RimWorld

RimWorld

Pneumatic Tubes
57 Comments
Kayesh  [author] Jun 25 @ 1:26pm 
@PunkyRoo: Nice! If you (or anyone else!) end up looking at it, you've got my full blessings. I haven't revisited the code since before 1.5 came out, but it hopefully won't be too bad: most of it is just hooking into the pipe system from Vanilla Expanded Framework. There's gonna be some modifying code via Harmony, but I hopefully commented the associated logic up nicely. I can't recall if I needed a full on transpiler; if I did I should have added the original instructions I was looking at (grabbed via IlSpy) in comments to try and clarify exactly what bit I was hooking into for the code injection.
PunkyRoo Jun 22 @ 3:15pm 
@Kayesh Thank you for your service and good luck with future endeavors! I may fork this mod once 1.6 formerly comes out.
Kayesh  [author] Feb 28 @ 3:12pm 
Hey all! I've been gone for a long, long time due to my computer kind of exploding. I've finally got a replacement machine, but I'm gonna be honest: I'm probably not going to be playing Rimworld let alone modding it for a while. I'm not sure when I'd get around to looking at updating this mod or other mods in my library; it's just not something I'm able to prioritize in terms of time nor headspace nowadays.

I know that this doesn't help, but I wanted to state explicitly that everyone has my blessing for any fork of the mod or for anything else you want to do with the code in the mod. I never got around to setting up a github for the mods, but I do include the source with the mod drop; please feel free to use or reuse anything from my mods, no permission necessary.
Kiltedfrog Feb 13 @ 9:13am 
damn, This doesn't work for 1.5
PegLegNavTTV Jan 27 @ 3:44pm 
May I please ask for a 1.5 update? I would love to try this mod!
LanceFyre99 Jan 17 @ 4:14pm 
Would you be able to update this? I tried running it on 1.5 and the mod settings menu just... doesn't show up. Which means it's impossible to toggle any of the pipe networks on. :SaffronFacepalm:
奥特曼 Jan 14 @ 4:08am 
1.5!OAO
BigCat Aug 19, 2024 @ 6:48am 
1.5?
martini frog May 31, 2024 @ 3:11pm 
1.5 PLEASEEEEE
thorman123456789 May 25, 2024 @ 6:50pm 
1.5?
Deathworlds Apr 28, 2024 @ 5:07pm 
I never really got the chance to use this mod back in 1.4, if it could possibly be updated to 1.5 that would be very much appreciated :)
Kayesh  [author] Mar 23, 2024 @ 6:10pm 
@Erythion: I haven't used OgreStack before; my go to for increasing stack sizes is Stack XXL and that one plays nicely here. I'm guessing OgreStack is modifying the stack sizes later in the load order than when Pneumatic Tubes is reading them. I'm actually not playing Rimworld at the moment so I'm not gonna be able to debug the differences with OgreStack and/or bring in a potential workaround, but I'd definitely recommend trying out Stack XXL instead.
Erythion Mar 23, 2024 @ 3:05pm 
Hi, I have OgreStack set to 20x stacksize for most items, but my storage tanks are still at the default 75x3 per tile base storage instead of 1500x3. This mod is also lower down the modlist from OgreStack, so I'm not sure what went wrong.
Kayesh  [author] Feb 12, 2024 @ 3:39pm 
@Dr. Beta★雞湯: I'm afraid that there is no option at this stage to remove components from the tube cost. I prefer the cost with the components, but I understand others have different preferences; if I end up moving off of HugsLib I'd likely make the tube cost configurable at that point. There's no timeline for this as I'm currently only modding when I feel like it. I'm expecting when I do next work on this mod (or around pipe system mods in general) I'd be looking at either adding a new research project to increase the flow rate or to add compatibility with other mods (like add a patch for rimspr to allow it to connect to archite capsule pipelines).
Dr Beta★雞湯 Feb 11, 2024 @ 6:20pm 
How to make it so that the tubes don't require components? I tried to make a local version of the mod with the components removed from recipes in PipeStuff.cs but it didn't work. An earlier comment mentioned "qol mod" to change it, but the only mod I found like that was Niilo's QoL which seems to only change vanilla features. I think it would be good to make the component-requirement a variable in the mod options.
Kayesh  [author] Jan 14, 2024 @ 1:52pm 
@Wojtek: I'm not sure what mod alcohol musts are from, be they should be able to be stored!
Twink Annihilator Jan 13, 2024 @ 2:34am 
Yayo tubes here I come. Are alcohol musts able to be stored?
Twink Annihilator Jan 13, 2024 @ 2:34am 
@tardo Seems fairly like personal-opinion. Though, if you have QoL mod, you can change it yourself.
恋与小石头 Jan 5, 2024 @ 4:54am 
The issue I mentioned earlier was resolved after I removed the "kurin, three tailed fox [Deluxe Edition]" module. I found that this module has an additional classification for raw materials and fabrics. Perhaps it was during that time period that this module happened to update this classification, which caused this problem.
粉色胖次好味道 Dec 25, 2023 @ 6:39am 
This is machine translation: When I added this mod halfway through, all the buried iron mines on my game map disappeared. I can't find this error log. I don't know why.
Tardo The Ass-Monkey Dec 24, 2023 @ 6:24pm 
I think having every pipe cost a component makes this prohibitively expensive. I get the storage units costing them. I get the drain and tap having them. But making every single pipe cost a component is too much, in my opinion.

Could we get a version without the component cost in the pipes, maybe with a few plasteel instead to compensate?
恋与小石头 Dec 23, 2023 @ 10:32am 
@Kayesh: I opened the settings for Pneumatic Tubes. After reviewing all categories, no categories containing iron were found. Perhaps it was because each entry was displayed too tightly, and I didn't see it. I could only enable all the disabled categories. After reloading the game, this issue still hasn't been resolved. I have looked at the research interface of Pneumatic Tubes, but it still does not exist.
The mod I removed is "The Division Gadgets". Although I don't believe it was caused by removing an unrelated mod, perhaps you can also try to see if the same problem occurs?
Kayesh  [author] Dec 23, 2023 @ 8:18am 
@恋与小石头: just removing an unrelated mod wouldn't cause this; I suspect that a mod was added or removed that changed the category of steel (or iron). Open the mod settings for Pneumatic Tubes and look to see if the category containing steel/iron is enabled. Even if the category changed, enabling the category and reloaded would address the issue.
恋与小石头 Dec 23, 2023 @ 2:44am 
I have encountered a problem.
The following is machine translation.
I built a container for storing iron. I restarted the game due to loading, I removed a mod while restarting the game. This mod did not add any raw materials or fabrics to the game, But Pneumatic Tubes the construction options related to raw materials and fabrics only leave the formula provided by the mod material, while the construction options for leather and bricks are normal. the containers for storing iron that were previously built have also disappeared. I don't know if this is an issue with removing mods. I tried reloading Pneumatic Tubes and restarting the game, but the issue did not resolve.
Kayesh  [author] Dec 22, 2023 @ 8:42am 
@lloki: HugsLib makes it easier to get mod settings going, but I actually need to move off it at some point due to the increased number of mod settings now present. HugsLib mod settings aren't very customizable, hence things can start looking pretty cluttered.
Kayesh  [author] Dec 22, 2023 @ 8:38am 
@Donoya: hmm, good question. This mod uses Vanilla Expanded Framework for the storage logic, and I didn't see any direct reference on how they handle wealth. I suspect you're right and the resources aren't added to colony wealth when in the pipe network storage containers.
lloki Dec 22, 2023 @ 8:04am 
Interesting, but why Hugslib dependency? This mod wasn't updated from more than a year now, there are many problems with it.
Olyndra Dec 22, 2023 @ 3:16am 
Question, how does this mod work with the colony wealth? I'm assuming the items don't add to the wealth when they're in a pipe network like this.
Kayesh  [author] Dec 21, 2023 @ 9:14pm 
Quick heads up: the issue PringleMan helpfully reported has been addressed. I don't know the specific mod that was in conflict with this one, but the fix is general to other mods with the same behavior. If interested in snooping, the discussion thread "20 Dec update bug" has our convo.
HawnHan Dec 21, 2023 @ 9:23am 
Just a gentle reminder, when you are using more than 200 mods, please go to settings and configure that mod while it is loading, otherwise it will cause a crash when you click on the build bar (including the Dubs mint menus crashing at the same time))——deepl tranlate
Kayesh  [author] Dec 20, 2023 @ 11:11pm 
@PringleMan: well, that's frustrating. Like you say, none of those mods sound suspicious in terms of conflicts. And I'm not reproducing an error using the uploaded version. Could I get you to check out two things?
1. Do you have the new research now and/or the many mod options?
2. Are you getting any errors on loading the saved game? Ones of interest would include the name "Kayesh" in the error message or the DLL name "StandardizedExtrusions" in the error stack. If you are, could you create a new discussion with a sample error?
PringleMan Dec 20, 2023 @ 10:42pm 
Hey boss, thanks for the work re-uploading the mod.

However, I am still not getting any buildables in the menu. I tried unsubscribing, deleting the folder, then re-subscribing, but that did not fix it. I use Rimpy to activate and sort mods, so I am pretty confident it is not a load order problem, so my next guess was that something else must have updated and created a conflict, but the only 4 from my mods that have updated today are yours, Wealth-scaling orbital traders, expanded biotech style genes-AIO, and Hospitality. Which, none of those strike me as something that would have overwritten something that your mod shares or would conflict with. Nevertheless, can you think of anything off the top of your head that might have a problem with those three?

My next step will be to dive deeper into other mods that might have a sudden and random problem, but since other VFE pipes are still working I tend to think it is probably something more isolated than that.
Kayesh  [author] Dec 20, 2023 @ 4:38pm 
@PunkyRoo: forgot to answer the question about the tradeable inventory. That is a trade off: the resources don't exist to be sold or used until they are pulled out of storage.
Kayesh  [author] Dec 20, 2023 @ 4:32pm 
@PunkyRoo actually, I didn't do the work for you: you did the work but I stole it and took it back into the past to claim it as my own. Please do not tell the time police.
Kayesh  [author] Dec 20, 2023 @ 4:31pm 
@PringleMa: I re-pushed the update, and that seems to have fixed it. Seems that the mod was just not successfully uploaded last time, which I have not seen before and am a little scared by. Regardless, if you update now and reload the same game you shouldn't see the issue anymore.
Kayesh  [author] Dec 20, 2023 @ 4:15pm 
PringleMan: thanks for the report. I was able to repro this on the uploaded version, but not my local version. Seems like my upload screwed up somehow. I've gone back to the previous version while investigating; if you update again you should get back to that working version.
PunkyRoo Dec 20, 2023 @ 3:49pm 
LOL! I was just thinking today that I should create a "item pipes" mod. But, ya did the work for me, so thank you. :) <3
PringleMan Dec 20, 2023 @ 1:17pm 
Update caused my existing networks to disappear. The research options are present, with the first one still having been research, but selecting it does not show any structures/items or any text at all, just a blank research pane. Also does not present in the mod options either.

Had build huge tanks for Steel, and three of the stone blocks that I produce at this colony, with a short network to have the drain and puller near the manufacturing benches.

Separately, would it be possible to find a way to make the tanks be hooked into the tradeable inventory? Because right now it keeps them kind of separate and does not seem to recognize that they are stored.
Kayesh  [author] Dec 20, 2023 @ 10:11am 
Stuffable materials will have buildings of the appropriate color. A lot of other buildings will have a default white-ish color; it was meant to be greyer but ended up looking white. I can add defaults to the categories; you'l see this in Plant matter, Meat, and Vegetarian. If you'd like to propose a default color for a category, drop a comment!
Kayesh  [author] Dec 20, 2023 @ 10:03am 
I've also reworked things slightly to allow dynamically loading pipeline for all categories (most disabled by default still), and the ability to disable pipelines for individual things within those categories. Due to the rework, it's possible that some pipeline network buildings may be under a more specific dropdown. If nothing looks different, well, never mind then!

The mod options look pretty ugly now due to the scale of options. I may need to move away from HugsLib and back into the vanilla mod settings in the future to make things neater; HugsLib makes creating mod settings super easy at the cost of less customization.
Kayesh  [author] Dec 20, 2023 @ 9:44am 
"Where's my dang pipeline build options gone?"
If you no longer have the ability to build the pneumatic tube buildings, please note that there was an update on Dec 20 2023 that added new research requirements for the buildings. This is to combat the issue that @Ducky brought up: having so many buildings in one research project caused lag. The original research project still exists after Machining, but it now does nothing on its own. The new research projects are now locked behind that original project.
You shouldn't see any impact to already existing buildings, whether completed or under construction.
Kayesh  [author] Dec 19, 2023 @ 8:23am 
@Donoya: ah no, thanks for the heads up on the wood and neutroamine pipe networks. Pneumatic tubes aims to add breadth not depth; targeted mods may be adding specific features for the resources in question and so may absolutely be preferable. I think I'll need to have the toggleable exclusions, yeah.
I won't be looking to add meal networks in this mod; things with ingredients, quality, or that are stuffable are out of scope for this mod. I'm also interested in piped meal storage, though. For now I've been using vanilla nutrient paste expanded (to my pawns' horror) or else rimfactory's storage containers, but this might be something I play with in a separate mod down the line.
The RIMSPR mod looks interesting! Think I'll need to try that one out. I am aiming to look at dynamic loading of categories and automatically excluding resources that don't meet the criteria, so that would help with the archite capsules.
Void Kitsune Dec 19, 2023 @ 5:58am 
Thanks, I was looking for a good silo mod.
Thus, using Transport Underground via Belt that is Enclosed makes sense.
Olyndra Dec 18, 2023 @ 10:45pm 
One thing I'd like to be able to put into pipes is archite capsules for genetics. There's a mod, rimspr, that would be able to make good use of this. Also, there are some mods that add pipe networks for things that don't seem to have exclusions for in this mod, like one pipe network for wood, the neutroamine network from vanilla androids expanded, etc. Might be a good idea to allow toggles for each resource that will have a generated pipe network. Also, this way, players can decide if they want to force enable pipe networks for things like meals where the ingredient list can just be blank (i'm not sure if that would work, but if it can, I think that would be a good addition).
SpaceDorf Dec 18, 2023 @ 9:40am 
Different Research Items also lets us decide the amount of Building we want to add to our list ..
If I only want to use Metallic ressources.
Kayesh  [author] Dec 18, 2023 @ 8:47am 
@Ducky, hmm, yeah. Could be a lot of buildings listed in that one research. Good idea. It can be a bit funky to add new research dynamically, though; something for me to mull over.
Kayesh  [author] Dec 18, 2023 @ 8:44am 
@Gigi: check out the heading "I want more pipe systems!!!" in the description above. That lets you know the info I need to add new categories.
Ducky Dec 18, 2023 @ 7:31am 
cool mod, but even just having the mod installed causes a lot of lag when i select the research to inspect it, might i suggest that you separate the research as well into the different categories? just to help reduce that lag. it might seem a little annoying but at the same time i think it makes a bit of sense that different kinds of items might need different research. otherwise so far a very cool mod
Gigi Dec 18, 2023 @ 4:24am 
Tested it, and there hasn't been a Synthelene pipe network, which I wanted to use it for.... I think it would be best if you just gave us a big list of "tickable" networks, with everything unticked at first.
Kayesh  [author] Dec 17, 2023 @ 8:14pm 
@Pasaway: tubes.