Age | Commit message (Collapse) | Author |
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(for situations where one might want to run
several closely-spaced parallel pipelines)
Also fixed a bug where a pipe "entry panel" would
report full of water if a pipe next to it (but not
connecting) was also full of water
Only tested under "classic" flowing logic mode.
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- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
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caveats: in order to cleanly handle the entry panel, valve, and sensor
I had to rotate the valve and sensor models 90 degrees
so that their in-/outlet pipes point the same direction as the
entry panel.
This also enables proper handling of a valve or sensor turned vertically.
Some objects have rotation disabled entirely (as flipping them over/around makes
no sense)
When a valve is rotated, it is turned off automatically, to work around a glitch in
the rotation code.
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The table lookup will fail if node.param2 is outside [0-3] which
is easily possible since there are several ways to modify param2
values of nodes. Force truncating param2 to always be 0-3 before
using it in a table lookup.
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stuff needs to be globally-visible. Also, fix a bad drop on valve.
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moved pipes out of init.lua and into a separate file.
some minor formatting changes
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("pipelike" everywhere, but it isn't used for anything)
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also got rid of obsolete optdepends
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Removed "flowing" spigot from creative inventory.
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pouring-->off transition, not repeatedly.
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This should make it work more or less correctly with finite water.
also, fix a bug where a blocked spigot still looks like its pouring, and check
for blockages on every step.
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water. Also clean up spigot logic slightly.
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so that when a spigot is flowing, it looks like water is actually pouring out
of it.
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It was just a minor logic error resulting from moving the water flowing code
into it's own file when I originally imported it. Many thanks to Mauvebic for
writing it!
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and doesn't move water yet - but at least it doesn't break anything :-)
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