Enigmatica 6 - E6 - 1.16.5

Enigmatica 6 - E6 - 1.16.5

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Pipez (retread)

Mendanbar opened this issue ยท 12 comments

commented

I'd like to revisit the mod Pipez, with a twist. I'd suggest it replace Pretty Pipes gasp

previous suggestion: #2467

Mod description
This mod adds simple and highly configurable pipes that are designed to create as little lag as possible.

Why would you like the mod added?
I recently played a pack that had Pipez, and it was a treat to use. Very intuitive (works a lot like Mekanism pipes), but very performance friendly. Fast forward to a couple of weeks ago, and I came back to a second play-through of E6. This time I've challenged myself to use little or no Mekanism (because reasons), and I tried Pretty Pipes for the first time. I ended up immediately abandoning the mod and fell back to ID/T for all my fluid/item transport needs. The item pipes from Pretty Pipes are tricky to work with, and you spend a lot of time fighting the pipes rather than working on whatever automation you are trying to accomplish... not too fun. I'm not even going to mention how horrible my experience with the fluid variant was. In short, I think Pipez might be a less frustrating fit for an early game standalone item/fluid/power transport mod, and it has enough options that I think it could serve well into later game.

Screenshots if applicable.
I'll just link the Mod page here, as they have a lot of great action shots, as well as a performance comparison against Mek pipes.
https://www.curseforge.com/minecraft/mc-mods/pipez

commented

Really hoping this goes for consideration because I like the sound of the universal pipes >>

commented

to be fair, we have universal pipes, it's called XNet...

commented

well if we already have universal cables might as well delete pretty pipes as well because tbh that mod is just so annoying to work with. it's the worst method of transporting fluids ever and most of its modules tend to work in annoying ways (There's no way to set up a forced round robin because if it can't go somewhere it'll just smash into the other inputs.) And a lot of my setups that work with pretty pipes always tend to brick because some god damn module will not work properly. Hell, this smashing into multiple inputs can also put too few items in a place at once, which is just so ANNOYING. It's really hard to work with and something similar to ID/T that doesn't actually move the items through the piping and just teleports it there would be beyond awesome. And XNet for point-to-point transportation is a bit eh bleh. There's no real reason to keep pretty pipes around as it offers nothing. Fast item transport? XNet can have multiple channels pulling from one area and easily keep up with an energized smelter with no issues. If we are going mention that universal pipes already exist then might as well kick pretty pipes in the foot and remove it because it's barely useful for like a few automation setups.

commented

I mean, I like pretty pipes for simple stuff personally, but I'll admit I haven't played with the fluid variety. I haven't had a lot of issues with them, but I also use them for relatively simple setups, working with their limitations.

doesn't actually move the items through the piping and just teleports it there would be beyond awesome.

I think the point of having PP is to have something DIFFERENT than XNet and ID/IT - we already have other options that teleport items, part of the appeal of PP is that it doesn't. This doesn't really bear on whether or not we should add Pipez (that's up to Niller), but most of this isn't a very good argument to REMOVE PP - it's a kitchen sink pack, if you don't like them don't use them.

commented

I think the point of having PP is to have something DIFFERENT than XNet and ID/IT

That is correct!

commented

Haha yeah, pretty pipes fluid transportation is one of the dumbest things I've ever encountered.

commented

P.S. I'm fully aware that I just suggested that I fell back to ID/T because it was the easier option... ๐Ÿ˜†

commented

If we're talking about variety, I think there is plenty in the pack already without PP. And I think most (if not all) of what PP does is already covered through a combo of ID/T, Mek, Xnet, etc. I see Pipez mainly as an easier early game option, and that's why I think it fits better than PP. The only argument I can think of for PP is that it supports covers/facades... and that's why I tried it in the first place. But it was too inconsistent for my needs, and I quickly switched to one of the better options. If that's the intended behavior I can respect that. It does provide a pretty nice incentive to move on to things like xnet and ID/T when PP fails you lol. @TemperedFool you should check out the fluid variety (of PP) if you get a chance... they are painful to work with, and if you are not careful the result is catastrophic amounts of entities being thrown into the world.

commented

To say a few things in favor of PP: it requires no power, as opposed to xnet, it is intuitive to work with, as opposed to ID, and it has facades. The occasional wonkiness especially in large networks I find manageable. I tend to move on from PP as the game progresses, but the facades are a huge recommendation, and I would oppose a removal if the replacement mod didn't have any. I also don't see a limiting filter in the Pipez description. Having said that, the universal pipes would be appreciated.

commented

To be clear, I don't believe removing Pretty Pipes is on the table; it's in the pack for a reason. So the question really is whether or not Pipez has a place also.

My 2 (mostly worthless) cents is we already have plenty of item transport options. Then again, if EnderIO ever ports it's conduits I'd totally endorse its addition, so I'll wear my hypocrite badge proudly.

commented

To say a few things in favor of PP: it requires no power, as opposed to xnet, it is intuitive to work with, as opposed to ID, and it has facades. The occasional wonkiness especially in large networks I find manageable. I tend to move on from PP as the game progresses, but the facades are a huge recommendation, and I would oppose a removal if the replacement mod didn't have any. I also don't see a limiting filter in the Pipez description. Having said that, the universal pipes would be appreciated.

This pretty much sums up why I like Pretty Pipes. It feels like old Thermal pipes. Did they goof up sometimes? Yeah. But they get the job done, and are smart enough to do more complicated things. Heck, they even serve as a mini RS system for the very early game (remember, Expert is a thing that's coming).

As far as high performance mods go, Xnet has it covered. It handles every resource, is reasonably smart, and the only ticking entities are the connections/controller.

commented

I agree, XNet fills the niche pretty well. We don't really need another pipe mod.