Home › Forums › Related Mods and Texture Packs › Krapht’s Logistic Pipes › Krapht's "Dev. Blog"
Tagged: smp bukkit
| Author | Posts |
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| Author | Posts |
| January 18, 2012 at 7:34 pm #7974 | |
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Krapht |
I don’t know if this would be interesting for anyone, but I plan to post updates on stuff I’m doing here. If you’re not interested feel free to not read it :-p Also, this is not a “Krapht answers random questions thread”, if you have comments related to what I write, feel free to post them, but I’m going to remove anything that is off-topic and split of discussions to separate threads to keep this one fairly clean. At least that’s the idea, we’ll see how that works out. This is Internet after all So! SMP development is currently more or less on hold. I will implement spacetoads latest hooks in BC to route items around for SSP. Using these are more or less a requirement for logipipes to work in SMP. Also I might end up changing some features of logipipes to make it more suitable for SMP conversion, unfortunatly SMP is not as easy as just adding a couple of lines of code and it will work. I have to redo a lot to make it suitable. But this does not mean that I’m not doing anything. I have reworked internal routing quite a bit to be more suitable for SMP and also for load/save of logistics state and I’m doing a pass on “passive” routing. What I mean by passive is routing that is not “triggered”. So its when normal items enter a logipipe and it decides where to send it. I want more control over this and also introduce a new concept to make stuff more flexible. For now these new features will be separate from the current passive routing of basic logistics pipes, but will take priority. First iteration will not be supporting the current “distribution” model that distributes items. All routing will be based on sending items to the closest compatible receiver. In addition logipipes will have a direction (like wooden pipes) of operation which can be any non-routed (red) exit. For exists with an inventory I’ll most likely ensure that any attached inventory isn’t full. If it is, the pipe will stop accepting new items and any incoming will be sent to another suitable destination. Also I’m planning to add a passive supplier that does not actively requests items, but accepts items up to a certain number, after that it gets sent elsewhere. I might also add an extractor, like a wooden pipe with a built-in redstone engine, however it will be considerable slower than a wooden pipe. I’m thinking 1 item per 10s or so. Possibly slower. Finally I’m thinking to introduce a priority system, haven’t decided if it’s going to be completely custom or just low-mid-high settings I’m also making a new (much much MUCH more simple) mod called “Sneaky Pipes” which will add more (4 so far) new pipes that are not logistical at all, but pipes that I feel I want in my games, but don’t have a place in logipipes. LogisticsPipes will be released for both 2.x and 3.x (1.1 versions only) and SneakyPipes will only be available for 3.x due to feature requirements in BC that wasn’t added until the latest patch. |
| January 19, 2012 at 5:21 am #8023 | |
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pcmaster160 |
Sneakypipes sounds interesting, care to leak any information on the types of pipes yet?
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| January 19, 2012 at 11:21 am #8088 | |
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Krapht |
Sneakypipe – Secret, only spacetoad knows Making this mod SMP should be a piece of cake compared to logipipes, but since I require BC 3.x it won’t be SMP untill BC is SMP |
| January 19, 2012 at 11:34 am #8092 | |
|
immibis |
> Sand pipe – Will not connect to anything except pipes, so you can put it next to a furnace or other machine and it will not connect > Glass pipe – Does not reduce itemspeed (zero friction), but will cost 1 diamond per 6 pipes > Void pipe – Any item entering will be removed from the game. Useful if you’re playing without EE or IC2 and have nowhere to put all that excess cobble your quarry digs up. |
| January 19, 2012 at 11:45 am #8094 | |
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Duragizer |
There will allways be alternatives. Sand pipe out of sand stone not that strange, gold pipe accelerate items and the normal pipes decelerate items, glass will keep the speed the gold pipe give, personally i think this pipe is long overdue. Void pipe is an elegant way to remove unwanted items imho. |
| January 19, 2012 at 11:49 am #8095 | |
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sabriath |
> “How do you make a pipe out of sand?” > “Gold pipes are much cheaper and you need less… but I guess this is for lazy people?” > “Why not just use lava?”
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| January 19, 2012 at 12:23 pm #8100 | |
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immibis |
> I’m also not understanding the use of a continuous pipe needing 0 friction since the friction reduction is minimal and has a bottom-cap anyway. > Remember when notch added the ability for lava to burn down your house? |
| January 19, 2012 at 12:37 pm #8104 | |
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Krapht |
The void pipe is really more targeted for future SMP as simply removing the item is much more efficient then having the server create a dropped item, have that item be synced out to players only to be dropped in lava and let the lava destroy it and then have the server sync that. It’s been requested so I added it. Feel free not to use it. I will also add configuration options for all of the pipes to be able to completely disable them in the config. So if you find a pipe useless, simply turn it off and it will be as it never existed and you don’t have to worry about it. For further discussion regarding SneakPipes, please fire up a new thread and I will continue discussion there.
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| January 20, 2012 at 2:16 am #8213 | |
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justatron |
So how much longer do we have to wait? I don’t mind waiting though. |
| January 20, 2012 at 2:19 am #8215 | |
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Krapht |
I should be able to get a 1.1 version out of both mods this weekend =) Also, I won’t be able to go SMP untill BC3.x is SMP, and I can’t really start do it before that. I can make some preparations, but in order to test them I need BC SMP.
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| January 20, 2012 at 2:33 am #8218 | |
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Krapht |
Was a long day at work today, was on support stand-by while a customer upgraded to the latest version of our software. Got home around half past midnight. Didn’t have much time for modding, but I did manage to build a 1.1 version of SneakyPipes but couldn’t find a 1.1 version of NEI (probably just didn’t look hard enough), but I tested in creative mode on a proper minecraft installation only to discover that for some reason the text in the GUI was waaaay off. Everything else seems to work though. Need to figure that out tomorrow, good night =) |
| January 20, 2012 at 3:04 am #8219 | |
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harley9699 |
Coooooooooool. Look forward to both sets! You know, hadn’t tried logistics before troubleshooting that purple issue. Was quite impressed. |
| January 21, 2012 at 3:37 pm #8402 | |
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Gimgork |
Thre exists allready an 1.1 version of NEI ^^ So looking forward to your update |
| January 21, 2012 at 9:48 pm #8451 | |
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darthvader45 |
Alright! Cannot wait to hear from you regarding a new release of LogiPipes! Keep it up and don’t let us down! |
| January 22, 2012 at 3:24 am #8508 | |
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DreamSmith |
Hiya, http://www.minecraftforum.net/topic/909223-110181-smp-chickenbones-mods/ |
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