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Old 8th January 2013, 11:10 AM   #11 (permalink)
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Using railcraft + pipes + myst portals you essentially get the functionality of teleport pipes, but that's of course a lot more complicated

As for the apiary pipe, it already exists. It's part of another mod that is in FTB (might be forestry, the one that handles bees in any case).
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Old 8th January 2013, 11:42 AM   #12 (permalink)
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Yeah that sadly is the info available...

As for adding it you download the mod click mod pack in ftb. The tell it to add the mod.

It's easy. As with all things this will be reviewed prior to instalation. The advantage is that this limits the chunks needed to be loaded and may help reduce lag.
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Old 8th January 2013, 11:57 AM   #13 (permalink)
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Quote:
Originally Posted by DarkDuck View Post
The advantage is that this limits the chunks needed to be loaded and may help reduce lag.
How do you figure it'll reduce chunk loading? It's not like the normal pipes will keep chunks loaded anyway, right?

Although I can agree that the shorter the pipes are, the better it should be for the server.
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Old 8th January 2013, 01:54 PM   #14 (permalink)
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Nope unless you specifically put a chunk loader down (teleport tether) the the pipes wont load the chunk. So the issue that occured with oj's and bazz's place. Pipe overflow will not occure.

In theory
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Old 8th January 2013, 02:12 PM   #15 (permalink)
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Wouldn't that actually make teleport pipes either a) useless-ish, or b) more intensive on resources?

a) for when you don't place a tether, then when you're not around to load the 'recieving' end chunk (in the example you're telepiping off a quarry which does already stay loaded) then your stuff goes where exactly?

or b) you now have to not only have your source remain loaded to work, but your destination too.


Yes, I am discounting short range uses for pipes here, (which will be used,) but I'm sure some of the most tempting uses for them will be long-range teleportation instead.


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Old 8th January 2013, 07:12 PM   #16 (permalink)
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no, not at all

if you ran a pipe from say 200 blocks away, the server either A) has to load al lthe chunks or b) the ore/rocks/stuffs will accumulate in the pipe, as soon as someone comes within 144 blocks WHAM mega lag!


So what telepipes do is,

1) Send to pipe on other end if that pipe is loaded, if not throw the stuff on the ground.

this is not ideal but it's also limited to near the pipe so the lag is redcuced to near the pipe. the main thing is if your smart, you would have a tether at your recieve point, the Quarry keeps it's end active the tether it's end, the result is you have 2 area's instead of 6-8 area's it also reduces the chances of blackspors etc in your pipe.

the result is reduced lag, many servers report this.
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Old 8th January 2013, 08:53 PM   #17 (permalink)
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Using myst portals and train carts (as I do now) simply bypasses the problem in that the carts will stop immediately in place if the chunk they are moving to isn't loaded. They will then stay there until someone gets within range. My quarry on the other end is set up to stop operation if its buffer gets filled.

If everyone was to keep their spot in spawn loaded we would have all of spawn loaded all the time. Although I don't know, maybe this is already more or less the case due to some player typically being logged in there at any given time anyway?

Edit: Just came to think of a way to have teleport pipes that can handle the destination chunk not being loaded;
simply put a wooden pressure pad below the teleport pipe and feed the inverse signal to the engine that extracts items into the pipe.
As soon as an item is dropped from the pipe, it will land on the pressure pad and turn off the engine. Once the item despawns the engine will start again. You will still end up with items on the ground, but highly limited.

If you don't want to lose ANY items you can instead set an obsidian pipe below, which will suck up dropped items and transport them back into the output pipe. Then set a gate just after the obsidian pipe which will stop the engine while there are items in the pipe. The pump will pump our small loop full and then turn off until items start getting accepted into the teleport pipe again.

Code:
<--      E = Engine
   E     C = Chest (buffer)
TSIWCC   W = Wooden pipe
  S      I = Iron pipe (output aimed towards teleport pipe)
OGS      S = Stone pipe
-->      T = Teleport pipe
         O = Obsidian pipe (sucks up items dropped from teleport pipe)
         G = Stone pipe with gate on it (turns off engine when items traverse)
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Last edited by DaedalusAlpha; 8th January 2013 at 09:20 PM.
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Old 9th January 2013, 09:23 AM   #18 (permalink)
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Ahh I see. Ducky is a walking wiki. =)

I like that idea Daed, it's a pretty elegant solution to that type of overflow.


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Old 9th January 2013, 10:08 AM   #19 (permalink)
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Quote:
If everyone was to keep their spot in spawn loaded we would have all of spawn loaded all the time. Although I don't know, maybe this is already more or less the case due to some player typically being logged in there at any given time anyway?
The amount of chunks one player keeps active (just in their view distance), means that most of Spawn City is kept loaded all the time.

One of the advantages we wanted with the city layout was more interaction with players (instead of everyone going their separate ways and never seeing each other), the disadvantage of course is it centers all the lag to the one spot, because everyone is in the one area (more or less)....
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Old 10th January 2013, 08:53 AM   #20 (permalink)
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With the teleport pipe they will spit things out straight if they are not linked to an active pipe, however if you put a stone pipe at right angles, when the connection is broken it just loops.

Using Daeds gate idea you could create a loop that stops the engine if items enter the overflow pipe,
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