[Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

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IcyDiamond
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[Mod] Elepower - Machines/Power/Fluids/Nuclear [elepower]

by IcyDiamond » Post

Image

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

This mod does not work below Minetest 5.0.0+! You have been warned.

Some features
  • Power and fluid transfer
  • Ore doubling mechanics (Pulverizer + Furnace)
  • Automatic farms (Planter + Harvester)
  • High crafting complexity for crafting lovers
  • A sawmill that gives 6 planks instead of 4 per log!
  • Nuclear Power (Both fission and fusion reactors)
  • Toggle your automation on and off using Mesecons
  • Seeds and other farming produce can be turned into power via Biofuel
  • Gases and (unrealistic, sorry chem nerds!) chemical reactions/processes
  • A mining machine to get an endless supply of ores, as long as you have power!
  • A bunch of materials and derived crafting components you can use in your own mods!
  • Machine usage help available from both craftguide and unified_inventory!
  • ..and a lot more planned!
Depends on fluid_lib, moreores and MTG. basic_materials is highly recommended.

Source Code: https://github.com/sirrobzeroone/elepower
Available on the ContentDB: https://content.minetest.net/packages/I ... /elepower/
License: MIT

Important notes
  • IcyDiamond is no longer maintaining this mod or this post. See the latest replies for updates by the new maintainer/developer, sirrobzeroone!.
  • Machine speeds, capacities and power consumption values are NOT optimized/finalized just yet!
  • I am well aware that some grid setups might not work properly or may be inefficient. If your power grid stops delivering/receiving power, simply re-place the "broken" nodes. Power delivery shortcomings are mentioned in this post (help wanted!).
  • 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 and TechPack's tubelib for item transfer.
  • Please report bugs in this forum thread.
Last edited by IcyDiamond on Tue Jul 06, 2021 15:11, edited 23 times in total.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Stix » Post

Nice! Perhaps you could add this and your other projects to ContentDB: https://content.minetest.net/ ?
Hey, what can i say? I'm the bad guy.

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

by IcyDiamond » Post

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 » Post

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

by IcyDiamond » Post

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 » Post

Good job! New technological and more user friendly mods are really needed.
I hope your mod will be released soon.
Can your read this?

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

by texmex » Post

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 » Post

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 » Post

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 » Post

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 » Post

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?
Last edited by bell07 on Fri Sep 14, 2018 12:19, edited 1 time in total.

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

by bell07 » Post

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 » Post

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 » Post

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 Chem871 » Post

How do I get printed circuits? Is there a machine for making them?
What is SCP-055?

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

by IcyDiamond » Post

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_ » Post

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 » Post

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

by IcyDiamond » Post

I am working on the nuclear aspect now. Hopefully, I can present a fission reactor soon!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Post

Would uranium be added as an ore, then?
What is SCP-055?

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

by IcyDiamond » Post

Chem871 wrote:Would uranium be added as an ore, then?
Yes, as a "depleted" uranium that needs to be enriched.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Post

How will fusion work?
What is SCP-055?

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

by IcyDiamond » Post

Chem871 wrote:How will fusion work?
Deuterium + Tritium
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by cx384 » Post

IcyDiamond wrote:
Chem871 wrote:How will fusion work?
Deuterium + Tritium
Image
:-)
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Post

I meant, deuterium and tritium is a gas. How will that work, as a game mechanic?
What is SCP-055?

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