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Multi-layer piping #4953
Multi-layer piping #4953
Conversation
Absolutely glorious. We can finally stop pipes being forced under walls. |
Oh boy. The fun you can have with these. |
Oh man after looking at the twister I think this is FUCKING FANTASTIC. You can still make out complex designs.
|
👍 DUDE THIS IS FUCKING AMAZING |
Now all we need are vigesimal devices for twenty pipes. |
It begins. Now we see what bugs need ti hunted down. |
Holy shit I was thinking about exactly this a few weeks ago except my idea for how to select the layer was vastly worse Is there a way to connect two pipes on different layers other than with the manifold? I think I had a reason for wanting this ability, but I don't remember what it was. |
No. |
So how does this affect vent crawling? |
This disturbs me |
What? You don't like autistic spaghetti? |
This is such an atrocity, I love it. |
I knew I'd forgotten something. |
Beautiful. |
I can't wait to make pipe mazes for the other mommis to solve |
Can you stick h/e pipes in those? |
That might be too op. |
But that'd be sweet. |
So wait, how do you choose a pipe's layer when wrenching it down ? Also, I'll likely attempt the general re-piping once this is released, given that I already re-piped the entire map back when half of the map's piping when under walls |
I wouldn't redo the whole station. Having to alt click constantly to see/repair disposal pipes would be such a fucking pain. |
I don't think that having unary devices was going to be allowed. |
Holy fucking shit. |
The pipe dispenser machine dispenses pipes at a set layer. |
The overlap issue with the far left/top pipe layer and the manifold irks me |
And bottom/far right on the other end Where the fuck is the edit comment button on mobile? |
Then my twenty injectors and scrubbers will drive you up the wall |
Alright, meters and ventcrawling are now up-to-date as well. |
Noice |
I can atmos so hard to this. |
What do you mean? |
Forgive the terrible webm I threw together in seconds: https://λ.pw/y7x |
I hope so because that was horrifying |
I want to be able to make octopuses and other pipe designs everywhere on the station as a MoMMI :3 |
THIS IS 100% DISGUSTING DO PEOPLE REALLY WANT THIS MERGED? |
Eh. I'd love to have multiple pipes per tile. We come up with some creative, and pitiful, designs to get around it. I'm not in love with the sprites but I have wanted bays multiple pipes per tile for a long time. I'll take what I can get. |
@d3athrow, is that even a question? MERGE NOW! |
@d3athrow Merge when? |
If you're limiting stacking 4 devices to a tile, atleast make some devices such as vents capable of connecting with multiple channels of pipes |
I don't understand this. |
Well, nevermind that actually, I was dumb. |
@clusterfack |
@clusterfack |
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#5163 |
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When? |
Don't open Pandora's box unless you can handle what's inside. |
inb4 I will need to maintain this. comic pls |
W H E NHEN |
Pipes and pipe items now have a pipe_layer var which controls which layer they're on. Current pipes now only connect to other pipes on the same layer as them, and it is possible to stack multiple pipes on a tile. The layer of a pipe item can be changed by using a pipe planner, aligning with a built pipe using the RPD or a pipe item, or setting the alignment on the pipe dispenser. Added the isConnectable() proc for OOP way of checking if two pipes can do the do. Added the layer manifold - this pipe has 5 connectors on one side, and one on the other. It acts as a layer converter. Pipes change their pixel_x and pixel_y according to their pipe layer.
…by layer and change layer in layer manifolds, made ventcrawling use forceMove, changelog.
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//writepanic("[__FILE__].[__LINE__] (no type)([usr ? usr.ckey : ""]) \\/proc/Ceiling() called tick#: [world.time]") | ||
. = -round(-x / y) * y | ||
/proc/Ceiling(x) | ||
return -round(-x) |
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Simply comical
comics da best |
@Aranclanos oi nerd we merged this on GitLab, come at us. |
Pipes and pipe items now have a pipe_layer var which controls which layer they're on.
Current pipes now only connect to other pipes on the same layer as them, and it is possible to stack multiple pipes on a tile.
The layer of a pipe item can be changed by using a pipe planner, aligning with a built pipe using the RPD or a pipe item, or setting the alignment on the pipe dispenser.
Added the isConnectable() proc for OOP way of checking if two pipes can do the do.
Added the layer manifold - this pipe has 5 connectors on one side, and one on the other. It acts as a layer converter.
Pipes change their pixel_x and pixel_y according to their pipe layer.
This gives such wonderful setups as:
The Twister
The Heavy Lifter
The "Really, dude?"
The Octopus