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author | root <root@linuxworks.belug.de> | 2017-10-15 19:56:05 +0200 |
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committer | root <root@linuxworks.belug.de> | 2017-10-15 19:56:05 +0200 |
commit | 848741a294363431a2a6e9c32ddf693951951fec (patch) | |
tree | 011f49ffd45455c86022e79dd2207f9ec002de42 /changelog.txt | |
parent | 7e390cfda2bafb000c1d6688da472a71e591bc94 (diff) | |
parent | 30bedbfecc57f515f3c8578e225e27671e52316b (diff) |
Merge branch 'master' of https://github.com/minetest-mods/pipeworks
Diffstat (limited to 'changelog.txt')
-rw-r--r-- | changelog.txt | 40 |
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! |