The pulverizer (crusher) can now process ore more profitably than using a hammer.
Attention. If you played with a version of the mod before 1.0.0.
All electrical devices and cables you will need to break and install again!!! Otherwise, they will cause damage to everyone, or burn out when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull up the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Attention. If you played with a version of the mod before 2.0.0-rc.1
After switching to the mod version 2.0.0-rc.1 and higher, it will be impossible to roll back the mod - this will inevitably break all electrical devices, wires, etc. Make a backup of the world just in case.
The Thermoelectric Generator can now be fueled using the Ctrl+Right-Click key combination.
The Thermoelectric Generator tooltip now displays its contents.
Another attempt to fix a mechanical bug related to generators/engines on some multiplayer servers has been made. Please check this now.
Обновление 2.3.3:
Термоэлектрический генератор теперь можно загружать топливом с помощью комбинации клавиш Ctrl+Правая кнопка мыши.
В подсказке термогенератора теперь отображается его содержимое.
Предпринята очередная попытка исправить ошибку механической системы игры, связанную с генераторами/двигателями на некоторых многопользовательских серверах. Проверьте теперь, пожалуйста.
Added patches for compatibility with all ores from the Geology Additions mod. Now these ores can also be crushed in a pulverizer more efficiently than just a hammer.
Обновление 2.3.0:
Добавлены патчи для совместимости со всеми рудами из мода Geology Additions. Теперь эти руды также можно перемалывать в измельчителе эффективнее, чем просто молотком.
Support for 1.20.12 is ending, since >90% of players are using 1.21. There are a lot of changes in the versions and supporting two versions at once is problematic.
Added a recipe for crafting a large battery from small batteries.
Reduced the number of engine/generator variants in json. This is a “lightening” for the game, but some mods can still mix rotor textures. Do you know why?
Changed the crafting recipe for the upgraded generator and motor: from steel plate to iron.
Обновление 2.2.1:
Поддержка 1.20.12 прекращается, так как >90% игроков используют 1.21. Изменений много в версиях и поддерживать две версии сразу проблематично.
Добавлен рецепт крафта большого аккумулятора из маленьких аккумуляторов.
Уменьшено количество вариантов двигателей/генераторов в json. Это “облегчение” для игры, но некоторые моды все еще могут перемешивать текстуры роторов. Не знаете почему?
Изменен рецепт крафта модернизированного генератора и мотора: со стальной плиты на железную.
The code responsible for updating and polling all network devices has been cleaned.
The problem due to which the installation of engines/generators could stop the operation of other mechanical networks that are not even connected to them has been fixed.
Обновление 2.2.0:
Вычищен код, отвечающих за обновление и опрос всех устройств сети.
Исправлена проблема, из-за которой установка двигателей/генераторов могла останавливать работу других механических сетей, которые даже не связаны с ними.
Some serious bugs and issues remain unresolved for 1.20.12, especially since some players continue to play and create content using our mod. Therefore, this update includes all changes up to and including 2.3.1. The patch for the Temporal Technology mod remains.
Обновление 2.0.5:
Некоторые серьезные баги и проблемы все еще не были решены для 1.20.12, тем более, что некоторые игроки продолжают играть и снимать контент с участием нашего мода. Поэтому, это обновление включает все изменения до 2.3.1 включительно. Патч для мода Temporal Technology оставлен.
Now the switch can be placed on the wires on either side and will break all connections on this side. Before the update, you should first remove them from the wires, otherwise they will not be displayed on the wire (although they will be there). After installing them on the wire again, it will work in a new way.
Added a solid fuel thermoelectric power generator. Read the details in the description for it.
Обновление 1.0.5:
Теперь выключатель можно ставить на провода любой стороной и будет разрывать все соединения на этой грани. Перед обновлением вам следует снять их сначала с проводов, иначе потом они не будут отображаться на проводе (хотя и будут там находится). После установки на провод заново, он будет работать уже по-новому.
Добавлен твердотопливный термоэлектрический генератор энергии. Подробности читайте в описании к нему.
The mod has undergone a small refactoring thanks to @xarleyn .Reduced code duplication and other cluttered code sections.Thanks to him for his help.The player will not notice the improvements, but now anyone can create their own devices much easier.To do this, you need to take into account the necessary parts of the mod and the classes of our devices.
All parameters of engines and generators are output to json and signed, if you suddenly want to change them.
Fixed a very rare error that could lead to a client crash when trying to mark a wire at a certain point in space.It was due to the fact that the game believed that some entity was already placed in the selected place, although this was not the case.
The pathfinding system for current was improved.This allowed the use of devices placed on metal blocks again.Previously in (Electricity/Addon) this feature was made through a "crutch", although it worked somehow.
Added Spanish localization
Обновление 1.0.4:
Мод претерпел небольшой рефакторинг благодаря @xarleyn . Уменьшены дублирования кода и прочие нагроможденные участки кода. Спасибо ему за помощь. Игрок улучшений не заметит, но теперь любые желающие смогут намного легче создавать собственные устройства. Для этого нужно взять в зависимость необходимые части мода и классы наших устройств.
Все параметры двигателей и генераторов выведены в json и подписаны, если вы вдруг захотите их изменить.
Исправлена очень редкая ошибка, которая могла приводить к вылету клиента при попытке разметить провод в определенной точке пространства. Связана она была с тем, что игра считала, что какой-то энтити уже размещен в выбранном месте, хотя это было не так.
Была улучшена система поиска пути для тока. Это позволило снова использовать устройства размещенные на металлических блоках. Раньше в (Electricity/Addon) это возможность была сделана через "костыль", хотя и как-то работала.
Rewritten the work of items with energy reserves: battery, tools, armor, weapons. Now modifications that change the value of the durability of the item will also change their capacity. Tested with the ItemRarity mod. Perhaps it will work correctly with others too.
Made compatible items with energy reserves with the charger from the Vintage Engineering mod. Now they can be charged there too.
Обновление 1.0.3:
Переписана работа предметов, имеющих энергозапас: аккумулятор,инструменты, броня, оружие. Теперь модификации меняющие значение прочности предмета будут менять и их емкость. Проверено с модом ItemRarity. Возможно с другими тоже будет работать корректно.
Сделана совместимость предметов, имеющих энергозапас, с зарядным устройством из мода Vintage Engineering. Теперь их можно заряжать и там.
Fixed an issue where ore and crystallized ore could not be placed on surfaces. If you didn't know yet, the mod adds the ability to process ore in a grinder. The grinding process is more profitable than breaking it with a hammer!
Improved the performance of the electricity logic again. The speed will increase by 2-3 times. This will be especially noticeable if there are about 500+ parts of the electrical circuit within the rendering range. I don't think anyone will build that much alone, so this is more relevant for multiplayer servers.
Обновление 1.0.2:
Исправлена проблема, из-за которой руду и кристаллизированную руду нельзя было разместить на поверхностях. Если вы еще не знали, то мод добавляет возможность перерабатывать руду в измельчителе. При этом процесс измельчения получается выгоднее, чем при разбивании молотком!
Снова улучшена производительность работы логики электричества. Скорость вырастет в 2-3 раза. Особенно это будет заметно, если в пределах отрисовки будет порядка 500+ частей электрической цепи. Не думаю, что кто-то в одиночку будет столько строить, поэтому это больше актуально для многопользовательских серверов.
Update 1.0.1: - Added PT-BR localization - Fixed the direction of rotation of engines and generators when the shaft is directed up and down. - Inventors of "perpetual motion machines" do not give us peace, inventing new ways to generate free energy. This time we really found a small error in the calculations. We also had to rebalance the engines and generators again. The formulas were not touched. In the description, they have additional parameters that were previously unimportant. You may have to break and put them back. Energy production will most likely decrease, so we advise you to use the normal speed of the wind turbine, or a reduced one. If more "perpetual motion machines" are not invented, then we will soon make small graphs for a better understanding of the principles of operation of engines and energy production in generators. I hope for your understanding. - Added recipes for crafting insulated cables from non-insulated ones. - Slightly corrected information about the transformer power when hovering over it.
Обновление 1.0.1: - Добавлена локализация PT-BR - Исправлено направление вращения у двигателей и генераторов, когда вал направлен вверх и вниз. - Изобретатели "вечных двигателей" нам не дают покоя, придумывая все новые способы выработки бесплатной энергии. На этот раз мы действительно нашли небольшую ошибку в расчетах. Также снова пришлось перебалансировать двигатели и генераторы. Формулы при этом не трогались. В описании у них вывели дополнительные параметры, которые ранее были не важны. Возможно вам придется сломать и поставить их заново. Выработка энергии скорее всего станет меньше, поэтому советуем использовать нормальную скорость ветряка, либо пониженную. Если больше "вечных двигателей" не изобретут, то мы вскоре сделаем небольшие графики для лучшего понимая принципов работы двигателей и выработки энергии у генераторов. Надеюсь на ваше понимание. - Добавлены рецепты крафта изолированных кабелей из неизолированных. - Немного поправлена информация о мощности трансформатора при наведении на него.
Electricity damage was also inflicted on objects thrown on the ground. Now only living creatures will receive damage, and not all entities.
Burnt-out devices, although they do not conduct current, will be considered part of this circuit. Burnt-out devices/wires will also cause damage upon contact with them, even if they were previously insulated.
Insulated cables and all working devices are safe upon contact with them. All cables and devices have a moisture resistance parameter. If there is no moisture resistance, then your device/cable risks burning when in contact with rain, snow, hail and spilled water nearby! When in contact with lava, they burn, break and most likely be destroyed. Be careful.
All electrical devices and cables will need to be broken and reinstalled!!! Otherwise, they will cause damage to everyone, or burn when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull in the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Обновление 1.0.0 (Релиз):
Урон от электричества наносился еще и предметам брошенным на землю. Теперь получать урон будут только живые существа, а не все сущности.
Сгоревшие приборы хотя и не проводят ток, но будут считаться частью этой цепи. Сгоревшие приборы/провода также будут наносить урон при контакте с ними даже, если они до этого были изолированные.
Кабеля в изоляции и все работающие приборы безопасны при контакте с ними. Все кабеля и устройства имеют параметр влагоустойчивости. Если влагоустойчивости нет, то ваше устройство/кабель рискует сгореть при контакте с дождем, снегом, градом и разлитой рядом водой! При контакте с лавой они сгорают, ломаются и скорее всего уничтожаться. Будьте аккуратны.
Все электрические приборы и кабеля вам нужно будет сломать и установить снова!!! Иначе они будут наносить всем урон, либо сгорят при контакте с дождем/водой/снегом сразу при заходе в мир. После переустановки этих блоков игра корректно подтянет изменения. Советуем сделать это до установки этого обновления. Также советуем сделать бэкап мира, на всякий случай.
Update 0.9.10: - In items that can store energy, the energy unit has been changed to Joules. - Added small particle effects underfoot when struck by electricity, as well as black smoke rising from burnt objects. The impact on performance is minimal. - Added AI translations of localization for Ukrainian, Polish and German. - Added an alternative recipe for crafting a 128V battery, where coal is replaced with crushed charcoal. Players are not always able to quickly find coal deposits. - Fixed a unique bug (I hope) when installing and breaking generators and motors on multiplayer servers.
Обновление 0.9.10: - В предметах, которые могут хранить энергию, единица измерения энергии исправлена на Джоули. - Добавлены небольшие эффекты частиц под ногами при ударе электричеством, а также черный дым подымающийся из сгоревших предметов. Влияние на производительность минимальное. - Добавлены ИИ-переводы локализации для украинского, польского и немецкого языков. - Добавлен альтернативный рецепт для крафта аккумулятора на 128В, где каменный уголь заменен на измельченный древесный уголь. Игрокам не всегда удается быстро найти залежи каменного угля. - Исправлена уникальная ошибка (надеюсь) при установке и ломании генераторов и моторов на многопользовательских серверах.
- Rebalanced and simplified the behavior of generators and engines. It will be easier for players to understand. - The possibility of creating a perpetual motion machine when the generator is self-powered by the engine has been eliminated. - Using more powerful versions of engines and generators is more economically feasible. At the same time, converting mechanical energy into electrical energy and back gives less useful power than it was originally. - The description of generators and engines now immediately displays their performance characteristics. - Corrections in the manual and descriptions of engines and generators - Minor corrections in the recipes of generators and engines
- Перебалансированы и упрощено поведение генераторов и двигателей. Для понимания игроков станет легче. - Исключена возможность создания вечного двигателя при самозапитке генератора двигателем. - Использование более мощных версий двигателей и генераторов экономические более целесообразно. При этом конвертация механической энергии в электрическую и обратно дает меньше полезной мощности, чем было изначально. - В описании генераторов и двигателей теперь сразу отображаются их рабочие характеристики. - Правки в руководстве и описаниях двигателей и генераторов - Небольшие правки в рецептах генераторов и двигателей
tehtelev - thanks for the prompt reply! Now I think I understand where the calculations are wrong...
A battery rated 64000J drained by a motor rated 128W should let this motor run for 500 seconds. That's according to the real world physics. But cause the mod makes the drain action happen 4 times per second, the battery will last only 125s. So in fact it should be rated as 16000J. That's why it is confusing for people when using real SI system units whenever time component is involved, cause the mod makes 1s = 0.25s
Then why not just up the values on the machines by x4 instead of making it charge/drain tick faster? Would avoid any confusions.
Psyborg Energy production and consumption are tied to the speed of electricity movement. By default, it's 4 blocks per second. That's 4 ticks per second. And power is actually measured per tick, not per second. This means generators essentially produce 4x the energy per second, and consumers consume 4x the energy. It's possible to tie everything to a second-based measurement, but that would require some tweaking in the code. But keep in mind that this would also make the battery charge 4x slower!
tehtelev - what is the tick rate for energy consumption? Cause on our server any batteries with any motors get drained very fast. Example: Basic motor (32V, rated 128W) is powered with a 32V battery (64000J). The motor is connected to a quern. According to the tooltip on the circuit it is draing 84W from the battery to move the quern, however the amount of energy drained from the battery drops at a speed of about 500J/s, so the battery gets drained before the quern is able to grind just one stack of items. That would suggest the tick rate is much faster than 1s, which is confusing when using Joulles as energy units (cause 1J = 1W * 1s).
Is it intended behavior or some incompatibility with another mod?
I think we had exactly the same error on our server. Took a few days to track it down and it turned out there is some incompatibility between Electrical Progressive and Millwright.
We were able to reproduce and narrow down the error to just a Millwright windmill connected to an electric generator from Electrical Progressive (a basic one). Haven't tested with other generator types. Our guess was just that Millwright windmills are just OP and generate too much power. So we switched to vanilla widnmills - no error since then.
Not sure if anyone else has ran into the problem, but I keep getting crashes on my server due to mechanical power from the base game interacting with the generators. We broke them and it's no longer happening. Verified with mulitple mechanical parts connecting the the generators and they all cause the crash. All three types of generators are causing it and it seems to crash when loading in unloaded chuncks when coming back from exploring. The thermo electric does not cause any problems luckily, but it sucks that we're having to burn so much fuel when we have windmills set up for town power. Running 2.3.2 on 1.21.1, but it was happening as well on 2.3.0
Crash Report
1.10.2025 15:30:27 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 206 at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 311 at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 996 at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2939 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 925 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 864
💬fipil, Sep 24th at 8:00 AM (modified Sep 24th at 8:00 AM)
Hi, love your mod tehtelev! Now I have to relearn electrical laws, but it's really fun :-). I understand akroeze's note about a status board. I know that I can look at any wire and press Alt to see detailed information (it's very useful), but it would be wonderful to have a vintage-style dial on the wall, with a delicate hand pointing to the total battery level of the system. While working, I’d just glance at it to reassure myself that there’s still plenty of juice left. :-)
💬SoulReaperz, Sep 24th at 5:23 AM (modified Sep 24th at 5:25 AM)
my crash log file is everything since playing on this linux laptop the top crash is from game version 1.20.12
i have all the latest most up to date mods of your mods installed into the server already for 1.21.1
it most definitly was that mechanica mod with the fly wheels that was causing the crashes, after removing it all the mechanical systems are working perfectly fine again
💬tehtelev , Sep 24th at 3:33 AM (modified Sep 24th at 3:34 AM)
SoulReaperzYou also have our mods, which are quite old versions. The problem shown occurs in that version in extremely rare cases when you break or install a lamp
💬SoulReaperz, Sep 23rd at 7:10 PM (modified Sep 23rd at 7:39 PM)
tehtelev this appears now that it may just be a base game multiplayer issue my players have just recently tried placing a clutch and it crashed the area
however i am able to download the world and load into single player and resolve the issue in single player just fine, but whenever on a server (im using bisect hosting) the issue happens on the server for anyone and it crashes the chunk its in and anyone that tries to load that chunk
ill provide the latest report i just generated if your able to see something different
Crash Report
Game Version: v1.20.12 (Stable) 8/25/2025 9:17:45PM: Critical error occurred in the following mod: electricalprogressiveqol@2.0.0 Loaded Mods: aculinaryartillery@1.2.5, backpackpackStandardcontinued@1.0.0, betterloot@1.1.4, bettertraders@0.0.10, buzzybees@1.1.0, cavecontent@1.0.1, chiseltools@1.14.21, ClaimsRadar@1.1.0, eldritchmonsters@2.7.0, expandedmolds@1.1.2, fantasycreatures@0.7.1, froghats@1.1.0, geoaddons@1.4.2, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.1, millwright@1.2.7, MineIndicator-texturepack@1.0.0, molds@0.1.8, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.0.1, primitivesurvival@3.8.0, ruststones@1.2.0, scraps@1.1.1, scrollrackable@1.3.2, shelfobsessed@1.2.0, simpleelevator@1.3.0, tprunes@1.1.1, viesblocks@2.5.1, vintageengineering@0.3.13, game@1.20.12, worldgenfix@1.3.1, airthermomod@0.1.2, alloycalculator@1.0.0, ancienttools@1.6.0-pre.3, apegrapes@1.2.6, apelanterns@1.1.2, attributerenderinglibrary@1.0.2, egocaribautomapmarkers@4.0.2, betterruins@0.4.15, blobcatmod@0.1.1, blocksoverlay@4.4.1, brutalstory@1.0.0, butchering@1.9.1, carryon@1.9.0-pre.1, chuteblockplacer@1.0.4, Clumps@1.0.1, commonlib@2.6.1, kconfigurablecollection@1.0.1, danatweaks@3.4.5, deepveinasbestos@1.0.0, electricalprogressivecore@2.0.0, entitynametag@1.3.0, extrainfo@1.9.10, foodshelves@2.2.1, fromgoldencombs@1.8.13, hazchakram@0.9.2, healthbar@1.0.7, heatretention@1.0.2, hudclockpatch@1.0.5, itempickupnotifier@1.7.1, jaunt@2.0.0, jebsinventorytweaks@1.0.1, jonastools@1.2.0, krpgenchantment@1.0.1, landclaming@1.0.3, lenstweaks@1.0.6, levelup@2.0.3, mannequinstand@1.0.5, mechanica@1.0.0, medievalexpansionpatch@1.2.1, millwrightvawtaddon@1.0.2, mobsradar@2.1.8, playerlist@2.1.5, claywheel@1.1.2, purposefulstorage@1.3.0, riftworks@1.1.13, rustandrailroads@2.0.11, rustboundmagic@2.5.7, statushudcont@3.2.7, stillnecessaries@1.2.2, storagecontroller@1.1.5, tabletopgames@2.10.5, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.3, thievery@1.2.2, usefulstuff17@1.4.1, vinconomy@0.4.0, creative@1.20.12, survival@1.20.12, waxpress@1.0.2, wildfarmingrevival@1.3.8, xlib@0.8.16, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.4, astriaporta@0.0.5, tradercamps@1.1.5, draconis@1.0.0, electricalprogressivebasics@2.0.0, extraoverlays@1.5.0, frames@0.2.4, itemrarity@1.1.5, playercorpse@1.11.1, tpnetpatched@1.14.8, temporaltechnology@1.1.5, th3dungeontopentrance@0.4.1, wrustbound@1.0.0, xskills@0.8.19, electricalprogressiveqol@2.0.0, rustboundmagicxskills@0.2.1, veep@2.0.1, wilderlandsdrops@1.0.0, xskillsnewclassesexp@0.1.0, xwilderlands@1.0.0, electricalprogressiveequipment@1.0.6 System.NullReferenceException: Object reference not set to an instance of an object. at ElectricalProgressive.Content.Block.ELamp.BlockELamp.GetSelectionBoxes(IBlockAccessor blockAccessor, BlockPos pos) at Vintagestory.API.Common.Block.GetParticleBreakBox(IBlockAccessor blockAccess, BlockPos pos, BlockFacing facing) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 557 at Vintagestory.API.Common.BlockBrokenParticleProps.get_Pos() in VintagestoryApi\Common\Particle\CollectibleParticleProperties.cs:line 95 at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 147 at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 91 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleSpawnParticles(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 524 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Game Version: v1.21.1 (Stable) 9/22/2025 11:08:00 PM: Critical error occurred in the following mod: mechanica@1.0.3 Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.1, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.7, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.14, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.1, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Mechanica.MechanicalPowerNodeExtensions.GetExtras(IMechanicalPowerNode node, Single& inertia) in C:\Users\Adam\source\repos\Mechanica\Mechanica\Core.cs:line 50 at Mechanica.Patches.BEBehaviorMPBasePatches.JoinNetwork(BEBehaviorMPBase device, MechanicalNetwork& deviceNetwork, MechanicalNetwork network) in C:\Users\Adam\source\repos\Mechanica\Mechanica\Patches\BEBehaviorMPBasePatches.cs:line 99 at Vintagestory.GameContent.Mechanics.BEBehaviorMPBase.tryConnect(BlockFacing toFacing) in VSSurvivalMod\Systems\MechanicalPower\BlockEntityBehavior\BEBehaviorMPBase.cs:line 210 at Vintagestory.GameContent.Mechanics.BlockMPBase.WasPlaced(IWorldAccessor world, BlockPos ownPos, BlockFacing connectedOnFacing) in VSSurvivalMod\Systems\MechanicalPower\Block\BlockMPBase.cs:line 20 at Vintagestory.GameContent.Mechanics.BlockAxle.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VSSurvivalMod\Systems\MechanicalPower\Block\BlockAxle.cs:line 53 at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1729 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 190 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.1 (Stable) 9/23/2025 3:12:51 PM: Critical error occurred Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.2, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.9, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.15, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.2, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechBlockRenderer.UpdateCustomFloatBuffer() in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechBlockRenderer.cs:line 48 at Vintagestory.GameContent.Mechanics.MechNetworkRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechNetworkRenderer.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 190 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.1 (Stable) 9/23/2025 3:31:52 PM: Critical error occurred Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.2, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.9, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.15, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.2, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechBlockRenderer.UpdateCustomFloatBuffer() in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechBlockRenderer.cs:line 48 at Vintagestory.GameContent.Mechanics.MechNetworkRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechNetworkRenderer.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
tehtelev Game Version 1.21.1 multiplayer Mod Version 2.3.0
when connecting anything to the mechanical connecting devices the clents crash
without being able to generate power unable to verify the other devices, the tools do work, just the generators have been verified to crash clents when trying to connect axels or gears to them
RanCipher Unfortunately, there's nothing we can do about this. Perhaps we'll soon move this functionality into a separate tool within the industry's mods. Then there won't be a conflict with EM.
I've noticed that the pulverizer/crusher yield bonus doesn't play nice with Expanded Matter, since it introduces crushed and powdered variants of all the metals; instead of yielding a higher nugget count it just yields the default amount of crushed metal, like what Vedrit experienced. I tested with just EM and EP active to be sure, and the incompatibility can be reproduced easily enough by toggling EM on or off in a creative world and seeing the pulverizer yield on e.g. native copper ores; on a poor native copper chunk it'll be 3x crushed copper instead of 5x native copper nuggets.
You can hover over any part of the electrical network, hold down the Alt key and see all the information about the block and the entire electrical network at once.
So in our world we are making a fairly geographically large electric network. One thing we'd love to have, which is maybe on your roadmap already, is the ability to make a status board that displays generation, consumption, and overall system-wide battery level.
The pulverizer buff doesn't seem to be working in 1.20.12, mod v2.0.1. Patch says that poor native copper should be yielding a stack of 5, but I'm only getting 3. Might be a conflict with Expanded Matter which does much the same thing, but sets lower stacksizes
I thought there was a way to see how much power in watts was stored in a power grid with alt. Now I just see capacity % instead of total power. Is there a way to see total power stored in watts?
tehtelev thank you for answer. Option 1/2 - but it'll be modified only on server side, but clients are downloading those mod zip files as well. Could it be a problem? Because then server-side mod will be changed, but the ones on a clients will contain an unchanged assets.
Option 1. (easy) You need to unpack the mod, find the desired recipe in the assets folder and delete it. The game may complain about the lack of a recipe. Then you will need to pack the mod back into a zip archive.
Option 2. (a little more difficult) You need to unpack the mod, find the desired recipe in the assets folder and add the line enabled:false to the necessary ones, as shown in the picture. The game will automatically exclude this recipe. Then you will need to pack the mod back into a zip archive.
Spoiler!
.
Option 3. (difficult). You need to patch the game recipes to set enabled:false. But I think you will not do this.
tehtelev You wrote in your answer: "To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough."
How can I do it? Did you mean to delete a recipe for the item from the mod's assets in the mods zip?
Hey, i wanted to report a possible bug, when i ran an electrical stove, and plopped a crucible on it, then placed copper coil inside the crucible it said it would make 200 copper, not 10 (which would be 2 copper bits), so right now you can duplicate copper plates
Copper plate -> saw -> 16x 32v cable -> make 8x2(16) copper coils -> pop em back into the crucible -> smelt into 3200 copper -> 32 bars = 16 copper plates
Edit: Was playing on 1.0.3, i dont know if this problem exists in the 1.1 version
@tehtelev yes i did i was using the upgraded generators and everything its just...the moment the cables go 3 blocks up or 3 blocks down away from the source of power....Nothing gets powered
so im having a issue where i have set my power generation room Above my blacksmith forge room...everything in the power room well generates power and receives power..but my Electric forge is Not receiving power atall..i have replaced it,replaced all the cables, replaced the generators and everything but nothing seems to work...items only seem to receive power if they are on the same level as the generator/batterys and im not sure why
tehtelev - one that pops up on generator/engine page? Yes, if there are others no, missed those. ok, yep, missed those, I dont see many in "guides section". I had to explicitly type "electricity" to have 3 show up.
Have you read the in-game electrical guides? Many issues are already covered there. And we'll add the current shaft speed to the generator/motor information. Good idea.
1. How does burn out mechanic work? Over RPMIng? 2. Is there any calc to convert wind/windmill to RPMs or its eyeballing for now? 3. 32V vs 128V - does it entail fewer losses based on voltage?
But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.
Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?
Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).
The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.
tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s
small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off
This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.
To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.
As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.
Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please. I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things. I very appreciate this separating to more mods, so we can choose only some things to allow on our server.
Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server? For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?
Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.
And second question: we're still using the Electricity mod, but there is a bug, described here
See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders. I hope that your version has not the described bug? :-)
Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD
As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?
Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,
the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger
cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size
it is unfortunately impossible because of this limitation I think
ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?
DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.
billyma6 Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.
Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks
Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going
with the idea of making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),
that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before
Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?
AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.
VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.
So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?
This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod
Psyborg I think I'll just tweak the batteries so it writes off and adds 4 times less energy. Then everything will work as it should.
tehtelev - thanks for the prompt reply! Now I think I understand where the calculations are wrong...
A battery rated 64000J drained by a motor rated 128W should let this motor run for 500 seconds. That's according to the real world physics. But cause the mod makes the drain action happen 4 times per second, the battery will last only 125s. So in fact it should be rated as 16000J.
That's why it is confusing for people when using real SI system units whenever time component is involved, cause the mod makes 1s = 0.25s
Then why not just up the values on the machines by x4 instead of making it charge/drain tick faster? Would avoid any confusions.
Psyborg Energy production and consumption are tied to the speed of electricity movement. By default, it's 4 blocks per second. That's 4 ticks per second. And power is actually measured per tick, not per second. This means generators essentially produce 4x the energy per second, and consumers consume 4x the energy. It's possible to tie everything to a second-based measurement, but that would require some tweaking in the code. But keep in mind that this would also make the battery charge 4x slower!
tehtelev - what is the tick rate for energy consumption? Cause on our server any batteries with any motors get drained very fast.
Example:
Basic motor (32V, rated 128W) is powered with a 32V battery (64000J). The motor is connected to a quern. According to the tooltip on the circuit it is draing 84W from the battery to move the quern, however the amount of energy drained from the battery drops at a speed of about 500J/s, so the battery gets drained before the quern is able to grind just one stack of items.
That would suggest the tick rate is much faster than 1s, which is confusing when using Joulles as energy units (cause 1J = 1W * 1s).
Is it intended behavior or some incompatibility with another mod?
Tekkit_Kev
I think we had exactly the same error on our server. Took a few days to track it down and it turned out there is some incompatibility between Electrical Progressive and Millwright.
We were able to reproduce and narrow down the error to just a Millwright windmill connected to an electric generator from Electrical Progressive (a basic one). Haven't tested with other generator types.
Our guess was just that Millwright windmills are just OP and generate too much power. So we switched to vanilla widnmills - no error since then.
Not sure if anyone else has ran into the problem, but I keep getting crashes on my server due to mechanical power from the base game interacting with the generators. We broke them and it's no longer happening. Verified with mulitple mechanical parts connecting the the generators and they all cause the crash. All three types of generators are causing it and it seems to crash when loading in unloaded chuncks when coming back from exploring. The thermo electric does not cause any problems luckily, but it sucks that we're having to burn so much fuel when we have windmills set up for town power. Running 2.3.2 on 1.21.1, but it was happening as well on 2.3.0
Hi, love your mod tehtelev! Now I have to relearn electrical laws, but it's really fun :-).
I understand akroeze's note about a status board. I know that I can look at any wire and press Alt to see detailed information (it's very useful), but it would be wonderful to have a vintage-style dial on the wall, with a delicate hand pointing to the total battery level of the system. While working, I’d just glance at it to reassure myself that there’s still plenty of juice left. :-)
tehtelev
my crash log file is everything since playing on this linux laptop
the top crash is from game version 1.20.12
i have all the latest most up to date mods of your mods installed into the server already for 1.21.1
it most definitly was that mechanica mod with the fly wheels that was causing the crashes, after removing it all the mechanical systems are working perfectly fine again
SoulReaperzYou also have our mods, which are quite old versions. The problem shown occurs in that version in extremely rare cases when you break or install a lamp
Come to find out. It may have been this mod now
https://news.kalataka.ru/show/mod/26271#tab-description
removed and so far no issues now
tehtelev
this appears now that it may just be a base game multiplayer issue
my players have just recently tried placing a clutch and it crashed the area
however i am able to download the world and load into single player and resolve the issue in single player just fine, but whenever on a server (im using bisect hosting) the issue happens on the server for anyone and it crashes the chunk its in and anyone that tries to load that chunk
ill provide the latest report i just generated if your able to see something different
SoulReaperzIt would be nice if you could send some more logs.
tehtelev
Game Version 1.21.1 multiplayer
Mod Version 2.3.0
when connecting anything to the mechanical connecting devices the clents crash
without being able to generate power unable to verify the other devices, the tools do work, just the generators have been verified to crash clents when trying to connect axels or gears to them
RanCipher Unfortunately, there's nothing we can do about this. Perhaps we'll soon move this functionality into a separate tool within the industry's mods. Then there won't be a conflict with EM.
I've noticed that the pulverizer/crusher yield bonus doesn't play nice with Expanded Matter, since it introduces crushed and powdered variants of all the metals; instead of yielding a higher nugget count it just yields the default amount of crushed metal, like what Vedrit experienced. I tested with just EM and EP active to be sure, and the incompatibility can be reproduced easily enough by toggling EM on or off in a creative world and seeing the pulverizer yield on e.g. native copper ores; on a poor native copper chunk it'll be 3x crushed copper instead of 5x native copper nuggets.
@tehtelev
You are absolutely right, I was looking with "my man eyes" as my wife would call it. It was right there the whole time and I didn't see it. Disregard!
akroeze
You can hover over any part of the electrical network, hold down the Alt key and see all the information about the block and the entire electrical network at once.
So in our world we are making a fairly geographically large electric network. One thing we'd love to have, which is maybe on your roadmap already, is the ability to make a status board that displays generation, consumption, and overall system-wide battery level.
The pulverizer buff doesn't seem to be working in 1.20.12, mod v2.0.1. Patch says that poor native copper should be yielding a stack of 5, but I'm only getting 3. Might be a conflict with Expanded Matter which does much the same thing, but sets lower stacksizes
Nalal
Yeah. There is such a bug.
I've noticed that adding two engines to one mechanical system seems to cause the whole thing to lock up.
I think that may be a bug.
Currently running 2.0.0.
pimblokto
Yes. But this will be for versions 1.21
In that case, can you add that information to the alt info?
pimblokto If you ask, we will do it.
I thought there was a way to see how much power in watts was stored in a power grid with alt. Now I just see capacity % instead of total power. Is there a way to see total power stored in watts?
Nextia
Yes. You can add it without any worries.
Is this (and other electricity line of mods) fine to add to an existing save?
tehtelev thank you for answer.
Option 1/2 - but it'll be modified only on server side, but clients are downloading those mod zip files as well. Could it be a problem? Because then server-side mod will be changed, but the ones on a clients will contain an unchanged assets.
I'd probably try the third option - patching.
Thank you!
Fipil
fipil
Option 1. (easy) You need to unpack the mod, find the desired recipe in the assets folder and delete it. The game may complain about the lack of a recipe. Then you will need to pack the mod back into a zip archive.
Option 2. (a little more difficult) You need to unpack the mod, find the desired recipe in the assets folder and add the line enabled:false to the necessary ones, as shown in the picture. The game will automatically exclude this recipe. Then you will need to pack the mod back into a zip archive.
Option 3. (difficult). You need to patch the game recipes to set enabled:false. But I think you will not do this.
tehtelev You wrote in your answer: "To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough."
How can I do it? Did you mean to delete a recipe for the item from the mod's assets in the mods zip?
Why is the pulverizer thing included here? that has nothing to do with electricity.
Dantesluck
Interesting, before everything is fine work
One step closer to gregtech in VS...
Hey, i wanted to report a possible bug, when i ran an electrical stove, and plopped a crucible on it, then placed copper coil inside the crucible it said it would make 200 copper, not 10 (which would be 2 copper bits), so right now you can duplicate copper plates
Copper plate -> saw -> 16x 32v cable -> make 8x2(16) copper coils -> pop em back into the crucible -> smelt into 3200 copper -> 32 bars = 16 copper plates
Edit: Was playing on 1.0.3, i dont know if this problem exists in the 1.1 version
Given that graphite is already in game, might be a good idea to add alternate recipe for large battery or maybe something around it?
NathanGrim This might be a bug I found yesterday. We'll fix it in the next update.
@tehtelev yes i did i was using the upgraded generators and everything its just...the moment the cables go 3 blocks up or 3 blocks down away from the source of power....Nothing gets powered
NathanGrim You do understand that generators usually produce 32V, and the forge requires 128V. Have you taken this into account?
so im having a issue where i have set my power generation room Above my blacksmith forge room...everything in the power room well generates power and receives power..but my Electric forge is Not receiving power atall..i have replaced it,replaced all the cables, replaced the generators and everything but nothing seems to work...items only seem to receive power if they are on the same level as the generator/batterys and im not sure why
tehtelev - one that pops up on generator/engine page? Yes, if there are others no, missed those.
ok, yep, missed those, I dont see many in "guides section". I had to explicitly type "electricity" to have 3 show up.
Q_qTip
Have you read the in-game electrical guides? Many issues are already covered there. And we'll add the current shaft speed to the generator/motor information. Good idea.
1. How does burn out mechanic work? Over RPMIng?
2. Is there any calc to convert wind/windmill to RPMs or its eyeballing for now?
3. 32V vs 128V - does it entail fewer losses based on voltage?
heee since when is there a grinder? :o and one more machine to make in the forge XD
tehtelev Okay, here I found a solution that isn't very aesthetic, but it's better than just a cable coming out on the side x)
AcidNight
Previously this was implemented through a hack in the code. I will try to do it properly
tehtelev Hello,
But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.
Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?
Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).
Tomcat1789 Hello, it's normal, it's placed in the inventory section where the bags are.
Tier 2 accumulators won't go into the inventory. I also tested it in Creative and it's the same. Everything else seems to works fine.
AcidNight
The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.
tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s
small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off
Afroman726
There are 3 pages about the mod in the game manuals.
This mod is awesome but are there any tutorials on it?
Civus Copy error logs or write to us in Bugtracker on GitHub how you do it and what the game writes
Found out, if you try to place a wire ontop of long grass you will crash to desktop.
Granted this may be an entierly me issue since I am playing on a heavily modded server
Kriky
This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.
When I click the battery icon in the guide, the game crashes to Windows.
Running on 64 bit Windows 10.0.26100.0 with 64728 MB RAM
Game Version: v1.20.10 (Stable)
09.05.2025 22:35:53: Critical error occurred
Loaded Mods: ATadMoreLight@1.0.0, acorns@0.7.2, aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ancientarmory@1.0.6, bettercrates@1.8.0, bettersticks@1.2.0, buzzwords@1.7.0, chickenfeed@1.1.8, chiseltools@1.14.17, claycasting@1.2.3, czechpatch@1.2.5, driedpeat@1.1.0, vichnybackpack@2.2.90, extrachests@1.9.0, fieldsandplateaus@1.0.8, firelogs@1.0.0, flourbags@1.1.1, immersivecorpsedrop@1.0.3, long-term_food@0.2.1, millwright@1.2.0, molds@0.1.7, overhaullib@0.2.8, pigfeed@1.0.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, sortablestorage@2.3.1, translocatorengineeringredux@1.5.6, game@1.20.10, vsimgui@1.1.8, zoombuttonreborn@2.0.0, alloycalculator@1.0.0, egocaribautomapmarkers@4.0.2, electricity@0.0.12, betterfirepit@1.1.5, BetterProspecting@1.7.0, betterruins@0.4.12, blacksmithenhancements@1.1.4, blocksoverlay@4.4.0, butchering@1.8.2, carryon@1.8.0-rc.4, commonlib@2.6.1, composter@1.2.1, compostgrass@1.20.10-dev.2, configlib@1.5.3, configureeverything@2.1.3, coreofarts@0.2.3, danatweaks@3.4.1, electricalprogressivecore@0.9.10, expandedfoods@1.7.4, extrainfo@1.9.9, fendragonbcs@0.1.7, foodshelves@1.6.3, fromgoldencombs@1.8.12, interestingoregen@1.2.0, joyofsailing@1.4.0, levelup@1.3.8, maltiezcrossbows@1.2.0, medievalexpansionwaterwheelstonksminuscows@1.0.1, meltcaster@1.0.2, morepiles@2.1.3, petai@3.4.3, claywheel@1.1.2, rpvoicechat@2.3.17, rustandrailroads@2.0.11, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stirlingmotor@1.0.1, stonebakeoven@1.1.6, th3dungeon@0.4.2, titaniumtools@1.0.8, vanillamoremolds@1.1.2, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, artofcooking@0.2.4, electricalprogressivebasics@0.9.10, electricityaddon@0.0.20, em@3.2.1, onestick@1.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, electricalprogressiveqol@0.9.10, xskillsnewclassesexp@0.1.0
Involved Harmony IDs: smithingplus, com.jakecool19.efrecipes.cookingoverhaul, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block electricity:cable-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 111
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 314
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass17_0.<addIngredientForInfo>b__5(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 727
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 233
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1936
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1906
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
fipil
Sure. We are working slowly.
To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.
As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.
Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please.
I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things.
I very appreciate this separating to more mods, so we can choose only some things to allow on our server.
Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server?
For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?
Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.
And second question: we're still using the Electricity mod, but there is a bug, described here
See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders.
I hope that your version has not the described bug? :-)
AcidNight Using the 3 on 1 mode threatens constant rock and stone collapses if they are enabled.
tehtelev
Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD
As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?
AcidNight
For now the wires will be like this. We need to make a device for pulling and mass production of wires.
Make sure you charge the electric drill - it works. The indicators 9 correspond to the mining speed of a table pick. Why even more speed?
tehtelev
Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,
the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger
cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size
it is unfortunately impossible because of this limitation I think
ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?
DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.
I think the cable resistance is too high. This is very limiting and forces the elements to be placed very close.
I want to use resistors to control each engine freely
FuFuFuta But why?
I think how many resistors can be added?
AcidNight
billyma6 Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.
billyma6
Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks
tehtelev
Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going
with the idea of making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),
that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before
Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?
AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.
Hello, compared to the existing mod, will the crafts be the same? Will the crafts already made disappear once the mods are changed?
Shion We think we will have to make full-fledged power lines. And use cables for short distances.
Is there a future for hanging cables (from point to point) like in Vintage Engineering mod?
VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.
So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?
the transformer is uncraftable it may be me using xskills but im not sure might want to look into it i posted a picture on the github issue tracker
edit: its not xskills its the type call on the linen it needs to be called as a block not an item
LilianaXolkiyr Done
maybe a higher quality screenshot? It's pretty blurry when put to full screen. ^_^;;
AcidNight Yes. You can make a pull request with your translations for each Electrical Progressive mod.
Hello, for a French translation, can we share a GitHub with you? I'll look for long sentences here.
Thank you tehtelev
VoiCat Did as requested
This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod