mirror of
https://github.com/mt-mods/pipeworks.git
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134 lines
7.2 KiB
Plaintext
134 lines
7.2 KiB
Plaintext
Changelog
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2017-10-14 (thetaepsilon, VanessaE)
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Node breakers have been updated to not have a tool by default, and determine if the node that they are trying to break can be dug with the tool in it's inventory slot.
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The crafting recipe for the node breakers has been updated, using a new gear crafting item that requires iron instead of mese, which should be a more accessible cost in most cases.
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Existing node breakers in worlds will get their mese pick back if their slot is empty via LBM - the mese pick will show up in the inventory slot so you can reclaim your hard-earned mese crystals.
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Gear item texture and updated node breaker textures provided by VanessaE.
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2017-10-08 (thetaepsilon)
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A lot more of the new flow logic work.
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There are two sub-modes of this now, non-finite and finite mode.
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Non-finite mode most closely resembles "classic mode", whereas finite mode is more intended for use with mods such as dynamic_liquids which enable water sources to move themselves.
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Everything that was functional in classic mode more or less works correctly now.
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Still TODO:
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+ Flow directionality - things like flow sensors and airtight panels will flow in directions that don't make sense from their visuals.
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Possible feature requests:
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+ Making tanks and gratings do something useful.
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2017-09-27 (thetaepsilon)
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Start of new flow logic re-implementation.
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This mode is current *very* incomplete, and requires a per-world setting to enable.
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Adds a pressure value stored in all pipe node metadata, and a mechanism to balance it out with nearby nodes on ABM trigger.
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Currently, this inhibits the old behaviour when enabled, and (again WHEN ENABLED) breaks pretty much everything but normal pipes, spigots and pumps.
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For this reason it is far from being intended as the default for some time to come yet.
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What *does* work:
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+ Pumps will try to take in water (and removes it!) as long as internal pressure does not exceed a threshold.
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- a TODO is to make this pressure threshold configurable.
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+ Pipes will balance this pressure between themselves, and will slowly average out over time.
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+ Spigots will try to make the node beneath them a water source if the pressure is great enough and the existing node is flowing water or air.
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- This is admittedly of fairly limited use with default water mechanics; those looking for more realistic mechanics might want to look at the dynamic_liquid mod, though that mod comes with it's own caveats (most notably drastic changes to previous worlds...).
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What *does not* work:
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+ Flow sensors, valves. Valves in particular currently do not function as a barrier to water's path under the experimental logic.
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- TODO: internal code to allow this to be overriden.
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*seems this hasn't been updated in a while*
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2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item
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transport mod as a default part of this mod, to make tubes do something useful!
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Thanks to Nore and RealBadAngel for the code contributions!
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2013-01-05: made storage tanks connect from top/bottom, made storage tank and
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pipe textures use the ^ combine operator so they can show the actual liquid
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going through the pipes/tanks.
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2013-01-04 (a bit later): Made pipes able to carry water! It was just a minor
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logic error resulting from moving the water flowing code into it's own file
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when I originally imported it. Many thanks to Mauvebic for writing it!
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2013-01-04: First stage of integrating Mauvebic's water flowing code. This is
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experimental and doesn't move water yet - but at least it doesn't break
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anything :-)
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2013-01-01: Various minor tweaks to textures, facedir settings, some other
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stuff. Changed crafting recipes to account for revamped pumps, valves, etc.
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Now requires the moreores mod and most recent git (for mese crystal fragments)
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to craft a pump. Added a "sealed" entry/exit panel (really just a horizontal
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pipe with a metal panel overlayed into the middle). Also, tweaked pipes to
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always drop the empty ones. Revamped pumps so that now they should sit in/on
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liquid and be connected only from the top, relegated grates to decorational-
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only, added outlet spigot. Got rid of a few obsolete textures. Got rid of
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that whole _x and _z naming thing - now all directional devices (pumps, valves,
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spigots, tanks) use facedir. Valves, spigots no longer auto-rotate to find
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nearby pipes.
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2012-09-17: Added test object for pneumatic tube autorouting code, made tubes
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connect to it and any object that bears groups={tubedevice=1} (connects to any
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side)
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2012-09-05: All recipes doubled except for junglegrass -> plastic sheet (since
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that is derived from home decor)
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2012-09-02: Fixed plastic sheeting recipe. Added crafting recipes for various
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objects, with options: If homedecor is installed, use the plastic sheeting
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therein. If not, we define it manually. If the Technic mod is installed,
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don't define any recipes at all. Also removed the extra "loaded!" messages and
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tweaked the default pipe alias to point to something that is actually visible
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:-)
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2012-09-01: flattened wielded pipe segment.
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2012-08-24: Added square-ish pneumatic tubes with their own autoplace code
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(does not connect to steel pipes or pipe-oriented devices), then revised their
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textures shortly after. Fixed a recursion bug that sometimes caused a stack
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overflow. Old pipes were overriding the pipeworks:pipe defintion that belongs
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with the new pipes.
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2012-08-22: Added outlet grate, made it participate in autoplace algorithm.
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Extended storage tank to show fill level in 10% steps (0% to 100%). Added
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"expansion tank" that appears if the user stacks tanks upwards. (Downwards is
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not checked).
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2012-08-21: Made storage tank participate in autoplace algorithm. Tuned API a
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little to allow for more flexible placement. Re-organized code a bit to allow
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for some upcoming rules changes. Made storage tanks' upper/lower fittins and
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intake grate participate in autoplace algorithm.
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2012-08-20: Added temporary nodes for storage tank and intake grating, but
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without autoplace.
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2012-08-19: Pumps and valves now fully participate in the
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auto-rotate/auto-place algorithm.
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2012-08-18: Total rewrite again. All pipes are now nice and round-looking, and
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they auto-connect! Also added temporary nodes for pump and valve (each with an
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on/off setting - punch to change). No crafting recipes yet and the pipes still
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don't do anything useful yet. Soon.
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2012-08-06: Moved this changelog off the forum post and into a separate file.
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2012-08-05 (multiple updates): Rewrote pipeworks to use loops and tables to
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create the nodes. Requires far less code now. Added -X, +X, -Y, +Y, -Z, +Z
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capped stubs and a short centered horizontal segment. Changed node definitions
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so that the aforementioned "short centered" segment is given on dig/drop.
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Renamed it to just "pipeworks:pipe" (and pipe_loaded). Added empty/loaded
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indicator images to the capped ends, removed some redundant comments. Made the
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empty/loaded indication at the capped end more prominent.
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2012-07-21: Added screenshot showing pipes as they look now that nodebox
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texture rotation is fixed.
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2012-07-18: Changed the mod name and all internals to 'pipeworks' instead of
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'pipes'... after a couple of mistakes :-)
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2012-07-12: moved project to github.
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2012-06-23: Initial release, followed by reworking the textures a bit.
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