Technic ----------------- A mod for [minetest](http://www.minetest.net) ![](https://github.com/mt-mods/technic/workflows/integration-test/badge.svg) # Overview The technic modpack extends the Minetest game with many new elements, mainly constructable machines and tools. It is a large modpack, and tends to dominate gameplay when it is used. This manual describes how to use the technic modpack, mainly from a player's perspective. The technic modpack depends on some other modpacks: * the basic Minetest game * mesecons, which supports the construction of logic systems based on signalling elements * pipeworks, which supports the automation of item transport * moreores, which provides some additional ore types * basic_materials, which provides some basic craft items This manual doesn't explain how to use these other modpacks, which have their own manuals: * [Minetest Game Documentation](https://wiki.minetest.net/Main_Page) * [Mesecons Documentation](http://mesecons.net/items.html) * [Pipeworks Documentation](https://gitlab.com/VanessaE/pipeworks/-/wikis/home) * [Moreores Forum Post](https://forum.minetest.net/viewtopic.php?t=549) * [Basic materials Repository](https://gitlab.com/VanessaE/basic_materials) Recipes for constructable items in technic are generally not guessable, and are also not specifically documented here. You should use a craft guide mod to look up the recipes in-game. For the best possible guidance, use the unified\_inventory mod, with which technic registers its specialised recipe types. # Documentation Ingame: * [Substances](./technic/doc/substances.md) * [Processes](./technic/doc/processes.md) * [Chests](./technic/doc/chests.md) * [Radioactivity](./technic/doc/radioactivity.md) * [Electrical power](./technic/doc/power.md) * [Powered machines](./technic/doc/machines.md) * [Generators](./technic/doc/generators.md) * [Forceload anchor](./technic/doc/anchor.md) Mod development: * [Api](./technic/doc/api.md) subjects missing from this manual: * powered tools * tool charging * battery and energy crystals * chainsaw * flashlight * mining lasers * mining drills * prospector * sonic screwdriver * liquid cans * wrench * frames * templates ## FAQ 1. My technic circuit doesn't work. No power is distributed. * A: Make sure you have a switching station connected. # Notes This is a maintained fork of https://github.com/minetest-mods/technic with various enhancements. Suitable for multiplayer environments. * chainsaw re-implementation (@OgelGames) * Switching station lag/polyfuse and globalstep execution (@BuckarooBanzay) * No forceload hacks * Additional HV machines (furnace, grinder, thx to @h-v-smacker) * HV-digiline cables (@S-S-X) * various others... # Recommended mods Recommended mods that build on the `technic mod`: * https://github.com/mt-mods/jumpdrive * https://github.com/OgelGames/powerbanks # Settings * **technic.quarry.quota.enable** enable per-player quarry quota (default: false) * **technic.quarry.quota.limit** per-player and second quarry dig limit (default: 10) * **technic.quarry.maxdepth** max depth of the quarry (default: 100) * **technic.switch_max_range** max cable length (default: 256) * **technic.switch.off_delay_seconds** switching station off delay (default: 300 seconds) * **technic.radiation.enable_throttling** enable lag- and per-second-trottling of radiation damage # Chat commands * **/technic_flush_switch_cache** clears the switching station cache (stops all unloaded switches) # Open issues * Documentation (markdown) * Luacheck / testing * More settings, remove hardcoded values # Contributors * kpoppel * Nekogloop * Nore/Ekdohibs * ShadowNinja * VanessaE * @BuckarooBanzay * @OgelGames * @int-ua * @S-S-X * And many others... # License Unless otherwise stated, all components of this modpack are licensed under the LGPL, V2 or later. See also the individual mod folders for their secondary/alternate licenses, if any.