Oxygen Not Included

Oxygen Not Included

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Piped Everything
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9 Sep, 2023 @ 3:45pm
10 Jul @ 12:58pm
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Piped Everything

Description
Adds liquid, gas, and solid pipes to buildings. Settings can be configured. Can work for modded buildings, but requires editing the settings.

Default settings include all ports from 'Piped Output' and more. If a pipe is connected but blocked, it will store materials internally until 'StorageCapacity' is exceeded. Then it will disable the building.

### Settings here
Windows: %userprofile%\documents\Klei\OxygenNotIncluded\mods\PipedEverything.json \
Mac: ~Library/Application Support/unity.Klei.Oxygen Not Included/mods/PipedEverything.json \
Ubuntu: ~/.config/unity3d/Klei/Oxygen Not Included/mods/PipedEverything.json

### Format
* Id: string | Building ID or exact localized string (including spaces)
* Input: bool | If true act as input, otherwise as output
* OffsetX: int | Port's X position relative to origin cell
* OffsetY: int | Port's Y position relative to origin cell
* Filter: string[] | Collection of SimHashes that can pass through the port (tags NOT allowed)
* Color: Color32 | Port's color scheme like "Color":{"r": 128,"g": 128,"b": 128,"a": 255}, default based on SimHashes
* StorageIndex: int | Which storage to use, default 0
* StorageCapacity: int | How much of each element can be stored, default 100kg (except gas with 2kg)
* OriginalPort: enum | Set X and Y position of a basic port (e.g. water input of electrolyzer)

### Source
[Github]Link[github.com]
Thanks to Nightinggale for the ground work of this project. Link[github.com]

### Notes
* Filter accepts the string 'Solid', 'Liquid', and 'Gas' for ports; this will process any element of that type
* OriginalPort makes the config apply to an original port. Usually set it to 'Utility'. Set to 'Extra1' to 'Extra4' for extra ports (e.g. filters/warp). You cannot change its color.
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357 Comments
Fumihiko  [author] 14 Jul @ 2:00pm 
Hehe. No need to feel bad.
Fumihiko  [author] 14 Jul @ 12:55pm 
That is obvious. My point is that the pipe is connected to the right storage, otherwise it would not empty the DirtyWater when set to 'Liquid'.
Does DirtyWater work with other buildings? Afaik yes. So what gives?
Fumihiko  [author] 14 Jul @ 9:23am 
I have no clue. The filters work identical for all buildings, so it's not the filter. And the pipe also works, since 'Liquid' catches it. The id is also correct.
Fumihiko  [author] 14 Jul @ 8:29am 
I had to do minor changes for the geyser feature. If that broke anything, let me know. Although the filter not working would probably be very noticeable.
Kaedys 14 Jul @ 7:04am 
Ah, ya, good point. I think I ended up running into that issue with another building at one point, it would output anything that was input into it. I'm a bit surprised "DirtyWater" doesn't work, though, that's the same filter setting that the various polluted water outputting generators use.
Kaedys 13 Jul @ 2:40pm 
I believe @zagara77 fixed that by using "Liquid" as the filter instead of "DirtyWater", on what is currently page 3 of the comments.
Kaedys 12 Jul @ 4:32pm 
There's some discussion on pages 3 and 4 involving @zagara77 that I believe ended up with the config code required for that, though you may have to assemble it from a few comments.
saqlain141 12 Jul @ 1:03pm 
Was playing and opened the Pipe overlay and realized that i can add pikes to geysers and had to come check if its new or had i lost my mind.... I'm Still sane and thanks a lot man
DaftValac 10 Jul @ 8:14pm 
Incredible!! Thank you @Fumihiko!!
Ace 10 Jul @ 3:54pm 
You're right, it wasn't this mod. It was another one. The other mod just happened to break right after I loaded the game after updating this mod from the mod manager. Apologies for the false flag.