Oxygen Not Included

Oxygen Not Included

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Piped Everything
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9 Sep, 2023 @ 3:45pm
10 Jul @ 12:58pm
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Piped Everything

Description
Adds liquid, gas, and solid pipes to buildings. Settings can be configured. Can work for modded buildings, but requires editing the settings.

Default settings include all ports from 'Piped Output' and more. If a pipe is no connected, it will work as normal. If a pipe is connected but blocked, it will store materials internally until 'StorageCapacity' is exceeded. Then it will disable the building.

### Settings here
Windows: %userprofile%\documents\Klei\OxygenNotIncluded\mods\PipedEverything.json \
Mac: ~Library/Application Support/unity.Klei.Oxygen Not Included/mods/PipedEverything.json \
Ubuntu: ~/.config/unity3d/Klei/Oxygen Not Included/mods/PipedEverything.json

### Format
* Id: string | Building ID or exact localized string (including spaces)
* Input: bool | If true act as input, otherwise as output
* OffsetX: int | Port's X position relative to origin cell
* OffsetY: int | Port's Y position relative to origin cell
* Filter: string[] | Collection of SimHashes that can pass through the port (tags NOT allowed)
* Color: Color32 | Port's color scheme like "Color":{"r": 128,"g": 128,"b": 128,"a": 255}, default based on SimHashes
* StorageIndex: int | Which storage to use, default 0
* StorageCapacity: int | How much of each element can be stored, default 100kg (except gas with 2kg)
* OriginalPort: enum | Set X and Y position of a basic port (e.g. water input of electrolyzer)

### Source
Github[github.com]
Thanks to Nightinggale for the ground work of this project. Link[github.com]

### Notes
* Filter accepts the string 'Solid', 'Liquid', and 'Gas' for ports; this will process any element of that type
* OriginalPort makes the config apply to an original port. Usually set it to 'Utility'. Set to 'Extra1' to 'Extra4' for extra ports (e.g. filters/warp). You cannot change its color.
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379 Comments
Deadly_Shadow 3 Oct @ 7:55am 
I assume a fallback will work and would be simpler (Have no clue what warpStorage and _solidMaxMass values actually are in this case...):
public static float SolidMaxMass {
get {
if (_solidMaxMass == float.NaN) {
var warpStorage = Assets.TryGetPrefab(WarpConduitSenderConfig.ID).GetComponent<WarpConduitSender>().solidStorage;
_solidMaxMass = warpStorage.capacityKg / 5f;
+ if ( float.IsNaN(_solidMaxMass) || float.IsInfinity(_solidMaxMass) || _solidMaxMass <= 0 ) _solidMaxMass = 20f;
}
return _solidMaxMass;
Fumihiko  [author] 3 Oct @ 1:05am 
I can create a new option for solid output mass. Would that solve your issue?
Deadly_Shadow 2 Oct @ 5:30pm 
Indeed had an old version in the file system.
dll was v1.0.26.1. Mod updater is installed bur did nothing before forcing an update.
The mod menu displayed v1.0.28.0.
Now it is outputting again. But another issue arose:
It is not respecting the 20kg limit for conveyor rails but puts out the complete storage content in one chunk.
Maybe because you now check the "FumiKMod.SolidMaxMass" and I don't have customize buildings installed so _solidMaxMass is not set?
Also I cannot get the apothecary output to work (my own || Kaedys) I'll test there some more and write it up.
Fumihiko  [author] 2 Oct @ 8:53am 
I don't see anything wrong with that entry. Are you sure the mod is up to date? Make sure to use an updater.
Deadly_Shadow 1 Oct @ 6:51pm 
Was absent from the game for some months.
Now the patched Solid Outputs do no longer output Gear Balm to the conveyor rails.
Example config which previously worked for storage:
{
"Id": "StorageLocker", "Input": false,
"OffsetX": 0, "OffsetY": 0,
"Filter": [
"Solid"
],
"StorageIndex": 0,
"StorageCapacity": "Infinity"
},
The Conveyor Loader Building still works so it seems to only be the added outputs.
Maybe this is tied to the update from The Prehistoric Planet Pack DLC Launch:
Solid conduits now transfer the whole pickupable if the mass per unit is greater than 20kgs
Doe it work for others? Can I somehow make this work again?
Fumihiko  [author] 3 Sep @ 1:30pm 
Morphing shouldn't make a difference. The old geyser is destroyed and replaced with a new one.
Cracking idk, possible that is troublesome.
Lenny 3 Sep @ 9:16am 
I added a pipe to another geyser, it does seem to output at it's reported rate. The difference between them is that the brine one is morphed from a cool steam that originally spawned and it has been cracked to get the 8.8 kg.
Here are some screenshots Brine , Oil [?url]
Fumihiko  [author] 3 Sep @ 7:41am 
That's not normal. You can see the 2nd preview picture. The output is constant.

But note that if the output is overpressured, the geyser will switch back and forth between piped and normal release. I estimated the sum will be equal, but I haven't measured it.

Obviously with 8 kg/s you won't be able to use normal pipes to fully pump it. Use a mod like Customize Buildings.
Lenny 2 Sep @ 11:52am 
I have a question about the geysers output. The one I have say it's producing at 8.8 kg/s, but the piped output only gives 3.512 kg every 5 seconds. Is this normal, or should the output be higher?
Addur_Viaeln Twitch 10 Aug @ 8:49am 
Bonjour, j'ai 2 points à dire :
Chez moi les tuyaux deux tuyaux de la "presse à végétaux" sortent tout en même temps.
Il serais bien aussi d'ajouter plus tard des arrivées de convoyeurs sur les distributeurs pour animaux.


Un grand merci pour le tout travail fournis, si j'ai d'autres idées en tête je vous les partagerais.
PS : Sorry i don't speak English :DSTskull: