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

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

by mywaynotthehighway » Sun Jan 13, 2019 02:14

IcyDiamond wrote:
mywaynotthehighway wrote:Some items like the Tanks don't retain their values when dug

That shouldn't happen, unless you're using a version prior to 5.0.0-dev


I am running current git head of Minetest which is Detected Git version 5.0.0-dev-debug-5a00b118

Weirdly I just noticed if I play in creative and break a tank that has contents then I get the correct thing back however in survival I dont
 

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

by IcyDiamond » Sun Jan 20, 2019 19:28

mywaynotthehighway wrote:
IcyDiamond wrote:
mywaynotthehighway wrote:Some items like the Tanks don't retain their values when dug

That shouldn't happen, unless you're using a version prior to 5.0.0-dev


Weirdly I just noticed if I play in creative and break a tank that has contents then I get the correct thing back however in survival I dont

I cannot reproduce this, sorry :/
By chance, are you using item_drop? I know for a fact that dropped item entities do not retain the appropriate metadata.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by NetYard5 » Mon Jan 21, 2019 16:34

I really love this mod! but I dont get exactly how nuclear generators work :P ... can anyone explain me how to use steam turbine?
 

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

by IcyDiamond » Tue Jan 22, 2019 00:11

Various topics on Elepower Wiki have been updated and continue being updated, such as the Fission Reactor setup.

NetYard5 wrote:I really love this mod! but I dont get exactly how nuclear generators work :P ... can anyone explain me how to use steam turbine?

See the newly updated wiki article.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Wed Jan 23, 2019 16:52

First alpha release of the year, Alpha 12 has been released on the ContentDB. It includes changes to fission reactors, new machine upgrades, bunch of fixes and more progress on the fusion reactor setup.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by NetYard5 » Sat Jan 26, 2019 09:58

You should add a wind turbine generator to this mod, maybe build a structural of a big wind turbine with Rotor block spawning the blades in shape of entity?
 

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

by NetYard5 » Sat Jan 26, 2019 10:56

My first nuclear reactor fission generator.
Image
Ive finally got my answers from the last question about using fission, Im moving to how fusion reactor works for a bit, thanks to the Wiki!
 

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

by IcyDiamond » Sat Jan 26, 2019 13:10

NetYard5 wrote:My first nuclear reactor fission generator.
Image
Ive finally got my answers from the last question about using fission, Im moving to how fusion reactor works for a bit, thanks to the Wiki!

Sweet! Currently there is no way to set up fusion because there's a few steps missing from the process. I'll announce when it's ready to use as always. You can however set up the torus and deuterium production already.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Sat Jan 26, 2019 13:48

In Technic, you could use corium to generate uranium for power, does this mod have anything like that? And, can a nuclear reactor melt down?
What is SCP-055 again? I forgot.
 

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

by NetYard5 » Sat Jan 26, 2019 15:07

Chem871 wrote:In Technic, you could use corium to generate uranium for power, does this mod have anything like that? And, can a nuclear reactor melt down?

Yes, Wiki says when the core heated in around 80 will cause it melt down, I never tried it
 

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

by IcyDiamond » Sat Jan 26, 2019 15:29

NetYard5 wrote:
Chem871 wrote:In Technic, you could use corium to generate uranium for power, does this mod have anything like that? And, can a nuclear reactor melt down?

Yes, Wiki says when the core heated in around 80 will cause it melt down, I never tried it

No, there is no corium (yet) and the meltdown is just the core node being removed. This will change.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by DoyleChris » Sat Jan 26, 2019 16:10

did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.

2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>
 

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

by NetYard5 » Sat Jan 26, 2019 16:24

DoyleChris wrote:did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.

2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>

Yes! I got the same problem too, this is a weird problem and wished to be fixed. I have to forcibly disable the elepower_solar in the mod configure and join the game and remove the unknown node to save world from keep crashing...
 

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

by rubenwardy » Sat Jan 26, 2019 18:25

DoyleChris wrote:did a singleplayer game with the mod running.
I laid out 10 solar panels in a row, connected them together, right clicked on one solar panel, toggled the button in the upper right, and i get this error.

2019-01-26 11:07:52: ERROR[Main]: Invalid tooltip element(3): '0,0;1,2.5;(c@#c60303)Energy Storage
2019-01-26 11:07:52: ERROR[Main]: (c@#c60303)(c@#ffffff)(c@#0399c6)Charge: 0 / 64 EpU(c@#ffffff)(c@#565656)
2019-01-26 11:07:52: ERROR[Main]: (c@#565656)Power Used / Generated: 0 EpU(c@#ffffff)'
2019-01-26 11:07:57: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'elepower_solar' in callback node_on_timer(): ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: attempt to call field 'raycast' (a nil value)
2019-01-26 11:07:57: ERROR[Main]: stack traceback:
2019-01-26 11:07:57: ERROR[Main]: ...bin\..\mods\elepower-master\elepower_solar/generator.lua:72: in function <...bin\..\mods\elepower-master\elepower_solar/generator.lua:38>



This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features
 

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

by Nathan.S » Sat Jan 26, 2019 21:39

If on Linux build from source, or try the daily ppa.
https://launchpad.net/~minetestdevs/+ar ... ily-builds

On Windows or Mac you could build from source as well, not sure about builds for those platforms as I don't use either of them.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Sun Jan 27, 2019 16:49

An uncooled fission reactor core will now melt into Corium. Also, I think I finally managed to fix the pump.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Sun Jan 27, 2019 17:24

Does damaging radiation exist in this modpack? Also, is the MP still dependent on fluid_lib?
What is SCP-055 again? I forgot.
 

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

by IcyDiamond » Sun Jan 27, 2019 18:02

Chem871 wrote:Does damaging radiation exist in this modpack? Also, is the MP still dependent on fluid_lib?

No, not yet at least and yes, forever will be.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Mon Jan 28, 2019 12:28

A simple wind turbine
Image
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Festus1965 » Mon Jan 28, 2019 12:41

rubenwardy wrote:This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features


maybe as of this, mods have to be signed also in subject text, what version they are for, or separate the mod threads ?
I am really confused about compatibly between 0.4.x and 5.0, but that is another thread worth
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by IcyDiamond » Mon Jan 28, 2019 13:12

Festus1965 wrote:
rubenwardy wrote:This mod is for Minetest 5.0. You're using Minetest 0.4.x, which doesn't support those features


maybe as of this, mods have to be signed also in subject text, what version they are for, or separate the mod threads ?
I am really confused about compatibly between 0.4.x and 5.0, but that is another thread worth

I don't understand what you're trying to say. The OP clearly states that this mod is for 5.0.0-dev.
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Re: [Mod] Elepower - A new powerful modpack [elepower]

by Chem871 » Mon Jan 28, 2019 13:49

What about adding battery nodes to hold a lot of juice, and steam turbines, for realistic, simple power generation?
What is SCP-055 again? I forgot.
 

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