Hello again Nukedpenguin, if you have a moment please check out the tutorial in 0.1.7 and let me know if it gives you a better idea of how to use corners and pumps. That should help with your first three comments. Again I really appreciate your time and interest! Makes it more fun to know people are interested
Also I was able to see how strange some of it is. As for the design choice, I am kind of modeling off of belts.
For point 4 I will certainly be added in a tech to reuse 50% of capsules without speed limit and100% with a significant speed limit but right now it is designed to limit early game to not over rely on pneumatics. More can be done there too.
I think the point of consuming a capsule is to balance speed. If you want instant transfer you gotta pay in materials.
As far as your ideas I think I would integrate some and then the rest I would 100% encourage you to learn modding to include the others. It is a great way to learn something new and it’s a valuable skill even if your vibe code.
I really like the hub idea and would probably implement a version in this mod for late game tech. Stay tuned.
For now I think capsules balance well at 1 item for extremely fast speeds. If you want bulk moving I think trains already cover so much of that and it’s likely not reasonable to try to override their place in the game. If you think there’s a niche I would certainly encourage you to try it.
On the topic of pumps check out the tutorial and see how they feel.
Your diverter works well with how I think the hub would work. That will probably be implemented simply without logic at the diverter but instead at the sending and receiving hub. Think trains kinda.
This mod really is trying to give that bank pneumatic capsule vibe on steroids where it’s a small object that gets sent through a mad mess of tubes. And so fundamentally it’s a big area hog and small but rapid throughput.
thank you again for all the enthusiasm! Till next update CFD