Select an area of fluid wells and get the pipe layout that connects them using the fewest pipes. Considers every well rotation, routes around obstacles, and can rotate the wells and place the ghosts for you. On Aquilo it also plans the heat pipes and will route across the ocean assuming you lay ground first.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.3.4
Date: 2026-08-22
Bugfixes:
- The Plan selector was drawn twice. The block that used to choose what
Apply commits was left behind when it was replaced, so the window showed
two identical dropdowns.
Version: 0.3.3
Date: 2026-08-22
Changes:
- Where several materials would cover the same ground equally well, Apply
now spends whichever one you are carrying most of, decided from your
inventory at the moment you press it rather than fixed when the plan was
made. Carrying none of them, it lays concrete.
- Decided once per terrain type, so a patch comes out of one material
rather than a chequerboard of whatever ran out first.
Info:
- Ice takes concrete, hazard concrete, refined concrete or refined hazard
concrete. Not stone brick: its placement condition names the `meltable`
layer, so the game will not let it be laid on ice. This falls out of the
prototypes rather than being hardcoded, so a modded material is offered
if it declares itself usable.
Version: 0.3.2
Date: 2026-08-22
Changes:
- The three-way selector now chooses what the planner works out positions
for, not what Apply commits. "Heat pipes only" leaves the pipe network
alone and solves the heat network over whatever is already standing, so
laying pipes first and warming them afterwards is a real two-step job
rather than half of one answer. Changing it re-runs the search.
- It replaces the "Heat pipes" checkbox, which did the same thing for one of
the three cases.
- Nothing about heat pipes is shown at all on a planet where nothing
freezes. The "Always plan heat pipes" mod setting brings the selector
back for anyone who wants it elsewhere.
- The cost model switch is hidden when no pipes are being planned, since it
only decides how a pipe run is expressed.
- Closing the window now clears the overlay with it. It was the only handle
on the plan, so closing it used to strand the markers on screen.
Version: 0.3.1
Date: 2026-08-22
Bugfixes:
- Buildable ground now works on Aquilo. Ice carries the `meltable` collision
layer, which pipes and heat pipes collide with, so bare ice takes neither -
it needs concrete on top. The planner only understood covering items that
name an explicit tile list, which missed concrete entirely, so almost
nothing on Aquilo was routable.
- Covering sequences of more than one tile are handled: the ammoniacal ocean
needs an ice platform and then concrete. Apply lays the next missing layer
and picks up the following one when re-run.
- Space platform foundation is no longer offered as ground on a planet.
- Because nothing was routable, the heat network had nowhere to go and came
back empty, which also made "heat pipes only" apply nothing. Both work now.
- A heating tower is a reactor, not a heat pipe. One clipping the edge of the
planning area was reported as a few heat pipes "already built". It still
counts as a heat source, but is no longer counted as built heat pipes.
- Fixed a crash when a selection had no buildable tile at all.
Version: 0.3.0
Date: 2026-08-22
Major Features:
- Re-planning a partly built patch now solves only the missing part. Pipes that
are already standing cost nothing to route through, so a fully connected
selection comes back with nothing left to build.
- Heat pipes that already exist are kept and extended rather than replaced, and
pipework that was already there counts as needing heat. Planning heat, then
pipes, then heat again converges instead of starting over each time.
Changes:
- Apply can commit pipes only, heat pipes only, or both.
- Heat pipes are weighted against pipes when ranking layouts, so a route that
is slightly longer but much easier to keep warm can win. A wider, deliberately
varied pool of routes is costed for heat so there is something to trade.
- The window offers ten layouts to cycle through rather than five.
- The planner tool is put away after Apply.
- A well is left in the rotation it already has when its current output tile is
on the network anyway.
- The window reports how much existing pipe and heat pipe is being reused.
Bugfixes:
- A heat network that cannot reach everything now covers what it can and says
what it missed, instead of failing and being scored as though it needed no
heat pipes at all - which made unheatable layouts win the ranking.
- Fixed tree extraction stalling on ties. With free tiles in the graph the cost
field is full of plateaus, and the old greedy walk could stop early, dropping
wells from the plan.
Version: 0.2.0
Date: 2026-08-22
Major Features:
- Heat pipe planning for planets where entities freeze, such as Aquilo. Plans a
connected heat network that touches every pipe and well, diagonals included.
- Assumed buildable ground: route across terrain that could be covered, using
whichever tile item covers it. Apply ghosts the ground too.
Changes:
- The planner window now stays where you drag it instead of re-centring on
every button press.
- Layouts of equal cost are ranked by how little ground they need laid.
Bugfixes:
- Tile ghosts are matched by entity type rather than ghost_name, so Apply no
longer errors on ground tiles and no longer re-places existing ghosts.
Version: 0.1.0
Date: 2026-08-21
Major Features:
- Selection tool that plans a minimum-pipe network across the selected fluid wells.
- Considers all four well rotations as part of the optimisation.
- Exact (proven optimal) solver for small selections, strong heuristic for large ones.
- Switchable cost model: fewest pipe tiles, or fewest entities using underground pipes.
- Cycle through the top 5 distinct layouts.
- Apply button rotates the wells and places pipe ghosts.