Home › Forums › Related Mods and Texture Packs › Krapht’s Logistic Pipes › [1.0.0] Logistics Pipes 0.1.6(ALPHA) for Buildcraft 2.2.x
| Author | Posts |
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| Author | Posts |
| November 10, 2011 at 7:03 pm #1934 | |
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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!
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| 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 | |
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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. |
| November 12, 2011 at 4:09 pm #2004 | |
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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: 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 | |
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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 I am interested in automated factorys, [EDID]
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| November 15, 2011 at 6:39 pm #2340 | |
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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 | |
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thewolfkillr |
ok ill stick with buildcraft 2.2.4 for awhile |
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