summaryrefslogtreecommitdiff
path: root/changelog.txt
diff options
context:
space:
mode:
authorroot <root@linuxworks.belug.de>2017-10-15 19:56:05 +0200
committerroot <root@linuxworks.belug.de>2017-10-15 19:56:05 +0200
commit848741a294363431a2a6e9c32ddf693951951fec (patch)
tree011f49ffd45455c86022e79dd2207f9ec002de42 /changelog.txt
parent7e390cfda2bafb000c1d6688da472a71e591bc94 (diff)
parent30bedbfecc57f515f3c8578e225e27671e52316b (diff)
Merge branch 'master' of https://github.com/minetest-mods/pipeworks
Diffstat (limited to 'changelog.txt')
-rw-r--r--changelog.txt40
1 files changed, 40 insertions, 0 deletions
diff --git a/changelog.txt b/changelog.txt
index 251df29..9ea2dbb 100644
--- a/changelog.txt
+++ b/changelog.txt
@@ -1,6 +1,46 @@
Changelog
---------
+2017-10-14 (thetaepsilon, VanessaE)
+Node breakers have been updated to not have a tool by default, and determine if the node that they are trying to break can be dug with the tool in it's inventory slot.
+The crafting recipe for the node breakers has been updated, using a new gear crafting item that requires iron instead of mese, which should be a more accessible cost in most cases.
+Existing node breakers in worlds will get their mese pick back if their slot is empty via LBM - the mese pick will show up in the inventory slot so you can reclaim your hard-earned mese crystals.
+Gear item texture and updated node breaker textures provided by VanessaE.
+
+
+
+2017-10-08 (thetaepsilon)
+A lot more of the new flow logic work.
+There are two sub-modes of this now, non-finite and finite mode.
+Non-finite mode most closely resembles "classic mode", whereas finite mode is more intended for use with mods such as dynamic_liquids which enable water sources to move themselves.
+Everything that was functional in classic mode more or less works correctly now.
+Still TODO:
++ Flow directionality - things like flow sensors and airtight panels will flow in directions that don't make sense from their visuals.
+Possible feature requests:
++ Making tanks and gratings do something useful.
+
+
+
+2017-09-27 (thetaepsilon)
+Start of new flow logic re-implementation.
+This mode is current *very* incomplete, and requires a per-world setting to enable.
+Adds a pressure value stored in all pipe node metadata, and a mechanism to balance it out with nearby nodes on ABM trigger.
+Currently, this inhibits the old behaviour when enabled, and (again WHEN ENABLED) breaks pretty much everything but normal pipes, spigots and pumps.
+For this reason it is far from being intended as the default for some time to come yet.
+What *does* work:
++ Pumps will try to take in water (and removes it!) as long as internal pressure does not exceed a threshold.
+ - a TODO is to make this pressure threshold configurable.
++ Pipes will balance this pressure between themselves, and will slowly average out over time.
++ Spigots will try to make the node beneath them a water source if the pressure is great enough and the existing node is flowing water or air.
+ - This is admittedly of fairly limited use with default water mechanics; those looking for more realistic mechanics might want to look at the dynamic_liquid mod, though that mod comes with it's own caveats (most notably drastic changes to previous worlds...).
+What *does not* work:
++ Flow sensors, valves. Valves in particular currently do not function as a barrier to water's path under the experimental logic.
+ - TODO: internal code to allow this to be overriden.
+
+
+
+*seems this hasn't been updated in a while*
+
2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item
transport mod as a default part of this mod, to make tubes do something useful!
Thanks to Nore and RealBadAngel for the code contributions!