Mods / Signals
Tags:
#Technology
Author: Pfev
Side: Both
Created: Aug 25th 2022 at 8:53 PM
Last modified: Nov 2nd at 12:14 PM
Downloads: 2696
Follow Unfollow 215
Author: Pfev
Side: Both
Created: Aug 25th 2022 at 8:53 PM
Last modified: Nov 2nd at 12:14 PM
Downloads: 2696
Follow Unfollow 215
Recommended download (for Vintage Story 1.21.0 - 1.21.5):
signals_v0.2.6.zip
1-click install
Signals is a WIP mod allowing player to design "pseudo analogic" circuits. It adds triodes, resistors, light bulbs...that can be connected using wires.
How to play:
- Find a trader that sells signal wires and signal source (commodities or treasure hunter).
- First you need to place a signal source, the only way to power your circuit.
- On the source and other signal blocks, you can find connectors to which you can attach hanging wires using the signal wire item.
- The strength of a signal can vary from 0 to 15 by increments of 1.
- Some implemented signal blocks:
- Signal source: Outputs a signal strength of 15
- Triode: Signal passes only from cathode to anode and is attenuated by the value applied at the grid.
- Resistor: Attenuates the signal
- Delay: Output the signal applied at the input with a tunable delay.
- Light bulb: Turns on when signal is applied. Do not produce light for now due to lighting update introducing lag.
- Buzzer: Produces a sound when signal is applied at the input. Pitch is tuned by right-clicking it.
- Switch: Simply opens or closes a connection.
- Pressure plate: A switch that closes when colliding with an entity.
- ...
Planned features:
- More interaction with the world: sensors etc.
- Smaller circuits using breadboards.
- Programmable drums.
- ...
The mod is still in early development stage, so expect bugs and wunpolished stuff. Be sure to check the issue tracker: https://github.com/VonZeeple/Signals/issues
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.2.6 | 565 | Nov 2nd at 12:14 PM | signals_v0.2.6.zip | 1-click install | ||
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- feat: Made IBESignalReceptor interface public. | ||||||
| 0.2.5 | 251 | Oct 10th at 8:14 PM | signals_0.2.5.zip | 1-click install | ||
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| 0.2.4 | 108 | Oct 5th at 7:01 PM | signals_v0.2.4.zip | 1-click install | ||
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| 0.2.3 | 201 | Sep 19th at 10:11 PM | signals_v0.2.3.zip | 1-click install | ||
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| 0.2.2 | 126 | Sep 15th at 10:29 PM | signals_v0.2.2.zip | 1-click install | ||
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- Fixed hanging wire rendering - Added pass-through connector, allowing cables to pass through solid blocks. | ||||||
| 0.2.0 | 99 | Sep 8th at 11:44 PM | signals_v0.2.0.zip | 1-click install | ||
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| 0.1.2 | 690 | Jun 18th 2023 at 3:24 PM | signals_v0.1.2.zip | 1-click install | ||
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changelog: https://github.com/VonZeeple/Signals/releases/tag/v0.1.2 | ||||||
| 0.1.1 | 656 | Aug 25th 2022 at 9:00 PM | Empty | signals_v0.1.1.zip | 1-click install | |
Just wanted to drop a comment of encouragement! I absolutely love where this mod is going and excited to see the ecosystem of mods using these mechanics develop. This is one of those mods that I think could become foundational with other mods being built around it. After reading through your code though, it seems like your already gunning for a lot of kickass stuff!
I am 60% done on a mod that I think will integrate very well into what your doing here. (Gonna ask permission/your input on how that might look in the next month or two)
Are there plans to add mechanical systems as well like a piston (idk if that is even possible) Or mechanics like create would even be possible. Won't lie you better make one hell of a guide cause oof (i am done as rocks so this is all greek to me lol). But I honestly just totally am in love with this idea. i with i had any skills that could help beyond ideas. Thank you so much for putting the effort to do all this.
After spending way to long trying to figure stuff out. I really cant wait to see where this mod goes. I can't see a ton to do right now, but the bones are so good. (I mean I figured out how to open and close a door but outside of that or a timed light idk) I did figure out how to build a clock of sorts that counts down. I also think if we get blocks that only activate on certain signal strengths and functional blocks (I mean I saw some where about billows so mechanical billows pistions, maybe a door that requires power to open etc. I think this will be dope. But maybe I am getting ahead of myself. >< easy to do when you see something fun and ADHD has kicked in.
Laguna there is an in-game guide! But I should make an online version.
Rizrak indeed the goal is to make something equivalent to redstone but that feels more like early electronics.
Thx for the kind comments
My question and hope is about the same. Are you attempting to make something similar to Redstone from minecraft? Because if so that would be a dream come true.
Hey everyone! I'm really excited about this mod. Is there a guide or wiki to help me get started? Thanks a lot!OverGrownHell Potential to watch Bad Apple in Vintage Story? 👀😃
Unironically, can it run doom?
This combined with the vintage engineering or electrical progressives, or a new block acting as a 'screen' so that when you play music in a resonator a video can play? This mod has so much potential.
Holy hell, you really nailed the Vintage story tech aesthetic
This looks like it could just be an official redstone-type update to the base game
I can't wait to see where you take this, like, no shade but seeing this after most other attempts at tech mods I've seen is like night and day model-quality and vibe wise
edit: I'd love to see a list of like, what vanilla blocks it actually interacts with or something on the page, I see some examples on the page but its a little unclear to me still how broadly this applies / what I might be able to automate.
I looooove the aesthetic of this mod. The almost analogue pale teal with the steel gray of the mechanisms and the wires is just a perfect aesthetic. It roughly fits VS' eldritch aesthetic and Jonas devices, certainly more than other technology mods. I have some ideas about how the electricity works in this mod, like temporal energy instead of outright electricity to generate the signals (either that, or the generators use some sort of temporal conversion mechanism to generate electricity by tapping into the natural instability of the world). It's overall an awesome idea for a mod, I look forward to seeing how it progresses.
Pfev interesting. I will check it out!
Wow, Pfev, this mod is absolutely brilliant! I love it so much.
Keep up the amazing work — I’m having tons of fun with the Signals.
The block design is a real masterpiece. I love those vintage components, they perfectly capture the late 19th-century feel — robust, a bit clunky, with porcelain insulators.
A true beginning of the electrical age. And those elegantly sagging wires — that’s just beautiful!!
EDIT: I only noticed two three bugs
Izagawd
so a pulse extender? You can do this already with available parts. With the wip circuit board feature you will be avle to make it smaller.
datatheta thx a lot! This makes me very happy.
I adore this mod. I absolutely love tech mods in this game and I feel like this one is spectacular. Sure, I'm not smart enough to do 80% of the things I could do but, its still really cool.
One simple thing I did when I first got it was create a simple gate for chutes, using water, actuators, and trapdoors, that let me decide where an item output would go which I plan to implement for my friends base mail system. It would be super cool for us to only have one input and just choose where the item gets mailed off to.
This mod is so cool, one of my favorites.
Pfev It will be able to hold current for x amount of time. say i have a connection like this
Signal Source > Button > Capacitor > Light Bulb
I could push the button, but the capacitor can still hold current for x amount of seconds so even when I let go of the button, the light bulb will still be lit up by the capacitor for x amount of seconds.
Izagawd What would be the behavior of this capacitor with current mod's mechanic?
Hello! Would it be possible to add a capacitor?
CioBonBon For now lightbulbs doesn't produce light to avoid lag in some cases (when it is blinking very fast for example). This will be fixed but i have to figure it out. I'll add craft recipes in the future, but I have to find something interesting lore-wise.
ViktorVektor The source is supposed to be some king of rare esoterical item. The idea is to incitate to use one source for several contraptions, and make use of a network of wires. I'll probably make a original crafting recipe in the future, or a loot from custom ruins.
Dead_Nettle Miniaturized circuits (using voxels) are a planned feature, that will make this kind of circuits less cumbersome.
Amazing Mod. Question, the lightbulb does not actually emite light around it. Is that how its suppose to be? Otherwise, the items look incredible, although I wish all the items were craftable while being expensive as late-game content.
Omg it's back!
Bring on the drums!
Hey. I looked into the mod, but it is a bit unclear to me - why should we buy a source rather then blueprint or some kind of research jornal that will unlock asociated ctafts.
I am not into Vintage story moding, yet, so I can not fork it.
Having tried it out for a while, this mod is absolutely incredible! I'm amazed that I had never heard of this mod before, it brings to the game exactly what I've wanted in Vintage Story for ages!
I'm not sure if you're planning on adding any new features, but if you are there are a few features that I've noticed would make things a lot more streamlined than what's available now! For example, even though signal can decay, there's no way to bring it back up afterwards without using several Signal Valves to invert and fine tune the output. Maybe something like a capacitor would be a good idea? It could send a pulse at a configurable level after charging with a weaker signal, or something.
Besides that, I have been incredibly impressed with this mod, and look forward to using it whether you take my input into consideration or not!
This is SO SICK. I have always wanted a mod like this in Vintage Story!! I am legitimately so excited to try this!
All we need now is a better railroad system that it could be paired with.
this is just redstone in vintage story and im here for it tbh.. this is sick
Storyteller365, signal wires only carry analog signal, not power. The actuator block can interract why any block that implements the "Activate" method like doors, trapdoors etc, so it might interract with some modded items.
Question, is this compatible with the Electricity Mod?
Please, update mod image
For an early wip, this is quite impressive. The models and textures are excellent!
Signal circuits and automation are planned to be developed in the ElectricityAddon mod. I'm just learning, but I'm actively helping the author.
Dosnt work in 1.19+
I hope the author picks it back up, or somone else creates somthing similar.
This looked like such a cool idea 🙏
This kind of mod is a must, hope it gets updated or added to the base game itself, noice. Agree with Dingo, proper art!
It seems it is deprecated, but really would appreciate it when it works with vintage engineering or QP tech.
Vintage story redstone!
Great idea, looking forward to this, and also the art for the blocks is great and looks vanilla.
Looks promising. I'm looking forward to the v1.0! :-)
just by the premise, im loving it.
Okay, now this - this is epic.
It's Amazing! Make VS programmable!
Will become a legendary mod soon