Disposal Adjacency Connections

Disposal connections use the โ€œDisposal Adjacency Connectorโ€ script. Disposal connections are based on the basic connections and are similar to the other pipe connections. The disposal models themselves actually reside beneath the floor that the player walks on.

There is no need for the traditional โ€œOโ€ or โ€œUโ€ shapes but there are some unique โ€œUโ€ type shapes (see below). The โ€œIโ€ and โ€œLโ€ shapes act the same as they do in the basic connections.

The โ€œTโ€ shape acts the same in principle as well but is accompanied by arrow overlays. Due to the nature of disposals (objects travel through them), โ€œTโ€ shapes have a designated โ€˜exitโ€™ connection side to determine which direction the object paths join into. This direction is represented by the arrow overlays (more info in the disposals documentation).

There isnโ€™t a significant need for the โ€œXโ€ shape either but we do have one modeled and in theory the same directional arrows could be made for it to work the same as the โ€œTโ€ shape.

The unique disposal shapes are defined below:

Vertical - A special โ€œUโ€ type variant which connects to the north as well as turning upward and connects vertically to above-ground disposal machines. Pipes & wires cannot exist on a tile with a vertical disposal due to major clipping.

Vertical pipes only connect to pipes directly in front of them.

Broken - A special โ€œUโ€ type variant which replaces a variant when it gets abruptly destroyed (more about this below).

When a disposal pipe variant gets destroyed, instead of alerting nearby connections that there is no longer a connection at this location and to update their own shape as a result; we maintain connections to this tile and replace it with 1 broken variant per undestroyed connection.

Another interesting trait about disposals is that they can overlap each other in one specific situation.

This works easily in 2D but in 3D we do not have the additional space to actually have one disposal pipe go beneath the other.

Because we donโ€™t have the extra space in 3D, our plan, as goofy as it may look, is to simply resort to allowing the disposal pipes to overlap and clip through each other in this specific situation.

Youโ€™ll notice the difference between the overlapping pipes and a true junction is that the overlapping pipes are missing the support rings near the intersection. (Alternatively we could design a new model for this overlap).

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