P.U.M.P.

by Xcone

P.U.M.P. (Prevent Unwanted Manual Pump-placement) takes out the chore of making outposts. It's a selection tool with which you can select liquid resources (oil, sulfuric acid, etc.. ) and it then proceeds to plan the layout of pumpjacks and pipes for you.

Utilities
13 days ago
0.18 - 2.0
78.4K
Mining Fluids Blueprints

i Auto place beacons

a year ago

Would be really nice to have the option to drop beacons along with the pumps. Been using this mod for a long time, happy to see it supporting Space Age!

a year ago

Hi,

No promises, but I might look into that. It's been requested enough times by now xD.
I never use beacons on my pumps, though. Can you elaborate what kind of tactic/rationale is involved when you place them manually?

Like obviously you want a beacon to cover as many pumps as possible. But do you also cover a pump with multiple beacons? Do you cram in as many beacons as possible? Do you skip a beacon if it can cover only 1 pump?

Do you use it for speed or efficiency? And do you also use a mod like Module Inserter to auto-fill the beacons with modules? Or would you rather just have the beacons placed but do the modules in there still manually?
Not sure if it still applies, but I heard in 1.0 people would swap productivity with speed in the pumps themselves; when the oil well was almost drained. Is that still a thing? And does a switcharoo like that happen with beacon modules, too? And if so, do you expect P.U.M.P. to assist with that, too?

If you have a link to a reddit, forum or youtube post going into some (but not excruciating) details why and how beacons with pumps are a good thing, that's also very welcome info.

It's questions like these that kept me away from the topic for so long. If I have satisfying answers to them; I think I might give it a go. :-)

5 months ago

Took a while. But happened, I just uploaded an update that does beacons. It's a bit crude, but I think it gets the job done well enough for a 1st version.
Did modules, too, while at it.

If you have suggestions for improvements, I'm still looking for input. :-)

27 days ago

Hey Xcone, thank you for the mod, been using it for years!

In the Space Exploration mod you can only have a building be affected by one beacon at a time - making the building "overloaded" and disabling it if two or more beacons affect it. Would it be possible for your mod to detect if SE is installed, or have a setting so that P.U.M.P tries to cover as many pumpjacks as possible - but without any overlapping?

25 days ago

Hi Creekz! Nice to hear you still like it after so much time. ^^

I don't really do mod specific exceptions though. I try to adhere to the rules of the modding API. If I failed to do so and it causes issues in other mods, I'll happily change things. But if other mods deviate from the rules, that's not on me.

But .. I still like your suggestion. Even for vanilla play. There's a certain 'cleanliness' to having a pump being covered only by exactly 1 beacon; and that does appeal to me.
So I believe I will look into this anyway, but more like a planner-preference/setting rather then a mod-specific exception. If that happens to benefit players in SE, then that's a happy coincidence :-).

I am short on time, and in the middle of another change. So I can't really work on it right away. But I'll post back when I got around to it.

15 days ago

Hi Creekz, I've just uploaded v2.1.17 of P.U.M.P. which has added some settings to control how beacons are planned. I expect this will cover your needs nicely.
I've decided to not expose it in the main UI of the mod as I don't expect many users want to bother with it.

Going from your description, I expect setting 'Maximum beacons per extractor' to 1 will yield the desired result.

Let me know how it works out for you. :-)

14 days ago

Works perfectly with basic beacon! However, with the "wide area" beacon from SE selected trough the interface it seems to do the correct calculation regarding to where one of those should be placed - but the placed beacon is actually a basic beacon. Easily fixed by simply removing the basic beacon and putting a wide one in it's spot, but thought you should know!

13 days ago

Ah, .. silly mistake on my end. I've uploaded another version in which it is hopefully fixed.

If the issue persists, please share a save-file. I don't have an SE based save-file yet. So I've not been able to test it.

12 days ago

It works great, thank you Xcone!

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