From version 1.3 recipes for all crafts can be customized in `custom.recipes.lua` - anytime you're upgrading this mod verify `default/recipes.lua` for new crafts or a different file format and update `custom.recipes.lua` accordingly.
- **rotation memory**: optionally, place any new node with the same rotation as the last rotated node or copying the rotation of pointed-to nodes (see the [rotation memory modes](#rotation-memory-modes) section)
The default screwdriver included in minetest_game, as well as any other screwdriver mod I have found, operate differently depending on the node's direction and rotation. This means that any given click on a node may produce different results which you cannot predict at a glance, unless you're perfectly aware of where the node's main axis is pointing to.
Four consecutive clicks of the same button on the same position will always bring the node back to its original direction / orientation - or even less clicks, if you use the sneak key to invert the rotation direction.
In mathematics the greek letter *Rho* is used to indicate some stuff associated to certain types of matrices. Since I'm using matrices to compute the various rotations in the game I thought about including it in the mod's name to reduce the chance of naming conflicts.
(an alternative ![Rhotator Screwdriver](/textures/rhotator-alt.png) `rhotator:screwdriver_alt` tool is available with a sligthly different recipe, the buttons swapped and a corresponding texture with `RT` and `PS` swapped as well)
The `push` interaction area is not limited to the edges you can see in the Testing Cube. In reality you can click anywhere in a triangle like this (highlighted here just for convenience, you won't see anything like this in the game):
The Rhotator Memory Tool ![Rhotator Memory Tool](/textures/rhotator-memory.png) `rhotator:memory` allows cycling through the three memory modes with a left click (mnemonic `TG` for `toggle`, in the memory tool) and copying the rotation of an already placed node with the right click (mnemonic `CP` in the memory tool). The sneak key has no effect on the memory tool.
See also the [rotation memory modes section](#rotation-memory-modes).
## Multi tool
The Rhotator Multi Tool ![Rhotator Multi Tool](/textures/rhotator-multi.png) `rhotator:screwdriver_multi` combines four main features in a single tool: rotating faces clockwise, pushing edges, cycling throuh the memory modes and copying the rotation from a node. The multi tool can be configured to swap buttons around and to invert the effect of the sneak key. You cannot rotate faces counter-clockwise or pull edges with the multi tool.
See the [commands section](#commands) for details about to configure the multi tool.
Nodes that don't occupy a full cube (such as slabs and stairs) can still be rotated properly, it's enough that you pay attention to the direction of the part you're pointing at - the "stomp" parts of the stairs, for example, will behave as the "top" face, the "rise" parts will behave as the "front" face. With the Rhotator Screwdriver there never really is a "top" or a "front" or whatever: the only thing that matters is the face you're pointing at.
Some nodes have a limited freedom of rotation (wallmounted ones, for instance), some others can't be rotated at all (doors and many default nodes such as sand)
Anytime you rotate a node with the Rhotator Screwdriver the resulting rotation gets stored, and any subsequent nodes you'll place will be rotated according to that rotation (assuming you have rotation memory set to `on`). As exposed above, you can also copy the rotation of an already placed node with the memory tool or the multi tool.
If instead you set the memory on `auto` the rotation of newly placed nodes will be copied from the node you're aiming to when you place them - this allows for easy continuation of staircases and roofs regardless of their orientation.
If the memory mode is set to `off` the node will be placed in its default orientation (which may also involve different rotations depending on how that node has been implemented).