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[MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 3:31 am
by sparr
This mod adds more types of pipes to the game.

https://github.com/sparr/factorio-mod-pipe-dream

Features:
  • Half and fully buried pipes. Passable for the player and car and biters. Can be repeated indefinitely without coming above ground. Cannot turn. Fully buried can go below buildings and rocks and water.
  • Long pipe to ground. Same as the normal one, but goes twice as far.
  • Underground pipe tap. Connects above and below ground in all four directions.
Known Bugs:
  • Fully buried pipes can overlap with themselves. Do not drag to place them, you will get duplicates!
  • Artwork is comprised of simple crop/mask of stock pipe art. Looks bad in many configurations. Overlaps weirdly.
  • No way to dig up a buried pipe under a building without removing the building.
  • Core game 0.9.2 requires you to build a pipe to ground afterwards if you want it to directly connect to a buried pipe more than one tile away.
  • In 0.9.1 and earlier, multiple underground connections from the same pipe fail frequently
Screenshot 2014-03-07 22.08.16.png
Screenshot 2014-03-07 22.08.16.png (662.99 KiB) Viewed 16031 times

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 5:56 am
by sparr
It is likely that feedback on this mod will have impact on the types of pipes in the official/base game.

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 9:14 am
by xng
---------------------------
Error
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Path __pipe-dream__/graphics/entity/pipe-buried-full/pipe-buried-full-leftright.png does not match any mod.

Is what I get when trying to start factorio with that zipfile in /mods/.

::EDIT::

The loading of the game works if unzipping it, so I guess it should go in general bug reports instead as it seems that feature is broken a bit, but I don't want to go through trying to find ways of duplicating the error right now. The fault is most likely not with the mod itself anyway.

I really look forward to trying this! =)

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 9:50 am
by ficolas
You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 12:24 pm
by ssilk
Pipe dreams. Years before I was fascinated by this video:

http://m.youtube.com/watch?v=QStm3ZyzgY0

(Also in some better quality if you search...). So fascinated, that I bought both DVDs.

Now I found this:

http://m.youtube.com/watch?v=xAQX8W3D6Mg

This is a total destruction of a dream by technology. Intel, why didn't you take something useful?

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 2:43 pm
by sparr
xng wrote:Path __pipe-dream__/graphics/entity/pipe-buried-full/pipe-buried-full-leftright.png does not match any mod.
The loading of the game works if unzipping it
The problem is that I put the version number in the zip file name. If the zip file is named "pipe-dream.zip" then it will work.

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Mar 08, 2014 2:44 pm
by sparr
ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
Does changing the render layer change which layer is used for collision masking? Also, what is the difference in render_layer and final_render_layer?

Re: [MOD 0.9.x] Pipe Dream

Posted: Wed Mar 12, 2014 8:13 pm
by kovarex
sparr wrote:
ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
Does changing the render layer change which layer is used for collision masking? Also, what is the difference in render_layer and final_render_layer?
Render layer and collision mask are independent.
final_render_layer is only for corpses, as they have different layer for the last frame and for the animation.

Re: [MOD 0.9.x] Pipe Dream

Posted: Thu Mar 13, 2014 7:54 am
by Smee
ssilk wrote:Pipe dreams. Years before I was fascinated by this video:

http://m.youtube.com/watch?v=QStm3ZyzgY0

(Also in some better quality if you search...). So fascinated, that I bought both DVDs.
Wow - I bought both DVDs years ago too. Can't believe it's been built! :o

Re: [MOD 0.9.x] Pipe Dream

Posted: Thu Mar 13, 2014 3:22 pm
by sparr
ficolas wrote:You should change the render layer of the buried pipe to a different one, so it isnt on top of doodads and stuff.
kovarex wrote:Render layer and collision mask are independent.
Great! Is there a reference for what order the layers stack in, for rendering?

Re: [MOD 0.9.x] Pipe Dream

Posted: Tue May 13, 2014 5:14 pm
by filippe999
Nice, this is exactly what i suggested, you think you can make the same for underground transport belts, not dynamic as i suggested but just a longer range one for better tiers

Re: [MOD 0.9.x] Pipe Dream

Posted: Tue Jul 15, 2014 9:14 pm
by SHiRKiT
Does this works with 0.10.x properly?

Re: [MOD 0.9.x] Pipe Dream

Posted: Sat Aug 02, 2014 2:08 am
by Zequez
SHiRKiT wrote:Does this works with 0.10.x properly?
Just tested on 0.10.6. Still working. Although the 64 stack size is a little inconsistent.

Re: [MOD 0.9.x] Pipe Dream

Posted: Sun Dec 28, 2014 12:44 am
by gigagames
Pls sombody update this create mod