[Mod] Pipeworks [20131128] [pipeworks]

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VanessaE
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by VanessaE » Tue Jan 15, 2013 16:28

No, better to leave the filter as manual + mesecons-controlled for now. I'll add an abm for it later if it seems like it's needed.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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Nore
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by Nore » Wed Jan 16, 2013 19:19

I added insertion in furnaces through side and mese pipe (sorts items).
Could you pull the request please?
 

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by jojoa1997 » Wed Jan 16, 2013 19:25

Nore wrote:I added insertion in furnaces through side and mese pipe (sorts items).
Could you pull the request please?

Make bottom fuel, back and sides input, and top out put. or make it self powered and make the input and output the back/bottom/top
Coding;
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by Nore » Wed Jan 16, 2013 19:28

Use a filter from any side for output, and place pipes to any side or top for cooking slot, to bottom for fuel slot.
 

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by VanessaE » Wed Jan 16, 2013 19:49

Nore: done - thanks! Also, I added a couple of crafting recipes for the new tubes.

For everyone else: This adds the ability to sort items and send them to specific destinations by tagging them with a particular color. See first post for a description of how it works.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Sartan » Wed Jan 16, 2013 21:47

I have a problem when sending item is a pneumatic tube an item disappear (transmitted block unloaded from the server's memory and disappear) or take off for the texture (as part of the path is unloaded). I work in a mine -300 / -400 blocks and very convenient to send mined through pipes up to the city. (but without losing it's complicated.) It is possible to make the transfer of blocks over long distances without loss, and care for the pipes? Sorry for the poor language skills. Sartan.
 

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by Spots » Wed Jan 16, 2013 22:07

makes me feel so good to see my new texture for the filter


as for the pneumatic tube and item disappearance over long distances i haven't had any issues but I'll help to check it out

Edit -> place chest at -128,9,125 tubes connect to filter at -128,-64,125 when you get back to the surface transport stops then the transported item then shoots through the tube bypassing the chest and straight into the sky only to be lost and then removed from the static Objects list ,on a side not if you get to far from your mesecon power circut it also stops working and you have to re-power it
Last edited by Spots on Wed Jan 16, 2013 22:44, edited 1 time in total.
 

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VanessaE
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by VanessaE » Wed Jan 16, 2013 23:34

Sartan and Spots: The issues you mention are due to how Minetest handles active blocks, plus bugs in the way entities are handled. The engine decides which blocks are active based on who is signed onto the server and where they are, and entities just suck right now. ;-)

This cannot be solved from a mod at present, because we have no way for a mod to tell the engine "I need this, this, and this block to always be active".

You can change, in your minetest.conf:

active_block_range = 3 (or larger)

The default is 2. Larger values mean more mapblocks are active at the same time, but this increases the load on the server.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by Spots » Thu Jan 17, 2013 00:10

oh no worries then fully understandable he was having issues so i just tested it out I still play minetest when ever I'm bored of Diablo 3 which is quit often and i'm very thankful for all the work you guys and ladys do to improve the game play
 

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by VanessaE » Thu Jan 17, 2013 21:12

2013-01-17: Nore added a mese detector tube that sends a signal to a neighboring mesecons wire when an object passes through the tube. I added a recipe for that and also for the filter device.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Shaun » Fri Jan 18, 2013 00:18

So I just updated all my mods. Was really wanting to try this transport out. However, I followed the guide and the pictures.

The mese sorting tube just passes right on through and ignores what ever items I put next to the colours.
The recieving chest never gets the item. Just pops right out of the tube.


?????Help????
 

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by VanessaE » Fri Jan 18, 2013 05:07

I am not sure why it's doing that, since it worked fine for me. Can you show me a screenshot of a non-working example?
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

Sartan
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by Sartan » Fri Jan 18, 2013 11:07

There is a possibility add accelerating pneumatic tubes?
 

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by Nore » Fri Jan 18, 2013 16:51

Could you please change the recipe of the detector tube to use mesecons? It will crash the server (I think, not tested) if an item passes through it without mesecons installed.
 

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by Shaun » Fri Jan 18, 2013 23:51

VanessaE wrote:I am not sure why it's doing that, since it worked fine for me. Can you show me a screenshot of a non-working example?


I have even tried on your server. It doesn't work for me. Soon as I get a chance I will give you coords to where I set it up at.
 

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by Shaun » Fri Jan 18, 2013 23:57

On your server goto 131.2, 33.1, 132.0
Same set up I have on my server.
 

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by Nore » Sat Jan 19, 2013 05:59

It looks like the items are not lost when they go out of the loaded map, but that you need to reconnect to get them back (strange bug surely related to the engine).
 

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by Nore » Sat Jan 19, 2013 12:45

I added a teleport tube, and an accelerator tube. If you have problems with items disappearing, use the teleport tube, it works even better than the normal one.
 

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by madarexxx » Sat Jan 19, 2013 13:07

I have an idea - make sorting tube UI like craft guide - list of all things, with search, from which you select items for sorting.
Sorry for my bad English, please help me learn it - correct my worst mistakes :)
 

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by Likwid H-Craft » Sat Jan 19, 2013 13:08

How I make the Chest and the it Tubes work?
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
 

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by Shaun » Sat Jan 19, 2013 19:39

Nore wrote:It looks like the items are not lost when they go out of the loaded map, but that you need to reconnect to get them back (strange bug surely related to the engine).




I never lose items. They just pop out the last tube before the enter the chest. I have alos upgraded pipeworks. As far as the tubes go they transport items. Filter works. But sorting, teleporting, speed, recieving does not work.
 

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by Nore » Sat Jan 19, 2013 19:44

Do you have other mods installed? It is possible that one of them redefines chests, and that it does not works because of this (chests and furnaces need to be redefined to work, so if they are redefined another time after, it will not work)
 

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by Nore » Sat Jan 19, 2013 20:30

I have finally been able to reproduce the bug: I think you use technic. If so, can you comment the line that executes the file injector.lua (the bug come from there), and tell me if there is still a bug?
 

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by Shaun » Sat Jan 19, 2013 22:23

Nore wrote:I have finally been able to reproduce the bug: I think you use technic. If so, can you comment the line that executes the file injector.lua (the bug come from there), and tell me if there is still a bug?



Yes technic is installed. I have tried uncommenting that line and just a quick test (chest)(filter)(tubes)(chest) now works....i will test the rest later.
 

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by Nore » Sun Jan 20, 2013 09:01

I will explain the tube API for the ones who want to make their mods compatible...
You just have to add the tubedevice=1 if you want your node to connect to tubes, and tubedevice_reciver=1 if you want tubes to insert items in it.
Next, add a tube table to the nodedef. If the node is tubedevice_receiver, you should add two functions in it: insert_object(pos,node,stack,direction), which inserts the stack in the node (use direction to know which way the stack is coming from), and returns the leftover stack, and can_insert, which has the same arguments, and returns if insertion is possible.
If you want the filter to be able to take items from your node, add an input_inventory string, which is the name of the inventory from which the filter will take.

Finally, you can register tubes with the register_tube function: it takes as arguments the textures, and a nodedef table. If the tube has a table "tube", in which there is a function can_go, it will be called when an item gets to the center of the tube, to know which way it should go.

If this is not clear enough, look at the compat.lua and tubes.lua files for examples.
 

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by Nore » Mon Jan 21, 2013 05:47

Could you please update the first post for the new things?
Thanks!
 

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by VanessaE » Mon Jan 21, 2013 06:59

Done. Can you check to see if I missed anything?
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by jojoa1997 » Mon Jan 21, 2013 12:31

+1 for yhe updates
Coding;
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3X debugging
12X tweaking to be just right
 

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by webdesigner97 » Mon Jan 21, 2013 13:54

I love this mod! It's cool to transport water :D
 

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by Nore » Mon Jan 21, 2013 17:08

The only differences I see is that when off, mese tubes will not allow any item, not just the ones placed before (they do nothing). There are also the node breaker and deployer, which are from technic and adapted to work with the latest version of minetest, mesecons and pipeworks.
 

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