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
6 months ago
2.0
902
Fluids

i Prevent ghosts for destroyed entities

19 days ago
(updated 19 days ago)

It's a little annoying in testing to have a pipe blow up due to an incompatible fluid, only for construction robots to continually replace them.

I made a little edit around Line 150 of scripts/scanner.lua:

    local volume = entity.prototype.fluidbox_prototypes[1].volume
    entity.remove_fluid{name=fluid_name, amount=math.floor(1.5*volume)}

    local ghostFilter = {
        position = entity.position,
        name = "entity-ghost",
        force = entity.force,
        ghost_name = entity.name,
        }
    local ghostSurface = entity.surface
    entity.die()

    local ghosts = ghostSurface.find_entities_filtered(ghostFilter)
    for _,i in pairs(ghosts) do
        i.destroy()
    end

Also, could you add "valve" as an entity type to both

  • FLUID_ENTITY_PROTOTYPES in script/scanner.lua
  • ENTITY_TYPE_FILTERS in control.lua (but it seems like this variable isn't ever used)

This would allow your mod to work with modded valves. Thanks!

New response