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If you use a fluid pipe connector to take out of the tank, then you can connect that to the underground pipes while also being able to turn it off.
I have come across the case that I find no comment on here, nor elsewhere in the community posts (perhaps I overlooked it?)
My issue is the problem of interfacing with underground/above ground components. For example I have an underground pipe supplying other buildings from a silo holding fish oil. I have an underground pipe from the silo and simultaneously occasionally feeding caravans. I'd like to stop the underground pipe from carrying the oil unless a certain quantity of oil is over a fixed amount. In my case the pipe should be "on" only if the silo contains more than 64 units of oil.
Do you have any insight on this issue without using above ground pipes for distribution?
To be fair, I still don't think I'll be using the computing blocks much. It's never been my strong suit in games like Factorio either. In my first completed savefile of Factory Town I used the computing blocks pretty much for one thing, which was outputting supplies from a barn to sell at market only if the barn's inventory was greater than a certain amount, that way I could keep some on hand for building new structures and whatnot.
If you like to put jokes in a guiding text, stick to good ones and place them after the informative part.
Because, case with guides is people recourse to those multiple times and it is not fun to stumble over same 'comedic' notes again and again.
As stated in the preface, there isn't / wasn't a written guide for the logistics blocks, only a video that I couldn't access through steam (the actual video is quite thorough, so I made sure to reference it). Many logistics blocks are self explanatory, but only covering the confusing ones didn't make sense to me. And rather than make 2 separate guides, I lumped them together.
I trust this to be satisfactory.
Why would you make a guide on apparent thing? Just filling the text with useless words?