[Mod] Pipeworks [git] [pipeworks]

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Linuxdirk
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Re: [Mod] Pipeworks [git] [pipeworks]

by Linuxdirk » Post

pivert wrote:
Sat Feb 05, 2022 17:25
But, I would prefer to find a solution, …
There is no solution. The combination of Pipeworks and its dependencies is by far the “heaviest” set of mods out there.

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Re: [Mod] Pipeworks [git] [pipeworks]

by pivert » Post

Well, it was working fine for a month or so. But a user did use it, not sure exactly what triggers that. But even if the user removed all his elements, (and the server has plenty of CPU/RAM, postgresql DB, ...), just activating the module back, and I get insane latency. This is a bug, since I was having this module used by other players for a while with no problem...
minetestserver on 3 K8S nodes with cloudnative-pg backend

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Re: [Mod] Pipeworks [git] [pipeworks]

by loosewheel » Post

I get these warnings continuosly:

Code: Select all

2022-02-26 16:32:08: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 16:32:08: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 16:32:08: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 16:32:08: WARNING[Server]: Map::setNodeMetadata(): Block not found
I started disabling mods to see which one stopped it. When I disabled pipeworks they stopped. I enabled all the other mods I disabled and the warnings did not reappear. I enabled pipeworks and the warnings started again.

They started when I loaded the world. This is the first instance of them. The warnings before them where there before this started, from other mods.

Code: Select all

2022-02-26 13:03:07: ACTION[Server]: singleplayer [127.0.0.1] joins game. List of players: singleplayer
2022-02-26 13:03:07: WARNING[Server]: Call to deprecated function 'getpos', please use 'get_pos' at /home/paul/.minetest/mods/basic_machines/enviro.lua:227
2022-02-26 13:03:07: WARNING[Server]: Deprecated call to set_sky, please check lua_api.txt (at /home/paul/.minetest/mods/basic_machines/enviro.lua:235)
2022-02-26 13:03:07: WARNING[Server]: Call to deprecated function 'getpos', please use 'get_pos' at /home/paul/.minetest/mods/basic_machines/enviro.lua:267
2022-02-26 13:03:07: WARNING[Main]: Irrlicht: Could not open file of texture: character.png
2022-02-26 13:03:08: WARNING[Server]: Deprecated call to set_sky, please check lua_api.txt (at /home/paul/.minetest/mods/basic_machines/enviro.lua:235)
2022-02-26 13:03:25: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:25: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:25: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:25: WARNING[Server]: Map::setNodeMetadata(): Block not found
2022-02-26 13:03:26: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:26: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:26: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:26: WARNING[Server]: Map::setNodeMetadata(): Block not found
2022-02-26 13:03:27: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:27: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:27: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:27: WARNING[Server]: Map::setNodeMetadata(): Block not found
2022-02-26 13:03:28: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:28: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:28: WARNING[Server]: Map::getNodeMetadata(): Block not found
2022-02-26 13:03:28: WARNING[Server]: Map::setNodeMetadata(): Block not found
The following is from luaentities from the game folder if its any clue. The pos of the "pipeworks:tubed_item"s appear to be beyound the map limits.

Code: Select all

return {{["_velocity"] = {["y"] = 0, ["x"] = -1, ["z"] = 0}, ["start_pos"] = {["y"] = 9, ["x"] = -30993, ["z"] = -174}, ["_pos"] = {["y"] = 9, ["x"] = -36971.732670404017, ["z"] = -174}, ["_id"] = 1, ["_acceleration"] = {["y"] = 0, ["x"] = 0, ["z"] = 0}, ["name"] = "pipeworks:tubed_item", ["_attached_entities"] = {}}, [0] = {["_velocity"] = {["y"] = 0, ["x"] = -1, ["z"] = 0}, ["start_pos"] = {["y"] = 9, ["x"] = -30993, ["z"] = -174}, ["_pos"] = {["y"] = 9, ["x"] = -37007.198672108352, ["z"] = -174}, ["_id"] = 0, ["_acceleration"] = {["y"] = 0, ["x"] = 0, ["z"] = 0}, ["name"] = "pipeworks:tubed_item", ["_attached_entities"] = {}}}
I backed up the luaentities file and replaced it's contents with "return {}" and no warnings. Restored the backup and the warnings were back.

PS: area_containers was enabled but none have been placed in this world.
This copy of pipeworks was copied from the latest dreambuilder game mods (I used to used the mod pack, so I locally made my own to use with MTG). I removed this version and installed pipeworks from ContentDB and no difference.

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Re: [Mod] Pipeworks [git] [pipeworks]

by wsor4035 » Post

loosewheel wrote:
Sat Feb 26, 2022 07:57
I get these warnings continuosly:

....snip....
please open an issue at https://github.com/mt-mods/pipeworks/issues
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Re: [Mod] Pipeworks [git] [pipeworks]

by Festus1965 » Post

so pipeworks globalstep is based on dtime, and dtime is dedicated_server_step ...

see luaentity.lua last about 10 lines

checking out the IF clause, based on standard dedicated_server_step = 0.09

the IF with both globalstep[12] is only hit if
* local handle_active_blocks_timer = 0.1 + dtime

Code: Select all

if dtime < 0.2 or handle_active_blocks_timer >= (dtime * 3) then
* so if set default and no lag dtime is also mostly 0.09 < 0.2, mean SURE getting in if (1st option)
* or handle_active_blocks_timer with 0.1 + 3 * dtime (3 * 0.9 = 2.7) == 2.8 >= 2.7 also most INTO if also 2nd option

so what is the reason for that hole NOT get in IF between 0.2 and <2.7 ???

why was this if... not prepared to be able to work with other settings on dedicated_server_step then default ?
check on dedicated_ out of minetest.conf and if NOT default, then ...

Beside understand the reason, I try now to get more often not into the globalstep, as 68% of all CPU time bu profiler is a bit to much. But I also use another dedicated_ ... setting as of GOT lag down a lot. Soi pipeworks don't play with as I ant.
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Re: [Mod] Pipeworks [git] [pipeworks]

by Linuxdirk » Post

Oh LOL

When did this …

old.png
old.png (72.2 KiB) Viewed 3150 times

… became this …

new.png
new.png (9.86 KiB) Viewed 3150 times

… when crafting sorting tubes?

(I know about the cheaper second recipe but that’s not the point.)

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Re: [Mod] Pipeworks [git] [pipeworks]

by wsor4035 » Post

Linuxdirk wrote:
Sun Mar 20, 2022 16:12
Oh LOL

When did this …


~~snip~~


… became this …


~~snip~~


… when crafting sorting tubes?

(I know about the cheaper second recipe but that’s not the point.)
fixed https://github.com/mt-mods/pipeworks/co ... 908c1c22f6
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Re: [Mod] Pipeworks [git] [pipeworks]

by Linuxdirk » Post

Thanks! Confirmed :)

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Re: [Mod] Pipeworks [git] [pipeworks]

by Yimpy » Post

Hi Vanessa, I noticed that it appears that pneumatic pipeworks activity, specifically when mods are being circulated through a pipe appear to either consume resources or at least continually run in the background unlike blinky flowers, which turn off once all players are within a reasonable distance for a period of time. They do appear in /rollback_check listings, even from 20,000 blocks away. Does this activity consume resources or slow the network and is there a practical way to turn them off, and therefore ask a player shut them off before leaving the server?

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Re: [Mod] Pipeworks [git] [pipeworks]

by Blockhead » Post

Yimpy wrote:
Tue Apr 19, 2022 21:20
.. continually run in the background unlike blinky flowers, which turn off once all players are within a reasonable distance for a period of time. ..

..ask a player shut them off before leaving the server?
Hi, so first Vanessa has retired, but anyway the mod is still maintained. I'm not an expert but I do know/have heard about how pipeworks keeps all items that are travelling in pipes manually emerged/loaded all of the time. This also lets items travel somewhat longer distances, which is helpful although there is a point where pipes get too long. I like to use pipeworks to pipe items into chests for loading into advtrains.

On a multiplayer server: First, you should be asking people if their design is flawed and items are either not being processed fast enough or being kept in pipes indefinitely, which is not a good way to do things. Second, in those cases where it's infeasible to ask them to revise the design of the machinery, you should be asking people to use chests and filter-injectors OR self-contained injectors, a.k.a a 'buffer'. If items are running in a loop, you should have the buffer at some point in the loop. Again I'm not an expert, but I believe those will not run in unloaded areas, therefore the machine will stop as soon as the last items enter the buffer.
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Re: [Mod] Pipeworks [git] [pipeworks]

by wsor4035 » Post

Blockhead wrote:
Wed Apr 20, 2022 03:33
Hi, so first Vanessa has retired, but anyway the mod is still maintained.
as in the first post: https://github.com/mt-mods/pipeworks
Blockhead wrote:
Wed Apr 20, 2022 03:33
I'm not an expert but I do know/have heard about how pipeworks keeps all items that are travelling in pipes manually emerged/loaded all of the time.
in a globalstep: https://github.com/mt-mods/pipeworks/bl ... entity.lua
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Re: [Mod] Pipeworks [git] [pipeworks]

by touchatonku » Post

hi, i have a problem for the mod

2022-06-20 10:42:12: ERROR[Main]: ModError: Failed to load and run script from /home/minetest/bin/../mods/pipeworks-cec6049dd114230468a7e484702240ce8d1c496c/init.lua:
2022-06-20 10:42:12: ERROR[Main]: ...49dd114230468a7e484702240ce8d1c496c/signal_tubes.lua:15: attempt to perform arithmetic on a nil value
2022-06-20 10:42:12: ERROR[Main]: stack traceback:
2022-06-20 10:42:12: ERROR[Main]: ...49dd114230468a7e484702240ce8d1c496c/signal_tubes.lua:15: in main chunk
2022-06-20 10:42:12: ERROR[Main]: [C]: in function 'dofile'
2022-06-20 10:42:12: ERROR[Main]: ...ks-cec6049dd114230468a7e484702240ce8d1c496c/init.lua:121: in main chunk


thank

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Re: [Mod] Pipeworks [git] [pipeworks]

by blocker » Post

The name of the folder should be pipeworks and not pipeworks-cec6049dd114230468a7e484702240ce8d1c496c. Change the folder name and restart minetest.

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Re: [Mod] Pipeworks [git] [pipeworks]

by wsor4035 » Post

mod name shouldnt matter because the name attribute is set in mod.conf https://github.com/mt-mods/pipeworks/bl ... od.conf#L1 additionally, the error is "signal_tubes.lua:15: attempt to perform arithmetic on a nil value" as per the stack trace
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Re: [Mod] Pipeworks [git] [pipeworks]

by jwmhjwmh » Post

touchatonku wrote:
Mon Jun 20, 2022 08:43
hi, i have a problem for the mod

2022-06-20 10:42:12: ERROR[Main]: ModError: Failed to load and run script from /home/minetest/bin/../mods/pipeworks-cec6049dd114230468a7e484702240ce8d1c496c/init.lua:
2022-06-20 10:42:12: ERROR[Main]: ...49dd114230468a7e484702240ce8d1c496c/signal_tubes.lua:15: attempt to perform arithmetic on a nil value
2022-06-20 10:42:12: ERROR[Main]: stack traceback:
2022-06-20 10:42:12: ERROR[Main]: ...49dd114230468a7e484702240ce8d1c496c/signal_tubes.lua:15: in main chunk
2022-06-20 10:42:12: ERROR[Main]: [C]: in function 'dofile'
2022-06-20 10:42:12: ERROR[Main]: ...ks-cec6049dd114230468a7e484702240ce8d1c496c/init.lua:121: in main chunk


thank
In the settings tab of the main menu, look up "dedicated_server_step". What is this setting set to?

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Re: [Mod] Pipeworks [git] [pipeworks]

by touchatonku » Post

blocker wrote:
Mon Jun 20, 2022 09:18
The name of the folder should be pipeworks and not pipeworks-cec6049dd114230468a7e484702240ce8d1c496c. Change the folder name and restart minetest.
Merci

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Re: [Mod] Pipeworks [git] [pipeworks]

by mase » Post

Is it possible to receive digiline events from other luacontrollers? With that, we could import sortingtables.

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Re: [Mod] Pipeworks [git] [pipeworks]

by Maverick2797 » Post

Not tested, but this should work:

Code: Select all

If event.type=="program" then
    mem.sorting_table = {put an initial sorting table here}
end
if event.type=="digiline" and event.channel=="set_sort_table" then
    mem.sorting_table = event.msg
end
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Re: [Mod] Pipeworks [git] [pipeworks]

by mase » Post

No, it does not react on digiline events.

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Re: [Mod] Pipeworks [git] [pipeworks]

by Maverick2797 » Post

Which item are you refering to? Were you refering to the Lua Sorting Tube? Then yes that can recieve digiline messages the same as a normal Lua Controller. The basic sorter tube (with the inv slots) is not digiline compatible. The Lua Sorter tube routes items by returning the colour direction:

Code: Select all

local default_direction = "green"

If event.type=="program" then
    mem.sorting_table = {
    ['default:dirt'] = "blue",
    ['default:cobble'] = "red",
    ['default:sand'] = "yellow"
}
end
if event.type=="digiline" and event.channel=="set_sort_table" then
    mem.sorting_table = event.msg
end
If event.type=="item" then
    return mem.sorting_table[event.item.name] or default_direction
end
Ofc you have to send a new table from another Luacontroller to update the sorting table in the Lua Sorting Tube, eg:

Code: Select all

if event.type=="on" then
    digiline_send("set_sort_table", {
        ['default:cobble'] = "white",
        ['default:sand'] = "black",
        ['default:stone'] = "blue",
        ['dye:red'] = "red",
    })
end
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Re: [Mod] Pipeworks [git] [pipeworks]

by Noriel_Sylvire » Post

How many teleporter tubes can there be on one single channel?

I am trying to start my automation adventures and I just ran into a problem:

I have one MV Furnace's output, one MV Alloying Furnace's output, and one mithril chest's input, connected to one teleporter tube each.
The output from the MV Furnace goes to the mithril chest, however nothing gets out of or into the MV Alloying
Furnace.

Am I doing something wrong? Can there only be two teleporter tubes at once on the same channel?

If the answer is yes, that even is the purpose of channels? Why not pair them up with a click action and that's it? Channels could allow you to setup multiple inputs and outputs at the same time. For example 8 different furnaces could output to the same channel, and then those ingots could get stored in the first available space out of 8 different input chests.
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Re: [Mod] Pipeworks [git] [pipeworks]

by Blockhead » Post

I'm quite sure on PandoraBox there are some channels used for public donations that people can send and receive, though with the caveat you can't guarantee it will come to you. I too would be interested in a proper answer to how teletubes work, also including whether items can bounce back and teleport elsewhere with them.
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Re: [Mod] Pipeworks [git] [pipeworks]

by Festus1965 » Post

Fl4v1u5 wrote:
Sat Oct 15, 2022 20:05
How many teleporter tubes can there be on one single channel?
I have (HAD) most systems with several sender (like quarry or drop boxes at the farming) to one receiver.

You only have to be careful about the receiver side, that there are not to much packets (items or stacks) to avoid problems (traffic, break) ... mean, I collected them for sending, to get less traffic with bigger stacks
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Re: [Mod] Pipeworks [git] [pipeworks]

by Noriel_Sylvire » Post

I can confirm you can have more than two teletubes in one channel. What I did to make it work is set the chest input tube as a recever and disable all others as receivers, I also changed the chanel to private receiver chanel (using semicolon instead of colon), then broke and replaced each teletube, typed the chanel, hit "Set", and it worked!

One must be sure to connect the teletube to the machine's output (only one of the sides works as output).
Also, if you are like me and teletubes are a bit expensive for your stage of progress, use normal tubes connected to the machine's output, and connect one teletube to those normal tubes :)
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Re: [Mod] Pipeworks [git] [pipeworks]

by mootpoint » Post

Hey, I'm running into a small problem that i'm hoping someone will be able to point me in the right direction.

I have a small mod named easter that provides easter eggs. each egg provides a different perk in the server, however a few of them are conflicting with pipeworks node breakers. When placing eggs that set a physics override i get the following error.

AsyncErr: Lua: Runtime error from mod 'pipeworks' in callback environment_Step(): ....\worlds\TheTestServer\worldmods\holiday\easter\init.lua:237: attempt to call method 'set_physics_override' (a nil value)
stack traceback:
....\worlds\TheTestServer\worldmods\holiday\easter\init.lua:237: in function 'on_use'
...\..\worlds\TheTestServer\worldmods\pipeworks/wielder.lua:338: in function 'act'
...\..\worlds\TheTestServer\worldmods\pipeworks/wielder.lua:113: in function 'wielder_on'
...\..\worlds\TheTestServer\worldmods\pipeworks/wielder.lua:157: in function 'action_on'
...stServer\worldmods\mesecons-master\mesecons/internal.lua:193: in function <...stServer\worldmods\mesecons-master\mesecons/internal.lua:186>
...erver\worldmods\mesecons-master\mesecons/actionqueue.lua:137: in function 'old_execute'
...er\worldmods\mesecons_debug/overrides/mesecons_queue.lua:20: in function 'execute'
...erver\worldmods\mesecons-master\mesecons/actionqueue.lua:111: in function <...erver\worldmods\mesecons-master\mesecons/actionqueue.lua:73>
...st\minetest-5.6.0-win64\bin\..\builtin\game\register.lua:429: in function <...st\minetest-5.6.0-win64\bin\..\builtin\game\register.lua:415>


Is there a way for me to prevent these from being placed inside the node breakers? or any other suggestions are welcome. Thanks in advance.
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