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Detector tube stuck in ON state on game exit. #65
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Current version as in latest from ContentDB? https://content.minetest.net/packages/mt-mods/pipeworks/ Seems like ContentDB version is bit old already, I guess we should update it anyway, seems like it is db6d1bd |
Yes, that's the one. [edit 2] I just installed the pipeworks from ContentDB yeterday. [edit] |
So ContentDB? I mean installed directly through Minetest content tab, not downloaded from GitHub?
For simple file, yes you can try to install latest from GitHub but I think we should anyway make new release to ContentDB too. If you want to try and download latest version from github you can use this link: https://github.com/mt-mods/pipeworks/archive/refs/heads/master.zip Then unzip that package into your minetest mods directory replacing existing pipeworks directory there (you have to move old pipeworks directory out or just delete it first). After you've done there should be similar files in Reminder, you can do that but you do not have to do thatWe'll try to make new release soon so if you want to wait a bit then updated version will be soon available through Minetest content tab. |
I downloaded it through the content tab on mt originally and I just installed the version you linked above and I still have the same issue. |
Mesecons and Digilines seem to be fairly recent versions on ContentDB, only Pipeworks was very old version there. I guess we have to test this bit more but can you confirm it gets stuck in on-state even if there's no mesecons wires or mesecons devices connected to detector tube when you leave game? |
I have the detector tube connected to the stack/item injectors when I exit. I built an automated furnace system for ores and foods [edit] The detector tubes are connected with the mesecon wires so that it will continually pass a signal to the injectors to perpetually run. |
I can. It does. On latest master (bd5a423) too (with mesecons [release=17623] and digilines [release=16482] from ContentDB if that matters). |
Checked code and cause seems pretty clear: it is just that detector uses So I guess have to add some way to reset state after server restart, best would probably be actual events for item movement. |
Maybe use Mesecons
Maybe, or maybe not. That may get pretty hairy as there may be many items in the tube simultaneously. |
Thanks, I guess this is probably best option if it easily allows similar rate limiting what now happens with stack counters + timer. |
if this can be done without a hard dependency on mesecons that would be preferable |
Yes seems it is. Actually seems like even simpler than current method (from user's perspective) and seems it can easily be fully contained within tube definition (which is only registered if mesecons is available). Basically just single fire and forget API call. |
I thought is was mesecons issue that their wires weren't conducting. When I'm in creative mode, everything works fine but when I go to regular mode everything stops conducting.
mesecons responded with: "It doesn’t stop conducting. A detector pipe is stuck in the “on” state, jamming the wire effectively (Mesecon devices act on off→on transition typically which can’t happen if the wire is constantly on). And it doesn’t depend on creative mode, it gets stuck if it is on when you exit the game. Report to pipeworks.
creative mode: https://drive.google.com/file/d/1GCf9V3lWBIx2eyI0z8xBqISHziSIJmJC/view?usp=share_link
regular mode: https://drive.google.com/file/d/1_YVn_vsLVFYp-1UIUWACOWqZOgRJPZbR/view?usp=share_link
[edit]
I am using the current version of pipeworks as of this writing
playing minetest_game on current version (5.7.0)
mods installed are digilines, mesecons and pipeworks
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