Pipeworks is a mod for Minetest allowing the crafting and usage of pipes and tubes
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2015-07-25 14:29:57 +02:00
models use animated water for pouring spigot 2015-01-16 04:38:17 -05:00
textures better texture for tube pane sides 2015-02-01 12:31:40 -05:00
.gitignore added .gitignore for temp Kate files, added depends.txt for "default" 2012-07-14 02:51:26 +04:00
autocrafter.lua add ownership/protection handling for device configuration 2015-03-11 19:36:41 +01:00
autoplace_pipes.lua use swap_node in autoplace_pipes for pipesegments so the source would be kept; fixes #78 2015-01-29 04:18:00 +01:00
autoplace_tubes.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
changelog.txt Added Nore's item transport mod and integrated it into pipeworks 2013-01-13 21:45:03 -05:00
common.lua chmod -x *.lua 2015-01-29 21:59:35 +01:00
compat.lua Set the owner for locked chests on placing 2015-02-11 19:37:19 +01:00
crafts.lua split the big tubes file up into functional modules independend from the tube registration and add their respective crafting recipes 2015-01-29 22:37:29 +01:00
decorative_tubes.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
default_settings.txt Add the High Priority tube segment that can be used as replacement of sorting tubes where they are only used to 2015-02-03 14:46:45 -05:00
depends.txt Support for the mesecons mvps callback 2014-01-03 21:36:10 +01:00
devices.lua drop direct support for dedicated protection mods 2015-03-23 17:40:00 -04:00
filter-injector.lua add ownership/protection handling for device configuration 2015-03-11 19:36:41 +01:00
flowing_logic.lua A few more fixes (spamming the commit log again...) 2013-12-21 11:11:36 +01:00
init.lua drop direct support for dedicated protection mods 2015-03-23 17:40:00 -04:00
item_transport.lua Try to fix items dropping in unloaded areas 2015-07-25 14:29:57 +02:00
legacy.lua remove dead code to remove undeclared variable access warning 2015-02-04 12:41:25 +01:00
LICENSE add license file 2013-07-18 12:25:05 -04:00
luaentity.lua Try to fix crash (2) 2015-06-23 19:26:01 +02:00
models.lua Use mesh nodes for all nodebox-based pipe-related nodes 2015-01-15 06:25:41 -05:00
pipes.lua Use mesh nodes for all nodebox-based pipe-related nodes 2015-01-15 06:25:41 -05:00
README New wiki url in README 2015-03-09 00:05:13 +02:00
routing_tubes.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
signal_tubes.lua fix conductor_tube_on texture 2015-02-08 11:04:32 +01:00
sorting_tubes.lua add ownership/protection handling for device configuration 2015-03-11 19:36:41 +01:00
teleport_tube.lua teleport_tube.lua recipe change 2015-03-14 21:06:24 +01:00
trashcan.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
tube_registration.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
vacuum_tubes.lua add ownership/protection handling for device configuration 2015-03-11 19:36:41 +01:00
wielder.lua fix deprecated time_images use 2015-04-26 18:46:00 -04:00

This mod uses nodeboxes to supply a complete set of 3D pipes and tubes, 
along devices that work with them.

See https://github.com/VanessaE/pipeworks/wiki/ for detailed information about usage of this mod.

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.

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.