Slightly sped up the application of greenhouse patches.
The Electric Stove now heats the input stack and doesn't reset the temperature. Also, to ensure adequate realism, the output stack will also have a temperature.
Minor tweaks.
Обновление 3.0.0-rc.1:
Небольшое ускорение применения патчей для теплицы.
Электрическая плита теперь греет входной стак и не сбрасывает температуру. Также для обеспечения адекватного реализма выходной стак тоже будет иметь температуру.
This update is a test update, contains bugs, and is not recommended for play!
The main new feature is a system with immersive (suspended) 512V wires. They have the same properties as regular wires, but have lower resistance, allowing power to be transmitted over longer distances. New transformers for 128-512V and vice versa, a 512V lamppost, power transmission towers, several attachment points (insulators), and a switch have been added. It's also worth considering that immersive wires can interact with the environment: they can shock entities and break when obstacles such as blocks appear in their path.
A series of tools has been added, with the final product being an electrician's kit. It allows you to safely work with any wires. It also allows you to view additional information about the entire network. Its presence is required for working with 512V voltages. - Reworked thermoelectric generator, thermoplate, and refrigerator models. Added a freezer with a longer shelf life. The freezer can also store one animal carcass from the Butchering mod.
Added a solar panel, thermal generator (in development), and juicer (in development).
And much more...
Обновление 3.0.0-pre.1:
Это обновление тестовое, имеет баги и не рекомендуется для игры!
Основное нововведение – система с иммерсивными (подвесными) проводами на 512В. Они имеют те же свойства, что и обычные провода, но имеют меньше сопротивление, за счет чего энергию можно передавать на большие расстояния. Добавлены новые трансформаторы 128-512В и обратно, фонарный столб под 512В, опоры ЛЭП, несколько вариантов точек крепления (изоляторов), рубильник. Также стоит учитывать, что иммерсивные провода могут взаимодействовать с окружением: бить током энтити и обрываться при появлении препятствий в виде блоков на пути.
Добавлена серия инструментов с конечным продуктом в виде набора электрика. Он позволяет без вреда для здоровья работать с любыми проводами. Также позволяет смотреть дополнительную информации о всей сети. Его наличие обязательно для работы с напряжениями 512В.
Переработаны модели термоэлектрического генератора, термопластин, холодильника. Добавлена морозильная камера с более долгим сроком хранения еды. Морозилка позволяет также хранить одну тушу животного из мода Butchering
Добавлена солнечная панель, термальный генератор (в разработке), соковыжималка (в разработке).
Slightly sped up the application of greenhouse patches.
The Electric Stove now heats the input stack and doesn't reset the temperature. Also, to ensure adequate realism, the output stack will also have a temperature.
Обновление 2.6.8:
Небольшое ускорение применения патчей для теплицы.
Электрическая плита теперь греет входной стак и не сбрасывает температуру. Также для обеспечения адекватного реализма выходной стак тоже будет иметь температуру.
The Electric Forge can now be loaded and unloaded using chutes. If the item doesn't specify a working temperature, half the melting temperature is used. If neither is specified, a temperature of 900 degrees Celsius will be used.
Belarusian localization added
Обновление 2.6.7:
Электрический горн теперь может загружаться и разгружаться желобами. Если в предмете не прописана рабочая температура, то берется половина температуры плавления. Если он тоже не указана, то будет выставлена температура 900 градусов цельсия.
The refrigerator can now store cold, preserving food for a while even when the power is off. The longer the refrigerator is powered, the longer it can keep cold, up to a maximum of 6 in-game hours. If the chunk is unloaded, this time is retained. Potentially fixes an issue on servers that could cause food in refrigerators to disappear.
Food in the refrigerator now rotates correctly on the shelf to match the refrigerator's orientation.
Обновление 2.6.6:
Холодильник теперь может иметь запас холода сохраняя продукты некоторое время даже при отключенном электричестве. Чем дольше холодильник запитан, тем дольше он сможет сохранять холод, но не более 6 игровых часов. Если чанк выгружен, то это время сохраняется. Потенциально исправляет проблему на серверах, из-за чего еда в холодильниках могла пропадать.
Еда в холодильнике теперь правильно поворачивается на полке в след за ориентацией холодильника.
Update 2.6.4: - Update for version 1.21.6, which breaks previous versions of the mod due to code changes affecting the refrigerator. Since the error occurred during mod initialization, everything else broke as well.
Обновление 2.6.4: - Обновление под версию 1.21.6, которое ломает предыдущие версии мода связанную с изменениями в коде, затрагивающие холодильник. Так как ошибка возникала во время инициализации мода, то все остальное тоже ломалось.
Added a more powerful device for heating greenhouses – the Heat Gun. It takes up 4 blocks, but is 8 times more efficient. However, it also consumes 8 times more energy!,
Added patches that allow heaters and the Heat Gun to provide a temperature bonus, allowing you to grow not only crops in beds but also berry bushes, regular trees, fruit trees, and bee hives in your greenhouse. For more information, see the device descriptions.
Обновление 2.6.1:
Добавлено более мощное устройство для обогрева теплицы – тепловая пушка. Занимает 4 блока, но при этом в 8 раз эффективнее. Правда и потребляет в 8 раз больше энергии!,
Добавлены патчи, позволяющие обогревателям и тепловой пушке давать бонус температуры, и соответственно, выращивать в теплице не только культуры на грядках, но и ягодные кусты, обычные деревья, фруктовые деревья, а также разводить пчел в ульях. Более подробную информацию читайте в описании приборов.
The heater now provides a temperature bonus to the greenhouse based on its internal volume (5 degrees Celsius per 40 blocks of volume with beds). This bonus can be combined with other heaters, while the +5 bonus remains based on the greenhouse's temperature. The bonus displayed on heaters is shared across the greenhouse. This means you can grow food even in the harshest conditions! However, you'll need to calculate how much energy this will require yourself. Currently, this works for crops that require a garden bed to grow. It might be incompatible with some mods that add a greenhouse bonus. But would they be necessary then?
Обновление 2.6.0:
Теперь нагреватель дает бонус теплице к температуре в завиcимости от внутреннего обьема (5 градусов на 40 блоков обьема с грядками). Бонус может суммироваться с другими обогревателями, при этом +5 от температуры самой теплицы остается. Бонус отображается на обогревателях общий на теплицу. То есть можно выращивать еду даже в самых суровых условиях! Правда сколько потребуется энергии для этого, считайте сами. Работает пока для культур, которым обязательно нужна грядка для роста. Возможно, будет несовместимо с некоторыми модами на добавление бонуса теплице. Но нужны ли они тогда?
Minor code refactoring has been performed. Blockentities have been lightened of redundant dependencies related to the electricity core. This should make it easier to create new devices.,
Optimized code for lamp and heater collisions.,
Used @DanaCraluminum's code to determine the doneness of food in an electric oven using tags, instead of using cumbersome and unreliable filters.
Switched to using asynchronous particles for smoke from burned devices/wires and smoke from thermogenerators. Now these particles don't load the main game thread and are still affected by wind!,
Improved device behavior. They now correctly and promptly synchronize their state on the server and client. Previously, a block's state often wouldn't update until you looked at it.,
Added full support for multi-block structures of electrical devices. The main block in such a structure now has the intended characteristics and behavior, while the remaining (non-primary parts) can act as a conductor. Non-primary parts can also copy the electrical parameters of the main block.
A unified module has been written that loads all block electrical parameters from a JSON block. You can configure which edges will conduct electricity from the JSON block, as well as enable/disable non-primary blocks from copying the main block's parameters (whether they should be conductors or not) for multi-blocks.
All electrical parameters of all devices have been extracted to the JSON block settings as far as possible. For the large battery and lampposts, only the bottom edge conducts current (despite being multi-block). Other devices two blocks tall can now be powered from any side!
A pathfinding bug that prevented multi-block structures from fully conducting electricity has been found and fixed.
Обновление 2.4.0:
Добавлена полноценная поддержка мультиблочных структур электрических устройств. Теперь главный блок в такой структуре имеет характеристики и поведение как задумано, а остальные (неглавные части) могут выступать в роли проводника тока. При этом неглавные части могут копировать электрические параметры у главного блока.
Написан единый модуль, который подгружает все электрические параметры блока из json блока. Можно настроить из json какие грани будут проводить электричество, а также для мультиблоков разрешить/запретить неглавным блокам копировать параметры главного блока (быть проводниками или нет).
Все электрические параметры всех приборов выведены в настройки json блока насколько это возможно. У большого аккумулятора и фонарных столбов ток проводит только нижняя грань (хотя они и мультиблочные). Остальные устройства в два блока высотой теперь могут запитываться электричеством с любой стороны!
Найдена и исправлена ошибка в поиске пути, которая не позволяла полноценно проводить электричество многоблочным структурам.
Implemented protection against errors in lamps/lanterns where the block behavior could be null.
Fixed an error that occurred in the oven if food rotted inside it.
The electric oven now has a limit of 1 item per slot. This prevents an undesirable situation where the chutes would push more items into the electric oven than necessary (which would then disappear during cooking).
Обновление 2.3.6:
Поставлена защита от ошибок в лампах/фонарях, когда поведение блока могло быть null.
Исправлена ошибка, которая возникала в духовке, если внутри нее сгнивала еда.
Для электрической духовки поставлено ограничение в 1 предмет на 1 слот. Это предотвращает нежелательную ситуацию, когда желоба заталкивали в электрическую духовку больше предметов, чем это нужно (которые потом исчезали при готовке).
The charging station has been adjusted to calculate the amount of energy spent on charging at a frequency of once per second to accurately reflect the energy consumed.
Обновление 2.3.4:
Зарядная станция приведена к расчетам с частотой раз в секунду для точного соответствия затраченной энергии на зарядку.
The charging station can now be automatically loaded and unloaded by chutes. If the supplied item cannot be charged with energy, it will be sent directly to the output chute.
Обновление 2.3.0:
Зарядная станция теперь может быть автоматически загружена и разгружена желобами. Если подаваемый предмет не может заряжаться энергией, он будет отправлен сразу на выходной желоб.
A patch has been added for compatibility with the Temporal Technology mod. Now their devices/armor/weapons can be charged in the charging station and thus restore durability. The functionality does not change in any way. The author of the mod is not against it and, perhaps, will implement this patch. The necessary instructions on how to do this were given to him.
Обновление 2.2.0:
Добавлен патч для совместимости с модом Temporal Technology. Теперь их устройства/броня/оружие можно будет заряжать в зарядной станции и восстаналивать тем самым прочность. Функционал при этом никак не изменяется. Автор мода не против и, возможно, этот патч реализует у себя. Необходимые инструкции как это сделать были ему переданы.
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.
Electric stove can now also be automatically loaded and unloaded by chutes. If an item requires a container/crucible/pot for cooking, then you first put it in the chest for serving, and then the necessary ingredients. For dishes, you should serve the maximum number of ingredients per container slot, because the chute does not know how much you need to put where.
Fixed an issue due to which the stove did not show information about the electrical circuit.
Updated for the release version 2.0.0
Обновление 2.0.0 (Релиз):
Электрическая плита теперь тоже может автоматически быть загружена и разгружена желобами. Если предмет требует для готовки контейнер/тигель/котелок, то в сундук сначала кладете его для подачи, а затем необходимые ингридиенты. Для блюд следует подавать максимальное количество ингридиентов на один слот контейнера, потому что желоб не знает сколько вам надо куда положить.
Исправлена проблема, из-за которой плита не показывала информацию об электрической цепи.
Fixed a bug due to which lamps were installed immediately in a burnt-out version.
The old version of the refrigerator has been removed.
Lamps and lanterns will now immediately shine at full power starting from 25% of the received power. Now there should be no flickering of light or incorrect lighting.
Fixed a bug due to which the charging station flickered in a burnt-out state with an item inside.
The Electric Oven can now bake 1 to 4 items at a time. If at least one of these items is cooked, the oven turns off. This ensures that your products do not burn.
Fixed a bug due to which an activated forge with items inside outside the player's rendering heated items to enormous temperatures.
Обновление 1.1.0:
Исправлена ошибка, из-за которой лампы устанавливались сразу в сгоревшем варианте.
Старая версия холодильника удалена.
Лампы и фонари теперь будут сразу светить на полную мощность начиная с 25% получаемой мощности. Теперь миганий света и неправильного освещения быть не должно.
Исправлена ошибка из-за которой зарядная станция мигала в сгоревшем состоянии с предметом внутри.
В электрической духовке теперь можно выпекать от 1 до 4 предметов за раз. Если хотя бы один из этих предметов приготовится, то духовка выключается. Это гарантирует то, что ваша продукция не сгорит.
Исправлена ошибка, из-за которой включенный горн с предметами внутри за пределами отрисовки игрока нагревал предметы до огромных температур.
An updated version of the refrigerator has been released - now it has a smooth animation of opening and closing the door. The old refrigerator will work until the next update. You should break the old one and convert it to the new version in the crafting grid!
Electric tools have been permanently removed from the QoL module. Now they are based in the Equipment module.
Обновление 1.0.5:
Вышла обновленная версия холодильника - теперь у него есть плавная анимация открытия и закрытия двери. Старый холодильник будет работать до следующего обновления. Вам следует сломать старый и в сетке крафта сконвертировать его в новую версию!
Окончательно удалены электрические инструменты из модуля QoL. Теперь они базируются в модуле Equipment.
The mod has undergone a small refactoring thanks to @xarleyn .Reduced code duplication and other cluttered code sections.Thanks to him for his help.The player will not notice the improvements, but now anyone can create their own devices much easier.To do this, you need to take into account the necessary parts of the mod and the classes of our devices.
All electric tools will now be in the Equipment module and later, perhaps, it will be independent.Current electric tools created in QoL (although they will work with the Equipment module) need to be converted to the Equipment module in the crafting grid (you will still have to download it).
Fixed links to textures in the shapes of tools, weapons and armor.
Added Spanish localization
Обновление 1.0.4:
Мод претерпел небольшой рефакторинг благодаря @xarleyn . Уменьшены дублирования кода и прочие нагроможденные участки кода. Спасибо ему за помощь. Игрок улучшений не заметит, но теперь любые желающие смогут намного легче создавать собственные устройства. Для этого нужно взять в зависимость необходимые части мода и классы наших устройств.
Все электрические инструменты теперь будут находится в модуле Equipment и позже, возможно, он будет независимым. Текущие электрические инструменты созданные в QoL (хотя и будут работать с модулем Equipment) нужно в сетке крафта сконвертировать в модуль Equipment (все равно прийдется скачать его).
Поправлены ссылки на текстуры в шейпах инструментов, оружия и брони.
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.
Electric punch machine (chisel) no longer requires a hammer in the left hand to work.
Slightly updated electric saw. Now beautiful particles fall from felled trees, as when chopping with an axe.
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.
Электрический перфоратор (зубило) теперь не требует наличия в левой руке молотка для работы.
Немного обновлена электрическая пила. Теперь со срубленных деревьев также падают красивые частицы, как и при рубке топором.
Update 1.0.1: - Added PT-BR localization - Allowed placing wires on the side faces of the refrigerator, stove, forge, oven, except for the front one. The device still needs to be powered from the lower stove.
Обновление 1.0.1:
- Добавлена локализация PT-BR - На холодильнике, плите, горне, духовке разрешил размещать провода на боковых гранях, кроме лицевой. Запитывать прибор нужно все равно к нижней плите.
Fixed crashes when placing items with textures in the refrigerator and stove that for some reason were not found correctly. Such an item will not be drawn, but will exist in the inventory. You can safely report such items to the developers of the mod that added them.
Burnt devices, although they do not conduct current, will be considered part of this circuit. Burnt devices / wires will also cause damage upon contact with them, even if they were previously insulated.
Insulated cables and all working devices are safe when in contact with them. All cables and devices have a moisture resistance parameter. If there is no moisture resistance, then your device/cable risks burning when in contact with rain, snow, hail and spilled water nearby! When in contact with lava, they burn, break and most likely be destroyed. Be careful.
All electrical devices and cables will need to be broken and reinstalled!!! Otherwise, they will cause damage to everyone, or burn when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull in the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Обновление 1.0.0 (Релиз): - Исправлены вылеты при помещении в холодильник и плиту предметов с текстурами, которые по какой-то причине не были правильно найдены. Такой предмет не будет отрисовываться, но будет существовать в инвентаре. Можете смело сообщать о таких предметах разработчикам мода, который их добавил. - Сгоревшие приборы хотя и не проводят ток, но будут считаться частью этой цепи. Сгоревшие приборы/провода также будут наносить урон при контакте с ними даже, если они до этого были изолированные. - Кабеля в изоляции и все работающие приборы безопасны при контакте с ними. Все кабеля и устройства имеют параметр влагоустойчивости. Если влагоустойчивости нет, то ваше устройство/кабель рискует сгореть при контакте с дождем, снегом, градом и разлитой рядом водой! При контакте с лавой они сгорают, ломаются и скорее всего уничтожаться. Будьте аккуратны. - Все электрические приборы и кабеля вам нужно будет сломать и установить снова!!! Иначе они будут наносить всем урон, либо сгорят при контакте с дождем/водой/снегом сразу при заходе в мир. После переустановки этих блоков игра корректно подтянет изменения. Советуем сделать это до установки этого обновления. Также советуем сделать бэкап мира, на всякий случай.
tehtelev Well the good news is i can place a stove on the oven. Power the oven and the stove gets powered too. Problem is the stove is a full block wich obviously looks weird ontop of a oven. So see this as an idea/suggestion that we could get a cheaper stove that only heats up to 200 degrees (max pot/food heat) with a model that is shaped kinda like the heater.
I'm having a hell of a time figuring out heaters. I place them, wire 128V over a long distance to my greenhouses, and then put down a transformer and distribute the power over 32V cables. But for some reason, it's burning out the 32V cables when I turn on the heaters, but only some of the time?
zidanreign, Mar 10th at 4:56 AM (modified Mar 10th at 4:57 AM)
tehtelev The recent change to the Electric Stove - "The Electric Stove now heats the input stack and doesn't reset the temperature. Also, to ensure adequate realism, the output stack will also have a temperature" causes all items regardless if it makes sense such as cooked meats and such now reach temperatures that require tongs and such to be able to hold the item. Not sure if this is intended for cooking food items but it is hilarious.
KreyT13 That makes sense. But does it make sense to use it, considering that electricity provides a temperature boost not for free, but thanks to heaters?
KreyT13, Mar 7th at 11:15 AM (modified Mar 7th at 11:18 AM)
Incompatible with SteadyGreenhouses. Throws errors at world start.
Zyrodil, Mar 5th at 4:32 AM (modified Mar 5th at 4:33 AM)
Very good mod, interestingly enough every machine in the first preview image have suffered my incompetence as I have failed to figure out what an Ampere is.
tehtelev that's not quite what i meant, when using a normal firepit, if you throw in 32 lime, it heats up, makes one quicklime, then the other 31 lime are reset to 0°C and have to heat up again. this doesn't happen in 1.22 (it seems to have been a bug in vanilla), but mods that patch this behavior in the firepit do not successfully patch the stove from this mod
it seems the stove has the same issue as the firepit where it resets the heat of the itemstack after each item. could you fix this or add compatibility with better firepit mod?
Systematique, Feb 14th at 8:25 AM (modified Feb 18th at 2:35 PM)
any plans for an electrical forge? im a fool its already there
also way out there but an elevator would be very neat :)
porkjorker321, Feb 4th at 7:11 AM (modified Feb 6th at 1:21 PM)
THERES STOVES??? AND FRIDGES???? This... combined with the cannibalism mod... and a little salt............... LETS YOU MAKE VINTAGEDONALDS. Very peak. Very awesome. Love tihs mod twinn 10/10 no diff blah blah blah blah blah blah
I was trying to use the street ground lamps with hidden wires underground, using a copper block to connect them works as the base of the lamp hides it, but the base of the lamp doesn't actually have collisions, so you will get shocked walking over it. Not a big issue, but would be nice to fix.
Having the same issue with the stove that nerd_nato was having. also noticed it was taking 150w even tho it wasnt cooking, nor did it say it was consuming watts; I only noticed because it was draining my battery reguardless
Echokiller92, Dec 24th 2025 at 11:35 PM (modified Dec 25th 2025 at 12:03 AM)
I suggest that you add AC's so that players can make walk in freezers
Kotl I did and it is a greenhouse and doesnt exceed the maximum. I've been doing and trying different things. Can't exactly put the generator in the greenhouse I don't think.
Kotl, Dec 13th 2025 at 7:36 PM (modified Dec 13th 2025 at 7:36 PM)
TheSpork Have you read the instructions for the heat cannon? It requires one of the plants to recalculate its condition. You also need to make sure your greenhouse is a greenhouse and not something else.
I am having an issue with the Heat Cannon. I've got it setup to recieve the full 8900 watts to get the temperature bonus, but it is not providing the bonus. Have I gone amiss?
I can't seem to get my electric furnace to actually heat anything up. I'm using reinforced copper wiring and I have tin bronze that also doesn't work, is there something I'm missing here?
Any chance you could add compatibility with the new expanded foods so i can cook peanuts in the electric oven? Also, would LOVE LOVE LOVE an electric fruit press. Thanks for all of your work.
Do you have any plan to add different cable types, like, for example, cables that can directly connect two points (like the one from vintage engineering or the other block game engineering)?
I think they would complement the other cables really well by becoming a way to transport instantly energy between two points, but more suitable for the outside, while on the inside have the current attatched to block cable that is more clean.
Maybe make them needing a transformer to connect to some blocks, while other like the lamp post can also use the cables
Are there any plans for electric kilns? It'd be nice, since in the late-game I have a hard time justifying the use of a beehive kiln and just need to do an occasional small batch of firings.
I see, thanks for the oven comment hope it can come to it in the future :), second on junction boxes, and maybe something that would be cheaper to run a wire through a wall rather than a 6 plate recipe :sob:
Ok Electrial Transmission over wires is much better since the update, but it is still not as fast it should be like it is in real life. All the lights in a room like my basement in the game should come on all at the same time in less than 1 second.
Farbott The electric stove was developed even before the game added the ability for pots to behave this way. So, it's not exactly a bug, but simply an unimplemented feature.
VengaboysFan Instant electricity mode turned out to be less relevant and in demand. Instant energy transfer with the mod's existing mechanics will significantly increase CPU load. You can set the electricity speed "speedOfElectricity" to 16 in the mod's settings in ElectricityConfig instead of the current 4.
Are cooking pots, vanilla and modded (metal cooking pots for bigger servings) meant to be open when cooking and not making any sound, while beimg empty or did i stumble upon a large bug
Bushmeat/fish/redmeat/poultry nuggets Tender fish/redmeat/poultry/bushmeat Tender aged bushmeat/redmeat/poultry Any variation of carrot (breaded, oiled, chopped, pickled, and any combination of those) Any variation of dryad saddle (whole/chopped)
I think that's it, but I'm not exactly sure. For the sake of time, I didn't test breaded versions unless the normal versions had issues (which seems to be the case for the two problem vegetables) but other than that I think this is a complete-ish list.
NERD_NATO Write me a list of things that don't cook properly in an electric oven. I've already sent the developers two fixes for the clay oven, because, for example, mushrooms don't cook at all in it now.
tehtelev Yep, I was using 2.3.5 and updated to 2.3.6, and the bug still exists. No hurry to fix it, I'm making a clay oven work in the meantime.
tehtelev , Oct 14th 2025 at 5:50 PM (modified Oct 14th 2025 at 7:08 PM)
Psyborg Something tells me I won't be able to fix this without tampering with the game code... I've already sent the developers fixes for three issues in the game code the other day.😅 Although it seems like we managed to fix it. If you can find something similar in an electric stove, that would be great.
Psyborg, Oct 14th 2025 at 5:00 PM (modified Oct 14th 2025 at 5:06 PM)
Electric Oven takes in an extra item when fed through hoppers. I.e. it takes in 2 pies instead of 1, or 5 dough instead of 4. The surplus item is lost when the baked items change it's state (to part-baked or baked), but can be recovered if taken out manually before the item is baked.
I've tried the setup with various chests, hoppers and different confight (feeding from different sides, single, multiple ovens, etc). It always takes in additional item which is then lost during baking.
...and for some reason I can't attach a screenshot of the setup...
tehtelev , Oct 13th 2025 at 8:58 AM (modified Oct 13th 2025 at 9:21 AM)
NERD_NATO Are you using version 2.3.5 of the mod? It's just physically difficult to determine which products are ready in their mod. All the products are labeled haphazardly, and we have to adjust the filters.
Hey, is there any chance you'll add compatibility for the Expanded Foods meats? I can't go past part-baked with them, the oven won't turn on (and will throw them out of chutes as well)
I was almost sure I did add this comment... but hey. Not sure if its possible, but... stacking QoL elements on top of each other. That is stove and oven - to allow transfer of electricity?
Is it possible to modify the street lanterns so they can have the cable connected underneath?
tehtelev , Sep 8th 2025 at 8:35 AM (modified Sep 8th 2025 at 8:36 AM)
KalmiaLatifolia The mod has an electric heater that heats everything around it. But is it possible to set a negative value for the air conditioner (for example) to cool everything around it - that's the question. I need to check.
We started preparing a part of the mod for the industrial direction. Could you work on its improvement and release to help us? There are several machines and devices there that are 75-80% ready. We need to finish it and test it. The repository is available. There is a Discord, you can write there in the chat.
No. That would be too easy. It needs to be a separate metalworking industry. Some of that has already started to be done, but now I'm programming alone again, so I don't know when I'll be able to release it all.
A suggestion: Having two "stoves", one with lower temperature for cooking (stove) and another with a higher temperature for smelting (furnace). Maybe giving the furnace the possibility to smelt steel, maybe crafted with steel plates and tier 3 refractory bricks (+ some carbon rods, arc furnace maybe?)
tehtelev I see now. I made a checkerboard pattern with polished granite and basalt in my kitchen with a chisel and the oven and stove break bc of it, even if the pattern is thecnically solid. I put them on normal blocks and it worked normally, they really don't like chiseled blocks.
Im getting these errors when loading into a world, no idea if I should care about em or not. Im at version 1.20.12 of the game with the latest mod version.
11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:eaxe has defined an item class EAxe, but no such class registered. Will ignore. 11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:echisel has defined an item class EChisel, but no such class registered. Will ignore. 11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:edrill has defined an item class EDrill, but no such class registered. Will ignore.
It is possible to do this. And such an idea has already been considered. But it needs to be made more interesting than just a block of land with heating and light.
Suggestion to build on the idea of using power to help grow, maybe some kinda hydroponics bay that can light and heat a plant? not sure if its even feasible or if its been previously suggested but i thought i'd throw my idea out. If it's not something you're interested in doing or would simply be too complicated, i completely understand.
Not sure what I have done, but after updating the mods, creating a new survival world (switched to creative for testing), and doing a quick mod compatibility test (slowly enabling mod by mod and making sure the foundry still works), all seems to be well. Might've been the old test world that was bugging it out. Resolved.
Hello. I can't reproduce this problem on game versions 1.20.10 and 1.20.11. Perhaps there are mod conflicts? It is advisable to place the switch on straight sections of the wire, directing it along the wire.
Hello, I have an issue with the electric forge. (it may very well be because the server may be running on a newer version, ie. 1.20.10) When I add items to the forge it shows that it is working, it consumes electricity and has a currend draw, but no matter how long I leave it, the ingot (in this case copper) never seem to heat up, the temperature is always cold.
So I set up a little test in my creative world and places the forge next to my generator which outputs 128V (high performance generator) and nothing. I have disconnected everything else from the circuit so its just the generator and the forge, still nothing.
Also, I noticed while in my creative world that the switches also are not cutting the power down a cable when they are set to up.
SynthWaveRight now the heater only warms the players. With the greenhouse it's more complicated. We still need to check if it's technically possible to do it.
hello, do the heaters in this mod work for growing plants during cold weather? for example if i place a heater inside of a greenhouse, would it work for keeping the plants from stunting?
1) Yes. It replaces them. It is not worth keeping them together, since they are incompatible, since the logic of work has been completely rewritten.
2) The beta version seems to be quite stable. Many people already install it on their servers in this form. Beta testing will not last more than a month.
3) Because it works on electricity and there are no circuits? A little later I will make normal animations for the tools.
1 - The electrical progressive series is meant to become a replacement for electricity addon (and most of the previous electricity mods) , right ? No need to get them both ?
2 - Do you have an idea of how long beta would last ?
3 - Why an electric saw instead of going all out for a chainsaw ?
The refrigerator specifications have not changed, check that it is receiving enough power. The food storage modifier depends on the power supplied to it.
After switching from the old EA mod to this one (with all the EP modules and prereqs) I noticed that the refridgerator went from a 0.05x spoilage modifier to a 0.2x modifier. While I do understand the change for balancing reasons, would it be possible to introduce a small config option or a duplicate model for the fridge as a second option so we can still have the long storage time? Maybe something like a freezer? No worries if not, just throwing out a suggestion.
Okay, i found the reason, i was an idiot and forgot i used /time stop, for testing and always day, so yeah without time ingots wont heat up, all works as intended, very cool mod
A bug, the forge never works, i can put in and out the ingots but it does not work, it has power, enough power, i put it in it blinks and stops, fix it please
what i mean is that the forge even when stuff is in it no power shows up in the bar im testing the update now if i find more bugs i will post them both in the discord and github so you know
VaelophisNyx Electric chisel, drill, saw never break, although it is written that they have durability. These devices only need to be constantly charged. However, they cannot be used in crafting, only for their intended purpose.
tehtelev Well the good news is i can place a stove on the oven. Power the oven and the stove gets powered too. Problem is the stove is a full block wich obviously looks weird ontop of a oven. So see this as an idea/suggestion that we could get a cheaper stove that only heats up to 200 degrees (max pot/food heat) with a model that is shaped kinda like the heater.
MegaGamer265 No
Would it be possible to make a single hotplate that is also able to be placed ontop of the oven?
I'm having a hell of a time figuring out heaters. I place them, wire 128V over a long distance to my greenhouses, and then put down a transformer and distribute the power over 32V cables. But for some reason, it's burning out the 32V cables when I turn on the heaters, but only some of the time?
tehtelev The recent change to the Electric Stove - "The Electric Stove now heats the input stack and doesn't reset the temperature. Also, to ensure adequate realism, the output stack will also have a temperature" causes all items regardless if it makes sense such as cooked meats and such now reach temperatures that require tongs and such to be able to hold the item. Not sure if this is intended for cooking food items but it is hilarious.
KreyT13 I get it. I once protected against this in 1.22. It needs to be moved to 1.21.
I will post the full error on Github soon.
It literally prevents the mod from loading.
KreyT13 That makes sense. But does it make sense to use it, considering that electricity provides a temperature boost not for free, but thanks to heaters?
Incompatible with SteadyGreenhouses. Throws errors at world start.
Very good mod, interestingly enough every machine in the first preview image have suffered my incompetence as I have failed to figure out what an Ampere is.
Systematique Now I see it. Let's do it.
tehtelev that's not quite what i meant, when using a normal firepit, if you throw in 32 lime, it heats up, makes one quicklime, then the other 31 lime are reset to 0°C and have to heat up again. this doesn't happen in 1.22 (it seems to have been a bug in vanilla), but mods that patch this behavior in the firepit do not successfully patch the stove from this mod
Systematique The stove uses the same recipes as the fire pit. We haven't made any changes to the amount of material processed.
it seems the stove has the same issue as the firepit where it resets the heat of the itemstack after each item. could you fix this or add compatibility with better firepit mod?
any plans for an electrical forge? im a fool its already there
also way out there but an elevator would be very neat :)
THERES STOVES??? AND FRIDGES???? This... combined with the cannibalism mod... and a little salt............... LETS YOU MAKE VINTAGEDONALDS. Very peak. Very awesome. Love tihs mod twinn 10/10 no diff blah blah blah blah blah blah
I was trying to use the street ground lamps with hidden wires underground, using a copper block to connect them works as the base of the lamp hides it, but the base of the lamp doesn't actually have collisions, so you will get shocked walking over it. Not a big issue, but would be nice to fix.
Hi just wanted to check about heat cannons. It says that they work with beds. Do you mean soil beds or something else by it?
Bard55 nope
is it possable to make the heat cannon do a bigger greenhouse than default
I suggest adding hydroponics to this mod, it would be great to be able to grow whatever you want wherever you want
Oh! That helped, but now I have to break all the ovens and put them back together again...
Potusek Have you tried breaking it and installing it back?
After the latest updates, the charging stations, cookers and forges on my server stopped working – nothing is displayed when I press ALT.
oh.
I see.
lmao, my bad.
Notasteamjpg I hope you supply 128V to the electric stove and oven, and not 32V?
my oven doesnt seem to work either :(
Having the same issue with the stove that nerd_nato was having. also noticed it was taking 150w even tho it wasnt cooking, nor did it say it was consuming watts; I only noticed because it was draining my battery reguardless
I suggest that you add AC's so that players can make walk in freezers
tehtelev да портятся и уже давно :(
KromaVeli а разве туши из мода начали портиться? На полу и крюке они у меня никогда не портились на 1.20.12
папробуйте добавит холодильник способный хронить туши животных из мода Butchering к примеру размером 3x 2y 2z
There's been a bug for a while where switches do not work unless broken and replaced.
Kotl I did and it is a greenhouse and doesnt exceed the maximum. I've been doing and trying different things. Can't exactly put the generator in the greenhouse I don't think.
TheSpork Have you read the instructions for the heat cannon? It requires one of the plants to recalculate its condition. You also need to make sure your greenhouse is a greenhouse and not something else.
I am having an issue with the Heat Cannon. I've got it setup to recieve the full 8900 watts to get the temperature bonus, but it is not providing the bonus. Have I gone amiss?
I can't seem to get my electric furnace to actually heat anything up. I'm using reinforced copper wiring and I have tin bronze that also doesn't work, is there something I'm missing here?
Any chance you could add compatibility with the new expanded foods so i can cook peanuts in the electric oven? Also, would LOVE LOVE LOVE an electric fruit press. Thanks for all of your work.
You should create a Frankenstein mod. It would be fun to store energy and reanimate corpses. It already has the right in-game aesthetic. Cool mod.
Caelthran Very soon😅
@tehtelev
Do you have any plan to add different cable types, like, for example, cables that can directly connect two points (like the one from vintage engineering or the other block game engineering)?
I think they would complement the other cables really well by becoming a way to transport instantly energy between two points, but more suitable for the outside, while on the inside have the current attatched to block cable that is more clean.
Maybe make them needing a transformer to connect to some blocks, while other like the lamp post can also use the cables
Are there any plans for electric kilns? It'd be nice, since in the late-game I have a hard time justifying the use of a beehive kiln and just need to do an occasional small batch of firings.
I see, thanks for the oven comment hope it can come to it in the future :), second on junction boxes, and maybe something that would be cheaper to run a wire through a wall rather than a 6 plate recipe :sob:
I have a suggestion for the mod.
Junction Boxes
I want to be able to criss cross wires of lower and higher voltages to send diffrent wires to diffrent circuits.
Ok Electrial Transmission over wires is much better since the update, but it is still not as fast it should be like it is in real life. All the lights in a room like my basement in the game should come on all at the same time in less than 1 second.
Farbott The electric stove was developed even before the game added the ability for pots to behave this way. So, it's not exactly a bug, but simply an unimplemented feature.
VengaboysFan Instant electricity mode turned out to be less relevant and in demand. Instant energy transfer with the mod's existing mechanics will significantly increase CPU load. You can set the electricity speed "speedOfElectricity" to 16 in the mod's settings in ElectricityConfig instead of the current 4.
Are cooking pots, vanilla and modded (metal cooking pots for bigger servings) meant to be open when cooking and not making any sound, while beimg empty or did i stumble upon a large bug
See if you can fix the issue that causes lights to take about 60 seconds to come on when a switch is flipped with a wire about 30 blocks long.
Lights and most powered devices like in real life should come on INSTANTLY!!!
Hallowedsoul08 For now, you can configure consumption and generation in assets/blocktypes
Can you add into the config of adjustable power consumption/generation?
tehtelev thanks! ill pass it along to the server team
0ddity_Gaming You need to select the required json file of the block and crafting recipe in the mod archive and write it inside
"enabled": false
is there a way to disable certain parts of the mod such as ovens and such for server purposes?
any plans on adding a electric boiler
Looks like you've fixed the issue with additional items being pulled by electric ovens! Thx!
Bushmeat/fish/redmeat/poultry nuggets
Tender fish/redmeat/poultry/bushmeat
Tender aged bushmeat/redmeat/poultry
Any variation of carrot (breaded, oiled, chopped, pickled, and any combination of those)
Any variation of dryad saddle (whole/chopped)
I think that's it, but I'm not exactly sure. For the sake of time, I didn't test breaded versions unless the normal versions had issues (which seems to be the case for the two problem vegetables) but other than that I think this is a complete-ish list.
tehtelev
NERD_NATO Write me a list of things that don't cook properly in an electric oven. I've already sent the developers two fixes for the clay oven, because, for example, mushrooms don't cook at all in it now.
tehtelev Yep, I was using 2.3.5 and updated to 2.3.6, and the bug still exists. No hurry to fix it, I'm making a clay oven work in the meantime.
Psyborg Something tells me I won't be able to fix this without tampering with the game code... I've already sent the developers fixes for three issues in the game code the other day.😅 Although it seems like we managed to fix it. If you can find something similar in an electric stove, that would be great.
Electric Oven takes in an extra item when fed through hoppers. I.e. it takes in 2 pies instead of 1, or 5 dough instead of 4.
The surplus item is lost when the baked items change it's state (to part-baked or baked), but can be recovered if taken out manually before the item is baked.
I've tried the setup with various chests, hoppers and different confight (feeding from different sides, single, multiple ovens, etc). It always takes in additional item which is then lost during baking.
...and for some reason I can't attach a screenshot of the setup...
NERD_NATO Are you using version 2.3.5 of the mod? It's just physically difficult to determine which products are ready in their mod. All the products are labeled haphazardly, and we have to adjust the filters.
Hey, is there any chance you'll add compatibility for the Expanded Foods meats? I can't go past part-baked with them, the oven won't turn on (and will throw them out of chutes as well)
tehtelev - oh, ok, Im still at 1.1.0. Guess its time to update.
Q_qTip This has been possible since patch 2.0.3. I just need to disable the forge's check for blocks underneath it.
I was almost sure I did add this comment... but hey. Not sure if its possible, but... stacking QoL elements on top of each other. That is stove and oven - to allow transfer of electricity?
EffortOfUsername
For now, the only option is to install a streetlight on a metal block that conducts electricity, with a cable running underground to it.
Is it possible to modify the street lanterns so they can have the cable connected underneath?
KalmiaLatifolia The mod has an electric heater that heats everything around it. But is it possible to set a negative value for the air conditioner (for example) to cool everything around it - that's the question. I need to check.
Is it possible to make an Air Conditioning Unit for hotter or colder biomes?
3Kz4
We started preparing a part of the mod for the industrial direction. Could you work on its improvement and release to help us? There are several machines and devices there that are 75-80% ready. We need to finish it and test it. The repository is available. There is a Discord, you can write there in the chat.
tehtelev, im a programmer, im learning how do, but i can help you
3Kz4
No. That would be too easy. It needs to be a separate metalworking industry. Some of that has already started to be done, but now I'm programming alone again, so I don't know when I'll be able to release it all.
can i melt iron? eletomagnetic induced idk the rest but you got my point here
pimblokto Ok, we'll do it in the next update.
Any way you can make it so you don't have to put four items at a time into the oven? Inconvenient for baking smaller batches.
A suggestion: Having two "stoves", one with lower temperature for cooking (stove) and another with a higher temperature for smelting (furnace). Maybe giving the furnace the possibility to smelt steel, maybe crafted with steel plates and tier 3 refractory bricks (+ some carbon rods, arc furnace maybe?)
tehtelev I see now. I made a checkerboard pattern with polished granite and basalt in my kitchen with a chisel and the oven and stove break bc of it, even if the pattern is thecnically solid. I put them on normal blocks and it worked normally, they really don't like chiseled blocks.
Ototinho The floor must be considered solid, otherwise it will not be installed properly.
i can't put the oven and the stove one beside the other like the image, they just break when i place it 😭
RiskyRage
These are temporary crafting recipes. The next update will not have this bug.
Im getting these errors when loading into a world, no idea if I should care about em or not. Im at version 1.20.12 of the game with the latest mod version.
11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:eaxe has defined an item class EAxe, but no such class registered. Will ignore.
11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:echisel has defined an item class EChisel, but no such class registered. Will ignore.
11.6.2025 22:28:31 [Error] Item with code electricalprogressiveqol:edrill has defined an item class EDrill, but no such class registered. Will ignore.
CrackedMask
It is possible to do this. And such an idea has already been considered. But it needs to be made more interesting than just a block of land with heating and light.
Suggestion to build on the idea of using power to help grow, maybe some kinda hydroponics bay that can light and heat a plant? not sure if its even feasible or if its been previously suggested but i thought i'd throw my idea out. If it's not something you're interested in doing or would simply be too complicated, i completely understand.
DxBl
No. We need to patch the garden bed code for this. That is, any mods that are somehow tied to garden beds will be incompatible.
can i place electric heater for make greenhouse underground?
NathanGrim
An electric stove works like a firepit. Use it to heat the crucible.
is there a item for a Crucible a tall? (like something i can put a crucible on to heat it up as i dont want to have a camp fire in my forge xD
Mollycoddle
Maybe we will. First we need to make a solid fuel generator. And then we can tackle automation/redstone.
Is there any chance of you guys adding a sieve of some kind to automate panning?
tehtelev
Not sure what I have done, but after updating the mods, creating a new survival world (switched to creative for testing), and doing a quick mod compatibility test (slowly enabling mod by mod and making sure the foundry still works), all seems to be well. Might've been the old test world that was bugging it out. Resolved.
DarkWolfHunter6
Hello. I can't reproduce this problem on game versions 1.20.10 and 1.20.11. Perhaps there are mod conflicts? It is advisable to place the switch on straight sections of the wire, directing it along the wire.
Hello, I have an issue with the electric forge. (it may very well be because the server may be running on a newer version, ie. 1.20.10) When I add items to the forge it shows that it is working, it consumes electricity and has a currend draw, but no matter how long I leave it, the ingot (in this case copper) never seem to heat up, the temperature is always cold.
So I set up a little test in my creative world and places the forge next to my generator which outputs 128V (high performance generator) and nothing. I have disconnected everything else from the circuit so its just the generator and the forge, still nothing.
Also, I noticed while in my creative world that the switches also are not cutting the power down a cable when they are set to up.
SynthWaveRight now the heater only warms the players. With the greenhouse it's more complicated. We still need to check if it's technically possible to do it.
Aimli_
We'll do it soon.
hello, do the heaters in this mod work for growing plants during cold weather? for example if i place a heater inside of a greenhouse, would it work for keeping the plants from stunting?
Can you add an electric juicer? Thank you. - Thank you.
Ok, thanks for the quick reply.
I still don't understand why an electric saw, but ok.
Downloading then if it works fine ^^
Didn't played for quite a long time, but i did enjoy the previous electricity addon : keep up the good work !
Arthopleura
1) Yes. It replaces them. It is not worth keeping them together, since they are incompatible, since the logic of work has been completely rewritten.
2) The beta version seems to be quite stable. Many people already install it on their servers in this form. Beta testing will not last more than a month.
3) Because it works on electricity and there are no circuits? A little later I will make normal animations for the tools.
A couple questions :
1 - The electrical progressive series is meant to become a replacement for electricity addon (and most of the previous electricity mods) , right ? No need to get them both ?
2 - Do you have an idea of how long beta would last ?
3 - Why an electric saw instead of going all out for a chainsaw ?
RubberDuckyDJ
We are thinking about it
Aimli_
We think that's enough. Put in another refrigerator.
Would it be possible for you to add an electric blast furnace or an arc furnace to allow for iron smelting?
Electric fridge slot is too small, can it be enlarged?
billyma6
The refrigerator specifications have not changed, check that it is receiving enough power. The food storage modifier depends on the power supplied to it.
oops nvm I figured it out, the switch to realistic electricity mechanics is a steep learning curve haha
After switching from the old EA mod to this one (with all the EP modules and prereqs) I noticed that the refridgerator went from a 0.05x spoilage modifier to a 0.2x modifier. While I do understand the change for balancing reasons, would it be possible to introduce a small config option or a duplicate model for the fridge as a second option so we can still have the long storage time? Maybe something like a freezer? No worries if not, just throwing out a suggestion.
tehtelev
Okay, i found the reason, i was an idiot and forgot i used /time stop, for testing and always day, so yeah without time ingots wont heat up, all works as intended, very cool mod
tehtelev
okay thank you, i will try it out and write the result. Would be a shame if such amazing mod was unusable for me
OnlyOneshotThe forge needs 128V to power it. If you supply it with 32V, it, like other devices, will not work on the wrong voltage.
A bug, the forge never works, i can put in and out the ingots but it does not work, it has power, enough power, i put it in it blinks and stops, fix it please
what i mean is that the forge even when stuff is in it no power shows up in the bar im testing the update now if i find more bugs i will post them both in the discord and github so you know
edit: This has been fixed
VaelophisNyx Electric chisel, drill, saw never break, although it is written that they have durability. These devices only need to be constantly charged. However, they cannot be used in crafting, only for their intended purpose.
What's the electric chisel's deal? It seems to be just worse than using the iron chisel it consumes to craft it
Vivid_Tallow The forge consumes energy only when there is something inside. It's always been like this
the electric forge doesn't show it has power at all
but it seems to work just only when you pull items in and out of it