the point is, it's not intended expected behavior. It should not bounce given the rules that are configured.
[Mod] Pipeworks [git] [pipeworks]
Re: [Mod] Pipeworks [git] [pipeworks]
Last edited by acidzebra on Sun May 10, 2020 16:31, edited 1 time in total.
Re: [Mod] Pipeworks [git] [pipeworks]
You should turn off any sorting exits that are you not using.Linuxdirk wrote: ↑Sun May 10, 2020 12:38What is the issue behind items bouncing off filter segments the first time but passing through the second time if only one of the exits is configured? And is there a way to fix it? (I know I can work around this by placing one-way tubes right before the filters, but that can’t be the solution, right?)
Video link: https://imgur.com/tRYvADJ
Imagine dozens of more filters after the first filter. The items will bounce back to the one-way tube intersection on every filter when they’re supposed to go to the last filter.
In your case, the only things that should be active are blue (exit to chest) and black (continue to next).
This is just the way it works....
Code: Select all
The reason that sand bounces is because sand is not explicitly set on the black-side.
I believe the way that pipeworks does sorting is the calculation (to decide which exit to take) only occurs
once each time an item enters the sorter.
The first time it goes back out the white-side since it already knew about that (and it updated for the next pass).
The second time it goes out the black-side, since it entered the white-side twice.
In other words, the path-finding logic only updates on each iteration using information previous learned (sort of like machine learning).
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Re: [Mod] Pipeworks [git] [pipeworks]
Yeah, that’s why I’m confused. It just is just not intuitive. It seems like the items randomly check another direction to go to even if there are no other pipes connected and go back when there is none.
Tested and confirmed. I can work with this even if it feels weird to configure not connected exits. Thanks for the hint.
Re: [Mod] Pipeworks [git] [pipeworks]
server crash ( my German-Creative-server )
my server crashes by every try to start
more infos:
pipeworks version: git
minetest version: 5.3.0
Code: Select all
2020-07-25 22:17:18: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'pipeworks' in callback environment_Step(): /media/sda3/Minetest/server3/.minetest/mods/drops/init.lua:96: attempt to index local 'dropper' (a nil value)
2020-07-25 22:17:18: ERROR[Main]: stack traceback:
2020-07-25 22:17:18: ERROR[Main]: /media/sda3/Minetest/server3/.minetest/mods/drops/init.lua:96: in function 'item_drop'
2020-07-25 22:17:18: ERROR[Main]: ...st/worlds/Creative/worldmods/pipeworks/routing_tubes.lua:26: in function 'insert_object'
2020-07-25 22:17:18: ERROR[Main]: ...t/worlds/Creative/worldmods/pipeworks/item_transport.lua:328: in function 'on_step'
2020-07-25 22:17:18: ERROR[Main]: ...netest/worlds/Creative/worldmods/pipeworks/luaentity.lua:364: in function 'move_entities_globalstep_part2'
2020-07-25 22:17:18: ERROR[Main]: ...netest/worlds/Creative/worldmods/pipeworks/luaentity.lua:377: in function <...netest/worlds/Creative/worldmods/pipeworks/luaentity.lua:372>
2020-07-25 22:17:18: ERROR[Main]: ...etest530/bin/../share/minetest/builtin/game/register.lua:429: in function <...etest530/bin/../share/minetest/builtin/game/register.lua:413>
2020-07-25 22:17:18: ERROR[Main]: stack traceback:
more infos:
pipeworks version: git
minetest version: 5.3.0
My YouTube-Site with Minetest-LetsPlays and some of my Servers: Carpathian Ethereal Vanilla Creative MineClone2
Re: [Mod] Pipeworks [git] [pipeworks]
I am getting the following error when using pipeworks in Hades Revisited 0.4.6 game. The game crashes within a second of using it with the following error:
Is there any way to rectify or circumvent the error? I tried clearing all the pipeworks related blocks (by repeatedly using the 1 second window before crash), but the game still crashes with the error.
Also, I tried to come into the game as a new player, but the moment I approached the site, it crashed again.
Now my game is unplayable :(AsyncErr: ServerThread::run Lua: Runtime error from mod 'pipeworks' in callback luaentity_Activate(): Invalid position (expected table got nil).
stack traceback:
[C]: in function 'set_velocity'
.../games/hades_revisited/mods/pipeworks/item_transport.lua:376: in function <.../games/hades_revisited/mods/pipeworks/item_transport.lua:364>
Is there any way to rectify or circumvent the error? I tried clearing all the pipeworks related blocks (by repeatedly using the 1 second window before crash), but the game still crashes with the error.
Also, I tried to come into the game as a new player, but the moment I approached the site, it crashed again.
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Re: [Mod] Pipeworks [git] [pipeworks]
I wouldn't know what the issue actually is as I have no idea what "Hades" is. My mods are meant for use under Minetest engine 5.2.0 or thereabouts, or newer, with minetest_game from a comparable point in time.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Re: [Mod] Pipeworks [git] [pipeworks]
This mod only works properly with Minetest Game.
Re: [Mod] Pipeworks [git] [pipeworks]
wanderer wrote: ↑Fri Sep 11, 2020 21:56I am getting the following error when using pipeworks in Hades Revisited 0.4.6 game. The game crashes within a second of using it with the following error:
Now my game is unplayable :(AsyncErr: ServerThread::run Lua: Runtime error from mod 'pipeworks' in callback luaentity_Activate(): Invalid position (expected table got nil).
stack traceback:
[C]: in function 'set_velocity'
.../games/hades_revisited/mods/pipeworks/item_transport.lua:376: in function <.../games/hades_revisited/mods/pipeworks/item_transport.lua:364>
Is there any way to rectify or circumvent the error? I tried clearing all the pipeworks related blocks (by repeatedly using the 1 second window before crash), but the game still crashes with the error.
Also, I tried to come into the game as a new player, but the moment I approached the site, it crashed again.
Perhaps it is this game Hades Revisited [0.4.6] (for Minetest 5.3.0), made by Wuzzy: viewtopic.php?t=19121
and maybe this post provides an explanation for that, viewtopic.php?p=377263#p377263
@wanderer are you using v0.4.6 (of Hades Revisted).Wuzzy wrote: Version 0.4.6 released!
This version fixes crashes when you drop items.
Background: Hades Revisited used custom item entities(dropped items) that include special feature such as “magnetic items” but the code for it was antiquated and buggy. The solution was to delete it all and just revert (mostly) to the default Minetest behavior (punch item to get it).
The way how items behave is not an important aspect anyway, so this is not a big loss.
Another problem was with the trashcan which aggressively tried to overwrite behavior of dropped items. This is also gone now.
Thanks, Emerald, for letting me know!
You might want to ask Wuzzy about it as they seem to have heavily modified the code, code which pipeworks expects to 'not be modified'.
Also, it's not clear what version of pipework is included in Hades Revisited, nor if it has been 'modified'.
PS: According to the contentdb: https://content.minetest.net/packages/W ... revisited/
Hades Revisited is an early test version (and subject to drastic changes).
Also, it is under the 'Work in Progress' mods category.
You may just want to use minetest_game, as it is pretty stable (not a test version or subject to drastic changes).
And pipeworks was built around it.
Re: [Mod] Pipeworks [git] [pipeworks]
Any chance of a drop item pipe? Just drops the item on the ground or shoots it. It'd be useful for builtin and factory mod.
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Re: [Mod] Pipeworks [git] [pipeworks]
I believe there's already a node for that.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Mod] Pipeworks [git] [pipeworks]
I found it. The one way tube shoots items out. Sorry.
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Re: [Mod] Pipeworks [git] [pipeworks]
Hi Im sorry, im new and still noob at this coding and trying to learn. I am having an error in field get_translator, I dont get whats the problem. My version was 0.4.17
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Re: [Mod] Pipeworks [git] [pipeworks]
Pandorabox Server: https://pandorabox.io / viewtopic.php?f=10&t=20311
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Re: [Mod] Pipeworks [git] [pipeworks]
Thank you, I found a way already and it works.BuckarooBanzay wrote: ↑Sun Nov 22, 2020 10:05pipeworks only supports minetest 5.2+
See: https://gitlab.com/VanessaE/pipeworks/- ... od.conf#L5
Re: [Mod] Pipeworks [git] [pipeworks]
Where can I find a small description about the digiline messages for the filter injector and the sorting tube? The wiki does not include them.
Re: [Mod] Pipeworks [git] [pipeworks]
I figured out, how to get items via the injector. But now I have an other question:
Is it somehow possible just to ask the digiline injector if there is a specific item in the chest behind, and maybe even the amount of that item?
Is it somehow possible just to ask the digiline injector if there is a specific item in the chest behind, and maybe even the amount of that item?
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Re: [Mod] Pipeworks [git] [pipeworks]
@mase You would need a digiline chest and ask it what it contains.
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