[Mod] Elepower - A new powerful modpack [elepower]

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[Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Jun 19, 2018 20:08

Image

Elepower is a new power and fluid transfer API and technology modpack currently in development. The mod is currently in alpha and is nowhere near complete.

Currently developed towards 5.0.0+. Using this mod in earlier versions is at your own discretion!

Depends on fluid_lib: viewtopic.php?f=9&t=20327

Some features
  • Power transfer
  • Ore doubling mechanics (Pulverizer + Furnace)
  • Fluid transfer and nodes with easily configurable internal fluid buffers
  • Automatic farms (Planter + Harvester)
  • A sawmill that gives 6 planks instead of 4 per log!
  • ..and lot more planned!

Current playability limiting factors
  • Fluid transfer is very inefficient and slow.
  • Quite a few crucial recipes are missing.

Source Code: https://gitlab.icynet.eu/evert/elepower
License: MIT

Please do not use this mod in a world that you care about. Everything in this mod changes rapidly in development and things will break!

Elepower power transfer is different from that of technic's in that each machine has an internal storage buffer of energy that essentially works like a fluid. Elepower machines are compatible with Pipeworks.
Last edited by IcyDiamond on Sun Jul 08, 2018 10:36, edited 3 times in total.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Stix » Tue Jun 19, 2018 20:55

Nice! Perhaps you could add this and your other projects to ContentDB: https://content.minetest.net/ ?
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Jun 19, 2018 21:25

Stix wrote:Nice! Perhaps you could add this and your other projects to ContentDB: https://content.minetest.net/ ?

Will do once 5.0.0 is released and my mods can be considered release-ready. ContentDB policy is against WIP mods.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by GamingAssociation39 » Tue Jun 19, 2018 23:10

So does this mod add similar blocks from MC mods?
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Jun 20, 2018 04:32

GamingAssociation39 wrote:So does this mod add similar blocks from MC mods?

Thermal Expansion is my inspiration.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by cx384 » Wed Jun 20, 2018 12:10

Good job! New technological and more user friendly mods are really needed.
I hope your mod will be released soon.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Wed Jun 20, 2018 12:41

This looks fantastic! Do existing liquids automatically work with this mod?
 

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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Jun 20, 2018 12:45

texmex wrote:This looks fantastic! Do existing liquids automatically work with this mod?

Yeah, they should. In fact, the API does not explicitly check if the node in a fluid buffer is a fluid or not. There are currently no tanks or pumps so nothing other than water and the added fluids can be transferred.
Of course, melterns tanks are supported and they work just fine.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Jun 20, 2018 12:56

I'm actually considering splitting the fluid API into it's own library and have it replace the minetest_game bucket mod.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Jun 20, 2018 14:22

I've done it.
This mod now depends on fluid_lib, which can be found at viewtopic.php?f=9&t=20327

Don't worry, all of these mods will be on the ContentDB when they're ready to go!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by bell07 » Sun Jul 08, 2018 10:08

Is this mod for MT-0.5 only or is it possible to get it working with MT-0.4.17? I am woundering about the missed "depends.txt" files and the dependencies listed in mod.conf. Is the "depends.txt" file obsolete for MT-0.5?
 

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Re: [Mod] Elepower - A new powerful modpack [elepower]

by bell07 » Sun Jul 08, 2018 10:27

Just converted the dependencies to the old depends.txt style. Do not have an icynet account, therefore the patch at this place:
Code: Select all
$ cat dependency.patch
diff --git a/elepower_dynamics/depends.txt b/elepower_dynamics/depends.txt
new file mode 100644
index 0000000..e9f9859
--- /dev/null
+++ b/elepower_dynamics/depends.txt
@@ -0,0 +1,9 @@
+elepower_papi
+elepower_fapi
+default
+fluid_tanks
+dye
+moreores?
+pipeworks?
+homedecor?
+
diff --git a/elepower_fapi/depends.txt b/elepower_fapi/depends.txt
new file mode 100644
index 0000000..fe2c979
--- /dev/null
+++ b/elepower_fapi/depends.txt
@@ -0,0 +1,2 @@
+elepower_papi
+fluid_lib
diff --git a/elepower_farming/depends.txt b/elepower_farming/depends.txt
new file mode 100644
index 0000000..a27e0c3
--- /dev/null
+++ b/elepower_farming/depends.txt
@@ -0,0 +1,9 @@
+elepower_papi
+elepower_tools
+elepower_fapi
+bucket
+farming
+fluid_tanks
+mobs?
+mobs_animal?
+mobs_monster?
diff --git a/elepower_machines/depends.txt b/elepower_machines/depends.txt
new file mode 100644
index 0000000..ed2da64
--- /dev/null
+++ b/elepower_machines/depends.txt
@@ -0,0 +1 @@
+elepower_dynamics
diff --git a/elepower_nuclear/depends.txt b/elepower_nuclear/depends.txt
new file mode 100644
index 0000000..4c7d6aa
--- /dev/null
+++ b/elepower_nuclear/depends.txt
@@ -0,0 +1 @@
+elepower_machines
diff --git a/elepower_papi/depends.txt b/elepower_papi/depends.txt
new file mode 100644
index 0000000..5b4e24a
--- /dev/null
+++ b/elepower_papi/depends.txt
@@ -0,0 +1,2 @@
+default?
+pipeworks?
diff --git a/elepower_tools/depends.txt b/elepower_tools/depends.txt
new file mode 100644
index 0000000..d4a82b5
--- /dev/null
+++ b/elepower_tools/depends.txt
@@ -0,0 +1 @@
+elepower_papi
 

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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sun Jul 08, 2018 10:31

bell07 wrote:Is this mod for MT-0.5 only or is it possible to get it working with MT-0.4.17? I am woundering about the missed "depends.txt" files and the dependencies listed in mod.conf. Is the "depends.txt" file obsolete for MT-0.5?

Yes,
Code: Select all
depends.txt
is deprecated in 5.0+. The mod will work in 0.4.17, however, powered tools will not work and breaking nodes will not retain their power charge. There might also be other API changes that won't work. Adding support for lower versions is currently at your own discretion.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sun Jul 08, 2018 10:47

bell07 wrote:Just converted the dependencies to the old depends.txt style.

Committed.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Jul 17, 2018 13:05

Chem871 wrote:How do I get printed circuits? Is there a machine for making them?

First, craft Acidic Compound and then right click with it on a water source node. That creates Etching Acid. Now, right click with your blank PCBs on the source node. You can currently create 10 PCBs per Acid Compound.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by PyL_ » Tue Jul 17, 2018 13:36

Do you know Mekanism mod from Minecraft ? It's a wonderful and quite complete tech mod too.
Do you plan to release your power API in a separate lib (like your fluid lib)?
 

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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Jul 17, 2018 13:41

PyL_ wrote:Do you know Mekanism mod from Minecraft ? It's a wonderful and quite complete tech mod too.
Do you plan to release your power API in a separate lib (like your fluid lib)?

I do know Mekanism. The fusion reactor progression will be based on it.
And if that's necessary, I might. It's not currently planned.
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