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

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

by IcyDiamond » Thu Aug 09, 2018 17:10

rubenwardy wrote:
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

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

by IcyDiamond » Fri Aug 10, 2018 11:59

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]

by texmex » Fri Aug 10, 2018 14:04

IcyDiamond wrote:I'm planning on adding a node that creates biofuel from crops and seeds to use in power generation.

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.
 

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

by IcyDiamond » Fri Aug 10, 2018 15:26

texmex wrote:
IcyDiamond wrote:I'm planning on adding a node that creates biofuel from crops and seeds to use in power generation.

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.

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 :)

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]

by texmex » Fri Aug 10, 2018 17:43

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]

by IcyDiamond » Fri Aug 10, 2018 18:12

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. :)

Alright, that works as well :)
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by ManElevation » Fri Aug 10, 2018 20:02

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]

by IcyDiamond » Fri Aug 10, 2018 20:43

ManElevation wrote:heyaii! i think this is a really good mod but could you make tutorials? for the simple things atleast?

This mod is not finished. Tutorials will be made, along with a detailed in-game manual for all things Elepower.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sat Aug 11, 2018 12:52

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]

by IcyDiamond » Sun Aug 12, 2018 15:30

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]

by IcyDiamond » Mon Aug 20, 2018 16:59

Chem871 wrote:Would you change the texture of uranium ore? It looks too similar to coal ore. Also, what about adding solar cells?

I might do that. Solar will be added later.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Mon Aug 20, 2018 18:37

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]

by IcyDiamond » Tue Aug 21, 2018 05:38

texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.

Solar panels will require the user to have a nuclear reactor anyway.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Tue Aug 21, 2018 11:41

IcyDiamond wrote:
texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.

Solar panels will require the user to have a nuclear reactor anyway.

Really? Why?
 

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

by IcyDiamond » Tue Aug 21, 2018 12:12

texmex wrote:
IcyDiamond wrote:
texmex wrote:I think solar cells should degrade slowly over time in order not to enable free energy.

Solar panels will require the user to have a nuclear reactor anyway.

Really? Why?

Actually, I'm not sure yet. I'll see what i'll do later.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by auouymous » Sat Aug 25, 2018 03:20

IcyDiamond wrote:
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.


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.

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]

by IcyDiamond » Wed Aug 29, 2018 12:47

Introducing gases and gas containers.
Pictured: Electrolyzer creating Hydrogen and Oxygen from water.

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

by IcyDiamond » Fri Aug 31, 2018 18:17

texmex wrote:Yaaas! Will gases occur naturally in-world as well?

Maybe. Do you mean like underground? Like methane and such?
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by texmex » Fri Aug 31, 2018 21:36

IcyDiamond wrote:
texmex wrote:Yaaas! Will gases occur naturally in-world as well?

Maybe. Do you mean like underground? Like methane and such?

Exactly. You already affect mapgen by introducing new ore with this mod, right? (Though uncontained gas replacing air nodes may highly alter gameplay…)
 

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

by auouymous » Fri Aug 31, 2018 22:14

texmex wrote:Though uncontained gas replacing air nodes may highly alter gameplay…


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).
 

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

by texmex » Fri Aug 31, 2018 22:33

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?
 

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

by DS-minetest » Tue Sep 11, 2018 17:57

texmex wrote:Finally for the torch explosions, perhaps node timers may be of use?

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

@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]

by texmex » Tue Sep 11, 2018 19:31

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?
 

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