mirror of
https://github.com/mt-mods/pipeworks.git
synced 2024-11-09 17:03:58 +01:00
Pipeworks is a mod for Minetest allowing the crafting and usage of pipes and tubes
textures | ||
.gitignore | ||
autoplace.lua | ||
changelog.txt | ||
compat.lua | ||
crafts.lua | ||
depends.txt | ||
devices.lua | ||
flowing_logic.lua | ||
init.lua | ||
item_transport.lua | ||
oldpipes.lua | ||
README | ||
tubes.lua |
This simple mod uses nodeboxes to supply a complete set of 3D flanged pipes, along with "valve" and "pump" devices. Unlike the previous version of this mod, these pipes are rounded, and when placed, they'll automatically join together as needed. Pipes can go vertically or horizontally, and there are enough nodes defined to allow for all possible connections. Valves and pumps can only be placed horizontally, and will automatically rotate and join with neighboring pipes as objects are added, as well as joining with each other under certain circumstances. Pipes come in two variants: one type bears one or more dark windows on each pipe, suggesting they're empty, while the other type bears green-tinted windows, as if full (the two colors should also be easy to select if you want to change them in a paint program). These windows only appear on straight lengths and on certain junctions. There are no crafting recipes, yet, but you can use /giveme as usual, namely "/giveme pipeworks:pipe 999" or so, and then place them as needed. See init.lua for more details. This mod is intended to be used as a basis or at least as sort of a model for something else to build on (perhaps a nicer-looking oil mod?), and does not provide any of the code necessary to cause anything to flow through them. Like the pipes, the valve and pump don't do anything useful yet, but you can punch them to turn them "on" and "off". Note that the valve and pump textures and shapes are not yet complete (hence their boxy appearance). This mod is a work in progress. Please note that owing to the nature of this mod, I have opted to use 64px textures. Anything less just looks terrible. If you don't need the old node names from the previous version of this mod, edit init.lua and comment-out the 'dofile' line at the top.