FOUNDRY

FOUNDRY

Cargo Pipes (WIP)
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
恐龙君 14 Oct @ 2:56am 
After experiencing multiple game crashes, I realized that I need to first remove the recipes and then delete the connected cargo pipes at the cargo pipe in/out terminal to prevent the game from crashing.
dinojr.moore 14 Oct @ 12:43am 
has anyone tested what mass busses using cargo pipes with mass storages is like on pc resorses used vs a world convayor ones? im ultra late game tryna build massive do all make all x10k and have alot of simulation being slowed down msgs and occasional crash,
dinojr.moore 14 Oct @ 12:40am 
this mod is a must have imo and should be added to the game as ultra late game tech, i beleive it should help with preformance as well for late game monsterous builds...due to removing large numbers of items from convayors and basically turning them into numbers untill taken out
seer  [author] 4 Oct @ 8:44pm 
I have not played for a bit now. I will have a look when I have time at what is involved to support new pipe stuff assuming mod kit is updated
恐龙君 4 Oct @ 7:00pm 
sometime I delete the pipe or the in/out terminal this game will crash.
can you add the pipe support like 2.2 update pipe? really need a smooth way to line thing up.
but for now this is a very good mod.:cozybethesda:
aurimilky 23 Aug @ 10:23am 
oh okay no problem
seer  [author] 14 Aug @ 8:03pm 
I tried to make the pipes support as many items that people needed as i could and normally add more as asked though i have not set up my dev env since i rebuilt my pc. I can add particular ones needed but i don't want to add everything as any item added uses 2 recipes, 1 fluid and a signal. These are all items that have a max nbr of in the game so if my mod uses too many of them then users would not be able to use other mods that add items, recipes etc. I was planing to make it so people could config the items themselves if they know the item ids but i never got to it.
aurimilky 12 Aug @ 2:32pm 
can you please make it so that all item that can be made are able to use pipes. i tried using you pipes in my cargo lift in my upgrade system from 1 to 4. thx
seer  [author] 12 Aug @ 1:49pm 
I have not played for a few weeks but never had that issue. I assume others do not have that issue or more people would say something. I would note the mods you have on then disable all other mods and do a new creative game so you can quickly test if this mod works on its own. You can also check the player.log file to see if there is an error there
aurimilky 12 Aug @ 7:14am 
i like this mod as it very useful. i have only one problem with it. when i place the pipe in my world. it goes invisible so you cannot see it. which makes it hard to build with. can you please fix the bug. thx
Omron360 5 Aug @ 5:55am 
I'm a little disappointed that dirt, sand and stone aren't included.
Reis 3 Aug @ 4:27am 
See the same issue as @disaster, but with normal outputs. 90° pipe, crashing the game. Workaround is to demolish the output first and then the pipe
seer  [author] 29 Jul @ 5:36am 
The Devs have been responding more to questions or issues the mods raised more since update 2 than before it and that has been great. While this mode could break with an update the buildings themselves and core functionality is more reskin of things in the game so reduced risk but it does need some hacks in the game code to be able to create all the fluids for the normal items without breaking the game and the setup of the recipes. This mod will be at risk of breaking on updates but it has been fine since update 2 came out for the small updates. I can't promise it will not break with an update but it is the main mod I use myself as it speeds up the game so much that even if I had to restart if it no longer worked it still be worth it as I would never get as far without it
Omron360 29 Jul @ 5:23am 
For me, the mod actually belongs in the base game. But as always with mods, the crucial question in my opinion is how API-stable the mod is. Unfortunately, I've had this experience with so many games, like Satisfactory, that after every update, it feels like three-quarters of the mods no longer work. Then it's up to the developer to make the necessary adjustments. Until then, such mods with buildings are very prone to unusable saves.
If I haven't invested the hundreds of hours I've invested in the game for nothing, I have to be able to assess whether a mod is worth it.
What's your experience with the game's developers? They seem to be working on a few things at the moment. Are there any possible contacts?
To emphasize, this problem isn't new, but I prefer to work with vanilla assets before using a mod like this. However, in my opinion, it's already top-notch.
seer  [author] 22 Jul @ 2:52pm 
Getting above 5k a minute should be possible. My ores run a lot faster than that but make sure you are using multi in and out.

The crash on the deconstruct pipe is known but normally it is rare and seems to happen random on a machine and not every machine but once it happens in a place it will keep happening till everything machine and pipe are replaced. Use the bulk delete to take out machine and pipe at once and that should not crash and after replacing it then it should not happen again. This is one bug i have not been able to find the cause for to fix and for me it is very rare when it happens and not real details in the player log to help find it
disaster 21 Jul @ 6:26pm 
When I deconstruct a pipe on top of a mini input it crashes the game. Started a new game and it does it again. I'll have to be real careful placing these lol.
JOHNWONG 18 Jul @ 5:04pm 
I just tried this mod. But somehow I can't get it above 5100 liters per minute.

Is that supposed to be the case?
Or could another mod be interfering?
seer  [author] 17 Jul @ 4:03am 
That is good. It could just be a factory size thing and not a mod issue. Just putting a warning in case people see it. I am trying to locate it in my big factory as it is not showing in a small one.
jhughes 16 Jul @ 8:46am 
Before I restarted my playthrough, I was getting fairly laggy .. but not any more than in previous playthroughs at a similar point in the game.
seer  [author] 15 Jul @ 5:03pm 
Just a heads up i have a very large factory and pipe network that is very dense and i am now seeing performance issues. Based on profiling it is mostly the fluids causing the performance so very likely it is all the load the cargo pipes are causing. I am currently testing different options to see if i can improve the performance and will post a new comment when i have something. I suspect this would happen even without cargo pipes as you would need a lot more infra without them but i will test and see
seer  [author] 15 Jul @ 4:21am 
Ok pipes should be something that it supports now. I was not arguing to not add it just wanted to explain why everything is no there and then i just add extra things requested. If i added everything in the game it broke limits and would prevent other mods doing stuff so i reduced it to the core things and then add on request so let me know things you need. Also i just needed to make sure some other things i am experimenting with would not leak in and break things. Adding things is designed to be easy :)
jhughes 15 Jul @ 4:05am 
I also noticed pipes were missing when I set up a main mall and I needed pipes for a build component.
Beaver 14 Jul @ 3:46pm 
You're right, of course, you don't need the pipes and other things. But I would like to try to build a sensible warehouse management system with everything you can store. Your mod is a real gift for that.
Beaver 14 Jul @ 3:44pm 
Please don't stress, it's going great for now, and I'll be grateful when the pipes are in soon. It's great that you reacted so quickly. I wish you all the best.
seer  [author] 14 Jul @ 3:09pm 
Oh sorry I guess since I did not need them there I have not added them. The list is limited to just things needed. I will try to add it tonight but I need to make sure some other changes don't leak in so I can't promise
Beaver 14 Jul @ 2:49pm 
Thanks for the answer but I think we are misunderstanding each other. I mean, why can't I find the normal pipes in the Cargo Pipe IN/OUT configurator, i.e. for transfer with the cargo pipes? They are just items in boxes.
seer  [author] 14 Jul @ 1:23pm 
Yes otherwise the normal pipes would break and no machine would take the items anyway. Just like you can't mix pipeline and pipes these are a third type which much higher capacity and complexity support but each connection on a machine can only support one pipe type so I had to make it totally seperate
Beaver 14 Jul @ 11:20am 
Hello, first of all I would like to say that the mod is great. I love how easy everything works. But I have one question. Is it intentional that the standard pipes are not available for transportation?
seer  [author] 2 Jul @ 3:34am 
power cables have nothing to do with cargo pipes. Pop onto the discord for foundry if you want other mods. That said i don't know of any effecting power cable droop
jhughes 2 Jul @ 3:27am 
Is there a way to address the amount the power cable hangs down (the droop) on long runs? Set the distance on the cable to say 200 .. and the droop is 10's at the minimum. If that could be tightened up it would look much better :steamhappy:
jhughes 2 Jul @ 2:15am 
ok .. I never thought about this, but, I did not like the gap for using a wall/ceiling mounted power connector on top. But those connectors fit perfectly on the top of a Tee intersection, so high voltage power (that looks good) is possible too.
jhughes 2 Jul @ 1:54am 
Have you ever hit the pipe complexity limit yet?
jhughes 2 Jul @ 1:51am 
Wow .. I didn't think to use them to replace the elevators too. I'll try that next time.
seer  [author] 1 Jul @ 7:56pm 
I just take the pipe from base to veins. Set up normal elevator and a freight elevator then once all built remove freight elevator as I just use it to make shaft to take pipes down. Then take power and pipe to each level and feed in directly on each level
jhughes 1 Jul @ 7:48pm 
Holy Smokes .. this mod is complete fire !!! On a Vein plot, you can bring 8 total belts right off the elevators in 2 IN/OUT devices .. then set exactly how many betls you need for any combination of machines and always get full belts using Outbound devices.
jhughes 1 Jul @ 4:06am 
I have had the crash if I remove the first connecting pipe from the top of the IO device using just F. If I use Shift-F instead, it did not crash. It did not seem to matter if the pipe is full or not. (At least for me). But it did not crash using Shift-F, so That is my go to if I need to remove those. Complicating matters, I play on Linux :steamhappy:
IcyVein 30 Jun @ 8:34pm 
OK, at least now I can avoid crashes by remove io device first. Thank you very much!:steamthumbsup:
seer  [author] 30 Jun @ 8:24pm 
ok seems no error in there. just next time it happens look at the log after the crash and let me know if you see anything
IcyVein 30 Jun @ 8:22pm 
Log ends at
[LOG][1] 000:00:26: Loading (20/20): Done!
seer  [author] 30 Jun @ 8:16pm 
no it would normally be at the bottom of the log in a crash. normally say error or stacktrace