P.U.M.P.

by Xcone

P.U.M.P. (Prevent Unwanted Manual Pump-placement) adds a selection-tool with which you can select oil wells, and then plans the layout of pumpjacks and pipes for you.

Utilities
11 days ago
0.18 - 2.0
72.0K
Mining Fluids Blueprints

b Another pipe placement oddity

17 days ago

It's me again! Back with the weird edge cases, this time sometimes one of the pipes doesn't quite connect at the center of the layout. Really weird, only happens with some well arrangements.

https://qimg.techjargaming.com/i/YFbkXZUB.png

I forgot to save the log for this one, but I can load the map up in editor and recreate it if needed.

17 days ago

Hi again. ☺️ Thanks again for the report.

There's not much I can do from an image. But if you send me the save file I'll load it up and have a look what causes this. Hopefully fix it, too!

17 days ago

Well I have the save file here, however when trying to recreate the issue it's not wanting to place the anything at all, saying there's obstructions. I couldn't figure out if I'm doing something wrong or what the heck is going on.

https://qimg.techjargaming.com/f/dtn3cxny.zip

16 days ago

Aquilo is a bit weird about the ice platforms and the tiles you need to build on top of it. There's some hidden mechanics in the game where it decides which tile to use to cover things up. I suspect setting up this test world might've bypassed something that would've not been bypassed in a regular play.

That said, I thought I knew how to trigger it (simply place a concrete tile should do it), and that didn't resolve it for me. Fortunately with little trial and error I managed to manually cover the whole place in tiles, use P.U.M.P., and get the same detached pipe tunnel as you've shown in your screenshot. So I am able to reproduce the issue with the save. 🫡

Next step is figuring out why. I've loaded up the layout in a little test-tool I made. But for some reason the resulting layout is different in the test tool then it is in the game. I suspect one of the mods in the save is altering some defaults; and the tool only uses vanilla values.
What I'm trying to say is, that it might take some digging. 😅

You mentioned: sometimes one of the pipes doesn't quite connect at the center of the layout.
Just curious; but does that mean this is a recurring issue for you? How often are we talking about (approx)?

16 days ago

Ah right, the weird cover tile system. I messed around some more just now and figured out how to trigger it. You just need to go paint concrete over every different type of tile that you can encounter, then it works.

I do remember the placement bug occurring a couple times during the playthrough, though I can't recall on which patches exactly. I think they were all on Aquilo though.

I tested without most of the mods and it still happens, so either your external testing tool behaves differently, or whatever is affecting it is part of the save file. I can't recreate this exact resource patch without all the mods since they affect the generation, so testing on another save won't be straightforward.

12 days ago

It took some digging, but I think I found it. A new version (2.1.14) is uploaded that should hopefully fix the issue.

The different result between the test tool and the game wasn't caused by the loaded mods. Instead it seems to have been caused by a difference in the Lua engine. Notably how the lua-table counts are calculated works differently between version used in the game and used by my tool. It's not something I can fix; but I can work around it.

After that I could quickly iterate what the actual reason was a pipe was missing; Turns out the pipe was properly planned, but removed in a later stage. The dead-end pruning made a wrong call in this specific scenario. So I made some adjustments there.

Thanks again for the report. Please let me know if it happens again. :-)

12 days ago

Nice! :D I'll update and let you know if I run into any more oddities. Once again, really great mod!

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