Tiny Pipes

Tiny Pipes

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Compatibility with Flux Networks mod

dannydjdk opened this issue ยท 5 comments

commented

Flux Plug and Flux Point blocks from Flux Networks do not connect to Tiny Energy Pipes and will not accept or provide any energy. The problem is that both mods are relying on other mods to expose their capabilities before exposing their own.

This is likely related to this issue: SonarSonic/Flux-Networks#453
However, this can be fixed on either end. Fixing it for Tiny Pipes will assure that they will work with any other mods doing the same thing.

Tiny Pipes uses the Tiny Redstone API, and the pipes exist within a block entity defined by Tiny Redstone. Therefore, some changes will need to be made in Tiny Redstone to allow add-ons to dynamically define capabilities.

commented

(MC 1.20.1) Can you please list any mods that the energy pipes are compatible with? It would seem they are unable to accept energy from: Flux networks, UsefulMachinary, RFTools, DeepResonance or ExtremeReactors and are unable to provide energy to: Flux networks, UsefulMachinary, RFTools, DeepResonance, AE2

(I ask because I really like the concept of the pipes, but I cannot get the energy pipes to work... items are fine, fluids are ok for the most part, but not the energy)

commented

Any mod block that properly stores, accepts and makes forge energy available using forge capabilities should work with this mod. The problem with the Flux Plug and Flux Point from Flux Networks, is that they act like pipes. They don't make the network's energy storage available through forge capabilities. There isn't much I can do about that other than changing my pipes to behave more like energy storage than pipes which may not be practical. In my testing, most other pipe mods also don't work with Flux Networks, so an intermediary storage block is necessary.

Other than flux networks, I haven't run into any mods that don't accept or receive from Tiny Pipes, so I appreciate you bringing these to my attention. I have specifically worked with RF Tools without issue though, so perhaps something changed in 1.20.1. I have also worked with Thermal mods, Immersive Engineering and several other smaller FE-based mods with expected results. I will do some testing with the mods you mentioned and see what I can do.

commented

@DragonEmbers One question? Are you using the full block sized pipes or the really tiny ones?

commented

image

Example image shows:

  • a generator in the middle (tried DeepResonance, RFToolsPower and UsefulMachinary generators).
  • on the left, an RFTools power cell which can collect power from any of the generators, a large energy pipe with extract on the generator side and the generator side set to be an output, feeding into an AE2 energy acceptor. The energy collects in the power cell and goes no further.
  • on the right, a mirror of the left, but feeding into another power cell. The energy collects in the first power cell and goes no further
  • on the close side, a pipe set to extract feeding into a power cell (also tried an AE2 energy acceptor). The energy collects in the generator's internal power storage and goes no further.

All of the above configurations were tested independently, but shown together as one for the screenshot

commented

I've tried using both. Thanks for looking into it!

FWIW, I tried looking into it myself, but Java & minecraft modding are not my areas of expertise. As far as I could see, the deep resonance and RF Tools mods are both using the forge capabilities API's (theyre both using the same library incidentally... https://github.com/McJtyMods/McJtyLib/blob/1.20/src/main/java/mcjty/lib/tileentity/CapType.java) and so does the extreme reactors mod (https://github.com/ZeroNoRyouki/ZeroCore2/blob/master/src/main/java/it/zerono/mods/zerocore/lib/energy/adapter/ForgeEnergyAdapter.java)