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

Posted: Thu Mar 03, 2016 21:24
by DoyleChris
I am trying to setup a pipe system to transfer water over my Castle that I am making but im running into a few problems.

I would like to run water under the ground like a sewer system, then have it piped under to my farm and trees to water them.
But i have tried the water pump but i need either the spigot or fountain to make the water come out of the pipes.
I was wondering if i could make it so if i put a valve into a pass though plate and have the water enter a trough with out using a spigot or fountain.
Next is there a way to make a pumping station to increase water pressure, instead of the pressure of it flowing.

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

Posted: Wed May 04, 2016 21:56
by sofar
Marshall_maz wrote:Don't know if this was asked before , but can't the sorting tubes default state be changed to all colors "off" instead of "on" after placing it. It rarely happens that one uses all channels and always have to switch off all the unused ones. Would be easier if all is off by default and just toggle the ones in use on.
I'll merge a patch for this. Care to give it a try?

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

Posted: Tue May 24, 2016 09:11
by Lejo
I had an Problem with pipeworks in the new version 0.4.14.
I just build that:
Old Picture
If I punch the filter the Server shutdown.
Here the Error:

Code: Select all

2016-05-24 10:54:12: ERROR[Main]: ServerError: Lua: Runtime error from mod 'pipeworks' in callback node_on_punch(): /home/kinder/minetest/bin/../mods/denaid/init.lua:1330: attempt to call method 'is_player' (a nil value)
2016-05-24 10:54:12: ERROR[Main]: stack traceback:
2016-05-24 10:54:12: ERROR[Main]: 	/home/kinder/minetest/bin/../mods/denaid/init.lua:1330: in function 'allow_metadata_inventory_take'
2016-05-24 10:54:12: ERROR[Main]: 	...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:90: in function 'grabAndFire'
2016-05-24 10:54:12: ERROR[Main]: 	...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:254: in function 'punch_filter'
2016-05-24 10:54:12: ERROR[Main]: 	...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:375: in function <...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:374>
2016-05-24 10:54:12: ACTION[Server]: [mana] Wrote mana data into /home/kinder/minetest/bin/../worlds/jzuij/mana.mt.
2016-05-24 10:54:12: [Server]: [Chatplus] Saving data
2016-05-24 10:54:12: ACTION[Server]: singleplayer leaves game. List of players: 
2016-05-24 10:54:13: ERROR[MeshUpdate]: Waiting for texture pipeworks_filter_side.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.
2016-05-24 10:54:14: ERROR[MeshUpdate]: Waiting for texture pipeworks_filter_output.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.
2016-05-24 10:54:14: WARNING[Main]: [xban] Unable to save database: Write failed
2016-05-24 10:54:14: ACTION[Main]: [playereffects] Server shuts down. Rescuing data into playereffects.mt
2016-05-24 10:54:14: ACTION[Main]: [playereffects] Wrote playereffects data into /home/kinder/minetest/bin/../worlds/jzuij/playereffects.mt.
2016-05-24 10:54:14: ACTION[Main]: [mana] Server shuts down. Rescuing data into mana.mt
2016-05-24 10:54:14: ACTION[Main]: [mana] Wrote mana data into /home/kinder/minetest/bin/../worlds/jzuij/mana.mt.
I hope it is possible to fix this Problem.

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

Posted: Tue May 24, 2016 16:45
by sofar
Lejo wrote:I had an Problem with pipeworks in the new version 0.4.14.

If I punch the filter the Server shutdown.
Here the Error:

Code: Select all

2016-05-24 10:54:12: ERROR[Main]: ServerError: Lua: Runtime error from mod 'pipeworks' in callback node_on_punch(): /home/kinder/minetest/bin/../mods/denaid/init.lua:1330: attempt to call method 'is_player' (a nil value)
the crash happens in the

Code: Select all

denaid
mod, not in pipeworks.

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

Posted: Tue May 24, 2016 17:13
by Lejo
I update the denaid mod and now it works fine.
Thanks a lot

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

Posted: Wed May 25, 2016 10:09
by orwell
This was due to my hacky way to enforce rightclick and inventory protection, inventory protection couldn't handle player to be nil at this time. I fixed it in the latest version since I had the same problem.
Sorry that v. 1.2 contained tons of bugs...
EDIT: no, it wasn't that player was nil, pipeworks passed a dummy player(a table) with only the method get_player_name(), not is_player().

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

Posted: Sun Sep 11, 2016 22:15
by Jesseman1
Quick question: I'm not sure if the current version of Pipeworks I have is up-to-date, but if I build any sort of system with the water pipes, they stop registering a lack of water: the pipes will fill with water, indicated by the small window turning blue, and faucets/fountain heads will produce water, but will not register any change if I turn the pump off or even destroy it. Has this error been patched?

*EDIT* Also, it will cause the game to randomly crash, but only while the water pipes or related pieces are placed.

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

Posted: Thu Sep 29, 2016 12:49
by SegFault22
It wouldn't make much sense to transport liquid tungsten through the regular pipes, as they should melt from the heat. So, is it possible to use functionality of this mod to add more types of pipes, designed to handle high heat or high pressure - and, if it is possible to do that, how difficult would it be to cause the regular pipes to melt/explode if high temperature or high pressure is applied to them (difficult, as in, requiring a small modification [less], or overhauling significant portions of the system [more])?

There is much potential for the functionality of this mod to work with other mods and create more immersion-factor - for example, a multiblock smelter that produces liquid metal, could output said liquid metal which would then be guided to flow to a "caster", where some amount of liquid metal is poured into a form to make a part (tool head/handle, nails, rebar, saw blade disc, pipe, slugs, I-beam...); or, a multiblock coal coke oven producing a small amount of creosote oil as a byproduct, which could then be piped out and either put into a machine for soaking track ties or put into a liquid-fueled power generator

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

Posted: Sun Oct 23, 2016 14:19
by manawy
In my survival world, I have a machine called "the bonemeal generator" (see picture). Using the ethereal mod, this machine places and digs dirt blocks to generate bones, that will be turned into bonemeal to fuel my other automatic farms. I currently have 8 node breakers that fire every 2 ticks.

The way I understand the node breaker is that it impersonates the player to dig blocks. This is a problem when hunger mods are activated too. Mod hunger doesn't update the hunger properly (viewtopic.php?f=11&t=6342&start=250), hbhunger (viewtopic.php?f=11&t=11336) is more reliable in these conditions but the hunger is dropping way too fast.

I would expect that these machines do not impact my hunger. I guess the machines have to impersonate the player so protection mods can be used in multiplayer server. But is there a method to distinguish the machine from the player ?

For example, hbhungers change the hunger using a callback registered by "minetest.register_on_dig_node". (see the end of (http://repo.or.cz/minetest_hbhunger.git ... hunger.lua) (http://dev.minetest.net/minetest.register_on_placenode). How can I distinguish the player and the wielder node in such a function ? (I was thinking using the position but it seems to be a bit buggy).


edit: grammar

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

Posted: Sun Oct 23, 2016 15:22
by Nore
There is a field called is_fake_player for this purpose: https://github.com/minetest-mods/pipewo ... er.lua#L85. The mod then just can check that if this field is true, then the player is one created by pipeworks.

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

Posted: Sun Oct 23, 2016 15:45
by manawy
Indeed, modifying the function to check this field works ! Thanks

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

Posted: Sat Oct 29, 2016 18:45
by Wuzzy
Can you please edit the wiki page accordingly?
http://dev.minetest.net/Mod_interoperability

Most modders won't be aware of the “fake player”. Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-(
The problem with your approach is, that it makes is_player() completely mostly meaningless. :-(

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

Posted: Sun Oct 30, 2016 08:11
by Nore
Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-(
The problem with your approach is, that it makes is_player() completely mostly meaningless. :-(
The point of is_player is to make the difference between player entities and other entities. In our use case, deployers/etc should be assimilated to player entities - unless the mod specifically chooses not to do so.

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

Posted: Fri Nov 04, 2016 13:26
by u34
which mods do i need to run the technic mod? mesecons or something else?
do i need the pipeworks to tun the technic mod? do i need the latest version?
do i need moreores or moreblocks to run this technic mod?

thanks for your answers!!!

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

Posted: Fri Dec 02, 2016 02:11
by Hobb3s
I've just upgraded to the latest minetest 0.4.14 and the latest mods for pipeworks, mese, etc. All seems good after a few days of tweaking, just looking at the deployer and I can place it, works as it's supposed to. I just can't remove it, once it's placed it can't be destroyed. Any ideas?

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

Posted: Fri Dec 02, 2016 02:12
by Nathan.S
Make sure there is nothing in the inventory of the deployer, only thing I can think of.

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

Posted: Wed Jan 25, 2017 07:26
by EdShouldBeInBed
Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts?

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

Posted: Wed Jan 25, 2017 08:41
by Nore
EdShouldBeInBed wrote:Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts?
This means your furnace is facing the wrong way; try facing it in the other direction? (it is unfortunately a long-standing bug that machines output direction is not consistent, and it can't easily be fixed without breaking a lot of existing setups).

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

Posted: Thu Mar 30, 2017 08:51
by Modern Hippie
Heyhoo!

Can someone explain, what these warnings are meaning and how to fix it?

Code: Select all

2017-03-30 01:06:24: WARNING[Server]: nodeupdate: deprecated, please use
core.check_for_falling instead
2017-03-30 01:06:24: ACTION[Server]: Player digs default:stone at
(-370,-1,-250)
2017-03-30 01:06:24: WARNING[Server]: nodeupdate: deprecated, please use
core.check_for_falling instead
2017-03-30 01:06:24: ACTION[Server]: Player digs default:stone at
(-369,-1,-242)
2017-03-30 01:06:24: WARNING[Server]: nodeupdate: deprecated, please use
core.check_for_falling instead
2017-03-30 01:06:24: ACTION[Server]: Player digs default:stone at
(-369,-1,-250)
I think it has to do with the Node Breaker, cause on this position are some of them digging stone from a cobble generator.

Thanks for your answers!

Greetings, minehippie

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

Posted: Thu Mar 30, 2017 13:23
by Nathan.S
It looks like the nodebreaker code uses a depreciated call on nodeupdate, which should be replaced with core.check_for_falling. To fix it you'd need to look at the pipeworks code and find the section that deals with the node breaker and make the changes.

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

Posted: Mon Apr 24, 2017 20:44
by joe7575
I can't find any info how the Digiline Filter-Injector should be used. Are there any help somewhere?

Thanks in advance.
Joe

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

Posted: Mon Apr 24, 2017 23:32
by Rate85
The Wiki Is Outdated, It Does Not Have All The Crafting Recipes, And It Has Some Names That Seam To Have been Changed, For Example, The Vacuuming Pneumatic Tube Segment Is Called A Sand Vacuum Tube.

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

Posted: Tue Apr 25, 2017 17:28
by joe7575
After some try, I got it:

The following line:

Code: Select all

digiline_send("filter3", "default:dirt 2")

forces the Injector-Filter to emit 2 Dirt Nodes. "filter3" is the channel name of the Injector-Filter.

Helpful was playing around with the Digiline Detecting Pneumatic Tube:

The following code:

Code: Select all

if event.channel == "tube2" then
  print(event.msg)
end
outputs "default:dirt 3", or "default:cobble" to the console. "tube2" is the channel name of the Digiline Detecting Pneumatic Tube.

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

Posted: Fri May 05, 2017 12:32
by depassages
I'm on linux mint and running minetest daily build and when I updated both the pipeworks git version and the ppa (~4 days ago) the default chest texture was missing. It's ok with the technic chests or when pipeworks isn't activated.

Code: Select all

2017-05-05 14:17:54: ERROR[Main]: generateImage(): Could not load image "default_chest_lock.png" while building texture
2017-05-05 14:17:54: ERROR[Main]: generateImage(): Creating a dummy image for "default_chest_lock.png"

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

Posted: Fri May 05, 2017 12:40
by Desour