Requests Energy: Activated when the pipe has an active power request.
Use to allow your network to respond to demand dynamically.
Energy Overloaded: Activated when the pipe turns red, in case anyone
wants to know when that happens.
Item and Power.
Item Pipe won't connect to Stone or Cobblestone and has half the
friction of Stone.
Power Pipe takes the place of Gold (64 MJ/t) and bumps Gold and Diamond
up to 256 MJ/t and 1024 MJ/t respectively. Expanding the upper tier
power distribution capacity.
Various textures adjusted to keep pipes distinct.
This pattern is basically the old Flatten pattern that would clear all
the way to the sky.
Recipe
GGG
GGG
BBB
Flatten got a matching recipe:
GGG
BBB
BBB
Explosions are gone, loss over distance is gone.
Added two new Power pipes, Cobble and Diamond.
All pipes have much smaller max throughput:
Cobble = 8 MJ/t
Stone = 16 MJ/t
Gold = 64 MJ/t
Diamond = 256 MJ/t
The power display will turn red if a pipe has hit its max capacity. You
can use smaller pipes to throttle certain parts of your power net.
Machines are more lossy now to make up for the lossless pipes. Expect
low power draws even when idle.
Also added on/off Gate action support to lasers and ACTs.
Oil Lakes can no longer only spawn in sand. Added IMC calls for Lakes
and excluded Biomes.
"oil-lake-biome" and "oil-gen-exclude", both take the BiomeID as an
argument.
Increased specular highlights on Oil texture, you shouldn't have to jump
in the pool to tell the difference between lighting glitches and oil
anymore.
Oil Lakes now have 50% chance of being 2 blocks deep. Improved gen to
prevent floating trees, etc.
Oil Wells should no longer gen in mod added trees.
Ported Pipe textures (Pipe "api" changed for submods)
Ported Wire textures
Updated pipe sync to accomodate Icons
Updated all pipes to new "api"
Nerfed Herobrine