new mod created 1 days ago. lovely
I've been playing Oxygen not included again. Both the fluid transport, and air transport systems have a filter like what I'm sugesting. Fluid goes in the pump's input fluid box, if Fluid A, go to output fluid box 1, else go to output fluid box 2.
eradicator wrote:The underlying problem is rather that a single pipe can not transport multiple fluids. As there is no proper way to make a pipe actually "empty". Pipes tend to have 0.000001 fluid left inside which prevents any other fluid from entering in the first place. Which is probably realistic if you imagine pumping water through a pipe that just had raw oil in it a few seconds earlier

.
when you put a fluid (say, water) into a pipe that just had another fluid (say oil) in it a moment ago, the new fluid (water) will push the low quantity old fluid (oil) into the pump. With the current pumps in the game then ceases up because it contains the wrong fluid, and is turned off.
However, with a new filter pump with 2 outputs, the pump would pump this 0.000001 unit of oil into the appropriate output side and the water can then flow into the input box to come out of it's appropriate side (it could be opposite sides if you're trying to filter out oil/water, or the same side if you're trying to filter out something else)
Since they're fluid splitters, not filters, you could then chain them, like boilers, except instead of each output being steam, they'd each be a different filtered fluid.
I could probably actually mod a boiler to do this already, except due to the way boilers work, first, I'd need a unique boiler entity defining for every type of fluid you'd want to filter (I don't think you can change what it accepts or produces via script like you can with the pump), and on top of that, since the boiler is designed to heat a fluid, temperature would be an issue.
Which is why I repeat my earlier request for a new fluid splitter entity (I mean, we have belt splitter filters now, so why not?)