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Technic mod for Minetest
d39797aad8
Windmills always span more than one mapblock, so even with a switching station next to the generators, they will stop working if unloaded due to the windmill check failing to handle CONTENT_IGNORE of the frames at the foot of the windmill, unless a second switching station would be placed there. The commit assumes, that a user has to load a block to modify it, and thus unloaded blocks to have the same windmill frame state as before. This also makes technic_run for windmills a little faster by being able to skip some unnecessary node lookups and generally avoiding creation of 20 tables per windmill per step. |
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concrete | ||
extranodes | ||
technic | ||
technic_chests | ||
technic_worldgen | ||
wrench | ||
.gitattributes | ||
.gitignore | ||
.mailmap | ||
manual.md | ||
modpack.txt | ||
README.md |
Technic
Credits for contributing to the project (in alphabetical order):
- kpoppel
- Nekogloop
- Nore/Ekdohibs
- ShadowNinja
- VanessaE
- And many others...
FAQ
- My technic circuit doesn't work. No power is distrubuted.
- A: Make sure you have a switching station connected.
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.