Space Engineers

Space Engineers

[WCIS] Longer Seamless Industrial Conveyor Pipes
15 Comments
Katarina [WolfCraft Industries]  [author] 26 Jun, 2023 @ 6:11am 
haha yea i feel you but in some situations you have to live with the fact that its 9+1
or that its 9+2+2 (because of 2 end tubes with flanges)
adding more variants for every size wouldnt really make any sense because it would make the mod more congested and would increase file size and it would reduce performance because of the bigger mod then.
howardxu23 26 Jun, 2023 @ 5:59am 
fair enough
it is mostly my OCD getting triggered by the fact that I know there is 9+1 pipe, even though my eyes say there is no difference lol
Katarina [WolfCraft Industries]  [author] 25 Jun, 2023 @ 10:53pm 
just use a 9x with one vanilla pipe to get 10x, same for the 20x, just use 2 9x and 2 normal ones.
you wont really see a difference because i made these so that they look the same as if you manually placed the same amount of single tubes.
howardxu23 25 Jun, 2023 @ 10:13am 
can you add a 10x and 20x length as well?
Katarina [WolfCraft Industries]  [author] 23 Sep, 2022 @ 4:44am 
[WCIS] Longer Conveyor Tubes is available now! same thing as this here only with the vanilla non DLC conveyor Tubes.
Katarina [WolfCraft Industries]  [author] 22 Sep, 2022 @ 11:28pm 
thanks @BIV, the vanilla version (tubes and reinforced tubes) is also on its way. am almost done with it too and i expect to be able to release it soon. i will let you all know once its out here in the comments.
BIV 22 Sep, 2022 @ 6:55pm 
Looks good and helps reduce PCU so players can expand and grow, it's all good. Thanks for the work and effort.
Katarina [WolfCraft Industries]  [author] 20 Sep, 2022 @ 4:37am 
@LordZarmack thanks for your kind words <3 have a good one bud ^^

@YAKFLY sadly i cant make it up for everyone and a 3x one would be simply to small and wouldnt really give a huge advantage regarding lagg reduction. the neat part about this here though is, if you need a 6x long one, use my 5x and add a vanilla tube. you wont see a difference by using my 5x and a normal one or 6 normal ones. the difference that is important though is, instead of space engineers having to check 12 conveyor points on a conveyor update it has to only check 4 points which is definitely much better hence these pipes only having 10 PCU.
YAKFLY 20 Sep, 2022 @ 4:06am 
Great mod, except one point (also for other mods like this one) : MOST builds use a x3 stepping because well, containers, tanks, most of big blocks are this size. I would preffer A LOT a x3, x6 x9 x18 sizes for theses conveyors. Most of the time I would need a x3 and I cant fit the x5. Many thanks in advance.
LordZarmack 20 Sep, 2022 @ 2:47am 
The only alternative is to have cargo containers that all pool together into a magical space that then transfers resources/components/ammo into whatever you designate, regardless this mod is greatly appreciated for these ship v ship fights and reducing lag.

thank you for your hard work and idea :steamthumbsup:
Katarina [WolfCraft Industries]  [author] 15 Sep, 2022 @ 1:47am 
yea i agree, script injection would indeed be pretty nice for grind to learn users.
having ships floating around with modded blocks, better reactors for example would be pretty cool. but i'm definitely not able to create something like that and for now i am not really interested in creating such a feature. scripting is not my thing :/
Bluestar 15 Sep, 2022 @ 1:39am 
If script injection became a standard issue practice you can see how it would change how alot of blocks mods are seen. Suddenly fitting into the world automatically, and makes looting npcs more interesting as they could randomly contain modded blocks

Great for the grind to learn mod users
Bluestar 15 Sep, 2022 @ 1:35am 
I think when it comes to se any optimization is better then none lol
Like squeezing a lemon to get all the juce out
This would also reduce block count which is another form of optimization in of it self, Ideally someone whos done it before can help. I think there are many mods out there would have some benefit of 'script injection' so the blocks get introduced in the game naturally on npcs grids and are not just player built only.

If we could get a simple tutorial or even a basic framework to build off that would be idea, id love to e able to make those sort of thing for mods i use for my self atleast.

Do you chat in the keen discord could ask there about it
Katarina [WolfCraft Industries]  [author] 15 Sep, 2022 @ 1:27am 
neat idea, but i dont think the benefit would be that great / high.
at least performance wise but that would need some testing.
i dont know how exactly conveyors act on the performance if they arent updated but if you have 2 conveyor lines, one that is only made out of conveyor blocks (the ones that have 6 ports total) vs a line that has only straight tubes, if you make any changes (by triggering a conveyor update via placing a new cargo container for example) the tube one shouldnt create as much of a lag as the block one since it has less conveyor points to check.

the sad thing is, implementing such a feature is far out of my league. i dont have any knowledge regarding scripting and stuff and like i said, the performance benefit might not be as big as hoped for. for players it should be a good one since they update their conveyor system regularly and having less tubes definitely makes a difference.
Bluestar 15 Sep, 2022 @ 12:55am 
What would be an awesome addition to this is have a background script that self replaces conveyer pipes/tubes/armor tubes on any npc grids that spawn. Similar fashion to the weapon replace script that swaps out vanilla weapons for modded weapons, the script looks and counts continues conveyer blocks and replaces them with a single one of one of the available sizes

Because atleast in a SP world how many girds a player has is often alot less then npcs grids in the world, depending on modlist. Some sort of conveyer line replacer script would help optimize all the npcs grids around and make the modded block self intergrade into the game at the same time.

How to do a replacer script is the question, maybe one of the guys whos done it could make a good tutorial for this or a starter framework