[Mod] Technic [0.4.16-dev] [technic]
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
- added fully functional MV furnace
put RE batteries into upgrade slots to increase internal energy buffer
or put there Control Logic Unit for furnace send cooked items into tubes
Furnace can accept tubes input from any side (but left is recommended)
Output is only to the right.
crafting recipes:
output = 'technic:mv_electric_furnace',
recipe = {
{'technic:stainless_steel_ingot', 'technic:electric_furnace', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_000000', 'technic:mv_transformer', 'pipeworks:tube_000000'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
end:
output = 'technic:control_logic_unit',
recipe = {
{'', 'moreores:gold_ingot', ''},
{'moreores:copper_ingot', 'technic:silicon_wafer', 'moreores:copper_ingot'},
{'', 'moreores:copper_ingot', ''},
}
put RE batteries into upgrade slots to increase internal energy buffer
or put there Control Logic Unit for furnace send cooked items into tubes
Furnace can accept tubes input from any side (but left is recommended)
Output is only to the right.
crafting recipes:
output = 'technic:mv_electric_furnace',
recipe = {
{'technic:stainless_steel_ingot', 'technic:electric_furnace', 'technic:stainless_steel_ingot'},
{'pipeworks:tube_000000', 'technic:mv_transformer', 'pipeworks:tube_000000'},
{'technic:stainless_steel_ingot', 'technic:mv_cable', 'technic:stainless_steel_ingot'},
}
end:
output = 'technic:control_logic_unit',
recipe = {
{'', 'moreores:gold_ingot', ''},
{'moreores:copper_ingot', 'technic:silicon_wafer', 'moreores:copper_ingot'},
{'', 'moreores:copper_ingot', ''},
}
Last edited by RealBadAngel on Sun Feb 03, 2013 01:29, edited 1 time in total.
I tried to use the MV furnace, but it looks like it doesn't receive power from the MV cables, battery boxes and solar panels. Am I doing something wrong?
EDIT: found where the bug comes from: you should add the following at line 320 of battery_box_mv.lua:
It could be even better if you used something in the node definition, so one could easily define new machines and power producers, and the code would be more simpler.
EDIT: found where the bug comes from: you should add the following at line 320 of battery_box_mv.lua:
Code: Select all
if minetest.env:get_node(pos1).name == "technic:mv_electric_furnace" then new_node_added=add_new_cable_node(RE_nodes,pos1) end
if minetest.env:get_node(pos1).name == "technic:mv_electric_furnace_active" then new_node_added=add_new_cable_node(RE_nodes,pos1) end
Last edited by Nore on Sun Feb 03, 2013 09:20, edited 1 time in total.
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
hehe, forgot to update this file ofc youre right, i will make register functionNore wrote:I tried to use the MV furnace, but it looks like it doesn't receive power from the MV cables, battery boxes and solar panels. Am I doing something wrong?
EDIT: found where the bug comes from: you should add the following at line 320 of battery_box_mv.lua:It could be even better if you used something in the node definition, so one could easily define new machines and power producers, and the code would be more simpler.Code: Select all
if minetest.env:get_node(pos1).name == "technic:mv_electric_furnace" then new_node_added=add_new_cable_node(RE_nodes,pos1) end if minetest.env:get_node(pos1).name == "technic:mv_electric_furnace_active" then new_node_added=add_new_cable_node(RE_nodes,pos1) end
Suggestion for tube crafting recipes:
Code: Select all
minetest.register_craft({
output = 'pipeworks:accelerator_tube_000000',
recipe = {
{'technic:copper_coil', 'pipeworks:tube_000000', 'technic:copper_coil'},
}
})
minetest.register_craft({
output = 'pipeworks:detector_tube_off_000000',
recipe = {
{'mesecons:mesecon', 'pipeworks:tube_000000', 'mesecons:mesecon'},
}
})
minetest.register_craft({
output = 'pipeworks:sand_tube_000000',
recipe = {
{'default:sand', 'pipeworks:tube_000000', 'default:sand'},
}
})
minetest.register_craft({
output = 'pipeworks:teleport_tube_000000',
recipe = {
{'default:mese_crystal', 'default:desert_stone', 'default:mese_crystal'},
{'default:desert_stone', 'pipeworks:tube_000000', 'default:desert_stone'},
{'default:mese_crystal', 'default:desert_stone', 'default:mese_crystal'},
}
})
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
Recipes added, with some changes to teleport tube.Nore wrote:Suggestion for tube crafting recipes:
Code: Select all
minetest.register_craft({ output = 'pipeworks:accelerator_tube_000000', recipe = { {'technic:copper_coil', 'pipeworks:tube_000000', 'technic:copper_coil'}, } }) minetest.register_craft({ output = 'pipeworks:detector_tube_off_000000', recipe = { {'mesecons:mesecon', 'pipeworks:tube_000000', 'mesecons:mesecon'}, } }) minetest.register_craft({ output = 'pipeworks:sand_tube_000000', recipe = { {'default:sand', 'pipeworks:tube_000000', 'default:sand'}, } }) minetest.register_craft({ output = 'pipeworks:teleport_tube_000000', recipe = { {'default:mese_crystal', 'default:desert_stone', 'default:mese_crystal'}, {'default:desert_stone', 'pipeworks:tube_000000', 'default:desert_stone'}, {'default:mese_crystal', 'default:desert_stone', 'default:mese_crystal'}, } })
Also added Injector.
crafting recipe:
output = 'technic:injector 1',
recipe = {
{'', 'technic:control_logic_unit',''},
{'', 'default:chest',''},
{'', 'pipeworks:tube_000000',''},
}
output: bottom, input from all sides
Use it like a chest, it will put everything stored here into the tubes
Injector is on the left side:
Another setup of injector and furnace, quite nice:
Last edited by RealBadAngel on Sun Feb 03, 2013 13:12, edited 1 time in total.
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
I like that crafting recipe for the accelerator tube - reminds me of a coilgun :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
Implemented.1244 wrote:In which way I can add new machine to function check_LV_node_subp in battery box? I ask because I create new mod wich use energy from LV battery box.
To register new power machine please use:
register_LV_machine (node_name,machine_type)
or
register_MV_machine (node_name,machine_type)
where node_name is name of registered machine
machine_type can be "PR" when machine produces energy, "RE" when machine is energy receiver
also metadata of registered machine shall have 3 additional variables defined
for LV machines:
technic_power_machine=1,
internal_EU_buffer=0;
internal_EU_buffer_size=value;
for MV machines
technic_mv_power_machine=1,
internal_EU_buffer=0;
internal_EU_buffer_size=value;
technic_power_machine=1 or technic_MV_power_machine=1 is used by wireing check routines
Try to upgrade to latest stairplus.
Also, I have a more or less working frame code:
Also, I have a more or less working frame code:
Code: Select all
function get_face(pos,ppos,pvect)
ppos={x=ppos.x-pos.x,y=ppos.y-pos.y+1.5,z=ppos.z-pos.z}
if pvect.x>0 then
local t=(-0.5-ppos.x)/pvect.x
local y_int=ppos.y+t*pvect.y
local z_int=ppos.z+t*pvect.z
if y_int>-0.4 and y_int<0.4 and z_int>-0.4 and z_int<0.4 then return 1 end
elseif pvect.x<0 then
local t=(0.5-ppos.x)/pvect.x
local y_int=ppos.y+t*pvect.y
local z_int=ppos.z+t*pvect.z
if y_int>-0.4 and y_int<0.4 and z_int>-0.4 and z_int<0.4 then return 2 end
end
if pvect.y>0 then
local t=(-0.5-ppos.y)/pvect.y
local x_int=ppos.x+t*pvect.x
local z_int=ppos.z+t*pvect.z
if x_int>-0.4 and x_int<0.4 and z_int>-0.4 and z_int<0.4 then return 3 end
elseif pvect.y<0 then
local t=(0.5-ppos.y)/pvect.y
local x_int=ppos.x+t*pvect.x
local z_int=ppos.z+t*pvect.z
if x_int>-0.4 and x_int<0.4 and z_int>-0.4 and z_int<0.4 then return 4 end
end
if pvect.z>0 then
local t=(-0.5-ppos.z)/pvect.z
local x_int=ppos.x+t*pvect.x
local y_int=ppos.y+t*pvect.y
if x_int>-0.4 and x_int<0.4 and y_int>-0.4 and y_int<0.4 then return 5 end
elseif pvect.z<0 then
local t=(0.5-ppos.z)/pvect.z
local x_int=ppos.x+t*pvect.x
local y_int=ppos.y+t*pvect.y
if x_int>-0.4 and x_int<0.4 and y_int>-0.4 and y_int<0.4 then return 6 end
end
end
for xm=0,1 do
for xp=0,1 do
for ym=0,1 do
for yp=0,1 do
for zm=0,1 do
for zp=0,1 do
local outimgs = {}
if yp==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
if ym==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
if xp==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
if xm==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
if zp==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
if zm==1 then
table.insert(outimgs, "technic_lv_cable.png")
else
table.insert(outimgs, "default_stone.png")
end
local nameext=tostring(xm)..tostring(xp)..tostring(ym)..tostring(yp)..tostring(zm)..tostring(zp)
local groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}
if nameext~="111111" then groups.not_in_creative_inventory=1 end
minetest.register_node("technic:frame_"..nameext,{
description = "Frame",
tiles = outimgs,
groups=groups,
frame=1,
drop="technic:frame_111111",
frame_connect_all=function(pos)
local nodename=minetest.env:get_node(pos).name
l2={}
l1={{x=-1,y=0,z=0},{x=1,y=0,z=0},{x=0,y=-1,z=0},{x=0,y=1,z=0},{x=0,y=0,z=-1},{x=0,y=0,z=1}}
for i,dir in ipairs(l1) do
if string.sub(nodename,-7+i,-7+i)=="1" then
l2[#(l2)+1]=dir
end
end
return l2
end,
on_punch=function(pos,node,puncher)
local ppos=puncher:getpos()
local pvect=puncher:get_look_dir()
local pface=get_face(pos,ppos,pvect)
if pface==nil then return end
local nodename=node.name
local newstate=tostring(1-tonumber(string.sub(nodename,-7+pface,-7+pface)))
if pface<=5 then
nodename=string.sub(nodename,1,-7+pface-1)..newstate..string.sub(nodename,-7+pface+1)
else
nodename=string.sub(nodename,1,-2)..newstate
end
node.name=nodename
minetest.env:set_node(pos,node)
end
})
end
end
end
end
end
end
function frame_motor1_on(pos,node)
local npos={x=pos.x,y=pos.y+1,z=pos.z}
local nnode=minetest.env:get_node(npos)
if node.param2==0 then
dir={x=1,y=0,z=0}
elseif node.param2==1 then
dir={x=0,y=0,z=-1}
elseif node.param2==2 then
dir={x=-1,y=0,z=0}
else
dir={x=0,y=0,z=1}
end
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
function frame_motor2_on(pos,node)
local npos={x=pos.x,y=pos.y-1,z=pos.z}
local nnode=minetest.env:get_node(npos)
if node.param2==0 then
dir={x=1,y=0,z=0}
elseif node.param2==1 then
dir={x=0,y=0,z=-1}
elseif node.param2==2 then
dir={x=-1,y=0,z=0}
else
dir={x=0,y=0,z=1}
end
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
function frame_motor3_on(pos,node)
local npos={x=pos.x,y=pos.y,z=pos.z}
if node.param2==0 then
dir={x=1,y=0,z=0}
npos.z=npos.z-1
elseif node.param2==1 then
dir={x=0,y=0,z=-1}
npos.x=npos.x-1
elseif node.param2==2 then
dir={x=-1,y=0,z=0}
npos.z=npos.z+1
else
dir={x=0,y=0,z=1}
npos.x=npos.x+1
end
local nnode=minetest.env:get_node(npos)
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
function frame_motor4_on(pos,node)
local npos={x=pos.x,y=pos.y,z=pos.z}
if node.param2==0 then
dir={x=-1,y=0,z=0}
npos.z=npos.z-1
elseif node.param2==1 then
dir={x=0,y=0,z=1}
npos.x=npos.x-1
elseif node.param2==2 then
dir={x=1,y=0,z=0}
npos.z=npos.z+1
else
dir={x=0,y=0,z=-1}
npos.x=npos.x+1
end
local nnode=minetest.env:get_node(npos)
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
function frame_motor5_on(pos,node)
local npos={x=pos.x,y=pos.y,z=pos.z}
if node.param2==0 then
npos.z=npos.z-1
elseif node.param2==1 then
npos.x=npos.x-1
elseif node.param2==2 then
npos.z=npos.z+1
else
npos.x=npos.x+1
end
dir={x=0,y=1,z=0}
local nnode=minetest.env:get_node(npos)
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
function frame_motor6_on(pos,node)
local npos={x=pos.x,y=pos.y,z=pos.z}
if node.param2==0 then
npos.z=npos.z-1
elseif node.param2==1 then
npos.x=npos.x-1
elseif node.param2==2 then
npos.z=npos.z+1
else
npos.x=npos.x+1
end
dir={x=0,y=-1,z=0}
local nnode=minetest.env:get_node(npos)
if minetest.registered_nodes[nnode.name].frame==1 then
local connected_nodes=get_connected_nodes(npos)
move_nodes_vect(connected_nodes,dir)
end
end
minetest.register_node("technic:frame_motor1",{
description = "Frame motor 1",
tiles = {"pipeworks_filter_top.png", "technic_lv_cable.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor1_on}},
frames_can_connect=function(pos,dir)
return dir.y~=-1
end
})
minetest.register_node("technic:frame_motor2",{
description = "Frame motor 2",
tiles = {"technic_lv_cable.png", "pipeworks_filter_top.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor2_on}},
frames_can_connect=function(pos,dir)
return dir.y~=1
end
})
minetest.register_node("technic:frame_motor3",{
description = "Frame motor 3",
tiles = {"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "pipeworks_filter_top.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor3_on}},
frames_can_connect=function(pos,dir)
local node=minetest.env:get_node(pos)
if node.param2==0 then return dir.z~=1
elseif node.param2==1 then return dir.x~=1
elseif node.param2==2 then return dir.z~=-1
else return dir.x~=-1 end
end
})
minetest.register_node("technic:frame_motor4",{
description = "Frame motor 4",
tiles = {"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "pipeworks_filter_top.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor4_on}},
frames_can_connect=function(pos,dir)
local node=minetest.env:get_node(pos)
if node.param2==0 then return dir.z~=1
elseif node.param2==1 then return dir.x~=1
elseif node.param2==2 then return dir.z~=-1
else return dir.x~=-1 end
end
})
minetest.register_node("technic:frame_motor5",{
description = "Frame motor 5",
tiles = {"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "pipeworks_filter_top.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor5_on}},
frames_can_connect=function(pos,dir)
local node=minetest.env:get_node(pos)
if node.param2==0 then return dir.z~=1
elseif node.param2==1 then return dir.x~=1
elseif node.param2==2 then return dir.z~=-1
else return dir.x~=-1 end
end
})
minetest.register_node("technic:frame_motor6",{
description = "Frame motor 6",
tiles = {"technic_lv_cable.png", "technic_lv_cable.png", "technic_lv_cable.png",
"technic_lv_cable.png", "technic_lv_cable.png", "pipeworks_filter_top.png"},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2,mesecon=2},
paramtype2 = "facedir",
mesecons={effector={action_on=frame_motor6_on}},
frames_can_connect=function(pos,dir)
local node=minetest.env:get_node(pos)
if node.param2==0 then return dir.z~=1
elseif node.param2==1 then return dir.x~=1
elseif node.param2==2 then return dir.z~=-1
else return dir.x~=-1 end
end
})
function move_nodes_vect(poslist,vect)
for _,pos in ipairs(poslist) do
local npos=addVect(pos,vect)
if minetest.env:get_node(npos).name~="air" and not(pos_in_list(poslist,npos)) then return end
end
nodelist={}
for _,pos in ipairs(poslist) do
local node=minetest.env:get_node(pos)
local meta=minetest.env:get_meta(pos):to_table()
nodelist[#(nodelist)+1]={pos=pos,node=node,meta=meta}
minetest.env:remove_node(pos)
end
for _,n in ipairs(nodelist) do
local npos=addVect(n.pos,vect)
minetest.env:set_node(npos,n.node)
local meta=minetest.env:get_meta(npos)
meta:from_table(n.meta)
end
end
function get_connected_nodes(pos)
c={pos}
local nodename=minetest.env:get_node(pos).name
connected(pos,c,minetest.registered_nodes[nodename].frame_connect_all(pos))
return c
end
function addVect(pos,vect)
return {x=pos.x+vect.x,y=pos.y+vect.y,z=pos.z+vect.z}
end
function pos_in_list(l,pos)
for _,p in ipairs(l) do
if p.x==pos.x and p.y==pos.y and p.z==pos.z then return true end
end
return false
end
function connected(pos,c,adj)
for _,vect in ipairs(adj) do
local pos1=addVect(pos,vect)
local nodename=minetest.env:get_node(pos1).name
if not(pos_in_list(c,pos1)) and nodename~="air" and
(minetest.registered_nodes[nodename].frames_can_connect==nil or
minetest.registered_nodes[nodename].frames_can_connect(pos1,vect)) then
c[#(c)+1]=pos1
if minetest.registered_nodes[nodename].frame==1 then
local adj=minetest.registered_nodes[nodename].frame_connect_all(pos1)
connected(pos1,c,adj)
end
end
end
end
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
Yikes! im testin it right nowNore wrote:Try to upgrade to latest stairplus.
Also, I have a more or less working frame code:
WOW !
Last edited by RealBadAngel on Tue Feb 05, 2013 21:13, edited 1 time in total.
In creative mode in the latest xyz build of 0.4.4, unified_inventory's inventory menu disappears and never comes back. Instead, I end up having to use the default creative menu.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
Nore's frames code merged. I made for it nodeboxed frames.
Last edited by RealBadAngel on Wed Feb 06, 2013 14:57, edited 1 time in total.
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
im workin on the motor right nowNore wrote:Thanks. Could you make better textures for the frame motor? Moreover, have you got a way to rotate a frame motor without using 6 different nodes?
to rotate stuff just use screwdrivers, theyre very handy
ofc i will need to modify its code to support also up/down
Last edited by RealBadAngel on Thu Feb 07, 2013 02:56, edited 1 time in total.
I've got an error while generating a map
It sounds like it depends on something missing.
Code: Select all
ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...n\..\mods\minetest\technic-master\technic/rubber.lua:111: attempt to call method 'spawn_tree' (a nil value)
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
if something (technic, plantlife, moretrees, or otherwise) calls for spawn_tree, you need a build of Minetest dated Jan. 7 or later, either from one of PilzAdam's, thexyz's, or sfan5's prebuilt binaries (all for Windows), or from a nightly builds repository or compiled from source code (generally Linux users).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
1. Am I alone? im using latest technic, but MV wires, vertical are 'invisible'... isnt missing texture?
PS how to use frames and f. motors? (I think they arent just decorative)
PS how to use frames and f. motors? (I think they arent just decorative)
Last edited by BZab on Fri Feb 08, 2013 14:14, edited 1 time in total.
- RealBadAngel
- Member
- Posts: 557
- Joined: Wed Jul 18, 2012 16:30
Sorry but i cannot see anythin on this screenshot.BZab wrote:1. Am I alone? im using latest technic, but MV wires, vertical are 'invisible'... isnt missing texture?
PS how to use frames and f. motors? (I think they arent just decorative)
MV wires works here without any problems.
About frames: theyre still work in progress, if you would like to see them in action, please visit VanessE server, theres workin setup which uses frames.
Last edited by RealBadAngel on Fri Feb 08, 2013 16:14, edited 1 time in total.
OK i know ss isnt good but:
Vertical parts of MV wires are invisible
Isolation is only in "middle" of section with wire...
I'll try do better SS
EDIT:
(Using a bit old Misa's pack, which was made before adding MV..)
Vertical parts of MV wires are invisible
Isolation is only in "middle" of section with wire...
I'll try do better SS
EDIT:
(Using a bit old Misa's pack, which was made before adding MV..)
Last edited by BZab on Fri Feb 08, 2013 16:56, edited 1 time in total.
Who is online
Users browsing this forum: Ahrefs [Bot], Google [Bot] and 26 guests