[0.17.79] Incorrect fluid connections after activating mod

Bugs that are actually features.
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AmatorPhasma
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[0.17.79] Incorrect fluid connections after activating mod

Post by AmatorPhasma »

Hi,

I found a minor bug?
Don't know if you would call it a bug or not, but better safe than sorry :) If not feel free to move this into the trash can.

What?:
Entities displaying wrong after activating a mod that changes fluid boxes.
It's just about displaying, not the function of the entities.

Reproduce:
- Place entities (assembler-machine-1 and chemical-plant) and save the game
- then activate a mod that changes the fluid boxes of these entities (like my dummy mod in the attachments)
- and load this game again
- take the entities from the chest and place it.

Then it looks like in the attached image:
(Both sides are the same entities, left before activating the mod, right after activating the mod and placing these).
Attachments
apm_dummy_0.00.01.zip
The test mod
(3.46 KiB) Downloaded 74 times
mod_test.zip
Save before activating the mod
(1.05 MiB) Downloaded 57 times
How it displayed after activating the mod.
How it displayed after activating the mod.
001.png (528.33 KiB) Viewed 1210 times

EnigmaticAussie
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Re: [0.17.79] Incorrect fluid connections after activating mod

Post by EnigmaticAussie »

Not a bug.

add:

Code: Select all

output_fluidbox.pipe_picture = assembler2pipepictures()
to your code.

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