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!