Pipelayer

by therax

Freely route pipes underground, turning corners and running long distances, with intuitive costs.

Content
3 years ago
0.16 - 1.1
10.6K
Logistics

b fluid not passing right

5 years ago

sometimes, when putting pipelayer connectors with blueprints, fluid doesn't go from the underground layer to the base ground through the conector

5 years ago

Can you post a save game where this effect is present? Even better if it’s a situation where placing a blueprint causes the problem to happen.

5 years ago

OK, but I warn you, I have several mods

5 years ago

https://github.com/vigonz06/nuevos_comienzos

nuevos_comienzos.zip

this is kind of my test game, I have several mods, a lot of them, including creative mod, so I can créate everything I want, I use this for designing propouses mainly.

now, on the top right corner of the factories site youll see four really big nuclear energy structures, the bottom left one was made by hand, but the other 3 are blueprint copies made by a blueprint. The handmade one Works just fine, but the bluprints', for some reason, have some sections where steam doesnt come from the pipelayer connector (youll see this more clear if you use the energy interface, placed in the midel of the handmade power structure (bottom left))

5 years ago

btw, try to remove an entire power structure with a red blueprint, or all of them if you want to, youll get this error:

Error while running event pipelayer::on_marked_for_deconstruction(ID 20)
pipelayer/lualib/BaseEditor/BaseEditor.lua:699: attempt to index local 'bpproxy_entity' (a nil value)
stack traceback:
pipelayer/lualib/BaseEditor/BaseEditor.lua:699: in function 'create_deconstruction_proxy'
pipelayer/lualib/BaseEditor/BaseEditor.lua:855: in function 'on_marked_for_deconstruction'
pipelayer/control.lua:35: in function <pipelayer/control.lua:35>

I opened a thread a few month back, but then I totally forgot about it, and didnt upload a saved game as you asked me to, so here it is, with the same error

5 years ago

did you take a look at this?

5 years ago
(updated 5 years ago)

Okay, the problem is the sheer amount of pipe you have in the underground layer. Pipelayer has to figure out which connectors in the underground are connected to which other connectors. The analysis is very easy when pipes are built one at a time. The new pipe is just connected to the adjacent one. When pipes are built in random order, they self-organize into groups, and then those groups have to merged into larger groups.

To keep from lagging the game, it only follows a few pipes per tick. Since you have literally 15,000 pipes in a solid mass for each of these reactors, for no reason, and your UPS is so low, it will likely take hours after a blueprint is placed for all the analysis to finish.

Use the minimum number of pipes underground to link up the connectors.

BTW, you can watch this happening if you turn on the "Show network IDs" option for Pipelayer, and watch what happens in the underground view as you build pipe. Pipelayer can't move fluids until all the connectors are in the same network, which means all the pipes show the same ID.

5 years ago

ok, thanks, you're right, it Works better with less U-pipes

5 years ago

have you tried to remove the U-pipes with a red blueprint? if you have, is it the same problem, a huge amounnt of U-pipes?

5 years ago

I did figure out the crash when marking pipes that are directly underneath a heat exchanger's output, so that will be fixed in the next version.

5 years ago

I read in the changelog thaat U-pipes are supouse to show 0 amount of fluid (even if they have more). If I understood correctly, something's wrong, I use bob's nitinol pipes, and they show 100 fluid (U-pipes)

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