[Mod] Pipeworks [20131128] [pipeworks]

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

by ThatGraemeGuy » Sun Sep 13, 2015 20:11

That isn't currently possible. I've also wondered before if it would be possible to allow filtering on item string or description text, but I don't have enough Lua smarts to even begin to look into something like that.
 

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

by hb.operandi » Sat Sep 26, 2015 00:47

Does this mod have any compatibility issues with Mesecons? I can't seem to get the water pump on, punching it only puts it back in my inventory. Everytime I add a switch or a lever, they disappear while playing the sound, comes back and flips green like it's on, then pop into my inventory. But the water pump stays off.

Is there a config I need to change?
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Re: [Mod] Pipeworks [20131128] [pipeworks]

by VanessaE » Sat Sep 26, 2015 13:09

No compat issues that I'm aware of - the symptoms you describe aren't something I've ever had happen before.
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 DoyleChris » Sun Sep 27, 2015 14:49

I have a problem where ingots coming out of the furnace overwhelmes the tubes and ingots start coming out of the tubes then fly back in. And i get this error.
2015-09-18 17:58:49: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars
2015-09-18 17:58:49: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars
2015-09-18 17:58:50: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars
2015-09-18 17:58:50: ERROR[main]: Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars
 

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

by DoyleChris » Sun Sep 27, 2015 16:50

Here is a picture of what it does.
Pipeworks.jpg
Pipeworks.jpg (381.85 KiB) Viewed 8241 times

Notice the ingots flying out of the Tube but they come back and the error in the upper left.
 

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

by Dartmouth » Sun Sep 27, 2015 18:29

Yes, this happens a lot when there are many pipes with lots of items active...
 

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

by DoyleChris » Sun Sep 27, 2015 18:33

any fix for it besides lowering the amount of items in tubes.
 

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

by Dartmouth » Sun Sep 27, 2015 18:58

Afaik, no. The engine just can't handle too many objects at once, so updating the positions is laggy.
 

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

by ThatGraemeGuy » Sun Sep 27, 2015 19:23

It's only a visual glitch anyway, you aren't actually losing any items.
 

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

by DoyleChris » Sun Sep 27, 2015 21:08

Im trying to figure out that error and it only happens when a bunch of stuff is in the pipes.
 

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

by ThatGraemeGuy » Mon Sep 28, 2015 06:24

DoyleChris wrote:Im trying to figure out that error and it only happens when a bunch of stuff is in the pipes.

https://github.com/minetest/minetest/issues/2941
 

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

by Alienant1 » Tue Oct 20, 2015 16:00

Can someone make a patch to allow you to take stuff out of the fuel bit of a furnace with a filter. I am finding this really annoying with lava buckets and ethanol bottles in an automatic crafting engine.
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Re: [Mod] Pipeworks [20131128] [pipeworks]

by Prot » Thu Oct 22, 2015 10:45

I built a large enough pipeline for processing ore from the grinding to blocks(*9 ingots)
and noticed one unpleasant situation:
I found that when the pipes are objects, and you're out, or far enough away, all the items in the pipes is lost.
And have a huge loss of resources because of this, I lose the ore, lose dust, lose bars, lose blocks..
In logs i get this messages:
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
2015-10-22 13:15:10: ERROR[ServerThread]: ServerEnv: Trying to store id=44260 statically but block (1272,1,1230) already contains 49 objects. Forcing delete.
2015-10-22 13:15:10: ERROR[ServerThread]: ServerEnv: Trying to store id=44261 statically but block (1272,1,1230) already contains 49 objects. Forcing delete.
2015-10-22 13:15:10: ERROR[ServerThread]: ServerEnv: Trying to store id=44262 statically but block (1272,1,1230) already contains 49 objects. Forcing delete.

To prevent massive resource loss, for workaround this problem i place the technic:admin_anchor nearby pipeline.
 

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

by VanessaE » Thu Oct 22, 2015 10:52

Add these to your minetest.conf:

max_objects_per_block = 500
max_forceloaded_blocks = 300

This will help that issue.
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 AceWill » Fri Oct 30, 2015 15:40

Would it be possible to have a pipe that will separate a stack of input into two half stacks?

Another one that I think would be nice would be a pipe that routes incoming items according to a set ratio, for instance: divert three out of every ten items to one output, and send everything else to another output? It would be very similar to a sorting pipe, except it just looks at the number of objects instead of what those objects actually are.

This would be helpful in technic, if I wanted to do something like dedicate 25% of my copper to get turned into cables, or two thirds of my iron into carbon steel, and then turn half the carbon steel into rebar for concrete. I am sure it is possible to set something like this up using careful routing of tube intersections and one way tubes, but I would like something that doesn't take up so much space.

Some kind of mesecons operated valve tube would also be very useful, i.e. a tube that only allows items to pass if it has a mesecon signal.
 

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

by tbillion » Sat Nov 21, 2015 16:51

just downloaded pipeworks... from the link in the main post to update my version. im running minetest 4.13 and it broke :( error is >>

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
2015-11-21 10:30:35: ERROR[Main]: ModError: Failed to load and run script from /home/tjohnson/minetest/bin/../mods/pipeworks/init.lua:
2015-11-21 10:30:35: ERROR[Main]: ...n/minetest/bin/../mods/pipeworks/autoplace_tubes.lua:115: attempt to call field 'register_on_mvps_move' (a nil value)
2015-11-21 10:30:35: ERROR[Main]: stack traceback:
2015-11-21 10:30:35: ERROR[Main]:       ...n/minetest/bin/../mods/pipeworks/autoplace_tubes.lua:115: in main chunk
2015-11-21 10:30:35: ERROR[Main]:       [C]: in function 'dofile'
2015-11-21 10:30:35: ERROR[Main]:       ...ome/tjohnson/minetest/bin/../mods/pipeworks/init.lua:91: in main chunk
2015-11-21 10:30:35: ERROR[Main]: Check debug.txt for details.
2015-11-21 10:32:39: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition


and i tested it with multiple worlds including a fresh new blank one, any suggestions?

edit: yes the files are in the right folder and all no, i ddint put the int script in the wrong place :P
 

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

by VanessaE » Sat Nov 21, 2015 17:06

Usually when it throws that error, it means you also have a copy of Mesecons in place, which is probably out-of-date.
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 tbillion » Sat Nov 21, 2015 18:15

Super cool thanks alot! i had downloaded it just not dumped it into the mods folder... Awesome save!
 

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

by tbillion » Thu Dec 03, 2015 01:21

if i have an ABM place pipeworks how do i get the tubes to face each other instead of do this?

Image
 

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

by VanessaE » Thu Dec 03, 2015 05:54

Call pipeworks.scan_for_tube_objects(pos) after each set_node() call in your ABM.
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 tbillion » Thu Dec 03, 2015 14:34

thank you !! awesome as always!
 

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

by nomohakon » Mon Dec 07, 2015 18:02

Is there way to create FIFO buffer for items (uranium from/to centrifuge)?
 

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

by tbillion » Mon Dec 07, 2015 18:23

you could do something like that in mesecons i suppose but the problem isnt with pipeworks its the furnace, it will accept on any side but will only send on one so you feed your stuff through the top and then the output is on the side like this ...
Image

Image

Image

you could use a mese detector pipe a item wise injector and a mithril trunk to achieve a fifo though

mese detector -> trunk -> injector -> furnace -> detector ->trunk ->injector

connect first mese detector to second injector and second detector to first injector FIFO :)
 

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Pipeworks Digiline Filter

by electrodude512 » Fri Dec 18, 2015 00:01

I'd like to have a sort of filter that takes a digiline message containing an item description and a count and spits out that many of that item. Should I make it my own mod, or might you be willing to accept a pull request on Github?

If you think you might accept a PR, would you prefer I make a third type of filter or modify the existing itemwise filter to also accept digiline messages? Right now, I'm implementing it as a third type of filter, which I personally think makes more sense since the gui needs to be different - a digiline channel text box would need to be added and the filter slots would become meaningless.
 

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

by RLR18436572 » Fri Dec 18, 2015 14:25

electrodude512 wrote:I'd like to have a sort of filter that takes a digiline message containing an item description and a count and spits out that many of that item. Should I make it my own mod, or might you be willing to accept a pull request on Github?

If you think you might accept a PR, would you prefer I make a third type of filter or modify the existing itemwise filter to also accept digiline messages? Right now, I'm implementing it as a third type of filter, which I personally think makes more sense since the gui needs to be different - a digiline channel text box would need to be added and the filter slots would become meaningless.


Not that this request was posted to me but I have such a mod in my repository. Perhaps broken , if not buggy. It worked with earlier builds of pipeworks, mesecons, and digilines. Use it as you please...
https://github.com/run-little-rabbit/minetest-dpm-addon
 

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

by Laudrin » Wed Dec 23, 2015 12:15

Thank you for this awesome mod! :-)

Don't know if that is already fixed in the latest development version, but in the version linked in the thread's first post download a few days ago, crafting a teleporter tube won't work.

teleport_tube.lua line 226 and following are:

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
   recipe = {
           { "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" },
           { "default:desert_stone", "default:mese", "default:desert_stone" },
           { "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" }
   },


It should be default:mese_block instead of just default:mese:

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
   recipe = {
           { "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" },
           { "default:desert_stone", "default:mese_block", "default:desert_stone" },
           { "homedecor:plastic_sheeting", "homedecor:plastic_sheeting", "homedecor:plastic_sheeting" }
   },


It's just a small correction, keep on the good work! :-)
 

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

by tbillion » Thu Dec 24, 2015 00:55

Laudrin i think you have an old version of minetest. the default mese is the mese block
 

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

by Laudrin » Thu Dec 24, 2015 06:10

tbillion wrote:Laudrin i think you have an old version of minetest. the default mese is the mese block


tbillion, thanks for the reply. I use the latest 0.4.13 (Win64-version on Windows 10, but that shouldn't make a difference, or should it?) with pipeworks 2013-07-13 (taken from the init.lua) which is linked in the first post. Now when comparing with the thread's title, the latest version seems to be 2013-11-28, but I did not find a download link.

I was wondering why nobody complained about the error in the mod's thread, but at least with my version of Minetest and Pipeworks, crafting of the teleport pipe won't work. Further mods are: mesecons, ambience, carts, boost_cart, craft_guide, hud_hunger, simple-mobs, moreblocks, moreores, always the latest versions, so maybe another mod is causing the problem?

I will test it in a few days in a world where only pipeworks (and mesecons) is activated.
 

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

by Napiophelios » Thu Dec 24, 2015 10:10

Sounds like you have an old copy of the Minetest Game.
 

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

by Laudrin » Mon Dec 28, 2015 08:45

Napiophelios wrote:Sounds like you have an old copy of the Minetest Game.


Napiophelios, I'm a little bit confused when you say that the Minetest game sounds like an older version. As I wrote in the posting preceding yours, I use 0.4.13, which is labeled as the most recent version on the Minetest homepage.

VanessaE, depending on if Minetest or one of the mods really turn out to be old, maybe I found a bug:

As soon as a tube tries to drop a node on the ground, Minetest crashes:

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
2015-12-28 09:20:15: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-12-28 09:20:15: ERROR[main]: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
2015-12-28 09:20:15: ERROR[main]: stack traceback:
2015-12-28 09:20:15: ERROR[main]:       ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
2015-12-28 09:20:15: ERROR[main]:       ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
2015-12-28 09:20:15: ERROR[main]:       ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
2015-12-28 09:20:15: ERROR[main]:       ...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>

In thread 1dec:
server.cpp:511: Server::step: A fatal error occurred: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
stack traceback:
        ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
        ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
        ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
        ...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>


This occurs when a chest is full and another item is transported towards it or when a tube ends without a chest, furnace etc. attached. Once because of a misconfiguration an item was transported back the way it came (towards an chest with space left) and the game also crashed.

If I understand your intention correctly, how the mod should work, the item is supposed to be dropped on the ground (or the tube machine should stop working) if such thing occurs, but not crash the game.

Is there any way one of the other mods I installed (listed here: https://forum.minetest.net/viewtopic.php?p=202400#p202400) altered the item drop function in any way (maybe an explanation why the mese node definition in my game seems to be different from what your pipework mod expects)?

Addition: Now the game crashes 2-3 seconds after starting. :-( I already tried to swap a tube segment and to remove the blinky plant powering the injector, but it seems the injector puts an item into the tube as soon as the game starts, independent of the injector being powered or not.

Is there any way to fix this and get the world and mod running again?
 

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