Library of all the logic of electricity. Performs all necessary electrical calculations. Does nothing by itself and is useless.
What this electricity library offers you:
All electricity calculations are performed server-side with multithreading support. Electricity does not work in unloaded chunks, so it does not load the server when there are no players.
Electricity behavior is as close to real-world behavior as possible:
there are various voltages;
energy is transferred in packets and along the shortest path from source to consumer;
energy loss occurs in wires;
exposed wires and burned-out devices can damage entities on contact;
wires and devices can burn out when overloaded or when exposed to liquids/rain/snow;
etc.
Electricity complements the player's gameplay, reduces tedium, and in some ways makes it easier, but this doesn't mean it comes for free.
speedOfElectricity - speed of energy movement through wires, blocks per second (standard value, 4) (range 1-16).
timeBeforeBurnout - the time in seconds after which a device or cable will burn out when overloaded or exposed to moisture (standard value, 30) (range 1-600).
multiThreading - the number of asynchronous threads for calculating paths in wires. You should not set it higher than the physical cores of the processor. Increasing the number can also slightly increase the use of RAM. (standard value, 4) (range 2-32).
cacheTimeoutCleanupMinutes - time in minutes after which long unused routes will be removed from the path cache. On servers, you can set a value greater than the standard (standard value, 2) (range 1-60).
maxDistanceForFinding - maximum distance for pathfinding (sum of coordinate differences). If the distance between devices is greater than this, they will not receive energy (standard value, 200) (range 8-1000).
energyLossFactor - wire resistance multiplier. Allows you to adjust energy losses during transmission. At 0, there will be no losses at all (standard value, 1.0) (range 0.0-2.0).
enableLossCompensation - when set to true, allows the power distribution system to increase the amount of power supplied to the consumer up to 2x to compensate for the losses during its transmission through the wires. This means that the currents transmitted through the wires can also increase up to 2x (standard value, false) (range false or true).
You can use Auto Config Lib mod to configure it. You need to restart the world to apply the settings.
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.
Roadmap:
Development of a newelectricitysystem -(100% ready)
New energy distribution system. (100% ready)
Energy transfer from the nearest source. (100% ready)
Instant transmission of electricity (the easiest way). (100% ready)
Packet-delayed power transmission in cables. - (Videos № 1, 3, 4) (100% ready)
Cables: add characteristics to the cables themselves.- (100% ready)
Displaying detailed information about the network and part of the network by pressing the Alt button (100% ready)
Different cable materials with different resistance (losses). (100% ready)
Cable burnout during overload. (Videos № 6) (100% ready)
Cable line system.(Videos № 5) (100% ready)
Expanding the properties of electrical devices: more flexible interaction with the electrical circuit. (100% ready)
Generators now create a load on the shaft in proportion to the consumption (load) in the electrical circuit that falls on this generator. Rotational inertia has also been added to smooth out consumption spikes. (Video № 2) (100% ready)
A system of different voltages (Videos № 7)
Electric energy transformers - (100% ready)
Distribution of devices according to different voltages. - (100% ready)
Separation from the original Electricity mod..(100% ready)
Separation of the electricity system into a separate library (core). This will allow other developers to use the functionality. (100% ready)
Increasing the functionality and tools of the electricity system. (100% ready)
Devices burn out in contact with water (100% ready)
Exposed wires, live fence cause damage. (100% ready)
Solid fuel generator (100% ready)
Separation of the automation system into a separate library (core). This will allow other developers to use its functionality. (100% ready)
Development of an automation system - logic circuits. It will take a little time, because the necessary tools will already be in the electricity system. -(now)
Development of logic circuit devices. Setting up its interaction with electrical devices. -(now)
Added a more powerful device for heating greenhouses – the Heat Gun. It takes up 4 blocks, but is 8 times more efficient. However, it also consumes 8 times more energy!,
Added patches that allow heaters and the Heat Gun to provide a temperature bonus, allowing you to grow not only crops in beds but also berry bushes, regular trees, fruit trees, and bee hives in your greenhouse. For more information, see the device descriptions.
Обновление 2.6.1:
Добавлено более мощное устройство для обогрева теплицы – тепловая пушка. Занимает 4 блока, но при этом в 8 раз эффективнее. Правда и потребляет в 8 раз больше энергии!,
Добавлены патчи, позволяющие обогревателям и тепловой пушке давать бонус температуры, и соответственно, выращивать в теплице не только культуры на грядках, но и ягодные кусты, обычные деревья, фруктовые деревья, а также разводить пчел в ульях. Более подробную информацию читайте в описании приборов.
Particle positions and types can now be specified in JSON, even across multiple positions.,
Added the ability to bind particles from JSON to specific device animation frames. This binding has been implemented for the Solid Fuel Generator (currently only available in Creative), Autohammer, and Autopress.
Обновление 2.6.0:
Теперь позицию частиц и их тип приборам можно задавать в json, причем даже в нескольких позициях.
Добавлена возможность привязывать из json частицы к определенным фреймам анимации прибора. Такая привязка сделана для Твердотопливного генератора (доступен только в креативе пока), автомолота и автопресса.
Fixed incorrect behavior of Multiblocks that were about to burn out: they would not burn out at all under the worst-case conditions.
Switched to using asynchronous particles for smoke from burned devices/wires and smoke from thermogenerators. Now these particles don't load the main game thread and are still affected by wind!
Added full support for multi-block structures of electrical devices. The main block in such a structure now has the intended characteristics and behavior, while the remaining (non-primary parts) can act as a conductor. Non-primary parts can also copy the electrical parameters of the main block.
A unified module has been written that loads all block electrical parameters from a JSON block. You can configure which edges will conduct electricity from the JSON block, as well as enable/disable non-primary blocks from copying the main block's parameters (whether they should be conductors or not) for multi-blocks.
All electrical parameters of all devices have been extracted to the JSON block settings as far as possible. For the large battery and lampposts, only the bottom edge conducts current (despite being multi-block). Other devices two blocks tall can now be powered from any side!
A pathfinding bug that prevented multi-block structures from fully conducting electricity has been found and fixed.
Обновление 2.4.0:
Добавлена полноценная поддержка мультиблочных структур электрических устройств. Теперь главный блок в такой структуре имеет характеристики и поведение как задумано, а остальные (неглавные части) могут выступать в роли проводника тока. При этом неглавные части могут копировать электрические параметры у главного блока.
Написан единый модуль, который подгружает все электрические параметры блока из json блока. Можно настроить из json какие грани будут проводить электричество, а также для мультиблоков разрешить/запретить неглавным блокам копировать параметры главного блока (быть проводниками или нет).
Все электрические параметры всех приборов выведены в настройки json блока насколько это возможно. У большого аккумулятора и фонарных столбов ток проводит только нижняя грань (хотя они и мультиблочные). Остальные устройства в два блока высотой теперь могут запитываться электричеством с любой стороны!
Найдена и исправлена ошибка в поиске пути, которая не позволяла полноценно проводить электричество многоблочным структурам.
Added protection against "Sequence contains no elements" errors, which sometimes occurred due to incorrectly determining the edge the player was looking at.
Обновление 2.3.1:
Добавлена защита от ошибок типа “Sequence contains no elements”, которая возникала, иногда, из-за некорректного определения грани, на которую смотрит игрок.
Added a toggle setting to the config file “EnableLossCompensation” (default false). When set to true, allows the power distribution system to increase the amount of power supplied to the consumer up to 2x to compensate for the losses during its transmission through the wires. This means that the currents transmitted through the wires can also increase up to 2x. Be careful!
Обновление 2.3.0:
Добавлена переключаемая настройка в файл конфигурации “EnableLossCompensation” (по умолчанию false). При значении true разрешает системе распределения энергии поднимать подаваемое на потребителя количество энергии до двух раз, чтобы скомпенсировать потери при ее передаче по проводам. Это значит, что токи, передаваемые по проводам, тоже могут вырасти до 2х раз. Будьте внимательны!
My further immersion in programming is bearing fruit. The core was partially rewritten. The following results were obtained:
The mod's RAM usage has been reduced by half.
The speed of calculating paths in wires has increased by two times.
The execution time of one tick by the mod has been reduced by 3 times!
The energyLossFactor parameter has been moved to the configuration file settings, which regulates the resistance multiplier in the wires, and therefore the losses. The default value is 1.0 for the current settings. If you set it to 0, there will be no losses at all. This parameter does not cancel the current overload!
Обновление 2.2.0:
Дальнейшее мое погружение в программирование дает свои плоды. Было частично переписано ядро. Получены следующие результаты:
Снижение использования оперативной памяти модом в два раза.
Скорость просчета путей в проводах увеличилась в два раза.
Время выполнения одного тика модом снижено в 3 раза!
Вынесен в настройки файла конфигурации параметр energyLossFactor, который регулирует множитель сопротивления в проводах, а соответственно и потерь. По умолчанию стоит значение 1.0 для текущих настроек. Если установить 0, то потерь не будет вообще. Перегрузку по току этот параметр не отменяет!
The parameter responsible for the maximum path search distance between devices has been moved to the configuration file. Default is 200.
The pressure on the game's garbage collector GC has been reduced.
Some optimizations of the path cache, which increased the access speed to it several times. The overall load of the mod on the processor has been reduced by half on any network size!
Обновление 2.1.0:
Обновление до версии игры 1.21.0
В файл конфигурации вынесен параметр, отвечающий за максимальное расстояние поиска пути между устройствами. По умолчанию 200.
Уменьшено давление на сборщик мусора GC игры.
Некоторые оптимизации кэша путей, которые увеличили скорость доступа к нему в несколько раз. Общая нагрузка мода на процессор при этом снизилась в два раза на любых размерах сетей!
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.
Improved pathfinding: energy sources/consumers can now be configured to give/receive energy from one or more faces at a time. Previously, there was only one.
Обновление 2.0.3:
Улучшен поиск пути: источники/потребители энергии могут теперь быть настроены для отдачи/приема энергии одной или несколькими гранями одновременно. До этого была только одна.
The module for displaying information when hovering over parts of an electrical circuit has been reworked:,
the formulas for calculating consumption, generation, and requirements have been changed: all of them no longer take batteries into account;
when hovering over a metal block, the current it conducts is correctly displayed, regardless of which edge you hover over;
you can now track the capacity of all batteries in the circuit as a percentage: this allows you to better understand the available energy reserves;
when a cable/device burns out, the reason for its burnout will now be displayed;
decimals have been removed where they were not needed, in other places they have been cut to 3 digits after the decimal point;
now engines and generators show revolutions per second on the shaft.
Fixed a bug due to which some edges with wires under load showed zero current.
Fixed a bug due to which a visually broken circuit still conducted electricity.
Now all elements of the circuit do not burn out instantly. You have about 30 seconds before it burns out completely (if there is spilled water, this time will be shorter). In this case, you will see white smoke coming directly from the cable/device. This means that you need to save it: turn off the power, or break it, or protect it from moisture. If the cause is eliminated, the smoke will continue for some time and will disappear over time. If this makes you uneasy, you can break the cable/device and install it again.
Implemented the first Kirchhoff's law for an electric circuit, the consequence of which is that now currents moving in opposite directions can be algebraically subtracted! This will reduce the current load on conductors up to two times under certain circuit configurations! This will not affect the game's performance in any way.
Обновление 1.1.0:
Переработан модуль вывода информации при наведении на части электрической цепи:
изменены формулы расчета потребления, генерации и требования: все они теперь не учитывают аккумуляторы;
при наведении на металлический блок показывается правильно ток, который он проводит, независимо от того на какую грань вы наводитесь;
теперь можно отслеживать емкость всех аккумуляторов в цепи в процентах: это позволяет лучше понимать имеющиеся запасы энергии;
при сгорании кабеля/прибора теперь будет показываться по какой причине они сгорели;
убраны десятичные там, где они были не нужны, в остальных местах они были обрезаны до 3х цифр после запятой;
теперь двигатели и генераторы показывают обороты в секунду на валу.
Исправлена ошибка, из-за которой некоторые грани с проводами под нагрузкой показывали нулевой ток.
Исправлена ошибка, из-за которой визуально разорванная цепь все еще проводила электричество.
Теперь все элементы цепи не сгорают мгновенно. У вас есть где-то 30 секунд прежде, чем он сгорит окончательно (при разлитой воде это время будет меньше). При этом вы увидите белый дым, исходящий прямо из кабеля/прибора. Это означает, что вам нужно спасать его: выключить питание, либо сломать его, либо защитить от влаги. Если причина будет устранена, то дым будет идти еще некоторое время и пропадет со временем. Если от этого вам неспокойно, то можете сломать кабель/прибор и установить заново.
Реализована работа первого закона Кирхгофа для электрический цепи, следствием которого является то, что теперь токи, движущиеся в противоположных направлениях, могут алгебраически отниматься! Это уменьшит нагрузку по току на проводники до двух раз при определенных конфигурациях цепи! На производительности игры это никак не скажется.
Fixed a bug where energy could not reach the consumer in certain wiring configurations. It only showed up after 1.0.5. Hopefully, everything will work as expected now.
Обновление 1.0.6 (Хотфикс):
Исправлена ошибка, из-за которой энергия могла не доходить до потребителя в определенных конфигурациях проводов. Проявила она себя только после 1.0.5. Надеюсь, теперь все будет работать как положено.
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.
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.
Also fixed a bug in pathfinding.A device connected to the network could not receive energy, although the network saw it as connected.
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.
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.
Также исправлена ошибка в поиске пути. Прибор подключенный к сети мог не получать энергию, хотя сеть его видела как подключенный.
We continued to optimize the performance of our electricity core. The increase was another x2-x3 times compared to update 1.0.2. Reduced RAM usage, especially on large electrical networks. According to our preliminary tests, electricity performance (at standard settings) in both modes has become better than that of the mechanical system of the game itself! The functionality was not affected in any way.
Copying electrical devices and wires in creative works correctly. You only need to restart the game/server for the copied blocks to start working.
Обновление 1.0.3:
Мы продолжили оптимизировать производительности нашего ядра электричества. Прирост составил еще х2-х3 раза по сравнению с обновлением 1.0.2. Уменьшено использование оперативной памяти, особенно на больших электрических сетях. По предварительным нашим тестам, производительность электричества (на стандартных настройках) в обеих режимах стала лучше, чем у механической системы самой игры! Функционал при этом никак не пострадал.
Копирование электрических устройств и проводов в креативе отрабатывается корректно. Необходимо только перезапустить игру/сервер, чтобы скопированные блоки начали свою работу.
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 a rare error with a server crash when a player quickly breaks electrical blocks. The server calculation of the circuit did not have time to update the information about the block, which no longer exists.
Обновление 1.0.1: - Добавлена локализация PT-BR - Исправлена редкая ошибка с вылетом сервера, когда игрок быстро ломает электрические блоки. Серверный расчет цепи не успевал обновить информацию о блоке, который уже не существует.
Fixed a situation where the current in two wires near the current source had the same value, although the wires have losses.
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):
Исправлена ситуация, когда ток в двух проводах рядом с источником тока имел одинаковое значение, хотя провода имеют потери.
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.
Maybe it would be good to include context stats - ie for generators/motors to include calculation based on topography - ie. resistance( if Im getting it right it dynamic based on how much load there is - which may impact rpm, fi I undersdtand correctly?)
💬VengaboysFan, Nov 15th at 7:07 PM (modified Nov 15th at 7:09 PM)
Looks like you have drawn the attention of many electricians and electrical engineers to your mod... Now you better keep updating it fast to meet their demands!
You should add overhead powerlines like in the minecraft mod electricalage for carrying large amounts of power over vast distances.
To do this you would have to modify the current in game transformer so you can set the amount of windings on each end
for example a winding fraction of 1 > 113 or (1 winding at the input / 113 windings at the output) for 120v will result in a voltage of 13500 volts or near residental powerline voltage before it is stepped down for the wiring in the home's main panel.
Here is my suggestion
A smaller Tier 1 powerline for carrying around 13500 volts and up to around 1200 amps before being overloaded when they deliver power to buildings in a city etc.
a larger Tier 2 powerline that would have it's own seperate large substation transformer you would place which would step up voltage by a 1 > 16 ratio so
the larger Tier 2 powerline for carrying power at around 216000 volts and around 19200 amps before being overloaded.
Can you make an air conditioner and/or walk in freezer to cool down rooms? Basiclly reverse heater/greenhouse. So tropical places can stay cool or you can make cold cellars.Thanks!
Ok Electrial Transmission over wires is much better since the update, but it is still not as fast it should be like it is in real life. All the lights in a room like my basement in the game should come on all at the same time in less than 1 second.
DokDirge There might be a conflict with another mod, causing the logs to spam with errors, causing the game to lag. Check AppData\Roaming\VintagestoryData\Logs for the server-main and client-main files.
💬DokDirge, Nov 2nd at 10:43 AM (modified Nov 2nd at 10:44 AM)
Hello, I'm very new to VS's modding scene so my issue is very likely on my end.
With the whole Electrical Progressive suite of mods installed, I'm getting two major bugs: firstly my game lags terribly, to the point my gameworld doesnt render sometimes while walking ~200 blocks away from my home base and is just a blank void, with a small message in the upper right corner of the screen saying my connection to the server has been lost (I only play singleplayer) and secondly the lag is so bad that often my character cant walk over items to pick them up (i.e. cutting leaves to drop a stick leaves the stick on the ground for several seconds before its auto added to inventory if at all).
I have a whole host of other mods I play with, so maybe there's a conflict somewhere or I have too many installed? The funny thing is these issues have shown up and I havent crafted any of the blocks added by the EP mods, I started a brand new game. Disabling the EP mods, and only the EP mods, clears the issues up.
paulogabbi nah, it looks bad and is just bad. the icon is indicitive of how much effort was placed in the thing, and ai is the lowest effort garbage, and therefore has the message of not being worth anyones time infact ive given this too much effort already just typing all this
the edit button doesnt seem to be working, so i guess ill say it here: just to be clear, even i'd've be willing to help if i happened to have been the person gone to instead of the ai, ive made my own couple of mods for servers i host for my friends and none of them have an ai icon (not that an icon matters that much for a currently private mod)
i can assure you i could make a decent icon in about 10 minutes and in less then 100 line strokes on a free web based drawing software
tehtelev if you want a logo looking icon, you should really either do it yourself, or ask a friend, or just anyone really, im certain if you just asked a real person before going to some ai someone would have been glad to help a couple minutes in mspaint by anybody will result in something better than the current (honestly weird looking) icon made by a theft machine.
though for consideration, i believe mod icons should showcase what the mod is to a degree, so for mods that add content a screenshot of the stuff they add with a title added over top would be great. and for this core mod specifically, maybe take a piece out of all the other mods that need this and put in simple white text "Core" over the middle, the most time and effort consuming part of this idea would just be opening the game up and setting all the blocks up
some of my guys are running into issues interacting with wires and geothermal generator
I was just able to recreate it myself placing some 32v iron insolated cable,
we love the mod, keep up the great work!
Crash Report
28.9.2025 02:10:18 [Server Event] Player Taxseasonisover got removed. Reason: Threw an exception at the server 28.9.2025 02:10:18 [Server Error] Exception: Exception of type 'System.Exception' was thrown. at ElectricalProgressive.Utils.Selection.get_Face() in C:\Users\tehtelev\source\repos\tehtelev\ElectricalProgressive\ElectricalProgressive-Core\Utils\Selection.cs:line 125 at ElectricalProgressive.Content.Block.ECable.BlockECable.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSelection, ItemStack byItemStack) in C:\Users\tehtelev\source\repos\tehtelev\ElectricalProgressive\ElectricalProgressive-Basics\Content\Block\ECable\BlockECable.cs:line 102 at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 857 at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 580 at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 409 at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
It seems I cannot run this series of mods despite how much I want to. For whatever reason, when this set of mods are loaded (particularly the freezer) it causes random and inexplicable lag spikes. Disabling the freezer mod fixes this issue every time. I start receiving lag spikes from freshly spawn and happens every 10 or 20 seconds. No settings I change helps this however reducing view distance can help a little, for a short time at least. These spikes start off lasting roughly 1 or 2s and continue until you are waiting 3-5 seconds. They are fairly regular in frequency and are solely isolated to this mod. Perhaps there is a mod conflict but I do not know what it would be. It is honestly sad to me as I love this mod set as a nice way to produce and transport power efficiently, however the lag makes it completely unbearable.
The biggest issue (imo) is not being able to pass wires through walls (at least not that I can see) without unsealing the room the wire is passing through (therefore your base). This is fine during the summer, but in winter this is a death sentence.
The transformer windings are made so purely visually. They are not tied to the sides and voltages with which you connect them to the wires. In fact, the transformer changes the voltage of the packets of energy passing through it. And it does not matter from which side and where they go.
Then gradually new devices and, accordingly, new voltages will be added.
As for the stove - the upper part is not functional, although you can put objects on it. Due to the fact that I plan to make the stove the same as the oven in 2.0.0, the ability to automatically load and unload products with chutes, then frying meat 2x2 will not be so necessary in fact.
tehtelev Thank you for explanation. 1. Not sure if you looked at drive I shared. What I meant is that even though Im 100% sure I set it properly, transformer is somehow inverted. Transformer has low and high coil side. In case of this mod, one low coil, and apparently 3 high coil sides. So Id assume it has 3 high voltage output/input and one low - because thats essentially what it means in real life. If voltage/currenty enters low coil side, voltage is bumped, current goes down. In my case, Im 100% sure I was careful and set it up properly, so I set up one high side at 128V side(large batteries) and low side against fridge section. However it somehow fliped 180 and low side is connected to 128V section and high side is connected to fridge section - yet it works and fridge did not blow up. 2. Might have missed it, but esseentially split my generator section into two different, without a loop in the middle, as I thought this might be a problem. As to generator glitch Im failry sure its because transformer( I think I moved it back and it worked yday) connected corner to corner with either battery or generator. 3. Yep, thats what I did. Any plans for HV/UHV ? 4. Yeah, thats the problem, that was input.
As I possibly said, its my first world and its not vanilla, so Im working out details, especially mod on how-tos. Spent waaay to much time figuring out how to use electric stove - it does not help you can put meat in 2x2 pattern on top of it....
Yes. Everything is correct. The transformer works in both directions, which means the network in which it works is considered a single one. That is, if devices on the low side require energy and it is on the high side, then it will go from there. And vice versa, respectively. In principle, this does not contradict real laws.
The mod manual says that it flows along the shortest distance to the consumer. That is, if your batteries are closer and their power and charge are sufficient, then the batteries will give off energy. As soon as the generator starts to discharge, it will have to try to charge these batteries. If the batteries are also discharged, then the consumers will be powered directly from the generators. If, however, the generator on the windmill does not want to give out energy, then break it and reinstall it. In a game with a bunch of mods, there are jokes in mechanics. In your case, it is better to connect the batteries not in series, but a little differently.
Spoiler!
3. There is still a problem here. When one transformer is no longer enough, it is better to divide the circuits into several independent of each other.
4. Current is 20A, this is essentially the maximum current at the output of the transformer, based on the operating algorithm.
If you still think that everything still does not work as it should, especially in point 2, then you can update to 2.0.0-rc4. It is already stable. Maybe I have already fixed something there
I think, unless Im doing something wrong, I discovered 3 bugs( aside that parasite drain). 1. One might be artefact from upgrade between versions - or mod does not care, but essentially low coil on hight voltage side, translates into workign equipment on high coil low voltage side. 2. Some sort of interference cause generator to just not connect to network, unless its a battery adjacent to it. Important thing is that if battery is empty, it will drive current from net into itself, but wont send it down. 3. This might be offshoot of #2. I had set up single transformator, but due to size of bats downrange, it just burnt out, so I set up two, but unless I separated inputs into two( without loop among generators, one transformator was just not working, If I split input gens 50/50, both work(sort of) given #2. 4. ish - max amperage on transformator is not specified as in or out?
EDIT: after I had to kill VS to be able to upload images and logged in again... that generator does work it seems( without batter on its side) so it might be some UI bug ?
@tehtelev Oh, Im fairly sure thats not right. Either endpoint will burn to crisp or not trigger( with slight parasitic drain) due to lack of going over activation threshold. Granted, my assumption leans on commons sense and not having leads shorted, like in good old USSR Low voltage protection is a thing. True, if endpoint was simple engine from 1950s, it might just try to drain and expel heat in exchange, but batteries have protection against bad env - ie, even in solar arrays.
EDIT: as to this particular case. The problem here is that there was no indication of drain. Current did not spike, consumed wattage was at normal level. Either having that equipment dont work/spark with too low voltage or have network indicate drain somehow. Awesome that RPM is a stat now.
If you simply connect 32V to devices that require 128V, absolutely nothing will happen. That is, they will consume energy, but will not function. In reality, in principle, the same
One thing Ive noticed. It might be change between 1.0.5 and 1.1.0 - AFAIR description state "max voltage 128" - maybe it does somewhere(still) or its just my assumption, regardless. This can cause unindented consequnce, if someone put large batter or charge station on 32V network. Despite positive W generation, network will bleed dry. Im almost 100% sure that if one store drill in fridge, result might be the same?
What version of the mod? Screenshots? In rc3 there is a bug in displaying information about the network and its section due to incorrect synchronization with the server part. In rc4 it will be fixed. In any case, the circuit should work now.
Im about to set up my first power grid under my mill but it seems .... it wont happen. Ive scroughed enough resources to build upgraded gens/engines. Even some transformers for later expansion. So... my consumption base is rought 60 blocks away from generators. Gens put out 3.5A more or less. All connected( but tested with 128V + trans) with 32V cables. As long as battery is up close - 6 blocks away. It will charge. Down below - no joy. Here is the kicker. Regardless of setup: - its recognized properly as to elements on net - I get shocked if cable is un-insulated event 60 blocks away - current indication show it will flow only about 6 blocks away from generator - given above and in-game doc - Ive tried to put battery as buffer, but no joy
Have you considered adding an electrically powered kiln? And maybe for QOL, a solid block that wires can go through (for electricity in spaces that can register as rooms)?
endey The comments are good. We may have corrected some of the things you wrote, and we will correct some soon. Keep in mind that in slow mode, the current does not turn off instantly. It still goes along the wires for some time. The same goes for turning on long circuits, for example, from lanterns - it takes some time for the current to reach the consumer. If all this is difficult for you, you can turn on the instantaneous energy transfer mode in the configuration file. It works the same way as in Electricity. Also, generators no longer produce energy if there is no consumer, that is, no load. Excess energy in a real electrical system is always bad.
subgrids (grids seperated by a switch) do not update properly when the switch is closed again. (i.e. i have a street row of standing lamps. i can disconnect them by opening the switch, but closing it again will not turn the lamps back on.)
transformers exceed the 100% limit when placed with another transformer on the same grid or subgrid, with an equal or higher load for them to bear. (likely due to the transformers trying to split the load, but due to uneven calculations, one transformer carries more power than the other.)
communication of power demand/load is abit unclear.
with the prior electricity mod, i could see when a subgrid was properly disconnected, but with this mod, the load and generation seems visually stiff. i hope this gets improved in the future.
switches should be placable by directly clicking the wire, its quite annoying trying to figure out what quadrant i need to click for the switch to be placed correctly.
copper blocks do not transmit power into connected consumers directly placed on them.
the doubling/stacking of wires feels very annoying to work around in tighter spaces. if possible, clicking on the wire directly to double/stack the wire would be appreciated.
standing lamps often require a world reload in order for their light emissions to update. but all other light blocks do not.
if possible, why not have standing lamps work at all voltages? lower voltages produce lower amounts of light, just add a readable minimum threshold.
breaking wires connected to a grid/subgrid, but leading nowhere, can turn off parts of the subgrid.
this is just what ive experienced, and it may not be true to what is intended. just hoping to give some feedback.
I think I found a bug. When using a wire connection through a diagonal wall to transfer electricity generated outside a room to inside a room, engines in the room draw electricity without spinning. Switches in the room still connect and disconnect engines from the electrical network the way you would expect.
Setting "Instant" to true in the config file resolves the bug but removes challenge features of the mod. The bug may exist for other consumers as well but I haven't tested it.
HaraiseTenshi I highly recommend not playing with it. There are no crashes or bugs now, but performance optimization is needed. With a large number of electrical units, there may be micro freezes. I am already working on this issue.
So I guess I should not yet be using this mod in an actualy playing world but only in Testworlds? Or how stably is this beta test running? Should I expect frequent crashes or a somewhat stable gameplay albeit witu occasional errors/bugs/wobly behaviour?
Moby_ Yes. Everything that could be put into this library was moved out. Besides, not all the functionality that I would like is implemented in the library yet. There is still a lot of work to do. But you will still have to look at examples of working with the library in blocks.
XurxoMF This mod is more dependent on the Electricity mod and is incompatible with it. It has absorbed all the best. The logic of the work has been rewritten almost completely.
omg, I have yet to try this but I must say: you're a hero for separating the electricity library from the basic blocks
I'll definitely be developing mods using this (unless like, it doesn't work or something, but I think it does)
Also, about automation, I've been talking with someone about an analytic engine mod (to add a turing-complete computer, with architecture handling and assembly programming), we've been thinking about ways to give it more functionality by interacting with other mods, sounds like we got an answer :D
Also, do you have plans to add hanging wires? (maybe using the vanilla cloth/rope system) It could be really cool for faster/long distance electricity transmission (which could even allow telegraph lines to be built maybe)
Tisajokt Again - pistons must work on some energy, logic circuits too. I would not like to slide down to children's Minecraft. And in general, the redstone system there is terribly inconvenient.
Very interested in the logic/automation system in the roadmap, since I'd love to see VS be made Turing-complete; though logic systems could probably be simulated earlier on in the roadmap if a simple electrically-driven switch, clutch, transistor, or block-pushing piston was added?
InquisitorB The wires are being crafted. Make sure that you have downloaded the EP: Basics mod part with basic devices. This page contains only the electrical logic library.
Hello, I just finished the French translation. I don't know if I can test it in advance by just putting it in the folder, or if I need to do something. Is there only one language folder per mod? I've seen some with multiple folders.
ElegantChimp Yes. For calculations, instant transfer is easier. And maybe someone doesn't want to make the game so difficult for themselves. Added a video.
What are the down sides to instant speed of electricity? It seems like instant would make sense (90% the speed of light and all that). Is this implemented for performance purposes or due to being in beta? Also, the road map seems to reference videos. I would be curious to take a look at them, but I can't seem to find them.
This is amazing! I knew you were working on a full rewrite of the electricity mod, and this looks great. I am personally excited how you are splitting the mod into seporate sub-mods (I personally like to pick and choose features whereever possible). I'll definitely grab it for beta testing and run it for a bit to see if I run into any issues.
Oniii Yes. It's safe. It won't affect the world in any way.
Q_qTip Maybe later
Hi, is these mods safe to add / remove mid playthrough?
Maybe it would be good to include context stats - ie for generators/motors to include calculation based on topography - ie. resistance( if Im getting it right it dynamic based on how much load there is - which may impact rpm, fi I undersdtand correctly?)
Looks like you have drawn the attention of many electricians and electrical engineers to your mod... Now you better keep updating it fast to meet their demands!
You should add overhead powerlines like in the minecraft mod electricalage for carrying large amounts of power over vast distances.
To do this you would have to modify the current in game transformer so you can set the amount of windings on each end
for example a winding fraction of 1 > 113 or (1 winding at the input / 113 windings at the output) for 120v will result in a voltage of 13500 volts or near residental powerline voltage before it is stepped down for the wiring in the home's main panel.
Here is my suggestion
A smaller Tier 1 powerline for carrying around 13500 volts and up to around 1200 amps before being overloaded when they deliver power to buildings in a city etc.
a larger Tier 2 powerline that would have it's own seperate large substation transformer you would place which would step up voltage by a 1 > 16 ratio so
the larger Tier 2 powerline for carrying power at around 216000 volts and around 19200 amps before being overloaded.
Could you add a higher voltage for power transmission purposes? Maybe 256 or something, that no machine can use and requires heavy, expensive cables?
Can you make an air conditioner and/or walk in freezer to cool down rooms? Basiclly reverse heater/greenhouse. So tropical places can stay cool or you can make cold cellars.Thanks!
I have a suggestion for the mod.
Junction Boxes
I want to be able to criss cross wires of lower and higher voltages to send diffrent wires to diffrent circuits.
Ok Electrial Transmission over wires is much better since the update, but it is still not as fast it should be like it is in real life. All the lights in a room like my basement in the game should come on all at the same time in less than 1 second.
See if you can fix the issue that causes lights to take about 60 seconds to come on when a switch is flipped with a wire about 30 blocks long.
Lights and most powered devices like in real life should come on INSTANTLY!!!
DokDirge There might be a conflict with another mod, causing the logs to spam with errors, causing the game to lag. Check AppData\Roaming\VintagestoryData\Logs for the server-main and client-main files.
Hello, I'm very new to VS's modding scene so my issue is very likely on my end.
With the whole Electrical Progressive suite of mods installed, I'm getting two major bugs: firstly my game lags terribly, to the point my gameworld doesnt render sometimes while walking ~200 blocks away from my home base and is just a blank void, with a small message in the upper right corner of the screen saying my connection to the server has been lost (I only play singleplayer) and secondly the lag is so bad that often my character cant walk over items to pick them up (i.e. cutting leaves to drop a stick leaves the stick on the ground for several seconds before its auto added to inventory if at all).
I have a whole host of other mods I play with, so maybe there's a conflict somewhere or I have too many installed? The funny thing is these issues have shown up and I havent crafted any of the blocks added by the EP mods, I started a brand new game. Disabling the EP mods, and only the EP mods, clears the issues up.
Alhef Metal blocks conduct electricity without disturbing the integrity of the room.
Is there any way to conceal the cables within a block, or to create a block that doesn't compromise the integrity of the sealed rooms?
I just found this mod. This is insane :o good job guys this is sooo dang cool
Phant0mCobra Yes. You can install it at any time.
Ignore the salty hater. AI is fine for stuff like a simple icon.
Onto the question. Is this and all related Electrical Progressive mods able to be added in midgame?
paulogabbi nah, it looks bad and is just bad. the icon is indicitive of how much effort was placed in the thing, and ai is the lowest effort garbage, and therefore has the message of not being worth anyones time
infact ive given this too much effort already just typing all this
PasiveClientSE5 oh shut up AI is totally fine for stuff like this
the edit button doesnt seem to be working, so i guess ill say it here: just to be clear, even i'd've be willing to help if i happened to have been the person gone to instead of the ai, ive made my own couple of mods for servers i host for my friends and none of them have an ai icon (not that an icon matters that much for a currently private mod)
i can assure you i could make a decent icon in about 10 minutes and in less then 100 line strokes on a free web based drawing software
tehtelev if you want a logo looking icon, you should really either do it yourself, or ask a friend, or just anyone really, im certain if you just asked a real person before going to some ai someone would have been glad to help
a couple minutes in mspaint by anybody will result in something better than the current (honestly weird looking) icon made by a theft machine.
though for consideration, i believe mod icons should showcase what the mod is to a degree, so for mods that add content a screenshot of the stuff they add with a title added over top would be great. and for this core mod specifically, maybe take a piece out of all the other mods that need this and put in simple white text "Core" over the middle, the most time and effort consuming part of this idea would just be opening the game up and setting all the blocks up
PasiveClientSE5 If you draw an icon better than the AI, we'll accept it. We don't have any artists.
The mods overall seems quite promising, hopefully some more effort will be put in, especially given that icon that reaks of lazy ai slop
Taxseasonisover Check the bug on the latest version of the mod. I tried to fix it.
Modeversion 2.3.2 game version 1.21.1
Taxseasonisover Please tell me the game version and mod version.
some of my guys are running into issues interacting with wires and geothermal generator
I was just able to recreate it myself placing some 32v iron insolated cable,
we love the mod, keep up the great work!
Juniormint
Drop your game logs - I'll take a look. It might be slowing down because the server is throwing errors into the logs. Maybe some mod is conflicting
It seems I cannot run this series of mods despite how much I want to. For whatever reason, when this set of mods are loaded (particularly the freezer) it causes random and inexplicable lag spikes. Disabling the freezer mod fixes this issue every time. I start receiving lag spikes from freshly spawn and happens every 10 or 20 seconds. No settings I change helps this however reducing view distance can help a little, for a short time at least. These spikes start off lasting roughly 1 or 2s and continue until you are waiting 3-5 seconds. They are fairly regular in frequency and are solely isolated to this mod. Perhaps there is a mod conflict but I do not know what it would be. It is honestly sad to me as I love this mod set as a nice way to produce and transport power efficiently, however the lag makes it completely unbearable.
ThePrawnSean
Metal blocks conduct electricity without compromising the tightness of the rooms. This is specified in the Basics module
The biggest issue (imo) is not being able to pass wires through walls (at least not that I can see) without unsealing the room the wire is passing through (therefore your base). This is fine during the summer, but in winter this is a death sentence.
Q_qTip
The transformer windings are made so purely visually. They are not tied to the sides and voltages with which you connect them to the wires. In fact, the transformer changes the voltage of the packets of energy passing through it. And it does not matter from which side and where they go.
Then gradually new devices and, accordingly, new voltages will be added.
As for the stove - the upper part is not functional, although you can put objects on it. Due to the fact that I plan to make the stove the same as the oven in 2.0.0, the ability to automatically load and unload products with chutes, then frying meat 2x2 will not be so necessary in fact.
tehtelev Thank you for explanation.
1. Not sure if you looked at drive I shared. What I meant is that even though Im 100% sure I set it properly, transformer is somehow inverted. Transformer has low and high coil side. In case of this mod, one low coil, and apparently 3 high coil sides. So Id assume it has 3 high voltage output/input and one low - because thats essentially what it means in real life. If voltage/currenty enters low coil side, voltage is bumped, current goes down. In my case, Im 100% sure I was careful and set it up properly, so I set up one high side at 128V side(large batteries) and low side against fridge section. However it somehow fliped 180 and low side is connected to 128V section and high side is connected to fridge section - yet it works and fridge did not blow up.
2. Might have missed it, but esseentially split my generator section into two different, without a loop in the middle, as I thought this might be a problem. As to generator glitch Im failry sure its because transformer( I think I moved it back and it worked yday) connected corner to corner with either battery or generator.
3. Yep, thats what I did. Any plans for HV/UHV ?
4. Yeah, thats the problem, that was input.
As I possibly said, its my first world and its not vanilla, so Im working out details, especially mod on how-tos. Spent waaay to much time figuring out how to use electric stove - it does not help you can put meat in 2x2 pattern on top of it....
Q_qTip
3. There is still a problem here. When one transformer is no longer enough, it is better to divide the circuits into several independent of each other.
4. Current is 20A, this is essentially the maximum current at the output of the transformer, based on the operating algorithm.
If you still think that everything still does not work as it should, especially in point 2, then you can update to 2.0.0-rc4. It is already stable. Maybe I have already fixed something there
I think, unless Im doing something wrong, I discovered 3 bugs( aside that parasite drain).
1. One might be artefact from upgrade between versions - or mod does not care, but essentially low coil on hight voltage side, translates into workign equipment on high coil low voltage side.
2. Some sort of interference cause generator to just not connect to network, unless its a battery adjacent to it. Important thing is that if battery is empty, it will drive current from net into itself, but wont send it down.
3. This might be offshoot of #2. I had set up single transformator, but due to size of bats downrange, it just burnt out, so I set up two, but unless I separated inputs into two( without loop among generators, one transformator was just not working, If I split input gens 50/50, both work(sort of) given #2.
4. ish - max amperage on transformator is not specified as in or out?
https://drive.google.com/drive/folders/1WVlhIe1k_VMeaedxWlJZbkMBVYWyOZS
-?usp=sharing
EDIT: after I had to kill VS to be able to upload images and logged in again... that generator does work it seems( without batter on its side) so it might be some UI bug ?
@tehtelev
Oh, Im fairly sure thats not right. Either endpoint will burn to crisp or not trigger( with slight parasitic drain) due to lack of going over activation threshold. Granted, my assumption leans on commons sense and not having leads shorted, like in good old USSR
Low voltage protection is a thing. True, if endpoint was simple engine from 1950s, it might just try to drain and expel heat in exchange, but batteries have protection against bad env - ie, even in solar arrays.
EDIT: as to this particular case. The problem here is that there was no indication of drain. Current did not spike, consumed wattage was at normal level. Either having that equipment dont work/spark with too low voltage or have network indicate drain somehow.
Awesome that RPM is a stat now.
Q_qTip
If you simply connect 32V to devices that require 128V, absolutely nothing will happen. That is, they will consume energy, but will not function. In reality, in principle, the same
@tehtelev cool.
One thing Ive noticed. It might be change between 1.0.5 and 1.1.0 - AFAIR description state "max voltage 128" - maybe it does somewhere(still) or its just my assumption, regardless. This can cause unindented consequnce, if someone put large batter or charge station on 32V network. Despite positive W generation, network will bleed dry. Im almost 100% sure that if one store drill in fridge, result might be the same?
Q_qTip
I think by the end of the week I will release a stable version 2.0.0 already.
@ tehtelev
1.0.5. I guess I should bump to 2.rc4 ?
EDIT: bumped to 1.1.0 and it seems to work now properly. Thanks.
Q_qTip
What version of the mod? Screenshots? In rc3 there is a bug in displaying information about the network and its section due to incorrect synchronization with the server part. In rc4 it will be fixed. In any case, the circuit should work now.
Im about to set up my first power grid under my mill but it seems .... it wont happen. Ive scroughed enough resources to build upgraded gens/engines. Even some transformers for later expansion. So... my consumption base is rought 60 blocks away from generators. Gens put out 3.5A more or less. All connected( but tested with 128V + trans) with 32V cables. As long as battery is up close - 6 blocks away. It will charge. Down below - no joy. Here is the kicker. Regardless of setup:
- its recognized properly as to elements on net
- I get shocked if cable is un-insulated event 60 blocks away
- current indication show it will flow only about 6 blocks away from generator
- given above and in-game doc - Ive tried to put battery as buffer, but no joy
So WTF?
Have you considered adding an electrically powered kiln? And maybe for QOL, a solid block that wires can go through (for electricity in spaces that can register as rooms)?
endey The comments are good. We may have corrected some of the things you wrote, and we will correct some soon. Keep in mind that in slow mode, the current does not turn off instantly. It still goes along the wires for some time. The same goes for turning on long circuits, for example, from lanterns - it takes some time for the current to reach the consumer. If all this is difficult for you, you can turn on the instantaneous energy transfer mode in the configuration file. It works the same way as in Electricity. Also, generators no longer produce energy if there is no consumer, that is, no load. Excess energy in a real electrical system is always bad.
possible issues ive encountered:
subgrids (grids seperated by a switch) do not update properly when the switch is closed again. (i.e. i have a street row of standing lamps. i can disconnect them by opening the switch, but closing it again will not turn the lamps back on.)
transformers exceed the 100% limit when placed with another transformer on the same grid or subgrid, with an equal or higher load for them to bear. (likely due to the transformers trying to split the load, but due to uneven calculations, one transformer carries more power than the other.)
communication of power demand/load is abit unclear.
with the prior electricity mod, i could see when a subgrid was properly disconnected, but with this mod, the load and generation seems visually stiff. i hope this gets improved in the future.
switches should be placable by directly clicking the wire, its quite annoying trying to figure out what quadrant i need to click for the switch to be placed correctly.
copper blocks do not transmit power into connected consumers directly placed on them.
the doubling/stacking of wires feels very annoying to work around in tighter spaces. if possible, clicking on the wire directly to double/stack the wire would be appreciated.
standing lamps often require a world reload in order for their light emissions to update. but all other light blocks do not.
if possible, why not have standing lamps work at all voltages? lower voltages produce lower amounts of light, just add a readable minimum threshold.
breaking wires connected to a grid/subgrid, but leading nowhere, can turn off parts of the subgrid.
this is just what ive experienced, and it may not be true to what is intended. just hoping to give some feedback.
ASpy
This is a game bug that happens sometimes.
I think I found a bug. When using a wire connection through a diagonal wall to transfer electricity generated outside a room to inside a room, engines in the room draw electricity without spinning. Switches in the room still connect and disconnect engines from the electrical network the way you would expect.
Setting "Instant" to true in the config file resolves the bug but removes challenge features of the mod. The bug may exist for other consumers as well but I haven't tested it.
Only thing I can think of is an electric panning device of some kind. Outside that, love this in the end game.
SLEDGE_HAMMER
Funny bug)
BUG with placing ore chunks and crystals on surfaces, can not be placed.
I had just these mods loaded, and they were causing the issue.
finally it came
Afroman726Ototinhoowlloverhoot We are trying. Thanks for support.
Thank you so much for this mod!! :D
Please keep updating it me and my friends love it!
This mod is starting to look a bit like Mekanism. And I'm all on it!
I play a fair amount of Monifactory (a gregtech fork) SO WHEN I SAW THIS I AUDIBLY GASPED!
I will definitely be adding this to my new single player world, THANK YOU SO MUCH!
been looking for stuff like this for a WHILE
Kew
I will make a separate patch and instructions for it so that this can be done.
Is it possible to upgrade from ElectrictyAddon on an existing save?
Hydromancerx If someone makes compatibility or offers code on GitHub - we will not refuse. At the moment, we do not have time and people to do this.
HaraiseTenshi
I think you can already try playing with the mod.
Will this mod eventually be able to have synergy with Vintage Engineering mod?
Okay got it :)
Then I will keep following it and await the go ahead to use it for playing :)
HaraiseTenshi I highly recommend not playing with it. There are no crashes or bugs now, but performance optimization is needed. With a large number of electrical units, there may be micro freezes. I am already working on this issue.
So I guess I should not yet be using this mod in an actualy playing world but only in Testworlds? Or how stably is this beta test running? Should I expect frequent crashes or a somewhat stable gameplay albeit witu occasional errors/bugs/wobly behaviour?
tehtelev Yes, I was not implying that any of what I suggested would not work based on energy production.
Damn, I love to hear that. I'll try it out on a test world.
Moby_ Power/hanging lines will have to be made with slightly different mechanics. But in the future it will be.
Moby_ Yes. Everything that could be put into this library was moved out. Besides, not all the functionality that I would like is implemented in the library yet. There is still a lot of work to do. But you will still have to look at examples of working with the library in blocks.
XurxoMF This mod is more dependent on the Electricity mod and is incompatible with it. It has absorbed all the best. The logic of the work has been rewritten almost completely.
Does this mod have something to do with the old Electricity mod or is 100% independent? If so, god, I was beggin for a mod like this!
omg, I have yet to try this but I must say: you're a hero for separating the electricity library from the basic blocks
I'll definitely be developing mods using this (unless like, it doesn't work or something, but I think it does)
Also, about automation, I've been talking with someone about an analytic engine mod (to add a turing-complete computer, with architecture handling and assembly programming), we've been thinking about ways to give it more functionality by interacting with other mods, sounds like we got an answer :D
Also, do you have plans to add hanging wires? (maybe using the vanilla cloth/rope system)
It could be really cool for faster/long distance electricity transmission (which could even allow telegraph lines to be built maybe)
Tisajokt Again - pistons must work on some energy, logic circuits too. I would not like to slide down to children's Minecraft. And in general, the redstone system there is terribly inconvenient.
Very interested in the logic/automation system in the roadmap, since I'd love to see VS be made Turing-complete; though logic systems could probably be simulated earlier on in the roadmap if a simple electrically-driven switch, clutch, transistor, or block-pushing piston was added?
InquisitorB The wires are being crafted. Make sure that you have downloaded the EP: Basics mod part with basic devices. This page contains only the electrical logic library.
How are the wires going to be crafted? Casting? Anvil?
AcidNight Name the file fr.json and put it in the same folder and start the game again. Localization will be adjusted automatically
Hello, I just finished the French translation. I don't know if I can test it in advance by just putting it in the folder, or if I need to do something. Is there only one language folder per mod? I've seen some with multiple folders.
Here is the link to the GitHub for the translation:
https://github.com/AcidNight00/AcidNight/blob/main/VS_Electrical_Progressive_fr
ElegantChimp Yes. For calculations, instant transfer is easier. And maybe someone doesn't want to make the game so difficult for themselves. Added a video.
What are the down sides to instant speed of electricity? It seems like instant would make sense (90% the speed of light and all that). Is this implemented for performance purposes or due to being in beta? Also, the road map seems to reference videos. I would be curious to take a look at them, but I can't seem to find them.
This is amazing!
I knew you were working on a full rewrite of the electricity mod, and this looks great. I am personally excited how you are splitting the mod into seporate sub-mods (I personally like to pick and choose features whereever possible). I'll definitely grab it for beta testing and run it for a bit to see if I run into any issues.