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Bluespace Pipes

Posted: Tue Oct 17, 2017 4:46 pm
by Nabski
Bluespace Pipes are stupid.

They are undetectable if you just bother to put it under a wall and you can make as many as you want from the pipe machine.

You can even transfer gas across unconnected z-levels because bluespace.

This lazy feedback for a lazy feature.

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 5:02 pm
by cedarbridge
I have no idea what his is, but it sounds stupid.

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 6:47 pm
by TribeOfBeavers
cedarbridge wrote:I have no idea what his is, but it sounds stupid.

http://www.github.com/tgstation/tgstation/pull/30863

Basically pipes you don't need to connect directly.

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 7:26 pm
by Dr_bee
It needs 2 things, it needs to require research to make them, and they need to be always visible, even when covered with floortiles.

Other than that, I absolutely love the pipes for things like making it easier to send fuel to the turbine.

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 7:59 pm
by naltronix
Dr_bee wrote:It needs 2 things, it needs to require research to make them, and they need to be always visible, even when covered with floortiles.

Other than that, I absolutely love the pipes for things like making it easier to send fuel to the turbine.
my main issue with this is
it needs to require research to make them
gating it behind research is gating it behind mining, when theres an already hectic round going on
lowpop suffers because of this
highpop suffers because of this

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 8:26 pm
by iamgoofball
They shouldn't be working under walls, that's a bug

Re: Bluespace Pipes

Posted: Tue Oct 17, 2017 9:08 pm
by Qbopper
https://github.com/tgstation/tgstation/ ... -336610188

this made me chuckle

I don't know, it's a cool idea, but it seems pretty easy to hook one up to the plasma reserve and low effort flood shit

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 6:00 am
by duncathan
These were poorly implemented and I intend to rework them soonish.

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 8:33 am
by pubby
The goal was to get atmos techs actually building stuff instead of just clicking pre-built pumps and setting them to max. I haven't been online much to spectate, but if people are actually using them and putting effort into their atmos rounds then I'll consider them a success.

Of the suggestions thus far, the only one I support is making them always visible, even under walls. That would be a pretty uncontroversial, welcome change.

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 11:03 am
by Grazyn
They are the opposite of effort though. Setting up a proper flood requires effort, with those you can flood any place in seconds without even touching air alarms

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 12:36 pm
by Incomptinence
If you are going to scream over research gating them cargo gate them instead.

Roundstart "why do we even have a pipenet?" magic pipes is fucking piss poor conceptually.

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 1:02 pm
by Dr_bee
Incomptinence wrote:If you are going to scream over research gating them cargo gate them instead.

Roundstart "why do we even have a pipenet?" magic pipes is fucking piss poor conceptually.
Cargo gating sounds like a better idea than research gating. They are a nice tool but they need more restrictions than none at all for being how powerful they are.

with some sort of gate you have to at least let someone else know that you are going to use the pipes in typical play, which gives EZ-flooding a counter, and rewards using the actual pipe net with the element of surprise.

Re: Bluespace Pipes

Posted: Wed Oct 18, 2017 3:26 pm
by Qbmax32
This sounds like a low effort feature that encourages a lazy playstyle

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 3:02 am
by Nabski
And now they're gone. I feel like this thread accomplished something.

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 3:53 am
by Cobby
They just need to be gated, seems a bit low effort to remove them outright

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 7:19 am
by duncathan
It is low effort. I intend to reimplement these myself once I finish up with a couple other projects. I don't want to gate them behind anything, but I do want to change some things.
My rough idea:
Reimplement as a Bluespace Gas Pump. Can be set to either send or receive. Links up via frequencies. Can't output as high pressure as a regular pump. Can link one input to several outputs, but gas is split evenly between them. Cannot link several inputs to one output. Always visible under floors/walls(?).

Thoughts?

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 12:05 pm
by Cobby
They really have to be gated to not be overpowered bs unless you make them bad at pumping

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 2:13 pm
by Anonmare
You can hardcap their pressure to somethign lower than typical pumps and make them about as efficient as a regular gas pump, making them terrible for flooding.

There is a way to get around the hardcap but there wouldn't be for the poor efficiency

Re: Bluespace Pipes

Posted: Fri Oct 20, 2017 9:38 pm
by Dr_bee
I would rather they keep the current power but only be limited to 2 existing in a given round. Have them be similar to the hand tele, tele-armor, and advanced magboots in that sense.

Re: Bluespace Pipes

Posted: Sun Oct 22, 2017 5:13 pm
by Scott
So this cancer was finally allowed into the game. RIP atmos simulator.

Re: Bluespace Pipes

Posted: Mon Oct 23, 2017 12:16 am
by duncathan
oranges reverted them don't worry