Besides expressing my excitement I would like to second the motion for an ic2 friendly recipe and ask about one topic that is quite important to me (especially in relation to the downfall of RP2):
In my opinion one of the few but significant weaknesses of RP2 was it's closed nature. I would have wished for other mods to be able to access the tube system, for instance in the form of computercraft peripherals or other machines with the option to directly interact with tubes (reading item color tags, setting item color tags, etc.). I would be really interested to know where you are going with this. The choice of forge multipart is a huge step towards this direction, so may I ask: What is your opinion on offering an API for your tubes and/or maybe even going open source?
Well I have some good news for you, I will be creating a proper API for Tubes. Currently the source code is public at GitHub but the code is subject to change so I don't recommend people use it as an API yet.
I am actually planning that the next version will have the API
I'm confused how the requesting pipes work. I thought whatever you put in them, it would request that exact number from another inventory. But that doesn't work. Could someone explain how these work to me please.
Thats exactly what they do, but make sure to check what mode they are in. They can be in "Redstone Continuous" which is always pull if redstone is applied, "Continuous" which is allways pull regardless of redstone, and "Redstone Single" which is pull once per redstone pulse
I agree on some level actually, but I think the thermal expansion teleporting system was well balanced. That isn't to say I'd go off this mod if teleportation of items wasn't implemented, it's a great mod and the mechanics are good enough to the point where I'd be happy making a long distance pipe network.
I do kinda like when a mod finds a niche and then stays in that niche. I personally don't like having a tonne of overlapping features in mods and having three huge mods that kinda do the same stuff is somewhat irritating.
I like this as an alternative to builcraft piping systems, but I also know that thermal expansion is going to bring the same... time will tell.
Is there a way to prevent the continual looping of items into a full inventory? I.E I have an extraction tube on a chest feeding a bank of machines, but if all the inventories become full the tube continues to extract them anyways. I know the items don't get dropped, but it becomes an FPS issues when you have dozens of stacks of items continually flowing through a tube. Integrating with BC gates or maybe coming up with your own gates would be a great solution to this.
i'd like to see some changes to the rubber recipe. gunpowder should be used to increase pipe output. instead of rubber maybe call it sealant and make it crafted from clay and gravel -> smelted into sealant. also the recipe for the filter pipe is somewhat steep. i usually can't find many ender pearls and those i do find go towards the end portal. the recipe requires access to the nether and a large amount of ender pearls making the sorting just about useless until mid-end game
I don't know what's going on, but every time I restart the game the tubes here vanish into thin air. It's 2 routing tubes, and 1 normal tube: http://i.imgur.com/ME86k0M.jpg
i'd like to see some changes to the rubber recipe. gunpowder should be used to increase pipe output. instead of rubber maybe call it sealant and make it crafted from clay and gravel -> smelted into sealant. also the recipe for the filter pipe is somewhat steep. i usually can't find many ender pearls and those i do find go towards the end portal. the recipe requires access to the nether and a large amount of ender pearls making the sorting just about useless until mid-end game
Tubes 1.0.5 changed the recipes. They are much better now
To add to my original post: It seems like a lot of my builds are lacking proper inventory control. I love the redstone signal integration, but I find myself continually being stumped when it comes to controlling inventories. For example, a simple extraction tube on a chest going to a machine: There's no real good way to tell the extraction tube to extract when the inventory is empty. The only way I've managed so far is throwing an ugly BC pipe with a gate on it and running the signal to the extraction pipe, which is highly inefficient and VERY ugly. This would be an A++ mod if we could throw some better redstone integration in.
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
To add to my original post: It seems like a lot of my builds are lacking proper inventory control. I love the redstone signal integration, but I find myself continually being stumped when it comes to controlling inventories. For example, a simple extraction tube on a chest going to a machine: There's no real good way to tell the extraction tube to extract when the inventory is empty. The only way I've managed so far is throwing an ugly BC pipe with a gate on it and running the signal to the extraction pipe, which is highly inefficient and VERY ugly. This would be an A++ mod if we could throw some better redstone integration in.
Well I will be adding more advanced tubes, a smart extraction tube will be one of them.
Thought I'd do a little mod spotlight for your mod
Thanks Btw the items not returning to the chest when they cant go anywhere is not actually a bug, the tube becomes blocked and prevents any further items from being extracted until its cleared. It will automatically clear when there is somewhere for the item to go.
They don't get added back to the inventory because not all extractable inventories can be added back into 'safely'
The item that i have in my hand is a Tube... But is not showing the correct texture for it and all the other tubes, but when i place it on the world it shows fine.
Well that's not good. Removed all mods apart from Tubes, CodeChickenCore 0.9.0.6, CodeChickenLib 1.0.0.36 and Forge Multipart 1.0.0.191. Any problem with the versions?
Try updating to the latest code chicken lib (1.0.0.43) and latest multipart (1.0.0.193)
The item that i have in my hand is a Tube... But is not showing the correct texture for it and all the other tubes, but when i place it on the world it shows fine.
Its probably an item ID conflict, check the ForgeModLoader-client-0.log
So what can I do to make it so my tubes don't vashish? they seem to go into void after I relog the world.
Unfortunately that's a bug with ForgeMultipart that occurs if there is a chunkloader (quarries are also chunkloaders) in the same chunk as multiparts (which includes tubes). Chicken chunks chunkloaders apparently don't cause this issue so maybe if you supplied one of those to overlap the chunks with tubes and the quarry, it may allow it to load correctly.
Did they show at any time, or were they always invisible?
Unfortunately that's a bug with ForgeMultipart that occurs if there is a chunkloader (quarries are also chunkloaders) in the same chunk as multiparts (which includes tubes). Chicken chunks chunkloaders apparently don't cause this issue so maybe if you supplied one of those to overlap the chunks with tubes and the quarry, it may allow it to load correctly.
So, if I have the chunkloader on an other chunk, but it still loads the chunks with tubes in it, will the tubes still be invisible?
I believe Ive had this happen before with item conflicts. Check the log for any.
And this is why we need some kind of recipe selector for these cases. *sigh*
Well I have some good news for you, I will be creating a proper API for Tubes. Currently the source code is public at GitHub but the code is subject to change so I don't recommend people use it as an API yet.
I am actually planning that the next version will have the API
I've considered it, but I'm not sure on how exactly they would behave. Well it will be a while before I even attempt them anyway.
Thats exactly what they do, but make sure to check what mode they are in. They can be in "Redstone Continuous" which is always pull if redstone is applied, "Continuous" which is allways pull regardless of redstone, and "Redstone Single" which is pull once per redstone pulse
I do kinda like when a mod finds a niche and then stays in that niche. I personally don't like having a tonne of overlapping features in mods and having three huge mods that kinda do the same stuff is somewhat irritating.
I like this as an alternative to builcraft piping systems, but I also know that thermal expansion is going to bring the same... time will tell.
Could this be the same issue: https://github.com/Chicken-Bones/ForgeMultipart/issues/96 ?
If so try to make sure there are no chunkloaders in the same chunk as the tubes (or any microblock).
Tubes 1.0.5 changed the recipes. They are much better now
Well I will be adding more advanced tubes, a smart extraction tube will be one of them.
Thanks Btw the items not returning to the chest when they cant go anywhere is not actually a bug, the tube becomes blocked and prevents any further items from being extracted until its cleared. It will automatically clear when there is somewhere for the item to go.
They don't get added back to the inventory because not all extractable inventories can be added back into 'safely'
Well that's a new one. Is it like that all the time? Or only when an item is placed, carried, or something else?
You have a block conflict with ForgeMultipart. See Post #68
Try updating to the latest code chicken lib (1.0.0.43) and latest multipart (1.0.0.193)
Its probably an item ID conflict, check the ForgeModLoader-client-0.log
No id conflict...Edit: It was an id conflict but it was not showing up..
My tubes are still invisible.
I even took out all mods cept this and its requirements.
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Did they show at any time, or were they always invisible?
Unfortunately that's a bug with ForgeMultipart that occurs if there is a chunkloader (quarries are also chunkloaders) in the same chunk as multiparts (which includes tubes). Chicken chunks chunkloaders apparently don't cause this issue so maybe if you supplied one of those to overlap the chunks with tubes and the quarry, it may allow it to load correctly.
So, if I have the chunkloader on an other chunk, but it still loads the chunks with tubes in it, will the tubes still be invisible?