Known Issues

This topic has 90 voices, contains 233 replies, and was last updated by  KThompson 73 days ago.

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December 8, 2011 at 8:55 am #3658

Krapht

I think I know what is going on, but for this to happen you need to have a silly amount of pipes, not just 2 basic and one gold. I can’t reproduce it myself, could you post a screenshot of your setup and mark (in paint or something) which one you clicked for it to crash?

December 8, 2011 at 12:12 pm #3669

immibis

I had some stone pipes as well – I meant there were only two logistics pipes.
My setup: http://i44.tinypic.com/1e98jc.png
On further investigation, there’s a conductive pipe crossing the path of the stone pipe. LP *will* try to route items through it: http://i43.tinypic.com/rkdgmg.png
The reason it crashed is because there’s a loop in the pipe when counting the conductive pipe. This is the smallest pattern that reproduces it (right click on either pipe): http://i44.tinypic.com/241mnu1.png

December 8, 2011 at 1:01 pm #3670

Krapht

Awesome! That info will really help fixing the issue. Currently I have two separate methods of finding the path between two pipes, one for the actual routing and one for the path painting, I thought they were pretty much identical, but they clearly are not. If they were the routing should crash the game too. I’ll look into it. Also when thinking about it I wouldn’t be surprised if it would try and paint through the frame of the quarry aswell =)

December 8, 2011 at 1:26 pm #3674

sabriath

Well, currently your code is looking for TileGenericPipe and RoutePipe….and only dropping out as false when the Pipe is Iron, otherwise it accepts it. This means ALL of these pipes are being accepted, I think:

import net.minecraft.src.buildcraft.transport.pipes.PipeItemsCobblestone;
import net.minecraft.src.buildcraft.transport.pipes.PipeItemsDiamond;
import net.minecraft.src.buildcraft.transport.pipes.PipeItemsGold;
import net.minecraft.src.buildcraft.transport.pipes.PipeItemsObsidian;
import net.minecraft.src.buildcraft.transport.pipes.PipeItemsStone;
import net.minecraft.src.buildcraft.transport.pipes.PipeItemsWood;
import net.minecraft.src.buildcraft.transport.pipes.PipeLiquidsCobblestone;
import net.minecraft.src.buildcraft.transport.pipes.PipeLiquidsGold;
import net.minecraft.src.buildcraft.transport.pipes.PipeLiquidsIron;
import net.minecraft.src.buildcraft.transport.pipes.PipeLiquidsStone;
import net.minecraft.src.buildcraft.transport.pipes.PipeLiquidsWood;
import net.minecraft.src.buildcraft.transport.pipes.PipePowerGold;
import net.minecraft.src.buildcraft.transport.pipes.PipePowerStone;
import net.minecraft.src.buildcraft.transport.pipes.PipePowerWood;

December 8, 2011 at 1:51 pm #3679

dAkshEN3

Not an issue with LogisticsPipes per se, but an annoying one nonetheless, I’ve found that if you have a crafting pipe and auto crafting table set up with a recipe including something with a max stack of 1 (in my case, a quarry with the diamond pickaxe) it will throw out the item it requests to manufacture it (i.e. the pickaxe is thrown out, other stuff still goes in) because it cannot add to the stack of pickaxes in the crafting table.
Maybe have a word with SpaceToad about how you could fix it? perhaps force the crafting table to build the item and THEN replace the unstackable item in the crafting table’s recipe?

Also, congratulations on your own forum and such! Your pipes are awesome, I’m building a huge room full of crafting pipes/tables so that I can have a universal assembler.

December 8, 2011 at 2:10 pm #3684

Krapht

Yeah, I need to refactor this into a single method so the same bugs don’t happen in two places. I have already reworked the code for the routing one to ensure that the pipes are connected. That should hopefully take into account any pipes from other mods that may have special rules on when they are connected.

December 8, 2011 at 2:14 pm #3686

Krapht

@dAkshEN3 I’ve been thinking about a solution for this. Nothing coded yet, but what I was thinking to do is to allow “satellite” pipes. So if the crafting pipe is detecting an automatic crafting table it checks if that table is connected to a chest. If so, check if that chest has a logistics pipe connected, if so, reroute the incoming items there instead of into the crafting table.

December 8, 2011 at 2:18 pm #3687

slowpoke

Hi there, first off, loving this addition to buildcraft. So I have been playing around with this a bit overnight (kind of forgot to sleep) and I am trying to put together a plan that will basically allow my to automate around 70% of my storage and crafting needs. I have come across a potential problem issue and thought i would post.

This is the initial layout :- http://i39.tinypic.com/2vi497a.jpg

its nothing overly fancy, just a 3 tiered approach, with raw ingredients in the top, intermediate crafted goods on the middle row and finished goods down the bottom. It all works pretty sweet except for 1 small issue. If you look at the following 2 images,

http://i42.tinypic.com/15zifsi.jpg

and

http://i44.tinypic.com/ambau0.jpg

here I am requesting 3 engines ( I have tried changing the engine type and the issue remains) as I am sure you have already spotted, for some reason, 1 piston always ends up in the wrong place for some reason.

Thanks again for a great mod, will be watching with interest.

December 8, 2011 at 2:26 pm #3688

Krapht

Just curious, have you tried restarting minecraft? There is currently no timeout on the crafting pipes once a order is confirmed it try and be fulfilled even if the materials never make it there. What that could lead to is that the pipe crafting pistons may be lagging one request behind, so when it gets materials it will send it to the reciever of the previous request. Restarting minecraft will clear any pending orders

December 8, 2011 at 2:59 pm #3691

slowpoke

Yup that must have been it, works flawlessly now. Is there any limits as to how many build orders you can queue up?

December 8, 2011 at 3:04 pm #3692

Krapht

No hard coded limits. Ofc, java/minecraft will crash/lag if you put too many orders in there, but several hundred shouldn’t be a problem. I think you can go even to thousands, but can’t say for sure

December 8, 2011 at 11:53 pm #3755

Teddy Terror

hi Krapht
I do not know whether this is the right place but here
I’m working on a solution for the pink texture bug
and have a tip:
if you hd textures
used logistic pipes the 145-150place on the Block Textures.png
from Buildcraft/core
net\minecraft\src\buildcraft\core\gui
I hope this helps

December 9, 2011 at 12:11 am #3757

Krapht

@Teddy Terror I’m not 100% sure what you mean. Also I know very little about how textureing work. I don’t have a png with all textures in one image. I have separate images for all my textures and they are in /net/minecraft/src/buildcraft/krapht/gui yes. As for which numbers I use, I get them from buildcraft. They are usually 144-149, but can probably be different if other mods use the same way to register textures with buildcraft.

Edit: But any insight in how it works would be most welcome =)

  • This reply was modified 530 days ago by  Krapht.
December 9, 2011 at 12:50 am #3771

Teddy Terror

hi Krapht
sorry for my english
I have of the Buildcraft 2.7core.zip
the texture Block Textures.png
in the folder net\minecraft\src\buildcraft\core\gui
and put your texture in the 144-149 or 145-150place
and then you have your texture in hd

December 9, 2011 at 1:50 am #3782

dancing.shadow

Hello Krapht
First of all I think the mod is brilliant! Really good work :D

But I think I’m maxing out the chain on crafting pipes. I’m using Equivalent exchange, and crafting from dirt up to diamond. It uses a lot of build orders, and if I try requesting it from scratch the request pipe gives me an unable to fulfil error. Is it possible to increase the maximum number of steps for the crafting pipes to chain for one request?

Possibly make it a config option?

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