Tested with a storage tank (uses fluid_box)
#1 .active state is ignored on some of the connection points.
Place a storage tank (if you rotate the tank the same thing happens but with the opposite connections)
select the placed tank and run this script
/c game.player.selected.active=false
If you build a pipe and pump water to either of the bottom inputs no water will enter the tank (expected)
if you connect the pipe to the top connections water will fill the tank (not expected)
#2 "automatic" fluid transfer when deleting pipe connected neighbors will transfer fluid to entities(at least storage tanks) that have their active state set to false. Expected behavior would be to not transfer into disabled entities
place a storage tank
select the tank and run this script
/c game.player.selected.active=false
connect your water source to either of the bottom inputs (have to use bottom due to #1)
remove the pipe connecting to the tank
observe the water being transferred into the non active tank
.14.13 fluid_box and entity.active=false (2 bugs)
Re: .14.13 fluid_box and entity.active=false (2 bugs)
"active" just means that entity doesn't run tick logic. It doesn't mean nothing can interact with it. Both of the "bugs" you describe are perfectly defined expected logic.
Fluid flow goes from left -> right, top -> bottom pushing or pulling fluid from entities to the right of it which is why you see fluid flow into an entity that's not active.
Fluid flow goes from left -> right, top -> bottom pushing or pulling fluid from entities to the right of it which is why you see fluid flow into an entity that's not active.
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