Mods / Vintage Engineering
Author: Buggi
Side: Both
Created: Feb 22nd 2024 at 4:06 AM
Last modified: 2 hours ago
Downloads: 32816
Follow Unfollow 842
Recommended download (for Vintage Story 1.21.2 - 1.21.5):
VintageEngineering-0.4.8.zip
1-click install
A mod for late-game automation. RTFM below.
A Tech-based progression mod that is roughly inspired from Immersive Engineering.
Basic Progression can currently be in whatever way you want. If you are stuck then try:
0) Smith some LV Wire, Make some LV Relays and a wire cutter
1) LV Generator is a good first machine goal
2) Metal Press (don't forget the press molds) is a good first machine
3) Extruder (don't forget the Die Casts) is a great goal to push towards
4) Profit
Instead of an LV Generator, you could go green with the Alternator for wind-power.
The pentulimate goal for LV tier is the Blast Furnace with 2 Blowers (powered), one on each side. A somewhat automatable way to process nuggets into ingots and alloys.
It's not fully automatable as that would leave out cool feature opportunities for future machines and Tiers.
You WILL need to craft a couple batches of Steel using the base-game Cementation Furnace process in order to get the Blast Furnace. This is by design.
Version 0.4.5 introduces MV networks, LV-MV Transformers, and MV Batteries.
The MV tier is the next stage in the mods progression and development! If you wish to contribute shapes for machines then please reach out to me and we can talk!
Also note, MV Batteries may not fill to 100% right now as the network tries to load-balance a storage only network (aka, a network with only batteries and/or transformers on it). I could explain the technical details, but like 2 people would actually care.
Important:
In an effort to protect server and client performance, the machines, networks, and general processing of the system does not update clients constantly but on delayed steps. So you may see power and crafting levels change in ways that may seem like it's not working properly, but it's because the server is NOT pushing a constant stream of block-update data to all clients. At the end of the day, I sacrificed up-to-the-millisecond updates for protecting performance and network traffic spam.
An example is a machine that is crafting ticks 10 times per second on the server, but clients are updated 2 times a second.
Similarly, Electric Networks tick 4 times per second on the server and changes to machine power are only sent to clients when the aforementioned update triggers.
Exceptions to this are any time item slots are changed due to client interaction or automation as this data is vital to ensure everyone is synced with the server.
Sleeping machines tick every 2 seconds.
If you have an Electrical Network that has no machine nodes (it's new and has no machines on it yet, just relays) it's delay to wake up is 5 seconds. After it finds stuff to do, it shouldn't sleep again.
MISC helpful information:
- Blast furnace Blowers can be toggled on and off by sneak-right-clicking them with an empty hand.
- A Blast furnace can smelt Iron nuggets into Iron Bloom; with two active blowers however, it will smelt regular iron ingots!
- Smelt Blister Steel with a Blast Furnace, requires both active blowers with INPUT of Iron Ingot and Coal Coke + charcoal fuel (or better, for temperature)
- VE Kiln can process Iron Bloom as well as Blister Steel and can now craft QuickLime. (And fire clay...)
- Blast Furnace is only semi-automatable by design. Leaving room for more advanced fully automatable options in higher tiers of tech.
- Coal-Tar Creosote currently has no use but it will eventually.
All machines can be fed and emptied via vanilla CHUTES and with PIPES!!!, even the Electric Forge.
For more frequent updates check my discord server #vintage_engineering channel. ("Homepage" link)
Help is welcome for the following areas if you want to contribute:
- Sound effects - must be royalty free so streamers can use the mod without issues.
- Shapes, textures, animations - Making things pretty is not my forte. Quentin from QPTech has gratiously given permission to use his shapes and textures so I can focus on the back-end code more. If you would like to contribute then hit me up on Discord.
- Eventually Large Multiblock machines shapes, textures, sounds, and animations. But will not need this for awhile.
- Localization - Hold off on this as I'm always adding new strings as I add machines and features. Unless you don't mind managing the new language file as I add strings.
- Advanced Handbook entries, "Quest" book? Vies? Is Vies out there?
I do not need feature ideas/requests. I have a near endless wishlist of things I want to implement, so please wait until the mod is much further along before telling me it's missing something.
For Bugs, use the ISSUE TRACKER link at the top of the mod page!!
Do NOT post them in the comments please!
DEBUG COMMANDS
Commands to validate various network systems:
The [] show an optional flag, use delete with extreme caution. An example is /vedebug vpn delete
You will need full server access privileges to use any of these.
- /vedebug validatepowernetworks [delete]
- /vedebug vpn [delete]
Validate all electric networks for the world - /vedebug validate id [delete]
Validate a single electric network ID with optional delete
Debug commands to validate pipe networks - /vedebug validatepipenetworks [delete]
- /vedebug vpipes [delete]
Validate all pipe networks - /vedebug validatepipes id [delete]
Validate a single give pipe network ID
Debug commands to debug Catenary Wire data
- /vedebug validatewires [delete]
- /vedebug vw [delete]
Validates all Wire Connection objects in Catenary Data, ensures all wire endpoints block types are WiredBlock. Optionally Delete invalid nodes, will not drop wire or fire event. - /vedebug numwires
Prints total number of Wire Connections in the data set. - /vedebug printwires
Prints to the VerboseDebug log every WireConnection in the world as stored by the CatenaryMod. Validate first. Use to track down and report odd wires in your world.
A network is only reported as invalid if ALL nodes are invalid, if one node (aka position) comes back as valid it will report as having valid nodes.
To ensure a full game-save cleanup, break down the entire factory: pipes, machines, wires, and relays before running the validate command for each type of network.
That way, any full network that is truly invalid can be deleted using the optional flag.
Is goes without saying... USE WITH CAUTION
Limiting weekly build access for channel members and patrons. Sorry. This is an enormous mod, in development 3 years.
Supporters (patrons and channel members) will get weekly updated builds and I will look to them for feedback on ideas and features I'm working on.
A lot of the planning and early mod development was covered in streams:
Playlist here: https://www.youtube.com/playlist?list=PLkA9Q5ltQPCIZs88AuqxjgipaX2KPeXQl
If you wish to support the project please consider:
- Donating at https://streamlabs.com/flexiblegames
- Becoming a Patron using the Donate link above
- Become a member of my Youtube channel.
By following this project that will also let me know who out there might be excited for it.
If you wish to help, hit me up on Discord. I primarily need those gifted in modeling and textures. Anything I can just drop in and use without a lot of issues.
Modders:
Please check MakeYourOwnMachine.txt file in mod zip for some early help adding new machines using my API. I'm still adding new machines every week. I'm sure there's someone out there itching to tackle some idea that uses power.
For the Electrical and wiring system, I've built systems other modders can easily plug into and use. I've submitted the IElectricalBlockEntity interface to Tyron to integrate into the base game so we have universal support. I hope he accepts it. My wiring system, for example, supports multiple types of wire (AND it's extendable by modders). This is one reason this has taken so long to get to this point.
Please don't steal my code.
Mad respect to Tyron for his work on the API and game!
Thank you for your interest!
Special Thanks:
BlueLightning32 for his impressive coding skills and help with everything.
Quentin (QPTech) for permission to use shapes and textures and his work blazing this trail.
Mr. Andy Dandy for some new polished shapes and textures.
HumbleBolt for the logo.
Rinly for the inevitable addon mod I know he's cooking up.
DeathxxRenegade for help with shapes.
VonZeeple for showing me how to properly do wiring, without being able to see how to do it I'd never have figured it out.
Zolkenn for coding help and debugging.
DallinTG for work on shapes and textures.
Automatic_Yoba_Machine for the phenominal Charger model and whatever else the future has in store!
Len Kagamine for getting the Mechanical interface blocks started.
Robert for being patient in finding and helping track down insidious bugs.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.4.8 | 34 | 2 hours ago | VintageEngineering-0.4.8.zip | 1-click install | ||
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v0.4.8
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| 0.4.6 | 2012 | Nov 4th at 1:51 AM | VintageEngineering_0.4.6.zip | 1-click install | ||
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Fixes a recipe look-up crash bug stemming from clicking Handbook entries where other mods FUBAR the games data and break ResolveItemStack lookups. | ||||||
| 0.4.5 | 770 | Oct 31st at 8:21 AM | VintageEngineering_0.4.5.zip | 1-click install | ||
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v0.4.5
------------------------------------------------DEBUG FEATURES-------------------------------------------------------------
/vedebug validate id [delete]
/vedebug validatepipes id [delete]
/vedebug numwires A network is only reported as invalid if ALL nodes are invalid, if one node (aka position) comes back as valid it will report as having valid nodes. | ||||||
| 0.4.0 | 5778 | Aug 29th at 5:41 PM | VintageEngineering_0.4.0.zip | 1-click install | ||
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Update to game v1.21 | ||||||
| 0.3.13 | 5562 | Jun 26th at 7:24 PM | VintageEngineering-0.3.13.zip | 1-click install | ||
There are plans for an MV tier Mechanical interface system, but I can't work on 10 things at the same time, so I have to take things slowly. | ||||||
| 0.3.11 | 1883 | Jun 2nd at 8:55 PM | VintageEngineering-0.3.11.zip | 1-click install | ||
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Sorry for the frequent releases lately, I will try to slow them back down to monthly. Fixing lots of bugs.
Added Russian translation thanks to tehtelev Fixes wire Dupe bug (thanks to Len for the issue submission) when using wire cutters. Note, placing and breaking wires over and over will result in a slight net loss of wire. As I round UP when determining cost to place and round DOWN when determining amount to return when broken. Fixes LV Charger error when loading the world with something in the charger. Make LV Charger more compatible with other mods thanks to tehtelev and Len. A Fix, I hope, for the pipe network corruption bug (#13) reported a few months ago. A similar possible cause of not using blockposition.Copy() calls that the previous mod version used for the Electric Network issue fixes.
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| 0.3.10 | 513 | May 30th at 7:06 PM | VintageEngineering-0.3.10.zip | 1-click install | ||
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Adds Asphalt (Block, slab and stairs) and a Bitumen burnable item. Both craftable in a heated Mixer with Crude Oil. Feature added by PR submitted by Len Kagamine. Enjoy! | ||||||
| 0.3.9-dev.1 | 257 | May 29th at 4:49 AM | VintageEngineering-0.3.9-dev.1.zip | 1-click install | ||
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Update Exception Z coordinate printout to be accurate. Don't code while tired people.
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| 0.3.8 | 666 | May 23rd at 9:32 PM | VintageEngineering-0.3.8.zip | 1-click install | ||
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Compiled on game version 1.20.10. - Fixed many cases where item duplication was possible. - Added 5 Guides to the handbook with a huge amount of progression and mod information. Progression isn't set in stone as you can choose how you want to move through the mod. I just provided new players with a way to understand what to do. As always, issues can be submitted on the issues tab, and if you augment, add, or improve any part of the mod then a pull request can help tremendiously! | ||||||
| 0.3.7 | 1787 | Apr 29th at 8:11 PM | VintageEngineering-0.3.7.zip | 1-click install | ||
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April Community Build 0.3.7: Compiled and tested with game version 1.20.9. Anyone who wants to contribute to the project please I beg you to submit a pull request with your work. You will receive full credit of course. I've heard people are redesigning the models and maybe textures and I can't stress enough how much I need help on this mod. It is huge with lots of pieces and I'm but one person on this voyage so far so any help would be hugely welcome! Any who have contributed thus far are credited on the main page description. | ||||||
| 0.3.5 | 2834 | Mar 25th at 11:07 PM | VintageEngineering-0.3.5.zip | 1-click install | ||
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Update to 1.20.6 Creosote Oven multiblock now works with Pipes. Fuel input in the top or bottom, item in/out and fluid out on the sides. Sturdy leather recipe chain added to Industrial Mixer, final step gives a little more sturdy leather. The thought of shoving an entire bear hide into a tiny cooking pot... Include Medium hides with above recipe chain. Added patch to allow Titanium molds and Die Casts to be smithed. Ensure mold/die durability flag is honored if recipe calls for it. VE Crusher: Nugget Extraction should be much faster VE Extruder : Fix potential automation bug, only has one output slot. VE Forge : Heat items up slightly faster Normalize more recipe power costs. They do not need to be base 2 values, this isn't Minecraft. | ||||||
| 0.3.3 | 1401 | Mar 1st at 6:46 AM | VintageEngineering-0.3.3.zip | 1-click install | ||
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Wire renderer no longer cares what order chunks load in. Generates wires independantly of chunk load. Do not delete networks that have some or all parts unloaded, simply skip unloaded nodes. Fixes #14 Tested on 1.20.3 and 1.20.4. | ||||||
| 0.3.2 | 897 | Feb 12th at 4:24 AM | VintageEngineering-0.3.2.zip | 1-click install | ||
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Updated for 1.20.3 | ||||||
| 0.3.0 | 1911 | Oct 29th 2024 at 10:15 PM | VintageEngineering-0.3.0.zip | 1-click install | ||
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New Creosote Oven New Blast Furnace Concrete Industrial Deco blocks | ||||||
| 0.2.8 | 1447 | Sep 26th 2024 at 5:21 PM | VintageEngineering-0.2.8.zip | 1-click install | ||
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See main description for update notes. | ||||||
| 0.2.4 | 1072 | Aug 28th 2024 at 10:03 PM | VintageEngineering-0.2.4.zip | 1-click install | ||
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Compiled on game version 1.19.8 Many bug fixes regarding pipes and tanks. Slight Pipe redesign to make them more industrial looking. New LV Battery! Holds 4000 power and can discharge at 100pps. | ||||||
| 0.2.1 | 650 | Aug 14th 2024 at 2:35 PM | VintageEngineering-0.2.1.zip | 1-click install | ||
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v0.2.1 A massive update, not going to retype this, check the main description of the mod. | ||||||
| 0.1.4 | 1448 | May 27th 2024 at 10:38 PM | VintageEngineering-0.1.4.zip | 1-click install | ||
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Adds CNC: a clay former machine. Put a raw clay item into the program slot and clay in the input slot and it will copy the item. Remember, you can fire clay items in the Kiln! Functionality will be expanded in the future. Adds Mixer: craft with fluids! While I'm sure uses will eventually be many, currently only one set of example recipes are included. Recipe supports up to 4 item and 2 fluid inputs with 1 item and 1 fluid output. Mixer also supports the requirement for heating before it will craft a recipe. Use the "requirestemp" attribute in a recipe and place the Mixer ON TOP of the Electric Forge to allow the forge to heat the mixer to the required temp. Note: The mixer is minimally tested, so I'm sure they're some recipe item/fluid combinations that could break it. Make up some recipes and help me test :) | ||||||
| 0.1.3 | 812 | Apr 23rd 2024 at 5:08 PM | VintageEngineering-0.1.3.zip | 1-click install | ||
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Fixes Metal Press recipe. For some reason the Iron Block in the recipe was set to be a tool "isTool": true... Those who update may see hints of the CNC being added. The shape is the first thing I add, nothing else is 'plugged in'. Same with the Mixer. | ||||||
| 0.1.2 | 320 | Apr 18th 2024 at 7:04 PM | VintageEngineering-0.1.2.zip | 1-click install | ||
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Adds Metal Block (plain) recipe using 4 plates. There are so many blocks in this game that don't have any way to craft them. It's odd. Implements ingredient TEMPERATURE requirements for crafting in the metal press and extruder. Heat those items up before you craft with them folks! Anyone looking at the recipes for these machines will notice "requirestemp" set to -1. This means the machine will use vanilla working temp mechanics (MeltingPoint / 2) to verify an item is the proper temperature. | ||||||
| 0.1.1 | 290 | Apr 12th 2024 at 8:53 PM | VintageEngineering-0.1.1.zip | 1-click install | ||
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Fixed Base-game oversight/bug that Steel Plates did not have combustible props. Can now be heated in the Electric Forge. Fixed Screw et. al. Smithing recipes. (It seems that all smithing recipes require ingots in the ingredient and having plates in there breaks it.) Fixed typo "Steek Screw". | ||||||
| 0.1.0 | 164 | Apr 12th 2024 at 7:06 PM | VintageEngineering-0.1.0.zip | 1-click install | ||
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Working in Singleplayer and Dedicated servers. Mod page updated with all new information. | ||||||
| 0.0.7 | 278 | Mar 24th 2024 at 6:01 AM | VintageEngineering-0.0.7.zip | 1-click install | ||
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An extremely early Community Preview of the mod. Expect some bugs. Do not use on critical servers or worlds you cherish. Compiled on/for the latest version 1.19.5 of the game. | ||||||
v0.4.8 is now live. Due to the holiday season, progress will be slower for the next month. I appreciate everyone who enjoys this or any of my mods.
Have a safe holiday however you may spend it.
Blast furnace needs fuel. The fuel determines the temp, the temp determines what can be smelted.
Coke + iron ingot + 2 active blowers is used to make blister steel. The fuel can be any fuel that burns over roughly 1000-1100 degrees.
The boiler and condenser don't work like you might think they work. They are very tied together. I can peek at them to see if there is a way in. But I doubt it as they probably don't treat their inventory like other things.
This mod can be added mid playthrough, removing it as such will obviously break any placed machines, blocks, or held items.
how make blast furnace work need coke?
I dont like requesting things often but would it be possible to have fluid pipes work with the boiler and condenser? even if its just for adding liquids? If it is already working do you know what i might be missing? I imagine the code involved is a bit in depth and you mentioned previously that is why a lot of things dont connect.
Hi, is this mod safe to add / remove mid playthrough?
There is a bridge mod.
I reached out to the devs of that mod early on to perhaps join forces and build something great but they declined.
Is it compatible with eletrical progressive? If not, is it possible to make them compatible?
I would like to add lights for sure, need to also add toggles (switches) too and the logic to have electric networks interacting
I would like to allow them to interact without merging and splitting every time you turn on or off the switch as that's a LOT of logic to do that
Are there plans for some LV light sources? Wolframite is so useless currently...
Hey Buggi, my quarry vote has gotta go in the no-lag option. Looking forward to seeing what you come up with.
One step closer to Gregtech Vintage story edition
v0.4.6 Uploaded : Fixes Handbook crash related to other mods scrambling the games items/block lookups and making ResolveItemstack fail.
And TheHeathen The mod is great. 3 years of work. But it's up to you, obviously.
Voodooozo37 One is planned, but the question is, how much lag do you want to endure? It could be awesome a Buildcraft gantry like thing with movement, animation, all the lag inducing things. Or one that isn't a visually awesome but produces less lag. Either way a Quarry would create block-update tsunami's in a client/server situation that would have to be carefully planned.
Is this mod worth getting atm? or should i wait?
Does this mod have quarry like machine? Like the one from Qtech or Minecraft Create? You build some machine block operating the quarry, then some pipes to collect the items and cables for power and it digs in like 8 x 8 area to the bedrock?
Also is it just me or does the crude oil appear all the time everywhere? There is so much of it that it slightly breaks immersion
Gingertea I believe librewolf ships with DRM disabled by default. That's probably why. You can change it in your settings.
can't watch video, dunno why might be due to librewolf web browser or an extension..
More power options are planned.
will there be some steam turbine?
both for electricity and machine power?
On that note and for the same reason, what about an electric distillation setup? Being limited to using firewood and having to constantly refill the water gets old fast.
Planned as an MV machine.
Squishing things to make other things is certainly something that has a lot of uses.
Still unsure where Baby Oil comes from...
Is there any posibility to make automated juicer? Fruit press is such a pain ...
- I will check on lime->quicklime as that should work.
- Red clay is excluded because it didn't exist when I made those recipes.
- The exploit was fixed by me by redefining how much metal a plate is worth. You have another mod that resets it AGAIN, and around and around we go.
A new version is in the works that addresses some long-standing headache inducing bugs as well as adding some debug tools to help track down other bugs. As well as the start of the MV tier of power.
I would love if some folks would be willing to lend their block-shape and/or texture skills to the project. I'm in need. MV tier will look awesome. Chat with me on Discord for a breakdown of tech specs and limitations. <3
Thanks to everyone who is enjoying the mod! 3+ years of work so far.
FYI there is a possible exploit with this mod. Using 1 ingot to make a plate will make breaking that plate down return 2 ingots worth of bits. I believe with Smithing Plus, you can create an automated system so no interaction is needed.
SalazarWindriver omg thank you I thought it was just a bug that sometimes the fans didn't work and I'd just replace them to fix it
Hi! I'm enjoying playing with the mod so far, but I've gotta know- is there a reason why some of the recipes expressly exclude red clay? I was surprised that the creosote oven was exclusively blue clay and that the relay base is blue OR fire clay, but not red. An unfortunate thing to find out in a high elevation playthrough, but it's not world ending.
Would it be too much to ask for this to be changed in a future update?
Alrarora Are the blowers turned on? You have to shift-click with an empty hand
The blowers don't seem to need power to work on the blast forge. I am assuming that is not intended.
The kiln isn't turning lime into quicklime. It states that it is doing so, but will not heat up at all.
Skaface443 There are some vanilla containers that are just bad to connect to. If you saw the code for the connection logic you'd see a HUGE amount of exceptions I had to put in because some blocks should not be connected to. For example, a cheese wheel is techincally a container but not one that a pipe should connect to.
I will double check the logic around breaking a block that has a connection already, as that might be the issue here.
Secondly, the LV tier of machines as I've stated previously are not perfectly able to be automated. This includes the blast furnace. If every machine worked perfectly then there would be no incentive for them to pursue higher tiers of tech. The blast furnace is a very powerful machine as it is. So having it require a bit of manual interaction helps balance that a bit. But machines in higher tiers will be able to be fully automated.
I'll try to address all the comments:
- Solar panels are a pretty advanced tech, not meant for LV tier
- The Temporal stuff in the mod is NOT DONE. Do not use. I don't know how you got one as there is no way to craft Temporal Steel yet.
- The visuals can all be updated by those more skilled than me. I would love the opportunity to work with someone on updating the visuals. Keep in mind there are 2 more tiers of machines I want to put in and I DO NOT have the skills to make things look awesome and will rely on those who are gifted at it. Thus far few have shown interest unfortunately.
- Thanks for the MaxPPS bug catch. Odd that this was so high, I don't know how that happened. Maybe when I was testing it?
- The spawn conditions of Oil as well as coal are very close so where you find one you can find the other. But it isn't guaranteed. Basically sedimentary rock that goes deep enough for oil, where coal might be gated behind certain KINDS of sedimentary rock, like Limestone.
Remember everyone, the plan has always been that LV tier is the indroductory tier of the mod. Basic machines, some basic automation options to get players used to the mod. Not everything should be perfect as it more or less should reflect the early days of electricity not modern streamlined factories.
MV Tier (medium voltage) is the next tier, featuring larger machines, oil based refining and fuels, and more power options like fuel generators.
HV Tier (High Voltage) is the top tier featuring the most powerful machines. Arc Furnace, Industrial Crusher, etc. As well as Nuclear based power tech similar to the Mekanism process.
If you want to help with any aspect of the mod, please reach out to me and we can discuss! I alone am having trouble pushing this forward, especially with some bugs cropping up randomly that I have zero idea how to tackle. I'm sure there are a myriad ways to improve the systems I've built and I would welcome anyone who has some experience with such things.
Does oil and anthricite always spawn together in generation or am I just being unlucky with my coal mine needing to be inside an oil well?
Hey you might want to patch the alternators code you set the maxpps too high it needs to be 120 for it to produce properly
"velvek-alternator-*": [
{
"name": "Electric",
"properties": {
"canExtractPower": true,
"canReceivePower": false,
"entitytype": "Producer",
"maxpower": 2000,
"maxpps": 120
}
},
this is in assets\vinteng\blocktypes\lv\velvkinetic.json
when i changed it to this they started working properly as intended where you need 2 alternators to run a kiln at 100% uptime
Thank you so much for updating this mod! Keep up the good work me and my friends love your mod! :)
Buggi
Is it safe to assume a lot of the visual side of things for this mod are placeholders or at least capable of change? My biggest complaint is how much it looks like a mod from the other block game, especially in the UI's on the screenshots, and how some of your shapes/textures have no real sense of "themed continuity" to them, which I'm kind of inferring from the thanks section referencing a good few people for contributions on art! :P
I cant seem to open the temporal steel tank's GUI how do i do it because just clicking picks it up
add please one panel solar pleeaasseeee
There's a very very useful link in the tabs above... Issue Tracker.
https://github.com/FlexibleGames/VintageEngineering/issues
Very handy for tracking, reporting, fixing, and maintaining my sanity =)
As for the AI generated logo that someone made me like 2 years ago, jesus people. I spent 3 years developing this mod so far and a effing logo makes you go all scared?
AI is a tool, not a genie or a boogy man.
When I started programming it was in notepad.
Now I use Visual Studio with all the great helper tools it offers, autocorrect, intellisense are life savers. AI is just the next iteration of tools.
Do not fear what you do not understand. AI isn't perfect and anyone relying on it 100% is going to learn a tough lesson in debugging.
I have not used it at all in the code of any of my Vintage mods. But that isn't saying I won't ever, VE codebase is just to complex for it to be of any use.
Client crashes when you try to remove a crate(open) that is connected to a pipe:
Also I dont know if im doing something wrong with the blast furnace. no matter how I pipe it it only populates Slot 1.
When it still has fuel it just puts in 1 piece that gets heated so no more are getting added thus nothing gets produced.
Also having the pipe upgrade rates be 2^n seems unnecessarily wasteful since you can never accomplish equilibrium while using the blast furnace. So depending on your pipe upgrades you waste a lot. with Upgrades with Rates below 40/s you dont even need to try it since the before mentioned bug kicks in that prevents more stuff to be added so the furnace will never reach recipe capacity thus is at a standstill (just firing away your fuel).
Example: Currently with iron pipe upgrades you lose 12 Nuggets per ingot due to that. So 1 Bar costs 1.5 which for my taste is way to high
I have 24 Alternators going to 25 batteries, and they still can't seem to keep a single kiln powered, is this a bug?
Alternator reads
Sleeping/Power: 0/2000
Power Per Second: 1000
Stored Food Perish Speed: 0.88x
Spd: 3.452 Gear: 1 AvailT: -0.021
PPS Last: 120
What am I doing Wrong?
why is there an ai generated photo on your modpage? you have such a cool looking mod, but its hard to download it knowing that is there
Buggi I have also encountered errors with the blowers, the first time i placed them and hooked them up they seemed not to register to turn on (bloks around them free) after i broke and replaced down and hooked up they worked then later my power network was adjusted and had no power for a secon came back to use the blast furnace again thee bloweres wouldnt wake up had to brake and replace again. i did however find if i use a recipe that does not require them and then go to say the steel recipe it will wake them up however they wont wake up straight with a steel recipe
Update so ive noticed that i had dirt blocks as the ground adjcent to the blowers and when the grass grows i belive they are stopping the blowers and brakeing the grass dosent fix them i still have to brake and reset the blowers, is there a possibility for a detect/reset button for the blowers?
Buggi This time I read more carefully the blowers' block info. It read "sleeping" although there were some iron nugets in the blast furnace cooking. Then I noticed the "requires an air block in front" part, and I have stuffed some fences there... Removing the fences didn't woke the blowers up, but, when I broke them and placed them back, they immediately went "on" even though i haven't connected them to the power grid yet. After this leaving the area through translocator and comming back didn't set them idle again - they remained "on". So my problem was rooted in the absence of an air block in front of the blowers. Also, I looked the blister steel recipe in the mod's files - I was stuffing the coke as fuel and not as ingredient. This recipe is ok too.
Encountered a crash when trying to use the CNC machine on molds from Maltiez' firearms mod using fireclay. im not sure if this is an issue with that mod or VE, but ill give you the crash report anyways. Btw i love this mod keep up the good work
The blowers are an incredably simple block. They don't craft anything, they are either on or off.
Are they somehow turned off when you leave and come back? Is something going on with the server save-then-load?
I've tested them quite a bit for the last update and never ran into these issues. Be sure if this happens again to check that they are ON before breaking them. I need more information or a reliable way to reproduce the issue.
Hi Buggi, I seem to encounter some bugs when using the blast furnace with 2 blowers... Namely the blowers stop working when I leave the area through a translocator and come back later via the same means. Then the brown coal I am using yields the base temperature of 1100 degrees C and can no longer smelt iron nuggets. I have to break the blowers and place them again - then they are again registered and the temperature jumps to nearly 1700 degrees C. The annoying part is that each time I break a blower I get 1 piece of LV wire less. I.e. I break a blower and I get 4 wires back but it says that I need 5 wires to connect the blower to the LV relay (both the blower and the relay remain at the same position). Also, in the "LV end game" handbook page it is said that an iron ingot and a piece of coke would yield blister steel, but currently this recipe is not recognized in the blast furnace block... VE 0.4.0 on 1.21.1.
Stevo I am using Vintage engineering alternators with Millwright rotors and sails - works w/o any problem.
Oil Source block shows up in the handbook and crashes to desktop right now. I'm not sure if that block should be showing up in the handbook at all, and the CTD would be also something to fix.
does any one know about compatibility with millwright?
JokoJose This mod doesn't touch any vanilla recipe that crafts boards. You must have another mod that is doing that. Try a test world with JUST this mod as I test it myself to make sure I'm not going crazy(ier).
BrownishStorm I would most likely abandon the project than refactor the entire thing for a less realistic approach at power transmission. Serves me right for trying to do something I thought players would prefer than the far easier block-by-block approach.
hey Buggi I realize it might be hard to let go of your api as you have put so much work into it, but what I am suggesting is adopting thiers and making a mod that adds your mechines to their base mod.
not that I am aware of, but the moment I removed this mod, i was able to cut boards again. Dont know if is a conflict with other mods, but it disables the regular vanilla way of making boards.
Boards?
You can craft them the vanilla way with a saw. Or did the devs change that?
for some reason, I cant craft planks until i have steel? only because i need a saw mill?
BrownishStorm I offered to collaborate back in March or so and the person working on that shot me down quite thoroughly. They seemed to think this mod didn't have the features that I spent 2 years building. That being an API for others to build upon when I clearly have quite a bit of documentation on how to build onto this mod. And for reasons beyond my understanding they have gotten far more help on that mod than I have on this one. So people seem to prefer their way of doing things perhaps?
AmaiOtoko I have tested world-gen oil thoroughly, with and without BetterRuins and a plethora of other mods and have never, ever, ever seen 7-10 wells spawn in an area. It is completely against every setting in the mod that it would be that common. If you could get on my Discord and @ me in the vintageengineering channel a screenshot of the map and the area I might have an idea.
Bottom line, the "triesperchunk" for the oil well is 0.02 at best, which means 2 out of every 100 chunks it even attempts to spawn a well, and even then there are a bunch of restrictions on temp, water, precip, and Y level and if any of those don't fall into range the attempt fails.
Having 7 wells within 100 blocks of one another is tantamount to winning the lottery 6 times in a row.
You can turn well generation off via ModConfig options, so check your ModConfig directory for the file to edit.
Love what your doing man, keep it up as long as your enjoying it! Out of ceriosity have you given any thought to working with these guys, your mod seems like it would fit well along side thiers if the basics were all the same. Electrical Progressive: Core - Vintage Story Mod DB
so i'm testing this mods toguether with other world gen mods and i think one of them (better ruins) might be interacting with it, as far as i know oil wells are supposed to be fairly uncommon, and exploring around to check the generation i can easily see 7-10 wells less than 100 blocks from each other, is there a way to make the wells even more rarer to see if that fixes anything? or at least a way to dissable all future wells from spawning after finding one or two
Issue Tracker tab at the top is very important.
Version 0.4.0 is now up for game version 1.21
tyrOS So that author still hasn't fixed that eh? If a modder removed something as fundamental as a base game tool, they should leave something in its place so they dont break any other mods. Log splitters I've seen IRL have axe-looking heads, well the consumer types, I know there are expensive ones out there that have odd heads.
Sihg If you could post on the issue tracker linked above that'd be great, details about why that ID might be missing would help. The Pipe network system is not tied to specific chunks so if the ID doesn't exist, that means it wasn't disposed of properly and steps to reproduce that behavior would help.
BeartrapGirl Odd, I've had 8 LV Generators going without any issues as well as a dozen machines including the Kiln. This sounds like a hardware thing or another mod is creating issues.
Also, fun fact: A blast furnace with 2 active blowers will smelt Iron Ingots directly and skip the Iron Bloom step.
Getting a CTD when i try to look at the recipe of the Log Splitter. It's probably an error with In Dappled Groves, since that mod removes all regular metal axe heads (for some reason), and the Log Splitter probably uses a metal axe head in its recipe. If i'm being honest, though, a log splitter should use a saw head or even just a plate, regardless, because unlike something like a Helve Hammer, which needs a lot of force, a log splitter will be splitting a log lengthwise (and then rotating it again to split it into 4ths, since it makes firewood), which lets it just slide up and down to saw. I know you're probably working on just porting this to 1.21, but still. felt the need to point this out.
Hello,
I’m currently experiencing a server crash related to your VintageEngineering mod. Here are the details:
Exception thrown when trying to initialize a block entity
System.Collections.Generic.KeyNotFoundException: The given key '24' was not present in the dictionary.
at VintageEngineering.Transport.Network.PipeNetworkManager.GetNetwork(Int64 netid) in ...\PipeNetworkManager.cs:line 25
at VintageEngineering.Transport.API.BEPipeBase.Initialize(ICoreAPI api) in ...\BEPipeBase.cs:line 149
at VintageEngineering.Transport.Pipes.BEPipeItem.Initialize(ICoreAPI api) in ...\BEPipeItem.cs:line 16
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(...) in ...\SupplyChunks.cs:line 1009
It seems that a pipe block entity is trying to fetch a network via
PipeNetworkManager.GetNetwork(netid)while the key does not exist in the dictionary (netId24 or 26 in my case). This results in aKeyNotFoundExceptionand causes the server to crash during chunk loading.Thanks a lot for your work on this mod!
Good mod, i enjoyed it a lot. I've ran out of stuff to do, but it was fun slowly working towards things.
I will say though, looking at the Kiln made my game screech to a hault if it was running. Specifically when the cursor is over it.
It's been a little while but i think i had the same issue with the LV Generator.
Combined it was completely unplayable until i tore it down. Ended up just using the Alternator for power (i may have uncapped the power output, since it was the only power option that didnt kill my game)
I'm excited for MV and beyond!
XarkseesSo I just did a quick test with the blast furnace, if thats what you meant, you can use the hopper to move iron ingots over, but not the coke for steel production. So you'd need just a steady supply of charcoal and coke to keep it running. There may be a better solution using item pipes, but I've never messed with them before
BulletSponge "You can also place a Hopper on top of most machines to automate crafting large amounts."
Does this not include the electric furnace? A user on my server really wants it to.
I haven't figure it out yet because I don't own the server I play on to look at the logs but something to do with fluid pumps or pipes is crashing the whole server. I go to look at the fluid pump working and what the volume is and about the 2 minutes later doing something else and the server goes unresponsive. Has happened 4 times now.
Voilyn You need to place 20 nuggets of an iron type, up to 120, in the kiln, after warming up to it's smelting temp, it'll start crafting the iron bloom
Same for a bloom. 1 bloom heated to 1400 will make an ingot and some leftover nuggets.
I was checking here for any mixer recipes, since that seems a bit confusing. Honestly didn't know the kiln could make blooms, my mind is blown.
You can also place a Hopper on top of most machines to automate crafting large amounts.
my game crash when I try to craft nails with plate in my press
I'm on VS v1.20.12. There is no clear instruction on what is needed for the machines. I tried following the handbook to make iron ingots in the electrical kiln. It says bloom in electrical kiln, I've placed diffrent amounts blooms in the grid. Nothing happens, but temp goes up. It tells me that it needs a recipe. I put a iron ingot in and the temp goes back down and nothing happens. Idk if it's not working properly or if it's a user error. In theory the mod is amazing. In practice it feels very confusing and clunky
Hi, i have an issue, i have somewhat of an issue. I'm on VS v1.20.12 and using your mod v0.3.13 i can't craft blister steel using iron ingots (as stated on the book) which is suposed to be an iron ingot and a coke coal in your machine version of the blast furnace. i have 2 blowers powered up pointing correctly to the blast furnace and the blast furnace just says "no valid recipe found". for now i crafted the vanilla version without an issue. on the other hand the blast furnace works perfectly with any other alloy so far. i don't think i have any other mod that touches steel the only one that may touch it may be electrical progressive which states it's compatible with your mod.
any suggestion to where i can find the files to check if there's a recipe change?
Edit: found out it's XSkills with the blister steel recipe. maybe because they added a 24 nugget => 1 blister steel ingot.
any way to fix this?
Not quite sure why but the mod isnt loading for me, still on the stable branch 1.20.12, but it shows up in the mod manager and it is ticked on but nothing related to the mod shows up in the game
buggl, not that i know of unless they removed them form 1.21 idk we are on 1.20.12 and for some reason we have found more meteroric iron than normal iron for some reason on our server, and sorry i didnt have git hub set up with an acocunt to post their now i have one.
Matt998, the mod isn't on 1.21, use at your own risk on pre-release/pre... versions. I do not update my mods until a release goes stable to avoid redoing work multiple times.
Kreggur, I could introduce a button on the GUI to void a fluid 'tank' in the mixer. More work will be needed to empty them with a bucket as there are three tanks.
SilverReaper, were meteoric nails and strips removed from the base game? I'll test this. Surprised you tried, meteoric iron is so rare!
Also, with all mods from anyone that include an Issue Tracker link (see top of page), please use it to report bugs. This is far superior to dumping text in this comment section. Not every mod has the link, but I know the mods that do would greatly appreciate its use.
Is there any way to extract fluid from the mixers input slot? Needed to use it again for finishing the sturdy leather but there's stil chromium sulfate in it and the recipe is locked to making hides even after putting chromium hides and beeswax into it...
In 1.21 PRE - 2 Game crash when i press "H"
I seam to be getting a client side crash when trying to make meteroric iron nails and strips form the meteroic plates in the ve metal press
Game Version: v1.20.12 (Stable)6/30/2025 9:10:01PM: Critical error occurred in the following mod: vintageengineering@0.3.13
Loaded Mods: vintageengineering@0.3.13, game@1.20.12, extrainfo@1.9.9, hudclockpatch@1.0.3, creative@1.20.12, survival@1.20.12
System.NullReferenceException: Object reference not set to an instance of an object.
at VintageEngineering.BEMetalPress.ValidateTemp() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 415
at VintageEngineering.GUIMetalPress.GetHelpText() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUIMetalPress.cs:line 156
at VintageEngineering.GUIMetalPress.Update(Single craftProgress, UInt64 curPower, RecipeMetalPress mprecipe) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUIMetalPress.cs:line 291
at VintageEngineering.BEMetalPress.SetState(EnumBEState newstate) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 658
at VintageEngineering.BEMetalPress.FindMatchingRecipe() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 339
at VintageEngineering.BEMetalPress.OnSlotModified(Int32 slotId) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 152
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 490
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 425
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 330
at Vintagestory.API.Common.ItemSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 290
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 459
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 991
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 789
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 559
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 1972
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 431
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 1926
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.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.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
@Hypertion The oil well "tries per chunk" world-gen spawn value is 0.01 or 0.02 for a desert. Meaning in a normal biome it tries to spawn a oil gyser every 100 chunks, and 50% of that time it should generate one. Having them side-by-side is almost akin to spotting Big Foot in the forest. Or a Unicorn. Every. Single. Test I do they are extremely rare to find and never next to one another. So are you using an older version? Did you edit it at all? Check assets/vinteng/worldgen/deposits/crudeoilwell.json to validate you are at the correct rarity.
@Rayop the Alternator caps out at 120 PPS each and requires 0.125 torque (aka power) from the mechanical network. This is assuming you are not gear-ratioing as that changes resistance/torque values. I did a decent amount of research on alternators to ensure they worked as people expect. I also made sure you couldn't use a motor to power an alternator and get free excess power.
Bottom line, the LV tier of things is MEANT to be wasteful and inefficient as there would be zero reason to go beyond it to MV tier or higher. There has always been a plan to do an MV tier mechanical system, this LV tier exists because someone contributed to the project and I finished it. The LV alternator gives you free unlimited power once built, so I think the balance is fine.
hmm.. despite it saying that they are massively toned down, i am getting so many oil Geysers that its not uncommon to see several side by side T.T could be my seeds...
Is the alternator supposed to generate power so poorly? I have one hooked up to a system of four maximum power windmills from Millwright mod going at a fast speed, the "PPSLast" section says 120, but it seems to only generate about 6 power a second, or 12 every two seconds, whereas the "inefficient" generator provides wayy more power for only a few coal which is far cheaper than a bunch of windmills.
o,O
Sorry, I don't undestand.
In the last version dont work mod config?
New public release v0.3.13
New version going to drop soon. I didn't mess with the normal oil gen as that is not a high-priority item that would require hours and hours of figuring out how to even approach it as it would need world-gen editing and that is dangerous.
New version focuses more on a new Mechanical <=> Electrical system for LV tier as a HIGHLY requested feature.
I did address the oil gyser generation errors and refactored that entire system. This is possible because it actually creates a block entity (the well block) that I can use. Normal oil veins are not this at all.
Just getting the recipes and such in now.
More on my previous comment,
iirc vanilla has these underground reservoirs/ponds that are basically a small little dome with speleothems and water and they never have this issue, wouldn't it just be possible to duplicate whatever code/structures do that and just substitute the oil for water.
That would also fix the random ores that float suspended in oil when it generates.
Not sure if someone else has posted this before but I didn't see anything.
The Oil that is generated in the world generates... oddly.
I have a lot of caves which it seems carve into the oil but the oil remains suspended in the air, it leads to a common situation where I'm spelunking and I'm in this massive cave that opened up to a wall and ceiling of oil. If I place anything or update it then the whole cave gets flooded.
It looks like the oil pockets generate and then caves do, leading to caves boring through pockets like they were stone. Oil pockets like this are also pretty common and pretty large. While most are just randomly encased in stone away from caves and basically undiscoverable, they are wide enough to clip into caves commonly and result in things like this.
(I took some screenshots but cant directly upload them here, so I used the links discord generated when I posted in the discord)

Edit: I am on the newest 0.3.11 version, I'm pretty sure this world was generated with that one as I have only been grinding this world for about a week
Due to other mods (unfortunately) not (yet?) updated past 1.20.7, I am stuck on that version for now. Would the newest version of this mod work on that game version? Or is there another mod version you could recommend?
The only two items on the world-gen list of things to do was adding a new tree type, Beech for the creosote oven process. But that is only for wood-tar creosote which is a food ingredient. So not really needed for the tech.
The last which is very, very far away would be adding uranium (and related) ores to worldgen. These exist in the vanilla game but are not generated. But plans for HV tier involve Mekanism-style reactor progression and power gen. That could be 2 or so years away still.
There are a couple other mods that add Uranium to world-gen. And I hope they use vanilla assets and names. So you could use one of those for the very long-term peace of mind.
Other than that, any world-gen stuff is good. I'm pretty happy with the oil generation at the moment.
Buggi Would you consider most of your world-gen stuff to already be implemented? I am looking at trying out your mod for my next longer-term server, but in a hypothetical world I don't want to get blindsided by needing to regen the world (or chunks at all, for that matter) to accommodate new additions.
Yeah, JUST updating will likely not fix an already corrupted network position as that is saved on game save.
I'm really hoping this is fixed. I feel so bad for having this bug just slam into everyone like it did. Thanks for all your patience.
I updated to the most recent version, but the exception was still crashing my server with power tick enabled. I've since cleared the area with /entity cmd and the error went away. If the exception happens again, I'll be sure to share any relevant info. Thanks for your hard work!
Mod works beautifully now!!! thank you!!!
No more reports of the exception. Could it be? Is it fixed?
Anyway, 0.3.10 update for Len adds Asphalt (block, slab, and stairs) and a Bitumen burnable craftable in the mixer (heated) with crude oil.
Shout out to LenKagamine for submitting the PR's.
please, i need lamps ^^
Great work as always with Vintage Engeneering. Thank you.
Version 0.3.9-dev.1 Should report the actual Z coordinate now.
Okay, just found my error on the Coordinate Z issue... I shouldn't code when it's 11pm. But that doesn't affect the bug, just the coordinate printed in the error. Still makes it hard to report on what machine it's trying to pull data on.
Why in the world is that Z value in the error text so high? Dear god I just want to curl up in the corner and cry. Is your base really at 511,928 on the Z coordinate? 500,000 blocks from spawn?
Do me a favor, if your trying to get a server back up, tear down all machines, wires, relays, everything. Leave the spots empty (air). Shutdown and restart the server with ticking on, empty locations should be removed from any lingering networks, empty networks are automatically deleted.
Just try to get the server back to normal. As I can't debug a live example of the bug, I have to try to get everyone back to 0. I know it's a PITA, but such is life. I should have spent some time on in-game debugging tools.
Once the server is good, ticking is on, start to rebuild and place the machines, relays, and run wires.
While the fix for the bug that was caught seems like a simple one, it had major concequences. How my stream world never triggered this I do not know.
Once the server is back to good with network ticking on and no crashes and no machines, I really need to know what triggers this. If it is fixed and servers are just stubborn, then chalk this up to a crazy edge case that is one of those insidious bugs that causes a little insanity.
As a simple explanation as to what the bug is. Simply put it triggers when a machines position is in a chunk that is loaded but the position has no block entity. This should never happen, all machines and relays have a block entity. So having nothing there is very bad. I could ignore the error, but that doesn't fix the fact something very bad happened.
Hi Buggi
I downloaded the 0.3.9 update to your mod but the server log is still giving me this line of code below and crashing the server
0.3.9 - Fixes a single line of code spotted by LenKagamine to ensure the machine initializes with a COPY of the block position, not a reference to one.
Thorough testing would be welcome to all those experiencing issues with Null Exception errors on Block Entities.
Updated Exception error itself to more accurately reflect the position of the block in question. If this block is air (ie does not have anything there) the system will quietly remove that position from the network and NOT throw the error. A fix for stubborn worlds.
Any steps you took before the error came up would be super helpful. I do not know why the Y value is negative, maybe it's an issue with the BlockPos.SubCopy function? Was there a machine at the normal X and Z coords at the surface? Wondering if the Y value is broken with the DefaultSpawnLocation.
DarthMuffin It is not currently, but it will eventually require looting the Resonant Archive Library to unlock the progression.
Hi Buggi!
Currently having issues along with the other players with the mod giving a [[server error] exception: value cannot be null] and then a set of coordinates. went to said coordinates and had to go into creative to get there as it was 2 blocks beneath the mantle.
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Co mmon\EventManager.cs:line 170 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914 25.5.2025 23:25:16 [Server Error] Exception: Value cannot be null. (Parameter 'VintEng: Electric Update Tick found a NULL bloc k entity at: 417, -2, 41')
unsure what to make of this myself but thought id give my findings.
So is this mod integrated with vanilla progession? Like do we have to get up to steel and wind power before we can start the mod or is it like how qp tech was where you could do it from the start of your playthrough and has its own progression?
While true, they usually get very large very fast.
Plus it wouldn't be as helpful as finding a way to reproduce the problem. Knowing the symptom is helpful to know there IS a problem, but it doesn't always point to the cause. If there is an odd case where you break a machine and it some how redirects the Wirenode connection to negative numbers, that is a crazy issue and one I have to fix.
The systems in this mod are complex and interlocking and I do not want to just start changing random code in hopes I fix it as I would cause many more bugs in the process.
If the original poster ha sspace on google drive, it's big enough to put a vintage world on. I';ve shared worlds on there before
Also, if you can trigger the Null check can you tell me HOW?
Did you remove the wire connection via the wire cutters, did you just break the block and YOLO the network? Explosives?
RazVonCoon can you reliably replicate the bug?
UGH
This bug is impossible to track down. I've tried and tried and tried to figure out how this is happening.
This is why there is a config option to disable electric network ticking so you can go to that block position shown in the error (2395, 7, -1415)
By the look of it, this position is VERY odd as it's near the bottom of the world, what is at that spot? That that spot match where your machines are?
I can't fix this issue without being able to replicate the problem and I've spend 30+ hours on trying to fix it already. I wish there was a way to share worlds in this game. They are just far too large to share.
I do have code in the new version that IF this exception triggers and there is NOTHING at the position then remove the node from the network.
Here to report an error that was insta-killing my server upon restart.
Some context: I'm the only one on my server who'd made any of the machines. Only thing I've used is the gen + forge. I moved those two machines last night, never ran em. The daily server restart happened, and then began to instantly crash whenever it tried to boot up. This error flooded the console until the server crashed. I hope the context around the error helps you resolve whatever this issue is!
13.5.2025 21:32:15 [Error] Exception: Value cannot be null. (Parameter 'VintEng: Electric Update Tick found a NULL block entity at: 2395, 7, -1415')
at VintageEngineering.Electrical.Systems.ElectricNetwork.UpdateTick(Single deltaTime) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\ElectricNetwork.cs:line 371
at VintageEngineering.Electrical.Systems.ElectricalNetworkManager.OnGameTick(Single deltatime) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\ElectricalNetworkManager.cs:line 85
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 23
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 140
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914
How do I balance inputs exactly? I hooked up an ore crusher to a blast furnace and it just takes 1 nugget at a time and spits out a bunch of "0 copper ingot" that vanish when I drop and pick them back up. Is there some way to force it to take ore in 20 unit increments or will i just have to hand feed it
So we recently decided to move the generator but when we did it caused a null block entity at -7.... thats below bedrock. not sure how thats possible and not sure how to fix the issue. Even if setting the tick to false it just disables the machines but if moved and then reenabled the server will continue to crash. Is there a fix in the works for this?
New Public Community version 0.3.7 Uploaded. While I couldn't replicate the question mark block issue, this is compiled on game version 1.20.9. See changelog in files for details on the version as always.
SaintPasta: Yes, I do plan on having a mechanical power interface to the electric network, both in and out.
Civus: Check the recipes/vemetalpress directory for example recipes. I tried to make it intuitive. If you still are having issues, hit me up on discord, on my server I can stream and show and talk through it far easier than trying to type it out.
Scorives: what? Which blocks? I'll check.
Aimli: Category? For creative mode?
Please put the mod items into a category, I can't find some of the key items in your mod!
mod is broken for 1.20.9 question marked blocks.
If I was to make a mod to add a recipe to the metal press, how should that be formatted?
Is there will be kinetic generator? Like to generate power from windmills? There are water wheel mod somewhere, it would be cool to have both some way to generate power with their help.
Hydromancerx I really have enough to do as it is. I offered a path to join forces to merge our efforts, I can't take on yet another task to bridge the two mods. They were not interested and I respect that. Nor am I interested in throwing away 2 years of work on the API and systems I've build here.
Finding help for a mod is proving extremely difficult. Moreso than I thought it would be. There are lots of people who are better at this stuff than I am, but they're typically making their own mods. Would I love for someone talented to come in and push Vintage Engineering forward? Of course. I have an overall design for the mod and some technical guidelines to adhere to, and for some that has proven a deal-breaker.
I can do a quick video showing the basics of how the machines work. After working on this for 2 years I forget what it is like coming in cold without any knowledge of the mod.
Basically the gold nubs on the machines are where the wires connect to.
Buggi
tehtelev said if a patch between your mod and theirs was provided they would support sygergy between Vintage Engeneering and Electrical Progressive mods. Please make this a thing! Both mods are awesome!
Is there a tutorial for how go make the machines work?
I'm also having the issue of the blast furnance crashing my game when i make steel, im trying to see if im using any mods that change steel but i don't think i have any
We building a stargate with this one 🔥
He stated before that he could not get a collaboration to join forces. Personally if I have to choose between the electricity mod and vintage engineering, I'd go with this mod.
is there compatability with the Eletricity mod for this?
Love your mod. Will be keeping a very close eye on this one. Had to disable it (for now) due to being maxed out on my ram with other mods I use :-(. 8gb ram installed on my laptop for VS is not a lot tbh.
Update for 1.20.6 out, check changelog in the files section.
As always, issues can (and should) be posted using the Issue Tracker link at the top of this page.
Using the Slider you can set the temp to 1500 max (which I can increase if needed).
Otherwise it goes to the workable temp of what it contains (if it exists). A metals workable temp, by default, is 50% of its smeltable temp, so the forge adds 10% to that to ensure the item will be workable in other machines for crafting.
Using the slider, you can heat anything up. :)
What temperatures does the electric forge reach (ie max temp)?
Got the issue assigned and will investigate.
Syd This mod is independant of that mod and try as I might, I could not get a collaboration to join forces. I tried to build Vintage Engineering to be as flexible and expandable as I could.
is it compatible with the electricity mod?
Buggi of course, I removed all mods and recreated the crash again. I added the error log to your GitHub issues page, and will do so if I encounter any other problems. Very huge fan of the mod by the way! Have not had any other issues so far :)
I will look into all these, but please if you are able post an issue on the github tracker. I don't check these comments very often so I might miss something posted here.
dusk0405 This is odd, because it is something I tested. Do you have any mods that change the recipe or in any way alter steel or blister steel, or temperatures, etc?
iDoHeroin400 I need more information. Did you at least save the log files?
please: https://github.com/FlexibleGames/VintageEngineering/issues
I can track, close, and clear open issues FAR easier.
Game hard crashes when putting firewood into an electric kiln.
the blister steel recipe in blast furnace seems broken, if you pick any of the recipe item off the game will crash and throw a indexoutofbound error and it can only process 1 item at once, with the time needed as the amount of item processed at once, like if you want to process 8 blister steel, it can only process one and then take 240 smelt time instead of usually 30
You could absolutely do a mod that patches all my recipes and machine costs to make a greg-tech like experience.
VE still has a lot of features planned, of course, and I would welcome help. But there's a lot you could do with what is already done.
Gregtech for Vintage Story has begun.
Currently not right now. Basically right now it's LV Generator -> Any machine; Wires, wire relays, metal press, extruder, etc.
We're still early yet and I've covered 90%+ or so of what QPTech did in my LV tier (which was the first goal)
I'm currently fixing some bugs before moving on to MV tier which is going to be a huge challenge.
Is there a guide to help me with where to start on this?
Updated with a fix for a posted Issue (#14) as well as an odd Wire Rendering bug that appeared.
0.3.3 tested on 1.20.3 and 1.20.4, enjoy!
Yeah, I haven't updated the mod for 1.20 yet.
I can't use 0.3.0 It crashes the game on startup of renderer
Working on it now, I have 13 mods to check and update as needed, it's a process. And this mod is a big one!
What's a rough estimate on when the mod will be up for 1.20?
Good mod Bro, but in my opinion lacks tech tier between steel age and lv. Making like a steam age in my opinion would make the mod more realistic, it would expand the kinetic part of the game.
It's the holidays so the timing is not great with family events and everything, but I will be updating all my mods for sure.
Buggi This mod is so cool!! Thank you! :D
You mentioned realism, I'm not using that as a goal. I'm going for fun, engaging, and more fun. The oil gysers are a nice breakup to the endless bland terrain in the game. It's fun trying to find the BIG ones which have a rare chance to appear in deserts. I hear you all though and can both reduce their frequency and add a config toggle for them as well. Now that I have the feature actually working (my first attempt spawned them in the sky...) I can more easily customize it.
I have a lot of ideas and plans for the mod, I would really appreciate if someone who has some technical programing expertise might be willing to help. The code-base is massive now with lots of components and there's one last big feature to add which is the multiblock feature which I am dreading. Unless Tyron hears my cry and makes the base-game version far more robust I have about 4+ months of coding to do to try to get the system working.
I kinda like the oil geysers, mostly due to Buildcraft nostalgia, but I can agree with the critics that they aren't exactly realistic. They probably ended up in Buildcraft originally because of a misunderstanding of the iconic oil blowouts that may happen during oil drilling (much more commonly in the past than now); those aren't a natural phenomenon, but rather a result of humans tapping into a pressurized pocket of oil deep underground. In real life surface oil is rare and usually appears as pools of crude petroleum, and AFAIK never as geysers.
If you want realism, surface oil should occur as rare pools, and you could save the geysers for when the player breaches an underground oil deposit by drilling. Could even build a little bit of gameplay around them: make it possible to build the oil well "incorrectly" in such a way that it results in a geyser shooting out, and then the geyser slows the player's movement speed or pushes them around or whatever, making it more difficult to finish up the well and contain the geyser. In real life blowouts happen when pressure isn't correctly regulated, so maybe preventing them could involve adjusting pressure while drilling somehow -- dunno what you have planned.
Perhaps the pools could signify the presence of an oil deposit below, sort of like a surface ore equivalent. They wouldn't have to be connected to it directly by a traversable channel; in real life oil like that seeps through the soil rather than flowing freely like through a pipe. Then give the player a technological solution later to find oil deposits that aren't marked by surface pools.
I think oil is going to be a fun part of the MV tiers of machines, but I have to say it's really taking over some of our desert areas too. For us, it's the underground deposits (with coal marking aboveground) -- they just seem to be everywhere! Must vary a lot by world settings though if you're not finding the same, but adding a config option is all I came here to request, so thank you! We're eagerly awaiting what comes next.
Oil will be used in the MV tier of machines. There will be an entire refinery process introduced to pump and use it.
There's literally a screenshot of the oil gysers above, as well as descriptive text talking about the feature, it should not have been a surprise.
In all my testing, gysers were a very rare sight. They are more common in very dry regions, sure. I could not get them to generate to the level you are describing.
Oil Gysers are half the oil generation, the other half you don't see and would only find in deep sedimentary rock. I was quite proud I got the oil gyser feature to work, I can see now most people prefer the bland and featureless landscapes of the game.
I will add a config option to disable the gyser feature. And I can radically lower the chance of one appearing.
And it is not rare, believe it or not, if it was the US wouldn't have been using 10 million barrels per day for the last 50 years. It is getting harder to get access to compared to when it was first discovered, for sure. But this is a game, and I'm not about to make someone spend 2 years in real time to start drilling and pumping the stuff in the game.
Like the person below me said. The geysers (oil) are just too much of a disruption to the world generation. Make oil a rare occurance below ground. I had to remove your mod from my playlist and revert to an older backup to keep playing.
I've spent the last hour or so trying to figure out why I had dark water fountaining several blocks up into the air, all over the map in new worlds I was generating. Only after I went into creative mode and then discovered these went deep underground did I find an oil source block; and was able to track this down to your mod. I'm going to be honest, I'm caught unaware here as I was previously on 0.2.4. I ran Auto Updater today, and I just wasn't expect this mod to be what was so heavily impacting how my world gens look.
I only thought of this as the 'adds lategame automation to your game' mod. So again, I'm not trying to be rude - I'm just a bit confused here. The oil isn't used for anything, it's tearing up the plains every maybe hundred blocks or so, and simply put - is nothing like crude oil.
I respect wanting to add resources for other modders to build off of - but frankly I don't understand why you rolled your oil mod into advanced engineering if you weren't giving it some purpose - or if you are planning to, why you wouldn't wait until such features were ready. You are clearly more than capable of creating wonderful machines and devices in your mod as is, it's why I downloaded it originally.
If you want other modders to use your oil, I think you'd a lot further if oil was being added to the game in line with how other geological aspects of the game have been implemented. We find copper in igneous rocks. We find iron in sedimentary rocks. The game generates these things where we would find them in nature IRL - and exploiting the knowledge of where particular ores naturally form is integral to the prospecting game loop of Vintage Story. There is a rhyme and reason to it
As for why I even came to this page though, these geysers are both too common, they look unnatural, and as far as I'm aware - incongruous to how oil is found both above and below ground. If you'd implemented petroleum in the semi-real aesthetic of the game - I don't think I'd even be here writing this.
Any naturally occuring oil we find on the surface would be in the form of a tar pit, oil sands, or part of a sedimentary stone like oil shale or tar sandstone. Oil does not simply geyser up, unless you wanted to explain this as being part of some fantasy element your mod is adding. Exposure to the sun and open air turns oil into thick, sludgy hydrocarbon - "tar" - which has it's own valuable properties and could fit nicely into an engineering mod on it's own. Things like tar pits form when an oil deposit is exposed due to something like erosion. Tar pits aren't bubbling because oil is leaking to the surface - those bubbles are just methane gas, which granted is slowly leaking to the surface through the tar. And again, natural gas would fit incredibly well to any engineering mod.
Oil is found in sedimentary rock. That's it, that's the only natural or realistic option for oil. It's found there because oil forms similarly to how sedimentary rock forms - except instead of from sand or grit, it's from decaying organic matter. When oil and rock mix, we get oil shales, tar sandstones etc.
Lastly, and not to get political - but to illustrate how rare crude oil is on earth; it's rarity and it's utility are the reason wars are waged over it, why it affects the global economy so heavily, and why it's called 'black gold'. In game, finding any kind of oil on the surface should atleast be as common as finding a hot spring, if not rarer. If I had a hypothetical mod that was using your oil, I would need finding it to be on par with finding other late game resources - an adventure of exploration and prospecting; culminating with a drilling operation where the oil geyser is due to my causing a blowback while drilling, not because the game generated it as such. If you'd added tar pits, I'd be exploiting it for the methane, and using the tar to make durable light sources, water proof clothing, advanced sailing ships caulked with tar, and so on.
:D Thank you!
Working on this now gndrneutralnoun
Is there a way to smelt bits/nuggets into ingots added in this mod? I hate doing it the vanilla way and the ability to bypass it is one of the essential features of QPTech for me.
It would make for a very interesting feature, especially if you could abstract it somehow using a BlockEntityBehavior that could be added to any block that has a BE.
I'm not sure how you could account for every little detail or specific tick-rate demands or how much memory it would consume.
One feature I've thought about was machine upgrades and upgrade slots with one of those upgrades being to 'chunk load' the chunk the machine is in. Very surface level thoughts, though I did figure out how to chunk load. A machine upgrade that does what you describe would also be an option, at some cost.
The problem is so many other systems attempt to communicate with block entities (like the power system, pipes, etc) that integrating the feature into those systems would require some major refactoring as the check to see if a chunk is loaded is base-game, and this would add a whole new layer.
Since I don't think anyone else is really going to be able to step up to the plate to put this to use, and I know for a fact it's going to be a long time before I ever do, my failed project Electrical Revolution has some code that allows machines to work in unloaded chunks that you might find useful. https://github.com/OmegaHaxors/ElectricalRevolution
Basically it works by saving the block entities into a blocklist and saving/loading it to the world whenever the chunk loads or unloads. The idea was to have it create a list of operations to impact upon the world to allow for stuff like interacting with the world while unloaded (such as pushing a block with a piston) but it never really got to that point, but even then you can still have something like a machine that can process its inventory while you're away. Hopefully you can bring this tech to light.
EDIT: to summarize how it works, you operate on the block entity itself. Normally when the chunk unloads the block entity is deleted and when the chunk loads again a new block entity is created containing the information as the old block entity. What my system does is save the block entity into an internal list when the chunk unloads and when the chunk loads again it sets the pointer of the block entity at that location to instead point to the one you have internally. When you shut off the server this internal list is saved so persistence is always maintained. Just typing this out makes me realize there are some really obvious optimizations that can be made but even with that the system is really efficient and robust. If this blocklist ever fails in any way, it falls back to the default system so even if everything breaks horribly it won't affect your gameplay.
So because IDC won't add a quick recipe patch to their mod, it's up to every mod they break to accomidate?
I can't comb the modDB for every possible mod that might break mine, if a mod (like IDC) breaks things because of what they do in their mod, it is really up to them to put the fix in. Flatly removing vanilla items will cause problems eventually.
"one that's unlikely to be resolvable on the IDG side"
Why unlikely? Add a JSON patch editing the recipe of the log splitter changing the axehead to something that works.
I know it's a bit of an ask, but the recipe for the logsplitter produces a crash when also running In Dappled Groves, since your recipe uses an axehead wildcard which is removed by IDG and replaced with the three axehead subvariants; is there any chance we can get a tweak that makes that specific part of the recipe more mod-agnostic? Ingots, plates, etc. I appreciate that thematically, an axehead is the most appropriate, but it's a frustrating crash, and one that's unlikely to be resolvable on the IDG side of things, since the introduction of the various axe types is core to the mod's progression and flow.
QPTech produces an identical crash for the same reason, if you're curious.
Otherwise, I may look into writing a small compatability mod between IDG and VE, as I'm not the only person who's experienced this issue, by the look of things. Currently I have it fixed locally, but that's a hacky and sub-optimal solution that needs to be repeated every time VE is updated.
Either way, love what you're doing and thanks for all the hard work; it's great to see MC-inspired tech mods make their way into VS.
i love this but since i'm focusing on rust magic atm i'm gonna wait on useing this.
@Maestro Very close, my next item on the TODO list for Vintage Engineering is the Charger, once I have that I will be able to update the Angel Belt to have the option of requiring charging.
Limiting by distance would mean you would have to constantly update the distance and all the variables of temporary tracking which would create a heavy load on servers.
Updating a value every second or so when it is enabled is far less overhead for a server.
For the Angel Belt specifically I won't have it require Vintage Engineering as a dependancy, and the option will exist to enable/disable power use.
Now the question becomes, what should be the 'flight time' of one charge?
Heya Buggi... I read over on your Angel Belt mod that you'd be adding "power consumption" and recharging. Is that in the works yet? Would really love for this to be not so overpowered. I was actually thinking about trying to fork yours (as a learning experiment) to make it so that it consumed the temporal gear used to make it. My thought was to limit it by distance traveled, not time, but... it is yours :)
All that said -- how close are we to having the Angel Belt require power replenishment on some front? Thanks!
Translation work should hold off until the LV tier is done or mostly done.
Powered Shaker table certainly possible, quite literally anything is possible at this point.
I have a pump in now working with pipes and tanks. Picture added. Special thanks to DallinTG for the pump shape and animation work!
Hi, do you need help with french translation? If yes how can I help?
What are the odds of a powered shaker table for auto sifting?
v0.2.4 for game version 1.19.8
Many bug fixes regarding pipes and tanks.
Slight Pipe redesign to make them more industrial looking.
New LV Battery! Holds 4000 power and can discharge at 100pps.
Fixed crash bug with workitems in the VE Forge, also workitems properly render in the VE Forge now.
@banderi Completely playable. Early balance yet as the entire mod isn't done, but what is there works great. All the machines in the mod are LV machines right now, only the LV system is built and tested. HV and MV stuff is in, but untested until I get to that step. Stick with LV and you'll be good.
Neuro_Mancer Pipes FTW!! It took 3 months, but they work great!
psychomor Yes, certainly something in the to-do list as we get closer to feature-complete\
Wahazar Going on month 15 of development now. Inspired by Immersive Engineering, but will include a mix-and-match of features of many great well-known MC mods.
Helo. Mod need Guide book or something like this to tell new players how to start make and do things. Stay save.
Is this already playable or still just an early proof of concept? I see lots of machines with MV and HV but only power source is the low voltage burner. Keep up the great work btw!
Buggi
It seems you have heared my prayers. I was yesterday so frustrated with chutes and the QPtech Item pipes (But no hate towards Quentin or anything, it was the best I had), that I seriously thought about stop the game all together.
Wow, nice to see that Immerive Enginnering in VS is still developed
@Azraile - Yes to all that
@Astella - Yes, but QPTech will eventually be depreciated.
Can I use this this with qp tech?
I would suport if it's going to do everything the other mod will, including concreate and turning mechancial power into electricity for the stuff and electricity back into mechanical power (something the QPT lacked)
Thanks for doing this. I love Immersive Engineering and this looks like it's gonna be a lot like it. The more realistic nature should fit in with VS well.
@Annastasija no, this doesn't work with the eletrictiy mod. As far as I know that mod didn't include an API to build on and stole a bunch of my code and UI's.
My mod includes an API for other modders to plug into and build machines of their own, as well as an API for other wiring systems, and will soon include a pipe system for item, fluid, etc movement.
Does this work with the eletrictiy mod? because they look very similar
@Buggi
No stress! Yeah, replicating Create! would be quite the undertaking. Thanks for the reply!
CNC huh? nice.
Exmortis, the only mechanical thing I'm planning on implementing is a mechanical => electrical generator, I am not trying to replicate the Create! mod. I'll let some other poor soul attempt that.
Frepo, yep, that's the inspiration for this mod. I can't use any code or art from that mod, but the general concept is solid. Will even attempt multiblock machines.
Wowzie!! This looks REALLY interesting! Well done, my man!! Looks like Immersive Engineering from 'that other block game' :)
Hey Buggi!
This mod is quite the effort, and I'm extremely excited to see some of the more advanced engineering stuff for Vintage Story so we can get into those massive factories that Minecraft used to have
I am wondering if there's any plans for adding in Lower tech machines that work off the rotational power system already in VS, rather than electricity?
Appreciate your work regardless, modders are what keep this game going!
v0.1.4
Adds CNC: a clay former machine. Put a raw clay item into the program slot and clay in the input slot and it will copy the item. Remember, you can fire clay items in the Kiln! Functionality will be expanded in the future.
Adds Mixer: craft with fluids! While I'm sure uses will eventually be many, currently only one set of example recipes are included. Recipe supports up to 4 item and 2 fluid inputs with 1 item and 1 fluid output.
Mixer also supports the requirement for heating before it will craft a recipe. Use the "requirestemp" attribute in a recipe and place the Mixer ON TOP of the Electric Forge to allow the forge to heat the mixer to the required temp.
Note: The mixer is minimally tested, so I'm sure there are some recipe item/fluid combinations that could break it. Make up some recipes and help me test :)
Awesome! Really looking forward to all the tech mods that will spring up from this, thanks for your hard work :)
based
Yes eventually this mod will take over QPTech, might do like a patch or something to transitition machines eventually. Then QPTech will require VE and start adding its own stuff that uses VE.
It is completely independant of QPTech. Quentin gave me permission to use shapes and textures as he is not interested in refactoring his entire mod (which it would need, badly) and I'm a programmer not an artist.
In our meeting his interest is in giving users of QPTech a transition into Vintage Engineering as seemless as possible. Quentins attention can then go toward what he loves, inventing and pushing into new territory. Now he (and any modder) can just spin up a machine using my base API classes and JSON (see text file in mod zip) and play with new functionality.
Spin up kitchen appliances, farming systems, inventory systems, I built this mod in order to give modders the best chance at expanding the game in any way they can dream of.
Yes, theres a lot of work left for ME in expanding the next tiers of factory machines and power systems, but just know they are coming. I'm about 70% the way through LV tier already.
Buggi
Is this compatable, complemnetary or a fork of QPTech?
0.1.3 fixes the metal press recipe. It's always the little things that escape my scrutiny.
v0.1.2
Adds Metal Block (plain) recipe using 4 plates. There are so many blocks in this game that don't have any way to craft them. It's odd.
Implements ingredient TEMPERATURE requirements for crafting in the metal press and extruder. Heat those items up before you craft with them folks!
Anyone looking at the recipes for these machines will notice "requirestemp" set to -1. This means the machine will use vanilla working temp mechanics (MeltingPoint / 2) to verify an item is the proper temperature.
Major update to 0.1.0, first playable Alpha release working for singleplayer and MP servers.
Simple first-pass recipe progression.
I post my nearly daily progress on my Discord server in the #vintage_engineering channel. Screen shots too!
Link to my discord is the "Homepage" link at the top of this mod page. Since the community preview I've added 4 more machines, squashed a load of bugs, and put out 3 updates to supporters.
Ahh yeah i have noticed that now do appologise i messaged when i was tired well if you do need help let me know Buggi
Um, DrakeBD this isn't misterandydandys mod, not sure why you want him to ping you...
Hit me up on the VS Discord with what you would be requireing and i shall see what i can do for you misterandydandy
DrakeRD I am sure any help would be azmaing at the moment.
Cant wait for this keep up the good word if you need any 3d models let me know im sure i could make some for you have done others in the past
Why not just chunk-load the chunk if it's going to be processing and simulating anyway?
If you ever need a good MNA network builder, Check out Electrical Revolution's github. I cancelled the mod but the network builder code works perfectly well.
Each isolated part acts like its own network with special code to unionize with nearby networks to create one centralized network which handles all the calculations.
Somewhat related there's also some good code that allows you to act on block entities even if they're unloaded, even after you save and quit the game.
Out of everything that I worked on for that mod, that one is probably the thing I was the most dissapointed in having to abandon when I cancelled the mod.
It works by creating a map of blocks (called the blockmap) and copying the block's state to the map. If the block unloads, the state continues to exist within the blockmap as all the code works on it directly. When the chunk is loaded again the blockmap will apply its internal block entity onto the block entity in the world allowing it to do actions. As far as the code is concerned the block is always loaded, and as far as the game is concerned the block is only loaded when the chunk is loaded. The map is also saved and loaded alongside the game allowing persistance across saves.