[0.17.4] fluid inputs should not set the fluid type in a pipe

Things that has been reported already before.
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factoriouzr
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[0.17.4] fluid inputs should not set the fluid type in a pipe

Post by factoriouzr »

Fluid input should not affect the type of fluids in connected pipes.

To reproduce:
+connect pipe to each input(separately) of oil refinery (ie. don't connect the two inputs of the oil refinery to each other)
+set production to basic oil processing
+you will see that both pipes say they have 0 oil

This is wrong. What this leads to is that having the oil and water pipes set up before having advanced oil processing researched means that even though the future water input pipes are completely empty, they are treated as being oil pipes and won't allow connecting water into them due to the fluid mixing prevention.


factoriouzr
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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by factoriouzr »

Loewchen wrote:
Sun Mar 03, 2019 3:45 pm
viewtopic.php?p=402444
That's not the issue I'm reporting. Please re-read my description. I'm saying having nothing in the input pipe and nothing put into the pipe still makes it an oil pipe.

coderpatsy
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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by coderpatsy »

It is still the same deliberate feature that was announced in FFF 275.

Now you have to hook up the pipes that would carry water only when the refineries are set to advanced processing.

factoriouzr
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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by factoriouzr »

coderpatsy wrote:
Sun Mar 03, 2019 4:48 pm
It is still the same deliberate feature that was announced in FFF 275.

Now you have to hook up the pipes that would carry water only when the refineries are set to advanced processing.
That breaks blueprints and limits player freedom. This is a bug in the game. An input pipe on a refinery should not dictate the fluid type in a pipe connected to the input slot. The pipe contains 0 fluid, why is it labeled as oil? Makes no sense. If it was an output pipe of a refinery then it makes more sense, but for an input pipe makes no sense at all lol. Hope they fix this.

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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by CDarklock »

factoriouzr wrote:
Sun Mar 03, 2019 6:02 pm
That breaks blueprints and limits player freedom.
Saying "but I already had plans" is rarely a meaningful objection. Neither is "but you let me do it before."

Things change. Adapt.

factoriouzr
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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by factoriouzr »

This is a bug. If pipes are connected only to inputs on a building, their fluid should not be set to what that input slot accepts.

This was working in previous versions and now is broken.

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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by factoriouzr »

Is this fixed? I saw that fluid mixing logic is being worked on now. This is a bug and a regression in features since 0.16.

It makes no sense for fluid input to set fluid in attached pipes to 0 of a particular type and prevents attaching a water source to oil refineries for eg. before setting the refinery to use a recipe which also requires water. This used to work perfectly in 0.16.

Logically it makes no sense for an input source to change the type of fluid coming into it in attached pies. Also "0 <fluid>" makes no sense on a pipe with no source of any type of fluid attached to any of the pipes.

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Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

Post by BlueTemplar »

A similar concern applies to flame turrets !
viewtopic.php?p=418006#p418006

EDIT : somewhat related :
[0.17.17 or .21] Fluid mixing: Uranium miner accepts lubricant
viewtopic.php?f=23&t=68634

I don't understand why this (IMHO) rather clumsy method of hand-holding with fluid mixing touching prevention was implemented, rather than adapting the awesome Picker Pipe Tools mod into vanilla ??

(Pipes can also be clamped manually, using the Ctrl+R shortcut.)
Image

BobDiggity (mod-scenario-pack)

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