Pipeline

The Pipeline is used to transport fluids between structures in a similar manner to Conveyor Belts. It can transfer up to 300 m of fluid per minute. In order to transport fluids vertically, a sufficient amount of pressure has to be reached. A 1 meter climb equals 1 pressure. Pipeline pressure can be increased using a Pipeline Pump.

The volume of each individual Pipeline segment is set by its length.

Fluids
The Pipeline can transport one of the following type of fluids below:

A Pipeline segment can only contain 1 type of fluid at a time.

Build mode
When building a pipeline, different build mode can be cycled by either pressing or holding.
 * Default: The default build mode.
 * Vertical: The pipe will attempt to maintain at the same level as the starting point, then turns vertically when approaching the ending point.
 * Conveyor 2D: Similar to default mode but with much smaller turning radius, useful when building a pipe in other build mode is not possible.

Turning radius

 * Pipeline has a minimum turning radius of 2 meters. When building pipeline 90 degree turns, count 2 meters or 2 'grids' from the turning point.
 * Its graphical appearance may displays that the radius smaller than 2 meters, but it is still impossible to build turning point of 1 meter.

Pipeline support
When building from a fixed point to a free point, a Pipeline Support will be automatically added to the 2nd point, including its building cost. The support itself need 2 clicks to be built, before the first click, use mousewheel to rotate the support (and thus the pipe) horizontally. Before the 2nd click, move mouse up/down to change the support height (between 1- 7meters) then use mousewheel to change its pitch (vertical rotation).

Flow Indicator
The Pipeline is a metal tube. If the pipe contains a straight part of minimum 6 meters, a Flow Indicator will appear in the middle of the segment, which is a set of 3 rings on a retractable rail. A pipeline indicator displays 4 indications: The pulse rate is always maintained at 1 pulse per second.
 * Type of fluid content: the color of the window (the middle part that exposed) corresponds to the type and color of the fluid it is carrying.
 * % Amount of fluid: the distance of the 1st and 3rd rings from the center ring corresponds to the % amount fluid. If the pipes is full, then the rings are fully retracted. If pipe is empty, all the rings collapse at the middle.
 * Flow direction: Indicated by the pattern of the pulses. The first ring that expands indicates the fluid is flowing from that direction. The fluid flows towards the 3rd ring.
 * Flow rate: By the distance of the ring expansion. If the flow rate is very small, the rings barely 'breath'.

Flushing
The Pipeline contents can be emptied by interacting with a segment of it (default ) and then turning the flush lever in its UI.

There are 2 options:
 * If 'Pipe Segment' is chosen, only that segment is flushed.
 * If 'Entire Pipe Network' is chosen, all pipes connected to the selected pipe are flushed.

Head lift
Buildings with fluid outputs (e.g. Refineries, Water Extractors, or Oil Extractors) output with recommended head lift of 10, which corresponds to a 10m high rise of the fluid. Pipeline Pumps output with recommended head lift of 20, which therefore corresponds to a 20m high rise of the fluid. Buildings can still push fluid about 2 meters beyond the recommended head lift with reduced flow.

Even though mechanical produced pressure doesn't add up, gravitational pressure does. For example, if your fluid producer would be located 50m above your base ground level, it could rise (from the base ground level's perspective) 60m without the use of any additional pump (10 pressure of the fluid producer + 50 "pressure" from gravity).This effect arises from the fact that the liquid fills the tube almost as in reality, first the lowest parts, then the highest. If there is a difference in height, the rising pipe must first fill up before the liquid can be transported further.

In part the same is true for the Industrial Fluid Buffer. As it is filling up, the fluid inside of it rises. Meaning, if you want to completely fill them, the head lift must be at least the height of the buffer.

Overflow valve
There is currently no distinct building in game that allows for controlled overflow of fluids in a pipeline. However there is a workaround by building the following:
 * The higher priority fluid consumers should be directly connected to the fluid source with pipe.
 * The lower priority fluid consumers should be connected in series at the end of line, with a 10 meter high pipes in-between to restrict the flow. Only when the pipeline before it is full, the fluid can pass through the restriction.

These works based on the following principles:
 * Pipes nearer to the fluid source (such as Extractors, Refineries) have higher priority to be filled up first, so as the connected buildings.
 * Pipes at lower elevation will be filled up first. Higher pipes will be filled up last.
 * Pipes partly, or entirely beyond the head lift will never be filled up.

Pipe modification and fluid content

 * When a Pipeline is modified by either inserting a Pipeline Junction Cross or a Pipeline Pump onto it, all its fluid contents is emptied.
 * Similar to above, when a Pipeline Junction Cross or a Pipeline Pump is removed from a previously continuous pipe, all its fluid contents is emptied.

Trivia

 * Pipelines were memed by the community since the start of the game.
 * A pipeline will be able to pass through foundations, but foundations cannot be built intersect with pipeline. As such always build foundations first then the pipeline.

History

 * Patch 0.3: Introduced

Pipeline