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Pipe Names and Functions #33
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Source and Destination pipes have a use in basic pipe networks: Another thing: Extraction Pipes, Injection Pipes, as well as all pipes attached to the Advanced Pipes can be turned ON or OFF (the red cross marker) by right-clicking on them with an empty hand. So the advanced pipes can be operated without filters, you just need to activate the connections. Pipes are always active when a filter is applied (or rather the redstone setting of that filter controls whether they are active) and pipes get automatically deactivated when taking out their filter. This is meant to prevent unwanted (unfiltered) item transfer while changing filter configurations or performing other maintenance work on the pipes. There is also a hidden feature that isn't documented yet: |
Ah! Good information. Of course, now I have to throw out the video I just made as it has some incorrect, or at least incomplete, information. :) I just did a test and a destination pipe above a hopper that's pointed at a source pipe definitely is a thing. Okay. If there are any other tidbits, I'll try to incorporate them. I'm going to go set up a full mod showcase this time instead of a small test setup. I guess I'm still not sure why the Ex/In/Src/Dst pipes behave differently between basic and advanced networks—mainly the Injection pipe. It works with the Extractor in basic, but not in the Advanced. Might be a bit confusing to people and I don't have an explanation to give them. |
I have some tips and tricks for you (if you haven't already found out your self): The Portable Inventory Remote Access is very useful to see (or demonstrate) what is going on in Inventories especially those that don't provide their own GUIs for access, like Item Pipes, the Dropped Item Interface, Entity Interface and Item Placer. |
Also they can be covered like all the other pipes which makes them perfect for hiding complex cabling of machines behind walls. |
Oh and about the Ex/In/Src/Dst pipes: I would explain it as the Source and Destination Pipes are passive whereas Extraction and injection Pipes are active. In basic pipe networks the Ex/Inj pipes actively transfer items/fluids with inventories while with Src/Dst the machines or external devices have to do the work. And at the Advanced network the Ex/In pipes again actively perform the transfer while Src/Dst only tell them where to put/get the resources. Since the Advanced Pipes have not internal storage, machines / external devices can't do the active interaction there. |
The destination pipe has a solid green band but the source pipe’s red doesn’t cover the corners. Oversight or design? |
Extraction (Filter: whitelist cobble) -> Advanced -> Destination (Filter: whitelist cobble) WORKS Source (Filter: whitelist cobble) -> Advanced -> Injection (Filter: whitelist cobble) FAILS I expected the second case to work. The Injection asks for cobble and the Source can provide it. What is wrong with my expectations here? To make it even more confusing, flipping the Source’s filter to blacklist cobble lets it through. |
Fluid filters don’t seem to want to go on the fluid I/O pipes by default. You have to change something on them first, like toggling black/white list on and off again. Also, the Item Placer seems to have some troubles. I have one hooked to a Buffer (tried both basic and Advanced piping) and put a stack of concrete in the buffer. The Placer put one block in front of it, one to the side of that one (to the south), and then there was a third placement sound effect, but the block remained inside the Placer. (It drops when the Placer is broken.) Removing the blocks does not cause it to place any more. When facing upwards, it placed two in a row and kept the third in the same way, no longer functioning when the placed blocks were removed. If it’s output area is confined to just one block, there are two placement sounds and the second block gets stuck inside the same way. Entity Interface doesn’t work with player inventories by design for security reasons, I presume. |
Minecraft freezes (tight loop?) if you place a Remote Access Pipe under a hopper (aimed at the pipe) and then break the hopper. I had a furnace connected to a line of RAP. At the other end I had three hoppers: one on top to feed in ore, one on the side for fuel, and one below to pull out the ingots. When I broke a pipe in the middle of the chain, the link was broken, so I broke all the RAP and started a fresh chain from the furnace. But placing the last piece between the hoppers wouldn’t connect to the rest. It connected to the hopper above it. So I broke that hopper without breaking the RAP first, and the game locked up. [ Sorry for all the questions and such, but if I’m going to do a mod spotlight I want it to be accurate and comprehensive, and paint the mod in as good a light as possible. :) ] |
Would you like me to make separate issues for the backwards filter and freeze crash? |
Sorry due to notification issues I fell behind a bit with all the questions. So keeping up again:
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I had an Entity Interface hooked up to pipes that would empty it into a buffer. When a chest cart goes in front of it, the cart is emptied into the buffer. But when I stand in front of it, my inventory is unaffected. That was the basis of my assumption that it does not work with players. I did not turn the pipes around to se did it could push into my inventory. Oh, and I sent that PM on Curse with a new link that should work. |
The Entity interface is side sensitive so accessing the block from different sides may access different parts of the Entities inventory or tanks depending on its implementation. And the way Forge has implemented the player inventory capability is: bottom and top give access to the main inventory and the sides give armor and offhand slot. |
Aha! |
did you ever make a mod spotlight? Is there another source of information for this mod? |
[ I posed this as a comment to the CurseForge page for the mod, but thought it might be better discussed here even though it's not really an issue. ]
I've been playing with the pipes, and this seems to be the way they work. Please correct me where I am in error or missing a piece of the puzzle. I'd like to do a tutorial video for this mod.
Using the basic Item Transport Pipes, you need to use Extraction Pipes to remove items from an inventory and put them into the pipe system, and then have Injection Pipes on inventories to give them somewhere to go. The items will enter the pipe network even if they don't have anywhere to go, stopping in the last pipe that could possibly have accepted them and sitting there. Both types of these end pipes take up a full block space on their own.
(The Source and Destination pipes don't interact with inventories when used with the basic Item Transport Pipes. If they have a purpose with basic networks, I haven't found it yet. And if they don't, they probably shouldn't even connect to basic Item Transport Pipes and cause confusion. )
With the Advanced Universal Pipes, everything is different. The end pipes are attached to the Advanced Universal Pipes instead of being their own block. Also Item Filters are needed to make them active.
There are two arrangements of Advanced Universal networks possible. The first acts similar to the basic network setup with items being forced out of an inventory into the pipe network and then exiting at the first inventory that will accept them. The difference is that the items aren't removed from their initial inventory unless a valid inventory is available to take them, then they travel instantly. For this setup, Extraction Pipes do the pulling from inventories, and the Destination Pipes mark where the items can go.
The other way to use Advanced Universal Pipes is to have inventories asking for items that are held elsewhere. For this, the Injection Pipes request items for their connected inventories and Source Pipes mark the inventories that have the items.
Both Extraction->Destination and Injection<-Source paths can be attached to the same Advanced Universal network, and they won't interact with each other.
So...
Question: Do the Source and Destination pipes do anything with the basic pipe networks, or are they only for the Advanced pipes?
Suggestion: The Injection pipe's name works okay (but not great) for the basic pipes, but doesn't reflect the pipe's function with advanced pipes. A better name system might be to have "Extraction" and "Destination" pipes work together for both basic and advanced networks, then have "Source" and "Requester" pipes paired up for advanced-only networks. I think that would be much more intuitive for the uninitiated. This would split the dual function of Injection pipes into two. But it assumes that Source and Destination pipes aren't useful with basic networks.
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