Assembler Pipe Passthrough


Adds more pipe connections to allow assembling machines (including chem plants, oil-refineries (toggleable by settings)) to pass through fluids, like electric miners.

Content
2 months ago
0.17 - 2.0
7.37K
Fluids Manufacturing

i White list ?

6 months ago

Hello!
I read the description of the mod, everything seems clear, and of course I paid attention to the warning that if you install the mod in the middle of the game and further, you can have a pleasant time fixing all the connections :)
I went to read the discussions, looked through the black list, and this question arose, or maybe as a suggestion:
- instead of a black list, you can use a white list, which will indicate the names of entities that should support the connection of pipes. Is this possible?
For example, in this case, you do not need to add any entities from other mods to the black list, since initially they will not be included in the allowed ones from the white list, thereby eliminating the problem with any incompatibility (I think so).
Also, any user will be able to install the mod at any stage of the game, and nothing will break on the base, and already in the process of necessity, the user himself will add the buildings he needs to the white list.
More flexible management, since if a user has many different mods that add certain buildings, then it will be easier for him to add to the white list those that he specifically needs, than to exclude those buildings that should not work for him, that is, it is easier to control.

6 months ago

Well, maybe it is possible to make a text field for manual entry of entity names?
Or a separate file in the mod structure, in which only the entity names will be indicated (it does not matter, blacklist or whitelist), from which it will be pulled to the main code?
Users who are not very familiar with the basics of writing code will be able to easily open the file with any text editor, and specify the entity names there. Although the data update and since a separate file turned out :)

6 months ago

I appreciate the question, thanks for raising it.

This was a design choice made a long time ago, to reduce the amount of maintenance overhead that I have to invest into the mod.
In its current state, APP is compatible with most other mods that add new entities.

There should be very few cases where entity incompatibility is actually an issue, and I honestly fail to see that users managing which entities should have passthrough enabled would be a common occurance. I'm happy to be proven wrong though.

6 months ago

Hmm... I didn't quite understand the last sentence...
Do you mean that this mod is used mainly by users who have a basic understanding of writing code and can easily add entities to the current blacklist? If so, then I assure you that this is not the case, I cannot say with absolute certainty that there are many or few of those who do not know the code, do not understand what needs to be done, but they exist, for example, from my friends who play Factorio (3 people), none of them know how to write code, and accordingly, it will be difficult for them to interact with complex mods :) Most likely, they will simply delete the mod that they cannot figure out, or will look for some alternative.
If I have not correctly understood the essence of the proposal, please correct me, because I may well not get the meaning of some expressions :(

6 months ago

I'm saying that most users of the mod shouldn't need to know how to code, as the mod is designed in a way to be compatible without user interaction.

6 months ago

Ah, now I understand :) Thanks for the explanation.
Most likely that's the case, but I haven't enabled the mod yet, because I'm afraid of running into the difficulties described in the warning, and in this regard, the question of the whitelist arose, since I only need to enable 1 entity (the enrichment chamber from the mod), and since everything that is not on the blacklist is enabled by default now, I don't know yet what to do :)

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