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

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

by DS-minetest » Wed Sep 12, 2018 12:44

texmex wrote:
No, why? Just overwrite the torch's on_place and look for torches when the gas spreads.

Don’t torches already have an on_place function? What happens with the existing one?

You can save the existing one from minetest.registered_nodes into a local variable and call in the new function before you do yours.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Thu Sep 13, 2018 05:36

DS-minetest wrote:
texmex wrote:
No, why? Just overwrite the torch's on_place and look for torches when the gas spreads.

Don’t torches already have an on_place function? What happens with the existing one?

You can save the existing one from minetest.registered_nodes into a local variable and call in the new function before you do yours.

I never thought of that. Mind sort of blown. :)
 

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

by IcyDiamond » Thu Sep 13, 2018 07:16

DS-minetest wrote:@IcyDiamond: Why is this mod on gitlab enterprise edition? It's not free, is it? This way there won't be contribution from anyone.

It is not enterprise. It's community edition but I installed the wrong package, so it does have enterprise features, if I were to buy a license. It's self-hosted.

Currently, you can log in using Icy Network SSO but you cannot create repositories. If you want to report issues, you can do it in this thread and if you have a pull request, you can create a fork onto GitHub and I can merge it from there. But keep in mind that when you put it on GitHub, you must not change the license.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Sep 14, 2018 12:16

Added Solar Generators plus fixed a silly calculation error in power transfer.

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

by IcyDiamond » Fri Sep 14, 2018 12:46

texmex wrote:Nice addition! Did you end up having them degrade over time?

Not yet, but I'm thinking about adding some sort of mechanic to degrade them over time.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Sep 14, 2018 12:54

However, they are already pretty expensive to craft considering how much power they produce (8 EpU/s, only during day).
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Sep 14, 2018 14:46

Alpha 7 is now available on the ContentDB!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Byakuren » Sat Sep 15, 2018 17:47

You could make batteries be more expensive and degrade, like in real life. This would make the solar generator's intermittent power generation a bigger disadvantage (also like real life).

Not specifically asking for a realistic mod, just noting that making storage more expensive might be a good way to balance solars without degradation, and maybe allowing their generation capacity to be increased.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sat Sep 15, 2018 18:58

I will consider my options. At the moment, I am focusing on the fusion reactor.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Mon Sep 17, 2018 18:38

The Alpha playtesting server is live at 195.201.143.173:30001 for anyone interested in playing around with Elepower (along with other mods). It's 5.0.0-dev, by the way.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Sep 19, 2018 15:29

I'm slowly working on a wiki to help with playing this mod in survival. You can find it here
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Mon Sep 24, 2018 16:20

The mod has tools that don't break when they 'run out', but they can be charged to repair them, right? Would you be able to do the same thing with armor?
 

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

by IcyDiamond » Mon Sep 24, 2018 17:51

Chem871 wrote:The mod has tools that don't break when they 'run out', but they can be charged to repair them, right? Would you be able to do the same thing with armor?

Probably. I'll look into it later!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Thu Sep 27, 2018 11:56

I changed the Grindstone in a way that you don't have to break your finger and the LMB! Instead of that, I added a "Hand Crank", a node that you place on top of the Grindstone and hold RMB on in order to grind up your lumps and whatnot.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Sep 28, 2018 16:45

Alpha 8 has been released on the ContentDB! This release features a lot of bug fixes and changes to machine parameters.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by DuDraig » Tue Oct 09, 2018 19:53

ElePower test server, 2018-10-08 12:46pm PST:

I created a chainsaw, charged it in a power cell to full, and then used it once on the base of a default tree. The server crashed and is not coming back up.

While I wait, I'll carve another notch on my belt <evil grin>.
 

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

by DuDraig » Tue Oct 09, 2018 19:55

How do you get lava_source into the fluid buffer of a lava generator? There doesn't seem to be a source machine to which you can connect the fluid_duct to get lava_source. There is no lava accumulator like there is a water accumulator.
 

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

by IcyDiamond » Tue Oct 09, 2018 20:19

DuDraig wrote:How do you get lava_source into the fluid buffer of a lava generator? There doesn't seem to be a source machine to which you can connect the fluid_duct to get lava_source. There is no lava accumulator like there is a water accumulator.

Lava bucket. Sneak+RMB
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Oct 09, 2018 20:20

DuDraig wrote:ElePower test server, 2018-10-08 12:46pm PST:

I created a chainsaw, charged it in a power cell to full, and then used it once on the base of a default tree. The server crashed and is not coming back up.

While I wait, I'll carve another notch on my belt <evil grin>.

The error has been noted and will be fixed soon(TM) :P
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by DuDraig » Tue Oct 09, 2018 20:51

IcyDiamond wrote:Lava bucket. Sneak+RMB

Ah... TY! Seems awfully tedious though. I was hoping for an underground generator that did not require constant attention.
 

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

by IcyDiamond » Tue Oct 09, 2018 21:01

DuDraig wrote:
IcyDiamond wrote:Lava bucket. Sneak+RMB

Ah... TY! Seems awfully tedious though. I was hoping for an underground generator that did not require constant attention.

I could come up with something. I'll look into it. I am well aware that getting lava in this game is pretty difficult. You can use a portable tank to move 8 buckets at once, though.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Thu Nov 08, 2018 15:37

Sorry about the lack of updates recently, I have been playing other games. But I'm still working on Elepower, slowly but surely!

Here's a sneak peek of the next update: https://i.lunasqu.ee/2018-11-08-17-30-46.mp4
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by LegoLogger » Thu Nov 08, 2018 17:07

IcyDiamond wrote:Sorry about the lack of updates recently, I have been playing other games. But I'm still working on Elepower, slowly but surely!

Here's a sneak peek of the next update: https://i.lunasqu.ee/2018-11-08-17-30-46.mp4


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

by IcyDiamond » Thu Nov 08, 2018 17:12

LegoLogger wrote:Bad Gateway... (?)
Yeah, all I'm getting is a bad gateway to that link. Sorry.

There was an issue with my server. It should work now.
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