Manual Assembler Pipe Passthrough


Sometimes assembler-pipe-passthrough mod does a really poor-looking job. So I made this more hands-on mod that allows me to fix those issues. Mod is stable enough and covers K2, SE, and Vanilla with SA partially.

Utilities
6 days ago
2.0
70
Logistics Fluids Manufacturing

i Compability with Planet Muluna & Quality Assurance

7 days ago

Greetings, I always thought that its sad that there aren't many good looking passthrough pipes mods. So when I found your mod I was very excited and immediately tried it out.

Thank you so much for your hard work on this mod, I really appreciate it.
Unfortunately, this mod does not support a few of the mods that I would like to play with:

  1. When loaded with Planet Muluna, the following error appears:
    Error loading mods while running setup for entity prototype "assembling-machine-3" (assembling-machine):
    Invalid fluid pipe connections. For entity direction North (fluid box manager 5 connection 1) collides with (fluid box manager 4 connection 1).
    Definition(type=normal, position={1,0}, direction=East)

  2. When used in conjunction with the mod Quality Assurance with AMS machines setting on (which adds versions of the crafting machines with more module slots), the AMS version of the machines are not modified properly to provide extra passthrough connections

Please kindly consider looking into these issues whenever you have a moment.

7 days ago
(updated 7 days ago)

The pipe creation seems to be an issue on your end, as I do not create 5 connections. I need the full error code to add a mod that breaks it as a hidden dependency, so my code loads after it.

Part 2 is not hard to fix; it's just not implemented currently in code. My mod is mostly hand-made, so it does not automatically cover new machines unless they have been added. I made it so it's really easy to implement new machinery into the code; practically anyone asking any AI (LLM) to implement their machine can get it running on their own.

Tho, you are mentioning that it just adds more modules.... So, I looked at the code they use and.... uhhh... they deep_copy the vanilla machines and practically everything in the data_updates, while I do my fixes in data_final_updates...
I could theoretically move my changes into data_updates, but there is a chance I will run into issues with other mods that mess with fluid_boxes for one reason or another... I could make it so if this mod is installed, I will also do my changes over machines with their mod tag too... It's just quite annoying...
Does that mod copy every machine in every mod or only vanilla? From what it seems, it just copies assembler types...

7 days ago
(updated 7 days ago)

https://filebin.net/gieufpj5q2gdg1v7 here, test this. I modified my helper function; see if it works on the Quality Assurance machines.

Suprisingly me spending a lot of time making Util functions just paid off big time.
I'm currently a bit busy (A lot), and testing mods with my K2SE modpack is quite annoying every time. It should work.

It should also fix the issue with fluid_boxes with planet-muluna. (MAYBE)

ps: Instantly found an issue, fixed now.

7 days ago

This worked perfectly, thanks for your work!

In addition, I would like to ask do you have any plans on adding passthrough to all SA machines eventually?

6 days ago
(updated 6 days ago)

I think I'm only missing Foundry, am I not?

Goddam biochamber, another chem-plant event.

It´s an even worse situation because ofc is SA coded.
Ok, the update is up and should be working fine.

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