Maybe this fork could add some more building blocks compared to the original
Building blocks should probably go into separate mod, it could have special support for Technic if needed but no reason to include extra nodes with Technic. If it helps then these mods could of course be linked through some recommended mods list or something like that.
I earlier thought Technic Plus Beta meant things suddenly breaking
Things can break suddenly with beta release as any changes get directly deployed to content db beta release before large scale play tests on actual servers.
However badly broken release on beta is very rare and issues usually get fixed very fast.
Basically beta release gets updates before large scale play tests but there's still a lot of automated testing with pretty good coverage for every release.
Beta release also has a lot worse backwards compatibility with original Technic mod, stable release still comes with fairly good backwards compatibility.
This means it is a lot easier to return to original Technic from stable Technic Plus release but trying to return to original from Technic Plus Beta will more likely fail / cause all kinds of issues or require a lot of manual work or migration scripts.
That said upgrading from original Technic to Technic Plus should work just fine with both stable and beta but upgrading to Technic Plus Beta from original Technic mod isn't really tested that much.
You can do splitting with simple T-junction.
With normal tubes you can distribute to 5 directions and can of course chain these splitters.
With teleport tubes there's no limits.
You however cannot directly split by item count, only by stacks.
For splitting by item count you will need either lua tube or have to make sure that incoming stacks are same size before splitting instead of counting items during splitting, which one you should do heavily depends on other things in setup but most often it is better to send stacks of known size rather than counting items later.
Injectors erroneously push items into the wrong containers, possibly skipping or losing instructions.
This should probably be bug report and added to pipeworks issue tracker, funny enough there was some discussion about this just few days ago :)
I think this review was very good pointing out many things that should be added to user manual and it seems that there probably should also be some kind of server admin manual / cheatsheet.
Large or complex constructs using pipeworks are known to have a major impact on server performance, and which some objects become out of sync or break when flooded.
While mod is pretty heavy this is problem mostly if tube system is not designed well, large and complex systems can be done without causing major impact on server performance but it is also true that tube system can cause large problems with server performance if system is not designed well enough.
For public servers where anyone can build anything some monitoring system or restriction mods (like stack TTL in tubes) is must when large and complex systems come into play. Definitely could be improved.
Tube routing is not intelligent, causing backups, spills, breakages, empty machines, and other problems. There should be automatic load-balancing with a toggle to select the old random switching or splitting/ round-robin.
Load balancing can be done pretty well, it is not round-robin but random. Random distribution however is pretty much uniform, in one of my tests some about 10k stacks ended up exactly even to both sides of T-junction created using regular tubes. Teleport tubes are another option for load balancing.
Injectors and tubes are not smart, and do not provide any versions that are smart which don't require extensive digilines detectors and Lua, which can know to stop pushing items if the next-in-line storage or tubeline are inoperable or full.
There's sorting tubes that do not require Lua or digilines, for most generic use cases these are often good enough. Lua tube on other hand detects stacks and can be used to route stacks programmatically but does require writing Lua code for tube.
Things can break suddenly with beta release as any changes get directly deployed to content db beta release before large scale play tests on actual servers. However badly broken release on beta is very rare and issues usually get fixed very fast.
Basically beta release gets updates before large scale play tests but there's still a lot of automated testing with pretty good coverage for every release.
Beta release also has a lot worse backwards compatibility with original Technic mod, stable release still comes with fairly good backwards compatibility. This means it is a lot easier to return to original Technic from stable Technic Plus release but trying to return to original from Technic Plus Beta will more likely fail / cause all kinds of issues or require a lot of manual work or migration scripts.
That said upgrading from original Technic to Technic Plus should work just fine with both stable and beta but upgrading to Technic Plus Beta from original Technic mod isn't really tested that much.
You can do splitting with simple T-junction. With normal tubes you can distribute to 5 directions and can of course chain these splitters. With teleport tubes there's no limits.
You however cannot directly split by item count, only by stacks. For splitting by item count you will need either lua tube or have to make sure that incoming stacks are same size before splitting instead of counting items during splitting, which one you should do heavily depends on other things in setup but most often it is better to send stacks of known size rather than counting items later.
Yes of course, that would be very nice.
Let tubes do heavy lifting, sorting and filtering. Nice automation mod especially when coupled with Technic
This should probably be bug report and added to pipeworks issue tracker, funny enough there was some discussion about this just few days ago :) I think this review was very good pointing out many things that should be added to user manual and it seems that there probably should also be some kind of server admin manual / cheatsheet.
While mod is pretty heavy this is problem mostly if tube system is not designed well, large and complex systems can be done without causing major impact on server performance but it is also true that tube system can cause large problems with server performance if system is not designed well enough. For public servers where anyone can build anything some monitoring system or restriction mods (like stack TTL in tubes) is must when large and complex systems come into play. Definitely could be improved.
Load balancing can be done pretty well, it is not round-robin but random. Random distribution however is pretty much uniform, in one of my tests some about 10k stacks ended up exactly even to both sides of T-junction created using regular tubes. Teleport tubes are another option for load balancing.
There's sorting tubes that do not require Lua or digilines, for most generic use cases these are often good enough. Lua tube on other hand detects stacks and can be used to route stacks programmatically but does require writing Lua code for tube.
This is resolved now and points to new repo at https://github.com/mt-mods/pipeworks