Carter Kolwey 088eea1e3b Fixes for network calculation issues
This fixes several issues:
* More than one switching station could become active on large networks
 - Switching stations now semi-permanently become disabled if another is present
 - Power monitors have been added to replace the function of "slave" switching stations, to discourage overuse of switching stations
* Networks did not reliably "split" when cutting a cable
 - I "may" have caused this issue, but I believe it is solved by this
* Machines did not run without a player near the switching station
 - Active switching stations now forceload themselves, and free the forceloaded block if disabled, dug, or disconnected
 - Machines are only loaded to run them (as before), so only one mapblock (or two if the bottom edge of the switching station is a mapblock boundary) is loaded
 - Cables are still only loaded during a full network recalculation
2017-03-10 01:35:58 -06:00
2012-08-21 07:18:33 +02:00
2013-04-14 22:53:30 -04:00
2015-02-05 09:41:38 +01:00
2013-01-27 14:03:47 +01:00
2015-09-12 01:01:41 -04:00

Technic

Credits for contributing to the project (in alphabetical order):

  • kpoppel
  • Nekogloop
  • Nore/Ekdohibs
  • ShadowNinja
  • VanessaE
  • And many others...

FAQ

  1. 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.

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