[OTTD] Pipelines - PIPE v6.41 [27/05/2023]
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- LaDoncella
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[OTTD] Pipelines - PIPE v6.41 [27/05/2023]
PIPE v6.41
Pipelines for the people!
Pipelines coded as a railtype. 12 vehicles from 1860 to 2012. The vehicles available are called pumps and are represented as very fast arrows (I would recommend to not use full load on orders).
Higher construction and maintenance costs than railroad. But very low running costs.
Requisites
OTTD 1.2.2 or higher
Download
available on bananas
- or -
Known issues
Need to make proper tunnel graphics
Tracks on foundations have some graphical issues.
Change-log
v6.41 - 27/05/2023
- added spanish, mexican spanish and galician translations
v6.40 - 25/04/2015
- minor strings changes
v6.3 - 07/03/2015
- reduced infrastructure maintance from 100 to 28
v6.1 - 27/09/2013
- added parameter to make vehicles invisible
v5 - 26/10/2012
- added 2 new vehicles and changed the stats of the rest
- added warning message if ottd version is less than 1.2.2
v4 - 28/07/2012
- added signals and semaphores graphics represented as valves
- minor changes to the pipe graphics
- set cargo_age_period to 1;
v3 - 25/07/2012
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)
v2 - 24/07/2012
- made dirt underlays more transparent
- fixed bridge slope and some alignments
- added bracer/joint in the middle of W/E pipes
- fixed offset of vehicles in W/E E/W directions
Pipelines for the people!
Pipelines coded as a railtype. 12 vehicles from 1860 to 2012. The vehicles available are called pumps and are represented as very fast arrows (I would recommend to not use full load on orders).
Higher construction and maintenance costs than railroad. But very low running costs.
Requisites
OTTD 1.2.2 or higher
Download
available on bananas
- or -
Known issues
Need to make proper tunnel graphics
Tracks on foundations have some graphical issues.
Change-log
v6.41 - 27/05/2023
- added spanish, mexican spanish and galician translations
v6.40 - 25/04/2015
- minor strings changes
v6.3 - 07/03/2015
- reduced infrastructure maintance from 100 to 28
v6.1 - 27/09/2013
- added parameter to make vehicles invisible
v5 - 26/10/2012
- added 2 new vehicles and changed the stats of the rest
- added warning message if ottd version is less than 1.2.2
v4 - 28/07/2012
- added signals and semaphores graphics represented as valves
- minor changes to the pipe graphics
- set cargo_age_period to 1;
v3 - 25/07/2012
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)
v2 - 24/07/2012
- made dirt underlays more transparent
- fixed bridge slope and some alignments
- added bracer/joint in the middle of W/E pipes
- fixed offset of vehicles in W/E E/W directions
Last edited by LaDoncella on 27 May 2023 15:09, edited 23 times in total.
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- Tycoon
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Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
Nice! Will download and test as soon as I get home. 

Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
That is a very nice idea!
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).
Also the connection to the bridge looks not really aligned/connected.
And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.
And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg , either on top of the pipeline or standing next to the pipe with some sort of connector.
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).
Also the connection to the bridge looks not really aligned/connected.
And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.
And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg , either on top of the pipeline or standing next to the pipe with some sort of connector.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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- Tycoon
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- Location: Idaho, USA
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
Very nice indeed. Minor complaint: the alignment in the East/West view is about a pixel lower than the other views, which smoothly ride "on top of" the pipe. Could it be raised to compensate?
Attached screencap shows what I mean:
Attached screencap shows what I mean:
- Attachments
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- alignment.png (7.36 KiB) Viewed 44154 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
Hi,
nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.
Keep it up
Cheers,
Sleepie
nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.
Keep it up

Cheers,
Sleepie
Denke nie gedacht zu haben, denn das Denken der Gedanken ist gedankenloses Denken.
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Looking for OpenTTD scenarios? - Here's a List of player-made scenarios. Please help us grow the database with your contributions.
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
I agree with sleepie on the bridge idea and the grass underlay, but maybe also add a second railtype with an ISR style underlay to make it fit in better in industrial area's?
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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- Tycoon
- Posts: 1660
- Joined: 16 Dec 2007 22:24
- Location: Idaho, USA
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
You could appropriate some of the DWE pipeline sprites for that, provided permission is obtained since it's GPL; all you have to fix are some alignment (and sprite order) issues:Quast65 wrote:maybe also add ... an ISR style underlay to make it fit in better in industrial area's?
- Attachments
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- DWE station.png (68.28 KiB) Viewed 44128 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
- LaDoncella
- Traffic Manager
- Posts: 249
- Joined: 28 Sep 2004 16:01
- Contact:
Re: [OTTD][WIP] Pipelines - PIPE v1 [23/07/2012]
I will do that!Quast65 wrote:That is a very nice idea!
The Y-splits could use a little work, some of those tubes look just a bit too long (like the one coming out of the depot, going right). Maybe draw a pipeconnector halfway (that dark grey stripe you already have on the other pipes).
May be something about on how it is drawn, the pipe sprite is the same than from slopes. Should be fixed by next version.Also the connection to the bridge looks not really aligned/connected.
Have no clue how to fix that, in previous tests whenever i fixed one of them it ended screwing something else. (each ugly overlay i think it's used atleast for two crossings)And I dont really have experience with railtypes, but some of the crossings indeed look strange (some look like the pipes are lying on top of each other), but that might be caused by the spritesorter and may be very difficult to fix.
looks like a good idea. However, is it possible to have diferent "signals" for diferent railtypes?And have you thought about signals? Might be cool if they look like valves: http://us.123rf.com/400wm/400/400/timur ... ose-up.jpg , either on top of the pipeline or standing next to the pipe with some sort of connector.
Will be fixed in the next releaseSupercheese wrote:Very nice indeed. Minor complaint: the alignment in the East/West view is about a pixel lower than the other views, which smoothly ride "on top of" the pipe. Could it be raised to compensate?
Attached screencap shows what I mean:
For now I will opt for making these dirt underlays very transparent instead and see if they look less ugly.Sleepie wrote:nice unique idea indeed. I never thought of something like this. I would suggest to get rid of the brown underground at the crossings and just use grass only. Also special bridges like monorail in original TTO (so only pipes here) would fit better imho.
About bridges, there is no documentation at all for bridges in nml, maybe they are not implemented.

Maybe as an aditional railtype activated trough parameter. But for now I need to get the "base" dealt with.Quast65 wrote:but maybe also add a second railtype with an ISR style underlay to make it fit in better in industrial area's?
Thanks everybody.
- LaDoncella
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Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]
After thoroughly enjoying v2 in a quick test game, I have another bug report:
When building pipelines on slopes, sometimes a bit of the pipe will be cut off. I've taken 3 shots to demonstrate: the landscape before, and the built pipeline with the missing chunk shown. Strangely, lowering the tile as shown in shot 3 results in the missing piece returning...
When building pipelines on slopes, sometimes a bit of the pipe will be cut off. I've taken 3 shots to demonstrate: the landscape before, and the built pipeline with the missing chunk shown. Strangely, lowering the tile as shown in shot 3 results in the missing piece returning...

- Attachments
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- before.png (35.12 KiB) Viewed 44099 times
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- after.png (26.48 KiB) Viewed 44099 times
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- lowering.png (30.53 KiB) Viewed 44099 times
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]
imho that's a wrong approach. pipes should be very slow, but have very high capacity (sort of like ships)LaDoncella wrote:very fast arrows.
that could possibly be solved by drawing the pipe as catenarySupercheese wrote:When building pipelines on slopes, sometimes a bit of the pipe will be cut off.
- LaDoncella
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Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]
Pipes are a constant stream of fluid going on, so I consider to be more accurate to have constant streams of small quantities of liquids going than slow large batches.Eddi wrote:imho that's a wrong approach. pipes should be very slow, but have very high capacity (sort of like ships)LaDoncella wrote:very fast arrows.
Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]
fine, but then also adjust the decay rate to be very high.
Re: [OTTD][WIP] Pipelines - PIPE v2 [24/07/2012]
Also, this discussion may be helpful for further development.http://en.wikipedia.org/wiki/Pipeline_transport wrote:Pipelines are generally the most economical way to transport large quantities of oil, refined oil products or natural gas over land. Compared to shipping by railroad, they have lower cost per unit and higher capacity. Although pipelines can be built under the sea, that process is economically and technically demanding, so the majority of oil at sea is transported by tanker ships. The oil is kept in motion by pump stations along the pipeline, and usually flows at speed of about 1 to 6 metres per second (3.3 to 20 ft/s).
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
- LaDoncella
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Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
v3 - 25/07/2012
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)
- adjustments to the overlay tracks offsets
- adjustments to the flat bridge sprites
- changed tunnel sprites
- added cargo_age_period: 37; (default 2.5 days to 0.5 days)
- SwissFan91
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Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
Do the tunnels need to be like that? Could you not just make it appear that the pipe just goes straight into the hillside? Perhaps with a small pumping station or something?
- LaDoncella
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Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
Thats the idea, however I have to deal first with the tunnel overlays, that's why it is not done yet.SwissFan91 wrote:Could you not just make it appear that the pipe just goes straight into the hillside?
Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
Now that is an idea I like a LOT!
Your approach to get pipelines into the game ist very interesting.
Some questions about it:
Why did you take trains instead of road vehicles or even tramways? When trying your pipes on a random map, I got a little (more or less eyecandy) issue since I had to install sidings and signals so that two pumps could get the oil from the well to the refinery. Once it ran, the system was very (!) profitable, however. So I thought how about a pipe-cloaked line of tramways, which could allow to have several "loads" of oil on the same line without having the need for signals, sidings, etc. The pumping and valve stations could cloak crossings, etc. In addition, how about empty "loads" being invisible as this might increase the overall apearence?
Again, your idea is great, and I am looking forward to see your progress.

Some questions about it:
Why did you take trains instead of road vehicles or even tramways? When trying your pipes on a random map, I got a little (more or less eyecandy) issue since I had to install sidings and signals so that two pumps could get the oil from the well to the refinery. Once it ran, the system was very (!) profitable, however. So I thought how about a pipe-cloaked line of tramways, which could allow to have several "loads" of oil on the same line without having the need for signals, sidings, etc. The pumping and valve stations could cloak crossings, etc. In addition, how about empty "loads" being invisible as this might increase the overall apearence?
Again, your idea is great, and I am looking forward to see your progress.
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
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Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
That would be great, but RoadTypes haven't been implemented yet; RailTypes have.Ogre wrote:Some questions about it:
Why did you take trains instead of road vehicles or even tramways? When trying your pipes on a random map, I got a little (more or less eyecandy) issue since I had to install sidings and signals so that two pumps could get the oil from the well to the refinery. Once it ran, the system was very (!) profitable, however. So I thought how about a pipe-cloaked line of tramways, which could allow to have several "loads" of oil on the same line without having the need for signals, sidings, etc. The pumping and valve stations could cloak crossings, etc. In addition, how about empty "loads" being invisible as this might increase the overall apearence?
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD][WIP] Pipelines - PIPE v3 [25/07/2012]
I feared this answerSupercheese wrote:That would be great, but RoadTypes haven't been implemented yet; RailTypes have.

The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
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