Underground Pipes

Underground Pipes v0.9.22

by pique (Player)

Route vanilla pipes below the terrain with earned tier-gated depth, a colour-coded x-ray overlay, rich hover read-outs, and configurable settings.

Beta 16 days ago CoI-Open No source
Game versions: 0.8.5
Save-game: Add Remove
79%
25


Underground Pipes lets you route the game's existing fluid pipes below the terrain and connect them back to surface pipes — no new buildings, no custom assets, just the vanilla pipes you already use.

Dig a pipe down with the normal lower/raise buttons while building, and it routes underground; bring it back up to connect to anything on the surface. Burial depth is meant to stay close to vanilla — it's something you earn, not a free pass.

Features.

⛏️ Depth earned by tiers — the deeper you can dig into pipes is determined by the tier.

• 🟦 Pipe Tier 1 -> 1 layer below ground.

• 🟧 Pipe Tier 2+ -> Underground 2 floors

Pipe tiers unlock through research, so deeper routing is a reward for progression rather than a free cheat.

🎨 Colour-coded placement — while routing a buried pipe, the preview is tinted by validity: 🟢 green = OK, 🟠 amber = at the depth limit, 🔴 red = invalid (e.g. it would dip below sea level). The limit is something you can see, not guess.

👁️ X-ray overlay — buried pipes show as a translucent, depth-colour-coded ghost that stays visible across your whole network, so you always see what's down there. Toggle it with a toolbar button, and make it your own: pick from ready-made colour schemes, colour the network by product instead of by depth, and use a brightness slider to dim the overlay as much as you like.

🔍 Hover read-out — point at any pipe (buried or on the surface) to see, right at the cursor: the product flowing through it, how much and how full it is, and the buildings it connects to on either side — no digging or opening required.

🧭 Source → destination, inside the game's own pipe panel — click any pipe and the native panel gains a section that traces the flow to the real building that feeds it and the one it feeds. It walks straight through connectors, balancers and distributors to find the actual machine or tank (not the junction in between), shows how full those tanks are, and lets you click a building icon to fly the camera to it.

🔢 Depth indicator — the current level is shown right at the cursor while you dig.

⚙️ In-game settings — a gear button sits right in the top game-speed bar and opens a proper window (drag it, pin it, close it) where you can toggle every feature, choose a colour scheme, and set the overlay brightness — no config files needed.

🗑️ Deletion protection — buried pipes are not removed when you bulldoze surface structures over them. A separate toolbar button lets you delete buried pipes on purpose when you actually want to.

Good to know

• Burial depth is limited by the ground height — a pipe can't go below the world floor (sea level), so deeper levels need higher terrain.

• Works with the game's normal fluid pipes of every tier; no new buildings, items or assets — just the depth that scales with the tier you've researched.

• Safe to add to and remove from existing saves.

• Plays nicely with Cheat++ — one delete-protection button frees both mods at once.

• Compatibility: verified on Captain of Industry 0.8.5. Built with Harmony (included)


image.png

image.png

image.png

image.png

image.png

This mod has no dependencies.

No other mods depend on this mod yet.

Underground Pipes — v0.9.22 is out! 🎉

Jul 05, 2026 v0.9.22

The whole interface now ships with 12 languages including Russian, and it picks up your game language automatically. Thanks for the suggestion! 🙂

Underground Pipes 0.9.19 — fixes

Jul 02, 2026 v0.9.19

What's fixed:

  • X-ray invisible after the first save load. On a fresh game start the buried-pipe x-ray (and the hover read-out) stayed hidden until you clicked any build tool. Integer overflow in the tool-active check — fixed, shows right away now. (Thanks warrenc for the repro.)
  • Settings gear button missing. Two causes: on save loads the mod grabbed the HUD too early and gave up; and with Speed++ installed the button was placed but instantly hidden by its speed-bar cleanup. Both fixed — the gear now always appears in the top speed bar.
  • "From → to" block showed on conveyor belts. The game uses one inspector for all transports; the block now shows only on fluid pipes.
  • "From → to" block duplicated after loading a save. The mod re-applied its patches on every load, stacking a copy each time. Patches now apply once.
  • Stale from → to info. If you re-plumbed the network while the inspector was open on the same pipe, it kept showing the old source/destination. Now re-checks automatically.

Underground Pipes 0.9.17 — the settings button is back for everyone

Jul 02, 2026 v0.9.17

This update fixes the missing settings gear button (the one in the top game-speed bar) - reported on the forum, much appreciated! Two root causes, both fixed:

Fixed: gear button missing when loading a saved game. The mod resolved the game's HUD during early init, which works on a new game but fails on a save load (the HUD is built a few seconds later there). It gave up permanently, so the button never appeared. The mod now resolves the HUD lazily and keeps retrying until it's ready - the gear shows up a few seconds after the save loads.

Fixed: gear button hidden when Speed++ is installed. Speed++ replaces the vanilla speed buttons by hiding every standard icon-button in that row - and the gear matched its filter, so it was placed and instantly hidden (on new games too). The gear is now a dedicated button type that isn't affected, plus a watchdog re-shows it every couple of seconds in case any other mod hides it.

Nothing else changed in this release - if 0.9.15 works for you and you always saw the gear, there's nothing new to see. If you ever lost the settings button, this one's for you.

As always: if something looks wrong, post in the forum thread and I'll fix it.

Underground Pipes — big update (v0.9.1 → v0.9.15)

Jul 01, 2026

🔎 Pipe inspector, built right into the game's panel
Click any pipe (buried or on the surface) and the game's own pipe panel now gets a "source → destination" section: it shows the real building that feeds the pipe and the one it feeds — clicking either icon flies the camera straight there. If an end is a storage tank, it also shows how full it is (e.g. from 4/400 (1%) → to 320/400 (80%)), updated live.

It's smart about routing, too: the trace walks through connectors, balancers, zippers and distributors (including Gameplay++'s Pipe Balancer/Connector) and stops at the actual machine or tank — so you see where the fluid really comes from, not the junction in the middle.

🖱 Richer hover read-out
Point at any pipe and you get a clean read-out at the cursor: the flowing product, the real amount, how full the pipe is, and the source/destination building icons on either side. No jitter, no clutter.

⚙️ Proper in-game settings
There's now a gear button slotted into the top game-speed bar (next to pause/play). It opens a native window (title bar, close, pin, draggable) where you can toggle everything, pick a colour scheme (click a swatch), and — by popular request — adjust the overall x-ray brightness with a slider if the pipes look too bright.

🎨 Colour & visibility

  • Pick from several ready-made x-ray colour schemes, or set your own hex colours.
  • Global brightness/opacity slider for the whole overlay (defaults are dimmer now, so pipes sit nicely in the background).
  • Colour the buried network by product instead of by depth.

🧰 Compatibility & fixes

  • Full Cheat++ coexistence (one button frees both mods' delete protection).
  • Fixed the hover amount (it used to read half), fixed tank fill readings, rounded pipe length, and a pile of alignment/polish fixes.

As always — no new buildings or assets, just your normal pipes routed underground.


image.png


image.png



image.png

Update 0.9.1 — Cheat++ compatibility

Jun 30, 2026 v0.9.1

Update 0.9.1 — Cheat++ compatibility

  • Fixed the conflict with Cheat++ over deleting buried pipes — before, you had to enable it in both mods; now one button frees both, and pipes stay protected by default.
  • The "delete buried pipes" toggle now always starts OFF when you load a game, so you can't accidentally bulldoze pipes by leaving it on.

0.8.1 is up — fixed a stability bug that could make connecting buried pipes flak

Jun 30, 2026 v0.8.1

0.8.1 — stability fix
🪲 Fixed an internal error ("collection modified during iteration") that could fire while building or connecting buried pipes — the overlay was reading the game's live pipe list at the same moment a pipe was being placed, which interrupted the toolbar's input handling and made underground connections unstable. The overlay now draws from a safe snapshot, so building and connecting buried pipes is solid.
🔍 Fixed the hover read-out spamming an internal assert when the cursor was near the map edge.

Update 0.8.0 — earned depth, colours & hover read-outs

Jun 30, 2026 v0.8.0

🔧 Depth now scales with your pipe tier (vanilla-style progression, not a free cheat):
Tier 1 pipe → 1 level underground
Tier 2+ pipe → 2 levels underground
Since pipe tiers are unlocked through research, deeper routing is something you earn. (A pipe still can't be built below sea level.)

🎨 Colour-coded placement — while routing a buried pipe, the preview is tinted by validity: green = OK, amber = at the depth limit, red = invalid (e.g. it would dip below sea level). The limit is now visible, not guesswork.

🔍 Hover read-out — point at any pipe (buried or on the surface) to see what's flowing through it as a big product icon at the cursor, without digging or opening it.

🪲 Polish — toolbar buttons now line up flush with the rest of the bar, plus stability fixes.

image.png

v0.9.22

Latest
Game version 0.8.5 - 0.8.5
Released Jul 05, 2026
File size 412.4 KB
License CoI-Open
Save-game: Add Remove

No changelog available for this mod.

Loading forum…