#Elevated pipes - Factorio Mods
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Absolutely LOVE the mod
I noticed that when you click or hover the elevated pipe, you get the information of the underlying furnace, but I also see in the code that you have a fluid container, wasn't that possible to display the fluid container instead of the furnace? Seems like you see something you shouldn't
Also, btw, I tried making a more icon-like, simplified version of the icon, feel free to use it!
or criticize it
(and i'll change it)
it fits better imo
Might be worth making them non-selectable
Thinking about doing that and some custom entity statuses for another mod im working on
wow this mod looks awesome
i'll give it a try next run
yeah the furnace entity does like everything, the fluid tank is just there to render the alt mode icon 
permanent pipes 
As in 'cannot be opened in a GUI' 
I'm curious, why did you choose the furnace?
Have the furnace have recipes for each fluid, and it renders the icon of the recipe in alt mode?
well i needed working visualizations in order to automatically trigger the vertical part when a pipe gets connected near the bottom, and well the fluidbox needed no filter or recipe so i thought I'll just make it a furnace
that could have worked too i guess, a bit of prototype pollution tho
I feel like itd be neater in-game tho
problematic for fluids that get added in final fixes tho
Doesnt happen much iirc
Imo, final fixes is for these kind of mods that work in the background. Shouldnt need to add fluids then
And a simple hidden optional dependency should solve those issues
yeah, but it could happen
but either way the mod currently works and i doubt it'll break anytime soon 
waiting for the first picker dolly bug report tho
or deconstructing in paused editor mode
but hey at least its out now 
clever idea tho, probably slipped my scope of possibilities since originally the fluid tank was the primary entity
๐ฐ dont remind me
oh what are you doing in there? ๐
it works though, I just did a series of tests and it seems to be working as intended, at least the placement
yeah i skip queing the redraw for the next tick if its paused already
but if you make like a + and then remove the 4 around it you'll still see some lingering ones since they're owned by the elevated pipe to the southeast
a more elegant fix might appear in the future someday, but it was time to get the mod published
an on tick event whilst paused would be nice
Most of my shenanegins mods... and the latest in the pipeline ๐
Either way its a PITA every time
Nice, i've actually been waiting to play with it in my new playthrough, along with actual underground pipes (they're also awesome).