[boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Posted: Mon Nov 07, 2022 2:23 pm
I'm referring in this report to crafting machine ingredient/result fluidboxes, not energy source fluidboxes which work correctly as far as I can tell.
For reference see this thread which led to the creation of the filter property for fluidboxes.
For assembling machines, any fluidbox filter is ignored until a recipe is selected, at which point, the fluidboxes are effectively filtered by the recipe's inputs and outputs. This makes sense.
For furnaces, the filter appears to be ignored both before any recipe is set (by inserting/piping in ingredients) and after the recipe is set by having a valid combination of ingredients put in.
This behaviour isn't documented on the wiki but I thought I would report it here before making a wiki change. It feels like a bug to me - I feel like I should be able to create a furnace entity which only ever expects one specific fluid input or output, and has that filter shown in the alt-mode/mouseover fluidbox icons to make it easy to place and orient entities, so that I can stop punters filling up the entity with the wrong fluids, the way I currently can for generators or pumps or almost anything else with a fluidbox.
(For furnaces with a fluid input, it's not actually possible to put any solid ingredients into the furnace until one of the valid fluids has been put in. The mouseover tooltip for the solid and fluid ingredient slots on the furnace GUI was updated in 1.1 to show all the valid combinations of input and output. If there is one and only one allowed input or output fluid, and there is a good reason why filters are currently being ignored on crafting machines, it would make sense to effectively filter the furnace's fluidboxes the same way that assembling machines impose their filters.)
For reference see this thread which led to the creation of the filter property for fluidboxes.
For assembling machines, any fluidbox filter is ignored until a recipe is selected, at which point, the fluidboxes are effectively filtered by the recipe's inputs and outputs. This makes sense.
For furnaces, the filter appears to be ignored both before any recipe is set (by inserting/piping in ingredients) and after the recipe is set by having a valid combination of ingredients put in.
This behaviour isn't documented on the wiki but I thought I would report it here before making a wiki change. It feels like a bug to me - I feel like I should be able to create a furnace entity which only ever expects one specific fluid input or output, and has that filter shown in the alt-mode/mouseover fluidbox icons to make it easy to place and orient entities, so that I can stop punters filling up the entity with the wrong fluids, the way I currently can for generators or pumps or almost anything else with a fluidbox.
(For furnaces with a fluid input, it's not actually possible to put any solid ingredients into the furnace until one of the valid fluids has been put in. The mouseover tooltip for the solid and fluid ingredient slots on the furnace GUI was updated in 1.1 to show all the valid combinations of input and output. If there is one and only one allowed input or output fluid, and there is a good reason why filters are currently being ignored on crafting machines, it would make sense to effectively filter the furnace's fluidboxes the same way that assembling machines impose their filters.)