Re: [Mod] Pipeworks [20130510] [pipeworks]
Vanessa, has anyone ever told you that you've got a nice set of pipes? :)
Mods:Immersive Sounds
Cylinders in Multinode
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Minetest Forums → Mod Releases → [Mod] Pipeworks [20130510] [pipeworks]
Vanessa, has anyone ever told you that you've got a nice set of pipes? :)
lol that she does now all we need to do is sweet talk someone in to making them move water , lava , and other stuff,maybe like the vacuum tubes at banks so you can transport items to a storage chest at the other end
Spots: RealBadAngel is working on patching pipeworks to be able to move at least water (probably other fluids eventually). :-)
sweet all i know is that you (Vanessae) , Angel and a few other are putting out some really really cool mods that i think need to hit the game as defaults keep on rocking them mods guys and gals much love from this new MineTest player
Neuromancer: actually at a previous house of worship, the choir leader there DID think I could sing well. :-)
2012-08-21: Made storage tank participate in autoplace algorithm. Tuned API a little to allow for more flexible placement. Re-organized code a bit to allow for some upcoming rules changes. Made storage tanks' upper/lower fittins and intake grate participate in autoplace algorithm.
(Plus a few more prior to these)
Thanks :-)
This looks really good, but is it used to move items around?
As it says in the first post, not yet. RealBadAngel is working on adding code to do that.
may i use your mod as a part, have dependency on it, of my mod?
if i do, i want to ask you for a bit of help. what code is responsible for filling stuff? the thing is: i want to use pipes to get water to my node and fill it. i have two variables, which are describing capacity in my node, what should i do with them? thanks in advance
As stated in the first post, and in the post immediately before yours, this mod does not carry any fluids yet. Soon though.
You're of course welcome to use any part of it you want in your mod though :-)
thank you... and sorry for being so.. uhm... not sure how call it, haha.
but as long as it doesn't carry liquids, it's kinda meaningless. thank you anyway
thank you... and sorry for being so.. uhm... not sure how call it, haha.
but as long as it doesn't carry liquids, it's kinda meaningless. thank you anyway
as Vanessa told, we r workin on it:
http://www.youtube.com/watch?v=HpShtUiP … ature=plcp
Mito: no worries - you just didn't read the first post fully. ;-)
some more work with tubes:
http://www.youtube.com/watch?v=BsbW_pXY … e=youtu.be
nice!
Just EPIC!!!!11 Please give us more than two types of basic tubes(like stone/cobblestone in IC2),which don't connect if they are near! It will be very helpful for big schemes building
I will consider it.
Update - 2012-09-02: Added crafting recipes, with alternates for HomeDecor mod. By default, if the Technic mod is present, the new recipes are disabled, since that mod will soon supply its own.
See the first post for crafting recipes.
Just EPIC!!!!11 Please give us more than two types of basic tubes(like stone/cobblestone in IC2),which don't connect if they are near! It will be very helpful for big schemes building
It would be even better if instead of having different basic tubes, we could die tubes with the colors of unified dies.
That is technically possible, but since the game currently lacks any way to apply some kind of color filter to an existing node, it means adding around 70 new nodes and their associated textures for each desired color.
aww i didn't know that, seems a bad solution indeed.
Is it decorative only now? Can you give me any instructions, if it's working?
It's not working yet apart for the placement part.
Minetest Forums → Mod Releases → [Mod] Pipeworks [20130510] [pipeworks]
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