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Carter Kolwey acf7ee4a80 Special-case technic machines
This makes them work correctly with filters.
2017-02-28 23:52:10 -06:00
models use animated water for pouring spigot 2015-01-16 04:38:17 -05:00
textures Add digiline detector tube (#139) 2016-06-11 17:14:38 -07:00
.gitignore update .gitignore 2016-08-29 18:25:40 +02:00
autocrafter.lua Add digilines support to autocrafter 2017-02-26 15:35:51 -06:00
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 Work with NodeTimer based furnaces. 2016-03-27 16:30:23 -07:00
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 Allow reversing direction if there's nowhere to go 2017-03-01 01:40:06 -03:00
depends.txt Add Digiline Filter-Injector 2016-05-10 16:13:41 -07:00
description.txt update description a bit (typo, outdated a little) 2017-02-07 16:04:02 -05:00
devices.lua Squelch a warning if no mesecons. 2016-04-14 22:24:43 -07:00
filter-injector.lua Special-case technic machines 2017-02-28 23:52:10 -06:00
flowing_logic.lua Do not trust node.param2. 2016-06-11 17:09:07 -07:00
init.lua Don't make passing arguments this complex. 2016-05-27 17:37:56 -07:00
item_transport.lua Allow reversing direction if there's nowhere to go 2017-03-01 01:40:06 -03:00
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 Fix crash when deleting luaentities with //clearobjects. 2015-08-01 16:36:50 +02:00
mod.conf Adding standard mod files 2016-03-27 21:28:04 -07:00
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 Use node texture colorization 2017-01-25 04:33:27 -05:00
screenshot.png Add screenshot.png 2016-03-27 22:31:33 -07:00
signal_tubes.lua Add digiline detector tube (#139) 2016-06-11 17:14:38 -07:00
sorting_tubes.lua add list rings to pipework inventories 2016-08-29 18:28:43 +02:00
teleport_tube.lua teleport_tube.lua recipe change 2015-03-14 21:06:24 +01:00
trashcan.lua add list rings to pipework inventories 2016-08-29 18:28:43 +02:00
tube_registration.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
vacuum_tubes.lua fix "sand" vacuum tubes not working 2015-11-15 14:24:07 -05:00
wielder.lua add list rings to pipework inventories 2016-08-29 18:28:43 +02:00

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.