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[Mod] Pipeworks [git] [pipeworks]

PostPosted: Sat Jun 23, 2012 23:43
by VanessaE
Pipeworks

Image
(High resolution image - right click and view separately, or load into an image viewer to see it full size)

This mod uses nodeboxes to supply a complete set of nicely-rounded flanged pipes, along with "valve" and "pump" devices for them, plus a set of boxy, clear pneumatic tubes.

Pipes come in two variants: one type bears one or more dark windows, suggesting they're empty, while the other type bears transparent windows, which show the texture of the liquid they're transporting. These windows only appear on straight lengths and on certain junctions. Note that crafting or digging them will always give you the empty variety.

Tubes come in several variants: Regular clear tubes that simply pass objects from one end to the other, and various kinds of sorting, transport, and Mesecons-compatible signaling tubes.

See below for the crafting guide, or use Creative Mode if you'd rather do that.

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.

Got a 3d printer? Well in that case, you can bring some of Pipeworks into the real world! Head over to my Thingiverse project. There you'll find modified versions of all of the different shapes of pipes and various pipe-related devices, ready for printing. This repository does not contain tube-related items. 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. :-)

Dependencies: Minetest engine 0.4.16 or newer, and a corresponding copy of minetest_game.

Recommends: mesecons (commit 5be179bf or newer).

License: LGPL 2.1+ for code, WTFPL for textures et al.

Download: https://gitlab.com/VanessaE/pipeworks/- ... master.zip
...or browse the code: https://gitlab.com/VanessaE/pipeworks

Install: Download and unzip the above file, rename VanessaE-pipeworks-blahblah to just "pipeworks", and move it into Minetest's mods directory.

Changelog:
https://gitlab.com/VanessaE/pipeworks/r ... ngelog.txt ~~ For more detail, look at the the commit log as well.

Usage
For details on crafting and usage of this mod, see the Wiki page.

PostPosted: Sun Jun 24, 2012 02:56
by SegFault22
+1

PostPosted: Sun Jun 24, 2012 08:42
by sfan5
Nice!

PostPosted: Sun Jun 24, 2012 09:07
by Jeija
Good job! You should really make them connect to each other automatically!
(make a function that finds out where pipes and that replaces the current pipe with a fitting one. Call this function if a pipe is placed and also call it for all the pipes around the one that is placed)
(perhaps a nicer-looking oil mod?)

Thats just what I thought. C'mon sfan5!

One thing: Did you try it SegFault22 and sfan5 ^^? It doesn't work: You should simply include the file depends.txt with "default" in into the mod folder, the mod wont load else.

PostPosted: Sun Jun 24, 2012 11:01
by VanessaE
Odd, it loads fine for me in its current state (indeed I forgot to create depends.txt). As for making them connect automatically, I haven't figured out how to do that (in fact, I was thinking of asking you ;-) )

PostPosted: Sun Jun 24, 2012 12:37
by SHKEd
Cool! Even more to the decorative elements)

PostPosted: Sun Jun 24, 2012 22:14
by Gambit
SHKEd wrote:Cool! Even more to the decorative elements)


I know right. Imagine the steampunk villages that could be made with these.

PostPosted: Mon Jun 25, 2012 07:37
by VanessaE
Steampunk! I never even thought of that. Might want to tune the sizes of the flanges a bit though :-) These were meant to look like large industrial pipes.

PostPosted: Mon Jun 25, 2012 12:56
by mauvebic
cool :-)

suggestion: you could functionalize the whole thing so you could define different sets of pipes (with diff. nodeids, textures and crafts)

you could also rely on bucket.liquids to define what enters/exits the pipes, and any liquids defined for buckets in other mods would work w/ the pipes automatically :-)

PostPosted: Mon Jun 25, 2012 14:54
by VanessaE
At present, I don't have any plans to expand this beyond a set of nodes - I wrote it with the idea that someone else could do that and use it as the basis for their own mod.

PostPosted: Wed Jul 04, 2012 19:01
by lkjoel
Really cool!

PostPosted: Wed Jul 04, 2012 20:59
by Keriz
Make that you can transport water !

PostPosted: Fri Jul 13, 2012 20:43
by Neuromancer
Keriz wrote:Make that you can transport water !

Exactly what I was thinking. I want to create the channelwood age of Myst. These need to transport water and act as an activator for pistons to raise bridges, and to power elevators. Of course you need pumps and forked valves as well.

Here's what I'm talking about:
http://www.youtube.com/watch?v=WeIajF_PR2U

PostPosted: Fri Jul 13, 2012 22:23
by VanessaE
Now someone just has to write the code to do it :-)

PostPosted: Tue Jul 31, 2012 08:42
by pagliaccio
i can use the pipe for dry water? i need a pump?

PostPosted: Tue Jul 31, 2012 11:26
by Topywo
pagliaccio wrote:i can use the pipe for dry water? i need a pump?


= acqua a secco

Transporting water with it is not possible. Someone has to write a mod for it.

PostPosted: Tue Jul 31, 2012 11:52
by LocaL_ALchemisT
Topywo wrote:
pagliaccio wrote:i can use the pipe for dry water? i need a pump?


= acqua a secco

Transporting water with it is not possible. Someone has to write a mod for it.


just use node metadata and abm

the pipe contains a variable with value 0 or 1. if the pipe detects a body of water, the variable contains value 1. any pipes attached to it will have the same value (updated via abm). an output pipe with value 1 will spawn flowing water underneath it

PostPosted: Thu Aug 02, 2012 13:13
by pagliaccio
how craft a pipe?

PostPosted: Thu Aug 02, 2012 13:18
by VanessaE
There are no crafting recipes yet because this is just a skeleton of a mod.

PostPosted: Tue Aug 14, 2012 17:19
by Spots
VanessaE have you done crafting recipes for this yet and can it move water now so it can work with the new farming mod http://minetest.net/forum/viewtopic.php?id=2787 ?

PostPosted: Tue Aug 14, 2012 17:40
by RealBadAngel
Spots wrote:VanessaE have you done crafting recipes for this yet and can it move water now so it can work with the new farming mod http://minetest.net/forum/viewtopic.php?id=2787 ?


this is just base for pipes. nodes needed to create all needed connections for pipelines lookin good
nothin more yet

PostPosted: Fri Aug 17, 2012 12:08
by Neuromancer
VanessaE wrote:2012-08-05: Rewrote the whole thing, added end caps. Many other updates; see changelog for more info.

One thing I've always seen pipes have is valves. I'm thinking round ones would be too hard to create in nodebox, but ball valves might be easier (L-shaped colored handle both in an on and an off position (yellow, red, or black). It might be cool to have a pump node as well. It wouldn't have to be functional, but there could be 2 images for it, one with a light on and one with a light off, kind of the way the pipes already have.)

PostPosted: Sat Aug 18, 2012 04:43
by VanessaE
that's a good idea in fact, but it has a negative side effect: nodeboxes don't have per-cuboid texturing, so whatever I use will show on both the lever (or handwheel) *and* the pipe behind it. That means I can't say make a colored lever/wheel attached to a grey pipe.

The pump, on the other hand, would be pretty easy.

PostPosted: Sat Aug 18, 2012 13:05
by cornernote
Awesome! Really nice work.

PostPosted: Sat Aug 18, 2012 13:43
by Neuromancer
VanessaE wrote:2012-08-18: Total rewrite again. All pipes are now nice and round-looking, and
they auto-connect! Also added temporary nodes for pump and valve (each with an
on/off setting - punch to change). No crafting recipes yet and the pipes still
don't do anything useful yet. Soon.

Holy he** they look awesome!