Flow Configuration


More control over pipes. Similar results as Flow Control, but with the GUI and hotkeys of Inserter Configuration instead of unique items per bend. Run pipes with different fluids next to each other!

Utilities
3 days ago
1.1 - 2.0
3.80K
Logistics Fluids

b [DONE] Incompatibility with IR3 Patchset

4 days ago

Hi there, small request. Could you add this line to your info.json dependencies:

"(?) IndustrialRevolution3",

The Patchset messes up your custom pipes, but the issue is fixed if your mod is loaded afterwards. Thanks!

4 days ago
(updated 4 days ago)

What is the mod in question here? IndustrialRevolution3 is only a 1.1 mod, I didn't realize the "update patch" mod had you install IR3 wholesale and modify. Basically I'd like to understand what the actual problem I'm fixing is before adding a line

4 days ago
(updated 4 days ago)

The Patchset is a script that takes the IR3 mod and makes numerous changes to it to effect compatibility with 2.0. A large part of that is a section that runs in data-final-fixes.lua to make corrections to all of the entities, recipes etc. after IR3 is finished declaring them.

The resulting mod from all of this is still called "IndustrialRevolution3", it's not a typo.

One of the things I need to do is assign directions to the pipe_connections on IR3's entities. If Flow Configuration runs data-final-fixes before mine, it will copy a bunch of pipes that don't have directions yet, and the result is that all of your technical "pipe-fc-*" pipes don't connect to any of their neighbours, ever.

At the end of the day, it's technically a bug on my end. But it can't hurt to ask politely. :)

4 days ago
(updated 4 days ago)

Ah, ok! Thanks for the explanation. Is it possible to change sections of the data-final-fixes logic to update things earlier in the process? In general, that's the one assumption made by this mod - that pipes are in their final state by data-final-fixes, and the only exceptions I've made are other mods that do generic per-pipe things (like actually undergrounds).
I'm asking because these kinds of incompatibility issues will certainly continue to appear with other mods, not just because I don't want to make a one line change lol. For example if the recipes aren't updated from the 1.1 format to 2.0 format (no normal vs expensive recipe ingredients/results), then Scrappy Industry will certainly fail to work if not crash outright (probably not, but I'd have to test to be sure).
Either way I can make this change tomorrow when I'm back on my computer, if it's the right path forward :) Seeing IR3 on 2.0 is an exciting prospect!

4 days ago

I do remember IR3 does some weird things with the stages in which it defines things, so if it's an exception to the rule, that's not a problem

4 days ago

IR3 isn't finished with entity definitions until data-final-fixes, so yes, I would like an exception.

One of my rules is that I need to preserve IR3's broad structure. If I go about making large sweeping changes and re-ordering code like you suggest, then the project would cease to be a "patchset" and put me on thin(ner) ice, considering that forks of IR3 aren't allowed.

IR3 was never really great with mod compatibility anyway. I've been working under the assumption that nothing will work with it, and anything that does is a bonus.

Scrappy Industry seems similar to IR3's Scrapping machine, so I'll mark that as incompatible.

4 days ago

Scrappy Industry is actually more similar to an addon mod made for IR3, but yeah it doesn't make sense to include, since nothing would work the same; it'd make more sense to integrate with scraptk directly. I'll make the change tomorrow. If it causes a mod dependency loop (unlikely), I may have to remove it, but I doubt the bandaid fix will be an issue.

3 days ago

Added with 2.1.5 :)

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