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Let us rig pipes to buildings that don't have dedicated inlets/outlets, also make pipe outlets optional


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Idea: new feature that lets us attach pipes to buildings that haven't had dedicated input/outputs before. Including but not limited to:

Super Computer. Attach a pipe inlet so dupes no longer need to manually supply water

Algae Terrarium: Pipe inlet for fresh water, and pipe outlet for polluted water

Microbe Musher: When in dedicated Liceloaf mode, allow a pipe inlet for fresh water.

Natural Gas Generator: Allow connecting a pipe outlet to collect the polluted water.

Oil Refinery: Allow connecting a gas pipe to collect the natural gas.

Without the pipe inlets/outlets, the buildings will still allow deliveries as always / spill into the world, etc.

 

Also, I'd like to see an option to make all pipe outlets optional. If a pipe is not connected to the outlet, the building will spill the stuff into the world instead. Water sieve would leak clean water, algae distiller polluted water, metal refinery would be a tsunami of hot liquid, etc.

This seems reasonable.  However, I would like to have to click a button to allow the building to run without an output so that I don't accidentally dump molten glass on my dupes because one length of pipe hadn't been finished yet.

I do wonder sometimes how far they plan to go with the liquid simulation aspect. Sometimes, I think it would be cool to deal with pipe endcaps and manual on/off valves and the like, but it might also get a bit tedious, too. And how would you tap into an existing pressurized line.. etc. Probably by doing the entire branch line first and then the existing line tap last..

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I do wonder sometimes how far they plan to go with the liquid simulation aspect.

I coud be wrong, but except for correcting bugs and increasng perfomances, I'm pretty sure that's generaly it with the gas and liquid flow simulations aspects of the game.

(I mean the more content they add, and they've been addin quite a bit of content over the last updates, the more changes to such fudamental system to the game are going to impact and thus be a headache to implement.)

@smuch you are wrong, cosmic saw them "level" off the gasses even more, that makes twice, 1 around oil?  also this update they enhanced the color intensity.  With each update has come some visual improvement in one area or another.  Personally I approve, I think it looks absolutely gorgeous now when compared to agricultural.....

Ah. Fair enough then, sorry.

(Although I can't say I've seen the leveling of gases in acton much iwhile testing the last update, I swear it seems thee's still a  bt of a bias fr CO2. Then again that might just be due to how my base was set up.)

Well if wecould have he OP suggestion that'd be nice. Maybe an automation feedback sensor to cut the water down the line when the buildig is 'full' (since they use fixed doses of waters rather than continuously)

I think the OP has it backwards, the building in question should HAVE pipe inlets, and dupes will manually bring fluids to put into devices that do not have a pipe attached to their inlets.  This is essentially the reverse of his closing point about any unconnected exit port simply dumping onto the map, though I do not believe all buildings should have exit ports, for some release into the map should be the only option.

4 hours ago, Ambaire said:

Also, I'd like to see an option to make all pipe outlets optional. If a pipe is not connected to the outlet, the building will spill the stuff into the world instead.

I would like so much an advanced liquid pump and an advanced gas pump with output AND input with the same system.

1 hour ago, ReivVaax said:

I would like so much an advanced liquid pump and an advanced gas pump with output AND input with the same system.

One thing that ONI does not have is suction based pumps. Imagine if we could put inlets in a body of something and an inline pump that drew from the something and delivered it to where it needed to go.

25 minutes ago, Ambaire said:

One thing that ONI does not have is suction based pumps. Imagine if we could put inlets in a body of something and an inline pump that drew from the something and delivered it to where it needed to go.

I thought about that. But they should be "advanced" to not make the game too simple. I think the advanced gas pump could pump 1000g / s, the advanced liquid pump 10kg / s and the simple liquid pump only 5kg / s.

I hope my english is correct.

That was one of my very first thoughts when I started playing the game.

Why do some buildings don't let me attach pipes to control their in- and outtakes and some do?

I should be able to attach a pipe wherever some gas or liquid is either sucked in or pumped out.

While it would obviously make things easier/adaptable, the current means of emitting stuff into the surroundings might also be some way of balancing and creating challenges.

I also consider it tedious to pump the NG from my oil refinery, but if i didnt have to do that, then the refinery would require even less planning to make it work. It kind of defeats the goal of surpassing those difficulties and building neat, elaborate machines.

The question is: Does it allow more neat, elaborate machines?

On 9/2/2018 at 4:53 PM, blash365 said:

I also consider it tedious to pump the NG from my oil refinery,

? The oil refinery has always spat the NG into the surroundings. Did that get changed in a recent update?

EZZZ!!! THIZ HAZ TO BE ADDED!!!!
More pipes for the pipe god!!!
If The optional outlets/inlets were buildings for 50 refined metalI would buy them anyway!

Definitely need to be able to pipe water away from the NG generator, and piping NG from refineries would be awesome too. As an alternative to optional inputs, I would suggest a tap building that you could pipe water to and function like a pitcher pump far away from a water source. Or just, you know, have sinks function that way, as they actually do in life. I also think it's a little silly that hydroponic farms won't function if they don't have a pipe connected to them, even if you're growing something that doesn't require watering, and the pipe you connect is completely empty.

Generators made weird: coal generator release co2 in it's surrounding, it is fine because coal generator is low tech available early in game(no high pressure vent researched yet, no crude oil found, no plastic press researched nor built), but petrol generator is a high tech device and still release co2 in surrounding which require air pump to pump co2 somewhere else(in case if generator in sealed room), natural gas generator somewhere between this 2 generators above, but have co2 output pipe(so it sounds like it more advanced then petrol generator). And both, natural gas and petrol generators, dont have liquid output pipes, so you need additional liquid pump in generators room, and in case of petrol generator you also need air pump - both pumps will eat part of generated electricity.

I think all this 3 generators need optional pipe outlets for waste gases/liquids + ability to dump wastes in surrounding.

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