

- #Github minetest pipeworks mod#
- #Github minetest pipeworks update#
- #Github minetest pipeworks mods#
- #Github minetest pipeworks windows#
Install: Download and unzip the above file, rename the folder to just "pipeworks", and move it into Minetest's mods directory. License: LGPL 3.0 for code, CC-by-SA 4.0 for media and everything else.ĭownload: Get it from the mt-mods team.

Recommends: mesecons (commit 5be179bf or newer). :-)ĭependencies: Minetest engine 0.4.16 or newer, and a corresponding copy of minetest_game, and my basic_materials mod.

These are just solid models, of course, suitable for gluing together into a static "sculpture" that you might put on a shelf or in a display case, so don't expect to move water through them. This repository does not contain tube-related items. There you'll find modified versions of all of the different shapes of pipes and various pipe-related devices, ready for printing. Got a 3d printer? Well in that case, you can bring some of Pipeworks into the real world! Head over to my project on Prusaprinters. Please note that owing to the nature of this for the sake of decent appearance and function, I have opted to use larger-than-16px textures on the pipes and related devices.
#Github minetest pipeworks mod#
This mod also supplies sets of boxy, clear pneumatic tubes with a wide range of functions: regular clear tubes that simply pass objects from one end to the other, various kinds of sorting, transport, and Mesecons-compatible signaling tubes, tubes that can accelerate and teleport, and more. Note that digging them will always give you the empty ones.
#Github minetest pipeworks windows#
These windows only appear on straight lengths and on certain junctions. Pipes show via a "window" on them whether they have water in them. which formspec will be shown? you get packets for both, it might be in any order of "one then the other").This mod uses supplies a complete set of round, flanged pipes, along with a number devices for them such as valves and pumps. right-click, then walk away 20 nodes, then formspec shows up right-click, then right-click on another formspec node. nodes that have to wait for a packet round-trip to show a formspec cause some really obnoxious user experience, particularly if the server is lagging a lot (e.g. It also contains a number of devices for working with them, eg. The mod providing pipes for transporting liquids, and tubes for transporting items. That doesn't negate the advantage of immediately confirming that you've correctly interacted w/ them. Pipeworks is a mod for Minetest allowing the crafting and usage of pipes and tubes. Their only saving grace is that they are sent to the client, so you get instant loading when the server is lagging, however if you have meta inventory rules, buttons, etc, that all has to go to the server so you lose that advantage anyways. but as it stands, they're far from being un-upgradable.
#Github minetest pipeworks update#
I do admit that the usual way of dealing w/ this - writing LBMs to update formspecs - doesn't feel like the ideal solution. What the title says, for obvious reasons, like upgradability but i think that still needs to be written before asking that other mods support it, instead of expecting them all to implement something piecemeal. mods like formspec_flow are starting to get created, so perhaps someday we can have a mod that makes it so that individual mods don't have to care about what the size of the player inventory is when they're creating formspecs. additionally, parameterizing formspecs is currently terrible if you're building them out of strings, as most mods do. changing that number, and then expecting the entire rest of the universe to move to be compatible w/ your new system, is arrogant particularly when there's no standard API to govern such a feature. mineclone), but most mods are built to default_game and are hard-coded to 32 slots. it makes sense perhaps at the "game" level (e.g. that is certainly a problem that needs some sort of solution.Īfter thinking about this a bit, i feel like having non-standard inventory sizes is just not something minetest is set up to parameterize in its current state of development. Oh, i see, because it's the size of the player's inventory that is a different size, not the storage node.
