Assembler Pipe Passthrough


Adds more pipe connections to allow assemblers (chem plants, refineries, pumpjacks and modded miners (all toggled by settings)) to pass through fluids, like electric miners.

Content
1 year, 9 months ago
0.17 - 1.1
5.38K
Manufacturing

g Something in your data fails.

4 years ago

71.902 Mods to disable:Failed to load mods: assembler-pipe-passthrough/data-final-fixes.lua:35: attempt to index field 'position' (a nil value)
stack traceback:
assembler-pipe-passthrough/data-final-fixes.lua:35: in main chunk

4 years ago

What other mods do you have running?

4 years ago

A bunch. Ones that add new buildings it may be doing something to is https://mods.factorio.com/mod/Power_To_Liquid_updated
https://mods.factorio.com/mod/DeepMine
https://mods.factorio.com/mod/reverse-factory

I have Bob assembly, and Expanded Rocket payloads, but you take care of those already.

I have about 70 mods, but those are the ones that add new machines.

4 years ago

I also have these that add a bunch of fluids, and recipes for them.

https://mods.factorio.com/mod/LiquifyIntermediates
https://mods.factorio.com/mod/LiquifyRawMaterials

4 years ago

Power_to_Liquid_updated is currently incompatible; I will add compatibility in the next version.
DeepMine should be compatible - it doesn't appear to add any fluid consuming buildings.
reverse-factory is currently incompatible; I will add compatibility in the next version.

4 years ago

Wonderfully.

4 years ago

Oh, of course. I also have these mods that adds machines.

https://mods.factorio.com/mod/Hexi_Inline_Ore_Processing
https://mods.factorio.com/mod/BoreHole
https://mods.factorio.com/mod/Dark_Matter_Replicators_Replicated and there's a separate fix for that https://mods.factorio.com/mod/dark-matter-replicators-R

Sorry bout that. I've searched all the files in my mods folder for machines, so this should finish it.

And that one mod is Power_to_Liquid_Updated, not Power_to_Fluid_Updated

4 years ago

Oh, you have instructions on how to compat.

Also, would it not be easier to whitelist machines you want, rather than blacklisting the ones you don't?

4 years ago

Ahh phooey.

I will ammend that in the next version.

In regards to "whitelist vs blacklist" it's much of a muchness.
Either I'll have a modpack like bob's where there are a multitude of new assembling-machines to white list, or I'll have a mod like BoreHole where I have to blacklist 2.

Either way I need to have a list to double check the assembling-machines against.

I prefer the blacklist method, because it means that for the majority of mods, APP is automatically compatible.

4 years ago

Well thanks for taking the time to do all this.

This thread has been locked.