Koooda Posted March 12, 2014 Posted March 12, 2014 (edited) Hello people I have a server running AOTBT 1.0.9c loving it btw But I'm building a nice storage room for all my stuff well my wife she likes just wants to take out stuff from a chest but I like tech so I added pipes all over now this worked before last update but now if an item leaves a chest it will bounce around the system bouncing between the junction pipes but if it meets another interface pipe it bounces there to never reaches and before I knew I had hundreds of items running in pipes its driving me crazy Please can some one help Edited March 12, 2014 by Koooda
AcesOyster Posted March 13, 2014 Posted March 13, 2014 Yep, update broke something. I rebuilt my (very large) system and it was fine. Just some silly stuff I assume
HadesDude Posted March 13, 2014 Posted March 13, 2014 Yep, update broke something. I rebuilt my (very large) system and it was fine. Just some silly stuff I assume I rebuilt my system too and still had the issue occur. Hopefully it gets fixed soon.
AcesOyster Posted March 13, 2014 Posted March 13, 2014 (edited) I honestly disconnected it and started a new base. The problem occurs with both responder and terminator chips, so I reckon it's an error in the system that works out the shortest route. It seems to happen in large walls of connected interface pipes. Someone submit a bug tracker, and those of us on this thread can go confirm it, and then it might get fixed Edited March 13, 2014 by AcesOyster
Zartach Posted March 13, 2014 Posted March 13, 2014 I noticed that after 1.09c any loops in the system were not resolved, after removing my loops and creating a hub/spoke layout where every inventory/request pipe was on a spoke solved my items bouncing between routing junctions. I also noticed some funky behaviour with deep torage units, even though it was a 20 blocks closer to the input all items happily moved past my deep storage units spoke and went for the chest inventory. To solve this i messed about with the broadcaster chip (hiding 1 per stack setting) but also made the items pass the interface pipe on route to the chests. Not the cleanest solution, but i have not found a way to filter a whole network segment yet, the routing pipes are black magic to me ;-)
AcesOyster Posted March 13, 2014 Posted March 13, 2014 The only way to filter a network branch is to have a chest inbetween. This is unlikely to change, as PR pipes don't communicate in a branched network, so it'd be fairly counter-intuitive.
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