- Use a pump for that. The entity prototype used for the valves does not support enable/disable.
- I can add a setting for this, but it can only be done globally, not on a per-valve basis.
- These pipes take the collision box values from vanilla pipes, but don't have whatever in-engine magic is used to block travel between connected pipes.
- I'd like to but it's not currently practical without overly complex run-time scripting to avoid a loss of functionality.
- I can increase the stack size and will do so in the next update, but the recipe is what it is to allow easy conversion from vanilla pipes to modded and back again.
Most of the technical limitations are due to this mod's pipes being based on the vanilla storage tank prototype, rather than pipe. This is necessary because the pipe entity type doesn't support in-game rotation (pressing R). This also means I can only have the functionality that tanks have: fluid flow, rotation by players, and circuit connection.
To add a window to the straight pipe, for example, would require making two extra entities for that pipe: one with north-south connections and another with east-west. Additionally, I would have to use a run-time control script to detect construction of a straight pipe, then replace it with the appropriate windowed pipe based on direction. I would also have to detect player attempts to rotate the pipe (not sure if this can even be done or not), and substitute the windowed pipe for the construction placeholder in all blueprints, so the blueprints can be rotated correctly.
It's a lot of work for a marginal gain and I'm not even entirely sure it's possible to do it seamlessly.
Thanks for the suggestions (and using the mod) but unfortunately apart from point 4 these are things I have already thought about or unsuccessfully attempted to implement.