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Plumbing discussion thread
Posted: Fri Jun 28, 2019 5:48 pm
by Time-Green
This PR adds plumbing:
https://github.com/tgstation/tgstation/pull/44833
Summary: Adds plumbing ducts that transfer reagents. All objects (and mobs) can be made plumbable. Reagent transfer is pressurized and thus instant, so there are no leftovers in the ducts work like the new smart-cables, with seperation done by colors and 5 layers.
This PR just lays the groundwork, and after it’s merged I (and hopefully other inspired coders) will start adding more machinery and actually making it available in-game.
Oil rigs with geysers are as good as done. I plan to add filters and mixing chambers aswell.
Other stuff that has been brought up: Plumber job, tsunami station and etc
I’d like to hear some idea’s and feedback everyone might have about plumbing, because I’m just one guy.
Re: Plumbing discussion thread
Posted: Fri Jun 28, 2019 6:39 pm
by cedarbridge
>including mobs
What in the goddamn
Re: Plumbing discussion thread
Posted: Fri Jun 28, 2019 7:04 pm
by Time-Green
cedarbridge wrote:>including mobs
What in the goddamn
in case someone in the future wants to add human centipedes
Re: Plumbing discussion thread
Posted: Fri Jun 28, 2019 10:30 pm
by Nabski
Showers and sinks use plumbing.
Fire extinguishers get refilled in their closet with plumbing.
Atmos can lay down new plumbing lines.
Some machines need a plumbing line to work effectively. Lathes, Chem dispenser, Cloning Pod, Cryo. Basically anything that works with reagents or liquids. You could be retarded and apply it to things like the communications console or AI upload as well. If the number of locations that a HIGH VALUE machine can be are more limited, then they can be more powerful. AKA No more people pre-scanning themselves in a cloner hidden in maintenance.
Re: Plumbing discussion thread
Posted: Fri Jun 28, 2019 11:20 pm
by bobbahbrown
yup... just here to fix your plumbing ma'am... heard you need some MAJOR work done...
Re: Plumbing discussion thread
Posted: Fri Jun 28, 2019 11:23 pm
by Dr_bee
It shouldnt be atmos techs doing the plumbing. Plumbing is sanitation work, its the janitor's job to make sure the station's toilets arent exploding.
Re: Plumbing discussion thread
Posted: Sat Jun 29, 2019 1:40 am
by Nabski
Dr_bee wrote:It shouldnt be atmos techs doing the plumbing. Plumbing is sanitation work, its the janitor's job to make sure the station's toilets arent exploding.
The guy taking your trash out is not the same as the guy doing your plumbing in real life in any way.
Water treatment is an engineers job.
Picking up your trash is often contracted out to literal retards.
Re: Plumbing discussion thread
Posted: Sat Jun 29, 2019 3:34 am
by wesoda25
itd be a pain to code but if you had gas explosions in pipes itd be awesome if it forced stuff out at high speeds
for that matter liquid pressure pumps would be cool
Re: Plumbing discussion thread
Posted: Sun Jun 30, 2019 11:57 am
by Dr_bee
wesoda25 wrote:itd be a pain to code but if you had gas explosions in pipes itd be awesome if it forced stuff out at high speeds
for that matter liquid pressure pumps would be cool
Chems dont have solid/liquid/gas state changes based on temperature sadly. So as cool as it would be to see pipes burst from having the water in them heated to boiling, if plumbing uses the chem system it would have to be some sort of snowflake check.
Re: Plumbing discussion thread
Posted: Fri Jul 05, 2019 10:53 am
by adamkad1
So oldcables will be used for cleaning pipes?
Re: Plumbing discussion thread
Posted: Thu Jul 25, 2019 8:16 am
by W65
Atmos techs already have an entire pipe system (disposals) that rarely gets damaged, rarely gets fixed when it is damaged, and that they probably don't realize they're responsible for fixing when it does break. Is the idea to give newbie atmos techs something else not to know how to do so the old ones can keep doing fusion instead of fixing the environment when it goes south? Or to have a second job that deals with pipes that only a handful of people bother to learn? Or is the idea that people will be free to make sulfuric acid sprinkler systems, just in case they figure out how to make that useful? I just don't really get what this adds to the game.
Re: Plumbing discussion thread
Posted: Thu Jul 25, 2019 9:24 am
by Kryson
I'd like to see chemical process based filters for the chemistry lab portion of this. This would entail adding a couple more variables to each reagent, which i volunteer to do if this gains traction.
Distillation column; allows you to set a temperature in kelvin, everything with a boiling point above this below goes out the side, everything above continues forward. This is probably the most straightforward to implement.
Normal phase liquid chromatography column; polar reagents goes out the side, nonpolar reagents continuity straight ahead. Polarity is relative but i think we divide the reagents up pretty good. As an example ammonia and heparin would be polar, perfluorodecalin and welding fuel would be nonpolar.
Reverse phase liquid chromatography column; the nonpolar reagents would go out the side, polar reagents would continue ahead.
You could also imagine cation and anion exchange chromatography columns, this concept would need to be game'ified for example ionic compounds such as silver sulfazidine, lye or potassium iodide would probably need to follow the most important ion. Some amphoteric compounds would be able to filtered by both resins(salbutamol, universal enzyme, uranium for example)
Re: Plumbing discussion thread
Posted: Tue Sep 03, 2019 3:49 am
by ThunderV0lt
If plumbing becomes a thing, I hope we get a plumber job so we can properly do the mario.