[Mod] Pipeworks [20131128] [pipeworks]

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

[Mod] Pipeworks [20131128] [pipeworks]

by VanessaE » Sat Jun 23, 2012 23:43

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.

Dependencies: Minetest 0.4.11 or later.

Recommends: mesecons (commit 5be179bf or newer).

License: WTFPL (applies to all parts)

Download: https://github.com/VanessaE/pipeworks/zipball/master
...or browse the code: https://github.com/VanessaE/pipeworks/tree/master

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

Changelog:
https://raw.github.com/VanessaE/pipeworks/master/changelog.txt

Thanks:
Many thanks go out to Mauvebic for contributing the water flowing code, Nore for making the pneumatic tubes work, and to RealBadAngel for the code Nore used to that end. Thanks also to Spots for the filter textures, and bas080 for textures and fixes, and T4im and est31 for performance improvements.

Usage
For details on crafting and usage of this mod, see the Wiki page.
Last edited by VanessaE on Thu Nov 28, 2013 07:43, edited 1 time in total.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

User avatar
SegFault22
Member
 
Posts: 701
Joined: Mon May 21, 2012 03:17
Location: NaN

by SegFault22 » Sun Jun 24, 2012 02:56

+1
~~ SegFault22
 

User avatar
sfan5
Moderator
 
Posts: 3491
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5
In-game: sfan5 ninjakitten

by sfan5 » Sun Jun 24, 2012 08:42

Nice!
Mods: Nuke | WorldEdit | Mesecons
Minetest builds for Windows (32-bit & 64-bit)
Tox me! E6D070126A6F9807A116907BE1968730BE8CD844A8625B7557350C18910DE971A825D723FAE9
 

User avatar
Jeija
Member
 
Posts: 675
Joined: Fri Dec 23, 2011 21:46
Location: Germany

by Jeija » Sun Jun 24, 2012 09:07

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.
Redstone for minetest: Mesecons (mesecons.net)
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Sun Jun 24, 2012 11:01

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 ;-) )
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

SHKEd
Member
 
Posts: 17
Joined: Tue May 22, 2012 15:23

by SHKEd » Sun Jun 24, 2012 12:37

Cool! Even more to the decorative elements)
_________________________________
Do not speak English - Russian only
 

User avatar
Gambit
Member
 
Posts: 450
Joined: Sat Oct 29, 2011 19:31
Location: United States

by Gambit » Sun Jun 24, 2012 22:14

SHKEd wrote:Cool! Even more to the decorative elements)


I know right. Imagine the steampunk villages that could be made with these.
Current Projects: MineToon | PixelBOX
Gambit's Checkmate Server - 43.65.296.232 - port: 30001
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Mon Jun 25, 2012 07:37

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32
Location: Klach D'Kel Brakt, Canada

by mauvebic » Mon Jun 25, 2012 12:56

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 :-)
Last edited by mauvebic on Mon Jun 25, 2012 12:56, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Mon Jun 25, 2012 14:54

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

lkjoel
Member
 
Posts: 778
Joined: Wed Feb 29, 2012 19:27
Location: Gallifrey

by lkjoel » Wed Jul 04, 2012 19:01

Really cool!
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

Keriz
Member
 
Posts: 20
Joined: Mon Jul 02, 2012 16:04

by Keriz » Wed Jul 04, 2012 20:59

Make that you can transport water !
 

User avatar
Neuromancer
Member
 
Posts: 700
Joined: Tue Jun 12, 2012 22:28

by Neuromancer » Fri Jul 13, 2012 20:43

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
Last edited by Neuromancer on Fri Jul 13, 2012 20:45, edited 1 time in total.
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Fri Jul 13, 2012 22:23

Now someone just has to write the code to do it :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

pagliaccio
Member
 
Posts: 65
Joined: Tue Jul 31, 2012 07:38
Location: italy

by pagliaccio » Tue Jul 31, 2012 08:42

i can use the pipe for dry water? i need a pump?
 

User avatar
Topywo
Member
 
Posts: 1706
Joined: Fri May 18, 2012 20:27

by Topywo » Tue Jul 31, 2012 11:26

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.
 

User avatar
LocaL_ALchemisT
Member
 
Posts: 56
Joined: Thu Jul 19, 2012 16:21
Location: Asia Tenggara

by LocaL_ALchemisT » Tue Jul 31, 2012 11:52

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
Built Telegate v1.0, Workers v2.0, Broadcast v0.0 & Weeping Angel v0.1
Having A Buzy Week
From 0.4.10 with love~
 

pagliaccio
Member
 
Posts: 65
Joined: Tue Jul 31, 2012 07:38
Location: italy

by pagliaccio » Thu Aug 02, 2012 13:13

how craft a pipe?
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Thu Aug 02, 2012 13:18

There are no crafting recipes yet because this is just a skeleton of a mod.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

Spots
Member
 
Posts: 124
Joined: Tue Jul 24, 2012 12:12
Location: Outta my mind someplace.

by Spots » Tue Aug 14, 2012 17:19

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 ?
 

User avatar
RealBadAngel
Developer
 
Posts: 539
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Tue Aug 14, 2012 17:40

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
Last edited by RealBadAngel on Tue Aug 14, 2012 17:40, edited 1 time in total.
 

User avatar
Neuromancer
Member
 
Posts: 700
Joined: Tue Jun 12, 2012 22:28

by Neuromancer » Fri Aug 17, 2012 12:08

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.)
Last edited by Neuromancer on Fri Aug 17, 2012 12:08, edited 1 time in total.
 

User avatar
VanessaE
Moderator
 
Posts: 3254
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Sat Aug 18, 2012 04:43

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.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (Pandacoin/PND): P9A9ykEZnEpgFThPLsRptgQV2hrUtUJxew
 

cornernote
Member
 
Posts: 807
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sat Aug 18, 2012 13:05

Awesome! Really nice work.
 

User avatar
Neuromancer
Member
 
Posts: 700
Joined: Tue Jun 12, 2012 22:28

by Neuromancer » Sat Aug 18, 2012 13:43

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!
Last edited by Neuromancer on Sat Aug 18, 2012 13:43, edited 1 time in total.
 

Next

Return to Mod Releases

Who is online

Users browsing this forum: Napiophelios and 0 guests