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what's missing is the visual feedback. We didn't have time to put that in the game before the last update.
You should encircle a pocket of Gas completely, then close off all the joints. The pipes will turn red and the Gas will start growing. The grow effect is very small right now, so keep an eye on it.
Gas will grow quicker if pipes are closer.
I do like the idea, but I think it needs a little more work.
By the way, this is my first post about the game. Picked it up during the winter Steam sale after it showed up in my discovery queue, which is something I didn't think would happen. I thought I'd just be ignoring every game that showed up in there as I tried to get more holiday cards, but something about Turmoil hooked me.
I genuinely enjoy the game so far!
We do need to improve on this still, it's quite a new feature. We know there are issue with very short pipes and 'snapping' to other ends. We are working on a fix for that. Your circle was very small I'm guessing. You should build a little bit bigger and be able to pipe into the pocket.
Thanks, I look forward to seeing the improvements.
Not sure if it's ever been brought up here (it probably has), but perhaps the ability to destroy a segment of pipe for a fee would be a nice feature in the game? Not sure if that's possible or if it'd be too complicated for what you already have in place, of course.
Destroying pipes has not been brought up yet. It's not something that we have in place and not easily implemented: what happens when you destroy the mid section of a pipe that's flowing with oil? Spillage underground?
We have talked and tested selling buildings above ground. Because players sometimes place buildings suboptimal. We tried it, but wasn't fun because players (in-house) would just try to end a few days earlier and sell off everything. We felt that player should be stuck with their placing decisions, good or bad, that makes the decisions more weighted and valuable.
The same probably goes for Pipes. You have to live with your decisions. :)
Understandable! It might be a good idea for a follow up game, I suppose. I was just frustrated when I made my circle of pipes too narrow to get to the gas. :)
One solution would be to only permit destroying open sections of pipe from the end, and closed sections of pipe where removing the piece doesn't result in a break from the rig.
So, you could always remove a pipe that goes nowhere, but you could only remove an inner section if both pipes it was connected to would still be connected to a rig.