![]() ![]() I hope they add a little bit more logic for piping networks so that it handles chunk unloading and loading a little better. This design is logical and very easy to understand, but it creates problems with chunks. The pipe at the start of a chain can't see the end. Pipes knows only about it's immediate vicinity. The pipes aren't updated fast enough and continue to send items into the void. The only real problem I see is the technical limitations regarding chunk loading and unloading. The graphical glitch with the "construction" lines left after a Filler is annoying, but hardly relevant for piping. ![]() The mechanics for fillers and builders is hardly relevant to piping. I say this as someone who has played and enjoyed Buildcraft extensively. Someone needs to design quarries, fillers, and builders that interface with IC2 power and Redpower tubes and then we can rid the world of the scourge that is Buildcraft forever. The area marking lines don't get removed when they should so you have to log out and log back in. ![]() Fillers and builders get stuck if there's a mob in their way and sometimes simply destroy the items they are supposed to be placing. The engines create way more server and client load than they should and since complex machines need engines like crazy servers quickly become bogged down. Pipes flowing into unloaded chunks cause item drops, iron pipe's client/server discrepancies cause infinite loops, a redstone signal unintentionally switching an iron pipe interface, can trigger mayhem, etc. Even a careful experienced designer can cause server-wrecking problems with the pipes. Buildcraft is riddled with bugs, scalability issues, and just plain shitty design. ![]()
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