Manual Assembler Pipe Passthrough


Sometimes assembler-pipe-passthrough mod does a really poor-looking job. So I made this more hands-on mod that allows me to fix those issues. Mod is stable enough and covers K2, SE, and Vanilla with SA partially.

Utilities
7 days ago
2.0
70
Logistics Fluids Manufacturing

g Thoughts

a month ago
  • With ATOM installed, core fragment processing (se-core-fragment-omni) is impossible, since that recipe has 5 fluid outputs.
  • The input pipes on each side of the SE fuel refinery don't line up, making them impossible to daisy chain.
  • Similar applies to the oil refinery.
  • kr-quantum-computer's inputs are set up in such a way that the Advanced Science Pack and Deep Space Science Pack have the input fluids misaligned.
  • Growth Facility's output can't be chained together when doing methane to crude oil.
  • The Thermodynamics Facility and Radiation Facility are unable to do some recipes due to no longer supporting multiple inputs/outputs.
  • Electromagnetics Facility doesn't have this issue, but I don't think having ingredients only piped in from opposite sides is ideal.
  • The way the outputs come out on Mechanical Facility when making Biomechanical Data doesn't seem ideal to me.

I suggest making the changes to chemical plants and maybe oil refineries optional; I can see the advantages to the new chemical plant layout but I can also see why some people might not want to deal with that.

a month ago
(updated a month ago)

In 0.1.3, fixed:
1- Core processing fixed.
2 and 3 - You just have to mirror the rotation and chain them, rotating around. I could add a setting "bastard oil and refinery" that will make pipes more 1-1.
4- Fixed.
5- Fixed.
6- Was issue with the wrong version I uploaded.
7- Unless I add quite a few more pipe inputs, it will stay as it is currently.
8- Fixed.

I might add settings to disable my changes to each separate machine. So yall can ignore my changes if you don't like them.

a month ago

Looks pretty good overall.

I'm always in favor of options, but I don't think some of them would be very controversial. It's only the ones that no longer do a straight passthrough that I think might have a mixed reception.

a month ago

0.1.4 Added alternative skin and fluid_boxes for Oil Refinery. Toggable in settings. Ended up liking it more.

21 days ago
(updated 21 days ago)

Please add the settings to exclude building from adding extra inputs/outputs, and/or maybe you can add the way to choose wich side outputs and inputs spawn? nice mod but it ruins some recipes in factorissimo3 so that functions/settings will be much helpful! thank you!

21 days ago

Will do, changing inputs/outputs with configs will create an absolute hell of configurations.

What recipes? Could you provide a screenshot of the recipe and the machine?

21 days ago
(updated 21 days ago)

So, I'm soon releasing an update with settings allowing to enable/disable my changes.

Also, could you perchance confuse my mod with the assmebler-pipe-passthrough mod that does all that automatically? I'm pretty sure that my mod shouldn't ruin any recipes unless the recipe is something absurdly input-output requesting on machines that normally don't need that.

ps: I am tired rn as hell.

19 days ago
(updated 19 days ago)

Will do, changing inputs/outputs with configs will create an absolute hell of configurations.

What recipes? Could you provide a screenshot of the recipe and the machine?

https://i.vgy.me/Yb5ctW.png
u can see here is starter factorissimo 3 oil cracking factory wich uses passthrough-on on chemical plants and passthrough-off on oil cracking facilities

https://i.vgy.me/XjDUSq.png

now u can see that i need to completely change the recipe because outputs just dont fit into small factorissimo facility

yes that wasnt necessary but i'd just want those settings <3

it's just for an example, btw thank you so much for an update, now i can delete that old assmebler-pipe-passthrough

19 days ago

Yeah I see what you mean, funny situation. Tho you could also just separate the build into 2 different buildings and fit many more machines.

18 days ago
(updated 18 days ago)

Yeah I see what you mean, funny situation. Tho you could also just separate the build into 2 different buildings and fit many more machines.

yeah i can but dont want to)) its really starter recipe and splitting it will kill the whole idea of "all in one" :)

btw can u add your mod functionality to an assemblers please? i really like compact clusters of machine for each of my needs but i can do this without assemblers with pipes passing through them) i saw that u say u are tired but maybe adding this functionality will not take too much effort from you :3
Thank you so much btw!

18 days ago
(updated 18 days ago)

There is a mod "assembler pipe passthrough" that deals with most of the machines I am not. That mod is fully automatic so it has no custom edits or modifications tho.

18 days ago
(updated 18 days ago)

There is a mod "assembler pipe passthrough" that deals with most of the machines I am not. That mod is fully automatic so it has no custom edits or modifications tho.

i had it installed before your mod and can say its bugged af, so i think that if your mod is much better and only feature it needs now on my opinion is an assemblers passtrough, i thought u could add that feature so i can delete that old mod...

thank you for your awesome mod bro! i will definitely use it! peace <3

p.s. https://i.vgy.me/byjGZh.png =)

17 days ago
(updated 17 days ago)

I could add assemblers; it wouldn't be hard at all.

PS: Apparently, I had a bug that happened when I created fluidbox-helper, where I forgot that pipe_pictures isn't actually the correct value for the thing. So I had to fix that, add an assembler, and forgot how to require functions from other mods.

Now I should have k2, se, vanilla assemblers taken care of.

16 days ago

I could add assemblers; it wouldn't be hard at all.

PS: Apparently, I had a bug that happened when I created fluidbox-helper, where I forgot that pipe_pictures isn't actually the correct value for the thing. So I had to fix that, add an assembler, and forgot how to require functions from other mods.

Now I should have k2, se, vanilla assemblers taken care of.

you're the best! thank you so much) now i can delete dat bugged old assembler pipe passthrough!)))

14 days ago

I could add assemblers; it wouldn't be hard at all.

PS: Apparently, I had a bug that happened when I created fluidbox-helper, where I forgot that pipe_pictures isn't actually the correct value for the thing. So I had to fix that, add an assembler, and forgot how to require functions from other mods.

Now I should have k2, se, vanilla assemblers taken care of.

you're the best! thank you so much) now i can delete dat bugged old assembler pipe passthrough!)))

It isn't exactly bugged per se. It's just fully automatic, so it has its issues. Also, has its own benefits, such as working on practically any machine in any mod without need of manual coding it.

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