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
a day ago
0.18 - 2.0
77.1K
Mining Fluids Blueprints

i Auto place beacons

11 months 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!

11 months 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. :-)

4 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. :-)

12 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?

11 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.

a day 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. :-)

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