Pipe Improvement: Pipe Ends

  • Mihobre
    21st Mar 2014 Member 0 Permalink

    I realized a long time ago that PIPE ends still absorb particles randomly and then eject it at a random time. I know the particles don't flow back to the start but it is kinda impractical when, say, WATR keeps on being attached to the end of the PIPE because the PIPE reabsorbs it and all those stuff... So if possible:

    PPEN - Pipe End

           - an accessory element attached to the ends of PIPEs so PIPE ends would not absorb any particles

              anymore.

           - can be configured (through CTYPE) to only let through certain elements

           - (optional feature, include if you want) absorbs particles when powered (one particle per pixel),

             releases when disconnected from power. This makes it pretty much like inverted STOR

    or:

    It will auto-generate at the end of the PIPE. This way, no more new elements to be programmed.

  • greymatter
    21st Mar 2014 Member 0 Permalink
  • Catelite
    21st Mar 2014 Former Staff 0 Permalink
    PIPE is a carry-on from an older game called wxSand in fact. Really, the easiest way to keep water from re-attaching is by making the pipe -very low bandwidth- and keeping it full. If the pipe is 1px thick for example, the movement of particles through the pipe will be compiled into the fastest possible route automatically.

    And PPIP :o PIPE is deliberately designed to avoid infinite absorption loops, though. It will still naturally happen sometimes, a little.
  • jacob1
    21st Mar 2014 Developer 0 Permalink
    @Mihobre (View Post)
    There is actually a rare case you can do so that PIPE acts much better at the ends. See this page: https://powdertoy.co.uk/Wiki/W/Using_automatic_PIPE_tracks.html

    1 pixel pipe is super fast, except normally it's still slow at the end. I changed it, so that now if you follow this tutorial and then delete the last particle at the end, it makes sure it drops the last particle at the end right away. It still could get re-absorbed, but in one pixel pipe this shouldn't be a problem. Also you need to make the 1 pixel pipe and copy and paste it for best results.

    I could possibly make 1 pixel pipe not reabsorb things at the end. But if you do it right it's not normally a problem.

    Also PIPE uses ctype already (and every single other property, even ones that nobody has ever heard of like pavg). But you could probably use STOR to make it only accept particles of a certain type (?).

    @greymatter (View Post)
    PPIP works exactly like PIPE except that it can be turned off or reversed and it isn't destroyed by pressure.