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This simplifies tethers and I get pipelines (which is a whole new thing to me).
Would be amazing to get a 'fuel line' or something for gases, but yeah I can appreciate re-calculating pipelines for small grids would a nightmare. Honestly I'd take a chonky looking 'tether'.
My use case is often refueling small grid crafts, occasionally drones with only the tiny connectors - or emptying hydrogen/oxygen tanks from salvaged ships.
Anyway. Amazing work, 10/10
maybe not a replacement but maybe another set of pipes
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=774667009
Found these 2!
This did make me think if there is any mod that already has implemented batteries where one is incredibly fast to discharge but slow to recharge, and the other way around for another? That could probably work great with this mod, though it does ruin the idea of keeping out modded blocks (which isn't a concern for me) :P
Also switched my power poles with ones that have just one battery set to Auto, just to see if it works any better, as it seemed like the previous poles couldn't support such a network where the power would go between 2 or more consumers (it left no power for the first consumer, at least it seemed like so). But this too seems to have failed (only the first consumer has power), so I'm out of ideas how to do it :(
AgitatedAlice, I wish I could make the powerlines work without the battery dependency too, but an engine limitation prevents grids that aren't logically connected (terminal access) from sharing power. I spent a lot of time trying to come up with a workaround, but ultimately using batteries was the best option I could come up with.
SourceStick, yes, battery size matters; on the sending side, how fast it can recharge itself from the grid its on, and on the receiving side, how fast it can provide power to its grid. That's just normal battery behavior. The powerlines don't connect power from grid to grid, they transfer power from one battery to another. Datalines directly connect grid power, but then you also get the terminal connection which is a bummer when you don't want it.
I believe I understood how it travels, but I'm now wondering if the size of battery has any effect on it? (I made small power poles with 2 tiny batteries, one set to discharge and the other recharge. But it feels like it can't feed enough power to some of my heavier machinery)
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
You can just change MAX_STATIC_LENGTH up near the top of the file. Pipelines should tolerate increases fairly well, cables will have rendering issues unless you increase MAX_RENDER_LENGTH to compensate (should probably remain half of MAX_STATIC_LENGTH) which will have a non-zero rendering cost if you have it turned up high and have lots of cables placed.
All testing was done with the current limits and while I tried to make sure the rest of the code would adapt to those values being changed, no guarantees.
Been thinking about if it was possible to, exclusively on the midpoints if needed for balance, make it so that instead of 45 degrees it was 180 degrees instead and had no collision detection on the receiving piston head.
This would allow you to place a piston head with the port side down and the blank side facing up, making both the input and output pipe able to hit the node connecting them with no clipping.
I did peek at the code a bit before heading to bed and it seems possible to try out pretty easily, just need to be more awake to figure out which raycast check to nuke to let it do this without allowing for it to go through other blocks than the piston head. Feel free to ping me on the discord(same name), if it's easier to talk about that there.
What you could do, is place a piston top adjacent to your destination to guide the final one-block-length of pipe in at an angle you find more aesthetically pleasing. With the small gas tanks for example, I try to have a pipeline only enter from the top or bottom end since it looks much better than at a weird angle or from the side.
The computational cost of an additional piston head along a pipeline route on the same grid as another (in this case, the same as the destination container) is practically nonexistent.
Why do they work this way? Game engine limitation; unless you have a full logical connection (terminal access) between grids, an electrical connection won't work. Magically transferring power between batteries allows for some method to move power between grids that aren't otherwise connected so was better than nothing.
Also added a feature to help with fixing blocked placement: with the welder, aim at an otherwise valid endpoint where it shows the yellow obstructed symbol and left-click; then switch directly to a grinder or drill and the preview with collision checks will persist and let you drill/grind away obstructions and see an updating preview of placement validity. Unequip any tools or switch to welder and build/cancel to remove the preview.
While I generally have just hand-drilled small sections of ground that I was barely colliding with, I did have a location where I gave up and used voxel hands with a long cylinder oriented like the pipeline to obliterate a path for the pipeline.
I've been brainstorming ways that would feel fair but haven't settled on anything yet. For anyone who has played Deep Rock Galactic, I was considering their approach where the basic pipeline path has to be valid, but then anything that's slightly still in the way gets magically carved out when the pipeline is placed. I think the equivalent for this would be if the dead center of the pipeline path was clear of voxels, pipeline placement would be allowed.
But I'm also not sure I'm okay with the pipelines clearing voxels on their own, so I might just make voxel collision more tolerant than grid collision when connecting (and let the pipelines be slightly sunken in to voxels).
Post crash / exception info from the game's logs if you want any chance I could help, because I personally have not faced any crashes since early in this mod's development.