Thank you for the explanation. That's also a good reason for the mechanic, as opposed to trying to account for a nebulous situation a player can trivially solve.Rseding91 wrote: Thu Feb 06, 2025 11:25 pm I’m not really sure if it was answered but the fluid is pushed out on deconstruction being ordered because pipes are disconnected when marked for deconstruction so fluid doesn’t keep flowing through things to be deconstructed. Once disconnected they can’t push anything anywhere.
Hold on, but the fluid doesn't go anywhere, does it? It just get pushed to the neighboring pipes, that's shouldn't be so different from 1.1 from mod PoV. I assume any fluid that didn't fit into the remaining fluid network (if any is left) will stay in the deconstructed entity. If anything, this should fit your use case better.Wiwiweb wrote: Thu Feb 06, 2025 11:59 pm That's a great design discussion, but I don't want the heat to get my modding interface request overlooked or deleted![]()