
Mods / Electrical Progressive: Core (Release)
Authors: tehtelev, Kotl
Side: Both
Created: Mar 26th at 7:43 PM
Last modified: 3 days ago
Downloads: 5028
Follow Unfollow 148
Recommended download (for Vintage Story v1.20.x):
electricalprogressivecore_1.0.1.zip
1-click install
Attention. If you played with a version of the mod before 1.0.0.
All electrical devices and cables you will need to break and install again!!! Otherwise, they will cause damage to everyone, or burn out when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull up the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Library of all the logic of electricity. Does nothing by itself and is useless.
It is possible to change the speed of current flow through the "speedOfElectricity" wires (blocks per second) in the ElectricityConfig configuration file, as well as select the "instant" mode of operation (if true, electricity is instantly supplied to the consumer without losses).
- Development of a new electricity system - (100% ready)
- New energy distribution system. (100% ready)
- Energy transfer from the nearest source. (100% ready)
- Instant transmission of electricity (the easiest way). (100% ready)
- Packet-delayed power transmission in cables. - (Videos № 1, 3, 4) (100% ready)
- Cables: add characteristics to the cables themselves.- (100% ready)
- Displaying detailed information about the network and part of the network by pressing the Alt button (100% ready)
- Different cable materials with different resistance (losses). (100% ready)
- Cable burnout during overload. (Videos № 6) (100% ready)
- Cable line system.(Videos № 5) (100% ready)
- Expanding the properties of electrical devices: more flexible interaction with the electrical circuit. (100% ready)
- Generators now create a load on the shaft in proportion to the consumption (load) in the electrical circuit that falls on this generator. Rotational inertia has also been added to smooth out consumption spikes. (Video № 2) (100% ready)
- A system of different voltages (Videos № 7)
- Electric energy transformers - (100% ready)
- Distribution of devices according to different voltages. - (100% ready)
- New energy distribution system. (100% ready)
- Separation from the original Electricity mod..(100% ready)
- Separation of the electricity system into a separate library (core). This will allow other developers to use the functionality. (100% ready)
- Increasing the functionality and tools of the electricity system. -(now)
- Devices burn out in contact with water (100% ready)
- Exposed wires, live fence cause damage. (90% ready)
- Solid fuel generator
- Juicer
- Washer
- Development of an automation system - logic circuits. It will take a little time, because the necessary tools will already be in the electricity system.
- Development of logic circuit devices. Setting up its interaction with electrical devices.
- Separation of the automation system into a separate library (core). This will allow other developers to use its functionality.
- Heating elements for working with furnaces...
- Tutorials?
- Steam power?...
- ....What are your ideas?
Video № 1
Vintagestory - ElectricityAddon - Delayed energy transfer (in development)
Vintagestory - ElectricityAddon - Передача энергии с задержкой (в разработке)
Video № 2
Vintagestory - ElectricityAddon - Improved generator behavior (in development)
Vintagestory - ElectricityAddon - Улучшенное поведение генераторов (в разработке)
Video № 3
Vintagestory - ElectricityAddon - Improved pathfinding for wires (in development)
Vintagestory - ElectricityAddon - Усовершенствован поиск пути для проводов (в разработке)
Video № 4
Vintagestory- ElectricityAddon- Correct testing of circuit breakage and speed of movement (in dev.)
Vintagestory- ElectricityAddon- Корректная отработка разрыва цепи и скорости движения (в разработке)
Video № 5
Vintagestory - ElectricityAddon - Multicore Wires (in development)
Vintagestory - ElectricityAddon - Многожильные провода (в разработке)
Video № 6
Vintagestory - ElectricityAddon - Wire losses, burnout (in development)
Vintagestory - ElectricityAddon - Потери в проводах, перегорание (в разработке)
Video № 7
Vintagestory - ElectricityAddon - Voltage system, transformers (in development)
You can also install:
Electrical Progressive: Basics
Electrical Progressive: Quality of Life
Electrical Progressive: Equipment
Incompatible with mods:
- Electricity
- ElectricityAddon
Supported languages: EN, DE, PL, RU, UK, FR, PT-BR
Known issues:
- [Fixed in v. 0.9.5] Possible micro freezes and slowdowns with a large number of devices and blocks. Especially in realistic "slow" mode. This is due to optimization in the code. As soon as all the necessary functionality is developed, we will immediately take on this problem. First of all, we are testing the mechanics and new behavior.
Our Discord server (the latest development information is posted there):
finally it came
Afroman726Ototinhoowlloverhoot We are trying. Thanks for support.
Thank you so much for this mod!! :D
Please keep updating it me and my friends love it!
This mod is starting to look a bit like Mekanism. And I'm all on it!
I play a fair amount of Monifactory (a gregtech fork) SO WHEN I SAW THIS I AUDIBLY GASPED!
I will definitely be adding this to my new single player world, THANK YOU SO MUCH!
been looking for stuff like this for a WHILE
Kew
I will make a separate patch and instructions for it so that this can be done.
Is it possible to upgrade from ElectrictyAddon on an existing save?
Hydromancerx If someone makes compatibility or offers code on GitHub - we will not refuse. At the moment, we do not have time and people to do this.
HaraiseTenshi
I think you can already try playing with the mod.
Will this mod eventually be able to have synergy with Vintage Engineering mod?
Okay got it :)
Then I will keep following it and await the go ahead to use it for playing :)
HaraiseTenshi I highly recommend not playing with it. There are no crashes or bugs now, but performance optimization is needed. With a large number of electrical units, there may be micro freezes. I am already working on this issue.
So I guess I should not yet be using this mod in an actualy playing world but only in Testworlds? Or how stably is this beta test running? Should I expect frequent crashes or a somewhat stable gameplay albeit witu occasional errors/bugs/wobly behaviour?
tehtelev Yes, I was not implying that any of what I suggested would not work based on energy production.
Damn, I love to hear that. I'll try it out on a test world.
Moby_ Power/hanging lines will have to be made with slightly different mechanics. But in the future it will be.
Moby_ Yes. Everything that could be put into this library was moved out. Besides, not all the functionality that I would like is implemented in the library yet. There is still a lot of work to do. But you will still have to look at examples of working with the library in blocks.
XurxoMF This mod is more dependent on the Electricity mod and is incompatible with it. It has absorbed all the best. The logic of the work has been rewritten almost completely.
Does this mod have something to do with the old Electricity mod or is 100% independent? If so, god, I was beggin for a mod like this!
omg, I have yet to try this but I must say: you're a hero for separating the electricity library from the basic blocks
I'll definitely be developing mods using this (unless like, it doesn't work or something, but I think it does)
Also, about automation, I've been talking with someone about an analytic engine mod (to add a turing-complete computer, with architecture handling and assembly programming), we've been thinking about ways to give it more functionality by interacting with other mods, sounds like we got an answer :D
Also, do you have plans to add hanging wires? (maybe using the vanilla cloth/rope system)
It could be really cool for faster/long distance electricity transmission (which could even allow telegraph lines to be built maybe)
Tisajokt Again - pistons must work on some energy, logic circuits too. I would not like to slide down to children's Minecraft. And in general, the redstone system there is terribly inconvenient.
Very interested in the logic/automation system in the roadmap, since I'd love to see VS be made Turing-complete; though logic systems could probably be simulated earlier on in the roadmap if a simple electrically-driven switch, clutch, transistor, or block-pushing piston was added?
InquisitorB The wires are being crafted. Make sure that you have downloaded the EP: Basics mod part with basic devices. This page contains only the electrical logic library.
How are the wires going to be crafted? Casting? Anvil?
AcidNight Name the file fr.json and put it in the same folder and start the game again. Localization will be adjusted automatically
Hello, I just finished the French translation. I don't know if I can test it in advance by just putting it in the folder, or if I need to do something. Is there only one language folder per mod? I've seen some with multiple folders.
Here is the link to the GitHub for the translation:
https://github.com/AcidNight00/AcidNight/blob/main/VS_Electrical_Progressive_fr
ElegantChimp Yes. For calculations, instant transfer is easier. And maybe someone doesn't want to make the game so difficult for themselves. Added a video.
What are the down sides to instant speed of electricity? It seems like instant would make sense (90% the speed of light and all that). Is this implemented for performance purposes or due to being in beta? Also, the road map seems to reference videos. I would be curious to take a look at them, but I can't seem to find them.
This is amazing!
I knew you were working on a full rewrite of the electricity mod, and this looks great. I am personally excited how you are splitting the mod into seporate sub-mods (I personally like to pick and choose features whereever possible). I'll definitely grab it for beta testing and run it for a bit to see if I run into any issues.