[Mod] Pipeworks [20131128] [pipeworks]

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VanessaE
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by VanessaE » Tue Jul 02, 2013 04:12

I need to see the full error message each time you post a report, otherwise all you're doing is saying twice that 'it doesn't run'. The rest of the error message tells me why it didn't work. That said, if it's complaining about missing files, you either did not get the entire file when you downloaded it, or you're copying only part of the mod when you installed it. init.lua is most definitely there in the archive. :-)
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by hampa16 » Tue Jul 02, 2013 05:48

VanessaE wrote:I need to see the full error message each time you post a report, otherwise all you're doing is saying twice that 'it doesn't run'. The rest of the error message tells me why it didn't work. That said, if it's complaining about missing files, you either did not get the entire file when you downloaded it, or you're copying only part of the mod when you installed it. init.lua is most definitely there in the archive. :-)
this is the error!:
_____________________________________________________________________________
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Separator
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Separator
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GUIConfigureWorld: Not allowing focus change.
GUIConfigureWorld: Not allowing focus change.
10:03:07: ERROR[main]: ========== ERROR FROM LUA ===========
10:03:07: ERROR[main]: Failed to load and run script from
10:03:07: ERROR[main]: C:\Users\User\Downloads\minetest-0.4.7\bin\..\mods\pipeworks\init.lua:
10:03:07: ERROR[main]: cannot open C:\Users\User\Downloads\minetest-0.4.7\bin\..\mods\pipeworks\init.lua: No such file or directory
10:03:07: ERROR[main]: =======END OF ERROR FROM LUA ========
10:03:07: ERROR[main]: Server: Failed to load and run C:\Users\User\Downloads\minetest-0.4.7\bin\..\mods\pipeworks\init.lua
10:03:07: ERROR[main]: ModError: Failed to load and run C:\Users\User\Downloads\minetest-0.4.7\bin\..\mods\pipeworks\init.lua
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by LionsDen » Tue Jul 02, 2013 06:39

Is there a file called init.lua in the following directory on your computer?

C:\Users\User\Downloads\minetest-0.4.7\mods\pipeworks\

If not, then you do not have the mod installed properly.
 

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by RealBadAngel » Tue Jul 02, 2013 21:28

im getting sick of same newbie error reports all over again
this have to be changed...
no matter how,what cost. HAVE TO BE CHANGED
HOWGH
 

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by pingpong2012 » Wed Jul 03, 2013 19:02

RealBadAngel wrote:im getting sick of same newbie error reports all over again
this have to be changed...
no matter how,what cost. HAVE TO BE CHANGED
HOWGH


14:57:21: ERROR[main]: ========== ERROR FROM LUA ===========
14:57:21: ERROR[main]: Failed to load and run script from
14:57:21: ERROR[main]: C:\Users\Jacob\Desktop\minetest-0.4.7\bin\..\mods\pipeworksmaster\init.lua:
14:57:21: ERROR[main]: ...\Desktop\minetest-0.4.7\bin\..\builtin/misc_register.lua:62: Name pipeworks:pipe_000000_empty does not follow naming conventions: "modname:" or ":" prefix required
14:57:21: ERROR[main]: stack traceback:
14:57:21: ERROR[main]: [C]: in function 'error'
14:57:21: ERROR[main]: ...\Desktop\minetest-0.4.7\bin\..\builtin/misc_register.lua:62: in function 'check_modname_prefix'
14:57:21: ERROR[main]: ...\Desktop\minetest-0.4.7\bin\..\builtin/misc_register.lua:98: in function 'register_item'
14:57:21: ERROR[main]: ...\Desktop\minetest-0.4.7\bin\..\builtin/misc_register.lua:158: in function 'register_node'
14:57:21: ERROR[main]: ...ktop\minetest-0.4.7\bin\..\mods\pipeworksmaster\init.lua:298: in main chunk
14:57:21: ERROR[main]: =======END OF ERROR FROM LUA ========
14:57:21: ERROR[main]: Server: Failed to load and run C:\Users\Jacob\Desktop\minetest-0.4.7\bin\..\mods\pipeworksmaster\init.lua
14:57:21: ERROR[main]: ModError: Failed to load and run C:\Users\Jacob\Desktop\minetest-0.4.7\bin\..\mods\pipeworksmaster\init.lua

I think I found the bug: changing the topmost folder to pipeworks fixes it. First error complains the name is illegal because of the hyphen I think, second error is generated because it's looked for pipeworks:pipe_whatever, and the modfolder is either named pipeworks-master by default or pipeworksmaster if you only delete the "hyphen".

A thing on that hyphen, it seems some mods take it as an acceptable character, but not yours (calinou_mods-master and minetest-mod-mesecons-master). Those ones work fine with the -master suffix, so you might want to see if there's a more relative naming convention they use, as yours depends on the name of the topfolder.
 

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by Nore » Wed Jul 03, 2013 19:06

It is because calinou_mods or mesecons are modpacks, so the name of the modpack folder does not care. However, pipeworks is a mod, so it should be called pipeworks to follow the naming conventions.
 

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by pingpong2012 » Wed Jul 03, 2013 19:17

Nore wrote:It is because calinou_mods or mesecons are modpacks, so the name of the modpack folder does not care. However, pipeworks is a mod, so it should be called pipeworks to follow the naming conventions.


Then it'd probably reduce the uh, "noob" error reports if that information was slapped in big red lettering above the download link, and even have like, the download in a spoiler. Also in the readme.

Or she could make a one-mod modpack, are there "rules" against that?

Edit: she
Last edited by pingpong2012 on Wed Jul 03, 2013 19:36, edited 1 time in total.
 

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by Nore » Wed Jul 03, 2013 19:26

@VanessaE: Hoping this topic will get sticky:
http://forum.minetest.net/viewtopic.php?id=6450
 

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by VanessaE » Wed Jul 03, 2013 21:04

The topic Nore made has been stickied; I already put explicit instructions in the first post some time ago that you must rename the folder to "pipeworks". I guess you didn't see it (under "Install").
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by pingpong2012 » Wed Jul 03, 2013 23:18

Yup, it might be a good idea to have the download link in the install instructions, like "Rename the extracted folder to pipeworks after you have downloaded the mod from x"or at least before the download.

When there's like two paragraphs before the download link I just see a wall of text I'm supposed to ignore and download the mod and extract.
Last edited by pingpong2012 on Wed Jul 03, 2013 23:19, edited 1 time in total.
 

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by kaeza » Thu Jul 04, 2013 03:01

pingpong2012 wrote:Yup, it might be a good idea to have the download link in the install instructions, like "Rename the extracted folder to pipeworks after you have downloaded the mod from x"or at least before the download.

When there's like two paragraphs before the download link I just see a wall of text I'm supposed to ignore and download the mod and extract.

It is not the developers' error if you fail to read the instructions.
Last edited by kaeza on Thu Jul 04, 2013 03:01, edited 1 time in total.
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by VanessaE » Thu Jul 04, 2013 04:18

Small update today, pipes will no longer redundantly add/remove water nodes at spigots and pumps if infinite water is mode is enabled (for finite, it behaves mostly like before). This reduces map mesh generation activity, which reduces CPU usage and improves overall FPS just a tad.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by hdastwb » Mon Jul 08, 2013 17:17

I have used this mod a bit and there are a couple of things that I think would greatly add to it if they were implemented:
  • Locked chest integration: This mod gives locked chests the same tube-accepting texture that regular chests have, but does not actually provide integration for them; besides being a bit non-intuitive, this greatly increases the ability for other players to steal from one's Pipeworks contraptions. If added, I think that locked chests should accept items but not work with filters, thus impeding any attempts to use filters to syphon things out of chests in unprotected areas. My implementation of this feature can be found here: https://github.com/hdastwb/pipeworks/tree/lockedchest.
  • Fancier sand tubes: I often find that sand tubes' collection radius is too small for what I want to build and the spherical collection area makes it hard to build a collection component across a cubic device. I propose a MESE sand tube, harnessing the magical properties of MESE to have a configurable, cubic collection area. My implementation, with proposed crafting recipes but without textures, can be found here: https://github.com/hdastwb/pipeworks/tree/mesesandtube.
  • Secure teleporter channels: All of the teleporter channels are out in the open, so if I used teleporter tubes to transport things on a regular basis to one location and someone else figured out my channel name, they could set up a teleporter anywhere on the world and steal half of my stuff. Because I think that might be devastating to the use of teleporters for, say, an automatic mail system, I think it would be helpful to have certain channels (perhaps prefixed with "playername:" or something like that) that belong to a certain player such that other players must ask permission of the player in question in order to set a teleporter to one of those channels.
  • Lava pipe fuel: This is the least of my priorities, but I think that when lava pipes are implemented they should also be allowed to connect to the bottom of furnaces as fuel sources.
Anyway, those are some of my Pipeworks ideas; if you like my implementation of the top two, I can easily provide pull requests for them.
 

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by VanessaE » Mon Jul 08, 2013 23:17

I think I could go with both of those (if you can do the secure teleporter channels, that'd be great too).

Be sure that you add tube autorouting rules to autoplace.lua also, for the locked chests, somewhere after line 178 is good (that's where unlocked chests are routed).

As for the lava pipes, I'll get to that soon.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by Inocudom » Tue Jul 09, 2013 00:19

Lava pipes could be made out of bronze or gold.
 

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by hdastwb » Tue Jul 09, 2013 00:37

VanessaE wrote:I think I could go with both of those (if you can do the secure teleporter channels, that'd be great too).

Be sure that you add tube autorouting rules to autoplace.lua also, for the locked chests, somewhere after line 178 is good (that's where unlocked chests are routed).

As for the lava pipes, I'll get to that soon.


Thanks; I completely missed the autorouting…
 

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by aracnus » Wed Jul 17, 2013 22:36

First of all, thank you VanessaE for this and your others mods (moretrees and plantlife). They are great. :-)

Unfortunately I'm having some problems with pipeworks. My furnace became "graphically unstable" when I activate this mod. The furnace interface becomes transparent and back to normal (blinking) and I can't see neither its slots nor the items. When I try to drag an item and interface become transparent, it comes back to its original slot (for example, if I try to drag an item from furnace slot to inventory slot and interface "blinks" it comes back to furnace inventory).

Even if I turn off all other mods, leaving only pipeworks active, I have this problem. Do you have any clue about it? This mod depends on a newer version of Minetest? I'm using minetest stable 0.4.7.
 

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by Dan Duncombe » Wed Jul 17, 2013 22:59

I often get a similar problem simply because of lag. I wait five minutes and everything is normally fine.
aracnus wrote:First of all, thank you VanessaE for this and your others mods (moretrees and plantlife). They are great. :-)

Unfortunately I'm having some problems with pipeworks. My furnace became "graphically unstable" when I activate this mod. The furnace interface becomes transparent and back to normal (blinking) and I can't see neither its slots nor the items. When I try to drag an item and interface become transparent, it comes back to its original slot (for example, if I try to drag an item from furnace slot to inventory slot and interface "blinks" it comes back to furnace inventory).

Even if I turn off all other mods, leaving only pipeworks active, I have this problem. Do you have any clue about it? This mod depends on a newer version of Minetest? I'm using minetest stable 0.4.7.
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by aracnus » Thu Jul 18, 2013 01:15

Dan Duncombe wrote:I often get a similar problem simply because of lag. I wait five minutes and everything is normally fine.


Unfortunately this didn't work for me. :-( I waited about 10 minutes and the problem continues.
 

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by specopsbarton » Thu Jul 18, 2013 18:11

Hey vanessa, really nice mod!
But I found few bugs:

http://s21.postimg.org/tbnxx9y2v/screen1.png

I connected underground chest with chest on picture, and when items are sent, happens something like this. I don't know what's wrong, but items disappearing after this text is displayed, or they just fly like on picture.
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by VanessaE » Thu Jul 18, 2013 18:12

This is not an error in the mod but a glitch in the server. I get this from time to time elsewhere as well, whenever there are enough entities in an area.
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by specopsbarton » Fri Jul 19, 2013 13:17

This problem also occurs for water transporting in long distances by pipes.
I turned on pump, went to underground and only once water was droped from pipe, even if pump was turned on all the time and sucked water, also I noticed, the same text which on picture I sent was not displayed.
I hope there is fix for this, cuz to be honest - for me in long distances item and water transporting just
not working.
Last edited by specopsbarton on Fri Jul 19, 2013 13:18, edited 1 time in total.
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by Element » Tue Jul 23, 2013 08:07

i renamed the mod pipeworks but it still doesnt work
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by webdesigner97 » Tue Jul 23, 2013 08:14

avi121 wrote:This problem also occurs for water transporting in long distances by pipes.
I turned on pump, went to underground and only once water was droped from pipe, even if pump was turned on all the time and sucked water, also I noticed, the same text which on picture I sent was not displayed.
I hope there is fix for this, cuz to be honest - for me in long distances item and water transporting just
not working.

I think mesecons has/had the same problem. If your transport water or energy over lond distances, there will be parts of the map which aren't loaded so the water/energy goes innto the "nothing"...
 

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by Element » Tue Jul 23, 2013 09:39

i cant even start the game with pipeworks
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by specopsbarton » Wed Jul 24, 2013 20:40

Well, I think this looooonnggg distances I said is too much xD, distance is not very big.
I noticed this problem occurs even for normal water transporting (I mean droping water from some hights by digging), water just doesn't fall propely, it's moving like slideshow or with lag, while I have fps 45-60 and I don't have overall lag.

I think it's problem with game, not with this mod. So I hope creator will fix soon those creeps (bugs).
Last edited by specopsbarton on Wed Jul 24, 2013 20:48, edited 1 time in total.
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by markveidemanis » Thu Jul 25, 2013 12:44

[REQUEST] Remove all water flowing and logic and just leave the boxy pipes and others -- remove round pipes, grates etc.

Send me DL link then.
Thanks
Last edited by markveidemanis on Thu Jul 25, 2013 12:45, edited 1 time in total.
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by Casimir » Thu Jul 25, 2013 13:56

markveidemanis wrote:[REQUEST] Remove all water flowing and logic and just leave the boxy pipes and others -- remove round pipes, grates etc.

On my todo list. Also: simpler nodeboxes and 16x16 textures.
 

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by VanessaE » Thu Jul 25, 2013 23:02

I could add a configuration option to disable the water flowing logic and/or the round pipes I guess, but I will not be changing the models or the textures. Doing so goes against the look want for this mod.

The "boxy pipes" are pneumatic tubes, btw.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by pheonixfire » Wed Jul 31, 2013 11:47

I can't get this mod to work, but there isn't any errors in
the console

Any suggestions on how to get it working would be appreciated
pheonixfire
 

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