Powercells can now power machines so long as they are charged up and connected to a machine/light bulb etc ie powercells can be a provider on there own now.
Lighting fixed a few issues:
Lights weren't getting power if you added them to a network while it was on powercell power rather than provider power.
Floodlights had the wrong drops listed
Floodlights reverted to Incandescent on active/inactive change - Thanks Yeti
Powercells wouldn't supply to machines in "Out of Power" state - Thanks Meise21
Both issues should now be resolved
Also pushed some changes I made to external_nodes_items.lua doesn't affect functionality purely tidy up
Start to remove all default references to default mod into a single file so they can be more easily updated.
Add recipes for blue/red paper.
Add Silver Wire to internal copy of basic materials
Breaking Update:
~ elepower lighting added
~ light bulbs
~ flood lights
~ led panels
~ decorative shades
~ added to tome
~ improvements to dynamics inventory images
~ improvements to machine recipe storage
~ tome support for new recipes
~ additional elepower conduit types added with lighting and base
~ changes to compressing from 1 recipe slot to 2 slots (potential breaking change)
- Powercells/Batteries now distribute power when Powergen for network is 0
- Powercells/Batteries will only distribute power to "Active" machines lowering network drain
- All machines/Powercells-Batteries act as power pass through ie no longer a network end point - note this only happened on reload of game they worked like this when laid out this way just game save/reload caused machines/Powercells to act as end point.
- fixed Issue max_stack to stack_max, https://gitlab.icynet.eu/evert/elepower/-/issues/5