CFD's Pneumatics


Pneumatic transport tubes that transfer one item at a time near instantly. Item transfer costs some resources depending on research and build choices(not implimented yet).

Content
2 days ago
2.0
18
Logistics

g Requests

a month ago

Hello, please use this space to give feedback and leave requests. If you are an artist interested in helping with the graphics please reach out!

a month ago
(updated a month ago)

Oh, this is a really cool thing!
Looking forward to it being continued (and updated to 2.1).

If you're looking for tube art, there's that one planet with pipes, https://mods.factorio.com/mod/alchemy-khemia

a month ago

Thank you!
It should be compatable with 2.1. I can update that in the .json if needed?
I'll see if that creator is willing to colab... don't want to copy things without permission.

a month ago

Totally fair; I meant partially more as reference.

And it has to be updated to 2.1 to be compatible, though no worries if you want to finish it for 2.0 and then update it.

a month ago

I've always wanted pneumatic tube transport in factorio.

a month ago

Yeah, it's a neat different idea that what's used so far, though I guess you could consider it just hyper belts, since (without a splitter), they're both always going to the same/singular destination, regardless of the inputs.

a month ago

I know right, Nukedpenguin, its a rare real life tech but its a fun mechanic.

I didn't want to change the gameplay too much for my first mod but I thought it would let me learn about implimenting something that wasn't obvious. I wanted something that wasn't just another belt teir and had a unique feel. Thanks all for the thoughts!

12 days ago

@catfiredragon
I originally expected space age to introduce another logistic transport and that thought was pneumatic tube transport. I have spent a lot of time envisioning how it could work. Some of the ideas are a bit intricate but I can describe them if you're interested.

11 days ago

Yes please, also give me some feedback on the graphics I'm trying to make. New release today!

My goal for this mod is to get it to a point where there is
1. a small tech tree: unlock, higher speed, capsule reuse, 1 item to orbit capsule (consumed), better pump performance,
2. full graphics
3. hand written comprehension of code for efficiency
4. no bugs obv.

but beyond that I am definately searching for ideas, I'd be happy to make another mod that expands on this one and uses it as a dependancy after this is finished or show you how it works so you can make your own!

10 days ago
(updated 10 days ago)

I tested your mod, what you have so far.

  1. Pairing functions only in a very narrow scenario (Door -> Tube -> Door).
  2. The pairing process is cumbersome and counter-intuitive. (like the facing direction)
  3. Pumps and corners do not appear to be functional yet. (haven't tried the curves yet)
  4. Item transfer works, but it consumes a capsule completely for every single item transferred.
  5. The system lacks travel time, which deviates from the logistical balance typical of Factorio.

It must've been challenging to get to this point, modding seems tricky. So good work overall so far.

I'll tell you my vision for pneumatic tube transport that I hoped for when waiting for those FFFs about space age:

  1. Hub
    Hub Functionality: Acts as an insertion point for item transport using capsules.
    Payload Selection: Allows for selective capture of specific items via circuit network signals.
    Operational Modes: Supports configuration as a sender hub (no signal required) or a receiver hub (configurable via circuit network).

  2. Capsule
    Holds 5 stacks of one item type
    Loading an empty capsule into a hub opens it up (reveals 5 slots in the hub)
    Once those 5 slots are filled fully, the capsule closes and is released into the pneumatic tube network (without pressure, it doesn't move)

  3. Pneumatic Pumps
    Dictates the flow direction of a segment
    Can be circuit controlled (switch from north to south flow, or east to west flow, or stop)
    No pumps means no capsule movement

  4. Diverter
    Basically the splitter of pneumatic tube transport
    (i.e. send green circuit capsules north, and red circuit capsules west)

  5. Tube
    Basically clear pipes, ideally moving capsules should be rendered in transport

8 days ago

I want to respond with more detail but first I’m gonna try to make a tip tutorial to show how to make corners. Corners will eventually be a research and early game would instead require you to set up two straight lines of pneumatic tubes and use an inserter to pass between. The rest of your ideas like the hub with programmable paths is also super cool and I would like to make an end game tech for that. It would also need underground’s. On the topic of speed, enable pumps and try to set them up like the images (same with corners) this will make transport time be less than 1 tick per item for lengths over 100. (Needs to balance but for now was kinda expecting people to use them over super long distances). Anyways please expect another more in depth response with my next update. -CFD (via mobile)

2 days ago

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

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