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dragonlord

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Posts posted by dragonlord

  1. For your own sake and sanity, don't try it.

    It simply won't work because even though tekkit is a collection of mods, there are modifications that needed to be done for each mod in order for everything to work together (e.g. Block ID's).

    Block ID conflicts will be the least of your problems if you try to put in Additional Pipes.

    And besides, Additional Pipes hasn't been updated in ages.

    Whoops?didn't read that right. I thought this thread is about additional pipes again.

    Sorry 'bout that. Lack of sleep is starting to tax me.

    In any case, the case for additional pipes is applicable to other mods.

    If you really want to add mods to Tekkit, consider Bukkit mods. I run a few of them in our server along with Tekkit.

  2. For your own sake and sanity, don't try it.

    It simply won't work because even though tekkit is a collection of mods, there are modifications that needed to be done for each mod in order for everything to work together (e.g. Block ID's).

    Block ID conflicts will be the least of your problems if you try to put in Additional Pipes.

    And besides, Additional Pipes hasn't been updated in ages.

  3. Won't the chunks already be loaded due a 'moving' (caused by the item) chunkloader heading their way?

    I haven't fully read the source, so I'm not certain. My statement is based on observations in-game. What I am certain though is that chunks get unloaded automatically when nobody is in the vicinity of that chunk (depends on the view-distance property in server.properties). Hence, the only time it gets loaded is if somebody is near that chunk.

    If somebody has studied the source and is willing to comment, please do.

  4. Would it perhaps be possible to say, add a chunkloader function to pipes that only get activated when an entity enters the pipe? (just like detector rails only sent a signal when a minecart passes over it). That way the chunks will only get loaded when they're actually used.

    Or would this offer similar issue's like you have with tracking items?

    Edit: As an addon that modifies/adds the buildcraft pipes so you won't have to modify buildcraft itself

    It might work, if I know what event I need to monitor at server side, and if you're allowed to capture events from an unloaded chunk. I haven't checked all the available events, but there should be one.

  5. Well, one approach would be to keep track of the items inside of the tubes. If an item is moving toward an unloaded chunk, load it. Once there are no more items inside a chunk that would otherwise be unloaded, unload it. Sadly this is only an implementation for the transport issue and doesn't really solve the problem of a large redstone network. However, I can see pipeways spanning a much larger chunk distance than a redstone network (at least until BC 3 that is).

    Edit: To clarify - To detect if an item is headed toward an unloaded chunk, see if there is an item inside a tube on the boundary of a chunk. Since precise timing isn't necessary for item transport (like it could be for redstone), a slight delay in the loading of a chunk wouldn't seriously compromise the integrity of a long pipe transport system.

    That would work, however that approach consumes even more CPU cycles, since you have to monitor every item passing thru the pipes.

    In any case, I'll worry about it once I start doing this. :D

  6. Teleport pipes are nice but we're missing the root problem here, the chunk loader. There are some mods out there that will keep chunks loaded but that's done via explicit administration. There needs to be something more autonomous, perhaps even a solution that needs to be built directly into buildcraft/redpower. How do you deal with items/signals/events leaving a loaded chunk.

    Let me explain why automated detection of chunks is not really simple.

    Yes, it is possible to implement that feature by looking for a specific block and traversing it until you reach the end. For every block found, you register its associated chunk to a watch list. But that comes with a cost.

    Due to the way the minecraft server was implemented, doing such a thing will cost alot of computing time, which translates to lag. Best way to avoid it is to throw more hardware at the problem, but there aren't many people running dedicated servers.

  7. Are you going to bother with the rest of the stuff from the Extra Pipes mod? The teleport pipes and chunk loaders are the big ones, since nothing else does that, but the others do have occasional (if largely replicable with Buildcraft) uses.

    Nope. I agree with KakerMix about Redpower. I use both buildcraft and redpower in implementing my sorting and distribution system. If implemented right. you don't need the Extra Pipes mod.

    The chunk loading problem is not as easy as what most people think.

  8. I've taken a look at the code of Additional Pipes, and it is hell. It's not worth maintaining or fixing it.

    Plus, the author of that mod does not even understand the point of open source. Saying "It's My Stuff" on his page at code.google.com either means he's never done any real open source work, or is just plain stupid.

    I do have plans on creating an equivalent implementation, as I'm heavily dependent on the teleport pipes. I have a floating island on my server, which houses my power plant and storage area. Some of my quarries are 5000 blocks away, and I can't afford to transport them that far.

    I can't promise anything at the moment, since I'll be busy with a new project. Regardless, I really need them, so might as well make them.

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