Oxygen Not Included

Oxygen Not Included

Pipe Pressure Valve
74 Comments
iccor56 14 Oct, 2023 @ 6:58am 
thank you kromburg for a bypass fix!!!! doe anyone know of a liquid pipe version?
iccor56 14 Oct, 2023 @ 6:54am 
is there any way to update this? ONI says mod out of date in game but i can't find by what value.
BrunzPurge 5 Jan, 2023 @ 12:49pm 
Update this mod please. I really need mod that is function like this. :steamsad::steamsad:
GeekyRaptorStudios 19 Dec, 2022 @ 3:46pm 
has anyone made a mod to reduce or remove pipes getting blocked?
Great Value Swat 14 Sep, 2021 @ 12:32am 
Published a quick update of this mod for Harmony 2.0 here until the mod gets an official update: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2601665313
heroine_fantasy 18 Aug, 2021 @ 2:28am 
waiting for update
Swoop 22 Jul, 2021 @ 5:07pm 
update please ?
Samus 5 Jul, 2021 @ 6:34pm 
Is there the possibility for a config file option? It would make this mod play nicer with other mods that increase the capacity of gas pipes.

Thanks for the mod regardless :).
nelsoid 23 Jun, 2021 @ 2:18pm 
now i can finally spent 44 or 45 seconds performing leisure activities upon my poor exhaust pipe. thanks:steamthumbsup:
rmstorey 31 May, 2021 @ 2:12pm 
How can I force it to empty before I deconstruct it? I haven't been able to find a way to do it that doesn't release all the gas back into the environment.
kelmenwong 11 Feb, 2021 @ 12:08pm 
sorry posted on wrong site
nightinggale  [author] 11 Feb, 2021 @ 7:40am 
Klei changed how to add buildings to techs. From a technical point of view, the DLC approach is better, but it has backfired in the sense that it's not possible to compile for both at the same time. This means turning the DLC on/off in order to get both codebases and each switch requires downloading around 500 MB. It's not a nice system right now.
nightinggale  [author] 17 Jan, 2021 @ 12:02pm 
Ok, now the steam mod is the same as the mod I put on github. Due to a typo the mod ended up running the non-DLC dll file even if the DLC was present. Now it appears to have both and pick the right one on launch.

Yeah due to some changes in the DLC I can't use the same file for both and it's my first mod using two files.
Morgan 17 Jan, 2021 @ 5:53am 
You know you can sort the mods you've subscribed to by the most recently updated ... if you know it just worked yesterday it makes it easier to see what the suspect mods are.
feoranis 17 Jan, 2021 @ 4:00am 
This mod seems to be causing a crash with Spaced Out! DLC. I had 70+ mods and I unsubbed from all and started resubbing. This one crashed the game when I subscribed to it. Crash report:

InvalidOperationException: Sequence contains no elements
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at KMod.Mod.GetMostSuitableArchive () [0x00280] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\Mods\Mods.cs:332
at KMod.Mod.ScanContent () [0x000c7] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\Mods\Mods.cs:251
at KMod.Mod..ctor (KMod.Label label, System.String description, KMod.IFileSource file_source, LocString manage_tooltip, System.Action on_managed) [0x00060] in C:\jenkins_workspace\workspace\SimGame_Windows\game\Assets\scripts\Mods\Mods.cs:195
...
Beardo 16 Jan, 2021 @ 7:19pm 
This one seems to be causing a crash for me. Had it previously deactivated, and if you updated it earlier today (21-01-16), it's possible you updated while I had the game open. But either way, shut the game down to do some errands, and when I tried starting it up again it just kept crashing after the test warning page. File verification didn't help, ditto for uninstall and reinstall. Unsubscribed to all mods and that fixed it. Started re-subscribing to mods in pairs, and it continued working until I resubscribed to this one.
nightinggale  [author] 16 Jan, 2021 @ 4:04pm 
The main reason for the poor graphics is that this mod is from before it was possible to add custom graphics. To get around that I used existing and forced a colorchange to be able to tell them apart. It was a good solution at the time.
Christian 11 Jan, 2021 @ 6:17am 
hahaha sorry when I first saw that very green tint on the valve my reaction was "holy crap that's butt ugly" LOL. Still works tho lol thanks.
Nik 13 Sep, 2020 @ 6:13pm 
So if I understand correctly, this works like a "packet stacker"? So rather than having to build a messy couple of overlapping bridges or a valve/shutoff combo to stack packets, I could just use this? very tempting..
Kaedys 8 Sep, 2020 @ 1:29pm 
Could you add a config parameter to set the required mass before releasing a "packet"? Or read the value from the pipes in-game? I bumped up the capacity of my pipes using the bigger storage mod, because pressurized pipes was crashing for me, but this mod still only releases the packets at the normal maximum of pipes, which only half fills my bumped-up ones.
Zannen 9 Jul, 2020 @ 9:04pm 
Please add its own Custom model. That would be great.
Darth Nihilus 30 May, 2020 @ 3:35am 
at last someone remade the valve, the bitchy devs removed from the game long ago. thanks!
rok 14 Mar, 2020 @ 5:37am 
Works with automation upgrade :candysilly:
Cables323 10 Mar, 2020 @ 10:48am 
Is this compatible with the automation upgrade?
Verok 5 Jan, 2020 @ 8:18am 
I absolutely love this mod. But I'm getting an odd little bug right now. One of the valves I built is spawning a copper deposit on top of it periodically. I've never seen anything quite like this before. Is this something that's ever been reported?
KeTTaCoRe 2 Oct, 2019 @ 11:04am 
10/10 Billy Mays Tellsell talk!
sevs44936 12 Sep, 2019 @ 1:29pm 
Is it possible to have the automation input release any partial packets?
I often end up with with some remains in the valve (i.e. 52g CO2, 121g PO2, 2.4g Cl, etc.), deconstructing releases them to the environment, which isn't all that helpful.
Hotklou 20 Aug, 2019 @ 10:26am 
I agree. That feature should be implemented, if possible. And I know that it is, since other modders have previously done so in the past.
fox_kirya 17 Aug, 2019 @ 3:45pm 
Could you please implement an ability to adjust a "pressure" at which the valve should be triggered. It'd be very useful to set a size of "dots".
IMHO it's a must-have option for a pressure valve.
CosmicDan 13 Aug, 2019 @ 7:35pm 
Really cool, a perfect addition to builds involving any kind of fluid interchange or centralized storage and processing sites. Good fun! Thanks!
KahtaKhan 11 Aug, 2019 @ 8:19am 
Would be nice if this had a config file to make it compatible with mods that change max pressure of the pipes and vents. Great mod tho. Helps with lag a ton.
Cake or Death 10 Aug, 2019 @ 8:01pm 
I was thinking more like 1 in, 9 out all even without having to make a massive tree
nightinggale  [author] 10 Aug, 2019 @ 6:48pm 
Flow Splitters already exist.
Cake or Death 10 Aug, 2019 @ 5:32pm 
now make a split mod that divides up the volume evenly
The Tempted Man 3 Aug, 2019 @ 7:51am 
Works with LU
Barnabas Ballins 31 Jul, 2019 @ 3:32pm 
its not in base game cause you cant have water in pipes like that, its a stream not sludge
Mantakus 30 Jul, 2019 @ 12:12pm 
Thx for launch update.
Zz 30 Jun, 2019 @ 6:30pm 
机翻在此
你有没有被一个小的,但持续不断的管道流量所烦扰?你有没有想过要用爆满的管道来代替,但却从来没有设法让天然气发电机不产生持续不断的废气流?

答案是:一个阀门,它保持关闭直到一整公斤的二氧化碳聚集,然后它会自动通过,然后再关闭。您的天然气发电机将不再填补您的排气管的小点。相反,每44或45秒只会有一个点,让你的排气管空着,去做任何你真正想做的活动。

但是等等,还有更多。它不仅能处理二氧化碳,还能处理任何你想用它来处理的气体。事实上,它可以处理含有多种气体*的管道。

现在订阅并免费获得一个液体压力阀。

免责声明:由于内部存储有限,不保证在混合元素环境中完全填充管道。用户负责提供操作电源。

更改日志:

1.1添加自定义颜色

1.0:首次发布
Catbear 26 Jun, 2019 @ 4:11am 
Why isn't this in the base game? I seriously don't understand it.
Derrick 23 Jun, 2019 @ 3:04pm 
Oh, thanks so much for this! It's a small thing, but (like the bulk of your mods) is a huge QOL improvement. Thanks for your efforts on our behalf!
MythN7 4 Jun, 2019 @ 3:27pm 
ya, often, i end up with such complex pipe sytems, cause i like to try and run all my gas threw only 1 filter per type.
so, of the storage of 1 type fills up, then the filters linked behind no longer get any gas.

So what i started doing to address this, is near the base, I been putting like 10 canister fillers as the bridge line that only gets used if there is backup.

then, just for seeing it easier. on a pipe in the middle of those 10 filler things, i put a gas sensor, so that it turns a light on to tell me i have major backup issues.

then i just tell the dups to empty contents a few times till that overflow line is clear lol.

since the bottled gas does nothing but sit on the floor, its no harm.

But it would be great if there was a valve that said, hey i cant accept anything for quite a while now, so ill just release anything i get into the world instead type of action.
nightinggale  [author] 4 Jun, 2019 @ 3:21pm 
High Flow Storage has reservoirs with sensor output. If you set one to trigger on say above 15 kg, then it will turn on when input is faster than output, hence backing up. To make a detector specific for backing up, all I have to do is to mix that with this mod, as in it's 2 cells reservoirs with an internal storage of 250% pipe capacity and then a threshold sensor the user can use to select above whatever the user want.

I really like this idea.
MythN7 4 Jun, 2019 @ 3:04pm 
for your next mod, reguarding this type of stuff.
You should create a special valve that if it detects no pipe movement for x time that we can set via a slider. it will just vent the contents right where it is as a way to keep the pipes from backing up.
MythN7 4 Jun, 2019 @ 3:00pm 
awsome, i just tried it out, and selected the object, and saw that it holds the gas till it has the full amount, and still accepts others, i had a list of like 5 gases under 1000g in it.

this is a great mod. and totally addresses a few of my suggestion topic ideas lol.

hope, klei takes your work and adds it to the game as official. great work.
nightinggale  [author] 4 Jun, 2019 @ 2:57pm 
I don't see anything, which can prevent anything from entering regardless of size or elements of the input. Well there is one thing. The output is blocked or disabled (like lack of power), then the input will accept until the internal storage is full and then like any other reservoir it won't accept input.

If you encounter any other issues with gasses not entering the valve, then do tell.
nightinggale  [author] 4 Jun, 2019 @ 2:57pm 
The way the valves work is that they are technically reservoirs with a very low capacity (250% of pipe capacity). It fills the internal storage from the input and totally doesn't care for which order the elements arrive. It will accept everything until the internal storage is full.
The output doesn't know about the input. All it can see is the internal storage. It will pick whatever is enough for a full pipe or if the internal storage is nearly full, it will output whatever has the most mass in storage. The last part is because otherwise 4 different gasses, each of 0.8 kg would jam the valve. It's better to output something not completely full and recover from this bad state without player interaction.
MythN7 4 Jun, 2019 @ 1:41pm 
i like your mod, but are there any issues when a small dot goes in, and another gas type follows it, making it so that the small dot that went in, wont have any more added?
nightinggale  [author] 24 May, 2019 @ 10:33am 
I plan to add another logic port. If it reads an active signal, it will pretend the threshold is 0 and empty the internal storage. On top of emptying prior to deconstruction, it can be used by the receiver as "I'm out of whatever. Send more regardless of amount".

There is also a request for an empty button. Sounds nice, but I don't know how to add custom buttons, or if it's even possible. I also plan to look into leaving the content as bottles on deconstruction.

However nothing will happen with this mod for a while because I'm currently working on Sensory Overload. Creating new sensors have turned out to be a great way to gain experience into how to add custom code to buildings, not just for functionality, but also how to use the undocumented features provided by Klei to make the buildings FPS friendly.
xXBulletJusticeXx 24 May, 2019 @ 10:13am 
Oooo nice, I can't wait! What other features are you planning to add in @nightinggale?
nightinggale  [author] 24 May, 2019 @ 5:34am 
A slider has been a planned feature even before the first release. However I haven't figured out how to add one until this week.

However adding one now means adding data to the savegame (the slider setting). To avoid breaking savegames, I have to copy the buildings, remove the old ones from the build menu and then mod the new ones. This way existing buildings in savegames will still be the old ones, hence savegames will still work. The tradeoff is that people will have to destroy their valves and then rebuild them to gain the new feature(s).

However since this is a bit of a hassle both to code and ingame, it is waiting for me to do all planned savegame breaking features in one go.