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

PostPosted: Tue Jun 19, 2018 20:08
by IcyDiamond
Image

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

Currently developed towards 5.0.0+. Using this mod in earlier versions is at your own discretion!

Depends on fluid_lib: viewtopic.php?f=9&t=20327

Some features
  • Power and fluid transfer
  • Ore doubling mechanics (Pulverizer + Furnace)
  • Automatic farms (Planter + Harvester)
  • 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 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!

Wiki: https://wiki.lunasqu.ee/Category:Elepower
Source Code: https://gitlab.icynet.eu/evert/elepower
Available on the ContentDB: https://content.minetest.net/packages/IcyDiamond/elepower/
License: MIT

Important notes
  • 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.
  • Please do not use this mod in a world that you care about. Everything in this mod can change rapidly in development and things will break!
  • Once this mod enters Beta status, there will be an official playtesting server where anyone can join and test machines and other features. Feedback from this step will be gathered in order to optimize machine parameters and fix bugs.
  • Please report bugs in this forum thread.

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 (for item transfer).

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

PostPosted: Tue Jun 19, 2018 20:55
by Stix
Nice! Perhaps you could add this and your other projects to ContentDB: https://content.minetest.net/ ?

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

PostPosted: Tue Jun 19, 2018 21:25
by IcyDiamond
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.

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

PostPosted: Tue Jun 19, 2018 23:10
by GamingAssociation39
So does this mod add similar blocks from MC mods?

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

PostPosted: Wed Jun 20, 2018 04:32
by IcyDiamond
GamingAssociation39 wrote:So does this mod add similar blocks from MC mods?

Thermal Expansion is my inspiration.

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

PostPosted: Wed Jun 20, 2018 12:10
by cx384
Good job! New technological and more user friendly mods are really needed.
I hope your mod will be released soon.

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

PostPosted: Wed Jun 20, 2018 12:41
by texmex
This looks fantastic! Do existing liquids automatically work with this mod?

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

PostPosted: Wed Jun 20, 2018 12:45
by IcyDiamond
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.

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

PostPosted: Wed Jun 20, 2018 12:56
by IcyDiamond
I'm actually considering splitting the fluid API into it's own library and have it replace the minetest_game bucket mod.

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

PostPosted: Wed Jun 20, 2018 14:22
by IcyDiamond
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!

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

PostPosted: Sun Jul 08, 2018 10:08
by bell07
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?

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

PostPosted: Sun Jul 08, 2018 10:27
by bell07
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

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

PostPosted: Sun Jul 08, 2018 10:31
by IcyDiamond
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.

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

PostPosted: Sun Jul 08, 2018 10:47
by IcyDiamond
bell07 wrote:Just converted the dependencies to the old depends.txt style.

Committed.

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

PostPosted: Tue Jul 17, 2018 12:53
by Chem871
How do I get printed circuits? Is there a machine for making them?

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

PostPosted: Tue Jul 17, 2018 13:05
by IcyDiamond
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.

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

PostPosted: Tue Jul 17, 2018 13:36
by PyL_
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)?

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

PostPosted: Tue Jul 17, 2018 13:41
by IcyDiamond
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.

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

PostPosted: Sat Jul 21, 2018 20:24
by IcyDiamond
I am working on the nuclear aspect now. Hopefully, I can present a fission reactor soon!

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

PostPosted: Sat Jul 21, 2018 22:48
by Chem871
Would uranium be added as an ore, then?

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

PostPosted: Sun Jul 22, 2018 04:42
by IcyDiamond
Chem871 wrote:Would uranium be added as an ore, then?

Yes, as a "depleted" uranium that needs to be enriched.

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

PostPosted: Sun Jul 22, 2018 16:56
by Chem871
How will fusion work?

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

PostPosted: Sun Jul 22, 2018 17:16
by IcyDiamond
Chem871 wrote:How will fusion work?

Deuterium + Tritium

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

PostPosted: Sun Jul 22, 2018 18:07
by cx384
IcyDiamond wrote:
Chem871 wrote:How will fusion work?

Deuterium + Tritium

Image
:-)

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

PostPosted: Sun Jul 22, 2018 19:02
by Chem871
I meant, deuterium and tritium is a gas. How will that work, as a game mechanic?