[Mod] Pipeworks [20131128] [pipeworks]

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Cryterion » Tue Jun 10, 2014 08:29

Hi

I have also been trying to pipeworks to run, after still battling with it after reading the recent post on the topic.
Minetest v0.4.9, latest mesecons (github), and most dependencies installed and working, kept getting the same error.

Failed to load "pipeworks".

I had a look through all the depencies, and found the "bushes" section in "plantlife" requires "farming" and "farming_plus", once I installed "farming_plus", all loads ok.

suggestion for Ubuntu users on installing mods. (via terminal)
cd to the mods directory, then sudo copy the mod, and I always have to sodu chmod the folder afterwards: -
cd /usr/share/games/minetest/mods
sudo cp -R /home/~/pipeworks/ /usr/share/games/minetest/mods/
sudo chmod 777 -R pipeworks
If an error still occurs on other dependent mods, sudo chmod them after copy to give yourself read permission.

And Good Job by the developers!!!

Cryterion
No trees or animals were hurt in the production of this message. However, a large number of Electrons were temporarily inconvenienced.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by rubenwardy » Tue Jun 10, 2014 20:06

How far has the rewrite progressed?
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by hampa16 » Thu Jun 26, 2014 19:05

I get errors for minetest 0.4.9 and it's not compatible with this
Last edited by sfan5 on Thu Jun 26, 2014 20:31, edited 1 time in total.
Reason: Do not over-quote
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Nore » Fri Jun 27, 2014 12:04

You need to update to latest dev version, since pipeworks uses minetest.override_item which isn't available in 0.4.9
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Cryterion » Sat Jul 12, 2014 15:53

Hi, not sure sure if this is the right place for this, but seems to be with pipeworks - Filters

Just an issue with filters and the MV furnace in technic.

Filters will transfer items from a chest into the MV Furnace, but will not remove cooked items from the furnace.
I had set up in the follwoing sequence.

Chest ---> Filter(Item) ---> MV Furnace ---> Filter(Tried Both Item and Stack) ---> Tube.

Neither the the Stack or Item Filter will remove processed items from the MV Furnace.

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Nore » Sat Jul 12, 2014 16:12

The correct way to use pipeworks with technic in now to put control logic units in the upgrade slot of the furnace, and items with automatically be ejected from it.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by ThatGraemeGuy » Thu Jul 31, 2014 11:19

I'm having an issue with a sorting tube, I need to confirm whether it's working as expected or if I've done something dumb.


Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Q---S---C
    |
    |   ---C
    ----+
        ---C

Q = quarry
- / | / + = normal tubes
S = sorting tube
C = chest

On the sorting tube I filter cobble/desert cobble/gravel to go down to the bottom 2 chests. There is no filter on the side that goes to the top chest.

The intention is that everything that is not cobble/desert cobble or gravel (i.e. all the ores pretty much) goes to the top chest.

What I'm seeing is that sometimes ore bounces back from the sorting tube and then gets ejected into the air when it gets back to the quarry.

Is this expected behaviour?

Its as if the ore comes to the sorting tube and picks 1 of its branches, and only then does the filter apply. If the filter happens to not match, oops sorry you get bounced back.

I would expect the logic flow for an item entering a sorting tube to be more like:
    Check if any branches have a filter that matches the incoming item
    If so, send the item down a matching branch
    If no filters match the item, are there any unfiltered branches that are set to "On"
    If so, send the item down one of those branches
    Else reject the item
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Nore » Fri Aug 01, 2014 03:02

No, what happens is:
- If item matches any direction, it is sent there
- Else, it is sent somewhere that is enabled where there is no filter - including the input side
That means that you'll have to disable the input side to avoid sending items backwards
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by ThatGraemeGuy » Fri Aug 01, 2014 04:41

Ah, the key thing is that I didn't expect the input side to be considered as a potential output side as well. Thanks for that!
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by brep » Sat Aug 09, 2014 21:12

I was wondering: are smelted items from lv, mv, or hv furnaces in the technic mod compatible with item transporting (such as smelted items from an mv furnace to a chest)? If so how does one accomplish this?

Edit: nvm, read the rest of the thread and found the solution
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by rubberduck » Fri Aug 15, 2014 18:10

first thought:
valves don't work in the newest version of minetest, tested in your survivial surver.
water is flowing even when the valves are closed.


edit:

it's not the pipe, it is still flowing even if i remove the pump, don't know why
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by balthazariv » Fri Aug 15, 2014 22:22

Hello,

I put the latest version and now I have this error.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
00:18:37: ERROR[main]: ServerError: ...est\minetest - Copie\bin\..\mods\pipeworks/luaentity.lua:313: bad argument #1 to 'pairs' (table expected, got nil)
00:18:37: ERROR[main]: stack traceback:
00:18:37: ERROR[main]:    [C]: in function 'pairs'
00:18:37: ERROR[main]:    ...est\minetest - Copie\bin\..\mods\pipeworks/luaentity.lua:313: in function <...est\minetest - Copie\bin\..\mods\pipeworks/luaentity.lua:312>
00:18:37: ERROR[main]:    ...netest\minetest - Copie\bin\..\builtin\game\register.lua:348: in function <...netest\minetest - Copie\bin\..\builtin\game\register.lua:336>
Unified Inventory. inventory size: 2598

The error does not appear when I put the old version.

Thanks
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by rubberduck » Sat Aug 16, 2014 07:15

now i know how to reproduce the problem that the fluid comes out even when you remove the pump:


1: add a pump, some pipe segments and an outlet

2: activate the pump and remove a segment now.

in my version of minetest all segments, included the outlet and the pump are "infected" with flowing water.

if you add other outlets, it flows when it is connected to any "infected" part.

that means, if you have a second pipe system that is working (for example controllable with mesecons) and if you connect it with an "infected" part, it starts flowing and you can't controll it anymore.

even if you remove the connection to the previous "infected" part, the other parts are "infected" too and you can't controll it anymore, you have to remove any parts and place them again to make it work again.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Nore » Sat Aug 16, 2014 09:18

@balthazariv: this has just been fixed, try again with the latest version.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by balthazariv » Sat Aug 16, 2014 10:41

Nore wrote:@balthazariv: this has just been fixed, try again with the latest version.


I tried and it works

Thanks
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Marshall_maz » Thu Sep 04, 2014 17:08

Hi all , I have a problem with chest to MV furnace setup.

I have normal wooden chest - filter - pipe - MV furnace.

The problem is , the chest keeps sending full stacks of items to the furnace. This causes items to be rejected by
the furnace and they land on top of it. The chest don't send one item at a time. For example , I put 20 lumps each of 4 different ores. The chest then send all 20 of ore one , they start to cook , but the chest send the following 20 and they then land on top of the furnace as it is still busy with the first twenty and can't accept the next 20 of a different ore. This just started to happen tonight. Before this setup was working correctly by sending 1 item at a time from the chest to the furnace. I don't know if this is a bug that crept in after an update today.
I have tried both item wise and stack wise filters , both have the same problem.

How can I get the filter/chest to send just 1 item at a time to the furnace ?
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by ThatGraemeGuy » Fri Sep 05, 2014 06:51

The last update to the repo was more than a week ago. I can also confirm that I am not seeing this behaviour with itemwise injectors.

As a temporary workaround you can have the tube run past your furnace and back to the chest, this way items won't just pop out, they will skip over it and end up back in the chest.

A top-down view of this would be:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
TTT
T TF
C T
I T
TTT

T=tube
F=furnace
C=chest
I=injector
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Marshall_maz » Fri Sep 05, 2014 07:44

ThatGraemeGuy wrote:The last update to the repo was more than a week ago. I can also confirm that I am not seeing this behaviour with itemwise injectors.

As a temporary workaround you can have the tube run past your furnace and back to the chest, this way items won't just pop out, they will skip over it and end up back in the chest.

A top-down view of this would be:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
TTT
T TF
C T
I T
TTT

T=tube
F=furnace
C=chest
I=injector


The strange parts is , it only happens when I am not in the room. When I am in the room then the injector just takes 1 item at a time as it should. But when I leave the room and go do something else , then it goes bonkers and takes complete stacks. Weird ???
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by TenPlus1 » Fri Sep 05, 2014 07:47

Minetest has become self-aware and is playing with you...
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by ThatGraemeGuy » Fri Sep 05, 2014 07:49

Marshall_maz wrote:The strange parts is , it only happens when I am not in the room. When I am in the room then the injector just takes 1 item at a time as it should. But when I leave the room and go do something else , then it goes bonkers and takes complete stacks. Weird ???


When you leave, how far away do you go? Typically if you are far enough away, things stop running altogether, which makes this even stranger.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Marshall_maz » Fri Sep 05, 2014 07:53

Not very far , sometimes I just go out the building or down to a lower floor of the same building
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by ThatGraemeGuy » Fri Sep 05, 2014 08:03

By default the "active block range" is 2, and a block is 16x16x16 nodes, so depending on exact locations and dimensions, it's conceivable that you might move far enough away that part of your setup becomes inactive.

The world anchor in technic is intended for this sort of thing, keeping a limited number of mapblocks loaded and active, as if a player were there. See https://github.com/minetest-technic/tec ... rld-anchor. I've been using a number of these on a small server with great success.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Marshall_maz » Fri Sep 05, 2014 08:13

ThatGraemeGuy wrote:By default the "active block range" is 2, and a block is 16x16x16 nodes, so depending on exact locations and dimensions, it's conceivable that you might move far enough away that part of your setup becomes inactive.

The world anchor in technic is intended for this sort of thing, keeping a limited number of mapblocks loaded and active, as if a player were there. See https://github.com/minetest-technic/tec ... rld-anchor. I've been using a number of these on a small server with great success.


Yep I know that. And if it completely stopped working it would have made sense. But it keeps working , just incorrectly.
I decided to not use this setup anymore and rather I invested the time to create a big 12 furnace setup with sorting tubes. Now each type of lump goes to it's own furnace which sorted this problem out. Now it can send full stacks if it wants to as every furnace only handles one type of lump.

Re the anchor , already busy trying that since last night. See my comment here: viewtopic.php?f=3&t=9788
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Nore » Fri Sep 05, 2014 15:38

You should be aware that items will move even if they are not in loaded areas, however, whatever activates the injector will likely not trigger in an unloaded area. Moreover, furnaces and other machines will only work if a switching station they are connected to is in an active area, so look if that can be the cause of your problem.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by rubberduck » Tue Sep 30, 2014 07:01

i have an idea: some sort of a locked item transport system:

when you can craft locked tubes and locked tube related nodes, you would be able to take items out of your own locked chests.

for this you need a locked injector (which the owner can only use/dig), that can take items out of a locked chest, if the owner of the injector is the same owner from the chest.

locked tubes should not connect to "open" tubes, but there could be special tubes/nodes for this.

one tube/node could work like a one way tube into the locked tube (items can go into the locked tube but not from the locked into the open one, the other should allow both directions for items.

i just had this idea, but i don't know if this can be done so easy.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Sokomine » Mon Oct 06, 2014 00:10

The chests in my locks mod provide support for the pipeworks mod. Pipeworks support can be switched on or off for each chest individually.
A list of my mods can be found here.
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by VanessaE » Sat Nov 22, 2014 19:13

I've updated the mesecons-compatible parts of this mod to use the latest mesecons API. Requires mesecons commit 5be179bf or newer.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by mtmodder148 » Sun Nov 23, 2014 03:17

I get this error. I use current pipeworks and mesecons. Thank you in advance.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
21:53:27: ERROR[main]: ========== ERROR FROM LUA ===========
21:53:27: ERROR[main]: Failed to load and run script from
21:53:27: ERROR[main]: C:\Users\Thomas\Downloads\minetest-0.4.10-cb2d467-win32\bin\..\mods\pipeworks\init.lua:
21:53:27: ERROR[main]: ...bin\..\mods\minetest-mod-mesecons\mesecons_mvps\init.lua:24: table index is nil
21:53:27: ERROR[main]: stack traceback:
21:53:27: ERROR[main]:    ...bin\..\mods\minetest-mod-mesecons\mesecons_mvps\init.lua:24: in function 'register_mvps_unmov'
21:53:27: ERROR[main]:    ...0-cb2d467-win32\bin\..\mods\pipeworks/item_transport.lua:468: in main chunk
21:53:27: ERROR[main]:    [C]: in function 'dofile'
21:53:27: ERROR[main]:    ...test-0.4.10-cb2d467-win32\bin\..\mods\pipeworks\init.lua:114: in main chunk
21:53:27: ERROR[main]: ======= END OF ERROR FROM LUA ========
21:53:27: ERROR[main]: Server: Failed to load and run C:\Users\Thomas\Downloads\minetest-0.4.10-cb2d467-win32\bin\..\mods\pipeworks\init.lua
21:53:27: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Thomas\Downloads\minetest-0.4.10-cb2d467-win32\bin\..\mods\pipeworks\init.lua
 

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Re: [Mod] Pipeworks [20131128] [pipeworks]

by VanessaE » Sun Nov 23, 2014 06:31

Mesecons is probably not as up-to-date as you think. Try updating it again from its git repository at https://github.com/Jeija/minetest-mod-mesecons .

Lots of changes were just made to it in the past 24 hours that affect a number of other mods.

What exactly were you doing when this happened?
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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Re: [Mod] Pipeworks [20131128] [pipeworks]

by mtmodder148 » Sun Nov 23, 2014 06:59

I have the latest one from this commit: https://github.com/Jeija/minetest-mod-mesecons/commit/fc4d675b846043b5c7adb4e82ff60a1778d3f5bc

The game didn't finish loading so I wasn't doing anything.

Edit:
And the latest pipeworks: https://github.com/VanessaE/pipeworks/commit/28cef5e82f507377df9a29ff792e834a5b712c85

Edit:
Oops I must have copied the folder wrong. I feel stupid lol. Thank you for your time :).
 

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