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.

Content
10 days ago
2.0
826
Fluids

b Modded fluids make pipes explode?

9 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.

9 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.

9 months ago
(updated 9 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).

9 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

9 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.

9 months ago

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

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