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[Mod] Blueprints [blueprints]

PostPosted: Sun Dec 09, 2018 00:43
by luk3yx

Blueprints


Image

What is/isn't it?

Blueprints is a way to copy complex node settings with two clicks. One blueprint
can only store one node, if you want to bulk save/load/copy/move nodes, see
WorldEdit.

Items

Blueprints introduces two types of items: Blank blueprints, and... well...
non-blank blueprints.

Blank blueprint crafting:

Image

Requires:
- 8 basic_materials plastic strips
- 1 paper sheet

To erase data off a blueprint, provided it isn't already blank, put it in the
crafting grid.

Usage instructions

Blueprints are relatively intuitive to use. To take a blueprint of something,
simply left-click it while holding a blank blueprint. To apply the blueprint
to other nodes, you can left-click the node. Do not apply blueprints to chests
or other nodes with items in, you will lose your items.
To place a new node
down with the blueprint applied, just right-click while holding the blueprint.
Note that with pipeworks and mesecons placing a node with a blueprint will not
link up wires/pipes to the node.

What can/can't be blueprinted?

By default, item metadata (such as node settings) is saved, however, of course,
node inventories aren't. This can be overridden on a per-item basis (for more
information, see the API page). Unless overridden by mods, nodes not in the
creative inventory cannot be blueprinted.

Because of the way pipeworks teleportation tubes work, they cannot be
blueprinted.

Dependencies

Blueprints has no mandatory dependencies, however blueprints will be uncraftable
without basic_materials and default.

The following dependencies are so blueprint rules can be added onto items for
better compatibility:
  • mesecons
    • mesecons_fpga
    • mesecons_microcontroller
    • mesecons_luacontroller
  • pipeworks

Download

The whole mod, including textures, are licensed under the MIT license.

You can download this mod from ContentDB. If you can't or don't want to use the ContentDB, you can run git clone https://git.minetest.land/luk3yx/blueprints.git, or download a zip or tar.gz file.

API

Mod developers can restrict what can/can't be blueprinted with the API.

Re: [Mod] Blueprints [blueprints]

PostPosted: Sun Dec 09, 2018 05:19
by LegoLogger
+1
Nice.

~~Logger

Re: [Mod] Blueprints [blueprints]

PostPosted: Mon Jan 07, 2019 02:48
by Sokomine
Sounds like my replacer mod - except that this one concentrates on copying metadata? Might be useful when i.e. moving signs.

Re: [Mod] Blueprints [blueprints]

PostPosted: Mon Jan 07, 2019 07:00
by luk3yx
Sokomine wrote:Sounds like my replacer mod - except that this one concentrates on copying metadata? Might be useful when i.e. moving signs.


It was partially inspired by your (very useful) node replacer mod, it's designed to make hard to set up items such as LuaControllers and sorting tubes easier to copy.