designs to just frustrate us unnecessarily. I don't like failing in a game because of complete disregard of user-friendliness. This particular feedback isn't that problematic, but the question is why? It doesn't make the game better, but worse. For what? This game needs a HEAVY test on user friendliness.

I felt like this when I first started, before I was taught packet flow dynamics.  Green to white is the first rule.  Buildings don't merge, but bridges do.  T- junctions alternate turns, splitting flow rates in half at each junction, a bridge here removes that slow down, and stabilizes flow direction.  Learning to effectively use the tools the admins gave us lets you make complicated contraptions that do all sorts of wonderfull things.

20 hours ago, Trenix said:

Sure, we don't need realism, but we need to retain a bit of common sense for user-friendliness. This is no different than top priority being 9 instead of 1.

You'd have a point if you said that the flushing tank is on the upper side and that's why input should be there, but just going "input should be above" is totally arbitrary and makes barely more sense than insistence on inverted priorities (ie. 1 being first, 9 being last).

Seems like your idea of user friendliness is incredibly specific to you and only you.

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