Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To support connecting moving grids would require recalculating pipeline piece placement and generating a new collider every time either end moved (potentially every frame), doing a bunch of collision checks for validity, and synchronizing it all in multiplayer. The performance cost wouldn't be unworkable for few pipelines (but still expensive for what it is), and would spiral out of control for one of the intended use cases (which is long and numerous pipeline arrays). The current way they work keeps their performance cost very low.
Powerlines are currently redrawn every frame and have no collision, so there was no real reason not to support moving grids (and their distance limit is mostly arbitrary).
to make pipelines more convienent