[Mod] Pipeworks [git] [pipeworks]
Re: [Mod] Pipeworks [git] [pipeworks]
check for is_fake_player an tweak your logic. a few other mods use this standard as well https://github.com/mt-mods/pipeworks/bl ... n.lua#L233
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
- mootpoint
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Re: [Mod] Pipeworks [git] [pipeworks]
thank you so much. ill go test that now
"Think of the solution, not the problem." - Richard Rahl
I apologize for the long hiatus. Any issues with my mods should be resolved soon. If you have noticed any please shoot me a dm or submit a request to github.
Come check us out over at the Volcano Bay server
I apologize for the long hiatus. Any issues with my mods should be resolved soon. If you have noticed any please shoot me a dm or submit a request to github.
Come check us out over at the Volcano Bay server
Re: [Mod] Pipeworks [git] [pipeworks]
What is the entity names for the entity’s in the tubes? I would like it for another mods force field emitter so it does not break down certain machines I make.
yes
Re: [Mod] Pipeworks [git] [pipeworks]
https://github.com/mt-mods/pipeworks/bl ... t.lua#L240 and https://github.com/mt-mods/pipeworks/bl ... t.lua#L187
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
Re: [Mod] Pipeworks [git] [pipeworks]
You can have as many receivers as you like on a single channel (within reason, memory is finite). However, there's no reliable way to predict which receiver will receive a sent item. I believe if more than one of the teletubes on a single channel are set to receive, then one is chosen at random when an item is sent.Noriel_Sylvire wrote: ↑Sat Oct 15, 2022 23:06I 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...
Re: [Mod] Pipeworks [git] [pipeworks]
Can anyone please say what is the use of the new digitize channel in teleportation tubes ? Can it be used to can the teleportation tubes channel using a lua controller ? If yes can some one please say how to do it . Thanks in advance .
- Noriel_Sylvire
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Re: [Mod] Pipeworks [git] [pipeworks]
Thanks for the tip, I had no idea!
Re: [Mod] Pipeworks [git] [pipeworks]
Good morning,
I am currently having some troubles with this mod. In particular I am using the vacuum mod with other worlds in order to have a kind of no air situation in space. The problem is: I need to build a small automated production system using the utilities provided by pipeworks; however when I try to put a injector node in space (aka vacuum) it falls like the torches do if you place them in water. Is there a way to overcome this behaviour?
Thank you all!
I am currently having some troubles with this mod. In particular I am using the vacuum mod with other worlds in order to have a kind of no air situation in space. The problem is: I need to build a small automated production system using the utilities provided by pipeworks; however when I try to put a injector node in space (aka vacuum) it falls like the torches do if you place them in water. Is there a way to overcome this behaviour?
Thank you all!
- Blockhead
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Re: [Mod] Pipeworks [git] [pipeworks]
I just logged in to Pandorabox* to check, and an itemwise filter-injector didn't suffer the same fate. I assume that since that server revolves around space a lot, their mods are set up properly for it, and might vary from the mods you are playing with.Dmax_05 wrote: ↑Wed Jan 17, 2024 18:18Good morning,
I am currently having some troubles with this mod. In particular I am using the vacuum mod with other worlds in order to have a kind of no air situation in space. The problem is: I need to build a small automated production system using the utilities provided by pipeworks; however when I try to put a injector node in space (aka vacuum) it falls like the torches do if you place them in water. Is there a way to overcome this behaviour?
Thank you all!
pandorabox-mods holds of the mods that are used on Pandorabox. In this case, vacuum and pipeworks. I would try their versions, in case your versions are different.
*Pandorabox has a forum thread, but it is not monitored. It's best to login to the game if you have questions, people are generally pretty helpful, but probably couldn't say much more than this post does about the issue.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Pipeworks [git] [pipeworks]
Thank you Blockhead,
Just tried, but the problem is still there. Maybe there is some settings in the game I should change (?). If anyone has had the same problem, please help me.
Just tried, but the problem is still there. Maybe there is some settings in the game I should change (?). If anyone has had the same problem, please help me.
Re: [Mod] Pipeworks [git] [pipeworks]
I managed to solve the problem just by commenting out the mesecons line in the dropping objects class in physics.lua.
Thank you all
Thank you all
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