crude_current-0.3.0-beta.jar
Curse Maven Snippet
What's new
The first beta: a real electrical grid, chemistry put to use, and weapons and armour. Worlds from 0.2.0-alpha load, but see "Upgrading" below.
Highlights
- A three-level electrical grid: low voltage for machines, medium and high voltage to carry power far, with transformers between them, overhead lines on poles and pylons, and remote-controlled breakers
- The electrician's manual: the grid explained from scratch, in English and French, with Ponder scenes
- Weapons and equipment: a napalm flamethrower, and tools and armour in steel, cast iron, lead and aluminium
- Chemistry at work: sulfuric acid fills accumulators and leaches ores, chlorine makes PVC
Electricity
- Low voltage (copper and aluminium cable): the only level machines plug into, ours and other mods' alike. It loses nothing, but only reaches 32 blocks of cable from a source
- Medium voltage (medium voltage cable and overhead lines): carries further, losing 0.1% of the energy per block
- High voltage (overhead lines only): carries furthest, losing ten times less than medium voltage
- Medium and high voltage never plug into machines, and cables of different levels never join
- Transformers pass energy from one level to the next, losing 2%. Right-click one: its screen shows its input and output, what is plugged into each side, and lets you pick the step
- Overhead lines: low, medium and high voltage insulators (spans of 16, 32 and 64 blocks) on wooden poles or steel lattice pylons, strung with copper, aluminium or steel-cored aluminium wire. Live medium and high voltage lines are bare: they shock whoever touches them
- Breakers, on any level: right-click one to open or close it, or open it with a redstone signal or a Redstone Link frequency. The goggles show its level and what holds it open
- Control panel: plug it into the grid with a cable and tie breakers to it with the new linking tool. Its screen shows each breaker's state and flow, cuts or restores it, renames it and sets its Redstone Link frequency. It only commands breakers on its own grid, so each panel runs an independent network. A Display Link shows the list on a display board, updated when a state changes (and every 5 seconds with the optional flows)
- Multimeter: right-click a cable to read its network's level, flow, reach and losses
- Copper and aluminium wire, cut from sheets by a mechanical saw
- Everything stays in Forge Energy
Chemistry
- Lead-acid accumulators are now a battery case (lead and copper) filled with 250 mB of sulfuric acid by a spout
- Leaching: crushed iron, gold, copper, zinc or lead ore with 100 mB of sulfuric acid in a mixer gives 12 nuggets, against 9 by washing
- PVC sheets: ethylene and chlorine in a heated mixer; they work wherever plastic sheets do
Weapons and equipment
- Napalm: 500 mB of gasoline and a plastic sheet in a mixer. Wading through it sets you on infernal fire
- Infernal fire: fire resistance does not stop it, nor does rain; only water puts it out
- Flamethrower (3D model): hold use to spray napalm 8 blocks ahead. A spout fills it with 1000 mB, ten seconds of fire. It only sets blocks alight with the worldDamage option, and the weapons option turns it off
- Tools and armour (sword, pickaxe, axe, shovel, hoe, full armour) in four metals:
- steel: better than iron, mines like diamond;
- cast iron: as good as iron, harder wearing;
- lead: hits hard but wears fast; its armour resists knockback but slows you down;
- aluminium: mines fast; its armour protects less but makes you quicker
- A new creative tab: Equipment
Upgrading from 0.2.0-alpha
- Accumulators are no longer crafted: make a battery case and fill it with sulfuric acid in a spout
- Copper and aluminium cables are low voltage: they keep working, but machines more than 32 blocks of cable from a source no longer get power. Bring a transformer and medium voltage cable, or overhead lines, for longer runs
- New server options: lowVoltageRange, mediumVoltageLoss, highVoltageLoss and electrocution
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include