Home › Forums › Related Mods and Texture Packs › Krapht’s Logistic Pipes › [MC 1.2.5] Logistics Pipes for BC 2.x and 3.x
Tagged: Crafting Logistics Pipe Module
| Author | Posts |
|---|---|
| Author | Posts |
| January 30, 2012 at 2:28 pm #9545 | |
|
Krapht |
@magentis @Maexx
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| January 30, 2012 at 9:47 pm #9650 | |
|
diablothe2nd |
there seems to be an issue with using crafting tables in a production line for making IC solar panels from raw materials. the insulated copper wires seem to be the issue. thing is you need one rubber to wrap a copper wire, but making copper wire from 3 copper ingots yields 6. I think somewhere it’s confusing the system as there’s an abundance of wire and a lack of rubber in the insulated wire crafting table. the result is, that the batteries and circuits dont fully complete and the build job is left unfinished, clogging up the system. shall test with other recipes that have differing numbers of finished items from raw ingredients. cheers D2 |
| January 30, 2012 at 9:50 pm #9653 | |
|
Krapht |
unless you end up with more than 32 items in a pipe at the same time it should be fine. Check to ensure that the crafting pipes are configured correctly. You could also try the recipe that makes insulated wire straight from copper+rubber |
| January 30, 2012 at 10:04 pm #9660 | |
|
cwitty |
@diablothe2nd, did you request a whole bunch of solar cells? Here’s my guess as to what happened. You requested a bunch of solar cells, enough to require 100 (say) insulated copper cables. You have a supply chest somewhere that’s providing rubber and copper. The logistics system pulled 100 pieces of rubber from the chest and sent them to the crafting table, where 63 of them landed on top of the rubber stack in the crafting table and 37 of them were thrown out of the pipe system onto the floor and were eventually despawned. The logistics system then pulled 51 pieces of copper to make 102 pieces of copper wire, routed 100 pieces of wire to the crafting table, and made 63 pieces of insulated copper wire, leaving 37 extra pieces of copper wire in the crafting table. If I’m right, and you’re still running the minecraft instance where you had the problem, you may be able to recover by manually adding rubber to the crafting table — the logistics system will probably keep pulling insulated copper wire from the results and sending them on, eventually crafting the solar panels you wanted. (If you’ve exited and restarted minecraft since you had the problem, this won’t work.) The workaround is to either request only a small number of solar panels at a time, or add chests between parts of your production line as buffers, so that making solar panels doesn’t directly request copper/rubber at all. |
| January 30, 2012 at 10:20 pm #9663 | |
|
diablothe2nd |
@cwitty I think you’ve nailed it on the head… I’ll try a buffer box and have it maintain/request a few stacks of copper wire i’ll let you know if it works in a minute Thanks! |
| January 30, 2012 at 10:51 pm #9668 | |
|
diablothe2nd |
@cwitty many thanks for your help! it worked! I created a separate production line pulling from same storage chest for other ingredients, to keep a stock chest filled with premade insulated wires. this was then sent back to the main production line loop and all went well. I’ve stress tested it by making the “buffer” maintain a stock of 8 stacks… when it falls below it will obviously call the parrallel line to make more. running full pelt this buffer doesn’t run out of stock. So yeah, problem solved! Many Thanks. |
| January 30, 2012 at 10:59 pm #9669 | |
|
diablothe2nd |
Would be cool if we could furnace/macerate/etc things on demand too |
| January 31, 2012 at 12:12 am #9673 | |
|
Sp1rit |
I would really love to use this in SMP. |
| January 31, 2012 at 9:32 am #9728 | |
|
QuikBeam |
Hello Krapht, would it be possible to add multiple recipes to the crafting pipes? We could then have one of each machine and be able to request diffent items as required. |
| January 31, 2012 at 9:49 am #9729 | |
|
Krapht |
@QuikBeam To properly implement this a state of “busy” needs to be added as well, and that is not so easy. Not saying I won’t do it, but it will not happen until I rewrite the crafting resolution logic. |
| January 31, 2012 at 10:21 am #9732 | |
|
QuikBeam |
Thanks for the reply. Yes each new request would need to wait until the previous had finished. Hope you can implement eventually. Thanks for all the hard work you put into this mod, it’s really appreciated. |
| January 31, 2012 at 12:54 pm #9747 | |
|
QuikBeam |
@QuikBeam To properly implement this a state of “busy” needs to be added as well, and that is not so easy. Not saying I won’t do it, but it will not happen until I rewrite the crafting resolution logic. Hello again Krahpt, just had a thought (I know dangerous, right!). Prehaps you could add a chest like buffer to the crafting pipe, so that any items refused by the machine could be stored locally until the machine had room to accept the new item. So in your example the iron would go into the furnace but the gold would be refused and wait in the buffer until the iron was finished smelting. You could even add a chest to the crafting pipe recipe, if you desired. |
| January 31, 2012 at 1:36 pm #9749 | |
|
Krapht |
Theoretically I could add a buffer, and perhaps sometime I will. But I also need to consider the game balance element. I don’t think I will make queues though. I’m rather considering forcing players to spend the resources needed to build the infrastructure to handle big requests. If you need to smelt 200 iron, the request would not be successful if you only had one furnace doing the smelting. Thereby putting a cap on how big requests can get without you having to build the appropriate infrastructure. |
| January 31, 2012 at 2:14 pm #9761 | |
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alex_hawks |
what about a “Buffered Crafting Logistics Pipe”?
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| January 31, 2012 at 3:09 pm #9778 | |
|
sabriath |
> ” I’m rather considering forcing players to spend the resources needed to build the infrastructure to handle big requests” Considering you were planning on adding a power system to the network (causing each action to draw some power), forcing players with a limit as well would severely dampen the whole thing. I would suggest one or the other, but not both. If you do decide to put a limit on, I would suggest rewriting the network to handle loadbalancing better (so that multiple providers/crafters can handle a recipe evenly within their tier group). |
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