fluid filtering only exists to limit to a specific fluid, there's no fluid category/group system, so you can't filter by that.Bauer wrote: ↑Mon Mar 02, 2020 8:57 amWould it be easier to disallow certain fluid-pipe combinations? Or immediately destroy the pipe when a "wrong" fluid enters it?bobingabout wrote: ↑Sun Mar 01, 2020 11:36 pmit's possible, but using one of those monitoring scripts that I dislike.jnzsblzs wrote: ↑Sun Mar 01, 2020 7:41 pmIf you think it's possible it might be a worthwhile idea to create a corrosion mechanic of some sort. Like if you put the wrong fluid into the wrong pipe it erodes that pipe and which eventually self-destructs. Not sure if it's workable but it's the main reason why people use different kind of piping in different places. (there are others but none of them is all that relevant to the game)
But I'm just spitballing.
In other words, you have to record every time someone builds a pipe (because you can't just do a scan for all pipes... well, you can, but it locks up the game) and periodically, check all the pipes on the list, and apply damage if a certain type has a wrong fluid in it (EG, Ferric Chloride would dissolve Iron and Copper, and probably other metals, meaning you need to use Plastic, Stone or Ceramic)
I did a seablock pack run and ended up using only stone pipes until it found the extended length or Cu-W undergrounds usefull for certain niche applications.
Reasons: a) I don't want a million different pipes in my inventory. b) Sea block needs pilles of pipes, and stone pipes are easy to get (and automate) from the start.
so again, would be a scripting solution. those aren't easy, I don't think there's a way to check if an action would result in specific fluids becoming part of a block, to dis-allow certain actions, so either way, you'd end up with the big pipe monitoring script, just delete instead of causing damage.