P.U.M.P.

by Xcone

P.U.M.P. (Prevent Unwanted Manual Pump-placement) takes out the chore of making outposts. It's a selection tool with which you can select liquid resources (oil, sulfuric acid, etc.. ) and it then proceeds to plan the layout of pumpjacks and pipes for you.

Utilities
2 days ago
0.18 - 2.0
80.1K
Mining Fluids Blueprints

i Auto deconstruct

3 days ago

Normally this mod works fine however on Vulcanus it's often unusable before researching cliff explosives because of cliffs in the way. Can you add an option to auto deconstruct anything in the way instead of just refusing to place anything?

2 days ago
(updated 2 days ago)

If you don't have cliff explosives, how would the auto deconstruct do anything meaningful? It'd just place deconstruct orders which can't be fulfilled?

2 days ago

If you don't have cliff explosives, how would the auto deconstruct do anything meaningful? It'd just place deconstruct orders which can't be fulfilled?

That's exactly what I want instead of the tool just refusing to do anything. For example I had one sulphur field with 50 wells but one of them was blocked by a cliff so I couldn't use the planner at all even though I'd just delete that one well manually.

2 days ago

I see. I will give it some thought. I understand your position. But I don't think I'm in agreement.

See, bots will still try to build the ghosts being planned and will wait indefinitely for the cliff explosion to arrive. If you're not paying attention. You've suddenly lost of your inventory's bots without realizing.

Also, I rely heavily on the game's force-build rules. I don't check what's blocking the position. I just ask the API if something can be built. And it takes the research into account for me. So if a position can't be built, I would have to run additional tests why not. And if that happens to be a cliff, ignore it. It's a bit of hassle for still a sub optimal outcome. So I never did.

I might consider keeping the planning as is, but not cancel the plan. Just omit the resources that can't be reached. Plan the ones that can be reached, and prompt a warning. It'd plan around cliffs if able, though. Things might look a bit wonky, but it'll work just fine.

In the meantime you can also consider selecting less of the geysers, and keep the selection clear from the cliff. It shouldnt make that much difference between manually adding. Or manually removing a couple of geysers.

2 days ago

After a good night's sleep, I decided to go the warn/exclude route. So there's no lingering/unfulfillable deconstruct, but the plan won't be aborted either (at least not when there's a cliff on top of a sulfuric acid vent).

I already take this approach with the later additions in the mod (like heat-pipes). There, too, I figured a partial/incomplete plan is better then no plan at all. So it seems just about right to adopt that strategy for the 1st feature of the mod, too. 😊

I made the change in 2.1.20, which I've just uploaded.

While not exactly what you asked for, I hope it does alleviate your issue. Let me know your thoughts.

a day ago

Thanks, that's good enough.

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