A Config option for the bar capacity for the various machines :) that way, one could for example, create a multi-tiered system (more diverse than just 2 tiers of course), this would of course create a longing for a separate config for the 3x3x3 & the 5x5x5Pressure Chamber'sbar config.
and of course, for a truly dangerous setup, make it so the Output Port isn't protected from blasting out at 200 bars, thus requiring the player to set up the limiter in advance (sort of like the way the Pressure Chamber requires you to put on the I/O parts during building, but not a part of the multi-block, thus allowing for direct multi-block to multi-block connections at full pressure (eg. I/O Port of Structure A touching I/O Port of Structure B, which can Daisy-Chain on further, or get connected back to the network via a pressure limiter on a connected tube))
This Idea was inspired while reading old Issues to see if you were already aware of a bug I noticed recently (not yet tested in newest version, but I've been poking around a lot, and I see no mention of this bug, so it likely isn't fixed yet)
A Config option for the
bar
capacity for the various machines:)
that way, one could for example, create a multi-tiered system (more diverse than just 2 tiers of course), this would of course create a longing for a separate config for the3x3x3
& the5x5x5
Pressure Chamber's
bar
config.and of course, for a truly dangerous setup, make it so the Output Port isn't protected from blasting out at
200 bars
, thus requiring the player to set up the limiter in advance (sort of like the way thePressure Chamber
requires you to put on the I/O parts during building, but not a part of the multi-block, thus allowing for direct multi-block to multi-block connections at full pressure (eg. I/O Port of Structure A touching I/O Port of Structure B, which can Daisy-Chain on further, or get connected back to the network via a pressure limiter on a connected tube))This Idea was inspired while reading old Issues to see if you were already aware of a bug I noticed recently (not yet tested in newest version, but I've been poking around a lot, and I see no mention of this bug, so it likely isn't fixed yet)