FOUNDRY

FOUNDRY

Not enough ratings
Cargo Pipes (WIP)
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
8.696 MB
11 May @ 6:12am
15 Jul @ 4:18am
19 Change Notes ( view )

Subscribe to download
Cargo Pipes (WIP)

Description
Want to use an item BUS but find belts too slow. Cargo pipess are for you and are designed to move high volumes of 1 item around your factory per pipe and offers storage. Provides building to load into the and out of the pipes. Capable of going extreamly long distances and having super high transfer rates you can use one pipe per item for your whole base. Run it under the floor to pop up and feed belts and be able to build an endlessing extenable production lines and bus. Monitor the production vs consumption of an item for your whole factory by just looking at the pipe for that item
Popular Discussions View All (2)
1
26 Sep @ 4:06am
Replacing Cargo Elevators with Cargo Pipes
jhughes
1
25 Jun @ 2:38pm
Instructions on how to use Cargo Pipes
jhughes
82 Comments
Wags 28 Oct @ 11:06am 
Copy that, hope it gets resolved sooner rather than later. Love your stuff
seer  [author] 27 Oct @ 3:36pm 
At the minute I can't change the mod at all. With latest mod kit and older version of assets published the mod errors when built local. Only one on steam built on old mod kit works. Waiting for foundry Dev team to update things
Wags 27 Oct @ 11:33am 
I understand the work of adding everything in the game to the cargo pipes and why you are hesitant, but is there any chance Building Block, Conveyor I, Mining Drill and Portable Light can be added? Since they are used in Bots/Robots and Science. When building big, their numbers get kinda silly too :)
seer  [author] 17 Oct @ 9:22pm 
I would like to at least get the new pipe logic over for you if possible. Sadly all local builds with the modkit kill the game still but making some progress but it is slow
恐龙君 17 Oct @ 9:20pm 
I fully understand that everyone's operating environment is different, and therefore the practical issues manifested can be inconsistent. However, despite these issues, this mod's enhancement of gameplay is unparalleled, thank you for your brilliant ideas. And U3 is coming soon ,maybe wait for the newest modkit?
seer  [author] 17 Oct @ 8:26pm 
i really need to find an active modder to try to keep these up to date. I am trying to get them building but having a few issues so far since i rebuilt my pc. Honestly the issue is strange as it should effect normal buildings but maybe it is due to the speed out the output. That said if you remove the building as some pipes in a mass delete at the same time then i never got the error in the past and lost nothing. Being due to it outputing at the same time would make sense and explain a little why it seemed random. Sadly i am not sure there is anything i can do about that one as that should all be base game and explains why there is normally no errors. I will try to update the pipes to support new functionality i just need to get my modkit working correctly again
恐龙君 17 Oct @ 7:36pm 
Additionally, if possible, please add a smart connection mode for cargo pipes. Just like in-game pipe. Having to repeatedly use H, T, and R to flip pipeline joints every time I need to adjust pipeline connections is really troublesome.
恐龙君 17 Oct @ 7:32pm 
After experiencing multiple crashes, I have roughly figured out the principle. The issue seems to be that deleting a pipeline segment while items are flowing through it triggers data update conflicts, especially at the in/out terminal interfaces. Currently, I work around this by wasting a few items in the pipeline and deleting the segment from a safer distance, then clearing any remaining items from the in/out sections before deleting them normally.
seer  [author] 17 Oct @ 2:11pm 
Also the pipe system is just normal fluid assemblers converted onto a different pipe network. Most of the code is in actually managing all the recipes needed for the items and issues they cause. There is a little for the screens as well. That is why i have never been able to find the issues with the machines themselves as they are basically the standard ones on a different model.

One thing i can suggest is to use the build delete to remove them and the 1 pipe connected to them at the same time. That always worked to solve the issue for me in the rare cases it happened but it has been a while since i played. I will also see if i can get it updated to the latest mod kit to see if it helps you
seer  [author] 14 Oct @ 3:13am 
I use to have a lot more than 10k stored per item type and massive factory lines etc. That said while i had a lot of pipes i used increased storages on the inline storage so i did not have too many of them and then for each set of in and out i had the max number of machines i could for my belt speed to reduce the number of in and out. I eventually hit performance issues but that was with many thousands of machines in rows next to each other going off our sight per line. That said i partly stopped playing as i could not resolve the simulation slowdown issue at that scale and i am not sure if my mod was the cause or not. I got some tips from the developers but never could say for sure as i could not build so dense without my pipes