[Mod] Pipeworks [git] [pipeworks]
- VanessaE
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It should, yes - Pipeworks does not depend on Mesecons, but if found, it does expect Jeija's version, since his fork is in fact the original one and is where most stuff developed for Mesecons is merged to (if those things don't stay in separate repositories). Trying to use someone else's fork of Mesecons is not supported and may lead to unexpected behavior such as you're seeing.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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This same thing is happening to me but I put it in the main mod folder.hdastwb wrote:You should probably have this mod installed in the top-level mods directory, not under games/minetest_game (the mods folders within the game folders are generally reserved for mods that make up a certain game, which is not true for pipeworks and minetest_game). However, that (probably) won't cause the mod to fail to load…Element wrote:well it says mod: failed to launch and run...um, its hard to say...it says and this is all i can see, "C:\Users\(my name)\desktop\minetest-0.4.7\bin\..\games\minetest_game\mods\pipeworks\init.lua" minus the ("")
Do you see any line numbers from any of the lua files in your error output?
Please give the exact error occurring. Try pasting the contents of debug.txt, in the same folder as minetest.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
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I have a question about this mod. In the autoplace.lua file on lines 304 and 306, is it really supposed to be idef.tube.connect_side and idef.connect_sides instead of idef.tube.connect_sides?
To make my machines in voltbuild look like they're connecting, I have to add connect_side=true under the tube properties and also add a connect_sides table seperate from the tube properties.
To make my machines in voltbuild look like they're connecting, I have to add connect_side=true under the tube properties and also add a connect_sides table seperate from the tube properties.
- VanessaE
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Small update: Added a vertical "fountainhead" (basically like a spigot, but water flows from the top instead of the bottom).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Proposal of a new pipe!
(Distribute evenly from side to side the Items it!) Distribution pipe
(Which, if Items of inventory next is not a full tank, shed Item!) Insert pipe
Proposal of a new block!
(It is, unloading items every number of seconds that you set!) Automatic filter out
The (to carry items to the inventory block that does not support!) Carry filters
↑ Will it be impossible?
Bug? Report!
One-way pipe is not working well perhaps!
(Distribute evenly from side to side the Items it!) Distribution pipe
(Which, if Items of inventory next is not a full tank, shed Item!) Insert pipe
Proposal of a new block!
(It is, unloading items every number of seconds that you set!) Automatic filter out
The (to carry items to the inventory block that does not support!) Carry filters
↑ Will it be impossible?
Bug? Report!
One-way pipe is not working well perhaps!
- VanessaE
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Tubes already do this, by default. At each intersection, items are sent more or less evenly in all possible directions (other than where they came from). This behavior can also be disabled.jenova99sephiros wrote:Proposal of a new pipe!
(Distribute evenly from side to side the Items it!) Distribution pipe
I do not understand this,(Which, if Items of inventory next is not a full tank, shed Item!) Insert pipe
Use a mesecons circuit to periodically activate a filter/injector.Proposal of a new block!
(It is, unloading items every number of seconds that you set!) Automatic filter out
I do not understand this.The (to carry items to the inventory block that does not support!) Carry filters
This is Novatux's domain, but can you be more specific?Bug? Report!
One-way pipe is not working well perhaps!
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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I did not know it ...VanessaE wrote:Tubes already do this, by default. At each intersection, items are sent more or less evenly in all possible directions (other than where they came from). This behavior can also be disabled.jenova99sephiros wrote:Proposal of a new pipe!
(Distribute evenly from side to side the Items it!) Distribution pipe
I do not understand this,(Which, if Items of inventory next is not a full tank, shed Item!) Insert pipe
Use a mesecons circuit to periodically activate a filter/injector.Proposal of a new block!
(It is, unloading items every number of seconds that you set!) Automatic filter out
I do not understand this.The (to carry items to the inventory block that does not support!) Carry filters
This is Novatux's domain, but can you be more specific?Bug? Report!
One-way pipe is not working well perhaps!
Why can not I understand, it is because I did not choose the word that can be translated by Google Translate well ...
I'm sorry ...
On the other hand, or is that, was not the way your pipe?
In addition, the automatic extraction machine, I thought it might be useful if there in order to eliminate the need for installation of circuit
Thank you for reply
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I'm sorry, I was mistaken
On the other hand a bug-way pipe, it's that it does not lead to the pipe and the other that the processing of the light is failing
There is a request of another new pipe
It's a pipe like a cobble stone pipe and pipe of Buildcraft, not connected to each other
I can make a factory if they have it ...
But I wonder still impossible?
On the other hand a bug-way pipe, it's that it does not lead to the pipe and the other that the processing of the light is failing
There is a request of another new pipe
It's a pipe like a cobble stone pipe and pipe of Buildcraft, not connected to each other
I can make a factory if they have it ...
But I wonder still impossible?
- addi
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i want to report a bug:
the flowing sensor dose not work.
if water is flowing through it while u build the mesecon wire it gets active.
but if you turn of the water the wire will not change to off.
also if you build the wire while there is no water in flowing sensor it doesent get active if now water is in the sensor
reproducable: yes
testet with latest of mesecons and latest of pipeworks with minetest 0.4.7 stable
the flowing sensor dose not work.
if water is flowing through it while u build the mesecon wire it gets active.
but if you turn of the water the wire will not change to off.
also if you build the wire while there is no water in flowing sensor it doesent get active if now water is in the sensor
reproducable: yes
testet with latest of mesecons and latest of pipeworks with minetest 0.4.7 stable
- VanessaE
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Fixed in pipeworks git.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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You know, it would be rather nice if people trying to "fix" my cryptic inefficient code would at least track me down and ask me to explain whatever they don't understand about its design from my comments before stumbling through re-implementing it and making it even harder to read…ElectricSolstice wrote:I have a question about this mod. In the autoplace.lua file on lines 304 and 306, is it really supposed to be idef.tube.connect_side and idef.connect_sides instead of idef.tube.connect_sides?
To make my machines in voltbuild look like they're connecting, I have to add connect_side=true under the tube properties and also add a connect_sides table seperate from the tube properties.
EDIT: hmm, it looks like even though the edits came through well after I submitted my changes they were developed without any knowledge of my implementation; I hereby apologize to those responsible for my statements above. Perhaps there is some way of reconciling both tube routing methods so that we don't have two different ways of specifying the same thing floating around?
Last edited by hdastwb on Mon Nov 11, 2013 21:50, edited 1 time in total.
I have idea to add special device for automatic bucket filling.
It should have src and dst inventories and when connected to pipe with water would change empty bucket into water filled one. should be possible to insert empty bucket via tube and remove full bucket with filter, so it would work nice with autocrafter.
Reason: there are some recipes needing water buckets and no way to automate crafting.
Also may it be possible for teleport tube to have filled username and be set in "off" mode by default after placing?
And for mese sorting tube to have extra button that disables all diections with single press? (to speed up setting up when used for rerouting rather than sorting).
It should have src and dst inventories and when connected to pipe with water would change empty bucket into water filled one. should be possible to insert empty bucket via tube and remove full bucket with filter, so it would work nice with autocrafter.
Reason: there are some recipes needing water buckets and no way to automate crafting.
Also may it be possible for teleport tube to have filled username and be set in "off" mode by default after placing?
And for mese sorting tube to have extra button that disables all diections with single press? (to speed up setting up when used for rerouting rather than sorting).
Last edited by placki on Sun Nov 17, 2013 20:22, edited 1 time in total.
- VanessaE
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I like the bucket idea - perhaps the water storage tanks should be used for this. Make them connect to both pipes and tubes, as you suggest.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Dan Duncombe
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Ok, some ideas:
Restriction Tube (idea from redpower):
Restriction Tube (idea from redpower):
- Is the same size and shape as normal pipes
- Functions as though it is 5000 nodes long
- This hopefully means items will go down it only if they have nowehere else to go, therefore can act as a sort of pipe system overflow.
- A node that all pipes connect to.
- All items that go in never come out - they get deleted.
- This would be good as a trash remover when using quarries and things.
- Assuming I remember rightly, and assuming Pipeworks does not already have the equivalent:
- Functions similarly to a mese filter
- However, it can be put ANYWHERE in a system
- It must have an item in a slot in the formspec to work. This tells it what to find.
- If there is any storage unit anywhere on the input side containing that item, it will take 1 every mesecons signal.
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I actually had the idea for the incinerator, just never did it.Dan Duncombe wrote:Ok, some ideas:
Restriction Tube (idea from redpower):Incinerator or something:
- Is the same size and shape as normal pipes
- Functions as though it is 5000 nodes long
- This hopefully means items will go down it only if they have nowehere else to go, therefore can act as a sort of pipe system overflow.
Retriever(another redpower idea)
- A node that all pipes connect to.
- All items that go in never come out - they get deleted.
- This would be good as a trash remover when using quarries and things.
- Assuming I remember rightly, and assuming Pipeworks does not already have the equivalent:
- Functions similarly to a mese filter
- However, it can be put ANYWHERE in a system
- It must have an item in a slot in the formspec to work. This tells it what to find.
- If there is any storage unit anywhere on the input side containing that item, it will take 1 every mesecons signal.
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Dan, the tubes do not work like that for now... the place where an item will go depends only of the tube it is in, and not its surroundings. Therefore, the restriction tube would not do anything. About retrievers, it is quite the same, though there could be special tubes for all of that which could be done. About incinerator tubes, same as Evergreen... I am too lazy. I might do it some day, though.
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I may do it as an addition to my trash can mod.Nore wrote:Dan, the tubes do not work like that for now... the place where an item will go depends only of the tube it is in, and not its surroundings. Therefore, the restriction tube would not do anything. About retrievers, it is quite the same, though there could be special tubes for all of that which could be done. About incinerator tubes, same as Evergreen... I am too lazy. I might do it some day, though.
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Update: pipeworks now always defines its default recipes for tubes et al. (instead of checking for technic first). Made regular and conductive tubes more expensive (yields 6 each instead of 12).
Also, finally replaced register_on_punchnode() calls with proper per-node on_punch callbacks, and got rid a bunch of old backward-compat aliases, since they aren't likely to be needed anymore.
Also, finally replaced register_on_punchnode() calls with proper per-node on_punch callbacks, and got rid a bunch of old backward-compat aliases, since they aren't likely to be needed anymore.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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