From d8e3a27ff632c29207e18d010a6a76f8b767422e Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Sun, 31 Aug 2025 23:24:53 -0500 Subject: [PATCH 1/8] User documentation for Machine Item I/O and Pipes --- .../Gameplay/Pipes and Logistics/Covers.md | 3 + .../Gameplay/Pipes and Logistics/Machines.md | 57 ++++++++++++ .../Gameplay/Pipes and Logistics/Pipes.md | 90 +++++++++++++++++++ .../Gameplay/Pipes and Logistics/index.md | 10 +++ 4 files changed, 160 insertions(+) create mode 100644 docs/content/Gameplay/Pipes and Logistics/Covers.md create mode 100644 docs/content/Gameplay/Pipes and Logistics/Machines.md create mode 100644 docs/content/Gameplay/Pipes and Logistics/Pipes.md create mode 100644 docs/content/Gameplay/Pipes and Logistics/index.md diff --git a/docs/content/Gameplay/Pipes and Logistics/Covers.md b/docs/content/Gameplay/Pipes and Logistics/Covers.md new file mode 100644 index 00000000000..9e4ef478bed --- /dev/null +++ b/docs/content/Gameplay/Pipes and Logistics/Covers.md @@ -0,0 +1,3 @@ +## Covers +**All** GregTech Modern blocks which contain a BlockEntity can have Covers attached to them to add additional functionality +or alter their normal functions. Some of these covers affect item and fluid transfer. \ No newline at end of file diff --git a/docs/content/Gameplay/Pipes and Logistics/Machines.md b/docs/content/Gameplay/Pipes and Logistics/Machines.md new file mode 100644 index 00000000000..866b423bd68 --- /dev/null +++ b/docs/content/Gameplay/Pipes and Logistics/Machines.md @@ -0,0 +1,57 @@ +## Machine Logistics +### Steam Machines +Steam Machines do not have any form of built-in logistics capability, with three exceptions: +* The Primitive Water Pump is a Multiblock Machine and contains an Output Hatch. This hatch will automatically push water +out into any connected pipe or tank. +* The Coke Oven is also a Multiblock machine, but unlike other multiblocks its controller does contain its inventory. +To aid in Coke Oven automation, a unique block called the Coke Oven Hatch can be placed in its structure, which will +accept item input and automatically push items and fluids out. +* All Boilers which contain Steam will attempt to push Steam out into any fluid pipes or machines adjacent to them, on +all sides _except below_. This means that water can be safely input from below with no risk of steam entering your water +pipes. + +Additionally, Steam machines have a unique design challenge feature: all Steam machines have an Exhaust face, which must +be facing open air, and will emit a blast of Steam every time the machine finishes a recipe. If the Exhaust face is +blocked, the machine cannot complete its recipes; and the blast of Steam released will heavily injure any player +standing in it. + +### Electric Machines +All Electric machines have the ability to automatically output their produced items, fluids, or both, into any adjacent +machine, inventory, tank, or pipe. This can be done with a Wrench, or via the Side Configuration tab in the machine's UI. +* To change auto output from outside a machine, shift-right-click on air with the wrench to choose whether to configure +for Items, Fluids, or Both, then right click with a Wrench on the side of the machine to rotate its output face. + * To then enable automated output, right click the machine face with a Screwdriver. +* To change auto output from inside a machine, open the Side Configuration tab, and click the side you want to set as +output. + * One click will select the side, a second left click will set the side to item output, and a third left click will +toggle auto output. Right clicks will set and toggle fluid output. + * The main machine UI also contains two toggle buttons to enable or disable auto output for items or fluids, without +needing to open the configuration panel. + +Additionally, all electric machines will also **block** automated item or fluid input from their output sides. To +override this and allow input from output side, there is an additional toggle button in the Side Configuration tab, or +shift-right-click on the machine with a Screwdriver. + +### Multiblock Machines +Multiblock machines do not contain items within their controller blocks, and in stead all I/O is handled by Buses and +Hatches. Buses and Hatches will, by default, **auto-import** from any inventories, tanks, or pipes they face, and +**auto-export** to any inventories, tanks, or pipes. This behavior can be toggled by Disabling the hatch, either through +the power button in its UI or by right clicking it with a Soft Mallet. + +Buses and Hatches can accept automated import or export from other sides, so long as something else is causing it. + +### Passthrough Hatches and the Cleanroom +The Cleanroom is a unique multiblock with unique restrictions. Because the Cleanroom must have solid walls, pipes, cables, +and inventories outside cannot directly connect to machines inside. For this purpose, Passthrough Hatches exist. +Passthrough Hatches (by default, only the HV Passthrough Hatches can be crafted) are solid blocks which can be placed in +the walls or floor of a cleanroom. These hatches act as Input and Output at the same time, and will auto-Import from +their green face, and auto-Export to their red face, in the same tick. This allows items and fluids to be pulled through +the cleanroom walls, in or out. + +Furthermore, as Generators cannot be placed inside the Cleanroom, to transfer power in, Diodes can be used. Diodes can +also be placed in the Walls or Floor, and if right clicked with a Soft Mallet will limit how many Amps will travel through, +cycling through 1/2/4/8/16A. + +Finally, Machine Hulls have a unique feature. On the one hand, they can be used as a 1A Diode and transfer a single amp +of power. On the other hand, they are also considered valid cables for an Applied Energistics ME Network, and thus +ME Cables will connect to Hulls and allow an ME Network to extend into a Cleanroom. \ No newline at end of file diff --git a/docs/content/Gameplay/Pipes and Logistics/Pipes.md b/docs/content/Gameplay/Pipes and Logistics/Pipes.md new file mode 100644 index 00000000000..5eca1648d39 --- /dev/null +++ b/docs/content/Gameplay/Pipes and Logistics/Pipes.md @@ -0,0 +1,90 @@ +## Pipes +GregTech Modern offers both Item and Fluid pipes, made out of a wide range of materials in a wide range of capacities. + +### Pipe Placement +Pipes and Cables use a shared, unique system for placement in world. + +A pipe or cable which is placed in world will, by default, not connect to any other adjacent blocks. However, if the +pipe was shift-right-click placed against a machine or another pipe, the pipe will be placed connected to that machine. + +Once one pipe has been placed, looking at that pipe with another pipe will display the same sided overlay as when +looking at a machine with a wrench or other tool. Right clicking with a pipe within one of the sided regions will place +a new pipe *on that side of the existing pipe*, connected to the pipe. This allows for placing lines of pipe without +needing to stand in the path being placed along. + +### Pipe Connections +Pipes can be right clicked with a wrench to Connect or Disconnect the pipe from that side. This can be used to +preemptively set pipe connections in preparation for a machine to be placed there, or to connect or disconnect pipe +segments that need to branch off of others. + +Additionally, pipes can be shift-right-clicked in order to "Shutter" a given side of them. Shuttered pipe sides become +**output-only**, allowing pipes to be made one-way. Shuttered pipe sides are visible via a small black arrow drawn in the +allowed direction of transfer. + +Pipes have default logic for how they distribute their contents across their connections, however these behaviors can be +modified by using [Covers](./Covers.md) + +### Pipe Materials and Sizes +Pipes come in four sizes: Small, Normal, Large, and Huge. Fluid pipes also come in a Tiny size. Each larger size is more +expensive but has greater throughput. The throughput of a pipe is determined by its Material (and in general, materials +that require higher voltage tiers to produce have higher throughput) and multiplied by its size. + +### Item Pipes +Item Pipes effectively act as teleportation tunnels between their sources and destinations: any items which are pushed +into a pipe, are instantly pushed out the other end(s). Item pipes can be 1-to-1, 1-to-many, many-to-1, or many-to-many. +Item pipes have a limit on how many items can be pushed through them every second. The limit of a full pipe is the limit +of the smallest segment through (as even though the items are teleported rather than moving from pipe block to pipe block, +they do still follow a path through the pipes and check every pipe along the path). There is no limit to the amount of +different items that can move through a pipe at once, only the total count per second. + +When items are pushed into a pipe, by default they are pushed to the "closest" inventory to the source. However, the +"closest" inventory is not directly determined by the distance in blocks between source and destination. In stead, it is +determined by the "Priority" value of the pipe. Larger pipes have lower priorities, smaller pipes have higher priorities, +and items will take the path which has the smallest total priority value. + +Item Pipes have a special variant called Restrictive Item Pipes. Restrictive pipes have 100x the priority value of +equivalent non-restrictive pipes, allowing a pipe path to be forcibly made into the "longest" path and thus the final one +items can choose to go down. + +### Fluid Pipes +Fluid Pipes function completely differently from item pipes. Each fluid pipe block is a small fluid tank, with a size +equal to 20x the pipe's listed Transfer Rate. + +Every 5 ticks (4 times per second), fluid pipes will check for their adjacent connections, and try to export up to +Half of their maximum storage capacity, distributed among all adjacent connections that the pipe did *not* receive input +from since it last exported, based on the fullness percentage of those connections. + +As a result, while fluid pipes list their throughput as mB/t, they do not transfer on every tick; they transfer a large +amount of fluid several times per second. + +As a further result however, a line or network of fluid pipes which are not completely filled can experience the fluid +in the pipes sloshing around, becoming more full in some places and more empty in others. This can be mitigated by +Shuttering pipes to prevent backflow. + +#### Multi Pipes +While Item Pipes can transfer an unlimited number of item types at once, Fluid Pipes cannot and trying to move multiple +fluids through one pipe is liable to get a fluid stuck somewhere. To combat this, 4 Small Pipes or 9 Tiny Pipes can be +crafted togther into a Quadruple or Nonuple Fluid Pipe. These pipes act as 4 or 9 separate piped all in a single block. +Each of these pipes calculates its I/O independently, but **cannot contain duplicate fluids**, allowing 4 or 9 fluids +to be transferred through a single block with no risk of jams. + +#### Hazards +Fluid Pipes have an additional set of properties on them: Max Temperature, and Fluid Containment. + +All fluids in GregTech Modern have a Temperature, and some of them also have further properties: +* Acids +* Gases +* Cryogenics +* Plasmas + +If a Pipe's max temperature is less than the temperature of the fluid traveling through it, the pipe will intermittently +void some of its contents, severely injuring nearby players and spreading fires, and quickly be destroyed. +The exception to this is that if the fluid a pipe is carrying is a Plasma, and the pipe is marked as being able to contain +Plasmas, the temperature limit is ignored. + +For other properties, if improperly contained, the effects are similarly hazardous. Acids and Cryogenics will harm their +surroundings, then explode. Gases within pipes that cannot carry them will not destroy the pipe, but the gasses will +quickly escape and cause small explosions. + +Finally, pipes carrying very hot or cold fluids (above 320K or below 260K) will injure entities that touch them, twice +per second, damage scaling with how extreme the heat or cold is. \ No newline at end of file diff --git a/docs/content/Gameplay/Pipes and Logistics/index.md b/docs/content/Gameplay/Pipes and Logistics/index.md new file mode 100644 index 00000000000..74a4f1c50c6 --- /dev/null +++ b/docs/content/Gameplay/Pipes and Logistics/index.md @@ -0,0 +1,10 @@ +# Pipes, Items, and Fluid transfer +GregTech Modern contains several options for how items and fluids can be transferred between machines, at varying speeds +and technology levels. + +Automated item and fluid transport is managed by three separate systems: +* [**Machines**](./Machines.md) +* [**Pipes**](./Pipes.md) +* [**Covers**](./Covers.md) + +These systems are commonly manipulated using Tools such as a Wrench, Screwdriver, or Soft Mallet. From 66ddedb0a72edac4cb549aecef3d0cca88f3b8b0 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Wed, 3 Sep 2025 12:27:50 -0500 Subject: [PATCH 2/8] fix typos, rename folder --- .../Covers.md | 6 ++- .../Machines.md | 52 +++++++++---------- .../Pipes.md | 28 +++++----- .../index.md | 3 +- 4 files changed, 46 insertions(+), 43 deletions(-) rename docs/content/Gameplay/{Pipes and Logistics => Logistics}/Covers.md (84%) rename docs/content/Gameplay/{Pipes and Logistics => Logistics}/Machines.md (68%) rename docs/content/Gameplay/{Pipes and Logistics => Logistics}/Pipes.md (91%) rename docs/content/Gameplay/{Pipes and Logistics => Logistics}/index.md (89%) diff --git a/docs/content/Gameplay/Pipes and Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md similarity index 84% rename from docs/content/Gameplay/Pipes and Logistics/Covers.md rename to docs/content/Gameplay/Logistics/Covers.md index 9e4ef478bed..fcc102edc18 100644 --- a/docs/content/Gameplay/Pipes and Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -1,3 +1,5 @@ -## Covers +# Covers **All** GregTech Modern blocks which contain a BlockEntity can have Covers attached to them to add additional functionality -or alter their normal functions. Some of these covers affect item and fluid transfer. \ No newline at end of file +or alter their normal functions. Some of these covers affect item and fluid transfer. + +## \ No newline at end of file diff --git a/docs/content/Gameplay/Pipes and Logistics/Machines.md b/docs/content/Gameplay/Logistics/Machines.md similarity index 68% rename from docs/content/Gameplay/Pipes and Logistics/Machines.md rename to docs/content/Gameplay/Logistics/Machines.md index 866b423bd68..253fb1a163c 100644 --- a/docs/content/Gameplay/Pipes and Logistics/Machines.md +++ b/docs/content/Gameplay/Logistics/Machines.md @@ -1,55 +1,55 @@ -## Machine Logistics -### Steam Machines +# Machine Logistics +## Steam Machines Steam Machines do not have any form of built-in logistics capability, with three exceptions: * The Primitive Water Pump is a Multiblock Machine and contains an Output Hatch. This hatch will automatically push water -out into any connected pipe or tank. + out into any connected pipe or tank. * The Coke Oven is also a Multiblock machine, but unlike other multiblocks its controller does contain its inventory. -To aid in Coke Oven automation, a unique block called the Coke Oven Hatch can be placed in its structure, which will -accept item input and automatically push items and fluids out. -* All Boilers which contain Steam will attempt to push Steam out into any fluid pipes or machines adjacent to them, on -all sides _except below_. This means that water can be safely input from below with no risk of steam entering your water -pipes. + To aid in Coke Oven automation, a unique block called the Coke Oven Hatch can be placed in its structure, which will + accept item input and automatically push items and fluids out. +* All Boilers which contain Steam will attempt to push Steam out into any fluid pipes or machines adjacent to them, on + all sides _except below_. This means that water can be safely input from below with no risk of steam entering your water + pipes. Additionally, Steam machines have a unique design challenge feature: all Steam machines have an Exhaust face, which must -be facing open air, and will emit a blast of Steam every time the machine finishes a recipe. If the Exhaust face is +be facing open air, and will emit a blast of Steam every time the machine finishes a recipe. If the Exhaust face is blocked, the machine cannot complete its recipes; and the blast of Steam released will heavily injure any player standing in it. -### Electric Machines -All Electric machines have the ability to automatically output their produced items, fluids, or both, into any adjacent +## Electric Machines +All Electric machines have the ability to automatically output their produced items, fluids, or both, into any adjacent machine, inventory, tank, or pipe. This can be done with a Wrench, or via the Side Configuration tab in the machine's UI. -* To change auto output from outside a machine, shift-right-click on air with the wrench to choose whether to configure -for Items, Fluids, or Both, then right click with a Wrench on the side of the machine to rotate its output face. - * To then enable automated output, right click the machine face with a Screwdriver. +* To change auto output from outside a machine, shift-right-click on air with the wrench to choose whether to configure + for Items, Fluids, or Both, then right click with a Wrench on the side of the machine to rotate its output face. + * To then enable automated output, right-click the machine face with a Screwdriver. * To change auto output from inside a machine, open the Side Configuration tab, and click the side you want to set as -output. - * One click will select the side, a second left click will set the side to item output, and a third left click will -toggle auto output. Right clicks will set and toggle fluid output. + output. + * One click will select the side, a second left click will set the side to item output, and a third left click will + toggle auto output. Right clicks will set and toggle fluid output. * The main machine UI also contains two toggle buttons to enable or disable auto output for items or fluids, without -needing to open the configuration panel. + needing to open the configuration panel. Additionally, all electric machines will also **block** automated item or fluid input from their output sides. To override this and allow input from output side, there is an additional toggle button in the Side Configuration tab, or shift-right-click on the machine with a Screwdriver. -### Multiblock Machines -Multiblock machines do not contain items within their controller blocks, and in stead all I/O is handled by Buses and -Hatches. Buses and Hatches will, by default, **auto-import** from any inventories, tanks, or pipes they face, and +## Multiblock Machines +Multiblock machines do not contain items within their controller blocks, and instead all I/O is handled by Buses and +Hatches. Buses and Hatches will, by default, **auto-import** from any inventories, tanks, or pipes they face, and **auto-export** to any inventories, tanks, or pipes. This behavior can be toggled by Disabling the hatch, either through -the power button in its UI or by right clicking it with a Soft Mallet. +the power button in its UI or by right-clicking it with a Soft Mallet. Buses and Hatches can accept automated import or export from other sides, so long as something else is causing it. -### Passthrough Hatches and the Cleanroom +## Passthrough Hatches and the Cleanroom The Cleanroom is a unique multiblock with unique restrictions. Because the Cleanroom must have solid walls, pipes, cables, and inventories outside cannot directly connect to machines inside. For this purpose, Passthrough Hatches exist. Passthrough Hatches (by default, only the HV Passthrough Hatches can be crafted) are solid blocks which can be placed in -the walls or floor of a cleanroom. These hatches act as Input and Output at the same time, and will auto-Import from +the walls or floor of a cleanroom. These hatches act as Input and Output at the same time, and will auto-Import from their green face, and auto-Export to their red face, in the same tick. This allows items and fluids to be pulled through the cleanroom walls, in or out. -Furthermore, as Generators cannot be placed inside the Cleanroom, to transfer power in, Diodes can be used. Diodes can -also be placed in the Walls or Floor, and if right clicked with a Soft Mallet will limit how many Amps will travel through, +Furthermore, as Generators cannot be placed inside the Cleanroom, to transfer power in, Diodes can be used. Diodes can +also be placed in the Walls or Floor, and if right-clicked with a Soft Mallet will limit how many Amps will travel through, cycling through 1/2/4/8/16A. Finally, Machine Hulls have a unique feature. On the one hand, they can be used as a 1A Diode and transfer a single amp diff --git a/docs/content/Gameplay/Pipes and Logistics/Pipes.md b/docs/content/Gameplay/Logistics/Pipes.md similarity index 91% rename from docs/content/Gameplay/Pipes and Logistics/Pipes.md rename to docs/content/Gameplay/Logistics/Pipes.md index 5eca1648d39..103e7488d2c 100644 --- a/docs/content/Gameplay/Pipes and Logistics/Pipes.md +++ b/docs/content/Gameplay/Logistics/Pipes.md @@ -1,19 +1,19 @@ -## Pipes +# Pipes GregTech Modern offers both Item and Fluid pipes, made out of a wide range of materials in a wide range of capacities. -### Pipe Placement +## Pipe Placement Pipes and Cables use a shared, unique system for placement in world. A pipe or cable which is placed in world will, by default, not connect to any other adjacent blocks. However, if the pipe was shift-right-click placed against a machine or another pipe, the pipe will be placed connected to that machine. Once one pipe has been placed, looking at that pipe with another pipe will display the same sided overlay as when -looking at a machine with a wrench or other tool. Right clicking with a pipe within one of the sided regions will place +looking at a machine with a wrench or other tool. Right-clicking with a pipe within one of the sided regions will place a new pipe *on that side of the existing pipe*, connected to the pipe. This allows for placing lines of pipe without needing to stand in the path being placed along. -### Pipe Connections -Pipes can be right clicked with a wrench to Connect or Disconnect the pipe from that side. This can be used to +## Pipe Connections +Pipes can be right-clicked with a wrench to Connect or Disconnect the pipe from that side. This can be used to preemptively set pipe connections in preparation for a machine to be placed there, or to connect or disconnect pipe segments that need to branch off of others. @@ -24,12 +24,12 @@ allowed direction of transfer. Pipes have default logic for how they distribute their contents across their connections, however these behaviors can be modified by using [Covers](./Covers.md) -### Pipe Materials and Sizes +## Pipe Materials and Sizes Pipes come in four sizes: Small, Normal, Large, and Huge. Fluid pipes also come in a Tiny size. Each larger size is more expensive but has greater throughput. The throughput of a pipe is determined by its Material (and in general, materials that require higher voltage tiers to produce have higher throughput) and multiplied by its size. -### Item Pipes +## Item Pipes Item Pipes effectively act as teleportation tunnels between their sources and destinations: any items which are pushed into a pipe, are instantly pushed out the other end(s). Item pipes can be 1-to-1, 1-to-many, many-to-1, or many-to-many. Item pipes have a limit on how many items can be pushed through them every second. The limit of a full pipe is the limit @@ -38,15 +38,15 @@ they do still follow a path through the pipes and check every pipe along the pat different items that can move through a pipe at once, only the total count per second. When items are pushed into a pipe, by default they are pushed to the "closest" inventory to the source. However, the -"closest" inventory is not directly determined by the distance in blocks between source and destination. In stead, it is +"closest" inventory is not directly determined by the distance in blocks between source and destination. Instead, it is determined by the "Priority" value of the pipe. Larger pipes have lower priorities, smaller pipes have higher priorities, and items will take the path which has the smallest total priority value. Item Pipes have a special variant called Restrictive Item Pipes. Restrictive pipes have 100x the priority value of -equivalent non-restrictive pipes, allowing a pipe path to be forcibly made into the "longest" path and thus the final one -items can choose to go down. +equivalent non-restrictive pipes, allowing a pipe path to be forcibly made into the "longest" path and thus the final +path items can choose to go down. -### Fluid Pipes +## Fluid Pipes Fluid Pipes function completely differently from item pipes. Each fluid pipe block is a small fluid tank, with a size equal to 20x the pipe's listed Transfer Rate. @@ -61,14 +61,14 @@ As a further result however, a line or network of fluid pipes which are not comp in the pipes sloshing around, becoming more full in some places and more empty in others. This can be mitigated by Shuttering pipes to prevent backflow. -#### Multi Pipes +## Multi Pipes While Item Pipes can transfer an unlimited number of item types at once, Fluid Pipes cannot and trying to move multiple fluids through one pipe is liable to get a fluid stuck somewhere. To combat this, 4 Small Pipes or 9 Tiny Pipes can be -crafted togther into a Quadruple or Nonuple Fluid Pipe. These pipes act as 4 or 9 separate piped all in a single block. +crafted together into a Quadruple or Nonuple Fluid Pipe. These pipes act as 4 or 9 separate piped all in a single block. Each of these pipes calculates its I/O independently, but **cannot contain duplicate fluids**, allowing 4 or 9 fluids to be transferred through a single block with no risk of jams. -#### Hazards +## Hazards Fluid Pipes have an additional set of properties on them: Max Temperature, and Fluid Containment. All fluids in GregTech Modern have a Temperature, and some of them also have further properties: diff --git a/docs/content/Gameplay/Pipes and Logistics/index.md b/docs/content/Gameplay/Logistics/index.md similarity index 89% rename from docs/content/Gameplay/Pipes and Logistics/index.md rename to docs/content/Gameplay/Logistics/index.md index 74a4f1c50c6..e57afaccfd7 100644 --- a/docs/content/Gameplay/Pipes and Logistics/index.md +++ b/docs/content/Gameplay/Logistics/index.md @@ -1,8 +1,9 @@ -# Pipes, Items, and Fluid transfer +# Logistics: Automated Item and Fluid Transport GregTech Modern contains several options for how items and fluids can be transferred between machines, at varying speeds and technology levels. Automated item and fluid transport is managed by three separate systems: + * [**Machines**](./Machines.md) * [**Pipes**](./Pipes.md) * [**Covers**](./Covers.md) From 03737973f38c8bb7f41029b7658c4ca6d689fbb5 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Wed, 3 Sep 2025 13:25:12 -0500 Subject: [PATCH 3/8] Covers --- docs/content/Gameplay/Logistics/Covers.md | 70 ++++++++++++++++++++++- 1 file changed, 69 insertions(+), 1 deletion(-) diff --git a/docs/content/Gameplay/Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md index fcc102edc18..7dc75b2b5b5 100644 --- a/docs/content/Gameplay/Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -2,4 +2,72 @@ **All** GregTech Modern blocks which contain a BlockEntity can have Covers attached to them to add additional functionality or alter their normal functions. Some of these covers affect item and fluid transfer. -## \ No newline at end of file +Covers can be attached to machines by right-clicking on the machine while holding the cover, or through the machine side +configuration UI. Covers can be configured by right-clicking their side with a Screwdriver, and removed by right-clicking +their side with a Crowbar. + +Logistics are available at all voltage tiers starting at LV, and the maximum rate at which they transfer items and fluids +is based on their voltage tier. (There is an add-on mod which also adds ULV covers however those are not included in base +GregTech Modern.) + +## Conveyor Modules and Electric Pumps +Conveyor Modules and Electric Pumps are the standard set of logistics covers. They can be placed on blocks with inventories +or tanks, or on item or fluid pipes (respectively). On placement, they default to Export mode, extracting items or fluids +from their attached block and pushing them into the block they face. By using a Screwdriver, they can be toggled to +Import mode, and their transfer rate per-second or per-tick can also be configured. + +When transporting items into an Item Pipe (either by being placed adjacent to a pipe and set to export, or placed on a +pipe and set to import), Conveyor Modules have an additional feature: Distribution Mode. There are three options for this: + +* Priority: Items are sent to the closest available inventory first +* Round Robin: Items are distributed approximately equally across all available inventories +* Round Robin With Priority: Items are distributed across all available inventories, but the distribution ratio is based +on priority. (e.g. a destination with half the priority of the others receives twice as many items) + +## Robot Arms and Fluid Regulators +Robot Arms and Fluid Regulators are more advanced versions of the Conveyor and Pump. They have the same features, but +with an additional Transfer Mode toggle: + +* Transfer Any: always transfer as many items/fluid as are available +* Transfer Exact: Only transfer items/fluid if an **exact** amount is available for transport (e.g. only transport +exactly 13 items at once, or exactly 144mB of a fluid). The cover will not transfer any if it has less than the target, +and will only transfer the exact amount even if more is available. This is useful for preventing machines being jammed +from a full inventory but each stack has only half the items needed to run a recipe. +* Keep Exact: Check the contents of the target inventory. Only transfer items/fluids if the amount of each available +item/fluid in the target is less than the set amount, and only transfer enough to raise the target's inventory to the +set amount. This is useful to prevent a machine from getting completely filled with one item and having no space for a +second required item. + +## Filters +Logistics covers can have Filters installed in them, to specifically allow (whitelist) or disallow (blacklist) chosen +items or fluids to pass through those covers. Filters can be configured by right-clicking them against the air, and +items and fluids can be added to the filter either by placing them in from inventory (not consumed), or by dragging them +in from NEI/JEI/EMI. + +There are five types of filters: + +* Item Filter, Fluid Filter - filters by specific items/fluids. Can be set to filter by, or ignore, item NBT data. +* Item Tag Filter, Fluid Tag Filter - Filters using a Regular Expression string, searching by one or more Item Tags. +Multiple tags can be included or excluded from a single filter using logical operators. +* Smart Item Filter - Filters items by searching recipe logic for valid ingredients. Supports the Centrifuge, Electrolyzer, +and Sifter recipe lists. + +Filters can also be attached as covers to Machine faces set to auto-export or receiving inputs, to apply their filter +to the items or fluids traveling through that face. + +Fluid Filter Covers can also be attached to Fluid Pipes to isolate individual pipe directions and ensure only a single +fluid can travel down that pipe (if, for example, there was a Quadruple Fluid Pipe carrying four fluids, and one fluid +needed to be separated out). + +## Ender Links +Independent from all these other devices, there are also another set of covers: the Ender Link Covers. These come in +three types: Item, Fluid, and Redstone. These covers must be configured with a screwdriver on placement, but once configured +they become part of a Network of wirelessly connected Ender Links. + +Ender Links are assigned a network using a Channel, using an 8-digit hexadecimal color code (RBGA format) and optionally +a Description (as a text string). Every Channel has two forms: a Public form (accessible to everyone on the server), and +a Private form (accessible only to the player who placed the Link cover). All Links of the same type on the same channel +then become linked, allowing items, fluids, or redstone signals to be imported or exported between them. + +After being assigned a channel, Ender Links have the same input/output and filter controls as a Conveyor or Pump. A single +Ender Link cover is only one-directional though, only allowing its attached machine to Export To the ender network, or From 52ae3dda57e4c9ed8d29b6de0ba97ff59a8d5c5a Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Wed, 3 Sep 2025 13:30:23 -0500 Subject: [PATCH 4/8] Void Covers --- docs/content/Gameplay/Logistics/Covers.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/docs/content/Gameplay/Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md index 7dc75b2b5b5..64ff8de7594 100644 --- a/docs/content/Gameplay/Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -71,3 +71,13 @@ then become linked, allowing items, fluids, or redstone signals to be imported o After being assigned a channel, Ender Links have the same input/output and filter controls as a Conveyor or Pump. A single Ender Link cover is only one-directional though, only allowing its attached machine to Export To the ender network, or + +## Void Covers +Sometimes items or fluids are unneeded or unwanted. Void Covers answer that. Any items or fluids which are exported into +a Voiding Cover are simply deleted. + +Void Covers have two versions: + +* Simple: Voids all items/fluids that enter it. No further configuration. +* Advanced: Allows for Filter configuration to only void specific items/fluids. Also has a Keep Exact mode, causing the +cover to only void contents if the attached inventory contains more than the configured amount. \ No newline at end of file From 34fbf0ec7174262b76868e07595686f7840c2a4e Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Wed, 3 Sep 2025 13:34:16 -0500 Subject: [PATCH 5/8] that bug I fixed last week --- docs/content/Gameplay/Logistics/Covers.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/docs/content/Gameplay/Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md index 64ff8de7594..295c5c06a0b 100644 --- a/docs/content/Gameplay/Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -38,6 +38,10 @@ item/fluid in the target is less than the set amount, and only transfer enough t set amount. This is useful to prevent a machine from getting completely filled with one item and having no space for a second required item. +When attached to a Pipe, Robot Arms can export into the pipe using Transfer Exact mode, but they are unable to export using +Keep Exact mode. However, Robot Arms *can* be attached to pipe output ends, and they will enforce the Keep Exact quantity +for the inventory they are exporting to. + ## Filters Logistics covers can have Filters installed in them, to specifically allow (whitelist) or disallow (blacklist) chosen items or fluids to pass through those covers. Filters can be configured by right-clicking them against the air, and From 37d607de793150b36b0a9ac80051f8bd8ac70bb0 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Thu, 4 Sep 2025 15:40:02 -0500 Subject: [PATCH 6/8] update docs for changes in #3855 --- docs/content/Gameplay/Logistics/Covers.md | 8 ++++++-- docs/content/Gameplay/Logistics/Pipes.md | 1 + 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/docs/content/Gameplay/Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md index 295c5c06a0b..e2a279e0646 100644 --- a/docs/content/Gameplay/Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -16,13 +16,17 @@ or tanks, or on item or fluid pipes (respectively). On placement, they default t from their attached block and pushing them into the block they face. By using a Screwdriver, they can be toggled to Import mode, and their transfer rate per-second or per-tick can also be configured. +When connected to a Fluid Pipe, Electric Pumps will override the normal fluid transfer rate of the pipe on that side, +and fluid will transfer according to the Pump's settings. + When transporting items into an Item Pipe (either by being placed adjacent to a pipe and set to export, or placed on a pipe and set to import), Conveyor Modules have an additional feature: Distribution Mode. There are three options for this: * Priority: Items are sent to the closest available inventory first * Round Robin: Items are distributed approximately equally across all available inventories -* Round Robin With Priority: Items are distributed across all available inventories, but the distribution ratio is based -on priority. (e.g. a destination with half the priority of the others receives twice as many items) +* Round Robin with Restriction: Items are distributed across all available inventories, but the distribution will ignore +any destinations that have Restrictive Item Pipes along the route to them, unless there are no other destinations it can +send to. ## Robot Arms and Fluid Regulators Robot Arms and Fluid Regulators are more advanced versions of the Conveyor and Pump. They have the same features, but diff --git a/docs/content/Gameplay/Logistics/Pipes.md b/docs/content/Gameplay/Logistics/Pipes.md index 103e7488d2c..699aaf2c67f 100644 --- a/docs/content/Gameplay/Logistics/Pipes.md +++ b/docs/content/Gameplay/Logistics/Pipes.md @@ -42,6 +42,7 @@ When items are pushed into a pipe, by default they are pushed to the "closest" i determined by the "Priority" value of the pipe. Larger pipes have lower priorities, smaller pipes have higher priorities, and items will take the path which has the smallest total priority value. +### Restrictive Item Pipes Item Pipes have a special variant called Restrictive Item Pipes. Restrictive pipes have 100x the priority value of equivalent non-restrictive pipes, allowing a pipe path to be forcibly made into the "longest" path and thus the final path items can choose to go down. From cad0d8ef0c307c4b6cd2c884b5b21da906ca0afa Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Thu, 4 Sep 2025 19:51:51 -0500 Subject: [PATCH 7/8] frame boxes? --- docs/content/Gameplay/Logistics/Pipes.md | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/docs/content/Gameplay/Logistics/Pipes.md b/docs/content/Gameplay/Logistics/Pipes.md index 699aaf2c67f..afc9b25dba1 100644 --- a/docs/content/Gameplay/Logistics/Pipes.md +++ b/docs/content/Gameplay/Logistics/Pipes.md @@ -12,6 +12,11 @@ looking at a machine with a wrench or other tool. Right-clicking with a pipe wit a new pipe *on that side of the existing pipe*, connected to the pipe. This allows for placing lines of pipe without needing to stand in the path being placed along. +### Frame Boxes +Pipes can be placed inside of Frame Boxes, and Frame Boxes can be placed over Pipes. This is primarily an aesthetic +choice, however it also forces the pipe's collision box to take up a full block of space, and thus also provides some +protection from the hazards of touching a fluid pipe carrying very hot or cold fluids (see below). + ## Pipe Connections Pipes can be right-clicked with a wrench to Connect or Disconnect the pipe from that side. This can be used to preemptively set pipe connections in preparation for a machine to be placed there, or to connect or disconnect pipe From efd24e24a4c35971ebaa8613e07bf61898ba4b81 Mon Sep 17 00:00:00 2001 From: Dilithium Thoride Date: Fri, 12 Sep 2025 03:03:48 -0500 Subject: [PATCH 8/8] Apply changes per code review --- docs/content/Gameplay/Logistics/Covers.md | 19 ++++++++++++++----- docs/content/Gameplay/Logistics/Machines.md | 4 +++- 2 files changed, 17 insertions(+), 6 deletions(-) diff --git a/docs/content/Gameplay/Logistics/Covers.md b/docs/content/Gameplay/Logistics/Covers.md index e2a279e0646..000f4ddf8f0 100644 --- a/docs/content/Gameplay/Logistics/Covers.md +++ b/docs/content/Gameplay/Logistics/Covers.md @@ -2,9 +2,12 @@ **All** GregTech Modern blocks which contain a BlockEntity can have Covers attached to them to add additional functionality or alter their normal functions. Some of these covers affect item and fluid transfer. -Covers can be attached to machines by right-clicking on the machine while holding the cover, or through the machine side -configuration UI. Covers can be configured by right-clicking their side with a Screwdriver, and removed by right-clicking -their side with a Crowbar. +Covers can be attached, configured, or removed, through the machine side configuration UI found in all GregTech Modern +machines and hatches. They can also be: + +* Attached by right-clicking the machine while holding the cover +* Configured by right-clicking their side with a Screwdriver or shift- right-clicking with an empty hand +* Removed by right-clicking with a Crowbar. Logistics are available at all voltage tiers starting at LV, and the maximum rate at which they transfer items and fluids is based on their voltage tier. (There is an add-on mod which also adds ULV covers however those are not included in base @@ -70,7 +73,7 @@ needed to be separated out). ## Ender Links Independent from all these other devices, there are also another set of covers: the Ender Link Covers. These come in three types: Item, Fluid, and Redstone. These covers must be configured with a screwdriver on placement, but once configured -they become part of a Network of wirelessly connected Ender Links. +they become part of a Network of interdimensionally wirelessly connected Ender Links. Ender Links are assigned a network using a Channel, using an 8-digit hexadecimal color code (RBGA format) and optionally a Description (as a text string). Every Channel has two forms: a Public form (accessible to everyone on the server), and @@ -78,7 +81,13 @@ a Private form (accessible only to the player who placed the Link cover). All Li then become linked, allowing items, fluids, or redstone signals to be imported or exported between them. After being assigned a channel, Ender Links have the same input/output and filter controls as a Conveyor or Pump. A single -Ender Link cover is only one-directional though, only allowing its attached machine to Export To the ender network, or +Ender Link cover is only one-directional though, only allowing its attached machine to export to the ender network, or +import from it. + +Each Ender Link channel contains a single storage slot: either a single redstone value, a 160,000mB fluid tank, or a 1- +slot inventory. Each Ender Fluid Link cover can transfer up to 160,000mB of fluid per second in or out, and each Ender +Item Link can transfer up to 160 items per second in or out, attempting transfer every tick. Because Link Covers contain +only a single slot, they are most efficient at teleporting only a single type of item or fluid. ## Void Covers Sometimes items or fluids are unneeded or unwanted. Void Covers answer that. Any items or fluids which are exported into diff --git a/docs/content/Gameplay/Logistics/Machines.md b/docs/content/Gameplay/Logistics/Machines.md index 253fb1a163c..8cfe69a4bdd 100644 --- a/docs/content/Gameplay/Logistics/Machines.md +++ b/docs/content/Gameplay/Logistics/Machines.md @@ -1,6 +1,7 @@ # Machine Logistics ## Steam Machines Steam Machines do not have any form of built-in logistics capability, with three exceptions: + * The Primitive Water Pump is a Multiblock Machine and contains an Output Hatch. This hatch will automatically push water out into any connected pipe or tank. * The Coke Oven is also a Multiblock machine, but unlike other multiblocks its controller does contain its inventory. @@ -18,6 +19,7 @@ standing in it. ## Electric Machines All Electric machines have the ability to automatically output their produced items, fluids, or both, into any adjacent machine, inventory, tank, or pipe. This can be done with a Wrench, or via the Side Configuration tab in the machine's UI. + * To change auto output from outside a machine, shift-right-click on air with the wrench to choose whether to configure for Items, Fluids, or Both, then right click with a Wrench on the side of the machine to rotate its output face. * To then enable automated output, right-click the machine face with a Screwdriver. @@ -52,6 +54,6 @@ Furthermore, as Generators cannot be placed inside the Cleanroom, to transfer po also be placed in the Walls or Floor, and if right-clicked with a Soft Mallet will limit how many Amps will travel through, cycling through 1/2/4/8/16A. -Finally, Machine Hulls have a unique feature. On the one hand, they can be used as a 1A Diode and transfer a single amp +Finally, Machine Hulls have a unique feature. On one hand, they can be used as a 1A Diode and transfer a single amp of power. On the other hand, they are also considered valid cables for an Applied Energistics ME Network, and thus ME Cables will connect to Hulls and allow an ME Network to extend into a Cleanroom. \ No newline at end of file