[1.0.0] Logistics Pipes 0.1.6(ALPHA) for Buildcraft 2.2.x

HomeForumsRelated Mods and Texture PacksKrapht’s Logistic Pipes[1.0.0] Logistics Pipes 0.1.6(ALPHA) for Buildcraft 2.2.x

This topic has 86 voices, contains 296 replies, and was last updated by  Krapht 485 days ago.

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January 12, 2012 at 6:09 pm #7201

Krapht

Akxe
Make sure that all your crafting pipes is correctly configured, if any pipe is misconfigured it could unbalance the system. If the system becomes unbalanced the best way to clear all the queues is to restart mc.

January 13, 2012 at 1:28 am #7278

bluechees

YES first to mention: Minecraft has updated… though it would be that long and yes finally bows can be enchanted about time.

January 13, 2012 at 1:32 am #7281

Krapht

Gonna steal what SirSengir said in another thread:
[ ] MCP
[ ] ModLoader
[ ] ModLoaderMp
[ ] Forge
[ ] Buildcraft
[ ] Logisticspipes
In that order (and no I will not be updating this post with progress :-p)

January 16, 2012 at 5:42 am #7604

Tremelay

Say, Kraft, is there a way to attach a secondary system? By that, I mean as following: I’m setting up a system, capable of crafting any and every item in the game. using lots of crafting tables, and the like. And I wanted to be able to handle truly everything, including dyes, dyed wools for use in recipies like beds, and so on. HOWEVER, I DON’T want the system to see those colored recipies, and go make them instead. is there a pipe or a way to attatch the two systems, that way one recipie has priority over the other?

January 16, 2012 at 10:24 am #7621

Krapht

@Tremelay
Nope, the system is currently really only designed to have a single path for each item and doesn’t behave well if you have two different ways to craft an item. Also wrt dyes. Also it doesn’t know that a bed can be crafted from any type of wool. It will use the exact type you put in the crafting table. This is a limitation of the crafting table as well since items need to be stacked.

January 16, 2012 at 1:49 pm #7637

sabriath

If you don’t mind a “stockpile” situation, you can “connect” the different networks via a intermediary chest.

Simply have a chest with a supplier pipe that keeps 1 of each item that network can create connected to the network that can create it. You will also need another chest with a provider pipe to the network that contains all the proper materials in order to craft what’s in the network in 1 run as a backlog. On the other side of the first chest in each network, connect a provider into a single combined internal network (called the “Provisions Line”. On the other side of the second chest in each network, connect them to suppliers in order to keep them maintained with sufficient start materials in order to make the products in that subnetwork’s area (this full outter network is the “Supply Line”). These 2 networks and all subnets should not connect. Any excess materials that you come across in your adventures should be supplied to the “Supply Line”, and any time you need anything, you request on the “Provisions Line.”

Doing it this way, you are limited by the items that have currently been produced in your “stockpile” (the above stockpiles 1 and keeps 1 in backlog, so you can only request 1 at a time from each subnet for each item at any given moment). You can raise the “stockpile” limits in order to mass-request those items at a later time if need be. The only crappy thing is, you are limited to 9 boxes to supply with, but you can place up to 5 suppliers around a single chest (9 around a double) giving you ample item stock difference (45 for a single, 81 for a double when only 27 and 54 can fit respectively).

EDIT

Here’s a Picture:

http://dl.dropbox.com/u/24657744/pics/lp_subnets.png

  • This reply was modified 491 days ago by  sabriath. Reason: added picture
January 17, 2012 at 6:37 am #7766

nathanpunk1

Hey Krapht big fan of your awesome mod and i have made a few changes to the textures if you would like to see them Email me @ runnguntactics@gmail.com

January 17, 2012 at 2:55 pm #7798

ChickenMacNugget

LOVING this addon. It’s so smart and so much faster and compact than my traditional buildcraft systems.

It’d be really useful if the “remote orderer” had a search box, so that when using a network with a large stock, you’re not scanning page after page of items. Subsets would also be really handy: for example tabbed browsing where each mod has it’s own tab and one for vanilla minecraft… I don’t know if this has been requested already or not, apologies if it has.

Also, I know it’s a noob question, but I’m curious as to what the satellite pipe’s use is when attached to the crafting pipe… why would rerouting be need? Sorry for what is probably an obvious question.

Thanks for this addon, it’s amazing!

January 17, 2012 at 3:05 pm #7800

Krapht

GUIs are not my strong side so I doubt I will be adding any tabs to the orderer anytime soon. I might add a filter box at some point though, but no promises.

The satellite pipe is for when you need to send a material required in crafting to some other place. Examples are if you craft anything with non-stackable items (waterbucket, iron pickaxe etc) the automatic crafting table requires those to be in a chest next to the crafting table. The crafting pipe is required to be attached to the crafting table so items being delivered through it are simply going to be dropped. That is where the satellite comes in. You can tell the crafting pipe to send those items to the satellite pipe instead. So you would connect the satellite pipe to the chest and when the water-bucket (or whatever) is incomming it will be put in the chest so the crafting table can successfully craft the item which will be extracted by the crafting pipe.
The same principal can be used for furnaces, if you for example put 8 ores in the crafting pipe on top of the furnace and 1 coal sent to the satellite pipe connected to the bottom of the pipe you would get 8 ingots.

January 17, 2012 at 3:22 pm #7807

ChickenMacNugget

Thanks for the quick reply! Ah yeah it sounds like it would be a lot of work… Just an idea for a cleaner GUI :)

Oh I see that makes a lot more sense now, that’s quite handy for IC2 non stackable reactor parts. Thanks for the help!

January 19, 2012 at 6:48 am #8053

TheBurninator

@ sabriath — I’m doing a similar trick with buffer chests to manage a priority system for certain items that can be made with two or more recipes. Taking advantage of the fact that Logistics Pipes will always prefer the shortest physical route when fulfilling a request, I place a buffers containing the same finished item for each crafting method. Independent networks craft and maintain each buffer. The requests will only be taken from the lower priority (further away) buffer when I run out of raw materials to maintain the stock in the higher priority (closer) buffer. (I believe you could eliminate the lowest priority buffer since LP already prioritizes provider pipes over crafting pipes.)

It’s ugly, takes a lot of space, requires maintaining buffer inventories, and it can be challenging to work into a larger system, but it works. It sure would be nice to have a priority setting built into the crafting/provider pipe gui.

January 19, 2012 at 11:06 am #8086

sabriath

@TheBurninator: but you know darn well that you love trying to come up with those solutions of priorities on your own….having LP do everything for you would take the fun out of the entire thing.

:)

January 19, 2012 at 11:32 am #8091

immibis

LP already does everything for us. That’s what I was trying to say in the “LP is overpowered” thread… that you disagreed with…

January 19, 2012 at 11:39 am #8093

sabriath

No it doesn’t, and that’s why I argued with you about it in the other thread….you act like it’s the end-all of everything for everyone…..if people are still suggesting features that improve their laziness, then the LPs are not the end-all item. Just because it makes some aspects easier, other things crop up that you have to sort out, such as the priorities, touching networks, etc. etc.

It may make your Forestry farms much easier to maintain, but I still feel that the work involved is still similar to the original way of doing things anyway….however I’ve always had an analytic mind, so I will never understand any of the frustrations that you or anyone else has had prior to LP, the “ease” is the same to me.

January 19, 2012 at 12:19 pm #8098

immibis

Forestry isn’t frustrating without LP.
To balance all of the farms, you need take sand from the tree farm to the peat bog, make bog earth from that sand, make humus from the bog’s output and send it back to the tree farm. But making humus needs fertilizer, which can be made from ash and dirt (or is it sand? haven’t used that recipe in a while) which means you need a wheat farm to make seeds to make mycelium to make dirt (which means a mushroom farm or a reminer), and a bunch of peat engines to run everything, and a system to collect the ash, and pipe networks to distribute peat and collect ash from each farm.

Doing all that manually, laying one pipe at a time and connecting the right things together, is a lot more rewarding than connecting everything together with a bunch of logistics pipes.

Yet another edit: I re-read this and realised it sounds like I’m saying I don’t like logistics pipes. I do like them, especially for the requesting, but I have to remember not to use them for everything.

  • This reply was modified 488 days ago by  immibis.
  • This reply was modified 488 days ago by  immibis.
  • This reply was modified 488 days ago by  immibis.
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