Thanks for the feedback, I've implemented a few quick fixes in version 1.0.3
- You might want to make "Electric derrick" technology depend on "Air filtering".
I've decided the simplest solution was to move the gas pipe recipes (including valve and undergrounds) up the tech tree to the steel milestone tech.
That way, you unlock steel pipes with steel just like how you'd unlock regular pipes with iron (and not fluid handling).
Since steel derricks depend on the steel milestone tech, this should fix the unlock order issue.
Air filtering doesn't unlock gas pipes anymore, which is fine since you need steel analysis packs to research it anyway.
- [...] your add-on doesn't respect the "Show short undergrounds" startup setting [...]
I copied some parts of your code regarding that setting to hide short underground carbide pipes.
Hopefully it'll work fine... once the crash related to that setting is fixed ;-;
- Having pipes repeatedly explode and then get replaced by robots is a bit annoying, I wonder if there is a way to cancel having the pipe ghost appear.
This is the big one. I'm not entirely sure how to fix this. From what I assume, call a plumber only calls for a "destroy" event on the affected pipe, and that "destroy" event automatically calls for a repair ghost. There's probably a way to fix this, but I'm not knowledgeable enough about it.
Another issue I should look to fix is the fact that "valve" prototypes are ignored by call a plumber, so they don't explode if they receive the wrong fluid, which can be exploited... but I'm not sure how to fix this without having to modify call a plumber's code directly (or rewriting it in my own code)