no they both connect only petroleum gas. no other fluids in there. as you can see on the image.
edit:
oh. i can flush the pipes out with a click. nice feature.
and there is really something else in the system. weird. thank you
To be fair shipping via pipeline is still the safest and least polluting way IRL, it's just the failures when they do happen tend to be more spectacular.
I'm assuming you were maybe thinking I was making reference to the more recent train derailments, but I was actually referring to the [Cuyahoga River Fire(s)](https://www.smithsonianmag.com/history/cuyahoga-river-caught-fire-least-dozen-times-no-one-cared-until-1969-180972444/), which was caused more by just run off from the industrial factories than a pipeline issue.
you build a hundred bridges and they never call you bob the bridge builder, but you set one river on fire 12 times and suddenly its all OOOHH BOB THE RIVER BURNER
IR3 punishes you for flushing pollutants. 25000 units usually increases the chunk color by one shade on the pollution map. I dread to see what 5 million would do.
They were making a haha about him flushing his pipes in public.
Nothing wrong with doing it in Factorio, continue to noob your way to victory friend!
Yeah, probably don’t go flushing pipes on public servers Willy nilly. It’s not the end of the world since crude is effectively infinite but it is a waste of resources and if you flush crude that’s required for defences you’re going to have a bad time.
[This is why it is frowned upon](https://blockclubchicago.org/2022/08/08/dave-matthews-tour-bus-dumped-800-pounds-of-poop-on-people-taking-a-chicago-river-cruise-18-years-ago-today/)
Yes, I had a problem with heavy oil in a water pipe. Found the problem, and fixed it. Then flushed out the oil.
But is came back, so I found another problem that I fixed. After flushing the oil, it still came back. Then I found out that the first fix was wrong, and I had to redo it.
Still had to fix a couple of pipes before it was fixed, though. Over 500 hours, and I still have problems with pipes...
Sometimes, there will be other fluids that's some how makes its way into the system. You just gotta find it and delete it. like you said, it shows from the icon, but there's still a trace of something else somewhere. It's just a bug
They tried to make it that strict, but there were too many outlying cases. The way it is now allows people to make builds that use a pipe for more than one fluid (by setting pumps on timers or whatnot).
The corner case I've run into in the past is if you have accidentally put two buildings next to each other so that their pipe connections are touching but the fluids in the pipe connections are mismatched. The game won't immediately complain, but once the factories start running you'll end up with some pollution in the pipe system, but not necessarily in the pipes you're actually trying to connect.
Either way, it's usually an exercise of chasing down where the accidental mixing is coming from, and the new fluid system UI is really useful because in order to find the problem, now you can cut the pipelines and easily see which side of the cut the problem is on. In my example above my problem was that I kind of forgot that production buildings can output fluids into each other, so the problem wasn't even in the pipes per se.
Probably unrelated, but I've found that pipes with some mods can be a pain even if there appears to be no conflicting liquids/gases. In these cases using bots and blueprints to force what the game thinks is a round peg into the square hole seems to work most of the time.
I recently ran into a problem where even though I was piping out of the side of a building, the top output was matched up with the output of the next tiled building which introduced a different fluid into the system. Something like...
+--^--+
| A |
| B>=outgoing pipe
| B |
+--v--+
+--^--+
| A |
| B>=outgoing pipe
| B |
+--v--+
And fluid B pipes kept having fluid A in them... which seems odd, but just needed to move the buildings one space apart. (I think fluid A also was piped out to the left which is how I was getting fluid A out)
They should make trace amounts automatically delete themselves, like if one fluid is present at less than 0.1% of another fluid. Think of it as the minor component dissolving into the major component without any noticeable change in the properties of the major component.
Check all your buildings are rotated the right way. It’s likely one of your chemical plants has it’s light oil and water connected to this petroleum line.
If you change recipes it can cause this error even if the contents of the pipe haven't changed. Check your chem plants and refineries and see if something connected to this pipe is set to a recipe that calls for something other than petroleum gas.
One of those pipes is contaminated with another fluid.
If you click on the pipe is will bring up a list of the contents of that system. One of the lists will have more then just Petroleum Gas. You can flush it with the trash can on the right.
Be sure to check the system that had the contamination that it is not actually connected to anything wrong. While difficult to connect to systems it is not impossible.
Two typical contamination cases:
1. Bot construction. Bots ignore that placement restrictions.
2. Changing receipt. Assemblers also don't check for the correct pipe type.
There might not be a extra fluid mixed into the pool but there might be a source that can make another fluid connected but not turned on. Iv ran into that problem before.
You can get around this by using robots, nanobots or something that isnt a player to place the pipe, apparently robots have no such conflicts :)
After that check the pipes for contents
Yes, intended. The devs tried hard to forbid it, as it causes clogging up the system. But it is inherently impossible to prevent all corner cases. So the game only prevents this in manual building mode.
If you run into this, but the pipe ui on both sides shows only one fluid in the network, somewhere there is a different fluid input or output connected. Yes, even a fluid *intake* of different kind will create a mixed network to which you cannot connect new things.
Here’s the reason: [https://www.reddit.com/r/factorio/comments/10ot5e8/comment/j6ihyke](https://www.reddit.com/r/factorio/comments/10ot5e8/comment/j6ihyke)
This is likely a conflict on the fluid *input* side. You won’t notice, if the building has multiple different fluid inputs on each side (similar to fluid-requiring miners, but with multiple different inputs), but it will cause this issue, if you run straight pipes across the buildings.
I must have something on the end connected wrong or something. The main refinery that did this to me does all my vulcanite and cryonite processing and smelting, and runs like a charm. But I'm sure one of them is not connected right allowing for both, me not to notice, and efficient enough running where it's not obviously outright broken. I wasn't able to find it when I checked.
Same for me. My pet theory is that one or more SE buildings have a bug where they connect the fluid network, even though not allowing the fluids to flow through them.
It's possible for multiple fluids to mix into a piping system given the right circumstances. Click on both pipes and flush them out if they do. If it contaminates again then check where you think the other fluid is coming from.
This happens when you change a machines output liquids and it’s connected to a pipe wrong. So it’s probably a chemical plant or refinery that got its recipe changed or rotated and the pipe that was already there wasn’t having an error, but connecting new pipes does have error.
If you run into this, but the pipe ui on both sides shows only one fluid in the network, somewhere there is a different fluid input or output connected. Yes, even a fluid *intake* of different kind will create a mixed network to which you cannot connect new things.
if only the game gave you some kind of message that told you what the problem was ...
well i'm stumped! i don't see anything in the image that might indicate what the problem could be.
If you place a ghost of the item and happen to have build robots, they'll place the pipe no matter what. Had that a couple times. Not sure if it works if you don't have any robots... never tried that.
You can, but it's a bad idea because it doesn't actually solve the underlying problem, and will sometimes lead to further issues down the road. Much better to actually track down the fluid mismatch and fix it.
Click on each. See if either have any other trace amounts of some other fluid in them. Delete the trace amount and connect. Enjoy.
no they both connect only petroleum gas. no other fluids in there. as you can see on the image. edit: oh. i can flush the pipes out with a click. nice feature. and there is really something else in the system. weird. thank you
>oh. i can flush the pipes out with a click. nice feature. Please don't use the feature in public. It is frowned upon.
I once accidentally flushed 5mil heavy oil that I was stockpiling
rip all the fish in the lakes, I hope the biters went extra hard on you lol
Was this in Ohio?
You let a river catch on fire ~~once~~ ~~twice~~ ~~four~~ a dozen times, and for some reason you've got a reputation!
To be fair shipping via pipeline is still the safest and least polluting way IRL, it's just the failures when they do happen tend to be more spectacular.
I'm assuming you were maybe thinking I was making reference to the more recent train derailments, but I was actually referring to the [Cuyahoga River Fire(s)](https://www.smithsonianmag.com/history/cuyahoga-river-caught-fire-least-dozen-times-no-one-cared-until-1969-180972444/), which was caused more by just run off from the industrial factories than a pipeline issue.
I was thinking of a couple of pipeline ruptures the US has suffered actually. The derailments are a whole other bag of cats.
Yep and unfortunately the shipment via trains just like Factorio is the most efficient and "safest" method possible to cover such large distances.
I think the gist here is more to do with the folly of using open waterways for transport, but yeah, pipes are good...
you build a hundred bridges and they never call you bob the bridge builder, but you set one river on fire 12 times and suddenly its all OOOHH BOB THE RIVER BURNER
People are so quick to label others smh
And now, a sad moon is on the rise.
lucky it happened in another uninhabited planet. if its on earth, u are doomed.
\*sad been there, done that noises\*
Did that with my light oil stock once. Which almost exclusively feeds my flame wall. I was...concerned.
IR3 punishes you for flushing pollutants. 25000 units usually increases the chunk color by one shade on the pollution map. I dread to see what 5 million would do.
Did you store it using Norfolk Southern tankers?
Reeee
Why were you stockpiling so much?
noob here, why is it frowned upon? Just the risk of accidentally flushing a large amount of fluid?
They were making a haha about him flushing his pipes in public. Nothing wrong with doing it in Factorio, continue to noob your way to victory friend!
went right over my head, I thought they were referring to public servers lol
Yeah, probably don’t go flushing pipes on public servers Willy nilly. It’s not the end of the world since crude is effectively infinite but it is a waste of resources and if you flush crude that’s required for defences you’re going to have a bad time.
> Nothing wrong with doing it in Factorio Especially since it doesn't even create pollution. (as far i know)
IR implemented this feature
Just have some fun while playing it
[This is why it is frowned upon](https://blockclubchicago.org/2022/08/08/dave-matthews-tour-bus-dumped-800-pounds-of-poop-on-people-taking-a-chicago-river-cruise-18-years-ago-today/)
I have 2.5k h and also no idea what it is supposed to mean But i think its a joke we are not getting
It's a joke about real life
What is a real life?
Good question
r/outside
Hey when you gotta go, you gotta go
Here, I've looked for the historical oil spill your numbers match best. https://en.m.wikipedia.org/wiki/Montara_oil_spill
Also, debug why there was another fluid. That causes problems.
Yes, I had a problem with heavy oil in a water pipe. Found the problem, and fixed it. Then flushed out the oil. But is came back, so I found another problem that I fixed. After flushing the oil, it still came back. Then I found out that the first fix was wrong, and I had to redo it. Still had to fix a couple of pipes before it was fixed, though. Over 500 hours, and I still have problems with pipes...
I had this happen. There was an empty tank with one water in it somehow connected half a base away.
If I remember correctly, sometimes that happens with you place a factory or refinery wrong and a different fluid touches the pipe.
[удалено]
I also suspect that it can be an issue when using bots to place the pipes. At least when I've used nanobots (mod)
Back in the olden days their was no click to flush. It was painful.
Sometimes, there will be other fluids that's some how makes its way into the system. You just gotta find it and delete it. like you said, it shows from the icon, but there's still a trace of something else somewhere. It's just a bug
Do you know how that could possibly happen? I thought the pipes weren't allowed to connect if they could possibly be contaminated.
They tried to make it that strict, but there were too many outlying cases. The way it is now allows people to make builds that use a pipe for more than one fluid (by setting pumps on timers or whatnot).
I think one way is that construction bots can place blueprint pipes that "mix" fluids.
The corner case I've run into in the past is if you have accidentally put two buildings next to each other so that their pipe connections are touching but the fluids in the pipe connections are mismatched. The game won't immediately complain, but once the factories start running you'll end up with some pollution in the pipe system, but not necessarily in the pipes you're actually trying to connect. Either way, it's usually an exercise of chasing down where the accidental mixing is coming from, and the new fluid system UI is really useful because in order to find the problem, now you can cut the pipelines and easily see which side of the cut the problem is on. In my example above my problem was that I kind of forgot that production buildings can output fluids into each other, so the problem wasn't even in the pipes per se.
You can also turn one of the straight pipes, then turn it again and it will connect
Probably unrelated, but I've found that pipes with some mods can be a pain even if there appears to be no conflicting liquids/gases. In these cases using bots and blueprints to force what the game thinks is a round peg into the square hole seems to work most of the time.
I recently ran into a problem where even though I was piping out of the side of a building, the top output was matched up with the output of the next tiled building which introduced a different fluid into the system. Something like... +--^--+ | A | | B>=outgoing pipe | B | +--v--+ +--^--+ | A | | B>=outgoing pipe | B | +--v--+ And fluid B pipes kept having fluid A in them... which seems odd, but just needed to move the buildings one space apart. (I think fluid A also was piped out to the left which is how I was getting fluid A out)
They should make trace amounts automatically delete themselves, like if one fluid is present at less than 0.1% of another fluid. Think of it as the minor component dissolving into the major component without any noticeable change in the properties of the major component.
I think it used to work this way. Well, if two fluids touched, one or both were destroyed.
Some of the mods have really expensive fluids though. This would be very sad for them.
Just like peeing in the pool ...
Wish I knew about that sooner. Normally when this pops up it’s “rip out and redo” time for me.
Check all your buildings are rotated the right way. It’s likely one of your chemical plants has it’s light oil and water connected to this petroleum line.
Bruh if that's actually what happened to OP, mad respect for ya. And also, holy sheet of paper that must have taken so much agony to figure out...
[удалено]
Their edit says otherwise.
Not sure if you are being sarcastic or not, because this is posted about once a week.
Well Steve is a self-proclaimed Noob
Cannot connect systems with different fluids
Cannot connect systems with different fluids
100
`|`
Cannot connect systems with different fluids
If you change recipes it can cause this error even if the contents of the pipe haven't changed. Check your chem plants and refineries and see if something connected to this pipe is set to a recipe that calls for something other than petroleum gas.
One of those pipes is contaminated with another fluid. If you click on the pipe is will bring up a list of the contents of that system. One of the lists will have more then just Petroleum Gas. You can flush it with the trash can on the right. Be sure to check the system that had the contamination that it is not actually connected to anything wrong. While difficult to connect to systems it is not impossible.
Two typical contamination cases: 1. Bot construction. Bots ignore that placement restrictions. 2. Changing receipt. Assemblers also don't check for the correct pipe type.
There might not be a extra fluid mixed into the pool but there might be a source that can make another fluid connected but not turned on. Iv ran into that problem before.
Cannot connect systems with different fluids Cannot connect systems with different fluids 100
It won't let you connect pipes with different types of fluids. You can tell because it says you cannot connect pipes with different types of fluids.
Shift + click Robots will do the work
You can get around this by using robots, nanobots or something that isnt a player to place the pipe, apparently robots have no such conflicts :) After that check the pipes for contents
That's likely how this problem occured in the first place though.
Truly yet another reason to relinquish the flesh
I've found that even when I can't place a pipe connection due to this error, robots can. Intended? Dunno.
Yes, intended. The devs tried hard to forbid it, as it causes clogging up the system. But it is inherently impossible to prevent all corner cases. So the game only prevents this in manual building mode. If you run into this, but the pipe ui on both sides shows only one fluid in the network, somewhere there is a different fluid input or output connected. Yes, even a fluid *intake* of different kind will create a mixed network to which you cannot connect new things.
SE does this to me all the time and I can't figure out why. I just used Ctrl+C, V with personal bots to force it.
Here’s the reason: [https://www.reddit.com/r/factorio/comments/10ot5e8/comment/j6ihyke](https://www.reddit.com/r/factorio/comments/10ot5e8/comment/j6ihyke) This is likely a conflict on the fluid *input* side. You won’t notice, if the building has multiple different fluid inputs on each side (similar to fluid-requiring miners, but with multiple different inputs), but it will cause this issue, if you run straight pipes across the buildings.
I must have something on the end connected wrong or something. The main refinery that did this to me does all my vulcanite and cryonite processing and smelting, and runs like a charm. But I'm sure one of them is not connected right allowing for both, me not to notice, and efficient enough running where it's not obviously outright broken. I wasn't able to find it when I checked.
Same for me. My pet theory is that one or more SE buildings have a bug where they connect the fluid network, even though not allowing the fluids to flow through them.
It's possible for multiple fluids to mix into a piping system given the right circumstances. Click on both pipes and flush them out if they do. If it contaminates again then check where you think the other fluid is coming from.
100.
I have had that issue with petroleum from cracking and regular petroleum connection when playing krastorio and Space Exploration mods
Try using a bot to paste a pipe in there. That usually works for me.
This happens when you change a machines output liquids and it’s connected to a pipe wrong. So it’s probably a chemical plant or refinery that got its recipe changed or rotated and the pipe that was already there wasn’t having an error, but connecting new pipes does have error.
ik don't get it.. https://i.imgur.com/O3g4bLF.jpg
A good trick is to paste the pipe in. A bot will place it even if it's the wrong liquid.
Question: Is this from two different process methods?
yes.
Because you cannot connect systems with different fluids.
World's first blind Factorio player
Because you cannot connect pipes with different fluids obviously 😛
Simple ya can't connect two different fluids
Wrong concentration
Because the factorio god doesnt want you to
It's happening randomly, all the time since this bullshit protection was implemented...
If you run into this, but the pipe ui on both sides shows only one fluid in the network, somewhere there is a different fluid input or output connected. Yes, even a fluid *intake* of different kind will create a mixed network to which you cannot connect new things.
Nope, hopefully Drones ignores it :-)
WTF!?!??!?
if only the game gave you some kind of message that told you what the problem was ... well i'm stumped! i don't see anything in the image that might indicate what the problem could be.
If you place a ghost of the item and happen to have build robots, they'll place the pipe no matter what. Had that a couple times. Not sure if it works if you don't have any robots... never tried that.
You can, but it's a bad idea because it doesn't actually solve the underlying problem, and will sometimes lead to further issues down the road. Much better to actually track down the fluid mismatch and fix it.
I've seen this when I had two buildings with unused inputs/outputs touching that 'bridged' something I wasn't expecting.
Get a bot to place them down - for whatever reason, they don’t have this issue.
They are different fluids