5d14083f2c
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 |
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elepower_documentation | ||
elepower_dynamics | ||
elepower_farming | ||
elepower_lighting | ||
elepower_machines | ||
elepower_mining | ||
elepower_nuclear | ||
elepower_papi | ||
elepower_solar | ||
elepower_thermal | ||
elepower_tome | ||
elepower_tools | ||
elepower_wireless | ||
LICENSE | ||
modpack.conf | ||
README.md | ||
screenshot.png |
Elepower
A new powerful modpack for Minetest 5.0.0+!
I do not recommend using this modpack with technic, as this modpack aims to become an all new technology mod. However, compatibility might be added at a later date.
Depends on fluid_lib!
Features
Universal Electric Power API
How is this any different from technic I hear you asking? Well, first of all, I have eliminated the concept of "tiers" in the technic sense, as all types of machines will now be accepting any conduit. Machines can be upgraded for speed and efficiency.
Universal Fluid Transfer API
Exactly what it sounds like. Pipeworks failed to do this. Works with melterns!
Machinery
Machines for doubling your ore output and helping you create more powerful materials.
Tools
Powered tools that you can simply recharge instead of crafting them again.
Farming
Farming automation machines: automatic planting and harvesting of crops.
Nuclear
Nuclear power. Both fission and fusion will (soon) be presented!