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2017-04-06 05:13:40 +02:00
models add screwdriver rotation handling on most pipes-related nodes 2017-03-17 10:07:34 -04:00
textures let tubes break if they're "over-pressure" 2017-04-05 11:43:41 -04:00
.gitignore update .gitignore 2016-08-29 18:25:40 +02:00
autocrafter.lua Tweak listring behavior of autocrafter 2017-03-28 18:02:10 -05:00
autoplace_pipes.lua add screwdriver rotation handling on most pipes-related nodes 2017-03-17 10:07:34 -04:00
autoplace_tubes.lua Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
changelog.txt Added Nore's item transport mod and integrated it into pipeworks 2013-01-13 21:45:03 -05:00
common.lua Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
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description.txt update description a bit (typo, outdated a little) 2017-02-07 16:04:02 -05:00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 prevent being able to place "loaded" and "on" items 2017-03-17 11:04:59 -04:00
filter-injector.lua Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
flowing_logic.lua add screwdriver rotation handling on most pipes-related nodes 2017-03-17 10:07:34 -04:00
init.lua Don't make passing arguments this complex. 2016-05-27 17:37:56 -07:00
item_transport.lua Don't lose extra movement when entering new tube or turning around. 2017-04-06 05:13:40 +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 Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
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 prevent being able to place "loaded" and "on" items 2017-03-17 11:04:59 -04:00
README New wiki url in README 2015-03-09 00:05:13 +02:00
routing_tubes.lua let tubes break if they're "over-pressure" 2017-04-05 11:43:41 -04:00
screenshot.png Add screenshot.png 2016-03-27 22:31:33 -07:00
signal_tubes.lua increase length of signal tube pulse 2017-03-17 10:15:09 -04:00
sorting_tubes.lua Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
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 Namespace pollution cleanup (Used list at #154) 2017-04-04 05:27:37 -03:00
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.