088eea1e3b
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
Technic
License
Copyright (C) 2012-2014 Maciej Kasatkin (RealBadAngel)
Technic chests code is licensed under the GNU LGPLv2+.
Texture licenses:
BlockMen modified by Zefram (CC BY-SA 3.0):
- technic_chernobylite_block.png
- technic_corium_flowing_animated.png
- technic_corium_source_animated.png
celeron55 (Perttu Ahola) modified by Zefram (CC BY-SA 3.0):
- technic_bucket_corium.png
sdzen (Elise Staudter) (CC BY-SA 3.0):
- most of the older 16x16 textures
RealBadAngel: (WTFPL)
- Everything else.
CC BY-SA 3.0: http://creativecommons.org/licenses/by-sa/3.0/
Sound licenses:
veikk0 (Veikko Mäkelä) (CC BY-SA 4.0):
- technic_hv_nuclear_reactor_siren_danger_loop.ogg
- Derived from "Nuclear alarm.wav" by Freesound.org user rene___ from https://freesound.org/people/rene___/sounds/56778/. Originally licensed under CC0 1.0 https://creativecommons.org/publicdomain/zero/1.0/
CC BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/