What you do with the chest's content is of course entirely up to you (most people would put a filter-injector against it, wired up and tubed properly to periodically re-insert items back into the circuit at whatever passes for it's starting point, at a rate guaranteed not to exceed normal consumption of that item).Ī broken tube can be repaired without digging/placing by merely striking it with a hammer from Glooptest, Cottages, etc. Items that enter into that tube will always get stored in the chest first if possible, but if the chest is full, they'll head into the trash can and be discarded (the trash can always has the weakest priority, just to allow stuff like this). The solution is usually to connect an extra tube to an appropriate point in your overloaded circuit, run it out a few meters, and put both a chest and a trash can on the very end (so that approaching items must chose one or the other). So if you just keep injecting items into a circuit, in excess of the rate they're consumed by chests and other machines, then you'll eventually get enough of them going to exceed the configured limit. Items that have nowhere to go once injected into a tube circuit will bounce back and forth until they find something to drop into. If you're breaking tubes with the default settings, you probably forgot to put overflow protection in your tube circuit. Pipeworks_max_items_per_tube sets the rate (default is approximately 30 stacks per second). Pipeworks_enable_items_per_tube_limit turns it on/off. There are Pipeworks settings to handle tube breaking (though just which tube in an overloaded circuit will break when the time comes is kinda random). I know you guys set these extremely low thresholds because these mods are used on open servers, but seriously? this makes the game almost impossible to play. If I manually fill the chest up, after the 4th or 5th print, the lua controller overheats. If I attach one to a digiline and have it print the digiline events, on the other end of the digiline i have a digichest. (oh and all the materials that were in them can't be found.)Īlso, the lua controller gets too hot too quick. I found most of the bottlenecks when i built and ran the first factory and I'll say that those helped with broken tubes on my centrifuge modules, but now i have 5 master sorting tubes and all 5 were broken. Is there a way to get the tubes to quit breaking when you leave them alone too long? this is the second enrichment facility that I've made that has had this problem. 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. If this is not clear enough, look at the a and a files for examples.I'll tell you what. If the tube has a table "tube", in which there is a function can_go, it will be called when an item gets to the center of the tube, to know which way it should go. If you want the filter to be able to take items from your node, add an input_inventory string, which is the name of the inventory from which the filter will take.įinally, you can register tubes with the register_tube function: it takes as arguments the textures, and a nodedef table. If the node is tubedevice_receiver, you should add two functions in it: insert_object(pos,node,stack,direction), which inserts the stack in the node (use direction to know which way the stack is coming from), and returns the leftover stack, and can_insert, which has the same arguments, and returns if insertion is possible. You just have to add the tubedevice=1 if you want your node to connect to tubes, and tubedevice_reciver=1 if you want tubes to insert items in it. I will explain the tube API for the ones who want to make their mods compatible.
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