Mods / Vintage Engineering

Category: #Crafting #Library #Technology
Author: Buggi
Side: Both
Created: Feb 22nd at 4:06 AM
Last modified: 3 days ago
Downloads: 537
Follow Unfollow 68

Latest file for Various v1.19.x:
VintageEngineering-0.1.3.zip 1-click install


A WIP (Work in Progress) mod for late-game automation.  RTFM below.

Version 0.1.0 is a working alpha version, playable in singleplayer and in dedicated servers. It is not complete yet, still lots of machines left to do.

Now includes recipes and a path of progression. Recipes should be considered very early and a first pass of balance up to this point.

You have Smithing Recipes for basic metal items, a clayforming recipe for crafting LV Wire Relays. For getting through this mod, you will need a lot of copper and iron, and some steel. Machine wire connection points are the little gold nubs on the machine, rightclick those with LV Wire to connect.

Current Machines:

  1. LV Generator - burns stuff, makes a little bit of power (new power options are planned)
  2. Crusher - Crushes or Grinds, makes Nuggets, etc. Has 4 modes you can select. Custom recipe can be used as well.
  3. Extruder - Makes Rods from ingots, Wires from Rods, and screws from rods as well.
  4. Electric Forge - Heat things up, Auto mode or select-a-temp, will heat up metals before use in Metal Press and Extruder.
  5. Kiln - Bakes things at high temp: Fire clay, make quicklime, etc. Combines a pitkiln and firepit.
  6. Log Splitter - Makes firewood.
  7. Metal Press - Makes plates, gears, and "nails & strips" via press molds that have to be smithed.
  8. Sawmill - Makes boards from logs.

Most of my machines come with custom recipes that other modders can patch, change, remove, add to, and augment via vanilla JSON patching mechanics. So a mod like BrickLayers could add a variety of custom recipes to my machines just by including that directory in their recipes/ path rather that JUST using vanilla JSON props. I includes a bunch of recipes as examples.

All machines can be fed and emptied via vanilla CHUTES, 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:

  1. Sound effects - must be royalty free so streamers can use the mod without issues.
  2. 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.
  3. Eventually (hopefully) Large Multiblock machines shapes, textures, sounds, and animations. But will not need this for awhile.
  4. 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.
  5. Advanced Handbook entries, "Quest" book? Vies? Is Vies out there?

Thanks to HumbleBolt for the Logo!

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. And a bug report does me no good right now as it's far to early and it's likely I've already fixed the bug, or at least found it.

The exception to above statement is below:

Limiting weekly build access for channel members and patrons. Sorry. This is an enormous mod, already in development for almost a year. The Alpha phase is rough. This alpha build is for those wanting to see the general structure of the system. The JSON back end is all pretty self explanitory and I'll be putting out in-depth API tutorials when the mod is done and the API more final.

Supporters (patrons and channel members) will get weekly updated builds with fixes and new machines 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:

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. 

Multiblock shenanigans will happen after the LV stage is done, and the mod is ready for a broader player-base. I have a feeling getting this to work (like Immersive Engineering) will be an interesting challenge. Help appreciated.

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.

Lastly, please don't steal my code. The project source will be live on GitHub soon so people can learn from it as it is with all my other mods (and the base game).

Mad respect to Tyron for his work on the API and game thus far, this project has shown me just how much work it has been.

Thank you for your interest!

Special Thanks:

To Quentin (QPTech) for permission to use shapes and textures and his work blazing this trail.
Mr. Andy Dandy for 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.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.1.3 104 3 days ago Show VintageEngineering-0.1.3.zip Install now
v0.1.2 139 Apr 18th at 7:04 PM Show VintageEngineering-0.1.2.zip Install now
v0.1.1 141 Apr 12th at 8:53 PM Show VintageEngineering-0.1.1.zip Install now
v0.1.0 17 Apr 12th at 7:06 PM Show VintageEngineering-0.1.0.zip Install now
v0.0.7 136 Mar 24th at 6:01 AM Show VintageEngineering-0.0.7.zip Install now

13 Comments (oldest first | newest first)

💬 BuggiAuthor, 1 day ago

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.

💬 Hydromancerx, 3 days ago

Buggi

Is this compatable, complemnetary or a fork of QPTech?

💬 BuggiAuthor, 3 days ago

0.1.3 fixes the metal press recipe. It's always the little things that escape my scrutiny.  

💬 BuggiAuthor, Apr 18th at 7:05 PM

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.

💬 BuggiAuthor, Apr 12th at 7:09 PM

Major update to 0.1.0, first playable Alpha release working for singleplayer and MP servers.

Simple first-pass recipe progression. 

💬 BuggiAuthor, Mar 30th at 4:26 AM

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.

💬 DrakeBD, Mar 26th at 9:21 PM

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

💬 BuggiAuthor, Mar 26th at 6:25 PM

Um, DrakeBD this isn't misterandydandys mod, not sure why you want him to ping you...

💬 DrakeBD, Mar 25th at 8:02 PM

Hit me up on the VS Discord with what you would be requireing and i shall see what i can do for you misterandydandy

💬 misterandydandy, Mar 24th at 2:50 PM

DrakeRD I am sure any help would be azmaing at the moment.

💬 DrakeBD, Mar 24th at 8:30 AM

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

💬 BuggiAuthor, Feb 26th at 7:29 PM

Why not just chunk-load the chunk if it's going to be processing and simulating anyway?

💬 OmegaHaxors, Feb 22nd at 4:32 PM

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.

how blockmap works

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