blueprints/README.md

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<div align="center">
<h1>Minetest blueprints mod</h1>
<img src="./blueprint-types.png" alt=" " />
</div>
A Minetest mod that allows items to be copied.
## What is/isn't it?
Blueprints is a way to copy complex node settings with two clicks. One blueprint
can only store one node, if you want to bulk save/load/copy/move nodes, see
[WorldEdit](https://github.com/Uberi/Minetest-WorldEdit).
## Items
Blueprints introduces two types of items: Blank blueprints, and... well...
non-blank blueprints.
Blank blueprint crafting:
![1 paper surrounded by 8 basic_materials plastic strips](crafting.png)
Requires:
- 8 `basic_materials` plastic strips
- 1 paper sheet
To erase data off a blueprint, provided it isn't already blank, put it in the
crafting grid.
## Usage instructions
Blueprints are relatively intuitive to use. To take a blueprint of something,
simply left-click it while holding a blank blueprint. To apply the blueprint
to other nodes, you can left-click the node. **Do not apply blueprints to chests
or other nodes with items in, you will lose your items.** To place a new node
down with the blueprint applied, just right-click while holding the blueprint.
Note that with pipeworks and mesecons placing a node with a blueprint will not
link up wires/pipes to the node.
## What can/can't be blueprinted?
By default, item metadata (such as node settings) is saved, however, of course,
node inventories aren't. This can be overridden on a per-item basis (for more
information, see the [API] page). Unless overridden by mods, nodes not in the
creative inventory cannot be blueprinted.
Because of the way pipeworks teleportation tubes work, they cannot be
blueprinted.
## Dependencies
Blueprints has no mandatory dependencies, however blueprints will be uncraftable
without `basic_materials` and `default`.
The following dependencies are so blueprint rules can be added onto items for
better compatibility:
- `mesecons`
- `mesecons_fpga`
- `mesecons_microcontroller`
- `mesecons_luacontroller`
- `pipeworks`
## License
The whole mod, including textures, are licensed under the [MIT license].
## API
Mod developers can restrict what can/can't be blueprinted with the [API].
[API]: API.md
[MIT license]: LICENSE.md