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[Mod]Technic Addon[tech_add]

PostPosted: Sun Sep 13, 2015 03:58
by uind_w
I made some small machines, with Technic and Mesecons.

When EU supply, this machine outputs Mese Signal.
Image
(Demand 1EU. Not 0, but very small)

When Battery has charge enough, these Battery Torch outputs Mese Signal.
Battery torch has 3 types. Their thresholds are 25k, 100k, and 500k.
Image

And, uranium changes color depending on one's fissile.
Image

In addition, I made some recipe with sulfur and lead.
They will be battery, and gunpowder.
And grinding Ice make snow block.

depends: technic and mesecons
License: LGPLv2+

Re: [Mod]Technic Addon[tech_add]

PostPosted: Sun Sep 13, 2015 11:27
by DS-minetest
that is a good mod
maybe you add a cable you can disable with mesecon signal

Re: [Mod]Technic Addon[tech_add]

PostPosted: Sat Sep 19, 2015 09:41
by Martno
I needed this machine for a long time for my subgame idea.
Awesome!

Re: [Mod]Technic Addon[tech_add]

PostPosted: Sat Sep 19, 2015 17:20
by hb.operandi
Oooh. Intrigued! This would be a great way of telling when a machine is actually receiving power (specifically the big complicated ones) instead of running all over trying to figure out what the problem is.
Cheers

Update!

PostPosted: Mon Sep 21, 2015 12:47
by uind_w
*Add 3 types Battery torch. Use them attach to Battery box.
*Uranium changes color depending on one's fissile.
*Grinding Ice make snow block.

With these machine, I made circuit breaker.
Image

Left side is EU Supply. There is solar array above ladder. And Right side is EU consume.

If battery become empty, Mese signal become off, and Sticky Piston Down, and Right side will cut off from circuit.
So, EU demands become 0, then Battery charge will increase.

If battery charge be over 100k, Battery torch Output Mese signal, and Sticky Piston Up.
So, Circuit resumes working.

It's just one example.
Please enjoy Technic, and Technic addon ! :)

Re: [Mod]Technic Addon[tech_add]

PostPosted: Mon Sep 21, 2015 17:46
by DS-minetest
you dont need the torches, you have got the block detector with mesecons but the rest of the update is good

Re: [Mod]Technic Addon[tech_add]

PostPosted: Sat Feb 27, 2016 00:07
by Gerald
Is there a reason not to add this to the original technic mod?

Re: [Mod]Technic Addon[tech_add]

PostPosted: Sat May 07, 2016 14:24
by Gerald
I think there is a bug: If the "Mese Signals" are separated by digging the cable, they stay on.
You have to define "technic_on_disable(pos, node)" or "technic_disabled_machine_name" in the node definition.

PostPosted: Mon May 09, 2016 13:17
by Hybrid Dog
l uploaded the mod to github after adding a few commits:

Download: zip, tar.gz (zip takes ~14 kB, tar.gz ~5 kB (Mon May 9 15:13 CEST 2016))
github: tech_add

Re: [Mod]Technic Addon[tech_add]

PostPosted: Mon May 09, 2016 14:21
by mtango688
Actually, block detectors could replace nearly every function of this mod.

The gunpowder recipe should have something like saltpeter (in addition to coal and sulfur).