Well I like the network flow managing part but it never actually comes into play in vanilla. And of course I won't argue that setting up pipes can be pretty tedous with the auto-connect and exceptional amounts of clicks required to make a simple turn for underground pipes. Being unable to squeeze past pipes is another unique drawback.Rseding91 wrote:I'd be ok with that There's nothing complex about pipes anyway. You just snake the pipe from source -> destination and you're done. There's no splitting, balancing, compression or any of that - just a->b.Escadin wrote:Going down this road would render pipes utterly redundant.Nich wrote:Wouldn't it be cool if you could use barrels of sulfuric acid to make blue chips directly? Not sure how hard it would be to implement as you would probably need 2 recipes (1 pipe based and 1 barrel based with empty barrel output)
And of course, bringing various fluids to wherever in your base is more of an annoyance than a challenge.
However, I like the aesthetic. It's that plain and simple. Fluids, glowing pipe windows, a network of dirty veins pumping throughout your base. I'd rather have you guys give pipes a challenge and usability makeover than remove them. Something that encourages us to use regular and underground pipes at the same ratio we use belts and underground belts because frankly underground pipes are the opposite of any aesthetic - they're just invisible. I wanna run 3 adjacent surface pipes for petroleum, light oil and heavy oil alongside my mainbus, with low footprint pumpingstations every now and then and I don't want to feel bad about it's efficiency.
Hopefully i'm not alone with this wish...
If I may make some "simple" suggestions:
- Count unground pipes per distance instead of flat 2
- Let us squeeze under or over surface pipes
- Remove auto-connect and give us manual control over junctions.
- Make fluid throughput drop-off linearly instead of exponentially with distance
- Do something to reduce the footprint of parallel pumpstations