i encountered a serious problem with modded offshore pumps: If an offshore pump produces any fluid but water, the ghost of this modded offshore pump will nevertheless show "water" as fluid output. This causes some trouble since the inception of the new fluid mixing prevention logic, because those pumps wont connect to their pipelines as expected.
How to reproduce
For this short demo, we need a custom offshore pump that produces lubricant. Just add some code like the following:Code: Select all
local test_pump_entity = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"])
test_pump_entity.name = "test-pump"
test_pump_entity.fluid = "lubricant"
local test_pump_item = table.deepcopy(data.raw.item["offshore-pump"])
test_pump_item.name = "test-pump"
test_pump_item.place_result = "test-pump"
test_pump_entity.minable.result = "test-pump"
data:extend({
test_pump_entity,
test_pump_item
})
Start a new game and give yourself one of the "test-pump" items via command. If selected, put this item in cursor. The cursor ghost wrongly displays "water" as production fluid:
Step 2
Place the modded "test-pump" entity at a suitable place. The placed entity still has a "water" icon above itself:
Step 3
Place a pipe in front of the pump, so that the pipe connects to the pump. After placing the pipe, the output fluid of the pump is suddenly updated and shows now the correct fluid:
Step 4
Add some more pipes. The pipes are reserved for lubricant/the modded pump's production fluid. If you now try to put a new modded pump adjacent to the reserved pipes, the pump is NOT connected to the pipe network, despite producing the correct fluid:
I would be very glad if you could fix this, as this is currently breaking some of my blueprints. Thank you in advance!
Regards,
Arcitos