Oxygen Not Included

Oxygen Not Included

Piped Everything
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.
snail 10 Jul @ 1:46pm 
mod update makes game stuck in a reload loop until I uninstall a folder, also crashes my game
Fumihiko  [author] 10 Jul @ 1:45pm 
I don't believe that. Know that you can hop to Github and download an older version of this mod.
Ace 10 Jul @ 1:40pm 
After this updated it won't let me build steam turbines. It says I don't have enough refined metals or plastics. When I in fact do.
liqingyuan1986 10 Jul @ 12:35pm 
i have the same problem.
I'm pretty sure it conflicts with the latest version of the fast track MOD.
Fumihiko  [author] 10 Jul @ 12:27pm 
Can you elaborate? I don't have that problem. Is there a message? Logfile?
Shindara The immortal 10 Jul @ 12:25pm 
the new update causes an error in the game forcing it to keep restarting.
Fumihiko  [author] 10 Jul @ 12:16pm 
I went ahead with the overpressure idea. Funny that the pipes refuse to transport the package. But instead I accidentally found you can connect multiple pipes to that input and it will split nicely. I updated the mod's screenshots.

Was more of a challenge than I anticipated. But I like the result.
Kaedys 9 Jul @ 6:30pm 
Perhaps adding multiple pipe outlets? Might be worth doing that on all the geysers, actually, to handle things like geotuners, the geyser cracking mod, and modded geysers with higher than normal throughput.
Fumihiko  [author] 9 Jul @ 11:50am 
Mh... there is the annoying fact, that steam geysers produce a lot more gas, than can be transported from the geyser. Either I increase the storage capacity so maybe it evens out during idle time (but I don't like that), or I cheat the system to push more pressure into the pipe, than normally allowed. Any other ideas?
Fumihiko  [author] 8 Jul @ 12:11pm 
@Jonao: I made a prerelease here Link [github.com].
Would be great, if you helped testing and bug hunting.
Jonao 7 Jul @ 9:32am 
Wow! You are the best! Take your time and I really appreciate Your work!
Fumihiko  [author] 7 Jul @ 7:57am 
Hey thanks. I was simply to busy(/lazy) to add these buildings. Nice that someone did. I can add these as an update, which will be propagated to old configs without losing anything user modification.

I will take a couple more days, to see how feasible the geyser thing is. It's a bit of work.
DaftValac 6 Jul @ 10:09am 
I think rebuilding the `PipedEverything.json` file might be logistically difficult, as people then have to delete their old config file for it to update properly. An update might take some time.
DaftValac 6 Jul @ 10:07am 
@Fox

If you add the following to your `PipedEverything.json` (as detailed in the mod description, lmk if you'd like help) the Plant Pulverizer will gain inputs for both water and solids.

{
"Id": "MilkPress",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "MilkPress",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
}
DaftValac 6 Jul @ 9:59am 
I figured out how to add the Peat Generator to the `PipedEverything.json` (thanks to @Fumihiko for this very configurable mod):

{
"Id": "PeatGenerator",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Solid"
],
"StorageCapacity": "Infinity"
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 1,
"Filter": [
"CarbonDioxide"
]
},
{
"Id": "PeatGenerator",
"Input": false,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"DirtyWater"
]
}
Jonao 6 Jul @ 8:44am 
It used to have liquid/gas output (I think I saw some text adding this like advanced research computer water input), it also have weird (for me very helpful) feature that geyser/vent had storage (and it can store like 10-20k gas until you add pipe and normaly drain it to other place/storage/buildings. Till then they have "inner erruption" and not release anything to enviroment like gas/liquid or heat). Thank you for reply, I hope You consider adding this, and it wont be much tuble to do. If may ask, please make it compatible with Movable Features or add as check option to not interfere with that mod. Thanks for Your effort!
Fumihiko  [author] 6 Jul @ 12:55am 
Oh. Interesting idea. I wonder how to add pipes only if the vent is analysed.
Jonao 5 Jul @ 10:51pm 
I love idea to pipe geysers and vents but sadly author of this mod deleted it. It is possible to add this feature to this mod? I love this mod and personaly I cant imagine playing without piped electrolysers :)
C2N14 30 Jun @ 6:30pm 
the peat power plant has liquid output
kebe1pc 13 Jun @ 6:38pm 
The peat burner from the new prehistoric DLC outputs polluted water and carbon dioxide
SERVA 3 May @ 1:37am 
Hi, Why should I keep updating when i open the game ?.?
zagara77 2 May @ 11:27pm 
ok fixed it by changing dirty water to "liquid"
zagara77 2 May @ 6:05pm 
forgot to include the code
"Id": "Apothecary",
"Input": false,
"OffsetX": 1,
"OffsetY": 1,
"Filter": [
"DirtyWater"
]
},
zagara77 2 May @ 6:04pm 
ok so i have inputs working water and gunk both flow in but the polluted water is dropping on the ground. sorry i have pestered you so much
zagara77 2 May @ 3:08pm 
thanks for the help man. im not really computer savvy outside of hardware.
Fumihiko  [author] 2 May @ 2:55pm 
You find all elements here Steam\SteamApps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\elements

I guess it's LiquidGunk. Of course you can use 'Liquid' instead. See notes in the description.
zagara77 2 May @ 2:51pm 
ok so i figured out its dirty water not pollutedwater still trying to figure out the correct word for gunk tho
zagara77 2 May @ 2:32pm 
ok so i added this and it didnt work
},
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"gunk"
]
},
{
"Id": "Apothecary",
"Input": false,
"OffsetX": 1,
"OffsetY": 1,
"Filter": [
"polluted water"
]

can you help me out
Fumihiko  [author] 2 May @ 9:18am 
You can add them. Open the settings and create a new entry for the port.
zagara77 1 May @ 11:11pm 
apothocary doesnt have input. i had just started a all bionic run and would love to be able to send gunk directly to the apothocary
Fumihiko  [author] 29 Apr @ 7:28am 
Very few buildings have more than one storage. If so, you can define which storage the pipe connects to.
Example: The Ice Cooled Fan has a storage for ice and one for water. If you were to connect a water outlet to the storage 0, it would never pump any liquid. If you connect a ice inlet to storage 1, it will accumulate ice in that storage, but the building will never use any for cooling (since it only looks at the other storage for ice).
MiserableGamer 29 Apr @ 7:08am 
Can you explain StorageIndex please?
Fumihiko  [author] 12 Mar @ 5:04pm 
I changed my fix. I have the suspicion that the 'transfer items' call in the middle of the code, triggered a storage change event, that then updated some value after my fix.
I replaced the whole code and made it unable to trigger the crash. So this is fixed. But this might cause the recipe queue to get stuck. Not likely, but I don't fully understand how this works.

If you see a new bug related to the recipe queue, let me know.
erik.steinmetz 12 Mar @ 5:49am 
Weird. I've never gone out of my way to try and replicate it, but I think it happens to me eventually every in every game...I actually usually specifically design to not use rails coming out of the metal refineries because of it...so if there's any data I can get you let me know.
Fumihiko  [author] 12 Mar @ 4:08am 
I don't know why that happens! It's also quite rare (never happend to me).

When you load your save, remove recipes from your machines. Then unpause. Afterwards you can play normally again.
erik.steinmetz 11 Mar @ 9:44am 
C-3PO, that's the same error I'm seeing that I mentioned right below. If you have any Metal Refineries using the conveyor output from this mod try removing the output rail. On my game I have 1 that the rail is filled so it's filling the internal inventory. Removing that 1 rail has prevented the crashes for me.
C-3PO 11 Mar @ 9:05am 
The game loads, but when I press spacebar, it crashes
Assert failed: openOrderCount invalid

at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <82f243aab18c4f32918da2df41974365>:0
at Debug.LogError (System.Object obj) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at Debug.Assert (System.Boolean condition, System.Object message) [0x00000] in <82d98ed04cc642f199bc654910617431>:0
at ComplexFabricator.ComplexFabricator.StartWorkingOrder_Patch2 (ComplexFabricator , System.Int32 ) [0x00000] in <163b00539fc84d05a3b4534e8fc677c5>:0
at ComplexFabricator.RefreshAndStartNextOrder () [0x00000] in <163b00539fc84d05a3b4534e8fc677c5>:0
C-3PO 11 Mar @ 8:55am 
My game is crashing today
erik.steinmetz 10 Mar @ 7:23am 
I'm a software engineer, but have never worked on ONI modding, so feel free to ignore the rest of this if it's not helpful, but my first thought is there's an overflow issue. Specifically my current save has an internal storage of 480kg with a capacity of 500. I'm wondering if it creates another 100kg if that difference of 80kg over the storage is what's causing the crash. It specifically seems to crash when the building animation for the final job ends. I've only lightly tested this so far (only once going through to the end of the animation), but the crash is almost 100% from that building (stops as soon as I remove the conveyor output from that building).
erik.steinmetz 10 Mar @ 7:23am 
For starters, just wanted to thank you and let you know I love this mod...one of the most essential ones in my playthroughs. Just wanted to let you know a small issue I've found with the MetalRefinery. I'm still trying to test to ensure this is the case, but right now I have 1 only crafting iron ore to iron, which is feeding from your mod to another to create steel. The mod description says if the internal inventory is full it disables the building, but it seems that when the refinery creating the iron fills internally it crashes my game instead.