I think that filters for objects have been rejected before (I think? Not sure.) but that's probably because of certain individuals who post things like 'I wud lik fitler for my stikman maze so hee cn jump 1 wai' but I think that this idea might work better if it had a load of useful functions.
This filter could use either the mechanism FAN wall uses for direction, or else tmp (e.g. 1 is up, 2 is right, 3 is down, 4 is left. 0 can let everything through). This should just be one pixel thick, as each particle will store and transfer another particle. This would remedy a big problem that I've always found with PRTI/PRTO - they transfer in/out randomly. So, if I had a pool of WATR at the bottom of a save, with PRTI/PRTO to transfer it to the other side, it'll just drop out the top instead of roughly the bottom where it came from. This messes up trying to transfer things neatly and FLTR would remedy this by returning things precisely as they came in.
You see why this could be useful?
The colour could be something like #3EA5FC. It could use ctypes for filtering certain particles, or life (maybe) for excluding certain particles. It could use temp for preventing things above a certain temperature from entering, and possibly tmp2 for things below a certain temperature. PSCN and NSCN could switch it on or off, although this doesn't matter all that much.
Uses:
Distillation. If you wanted to filter SLTW, the FLTR could allow the SALT out, not the WTRV, and also not let the SALT back in. This would also be very good for sorting machines.
Fusion. It could be used experimentally if you wanted to examine the composition of the result of fusion or a SING/VIBR explosion.
Lasers. Occasionally bits of PLSM or FIRE can get into lasers (or indeed other mechanisms, but lasers most prominently) and set the INSL alight, completely destroying the machine.
I'd welcome any and all constructive criticism.
I think, FLTR has been rejected.
Besides the sponge bit, which can be done with any element using STOR and pipe..
SING is not happening. It's a utility element like diamond, including it in reactions, or excluding it from their effect isn't happening.
'This would remedy a big problem that I've always found with PRTI/PRTO - they transfer in/out randomly. So, if I had a pool of WATR at the bottom of a save, with PRTI/PRTO to transfer it to the other side, it'll just drop out the top instead of roughly the bottom where it came from. This messes up trying to transfer things neatly and FLTR would remedy this by returning things precisely as they came in.'
Could you elaborate? Every particle of portal has eight faces, and eight memory slots for where elements can be stored. When a corresponding portal is built, the faces are reversed, meaning that if one side of a portal is sealed on opposite sides on the same channel for every pixel, no materials can pass through. There is no measure of randomness at all unless you're sending something like photons through it, and even that can easily be fixed by blocking the extra open spaces :P