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License: GNU Lesser General Public License v3.0
A mod that adds configurable item chargers
License: GNU Lesser General Public License v3.0
nvm
Requiring Curios 4.0.0.1 and when I provide that it says that it's wrong... But then when I install Curios 4.0.3.0 (NEWER) because it says it required Curios 4.0.0.1 IT STILL DIDNT WORK
Can the chargers bleed charge off items? Like, I have a dongle that currently has 2400rf. I'd like to move that 2400rf into a charger and leave the dongle at 0rf. Will these let me do that?
I'd like to see something similar to Thermal Expansion's capacitors in a standalone mod. I'm making a tech pack without that mod, and I'd like an alternative.
In particular, here is how I would like such an item to function:
-While in your inventory and active, it will charge other items or armor pieces in your inventory
-It stores a configurable amount of RF, which can be charged with chargers such as the other blocks from this mod
-Hold it in your hand to toggle if it's active. While inactive, it does not charge items.
-It works while in the inventory, hotbar, or any bauble slot
Just posting this because I was wondering if support could be added for charging the scanner from the Scannable mod. The scanner will go into the chargers and consume the energy, but the item won't actually be charged. Wireless chargers make the item nonfunctional after it attempts to charge it.
Scannable: https://www.curseforge.com/minecraft/mc-mods/scannable
Currently, the chargers lose their energy when upgrading to a higher tier.
You just need to put your jetpack into the curios jetpack slot and you will see that the jetpack is not loading.
#Common configs
[common]
#Compat configs
[common.compat]
#If curios compat should be enabled
curios_compat = true
#Chargers configs
[chargers]
[chargers.tier_1]
#The amount of energy the charger can hold
#Range: > 0
storage = 25000
#The amount of energy/tick that can be inserted
#Range: > 0
max_input = 500
#The amount of energy/tick that can be extracted
#This is the max speed items would be charged at, actual speed could be slower depending on item
#Range: > 0
max_output = 500
[chargers.tier_2]
#The amount of energy the charger can hold
#Range: > 0
storage = 500000
#The amount of energy/tick that can be inserted
#Range: > 0
max_input = 10000
#The amount of energy/tick that can be extracted
#This is the max speed items would be charged at, actual speed could be slower depending on item
#Range: > 0
max_output = 10000
[chargers.tier_3]
#The amount of energy the charger can hold
#Range: > 0
storage = 1000000
#The amount of energy/tick that can be inserted
#Range: > 0
max_input = 25000
#The amount of energy/tick that can be extracted
#This is the max speed items would be charged at, actual speed could be slower depending on item
#Range: > 0
max_output = 25000
[chargers.tier_4]
#The amount of energy the charger can hold
#Range: > 0
storage = 25000000
#The amount of energy/tick that can be inserted
#Range: > 0
max_input = 625000
#The amount of energy/tick that can be extracted
#This is the max speed items would be charged at, actual speed could be slower depending on item
#Range: > 0
max_output = 625000
[chargers.wireless]
#The amount of energy the wireless charger can hold
#Range: > 0
storage = 200000
#The amount of energy/tick that can be inserted
#Range: > 0
max_input = 4000
#The amount of energy/tick that can be extracted
#This is the max speed items would be charged at, actual speed could be slower depending on item
#Range: > 0
max_output = 4000
#The range from the charger that item will be charged
#Range: 0 ~ 128
range = 24
Mod version:
I added this mod to my modded Skyblock simply as a way of powering Building Gadgets, and it has quite a strange interaction with Baubles:
For some reason it blocks the initial scanning for equipped Baubles, so you have to manually enter the baubles menu to update it, and it also blocks some baubles from working (e.g Botania's Invisibility Cape wouldn't apply invisibility despite me having a full mana tablet in my inventory)
It also blocked damage sounds on the player for some reason. (e.g being hit by a zombie wouldn't make any noise, but damage would still be applied)
Minecraft: 1.12.2
Forge: 1.12.2-14.23.5.2838
Chargers: 1.12.2-1.2.0.4
Forge essentials: 1.12.2-12.3.58
so i added forge essentials to a mod pack running Chargers version 1.2.0.4 once i done that i get the following error
Game Versions :
Forge: 35.1.13
Charger Mod: 3.0.0.1
Java: 14
Crash Log:
https://pastebin.com/DuG4avKm
Description :
In this case I am using Charger tier 3 connected with Flux Point and fully charged a Mekanism's Configurator
i use your mod to have automatic chager that in inventory with ae2 but i cant hopper it in so that's why i want to have this feature
Just wondering if you have any plans to port this to 1.16.3? Thanks in advance.
Please update <3,
This mod not compat with other mods.
Chargers can receive energy, BUT CANT SEND ENERGY! Very please fix!
Please add possibility "Energy Output"
I'm running a CurseForge custom modpack and am using the following version - Chargers-1.18.2-4.2.1.14.jar
If I remain close to my base, I'm having no issues with item/inventory wireless charging when I return to the base.
I am using FTB Chunks (ftb-chunks-forge-1802.3.6-build.145.jar) to keep my base force loaded.
If the chunk unloads; like when I go to the Nether, the End or go further than 12 chunks from my base, when I return, my items/inventory will not charge.
If I break and re-place the wireless charger, charging resumes.
Let me know if there is any more information you require.
When trying to start Minecraft with the most recent Curios, it complains that it needs Curios of 4.0.0.1... even though I'm running Curios 4.0.5.1.
I'd like to use the following mods together:
https://www.curseforge.com/minecraft/mc-mods/energeticsheep
https://www.curseforge.com/minecraft/mc-mods/create
https://www.curseforge.com/minecraft/mc-mods/createaddition
I'd like to use energetic sheep to electrically power create machines using createadditions motor. The only problem is that I have no way to drain the power from the electrically charged wool.
I love this mod, and how it simply adds chargers. I'd love if you also added drainers, so one could drain power from items to generate power.
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