Some serious bugs and issues remain unresolved for 1.20.12, especially since some players continue to play and create content using our mod. Therefore, this update includes all changes up to and including 2.3.1. The patch for the Temporal Technology mod remains.
Обновление 2.0.5:
Некоторые серьезные баги и проблемы все еще не были решены для 1.20.12, тем более, что некоторые игроки продолжают играть и снимать контент с участием нашего мода. Поэтому, это обновление включает все изменения до 2.3.1 включительно. Патч для мода Temporal Technology оставлен.
Rewritten the work of items with energy reserves: battery, tools, armor, weapons. Now modifications that change the value of the durability of the item will also change their capacity. Tested with the ItemRarity mod. Perhaps it will work correctly with others too.
Made compatible items with energy reserves with the charger from the Vintage Engineering mod. Now they can be charged there too.
Обновление 1.0.3:
Переписана работа предметов, имеющих энергозапас: аккумулятор,инструменты, броня, оружие. Теперь модификации меняющие значение прочности предмета будут менять и их емкость. Проверено с модом ItemRarity. Возможно с другими тоже будет работать корректно.
Сделана совместимость предметов, имеющих энергозапас, с зарядным устройством из мода Vintage Engineering. Теперь их можно заряжать и там.
can't find in cashe location next files. but they there
Spoiler
15.5.2026 20:48:23 [Error] Patch 0 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-helmet.json not found 15.5.2026 20:48:23 [Error] Patch 1 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-helmet.json not found 15.5.2026 20:48:23 [Error] Patch 2 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-helmet.json not found 15.5.2026 20:48:23 [Error] Patch 3 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found 15.5.2026 20:48:23 [Error] Patch 4 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found 15.5.2026 20:48:23 [Error] Patch 5 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found 15.5.2026 20:48:23 [Error] Patch 6 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found 15.5.2026 20:48:23 [Error] Patch 7 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found 15.5.2026 20:48:23 [Error] Patch 8 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found
The drill replaces the pickaxe+the shovel, but could the electric axe get abilities of the shear or scythe? Other than it's agricultural uses the scythe is a nice weed wacker to clear out forests and make mushrooms easier to revisit. Grass is nice compost or goat fodder, but it'd be nice to stop wasting steel on it.
When Saltys Immersive Mining is installed the electric axe wont work.
MegaGamer265, Mar 21st at 4:11 PM (modified Mar 21st at 4:30 PM)
The electric chisel cant be used in crafting.
WickedSchnitzel, Mar 1st at 5:42 AM (modified Mar 1st at 5:43 AM)
Can you please add a config option for server admins to disable the fly mode
Aurailius, Feb 25th at 6:13 PM (modified Feb 25th at 6:14 PM)
This mod breaks the "Fly" spell within Rustbound Magic, causing you to start falling almost immediately after you start flying. Presumably this means it's likely to break other mod's methods of flying as well.
I added this mod during the playthrough and it turned out that the drill can only dig 1x1 regardless of the selected mode. Is there anything that can be done about this without starting a new world? (The drill works fine in a new world and digs according to the selected mode.)
Hey dude, this mod is absoutely unreal in adding another age to the game, I always thought it would be a gimmick but oh my, it's like I am playing a bit of satisfactory again and I am in love!
I am currently using the "Salty's Immersive Mining" mod which I love, however I am unable to use the Electric Drill/Axe because of it. Is there anything you'd be able to implement your end, that would allow the tools to exist on their own outside of the system and use the default game methods :)?
The armor flight intereferes with flight added by other mods such as Claimflight and Rustbound Magic
tehtelev , Dec 19th 2025 at 5:44 PM (modified Dec 19th 2025 at 5:45 PM)
piixi At the very least, this electric chisel only needs to be charged. And it will never break, unlike an iron one. I also tested it in 1.21.6 – you don't need a hammer in your left hand to use it!
piixi, Dec 19th 2025 at 3:33 AM (modified Dec 19th 2025 at 3:34 AM)
what is the point of the electric chisel? it still takes durability damage even though its charged? its just a worse chisel then? takes a 2k durability iron chisel to make but you only get 1000 out of it. and you have to have a hammer in your off hand and still need to keep it charged? says you dont need a hammer but i still do
Kotl sure enough, I just looked through the files and the patch is there. It doesn't seem to be applying for me though. I do have a lot of mods installed so I'll try to isolate the issue. If I come to a conclusion, I'll create an issue.
Hey, just wanted to ask about what the Combat Overhaul compatibility entails. Because as far as I can see the armor isn't using any custom CO stats (seems to have the ones CO generates automatically), and the weapons don't have damage types etc.
A small incompatability I found is with the pony races mod. Seems the 'flight' Mechanic conflicts a bit between the two. Unsure if there is any kid of solution. Unfortunately I had to disable this mod to solve my issue.
tehtelev Thank you, I appreciate the heads up. I think I'll do that
tehtelev , Oct 16th 2025 at 5:04 PM (modified Oct 16th 2025 at 5:05 PM)
Dusty_Ghost You can configure the flight via the armor's JSON file if you really need to. A value greater than 20,000 in this field will prevent flight.
EtherialMind, Oct 16th 2025 at 2:30 PM (modified Oct 16th 2025 at 2:33 PM)
@tehtelev Thanks for letting me know I wasn't sure which mod to post under
So is the flight mode really an ability to fly or a hover in place anti-gravity sort of thing? I can activate it but it only allows me to be frozen in place and stop a fall from happening. If this is intended the wording "flight mode" is just a little misleading.
Hello! Love the mod, so far, you've done excellent work. Do you think you could make the flight option on the armor configurable? Being able to disable it would be quite nice
Q_qTip Nothing has been changed in the armor. When combined with the CO mod, the armor gains its own defense modifiers.
Q_qTip, Oct 15th 2025 at 4:29 PM (modified Oct 15th 2025 at 4:40 PM)
Granted - I have some other mods that might interfere, but... did something change with how electric armor soak damage? I just went through upgrade from 1.20 to latest( with all mods) and faced my first storm and.... not only shield did not block as in previous version, but hits really did hurt( while previously it did register, but wasnt that bad).
EDIT: out of curiosity I spawned new set and charged it and it seems to work as before?
Small recipe incompatibility issue with In Dapled Groves. IDG removes the vanilla basic metal axe for the Grub Axe and the Forest Axe this makes it impossible to get the basic Steel Axe Head needed to craft the Eaxe.
tehtelev , Sep 7th 2025 at 8:51 PM (modified Sep 7th 2025 at 8:51 PM)
StantonWarrior Corrected the description. There was no version 2.2.0 for equipment. Therefore, this is only an error in the description.
Looks like new versions 2.2.0 and 2.0.4 were made available for all the Electrical Progressive mods except this one, which only had a new 2.0.4 version. Change log for the 2.0.4 one mentions that it includes changes from both the 2.1.0 and 2.2.0. Just checking to see if there was a 2.2.0 version that may have been missed while doing the uploads.
Not sure if its bug or not. Most liikely just PSA/FYI. If you have comabt overhaul for firearms/crossbows installed, armor needs to be put in outer most protective layer, in order for flight mode to be usable.
tehtelev It IS easier, initially, but then the follow-on problems with mod matching and all sorts. We don't know what it is. Like, we rolled back from rc-1 to Stable and it STROKED OUT.
For now, we're accepting that the only thing wrong is that we can't sleep when any of us are in the same chunk without it dumping every non-sleeper
I haven't checked, but it should work. The only thing is that the game itself still has critical bugs in rc versions. Isn't it easier to update the server?
If I DL the mod ver for rc2, is it going to work with rc1? Because I've been fighting with my server for WEEKS and now that I have VERY SPECIFIC matching vers, they work and I'm afraid.
This might be stupid question but.... there seems to be "hot saber" in "books", but no recipe to create one. is this just gimmick or is there button/shortcut to enable it or does it heat up if used constantly?
pimblokto All questions to Buggy - the author of that mod. Not only do you need to set the setting for the angel belt to be able to charge it in the configuration. You also need to write the attribute chargable: true in the json of the belt. Then it will charge correctly with chargers from our mod and the VE mod.
Absolutely adore these electricity mods! I had a question for you - it looks like the various equipment pieces are hardcoded to have 20000 power at maximum, and this always corresponds to having 1000 durability, even if another mod has a way to increase/decrease the maximum durability of an item (for example, XSkills giving a "quality" modifier to gear, or the RPG Rarity mod). How feasible would it be to make it so an equipment's maximum stored power is always equal to 20 x the max durability, so that if another mod increases/decreases the maximum durability, the item's power storage potential also changes?
If this was already changed at some point, my apologies, I'm currently using Electricity Addon, I haven't updated to the Electrical Progressive mods yet.
Have noticed with this latest update that you can no longer place lights on walls or ceilings, I'm assuming that's a bug?
It's very possible. I'll be doing it today.
problem with 1.22.2
can't find in cashe location next files. but they there
15.5.2026 20:48:23 [Error] Patch 1 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-helmet.json not found
15.5.2026 20:48:23 [Error] Patch 2 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-helmet.json not found
15.5.2026 20:48:23 [Error] Patch 3 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found
15.5.2026 20:48:23 [Error] Patch 4 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found
15.5.2026 20:48:23 [Error] Patch 5 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-armor.json not found
15.5.2026 20:48:23 [Error] Patch 6 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found
15.5.2026 20:48:23 [Error] Patch 7 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found
15.5.2026 20:48:23 [Error] Patch 8 in electricalprogressiveequipment:patches/patcharmor.json: File electricprogressiveequipment:itemtypes/armor/static-boots.json not found
These errors are caused by other mods.
The drill replaces the pickaxe+the shovel, but could the electric axe get abilities of the shear or scythe? Other than it's agricultural uses the scythe is a nice weed wacker to clear out forests and make mushrooms easier to revisit. Grass is nice compost or goat fodder, but it'd be nice to stop wasting steel on it.
Sandwich_Guard Have you tested it on the latest version of the mod?
Can you please fix interference with other mods flight
When Saltys Immersive Mining is installed the electric axe wont work.
The electric chisel cant be used in crafting.
Can you please add a config option for server admins to disable the fly mode
This mod breaks the "Fly" spell within Rustbound Magic, causing you to start falling almost immediately after you start flying.
Presumably this means it's likely to break other mod's methods of flying as well.
I added this mod during the playthrough and it turned out that the drill can only dig 1x1 regardless of the selected mode. Is there anything that can be done about this without starting a new world? (The drill works fine in a new world and digs according to the selected mode.)
Hey dude, this mod is absoutely unreal in adding another age to the game, I always thought it would be a gimmick but oh my, it's like I am playing a bit of satisfactory again and I am in love!
I am currently using the "Salty's Immersive Mining" mod which I love, however I am unable to use the Electric Drill/Axe because of it. Is there anything you'd be able to implement your end, that would allow the tools to exist on their own outside of the system and use the default game methods :)?
And please add required tags to the sword so it could be compatible with Quivers And Sheaths mod
I asked the author to add compatibility, but he says you have to do itElectrical chestplate has a strange offcentered floating glowing plane, which blocks view in immersive first person mode
The armor flight intereferes with flight added by other mods such as Claimflight and Rustbound Magic
piixi At the very least, this electric chisel only needs to be charged. And it will never break, unlike an iron one. I also tested it in 1.21.6 – you don't need a hammer in your left hand to use it!
what is the point of the electric chisel? it still takes durability damage even though its charged? its just a worse chisel then? takes a 2k durability iron chisel to make but you only get 1000 out of it. and you have to have a hammer in your off hand and still need to keep it charged? says you dont need a hammer but i still do
Kotl sure enough, I just looked through the files and the patch is there. It doesn't seem to be applying for me though. I do have a lot of mods installed so I'll try to isolate the issue. If I come to a conclusion, I'll create an issue.
Arkdirfe The armor has a CO compatibility patch. Since electric weapons are unique and have their own code, they cannot be compatible with CO.
Hey, just wanted to ask about what the Combat Overhaul compatibility entails. Because as far as I can see the armor isn't using any custom CO stats (seems to have the ones CO generates automatically), and the weapons don't have damage types etc.
A small incompatability I found is with the pony races mod. Seems the 'flight' Mechanic conflicts a bit between the two. Unsure if there is any kid of solution. Unfortunately I had to disable this mod to solve my issue.
tehtelev Thank you, I appreciate the heads up. I think I'll do that
Dusty_Ghost You can configure the flight via the armor's JSON file if you really need to. A value greater than 20,000 in this field will prevent flight.
@tehtelev Thanks for letting me know I wasn't sure which mod to post under
So is the flight mode really an ability to fly or a hover in place anti-gravity sort of thing? I can activate it but it only allows me to be frozen in place and stop a fall from happening. If this is intended the wording "flight mode" is just a little misleading.
Hello! Love the mod, so far, you've done excellent work. Do you think you could make the flight option on the armor configurable? Being able to disable it would be quite nice
EtherialMind It's better to let the mod developer who removes items from the game do this.
Q_qTip Nothing has been changed in the armor. When combined with the CO mod, the armor gains its own defense modifiers.
Granted - I have some other mods that might interfere, but... did something change with how electric armor soak damage? I just went through upgrade from 1.20 to latest( with all mods) and faced my first storm and.... not only shield did not block as in previous version, but hits really did hurt( while previously it did register, but wasnt that bad).
EDIT: out of curiosity I spawned new set and charged it and it seems to work as before?
Small recipe incompatibility issue with In Dapled Groves. IDG removes the vanilla basic metal axe for the Grub Axe and the Forest Axe this makes it impossible to get the basic Steel Axe Head needed to craft the Eaxe.
StantonWarrior Corrected the description. There was no version 2.2.0 for equipment. Therefore, this is only an error in the description.
tehtelev
Looks like new versions 2.2.0 and 2.0.4 were made available for all the Electrical Progressive mods except this one, which only had a new 2.0.4 version. Change log for the 2.0.4 one mentions that it includes changes from both the 2.1.0 and 2.2.0. Just checking to see if there was a 2.2.0 version that may have been missed while doing the uploads.
Not sure if its bug or not. Most liikely just PSA/FYI. If you have comabt overhaul for firearms/crossbows installed, armor needs to be put in outer most protective layer, in order for flight mode to be usable.
tehtelev wait REALLY? Amazing. Huge if true.
i'm gonna have to sit down and see about getting that worked out. Thanks man.
Entaris
Because this problem with the bed was fixed in rc 2. You can never roll back versions
tehtelev It IS easier, initially, but then the follow-on problems with mod matching and all sorts. We don't know what it is. Like, we rolled back from rc-1 to Stable and it STROKED OUT.
For now, we're accepting that the only thing wrong is that we can't sleep when any of us are in the same chunk without it dumping every non-sleeper
Entaris
I haven't checked, but it should work. The only thing is that the game itself still has critical bugs in rc versions. Isn't it easier to update the server?
Hey weird question:
If I DL the mod ver for rc2, is it going to work with rc1? Because I've been fighting with my server for WEEKS and now that I have VERY SPECIFIC matching vers, they work and I'm afraid.
Q_qTip
The sword can be set on fire by holding down the right mouse button
This might be stupid question but.... there seems to be "hot saber" in "books", but no recipe to create one. is this just gimmick or is there button/shortcut to enable it or does it heat up if used constantly?
You guys are so cool for making this stuff. brilliant.
Hypertion Durability is given purely nominally. Armor does not break, as do tools, only the charge decreases, which must be periodically replenished.
is the gear from this supposed to have very low durability compaired to normal steel armors?
pimblokto All questions to Buggy - the author of that mod. Not only do you need to set the setting for the angel belt to be able to charge it in the configuration. You also need to write the attribute chargable: true in the json of the belt. Then it will charge correctly with chargers from our mod and the VE mod.
Any way you could make the angel belt able to be charged on the charger for this mod?
ok, thanks
Arthopleura
There will be no problems with this mod.
Hello, do you know if this mod is compatible with the butchery mod ?
Kodemunkey Reassign the key. Apparently there is a coincidence in the game
Why in creative does it say hold ALT + UKNOWN to get information?
Awesome, thank you very much for considering it!
Marvai We didn't change our weapons. But I'll think about it. I think it's possible to do this.
Absolutely adore these electricity mods! I had a question for you - it looks like the various equipment pieces are hardcoded to have 20000 power at maximum, and this always corresponds to having 1000 durability, even if another mod has a way to increase/decrease the maximum durability of an item (for example, XSkills giving a "quality" modifier to gear, or the RPG Rarity mod). How feasible would it be to make it so an equipment's maximum stored power is always equal to 20 x the max durability, so that if another mod increases/decreases the maximum durability, the item's power storage potential also changes?
If this was already changed at some point, my apologies, I'm currently using Electricity Addon, I haven't updated to the Electrical Progressive mods yet.
Combat Overhaul had an armor rebalance recently, so you might want to change stats for your armor