Pipeworks
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Auke Kok 193a5f8db9 Merge pull request #135 from electrodude/bugs
Fixed mixup between enables for conductor and detector tubes
2016-04-17 20:21:12 -07:00
models use animated water for pouring spigot 2015-01-16 04:38:17 -05:00
textures reduce texture sizes 2015-11-17 09:02:26 +01:00
.gitignore added .gitignore for temp Kate files, added depends.txt for "default" 2012-07-14 02:51:26 +04:00
LICENSE add license file 2013-07-18 12:25:05 -04:00
README New wiki url in README 2015-03-09 00:05:13 +02:00
autocrafter.lua Don't use item_drop(, nil,) 2016-04-01 22:20:07 -07:00
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 Fix crash when deleting luaentities with //clearobjects. 2015-08-01 16:36:50 +02:00
depends.txt Support for the mesecons mvps callback 2014-01-03 21:36:10 +01:00
description.txt Adding standard mod files 2016-03-27 21:28:04 -07:00
devices.lua Squelch a warning if no mesecons. 2016-04-14 22:24:43 -07:00
filter-injector.lua add exact mode to the filter 2016-04-14 22:18:05 -07:00
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 Changed item_drop to add_item for items dropped during transport. 2016-04-01 22:20:07 -07:00
legacy.lua remove dead code to remove undeclared variable access warning 2015-02-04 12:41:25 +01:00
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
routing_tubes.lua make all tubes call the routing functions 2015-02-07 02:45:17 -05:00
screenshot.png Add screenshot.png 2016-03-27 22:31:33 -07:00
signal_tubes.lua Fixed mixup between enables for conductor and detector tubes 2016-04-17 23:05:38 -04:00
sorting_tubes.lua Don't use item_drop(, nil,) 2016-04-01 22:20:07 -07:00
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 fix "sand" vacuum tubes not working 2015-11-15 14:24:07 -05:00
wielder.lua removed hud_change from TODO 2015-09-26 09:18:42 +02:00

README

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.