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INTRODUCTION First things first, since this section is mostly dedicated to those, who are barely beginning their adventure with ONI - Liquid and gas in pipes flow from the green arrow to the white arrow. In this example, liquids will flow from the left to the right. For very simple pipes (just like the ones above) that go from just one pump (green) to one consumer (white) and are relatively short, you can just connect the two and be done with it. It is advisable, though, to always include a few bridges along the way, if the pipe is supposed to be long, as in the picture. This way you won't need to do any cumbersome adjustments when crossing multiple lines with one pipe. Some people prefer to deal with such a situation by making a one-tile gap between each pipe and then crossing them using multiple bridges, but it looks ugly and takes up more space. It's much better to do it like this, which looks way more neat: There is nothing difficult here to explain. Look at it as just an extended version of the second picture (times three :D), with a vertical pipe going underneath the main pipelines. INTERSECTIONS Intersections split the flow into two halves, as shown below: P.S Someone rightly mentioned that the percentages given here should be treated merely as approximation over several cycles of operation. A packet passing an intersection will not divide itself like a living cell in two. It will just pick one route and stick to it. The percentages therefore is the overall amount of oxygen transferred to each vent over several cycles. FLOW PRIORITY MAIN PIPE v. AUXILIARY PIPE Suppose you have a main pipe that feeds a sieve with polluted water from the showers, but also another pipe with polluted water from a geyser. Suppose further that you want the main pipe from showers to have priority when it comes to feeding the sieve. You can achieve that using bridges: In this example, unless there is no flow from the main pipe (or the packets that go through the main line are less than full), auxiliary line will push their liquid into the main line and support it, achieving constant flow. Another example showing how you can make a certain pipe wait its turn. SPLITTING FLOW When splitting a single pipe with bridges into two pipes, you have to decide, how you want the piping to behave. There are two options: Move stuff ONLY through route 1, unless route 1 is backed up, then ALL go throug route 2. NOTE: The bridge below is there only to guide the packets in the right direction. Such an application of bridges is a common one, so don't be afraid to use them like this. Move stuff EQUALLY through route 1 and route 2. Flow is split in half. REMEMBER: the split has to happen AT the green arrow, not after, not before, or else it won't work. MULTIPLE CONSUMERS ON A SINGLE PIPE WITHOUT BRANCHING Connecting consumers like this can have its application, but generally should be avoided (the three vents to the right will not be used). However, if you have consumers that needs really miniscule amounts of liquid, you can chain them like this (unless you have like twenty of them - always check if the consumers' demand can be supplied by one pipe) MULTIPLE PUMPS ON A SINGLE PIPE This is not a desirable situation, as just one pump is enough to saturate the pipe. It could work with buildings that produce material in lesser quantities (let's say PH2O from carbon skimmers), but as a rule of thumb never arrange them like the pumps below (in a straight line, each green going INTO another green). Instead, stagger them like this, so an individual producer can never occupy someone else's green output point. In this case though, you don't need to create four vents to service these four pumps nor four pumps to saturate one pipe line! One of each is enough. GAPS BETWEEN PACKETS Splitting pipes into two lines creates a gap between packets if packet in the side branch is not full (happens all the time with almost all consumers). The problem occurs because the pockets in the main line have to stop, resupply the packet on the side branch (with like 10 g or sth) and only then move further. (P.S this problem seems to be obsolete as of the launch version!) To avoid it, make the split at the green arrow of a bridge. Bridges teleport packets, so stopping does not occur in this example. BUS BRANCHING Buses is a line of multiple pipes going in the same direction transporting vital resources like oxygen or water. You want to branch out of the bus at certain places to deliver these resources, but having multiple pipes makes this a difficult task. If you want to branch out with only one pipe: NOTE: Refer to section SPLITTING FLOW to decide whether it's better for you to branch from the green arrow or the white arrow. Here I'm branching from the green for equal distribution. If you want to consolidate multiple pipes (for example you have 3 pipes with oxygen and don't want to strain just one): Branch out with the first pipe (shown above) Branch out with the second pipe (AS MAIN PIPE - see relevant section) OR: Branch out with the second pipe (AS EQUAL DISTRIBUTION - see relevant section) Branch out with the third pipe (again, choose whether it's auxilary or main) PUTTING THINGS INTO PRACTICE 20W PIPE-SENSOR FILTER Filters based on pipe sensors need constant flow of liquid/gas in order to work effectively and filter out what you want. Let's again use the fact that materials can move in circles in pipes ad infinitum to achieve that constant flow. The "staircase" in the middle is where your liquid will circle around forever, unless picked up by the sensor. (see INTRODUCTION) Sensors lie on each of the stairs, waiting for a proper packet to arrive and they filter it out into the branching pipes on the right (see MULTIPLE CONSUMERS ON THE SAME NON-BRANCHING PIPE) The very first bridge on the left is there to prevent newly pumped liquid (see AUXILARY PIPE) to pass into the filtering circle before the old liquid circles around and has not yet been picked up. Hope I helped someone with this guide. I intend on expanding upon this when I have time
Hello the following are some Ideas that might be interesting to see developed into the game.Hair - this is an idea i was thinking of in which all characters can cut hair to create a meat effigy i.e. Willow/Wendy can shorten their hair, Wolfgang can shave his mustache, Wes can cut ear hair (for humor) etc. now although this would get rid of Wilson's special ability he could be given something in return such as faster hair growth than other characters, or takes longer for starvation etc.Bridges - this could be a new structure the character can build (like walls and can be built with different materials as well) to reach other areas not easily reached through other means (have been stuck on an island before, with only way off is to loose sanity from wormhole).This one is not a suggestion but a problem I have with walls, When trying to build a wall near edge of land (where water meets land) it seems impossible/near impossible to build the wall.I hope these are decent Suggestions/problems that you perhaps like and implement into the game and perhaps in the future i will have more suggestions to try and help the game.Night
Heyho, i decompiled the .lua files and played a bit with them. I deleted the traits, making tools a finite tool and also added a new drop to the grass. (It's just a proof on concept so please don't critizise what i'm doing) local dig_up = function(inst, chopper) if inst.components.pickable and inst.components.pickable:CanBePicked() then inst.components.lootdropper:SpawnLootPrefab("cutgrass") and inst.components.lootdropper:SpawnLootPrefab("seeds") end inst:Remove() After this i get the following crashlog at booting of the game LOADING LUA SUCCESS...e_Make_Steam_Package\workspace\data\scripts\main.lua:152: Prefab file doesn't return a callable chunk data/scripts/prefabs/grass.luaLUA ERROR stack traceback: =[C] in function 'assert' I did not recompile, since it did not work for me, also they told on the forum, you don't have to. Thanks in advance for any usefull hints etc. Erast P.