Underground pipes and belts, and a map mod for it.
Thats it: underground pipes and belts.
Comments: 11
-
14 Oct, '21
DonntiI was thinking of adding this but I just hadn't gotten to it. I like this idea as it can elevate the problems with ramps being a certain size. With this, you could just use an underground where the ramp doesn't fit and the trucks can still pass.
-
16 Oct, '21
GooseI was able to bury a pipe inadvertently with slag , I tried to duplicate my results by digging a trench with my excavator 2 levels down from ground level. I placed the pipe and tried to fill over it and wouldn't let me do it.
I would think this would be a better, more realistic solution than having a separate underground pipe icon. Obviously it will be very time-consuming but it would be a cool feature -
17 Oct, '21
DisraeliI came here and saw your suggestion before I wrote mine, would definitely go for the underground pipes option, at least a system similar to the way you made undeground pipes in Factorio (but instead of putting a surface to underground connection, you can adjust height just like you can do to height 1, 2, 3, to height -1, -2)
-
04 Dec, '21
RussKieThis would be awesome. Back some 20 odd years ago there was a game called Sim City, and it had a different terrain overlay where you'd lay underground water pipes. Perhaps something could be done here as well - a different overlay where you could lay out a pipe/conveyor belt layout. Say it can be limited to -1 level only, and require an excavator and a dump truck to dig a tile (or a trench for a set of tiles), then lay the plumbing and bury it down.
-
31 Dec, '21
Khaim[downvote]
Magically building things underground would sharply clash with the mining/dumping features. As in, we have to go through a lot of effort to dig out terrain, *unless* we're putting a pipe in, and then it just instantly happens?
Underground belts/pipes work in Factorio because it's 2D and the ground isn't otherwise a meaningful part of the game. They're no different than elevated belts/pipes (which CoI already has) gameplay-wise, they just look different. -
16 Jan, '22
samsposhello everyone,
i suggestet burying a pipe in todays stream of Spielbaer.
he done it in a ramp an it works, supports aswell.
i guess the idea from above, digging a ditch, than lay the pipe down and burrie it would be a wonderfull and complexity incrasing feature.
I'm only talking about pipes here! -
03 Jun, '22
WilliamInstead of a simple hand wave underground transport, have it form a trench with a metal grate over it that allows vehicles to drive or build over. The metal grate will allow the player to see what is being transported along the trench. This increases the cost to build as the transport will need retainment walls but satisfies the want for an underground transport. The building of this type of transport is treated as a building if undermined or buried, auto deconstructing if either are true.
I don’t see people needing more than one level down, though one could stack transports under a bridge for added throughput. -
08 Jun, '22
DarkaiserI can see this as a new tech to research. I like the idea of burying one level down and then putting a grate over so you can see stuff moving. However, I think that belts should be limited to one level down while pipes could go deeper. You could put up a vent stack every 10 segments or so that the player can click on to see the throughput.
-
10 Jun, '22
DyanosisAren't underground pipes already a thing? I've heard of, and seen, videos using this already. So what is this about "we don't have underground pipes"?
-
17 Jun, '22
Anthony (ITF1)Yes you can put pipes under ground which works great but its not something obvious as you have to dig the channel, place the pipes and then bury them again to make it flush with the surrounding land. .....and there is no map layer. Its also not really something I would do for belts even if I could do that (not tested).
-
18 Aug, '22
NoelHas anyone ever looked at the game Automation Empire and the fantastic way they dealt with these underground pipes? I posted my own suggestion about this with screenshots as well.
https://ideas.captain-of-industry.com/suggestions/321549/pipes-entry-and-exit-points