I've been thinking about the above ground pipes and how players cannot walk over them. Does this added limitation actually add anything to the game? My answer is no, its just an annoyance. Other than looking cool there are a ton of downsides to above ground pipe:
1) Liquids decelerate more compared to underground pipe given the same distance.
2) They cannot be walked over.
3) They automatically join other pipes.
#1 adds a nice tradeoff for using above vs underground pipes.
#3 nice little puzzle game. Not entirely necessary and could be negated by more pipe options. However, I feel this is fine as it is.
#2 annoyance, not interesting, tends to cancel out the choice of above ground pipe in a lot of scenarios
Therefore, my thought on this is walking over pipes should be added to the game. Thoughts?
About pipes
Moderator: ickputzdirwech
Re: About pipes
How about pipe ramps? or better yet, an overhead catwalk to walk above the whole factory?
Actually, thinking about it it would probably make more sense to have a type of pipe that goes in the air like power lines. Would look really nice for long-distance piping, and still crossable.
This is all for the suggestions forum, though, where I'm 100% certain this has all been talked about before and exists as a mod.
I think it's the law
Actually, thinking about it it would probably make more sense to have a type of pipe that goes in the air like power lines. Would look really nice for long-distance piping, and still crossable.
This is all for the suggestions forum, though, where I'm 100% certain this has all been talked about before and exists as a mod.
I think it's the law
Re: About pipes
Walking under the pipes does sound really cool.
Re: About pipes
I moved this to Suggestions, cause this is an edge-case of a suggestion thread and should not be discussed in General.
Instead I left a link.
Instead I left a link.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Re: About pipes
Catwalks can be used for many neat things. Including crossings for rail lines, or even for road car highways. I'm all for catwalks.lancar wrote:How about pipe ramps? or better yet, an overhead catwalk to walk above the whole factory?
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: About pipes
I was indeed annoyed at not being able to climb over pipes (or walk through rows of other buildings) and so I made a mod to allow you to walk through them (and through other stuff): https://forums.factorio.com/forum/vie ... 91&t=16476
Re: About pipes
catwalks would be interesting, but how would they be implemented? would the character always try to be on a catwalk if there is one where he is standing? or would there have to a special "ramp" item that you would have to walk up to access the catwalk?Peter34 wrote:Catwalks can be used for many neat things. Including crossings for rail lines, or even for road car highways. I'm all for catwalks.lancar wrote:How about pipe ramps? or better yet, an overhead catwalk to walk above the whole factory?
Other then the "problems" that I just mentioned, I think that catwalks would be really interesting to have in the game. Plus it would really fit the industrial theme that is all-present in factorio.
~1200+ hours clocked in factorio. Avid KSP and Factorio player
Re: About pipes
Well.. from a technical standpoint it would probably require the use of a new map layer. With the tech already developed for the space layer, having an invisible "catwalk layer" shouldn't be too complex to implement & run at the same time as the normal one (shouldn't require too much CPU either, since it has no terrain features). Ramps would be the best way to arrange the character transition between the two.TuckJohn wrote:catwalks would be interesting, but how would they be implemented? would the character always try to be on a catwalk if there is one where he is standing? or would there have to a special "ramp" item that you would have to walk up to access the catwalk?Peter34 wrote:Catwalks can be used for many neat things. Including crossings for rail lines, or even for road car highways. I'm all for catwalks.lancar wrote:How about pipe ramps? or better yet, an overhead catwalk to walk above the whole factory?
Other then the "problems" that I just mentioned, I think that catwalks would be really interesting to have in the game. Plus it would really fit the industrial theme that is all-present in factorio.
Re: About pipes
ramps? Why not stairs? they would probably work better from a graphics standpoint.lancar wrote:Well.. from a technical standpoint it would probably require the use of a new map layer. With the tech already developed for the space layer, having an invisible "catwalk layer" shouldn't be too complex to implement & run at the same time as the normal one (shouldn't require too much CPU either, since it has no terrain features). Ramps would be the best way to arrange the character transition between the two.TuckJohn wrote:catwalks would be interesting, but how would they be implemented? would the character always try to be on a catwalk if there is one where he is standing? or would there have to a special "ramp" item that you would have to walk up to access the catwalk?Peter34 wrote:Catwalks can be used for many neat things. Including crossings for rail lines, or even for road car highways. I'm all for catwalks.lancar wrote:How about pipe ramps? or better yet, an overhead catwalk to walk above the whole factory?
Other then the "problems" that I just mentioned, I think that catwalks would be really interesting to have in the game. Plus it would really fit the industrial theme that is all-present in factorio.
~1200+ hours clocked in factorio. Avid KSP and Factorio player
Re: About pipes
True, but ramps can also be used by cars and tanks. Flexibility is importantTuckJohn wrote: ramps? Why not stairs? they would probably work better from a graphics standpoint.