[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 489 days ago.

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November 10, 2011 at 7:03 pm #1934

thewolfkillr

ok check with space toad or zeldo on that they should know how to fix it

November 10, 2011 at 7:18 pm #1936

Krapht

Another update… Seems its neither forge or optifine that causes this. The texture works perfectly, you can place, remove and craft the pipe fine. Its when you open the page in TMI that it turns purple

Update (again): Aaaand if I overwrite optifine with proper forge, TMI is no longer breaking the texture…

@SpaceToad: HEEEEELP! :-)

  • This reply was modified 562 days ago by  Krapht.
November 10, 2011 at 7:19 pm #1937

thewolfkillr

ok i see umm hmmm any ideas on how to fix this?

November 10, 2011 at 11:13 pm #1946

thewolfkillr

any progress on figuring what to fix?

November 10, 2011 at 11:53 pm #1949

Krapht

Not at the moment I’m afraid. I would have to recommend running it without optifine (or endure the pink textures) for now. I’m looking in to a few things and I’ll see what I can do in the next couple of days. I should have more time available over the weekend

November 11, 2011 at 2:17 am #1952

thewolfkillr

ok ill endure the pink for a while >.< but the pipes are working so i guess im good for now. thanks for the time you have put into this!

November 12, 2011 at 4:59 am #1987

thewolfkillr

hey could you make a liquid version of this pipe

November 12, 2011 at 11:29 am #1998

Krapht

No plans for a liquid version at the moment.
I’ve got the default route feature implemented locally, but I want to see if I can do something about the optifine isssue before I release 0.0.2

November 12, 2011 at 4:09 pm #2004

Krapht

Aight, I think I narrowed the optifine issue down. And atm there is not much I can do about it. Seems that Zeldo is being very brutal in the presence of optifine and takes full control of buildcraft’s custom textures. So if you’re don’t want to use his additional pipes the logistics pipes should work even with optifine. But srsly, teleport pipes are awesome, who would not want to have those?

Another approach would be to do something like what the additionalbuildcraftobject mod is doing. Do your own rendering, but that is not something I’m prepared to venture into at the moment.

So in summary:
LogisticsPipes + Optifine = ok
LogisticsPipes + Zeldo’s additional pipes = ok
LogisticsPipes + Optifine + Zeldo’s additional pipes = pink logistics pipes texture.

I will however release the 0.0.2A version with the default route feature. Updating OP now

November 12, 2011 at 7:14 pm #2010

thewolfkillr

ok i will be checking in for updates but i guess i can put up with the pink for now after all one of my other machines are doing this too >.<

November 15, 2011 at 3:01 pm #2292

thewolfkillr

so just out of curiosity are u going to update to 3.0.0?

November 15, 2011 at 3:10 pm #2295

Krapht

yes, I will most certainly update to 3.0.0, but I will probably wait until it’s at least in beta and the code and interfaces has stabilized a bit.

Currently I’m busy adding some really cool pipes that uses the routing framework already in place. Hints: They are called “Request pipe” and “Provider Pipe” and will ofc be all about logistics.

November 15, 2011 at 6:26 pm #2334

Edisn

Will there be pipes allowing to trigger a komplex request
(EG items for a recipy) by redstone?

I am interested in automated factorys,
but i normaly mess up all the request lines i need from one station to the preveous one.

[EDID]
PS: how much IDs does it take?
(I am pretty short on them)

  • This reply was modified 557 days ago by  Edisn.
November 15, 2011 at 6:39 pm #2340

Krapht

Yeah, something like that, the end goal is to allow for automated factory. Don’t want to get into too much detail atm as I need to see how the coding goes. Some things I want to do might not be possible, and in that case I don’t want to get your hopes up :-)

The released version uses no block ids and 1 item id. That will increase to around 5ish item ids. No current plans for additional block ids as I plan to use as much as of the buildcraft framework as possible, where all pipes share the same block id. I’m not really worried about item ids though as I believe there are 32000ish available. But depending on ideas, I might need to add a block but I will avoid it for the longest time possible.

November 15, 2011 at 10:00 pm #2358

thewolfkillr

ok ill stick with buildcraft 2.2.4 for awhile

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