Cities: Skylines

Cities: Skylines

Real Oil Pipeline
35 Comments
c95samuel Aug 20 @ 7:46pm 
wow idk how i havent seen this in 6 years, sound very very interesting, very good hard work there
spdyvkng May 2, 2023 @ 3:12pm 
Would you be able to create an ore network which would use conveyor belts for distribution? For forestry water slides could be a solution.
窃命者 Dec 30, 2021 @ 4:12am 
Can it only be used as a road?
Shaboi Aug 27, 2021 @ 4:52pm 
i cant lower the pipe underground for some reason
bram.warrick Jul 5, 2021 @ 9:44am 
I consistently use this mod and it's made the oil supply chain so much more realistic! Thank you!

I have a favor to ask.

Building Spawn Points is out and it should allow us to get even more creative with our supply chains. I'd like to see something similar with conveyors/pipelines between buildings. Your solution is very close to what I'd hope to see.

I'm picturing a raised "road," that looks like a conveyor or pipeline. Using Anarchy, it's placed inside a source building, running through to a destination building and then back - it would be a small loop.

Then using building spawn points, I'd make it so that a cargo truck can spawn/unspawn on that loop (for one or both buildings).

Is this possible?

If helpful to note: I'd likely use EDS, as well, to keep a warehouse focused on feeding just the specific building(s). This would be one more way to control which vehicle is used.
Silk Boxer Wedgie May 16, 2021 @ 8:01pm 
What an idea! Very creative, and very useful.
LeonardMT Mar 30, 2021 @ 7:35pm 
@cahubble09 no its a road
cahubble09 Jan 28, 2021 @ 6:28am 
A lot of mods on this ... Do these actually work to move oil from extractors to storage or special goods producers?
Mitsuha Miyamizu Nov 14, 2020 @ 6:17pm 
Hi, is possible to use only for cosmetic? I mean without enter in others mods like network and AVO? Because I intend put these pipes only for beautification. So they wll work? Or break save game?
bram.warrick Jan 31, 2020 @ 5:44am 
@whisperwalk Enhanced District Services has a supply chain customization feature that works very well with this.

Users can confine use of resource to the district that extracted it. Or they can define which buildings or districts can get the goods/resources on a building-by-building basis.

Allows for less worry about trucks.

Love the asset!
jmkprime Nov 26, 2019 @ 6:44am 
Love this. Was able to make a completely truck free Oil terminal using the "Cargo Harbor Template" (a blank harbour with not props/buildings) and the Mod that allows you to replace roads on assets. The ships stops in midwater, a prop covers the connection to the land, and these pipes/roads ferry the oil to tanks nearby. Props to cover some gaps here and there and it looks really cool.
leftbehind Nov 20, 2019 @ 6:28pm 
This is super cool. Really looking forward to your tiny highways too :)
whisperwalk  [author] Nov 19, 2019 @ 6:46pm 
If there is an intersection between a pipeline and a road, ban trucks all connecting road segments touching a pipeline (just 1 segment will do). Then set TMPE restrictions to "Strict".

You can run the pipelines over the top of roads, there is no bridge mode on this model. Just be aware that vehicles and people pass at -6m to any elevation you set.
Droidhacker Nov 19, 2019 @ 5:36pm 
How do you prevent the invisible oil trucks from using regular roads if you have regular roads intersect with the oil pipelines? You said to use TMPE which I am very familiar with, but maybe im just having a brain fart, but I for the life of me cannot picture how you would prevent oil trucks from spilling onto regular roads using that mod. Also can you run these pipelines over top of exisitng roads as a bridge? I know they are zonable but it still might be realistic looking to have some roads underneath them
whisperwalk  [author] Oct 30, 2019 @ 11:06am 
Rail is too complicated. For one thing, pipes wouldn't have zoning, vehicles don't have access, and a custom "rail cargo station" would be needed. Also I'm not positive if Service Vehicle Selector will work for cargo stations.
Madisonian Oct 30, 2019 @ 9:23am 
Actually I'm thinking this might work great as a rail system, like the drone delivery network. That way you can use Service Vehicle Selector to only send invisible cargo trains and have more control over how oil is distributed over long distances, and have "underwater pipes" with tunnels.
Madisonian Oct 30, 2019 @ 9:14am 
The in-game heating system wouldn't accomplish the goal of moving the oil goods to/from industry unless you somehow made all oil industry also act as boiler plants. but then you'd still have oil trucks making deliveries by road.

This is an interesting implementation, was sadly disappointed the CO didn't include a pipeline for oil in Industries. Wish it could be used underwater!
whisperwalk  [author] Oct 29, 2019 @ 6:31pm 
Link me to it.
Optimistic Hoagie Oct 29, 2019 @ 2:54pm 
Have you considered using the system from the heat distribution maybe that will work
whisperwalk  [author] Oct 26, 2019 @ 2:58am 
The pipeline's speed is 50 km/h, a real world pipeline would be 15 km/h. (Crude Oil doesnt move fast). In-game you can use TMPE to set your own speed for it. Advanced Vehicle Options is needed if u need to increase Crude Oil's speed above the default 100 km/h.

Crude Oil is roughly scooter-sized in terms of vehicle gap, so it shouldnt block any passing car using the invisible tunnel.
zunbuger Oct 26, 2019 @ 1:52am 
Great asset! I am making an oil industry city but only has refinery complex with port(no extractor) based on some real cities in Korea like Ulsan, Yosu. However, it is really hard to handle traffics in the industry and port zone due to so many tank lorries transport only 2~5 barrels while few hundreds barrels imported in the port.
I think this asset can be a solution about the tank lorry chaos by making the isolated crude oil transportation road. (I hope the road's moving speed and capacity are enough like real oil pipeline)
An Oct 25, 2019 @ 11:01pm 
I have always been very sorry that the oil industry can't realize the operation of the oil pipeline.


I am very happy that someone has made up for this regret.
whisperwalk  [author] Oct 24, 2019 @ 1:45pm 
There is this river "network" which is recently quite popular in the workshop. All it needs is some wood.
whisperwalk  [author] Oct 24, 2019 @ 1:43pm 
I was thinking of making "cargo ships" the other day, which are actually just floating logs. So they can float down rivers. For forestry?
whisperwalk  [author] Oct 24, 2019 @ 1:40pm 
A conveyor belt with cargo rolling down it would be mega cool. I can probably make it, yes.
CitizenWMustache Oct 24, 2019 @ 12:46pm 
This is nice. I always pondered about a 'passive' way of transporting industry goods like oil, instead of always relying on trucks and trains.
Now all we need is a conveyor belt alternative and turn the game into Factorio
whisperwalk  [author] Oct 24, 2019 @ 10:02am 
Added bus stop support. I have no idea why a pipeline would need bus stops, but...might as well.
whisperwalk  [author] Oct 24, 2019 @ 8:33am 
Oil Pipeline Valve has been converted into a light so that it can be turned on, off, or distance adjusted by Network Skins.
whisperwalk  [author] Oct 24, 2019 @ 6:53am 
I've figured out that lack of pedestrian connection is what is causing the road alert signs. So it looks like cims will be sliding down the pipes after all. They'll join the hidden vehicles at -6m below ground. You'll have to replop or relocate your buildings to make the alert go away..
BylliGoat Oct 23, 2019 @ 8:31pm 
Doesn't seem to be working for me. It'll let me plop extractors against it like a road, but then it says there's no road connection.
whisperwalk  [author] Oct 23, 2019 @ 7:46pm 
Industries DLC is nice to have, but not a must! The pipeline will work on vanilla.
whisperwalk  [author] Oct 23, 2019 @ 7:44pm 
I've decided to add the value add mods as Pre-Requisites like MoveIt so that user experience is uniform. The pipeline actually has no dependencies.
Eric S Oct 23, 2019 @ 7:36pm 
I've never wanted the Industries DLC as much as I do now, for some reason. :-)
Sp3ctre18 Oct 23, 2019 @ 5:13pm 
Industries DLC is now complete!! :steamhappy:
Hendrik aka Lucky Pants Oct 23, 2019 @ 2:29pm 
WOW!