![]() ![]() Investigation came and oh I've got broken input tubes. then I let the server run overnight and came back to all empty centrifuges. Sucked even worse because I was trying to figure out why nothing was being responsive. Pipeworks is great and all, but nothing in this world sucks worse than opening up your technics uranium enrichment facility to find that your master sorting tubes that you planned for the throughput with have the input tubes crashed. There are probably other common-use-case issues as well that are intuitively and reasonably desired which other players have discovered.I'll tell you what. Additional ways to allow servers the freedom to use pipeworks may include removing or reducing active objects and activities, reducing the thrashing of registered entities, simplifying and optimizing looping scripts, and scheduling all calculations while accurately tracking simulation speed and correcting for hiccups. Abstracting the systems out of physical gamespace, and generalizing, network/ route mapping, scheduling, balancing, backgrounding, and offloading may have a positive impact on any server that runs this. Large or complex constructs using pipeworks are known to have a major impact on server performance, and which some objects become out of sync or break when flooded. Vacuum and other tube segments cannot properly interact with source liquids and flowing blocks, or falling blocks. There should be automatic load-balancing with a toggle to select the old random switching or splitting/ round-robin. Tube routing is not intelligent, causing backups, spills, breakages, empty machines, and other problems. Injectors erroneously push items into the wrong containers, possibly skipping or losing instructions. It can even be lazy and deactivate the line on single spillage. Injectors and tubes are not smart, and do not provide any versions that are smart which don't require extensive digilines detectors and Lua, which can know to stop pushing items if the next-in-line storage or tubeline are inoperable or full. Highly useful and widely used, however.Īutocrafters cannot accept item groups in their crafting grid, for example leaves, tree, wood, and many other groups which work naturally with crafting guides and user interfaces. This mod isn't without its flaws, but you need to have it if you use technic (or just want to do any sort of automatic item transport. No engines needed for item extraction/output.This is good, since you'll be using them a lot on account of the issues mentioned in the previous section. Filter pipes are much less expensive than in BC, costing a tube segment and 4 mese shards, versus BC's cost of 1 glass and 2 diamonds.An easy fix for this would be to have pipes re-check their connections when hit with a screwdriver. The most common case for this is when connecting one-way tubes. Sometimes, the visible connections on tubes don't get updated like they should.Tubes overall seem to cause quite a bit of lag when used en masse, with items continuing past pipe corners before getting rubber-banded back in.This means that while they do have their uses, if one wants to replicate the function of Buildcraft's iron tubes (which accept items from all directions but only output them in one), one's only option is filter tubes. One-way tubes only connect on their fronts and backs. ![]() Maybe I'm doing it wrong, but there aren't any directions for them as far as I can tell. Items will exit them even in directions that aren't visually connected to adjacent tubes. High-priority tubes, while supposedly a low-cpu alternative to using filter tubes for directing things, don't actually do anything as far as I can tell.Accelerator tubes are rather expensive, requiring 8 iron, 4 copper, and 19-ish plastic sheets (although you get those back) (assuming I did my math right) each.Which is fine, because having to convert between BC and IC power was a hassle anyway.Īs useful as this mod is, it does have its shortcomings: So this is essentially Minecraft's Buildcraft mod, minus the machines and power system. ![]()
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