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

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IcyDiamond
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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.
Image
Image
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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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