technic/README.md
2020-06-18 11:09:40 +02:00

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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.