[Mod]Technic Addon[tech_add]

Post Reply
uind_w
Member
Posts: 29
Joined: Sun Jul 19, 2015 13:10
Location: Japan

[Mod]Technic Addon[tech_add]

by uind_w » Post

I made some small machines, with Technic and Mesecons.

When EU supply, this machine outputs Mese Signal.
Image
(Demand 1EU. Not 0, but very small)

When Battery has charge enough, these Battery Torch outputs Mese Signal.
Battery torch has 3 types. Their thresholds are 25k, 100k, and 500k.
Image

And, uranium changes color depending on one's fissile.
Image

In addition, I made some recipe with sulfur and lead.
They will be battery, and gunpowder.
And grinding Ice make snow block.

depends: technic and mesecons
License: LGPLv2+
Attachments
tech_add150921.zip
Newest
(16.33 KiB) Downloaded 600 times
tech_add150913.zip
Older
(5.97 KiB) Downloaded 72 times
Last edited by uind_w on Mon Sep 21, 2015 12:32, edited 1 time in total.

User avatar
DS-minetest
Member
Posts: 1161
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: DS-minetest
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod]Technic Addon[tech_add]

by DS-minetest » Post

that is a good mod
maybe you add a cable you can disable with mesecon signal
Note that I've recently renamed myself on github and co. to "Desour". (I'm bad at naming things.)
Feel free to call me DS.

Martno
Member
Posts: 78
Joined: Thu May 28, 2015 07:09
Location: Hungary

Re: [Mod]Technic Addon[tech_add]

by Martno » Post

I needed this machine for a long time for my subgame idea.
Awesome!

User avatar
hb.operandi
Member
Posts: 24
Joined: Mon Sep 14, 2015 19:47
In-game: Belle

Re: [Mod]Technic Addon[tech_add]

by hb.operandi » Post

Oooh. Intrigued! This would be a great way of telling when a machine is actually receiving power (specifically the big complicated ones) instead of running all over trying to figure out what the problem is.
Cheers
There is an art to flying, or rather a knack. Its knack lies in learning to throw yourself at the ground and miss. ... Clearly, it is this second part, the missing, that presents the difficulties."

my other life
http://hboperandi.blogspot.com/

uind_w
Member
Posts: 29
Joined: Sun Jul 19, 2015 13:10
Location: Japan

Update!

by uind_w » Post

*Add 3 types Battery torch. Use them attach to Battery box.
*Uranium changes color depending on one's fissile.
*Grinding Ice make snow block.

With these machine, I made circuit breaker.
Image

Left side is EU Supply. There is solar array above ladder. And Right side is EU consume.

If battery become empty, Mese signal become off, and Sticky Piston Down, and Right side will cut off from circuit.
So, EU demands become 0, then Battery charge will increase.

If battery charge be over 100k, Battery torch Output Mese signal, and Sticky Piston Up.
So, Circuit resumes working.

It's just one example.
Please enjoy Technic, and Technic addon ! :)

User avatar
DS-minetest
Member
Posts: 1161
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: DS-minetest
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod]Technic Addon[tech_add]

by DS-minetest » Post

you dont need the torches, you have got the block detector with mesecons but the rest of the update is good
Note that I've recently renamed myself on github and co. to "Desour". (I'm bad at naming things.)
Feel free to call me DS.

Gerald
Member
Posts: 93
Joined: Sun Dec 28, 2014 10:35
In-game: gerald7
Location: Germany

Re: [Mod]Technic Addon[tech_add]

by Gerald » Post

Is there a reason not to add this to the original technic mod?

Gerald
Member
Posts: 93
Joined: Sun Dec 28, 2014 10:35
In-game: gerald7
Location: Germany

Re: [Mod]Technic Addon[tech_add]

by Gerald » Post

I think there is a bug: If the "Mese Signals" are separated by digging the cable, they stay on.
You have to define "technic_on_disable(pos, node)" or "technic_disabled_machine_name" in the node definition.

User avatar
Hybrid Dog
Member
Posts: 2783
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

by Hybrid Dog » Post

l uploaded the mod to github after adding a few commits:

Download: zip, tar.gz (zip takes ~14 kB, tar.gz ~5 kB (Mon May 9 15:13 CEST 2016))
github: tech_add

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

mtango688
New member
Posts: 9
Joined: Wed Apr 13, 2016 15:16

Re: [Mod]Technic Addon[tech_add]

by mtango688 » Post

Actually, block detectors could replace nearly every function of this mod.

The gunpowder recipe should have something like saltpeter (in addition to coal and sulfur).

Post Reply

Who is online

Users browsing this forum: j0j0n4th4n and 5 guests