DellAquila,
For this, in data-final-fixes.lua, I added the below block of code (I wish I could properly indent the code here... sorry):
if mods["BurnerOffshorePump"] then
data.raw["assembling-machine"]["burner-offshore-pump"].fluid_boxes.fluid_box.filter = "saline-water"
data.raw["assembling-machine"]["electric-offshore-pump"].fluid_boxes.fluid_box.filter = "saline-water"
for _,result in pairs (data.raw["recipe"]["bop-make-water"].results) do
if result.name == "water" then
result.name = "saline-water"
end
end
end
Then, in order for the pumps to be unlocked with the proper tech, in the if - then block above it for checking if saline to water is enabled, I added the below block of code after the closing of data:extends but before the end closing the if block:
if mods["BurnerOffshorePump"] then
local saltwatertech = data.raw["technology"]["salt-water"]
for p, effect in pairs (saltwatertech.effects) do
if effect.recipe == "offshore-pump" then
saltwatertech.effects[p] = nil
end
end
table.insert(saltwatertech.effects, {type = "unlock-recipe", recipe = "burner-offshore-pump"})
table.insert(saltwatertech.effects, {type = "unlock-recipe", recipe = "electric-offshore-pump"})
end
This removes the regular pump recipe and replaces it with the ones added by darkfrei's mod.
I'd also recommend against creating whole new of something in vanilla and then overwriting it (as you do with the recipe). In darkfrei's mod, the recipe is altered to add hidden = true, but then yours overwrites that. Instead, it may be best to store it in a local variable (local offshorepump = data.raw["recipe"]["offshore-pump"]), and then make the changes you want that way (ie, offshorepump.enabled = false, etc).