I guessrubenwardy wrote:That doesn't matter too much, as it'll still work just without the tooltips and with an errorIcyDiamond wrote:Might wait a little for the latest master commits to become used because of the tooltips.
[Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]
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Re: [Mod] Elepower - A new powerful modpack [elepower]
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I'm planning on adding a node that creates biofuel from crops and seeds to use in power generation.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Excellent! Though I’m mighy impressed by the nuclear power features of the mod, for the game I’m putting together I’m much more interested in medieval-ish level of technology.IcyDiamond wrote:I'm planning on adding a node that creates biofuel from crops and seeds to use in power generation.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Well I don't think you can get that out of this mod, but good luck anyway! The code is open source so you can use parts of it if need be :)texmex wrote:Excellent! Though I’m mighy impressed by the nuclear power features of the mod, for the game I’m putting together I’m much more interested in medieval-ish level of technology.IcyDiamond wrote:I'm planning on adding a node that creates biofuel from crops and seeds to use in power generation.
But you know, parts of this mod are distributed as a modpack so you can just disable what you don't need as well.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
No actually I’m okay with the current machines. I’ll just unregister the ones that are too modern to fit the lore. :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Alright, that works as well :)texmex wrote:No actually I’m okay with the current machines. I’ll just unregister the ones that are too modern to fit the lore. :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]
heyaii! i think this is a really good mod but could you make tutorials? for the simple things atleast?
My Public Mods! Discord: Rottweiler Games#3368
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Re: [Mod] Elepower - A new powerful modpack [elepower]
This mod is not finished. Tutorials will be made, along with a detailed in-game manual for all things Elepower.ManElevation wrote:heyaii! i think this is a really good mod but could you make tutorials? for the simple things atleast?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Most machines now have a state button, which allows you to disable or enable a machine from it's UI or by using Mesecons! That's right, you can toggle machines on and off using Mesecons now.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Alpha 4 is now available on the ContentDB. This release contains bug fixes, machine states (see previous reply) and Biofuel.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Would you change the texture of uranium ore? It looks too similar to coal ore. Also, what about adding solar cells?
What is SCP-055?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I might do that. Solar will be added later.Chem871 wrote:Would you change the texture of uranium ore? It looks too similar to coal ore. Also, what about adding solar cells?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
I think solar cells should degrade slowly over time in order not to enable free energy.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Solar panels will require the user to have a nuclear reactor anyway.texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Really? Why?IcyDiamond wrote:Solar panels will require the user to have a nuclear reactor anyway.texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Actually, I'm not sure yet. I'll see what i'll do later.texmex wrote:Really? Why?IcyDiamond wrote:Solar panels will require the user to have a nuclear reactor anyway.texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
You should have gases be nodes like liquids. Not sure if its possible, but have them float upward until they encounter a non-air node. Some gases could worldgen in caves, and damage the player on contact.IcyDiamond wrote:They're virtual fluids that fluid_lib can handle. Fluid transfer nodes will work with transferring them no problem. Just that they cannot be put in tanks or buckets.Chem871 wrote:I meant, deuterium and tritium is a gas. How will that work, as a game mechanic?
You could also add a bucket that holds gases (to fluid_lib or a new gas_lib) with a piece of glass between the ingots. Make the bucket icon upside down when empty or full. And add a separate tank to store gases. The bucket mod has a list of registered liquids that tanks use to determine if item is a liquid or not. The gas_bucket mod could also have a list of registered gases that tanks could use. Some tanks could support liquids or gas, while something like a top-less barrel would only support liquids.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Introducing gases and gas containers.
Pictured: Electrolyzer creating Hydrogen and Oxygen from water.
Pictured: Electrolyzer creating Hydrogen and Oxygen from water.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Yaaas! Will gases occur naturally in-world as well?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Maybe. Do you mean like underground? Like methane and such?texmex wrote:Yaaas! Will gases occur naturally in-world as well?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Exactly. You already affect mapgen by introducing new ore with this mod, right? (Though uncontained gas replacing air nodes may highly alter gameplay…)IcyDiamond wrote:Maybe. Do you mean like underground? Like methane and such?texmex wrote:Yaaas! Will gases occur naturally in-world as well?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
It wouldn't replicate like water source nodes. But you might walk into a dark cave full of gas pockets that hurt you. And placing a torch in or adjacent to a gas node might cause it to explode. But I'm not sure if minetest has any way to notify a node if one of its neighbors has updated like minecraft does, and using an ABM or timer would cause lag. That means no torch explosions or gas nodes floating up when ceiling is dug out (digging down into a gas pocket).texmex wrote:Though uncontained gas replacing air nodes may highly alter gameplay…
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Yes, the hurting gas part is what I was referring to. Though they all would be cool features a pretty purposeful mod such as this one would start to ”feature-sprawl”: becoming less versatile and more monolithic.
Regardless of it being written in this mod or its own, those features should be pretty doable. For gas volatility the vacuum mod might be of service as an example. As for buoyant/floating nodes I once made such a demo (need to find the post). Finally for the torch explosions, perhaps node timers may be of use?
Regardless of it being written in this mod or its own, those features should be pretty doable. For gas volatility the vacuum mod might be of service as an example. As for buoyant/floating nodes I once made such a demo (need to find the post). Finally for the torch explosions, perhaps node timers may be of use?
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Re: [Mod] Elepower - A new powerful modpack [elepower]
No, why? Just overwrite the torch's on_place and look for torches when the gas spreads.texmex wrote:Finally for the torch explosions, perhaps node timers may be of use?
@IcyDiamond: Why is this mod on gitlab enterprise edition? It's not free, is it? This way there won't be contribution from anyone.
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Re: [Mod] Elepower - A new powerful modpack [elepower]
Don’t torches already have an on_place function? What happens with the existing one?No, why? Just overwrite the torch's on_place and look for torches when the gas spreads.
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