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

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

by IcyDiamond » Sun Jul 22, 2018 23:30

Chem871 wrote:I meant, deuterium and tritium is a gas. How will that work, as a game mechanic?

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

by IcyDiamond » Fri Jul 27, 2018 16:51

Some reactor progress..
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Jul 27, 2018 19:50

Now the reactor can heat up coolant!
Image
Next up, the hot coolant shall be ran into Heat Exchangers that turn Water into Steam using the Hot Coolant, which in turn will then be turned back into Cold Coolant. The steam must be ran into a Turbine Generator to get tons of power!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Terumoc » Fri Jul 27, 2018 22:11

Really happy to see something like this being worked on!

Though I've been off the MT scene for a little while, I've been hoping a good base API for power/fluid handling would find its way in the community, this seems like a very good candidate.

I'll be playing with Elepower more in the near future and will definitely report anything I notice.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Fri Jul 27, 2018 22:14

Terumoc wrote:Really happy to see something like this being worked on!

Though I've been off the MT scene for a little while, I've been hoping a good base API for power/fluid handling would find its way in the community, this seems like a very good candidate.

I'll be playing with Elepower more in the near future and will definitely report anything I notice.

I will be improving the APIs in the future as well! Please note that some recipes are either missing or undocumented, so the best way to play around with this mod is in creative, or if you can read source code, you can find the alloy recipes and such too. But don't worry, this mod is still in development and documentation will be created!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sat Jul 28, 2018 18:47

Image
Added a bunch more recipes and a new screenshot, with the nuclear nodes included in it :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sun Jul 29, 2018 13:21

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

by IcyDiamond » Wed Aug 01, 2018 14:42

We're now going wireless! First up in the list, powered teleporters!
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by GamingAssociation39 » Wed Aug 01, 2018 16:42

So you can have wireless lights in the homes?
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Wed Aug 01, 2018 18:51

So a continual cost for teleporters, nice! Are there already powered furnaces?
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Aug 01, 2018 19:01

Chem871 wrote:So a continual cost for teleporters, nice! Are there already powered furnaces?

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

by CBugDCoder » Thu Aug 02, 2018 12:39

This Mod looks promising keep up the good work.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Thu Aug 02, 2018 12:52

CBugDCoder wrote:This Mod looks promising keep up the good work.

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

by IcyDiamond » Thu Aug 02, 2018 15:28

Added a Matter Transmitter: It's basically a teleporter that you have to power and set a target Matter Receiver on.
Matter Transmitters and Receivers are per-player and currently cannot be shared.

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(Green is the Transmitter)
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sat Aug 04, 2018 19:49

Alpha 2 has been submitted to the ContentDB!

Changes from previous release
  • Powered Teleporters
  • More crafting components
  • Tool API improvements
  • A powered pickaxe known as the Hand Drill
  • Chainsaw and Harvester can now both cut down trees instantly!
  • ..And some bug fixes..
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by BillyS » Tue Aug 07, 2018 01:19

This looks AWESOME. Once that version of minetest is stable, I'll be sure to try it out on my server.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Tue Aug 07, 2018 11:05

Thanks to Rubenwardy, the latest Minetest version has custom tooltips on formspecs!
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No longer do you have to wonder what a bar represents!

BillyS wrote:This looks AWESOME. Once that version of minetest is stable, I'll be sure to try it out on my server.

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

by texmex » Thu Aug 09, 2018 08:20

I can see the mods supports pipeworks. Would you be interested in supporting joe7575's tubelib as an alternative item transfer system? I believe it's much more lightweight.
 

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

by IcyDiamond » Thu Aug 09, 2018 13:05

texmex wrote:I can see the mods supports pipeworks. Would you be interested in supporting joe7575's tubelib as an alternative item transfer system? I believe it's much more lightweight.

I'll look into it :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Thu Aug 09, 2018 13:58

Turns out it was incredibly easy and I have done it. Now, elepower supports tubelib for item transfer. Will look into using it for fluids as well.
Pipeworks still is supported as well.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Thu Aug 09, 2018 14:12

That’s great!
Regarding liquid, don’t you have your own pipes for that or am I mistaken? Regardless I’m trying to harmonize both systems into one coherent game so your tubelib support is one step closer to that end. :)
 

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

by IcyDiamond » Thu Aug 09, 2018 14:21

texmex wrote:That’s great!
Regarding liquid, don’t you have your own pipes for that or am I mistaken? Regardless I’m trying to harmonize both systems into one coherent game so your tubelib support is one step closer to that end. :)

Yeah, for fluid transfer I do have my own piping system. It's not very needy in terms of processing power either.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Thu Aug 09, 2018 14:23

Currently thinking about what else I need to do before making another release on the CDB. Might wait a little for the latest master commits to become used because of the tooltips.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by rubenwardy » Thu Aug 09, 2018 14:44

IcyDiamond wrote:Might wait a little for the latest master commits to become used because of the tooltips.


That doesn't matter too much, as it'll still work just without the tooltips and with an error
 

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