FOUNDRY

FOUNDRY

Cargo Pipes (WIP)
58 Comments
seer  [author] 22 Jul @ 2:52pm 
Getting above 5k a minute should be possible. My ores run a lot faster than that but make sure you are using multi in and out.

The crash on the deconstruct pipe is known but normally it is rare and seems to happen random on a machine and not every machine but once it happens in a place it will keep happening till everything machine and pipe are replaced. Use the bulk delete to take out machine and pipe at once and that should not crash and after replacing it then it should not happen again. This is one bug i have not been able to find the cause for to fix and for me it is very rare when it happens and not real details in the player log to help find it
disaster 21 Jul @ 6:26pm 
When I deconstruct a pipe on top of a mini input it crashes the game. Started a new game and it does it again. I'll have to be real careful placing these lol.
JOHNWONG 18 Jul @ 5:04pm 
I just tried this mod. But somehow I can't get it above 5100 liters per minute.

Is that supposed to be the case?
Or could another mod be interfering?
seer  [author] 17 Jul @ 4:03am 
That is good. It could just be a factory size thing and not a mod issue. Just putting a warning in case people see it. I am trying to locate it in my big factory as it is not showing in a small one.
jhughes 16 Jul @ 8:46am 
Before I restarted my playthrough, I was getting fairly laggy .. but not any more than in previous playthroughs at a similar point in the game.
seer  [author] 15 Jul @ 5:03pm 
Just a heads up i have a very large factory and pipe network that is very dense and i am now seeing performance issues. Based on profiling it is mostly the fluids causing the performance so very likely it is all the load the cargo pipes are causing. I am currently testing different options to see if i can improve the performance and will post a new comment when i have something. I suspect this would happen even without cargo pipes as you would need a lot more infra without them but i will test and see
seer  [author] 15 Jul @ 4:21am 
Ok pipes should be something that it supports now. I was not arguing to not add it just wanted to explain why everything is no there and then i just add extra things requested. If i added everything in the game it broke limits and would prevent other mods doing stuff so i reduced it to the core things and then add on request so let me know things you need. Also i just needed to make sure some other things i am experimenting with would not leak in and break things. Adding things is designed to be easy :)
jhughes 15 Jul @ 4:05am 
I also noticed pipes were missing when I set up a main mall and I needed pipes for a build component.
Beaver 14 Jul @ 3:46pm 
You're right, of course, you don't need the pipes and other things. But I would like to try to build a sensible warehouse management system with everything you can store. Your mod is a real gift for that.
Beaver 14 Jul @ 3:44pm 
Please don't stress, it's going great for now, and I'll be grateful when the pipes are in soon. It's great that you reacted so quickly. I wish you all the best.
seer  [author] 14 Jul @ 3:09pm 
Oh sorry I guess since I did not need them there I have not added them. The list is limited to just things needed. I will try to add it tonight but I need to make sure some other changes don't leak in so I can't promise
Beaver 14 Jul @ 2:49pm 
Thanks for the answer but I think we are misunderstanding each other. I mean, why can't I find the normal pipes in the Cargo Pipe IN/OUT configurator, i.e. for transfer with the cargo pipes? They are just items in boxes.
seer  [author] 14 Jul @ 1:23pm 
Yes otherwise the normal pipes would break and no machine would take the items anyway. Just like you can't mix pipeline and pipes these are a third type which much higher capacity and complexity support but each connection on a machine can only support one pipe type so I had to make it totally seperate
Beaver 14 Jul @ 11:20am 
Hello, first of all I would like to say that the mod is great. I love how easy everything works. But I have one question. Is it intentional that the standard pipes are not available for transportation?
seer  [author] 2 Jul @ 3:34am 
power cables have nothing to do with cargo pipes. Pop onto the discord for foundry if you want other mods. That said i don't know of any effecting power cable droop
jhughes 2 Jul @ 3:27am 
Is there a way to address the amount the power cable hangs down (the droop) on long runs? Set the distance on the cable to say 200 .. and the droop is 10's at the minimum. If that could be tightened up it would look much better :steamhappy:
jhughes 2 Jul @ 2:15am 
ok .. I never thought about this, but, I did not like the gap for using a wall/ceiling mounted power connector on top. But those connectors fit perfectly on the top of a Tee intersection, so high voltage power (that looks good) is possible too.
jhughes 2 Jul @ 1:54am 
Have you ever hit the pipe complexity limit yet?
jhughes 2 Jul @ 1:51am 
Wow .. I didn't think to use them to replace the elevators too. I'll try that next time.
seer  [author] 1 Jul @ 7:56pm 
I just take the pipe from base to veins. Set up normal elevator and a freight elevator then once all built remove freight elevator as I just use it to make shaft to take pipes down. Then take power and pipe to each level and feed in directly on each level
jhughes 1 Jul @ 7:48pm 
Holy Smokes .. this mod is complete fire !!! On a Vein plot, you can bring 8 total belts right off the elevators in 2 IN/OUT devices .. then set exactly how many betls you need for any combination of machines and always get full belts using Outbound devices.
jhughes 1 Jul @ 4:06am 
I have had the crash if I remove the first connecting pipe from the top of the IO device using just F. If I use Shift-F instead, it did not crash. It did not seem to matter if the pipe is full or not. (At least for me). But it did not crash using Shift-F, so That is my go to if I need to remove those. Complicating matters, I play on Linux :steamhappy:
IcyVein 30 Jun @ 8:34pm 
OK, at least now I can avoid crashes by remove io device first. Thank you very much!:steamthumbsup:
seer  [author] 30 Jun @ 8:24pm 
ok seems no error in there. just next time it happens look at the log after the crash and let me know if you see anything
IcyVein 30 Jun @ 8:22pm 
Log ends at
[LOG][1] 000:00:26: Loading (20/20): Done!
seer  [author] 30 Jun @ 8:16pm 
no it would normally be at the bottom of the log in a crash. normally say error or stacktrace
IcyVein 30 Jun @ 8:15pm 
I didn't find anything useful. Is the following useful?
[LOG][1] 000:00:06: Mod successfully loaded: seer.TransportDucts
Fallback handler could not load library G:/SteamLibrary/steamapps/common/FOUNDRY/Foundry_Data/MonoBleedingEdge/data-00000236003CF0F0.dll
seer  [author] 30 Jun @ 7:57pm 
interesting. That is the same spot i use to get it mostly though i got it in the middle of a pipe once as well. I do use a lot of bulk removal now that it is out of testing phase so maybe that is why i have not seen it again but at least you have a way to work around it. Is it happening often for you and is there anything in your player.log file about the error?
IcyVein 30 Jun @ 7:47pm 
The crash only occurs when the pipe connected to the io device is removed. However, not all such pipes will cause a crash.
Also, if I remove the io device first and then the pipe that caused the crash before, it does not crash.
seer  [author] 30 Jun @ 7:44pm 
is it a pipe connecting to a machine or a pipe in a line of pipes?
seer  [author] 30 Jun @ 7:43pm 
strange i have more than that in mine all the time. I have always been able to delete using the shift-f and doing an area around the the problem single bit of pipe taking the lot at once. Is there any errors in the log file?
IcyVein 30 Jun @ 7:38pm 
I have try shift-f, and crash many times. There is about 20000+ liquid in the pipe, I guess the game's pipeline checking mechanism caused this problem?
seer  [author] 30 Jun @ 2:32pm 
Really that issue is back? I think it is based game issue or something as I was never able to work out why. To get around it use shift-f to do area delete and delete the pipes on either side of the pipe that causes the crash at the same time as deleting the problem pipe. That always worked for me but I have not had the issue for over a month
IcyVein 30 Jun @ 8:06am 
Crash when i remove the pipe
seer  [author] 27 Jun @ 7:54pm 
Yea I really wanted to control the amount held in the out devices but I can't. One thing inthough of is giving the pipes 0 or 1 storage and. Then you need more inline storage or tanks. None of the ideas were perfect but on top of the inline storage is a data connection so you could use the data circuit to stop and start loaders. I may also try to add a data connection to the in and out machines at some point
vapaman 27 Jun @ 7:32pm 
I love this mod, i just wish there was a to withdraw from the Cargo Tanks and\or to limit the amount it can hold. ((This will not stop me from using the mod, i do love it))
seer  [author] 25 Jun @ 2:33pm 
Thanks. I may need to look at recipes that do less than batches of 25 for low volume items. They sort of break the indicators if the item does not get added to the pipe multi times a minute. I have noticed with some of my items. It works great for ores etc as it lets them go full belt speed easily and not effect performance like it did when i was doing batches of 1 but sadly it sort of holds things up if you have items where it takes over a minute to get 25 of the item
jhughes 24 Jun @ 4:10pm 
It is a great mod and once you understand how it works is it awesome .. The real key is that it is way easier to get things on and off the bus and the throughput is whatever you have pipes set for, which is way faster than conveyors. I can't imagine not using it now.
seer  [author] 24 Jun @ 2:52pm 
Thanks that sounds good. I think it is better it being multi on the right click vs multi different buildings. I also had the option to make it only one building but then you end up with lots of recipes and you could not tell the in and out ones apart easily
jhughes 24 Jun @ 2:45pm 
In general, it seems most mods don't have very good 'instructions' on how they are used. But I think I can do something about that .. I will start a discussion item that has instructions (a guide on how to use this mod). Many mods can use these .. and we can inclkude screenshots, etc. People can ask questions if they need more info, etc.
seer  [author] 24 Jun @ 2:21pm 
Any suggestions on how to make that more clear?
jhughes 24 Jun @ 6:29am 
OK just a heads up .. this kicked my butt for 10-15 minutes. You need to Right Click on the inital placement of the "IN-Out" piece. It defaults to Out Mini .. I put it down and nothing would come into the Conveyor connection (Obviously, it was an OUT not an IN). But I had no idea there were multiple devices for that item.
seer  [author] 23 Jun @ 1:56pm 
Let me know any issues or improvements you guys want.
jhughes 23 Jun @ 5:01am 
This looks extremely promising to use as a main bus .. I may start a new playthrough and give it a try.
seer  [author] 22 Jun @ 7:43pm 
Free stuff fix was released so duplicate recipe bug should not happen now.
Sensei Wu 22 Jun @ 6:37am 
Yeah it was the free stuff mod, was using it for firmarlite sheets cuz didn't know TerrainRemover mod had bedrock option and got tired of placing Lava smelters around, but now switched to the new mod for easy sheets making in assemblers.
seer  [author] 22 Jun @ 6:07am 
No. They travel in special pipes that can't be used on other pipe connections
killer93551277 22 Jun @ 5:13am 
Hey, random question, would the items after being turned into a liquid state be able to be transferred by the Cargo Shuttle (Liquids)?
seer  [author] 22 Jun @ 2:52am 
I found the issue and the fix needs to be on the FreeStuff side. I sent a pull request to Erkle and hopefully he will have time to review, approve and release fix.
seer  [author] 21 Jun @ 5:37pm 
Can you tell me what the dip recipe is and if you don't mind what you are using free stuff for? I may release another mod to cover the items people need from free stuff if it is the cause and can't get it fixed