Starbound

Starbound

bk3k Pipes flow
66 Comments
MeeM Kade 4 Jul, 2022 @ 1:36pm 
where are these made
Reika 14 Jul, 2020 @ 1:00pm 
"Also note that with this mod, liquids will drain out the background if these pipes are that background layer. So it could be a "poor man's drain" without requiring you to leave a whole in your house etc... a fact you may especially enjoy for under-ocean bases"

Does that not also mean that pipe backgrounds below sea level will leak and flood the room?
bk3000  [author] 19 Jan, 2019 @ 5:02am 
Yes the pipe blocks will act like no block is there as far as liquids are concerned. But for everything else, there will still be a collision. So the player can still stand on pipes, can't walk through them, can't shoot through them, etc.
Boltte man 19 Jan, 2019 @ 1:03am 
ah, so what you've done is basically turn the pipe blocks into as if there were no background tiles there but of course another background tile behind that so the water doesn't just *disappear* into the nothingness so instead it just travels down the pipe blocks and to whatever it finishes at?
bk3000  [author] 18 Jan, 2019 @ 7:54pm 
Objects technically don't have collisions either. Although many items have collisions via adding metamaterial tiles. So they have the same limitations. But they can do things (with scripting) like destroying liquids from one spot, and spawning it in another. But that's more for a pump than a pipe.
Boltte man 18 Jan, 2019 @ 10:09am 
Oh...I'm an idiot then......I must have somehow missed that top part of the description....:steamfacepalm: hahahahaha ...

I see....what if you make the pipes not be tiles but like furniture where you just place it down? Maybe edit the pipes such that it's no longer perceived as a tile but as an interactable object? Would that change anything?
bk3000  [author] 18 Jan, 2019 @ 8:55am 
Ah that is answered at the top of the description.
>With this simple mod, pipes don't block liquid flow. Sort of like you'd expect but with some limitations.
>I'd rather they only took from the end of the pipe, but pipes are just blocks so I don't think there is a fancy way to implement as much. Keep blocks to the sides of the pipes, and it will look natural.

The engine itself doesn't let you set collisions on only part of a tile. The pipes are all or nothing.

I had thought about making a tool that you could click on the pipes, and it would put a custom block that is invisible, doesn't allow liquids to pass, and doesn't block anything else. It would determine where that block is needed. But as is, the mod isn't adding new assets and that has server implications.

If I add that, this mod would then be adding new assets including new blocks. I do have a block like that already in my "blocks and objects" mod. Very see-through normally and can be painted invisible.
Boltte man 17 Jan, 2019 @ 11:56pm 
I think I need to illustrate my question with a MS Paint drawing.....

https://i.postimg.cc/L6GW9yVJ/Untitled.png

The grey is the background tiles, yellow = solid blocks, blue = water, green = border of example, black are the pipe blocks
bk3000  [author] 17 Jan, 2019 @ 11:12am 
@Boltte
It won't teleport water, no. Assuming I understand the question properly.

The simple way to look at it is this - liquids will behave the same as though there is no block at all. But as for everything else, they will treat the pipes like blocks.

A draining effect occurs when there is no block in the background, right? The same thing will occur if that background tile is a pipe because liquids act like no block is there at all.
Boltte man 17 Jan, 2019 @ 8:08am 
so this will drain water even if the drain hole is blocked by another block? For example only have having water on top of the pipes bu the pipe openings themselves are blocked by a block or lead elsewhere not meant for the water that it's gone through?
bk3000  [author] 24 Aug, 2018 @ 8:33pm 
With this mod - as far as liquids are concerned - pipes in the background will act like no background at all. So they'll drain in most cases. IIRC in oceans water may instead flood in.
Super Brasilis 24 Aug, 2018 @ 7:42am 
would it flows water if plumbing is in background, to acts like a vent?
impliqued 1 Jul, 2018 @ 7:14am 
guys its just a normale pipe ,water go trought it thats all...
bk3000  [author] 30 Jun, 2018 @ 8:17pm 
This mod doesn't add any valves. Just an edit to a couple vanilla tiles.

It would be possible to add something like that, but only as an object.
#03f4fcFoe Hammer E419™ 30 Jun, 2018 @ 6:45pm 
can the liquids run through pipes with valves to turn the water on and off?
impliqued 28 Jun, 2018 @ 1:17pm 
its like the "blinds" block
bk3000  [author] 23 Jun, 2018 @ 8:08pm 
Any liquid will flow as it normally does - through vanilla pipes - as though the pipes where not there. But for all other intents and purposes the pipes will actually be there. They'd be solid except towards liquids.
Super Brasilis 23 Jun, 2018 @ 5:01pm 
and any liquid flows normally from that you edited?
cause, i was looking into my subs mods to remove any imcompatible, it will be my 2nd time to use frackin
Super Brasilis 23 Jun, 2018 @ 4:00pm 
frackin universe works?
impliqued 18 May, 2018 @ 11:43am 
oh noice
bk3000  [author] 18 May, 2018 @ 9:13am 
Really this won't ever need an update. Although I might "update" it (reupload the same thing) after the next SB update since people (incorrectly) assume mods always need updates. But that's only true if something in the engine changed that specifically breaks them. Something this simple isn't likely to ever be an issue.
impliqued 18 May, 2018 @ 9:00am 
is the mod still up to date?
Kapten112 24 Jan, 2018 @ 6:02am 
bei mir funktioniert es irgendwie nich kann mir jemand tipps geben ?
Celgaming 30 Dec, 2017 @ 3:28am 
I only got this game recently and to my surprise when I unlocked those pipes they did absolutely nothing. It was very disappointing but it's nice to see modders quick at work. Here's to you.
bk3000  [author] 20 Nov, 2017 @ 7:27am 
Yep this is a simple mod unlikely to ever break
Silent 20 Nov, 2017 @ 4:51am 
still works, right?
BepisMan 18 Jul, 2017 @ 9:34am 
i think if water goes through a sewer pipe it should turn to poison XD
bk3000  [author] 17 Jun, 2017 @ 7:12pm 
Yes this still works.

Since 1.3 the devs added the same attribute to some other tiles where it makes sense. Not all materials are water-tight anymore :P Still could do this with certain doors like the portulous etc.

But the vanilla pipes are water-tight. Unless you have this mod. Sadly with the same (SB engine) limitations as before.
SolarFlare1234 17 Jun, 2017 @ 6:47pm 
Does it work?
bk3000  [author] 10 May, 2017 @ 9:44pm 
Right click on the game
properties
local files
verify integrity of game files

ゲームを右クリック
プロパティ
ローカルファイル
ゲームファイルの整合性を確認する
bk3000  [author] 10 May, 2017 @ 9:41pm 
@nightmare_darkstar
I had to put that in Google Translate. I only speak English.

This is a general error to do with Starbound itself(or maybe dependency), not a tiny mod like this. The timing of you getting this error would only be coindicence. Tell Steam to "verify the integrity of the game cache" - or whatever it says in Japanese - but with the same idea.

私はそれをGoogle翻訳に入れなければならなかった。 私は英語しか話せません。

これはStarbound自体(または依存関係)とは一般的なエラーであり、このような小さなmodではありません。 あなたがこのエラーに遭うタイミングは、偶然にすぎません。 Steamに "ゲームキャッシュの完全性を検証する"ように言います。
TORUNESHiO 10 May, 2017 @ 5:45pm 
pipe flowを導入するとver1.2.3bでは動作しなくなります。
動作しなくなった場合、vc_redist.x64.exeとvc_redist.x86.exeを使って修復し再起動をした上でプレイヤーデータその他も削除しないと起動できません。
致命的なバグと言えます:steamfacepalm:
OhNo | Lost Echo 11 Oct, 2016 @ 6:06am 
that might not be ideal if you are not able to see if you are placing anything except by looking at the number of blocks remaining or the sound of placing a block.
bk3000  [author] 10 Oct, 2016 @ 2:40pm 
I probably should make that liquid blocking tile invisible by default, and let you paint it to make it visible. Now that I think about it.
OhNo | Lost Echo 10 Oct, 2016 @ 7:06am 
I probably will get the other mod then, I've decided to reclaim a toxic ocean planet and colonize it, having pipes is part of the palette of blocks I'm using.
bk3000  [author] 10 Oct, 2016 @ 6:28am 
@Lost Echo hmm yeah that could happen. I've never tried these on an ocean planet. Now if you really wanted to have background pipes without that happening, the mod I have linked in the description has a liquid blocking tile (which has no other collisions but liquid) aka opposite of the pipes. It can be painted invisible too.

Put that in the foreground and liquids cannot pass plus it shouldn't mess up the theme you're going for. Obviously this could be VERY useful for ocean planets. Put these in front of your door too keep the ocean out... if you still want a door.
OhNo | Lost Echo 9 Oct, 2016 @ 1:35pm 
you say that the pipes in the background work like drains for water in the foreground, how does this fare on ocean planets where the background also has liquids, and breaking the walls leads to flooding? the discription sounds like using these under the ocean layer would make the pipes act like there was nothing there, and flood my base with acid....
bk3000  [author] 8 Sep, 2016 @ 9:33pm 
1.1 SB updated. Mod still works fine.
bk3000  [author] 6 Sep, 2016 @ 9:23pm 
@Thundercraft - I can't. The tiles cannot have a different attribute for the background compared to the foreground. All or nothing. This mod is adds
[code]"blocksLiquidFlow" : false[/code]
to the tiles. When tiles that don't block flow are in the background, liquid drains as if no background tile at all. From the perspective of (only) liquids, there is no tile at all in these spaces.

The solution is to either use a different tile for the background... or as you have done uninstall.
bk3000  [author] 5 Sep, 2016 @ 3:07am 
No the new blocks are a separate mod. Trying to keep this exact mod very vanilla friendly.
VinchenzoTheJackal & Shoon 4 Sep, 2016 @ 1:34pm 
I don't care too much for the idea of this mod adding new blocks in future updates...
I'd rather it just focus on vanilla blocks and objects that are logically tied to liquids.
bk3000  [author] 4 Sep, 2016 @ 1:50am 
No offense taken :D
Primo 4 Sep, 2016 @ 1:28am 
Hello bk3000. I'm using google translator and description had parts that he translated wrong. I apologize for that. :3
bk3000  [author] 4 Sep, 2016 @ 12:47am 
@Veterano I said as much in my description. Sadly this is as much as I can do with SB's tile engine and I intended this as a simple, non-object solution to plumbing. Collisions are all or nothing per tile/block. Just put something besides the pipe where you don't want it to come out. I'll add a block to make this easier in a soon to be released mod. It stops ONLY liquids, and can be painted to be invisible. Also doors that stop liquids, etc. Good stuff like that. Stay tuned.
Primo 3 Sep, 2016 @ 11:30pm 
The channels do not work, they are only a garnish. Fluid leaks trough them.
lechkingofdead 30 Aug, 2016 @ 2:53pm 
i do agre with Fervent this is a good idea for vinila game for thies how hate to mod or are trying to do a no mod game play.
VinchenzoTheJackal & Shoon 28 Aug, 2016 @ 6:57am 
I swore there is more than two kinds of pipes in the game...
Then again there are a lot of pipe looking features and furniture tied to the Steam Boiler Biome in vanilla.
FerventVehemence 23 Aug, 2016 @ 9:12pm 
This is another one that arguably should have been part of the original game in the first place. Much appreciated.
BLUESTORM2112 22 Aug, 2016 @ 7:29am 
bk3000  [author] 19 Aug, 2016 @ 11:31pm 
@Thundercraft - I strongly expect it would be fine because (despite that description) it doesn't literally "use" the pipes. It checks for the pipes merely being present as a means to connect points. When objects "send" something, they're actually destroying it, and respawning it elsewhere.