Call a Plumber


Pipes can only transport compatible fluids. You weren't going to put molten iron in an iron pipe, were you? Can be customized by other mods.

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a month ago
2.0
841
Fluids

b Modded fluids make pipes explode?

10 months ago

Hiii... It's me again xd

I know that I told you about textures the last time, but now, after trying a couple of times I realized, I'm not an artist ;-;
So, intead, I started to love the simplicity of the coloured pipes :3

However, that is not the point of this thread. I think I found an error with the mod.

I just arrived at Fulgora and installed a mod called "Fulgoran-sludge", which replaces the heavy-oil ocean with a custom fluid. The think is, this fluid is making the pipes explode xd. I already tried with the 3 types of pipes (normal, plastic and refractory) but any of them worked. So, I have to hear the sound alert for pipes exploding at least from 5 to 15 minutes again and again...

Could you look for It?

I also gave some other mods that add custom fluids (for Gleba), so, the moment I arrive, I'll test this other fluids.

10 months ago

Fluids have to be explicitly allowed in pipes. Any unknown fluid is not allowed.

I have added a mod setting for users to allow additional fluids. You can put fulgoran-sludge in the Inert fluids mod setting to allow it in regular pipes.

10 months ago
(updated 10 months ago)

Ok, It works, but only for new games...

I tested in a new scenario and yes, the fulgoran-sludge that I added in your new config works, and the other one that I added (but not added in the config) don't, like expected.

However, in my current game, It doesn't detect the fulgoran-sludge as "inert".

Looking inside the mod I noticed that the call to registering the custom fluids is made "on_init", that meaning, on new games or when the mod is recently installed.

That means, A way of solving this could be reinstalling the mod, how ever that could destroy all my vulcanus factory ;-;

The changue that could be made is move the registry of fluids to another event (I don't remember the hook name... One event that occurs every time a save is loaded) and making an extra check every time this registry occurs in order to prevent adding already registered fluids. And by doing this, If a new mod is added to an existing game, that adds a new fluid, This one could be correctly registered (If the player added It's name to the config option).

10 months ago

Also, If a mod that added a custom fluid is removed by the player, but your mod already registered It, there could be an issue: the data is still there, and by so, take some VERY LITTLE (very very little) memory in the save.

Maybe this is irrelevant, but well, which Factorio player doesn't have a little OCD xd

10 months ago

I don't know the initialization process. I'll look into it so that fluid rules can be changed in an existing game.

10 months ago

I found the initialization hook to use for configurations. Now it gets updated when the configuration is changed.

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