Closed Magentanide closed 6 years ago
Is a pretty big mod, Project red is already in the pack, because the rest of the mod is useful (all the redstone stuff), but adding a whole new mod would make the pack bigger with just a improvement of a existing system. As far as i remember that mod was discussed often, but it never seemed that they will add it
it was never added because minetweaker script not worked. But this was versions ago. Since much bc pipes are allready added I see nothing against it. Sure I will run a test first. But as always I need to hear more voices here.
I've heard Logistics Pipes introduce a lot of lags, but it was long time ago so dunno if it's still true.
Not sure if we need it, imo i do not see a reason for adding a mod that does nearly the same like project red but makes the pack even larger. I personally dont need it, but would use it if it would be in the game and aviable as early as the redpower ones are right now.
I'd like to see it. The mod is certainly not essential due to Project Red, but after building a PR storage setup, it seems like a much more archaic version of LP.
so far I rember we add project red because of the minetweaker isdue. LP was the first and PR the second choice.
Lets add it and see how people think about it. Preferably add some conversion recipe between project red. If it really got accepted by majority, maybe we can consider removing project red: transportation.
i dont think we need another pipe mod, since logistic pipes is 100% ripoff of project red. Im against it due to its laggyness and aswell bc of its dumb usage of reflexion codewise.
What lag?
Mostly because of the high amount going through the pipes, and having a lot of pipes.
I've heard that LP is pretty powerful pipes. Can someone who understands the differences with Project Red pipes tell about them?
@Ugachaga id does not actullay behaves so different, you just have some better ways especially in automatisation compared to project red. If you set it up right it can even be better then AE2, but due to the fact that it is actually transporting all the items in the pipes, and not just "generating" them where they need to go like ae2 does, it is way more laggy if build up for the same automations
I am very fond of logistics bpipes and would much prefer to use it over project red. If I recall there are some uses of it that make it compelling to use in certain situations over ae2 as well, such as small stocking autocrafting setups for your main storage system. Basically it is amazing, and I think it is totally minetweakable these days.
I do remeder playing on ftb infinity so it should work but i prefrode ae2 over logistics pipe and ender oi logistics system
Main issue with project red is the fact that a drawer system will show no more than a stack to a retriever. So you don't actually know how much you have in storage, which greatly reduces the utility.
@Scottishprog That's just one problem. Project Red has fewer capabilities, yet is somehow more complicated to understand than LP - not to mention poorly documented.
+1 Logistics pipes best mod.
It would also balance itself pretty well, Remove the gear recipes for pipes. Chipsets are MV gated. The most OP thing is the pipe that runs into an enderchest to req items anywhere but gated behind IV. You could drop it in and it would be fairly balanced with no gears
Iirc there is issues with these pipes and chunk borders? Items get voided if the next chunk is not loaded, since the pipes gets full
I haven't used these pipes in a very long time tho so maybe it's fixed?
Not sure I've seen that recently, was using in BR a few months back and it was fine
On Fri, Jul 6, 2018, 4:57 AM Mattias Sjöblom notifications@github.com wrote:
Iirc there is issues with these pipes and chunk borders? Items get voided if the next chunk is not loaded, since the pipes gets full
I haven't used these pipes in a very long time tho so maybe it's fixed?
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I'd be for adding LP as well, but moving PR pipes to LV and making LP a late MV/ early HV thing so they don't overlap, since IIRC PR pipes are already MV and then we get AE late HV.
Being gated at engravers is good. Takes some effort to get the MV sensor/emitters
On Sat, Jul 7, 2018, 12:39 PM AntidermisMC notifications@github.com wrote:
I'd be for adding LP as well, but moving PR pipes to LV and making LP a late MV/ early HV thing so they don't overlap, since IIRC PR pipes are already MV and then we get AE late HV.
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Don't think I've seen too many people use em anyway
On Sat, Jul 7, 2018, 1:48 PM Hakameda krestaicus@gmail.com wrote:
Being gated at engravers is good. Takes some effort to get the MV sensor/emitters
On Sat, Jul 7, 2018, 12:39 PM AntidermisMC notifications@github.com wrote:
I'd be for adding LP as well, but moving PR pipes to LV and making LP a late MV/ early HV thing so they don't overlap, since IIRC PR pipes are already MV and then we get AE late HV.
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Yea i want to tier them like Project Red pipes but before Ae
I think this would help overall... right now the PR pipes are too expensive for what they provide imho. Hopefully the LP will be priced so they actually get used before AE.
If pr pipes to expensive why i not see a issue here? @Scottishprog
They are sort of junky, it's a shitty version of logistics pipes honestly
On Sat, Jul 7, 2018, 1:57 PM Martin Robertz notifications@github.com wrote:
If pr pipes to expensive why i not see a issue here? @Scottishprog https://github.com/Scottishprog
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So you suggest disable PR pipes and enable Logistics ?
OR possibly make the PR pipe cheaper to make, with LP as a higher tier. But just straight disabling PR pipes works as well.
yea this need to be planed a bit. So no fast release here.
Enabling buildcraft pipes would be good too
On Sat, Jul 7, 2018, 4:09 PM Martin Robertz notifications@github.com wrote:
yea this need to be planed a bit. So no fast release here.
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they are. Most of them.
What else new can introduce Logistics Pipes? We already have GT Pipes, Ender IO Conduits, Project Red Pipes, Steve's Factory Manager and AE...
What else new can introduce Logistics Pipes? We already have GT Pipes, Ender IO Conduits, Project Red Pipes, Steve's Factory Manager and AE...
1) Replacement for the shitty PR pipes 2) Better stepping stone to AE
don't disable PR pipes in the next release just make LP and PR cohabit for the next release so that players can test both and report issues if some are found
ok
Not good idea to add new mod...
@Vernam why ?
All was already sad.. useless. So much mods we have in pack, so many opportunities we have. Anyway, there are those who want to make the game easier. it seems like the goal was to make the game complex, and not to simplify its cheap Applied system..
Yes true too.
So far I have not seen any decent argument for adding a new mod. it's not that difficult to reach ae2. I do not see the need for a new mod. And until I saw a worthy argument, some snot how difficult it is without ae
I have noticed that alot of player does not know alot about Projectred, and therefore we need to make some adjustments to the Projectred quests I made a few suggestions already in #3277 Feel free to go there if you can think of anything else that should be added/changed
Bryfer's suggestions would make things much less annoying, if you want to do something right away. Then the player isn't sinking so many resources into a system that is likely to not be used. The pipes are expensive enough currently that I try to avoid using them. The hassle usually isn't worth the payoff, except for the "ME System"
I'd disagree, red power pipes are really annoying to use and quite janky. Logistics pipes can stand on their own quite well or be used in conjunction with an ae2 system to much success. It's also not that difficult to bring autocrafting to mv if you tinker with the various components to tier it right which would ease a lot of the heart ache I've read over crafting machine components in the coins issue.
Agreed. Bryfer's changes make it much less annoying/needlessly costly. However, RP pipes are bad compared to LP. Another way, I strongly prefer LP, and having RP has a cheap chest access system in LV/Late steam. The crafting volume are bad enough, that I think more automation sooner is necessary so the game as a whole does not drag too much.
I understand that this is a "hard-mode" pack, however I think tedious activities should be minimized. (in preference to the "designing" portion.) That said, it's OK to encourage automation, but that automation needs to be reasonably available. RP currently is too expensive to set up for self-duplication at the LV tier, so it isn't an actual automation option. By the time it's (relative) costs drop, you are on the doorstep of AE, and might as well tough it out.
I think that is the root of the issue for early tiers, the automation options aren't, which is bad for a pack designed around automation. I can't speak for higher tiers, since I have not reached them.
I think you can have RP in the LV tier, and a reasonably priced LP for MV/early HV. Keep in mind when generating the recipes for these things, that they might have 100 pipes or so used, before HV.
tldr; We need to encourage the use of automation early on, and it has to be practical, and LP is an opportunity to do just that.
So what? most people are against LP in this discussion.
So what? most people are against LP in this discussion.
I suggest we let LP into the pack temporarily and see what everyone thinks and how well it performs. If it causes alot of issue, then we take it out. If it doesn't, i suggest that we take out project red : transportation as it is not that good compared to LP.
@Vernam Really? What do you base that on? I'm for it but haven't said much here, mainly on discord. What does the poll say?
more than I am sure that the majority of voters do not even really understand what they are voting for. such people spit on the integrity of the modpack, they see "oh, new mod, let's" mindlessly voting. important arguments for the addition of mod, and not voted herd. So far, there were no worthy arguments for the mod, some whiners who reach hv is an achievement. It is not difficult to reach the applaid, there are alternatives to the applaid in the modpack. stop snotty nagging, because of how you make the modpack worse, light.
I'm for rationality. and I do not see the rationality in adding this mod. there are alternatives. those who are complaining about complex alternatives - can you suggest a projectE then? or what will happen next? ask to put a legal X-ray? Modpack is meant as a heavy one, and this offer is a way to simplify it at times. The point is then to change the set of recipes for complicating the modpack, when one casual sentence violates the idea of modpack and its essence
... are better than Project Red: Transportation pipes, and should be added as an alternative if Minetweaker scripts comply.