Jump to content

Working out ProjectRed Transportation Pipes


AcesOyster

Recommended Posts

There's been a lot of chat around the workings of ProjectRed pipes, but scattered all over the place (not just on these forums, but also on reddit and youtube). It made sense to try and unify our collective knowledge, so I reckon this thread is a good idea. I still don't understand every aspect of it, but I made this video to showcase the bits I do get.

 

 

I still need to work out what responder and dynamic responder chips achieve, but other than that, I have a pretty thorough understanding.

 

I would quite like to try and collate enough info to write an entry to write something for the wiki on the topic, so any help on things I miss in the video would be great. I know this probably comes across as a thinly veiled attempt at advertising a video, but I do really want to make this mod accessible, given that it is just so powerful.

Link to comment
Share on other sites

Found a really nasty bug with something I am doing in my world. It seems that there is just one spot where, if I place an extension pipe, any requests the system makes crash the game...

 

Edit: Managed to reduce the problem, but any request that uses that extension pipe crashes. very weird.

Edited by AcesOyster
Link to comment
Share on other sites

Just started writing some of the grittier bits onto there. Was originally going to try and put it on the technic wiki, but I don't get how to make edits on there.

 

Also, where did you find Crafting Chips? is this future content?

Edited by AcesOyster
Link to comment
Share on other sites

Just started writing some of the grittier bits onto there. Was originally going to try and put it on the technic wiki, but I don't get how to make edits on there.

 

Also, where did you find Crafting Chips? is this future content?

 

It's the latest version 4.2.2 but I built my .jar files from the source code so I have the latest developments.

And thanks for contributing to the wiki, now I don't need to write so much!

Link to comment
Share on other sites

That's really cool. How's stability with it? Would be nice to see if it fixes the bugs I've been having in my survival world.

 

 

 

Looking into responders more, terminators are an extension  of the responder class. There seem to have a special value for a function called SendPriority, which I assume means they always come after responder chips in the priority chain. However, all I can trace back from that function is something which decides the speeds of items for various priorities.

 

I think that, from looking at the code, dynamic responders I realised only allow items already in the connected inventory. I tested this in creative and it works. Means you can avoid setting filters on loads of chips, and just fill the chests with the items would want to go to them.

 

God bless Github

Edited by AcesOyster
Link to comment
Share on other sites

That's really cool. How's stability with it? Would be nice to see if it fixes the bugs I've been having in my survival world

You can see the changelog here: https://github.com/MrTJP/ProjectRed/blob/master/resources/Changelog

I can't build the latest builds because I can't get scala working but seems quite stable, I get a crash with ComputerCraft though.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...