forked from mtcontrib/pipeworks
Pipeworks
ce1505d008
A detector tube would sometimes miss a decrement, due to the pos structure passed to can_go being modified by the tubed-item entity while it's also sitting in the timer queue as an argument to item_exit. As the can_go API actually depends on being able to mutate the pos structure (see the teleporter tube), we can't just start passing in a never-mutated copy of pos. So for now just fix in the detector tube's can_go, by copying the structure there. Incidentally, make the decrement mechanism consistent between the two forms of increment. |
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textures | ||
.gitignore | ||
autocrafter.lua | ||
autoplace_pipes.lua | ||
autoplace_tubes.lua | ||
changelog.txt | ||
compat.lua | ||
crafts.lua | ||
default_settings.txt | ||
depends.txt | ||
deployer.lua | ||
devices.lua | ||
flowing_logic.lua | ||
init.lua | ||
item_transport.lua | ||
legacy.lua | ||
LICENSE | ||
models.lua | ||
node_breaker.lua | ||
pipes.lua | ||
README | ||
teleport_tube.lua | ||
tubes.lua |
This mod uses nodeboxes to supply a complete set of 3D pipes and tubes, along devices that work with them. See http://vanessae.github.io/pipeworks/ 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.