Mods / Electricity

Category: #Cosmetics #Furniture #Technology
Author: Anluin
Side: Both
Created: Feb 26th 2022 at 9:27 PM
Last modified: Feb 21st at 2:04 PM
Downloads: 29522
Follow Unfollow 452

Latest file for v1.19.3:
electricity_0.0.11.zip 1-click install


Brings electricity into the game!

 

Cables are the basis of this mod.

  • Used to connect electrical devices together.
  • Can only be placed on solid block faces.
  • Can be placed in any direction.
  • Up to 4 cables fit on a block face (i.e. up to 24 cables fit in one block).

You can use switches to connect and disconnect devices to and from the electrical network with one click.

  • Used to toggle electical devices.
  • Can only be placed on a Cable.
  • Only one switch can be placed per block face.
  • Toggles only the cable part it was placed on.

You can generate electricit with generators

  • Can be placed in any direction.
  • Cables or other devices can be connected to all four sides of the "base plate".
  • When converting mechanical energy to electrical energy, there is a loss of about 10%.
  • Can produce up to 100⚡

With motors you can convert electrical energy back into mechanical ones.

  • Motors also consume energy when the resistance of the mechanical system is greater than the torque they can provide.

    (For example, the Quern requires at least 40⚡ to start moving; if only 30⚡ is available, the motor still consums it - in such a case, disconnect the motor with a switch from the network, so that the energy can be stored in a accumulator).
  • Require a minimum of 10⚡ and a maximum of 100⚡

Accumulators allow you to store energy that you don't use.

  • Can store up to 16.000⚡
  • Releases the difference between produced and maximum consumable energy in a network

    (Fills the energy gap so that all devices in a network have as much energy available as possible.).

Electric forges can convert electrical energy into heat.

  • ...

Heater, who would have thought it, consume energy and produce heat.

  • Can be on all block faces
  • Require a minimum of 1⚡ and a maximum of 8⚡
  • The heat level depends on the available energy (has a maximum heat level of 20).

Lamps, who would have thought it, consume energy and produce light.

  • Can be on all block faces
  • Require a minimum of 1⚡ and a maximum of 8⚡
  • The light level depends on the available energy (has a maximum light level of 21).

Lamps, who would have thought it, consume energy and produce light.

  • Can be on all block faces
  • Require a minimum of 1⚡ and a maximum of 4⚡
  • The light level depends on the available energy (has a maximum light level of 10).

 

You can contact me via Twitter, Discord, Patreon ✌️

or play with me and my friends on [PVP] VintageQuest (host: vintagequest.de - website comming soon)

Currently still in development!

 


 

Sneak peek into the future of this Mod

7 Segment Display Test

The primary focus of this rewrite is the introduction of voxel-based electric networks, which allows for more immersive and dynamic gameplay.

I am excited to share with you the first successful test of this new feature.

7 Segment Display Test
Play video on Vimeo

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.11 11942 Feb 21st at 2:04 PM Show electricity_0.0.11.zip Install now
v0.0.10 9098 Jul 4th 2023 at 6:55 PM Show Electricity.zip Install now
v0.0.9 506 Jul 2nd 2023 at 5:13 PM Show Electricity.zip Install now
v0.0.8 2873 Feb 28th 2023 at 10:22 PM Show Electricity.zip Install now
v0.0.7 1301 Feb 6th 2023 at 6:35 PM Show Electricity.zip Install now
v0.0.6 417 Feb 1st 2023 at 9:37 PM Show Electricity.zip Install now
v0.0.5 373 Jan 29th 2023 at 7:14 PM Show Electricity.zip Install now
v0.0.4 392 Jan 28th 2023 at 10:17 AM Show Electricity.zip Install now
v0.0.3 209 Jan 28th 2023 at 12:52 AM Show Electricity.zip Install now
v0.0.2 201 Jan 27th 2023 at 11:43 PM Show Electricity.zip Install now
v0.0.1 2210 Feb 26th 2022 at 9:27 PM Show Electricity.zip Install now

94 Comments (oldest first | newest first)

💬 VaelophisNyx, Nov 7th at 9:02 PM

appears this is broken in 1.20.pre11

💬 PeachyPotato, Nov 7th at 3:41 PM

so does the wire block count as a fully airtight/insulating block that won't break room detection? if i have a kitchen that is registered as a cellar, can i bring a wire in somehow without losing cellar status?

💬 Axil, Oct 24th at 4:14 PM

Is there a plan to expand this mod as new content is added to the game? I mean sulfuric acid for crafting аccumulators. There are no аccumulators without acid.

💬 Kowaisky, Oct 7th at 11:02 PM

Is it just me or is the switch not working?

 

💬 fishfromhell, Aug 29th at 3:09 AM

Does anyone know if cables will still continue to transmit power over unloaded chunks? I can't access vintage story at moment so I cannot check myself.

💬 Maeral, Aug 16th at 9:21 AM

I've built a large grid around my base connecting windmills with generators, accumulators, motors working appliances and lights and it works great, but then I built a very large battery bank (almost 100 batteries) and it charges fine, but it can't power. Even worse, when connected to the grid, appliances/lights only work with the small amount of electricity currently produced in that moment, they don't take electricity from the power bank and not even from the other accumulators that were already in the gird!  

Is there a limit or something?

💬 ForeverGood023, Jul 15th at 4:18 PM

hi! i've made a translation for Portuguese Brazil:
Google Drive

💬 DejFidOFF, May 18th at 6:01 PM

18.5.2024 14:16:55 [Error] Exception: Object reference not set to an instance of an object.
at Electricity.Utils.FacingHelper.FromFace(BlockFacing face) in /home/anluin/Projects/Electricity/Electricity/Utils/Facing.cs:line 67
at Electricity.Content.Block.Cable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in /home/anluin/Projects/Electricity/Electricity/Content/Block/Cable.cs:line 215
at Vintagestory.Server.ServerSystemBlockSimulation.HandleDirtyAndUpdatedBlocks() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 876
at Vintagestory.Server.ServerSystemBlockSimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 785
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

💬 Error_Acnologia, May 17th at 8:16 PM

Works great with the mod Bigger Windmills 1.19.7

💬 ilja89, Apr 17th at 10:44 PM

Hello!
Looks like I have little problem with motors and generators...
Using mechanical power I generate 800 EU using 8 generators, and then trying to turn it back to mechanical power using 8 motors, but mechanical power on output is much less than on input. Also, motors speed is quite slow. I am doing something wrong or this it expected result? As for me, quite confusing...

💬 RomixERR, Mar 26th at 9:56 AM

Resin has been added to the motor recipe and reduced the number of motors to 2 instead of 4, so insulation and fastening of the coils are so necessary. The battery recipe has been changed to work with the chemistry mod. Sulfuric acid is required. The battery cannot work without acid.
PS:
In general, sea water or salt and water could be used for vanilla. Also, the battery should be made of lead plates, copper and zinc are used for non-rechargeable batteries.

motor.json accumulator.json

💬 RomixERR, Mar 24th at 11:18 PM

@Dimax, Electricity Extensions

💬 Dimax, Mar 24th at 9:55 AM
Could you add a block with wire to run electricity through walls and ceilings?
💬 RomixERR, Mar 23rd at 11:34 AM

Great mod! Thank you very much! I beg you 🙏, add an electric cooking stove to it. Instead of a bonfire. It doesn't look very solid! After all, there is a heating element, you can make something like an electric stove. 😘

💬 Kara, Mar 16th at 8:01 PM

16.3.2024 09:39:42 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 204
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 289
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 890
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 692
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

gonna guess this is from your mod, eating chunks again? (our only power mod)

1.19.4

We have the better crate mod and something tells me, having both is overloading the chunks and breaking them >.<

💬 DanaCraluminum, Feb 24th at 3:33 PM

MatheoQR Maybe because you are on old version of the game and mod version you are using is for the latest game version?

💬 MatheoQR, Feb 24th at 1:17 PM

The mod says it has a dependency but it doesn't tell me which other mod it has it with

💬 RikeiR, Feb 24th at 1:19 AM
💬 TofuDelivery, Feb 23rd at 1:43 PM

can you use a heater to run a greenhouse during northern winters?

💬 RogueRaiden, Feb 21st at 8:31 PM

WOW that chisel electric network is simply amazing!! very interested in playing with that

💬 Psyborg, Feb 21st at 6:42 PM

I have no idea how the heater works... it heats up, but the temperature around stays the same. Tested with greenhouse, regular house, and outside - no change...

💬 morlanius, Feb 18th at 8:05 PM

@iver yes, it works fine but you get a warning.

💬 Iver, Feb 12th at 1:14 PM

Is it compatible with 1.19.3?

💬 VaelophisNyx, Feb 10th at 12:55 AM

he's a smidge more active on Patreon but the mod is apparently undergoing a huuuuuge rewrite

💬 endey, Feb 7th at 3:57 AM

chunks also break with enough copper cables placed down. could we get a sign of life for this mod? just a little comment saying your alive and what the mod status may be?

💬 artemax44, Feb 5th at 1:02 PM

Anluin

¿Is possible upgrade a 1.19.13 thank you?
💬 Syd, Jan 31st at 9:16 PM

This mod apparently works in 1.19 we played for a while, but notice that chunks with a Generator or Motor in them tend to not be loaded until you destroy the block and place it back again.

💬 fipil, Jan 18th at 7:11 PM

Same question as Kara, do you plan to update to 1.19, please?

💬 Kara, Jan 18th at 9:46 AM

will this be updating to 1.19.0 stable? this has to be hands down, one of my most fave simple power mods!! <3 love it

💬 Hallowedsoul08, Jan 9th at 10:35 PM

Can we have a config file that allow us to modify the amount that generators can produced from default value to whatever we adjust? Same with the accumulators as well?

I also can't wait to see an electric stove and oven, also a electric smelter for smelting of nuggets.

 

💬 Bp103, Jan 1st at 2:54 AM

If I can get a relay or nand gate I will more than likely make a OISC computer.

💬 MegumintheWitch, Dec 3rd 2023 at 2:36 AM

Hey I don't know if im stupid or what but whenever i let my windmill charge my batteries all my lights start flickering, but it isn't the wires or my lights feeding off my generator straight from the windmill so this a bug or am i seeing early age electronics at work?

💬 ASILiara, Nov 25th 2023 at 9:02 AM

Something I think would be cool is a wiremill, a building that converts mechanical power into wire using a drawplate (or a series of drawplates, if you really want). This would fit vanilla's design ethos of eventually moving away from crafting grid recipes wherever possible, and be a super neat addition for automagication.

💬 Shiryu, Oct 26th 2023 at 7:34 PM

Any plans for an electrical stove? Can be a combination of clay oven and firepit. Or maybe even split them into two seperate blocks. Electric Stove = firepit, electric oven = well oven XD

That and the generators being increased slightly, or have higher tiers of generators.

💬 JoeKillera, Oct 26th 2023 at 12:46 PM

Hello is this working on 1.18.15?

💬 Zaldaryon, Oct 26th 2023 at 12:32 AM

Hello. I'd love some reinforced generators and power lines that are more than 100, specially generators to combine with the Millwright mod .

💬 NiclAss, Oct 16th 2023 at 9:59 AM

Please rename your zipfile in the future to something like

Electricityv0.0.11

 

Otherwise it's a pain to know which version im running on servers thanks a lot

💬 DxBl, Oct 9th 2023 at 1:04 PM

I think we need to add improvements for the motor so that it can run faster and improve the generators they are almost useless (for me personally).

 

💬 B0bb0, Oct 8th 2023 at 3:38 PM

The "Voxel-Based Electric Networks" looks amazing.  I am eager to see it in action!

💬 Frepo, Sep 10th 2023 at 2:35 PM

An electric Alloy Furnace would be nice!
Detail suggestions:
- Won't smelt single-type metals (e.g. only copper), only alloys of two or more metals.
- Smelts faster than in a crucible in a fire pit.
- Max temperature depends on power supply.
- Special (more robust) crucible required for this furnace.
- Ability to add molds (not ordinary clay molds but rather some kind of tier II molds).
- Automatically fills molds when smelting is done.
- Could be a multiblock structure with faucets and drains that directs the molten alloy to the molds.
- Ability to install modules (e.g. mold support, auto-cooling function, speed upgrade, etc.)

Something like that :)

GREAT MOD!!!

💬 MCRusher, Aug 26th 2023 at 8:34 AM

SironaGold Yeah an electric oven especially would be amazing, having to constantly babysit the clay ovens and keep refueling them gets annoying.

💬 SironaGold, Aug 9th 2023 at 6:18 PM

If you're taking suggestions, I wouldn't mind having an electric hotplate for melting metals, or an electric oven for cooking bread. Managing their fuel consumption is something I'd like to not have to deal with. Possibly make them use the electric heater as part of their recipe?

 

💬 Arttaaz, Aug 6th 2023 at 9:09 PM

What about using the glassmaking mod to be able to make real lightbulbs with this?

💬 Stevo, Aug 4th 2023 at 12:46 AM

Hello, I would like to report a bug i know it was also reported by streetwind on april 17 however i am having the same issue playing on a server with others. it gets super frustrating and would love to see it corrected, otherwise a great mod

💬 Mawg, Jul 17th 2023 at 6:59 AM

Kara smart! thanks alot :)

💬 Ultimaheart4, Jul 15th 2023 at 7:53 PM

ill go out on a limb and assume your mod will work with other mechanical power generation mods such as waterwheels, or steam powered engines from other mods?

💬 Kara, Jul 8th 2023 at 12:42 AM

Mawg  my solution.image

💬 Mawg, Jul 7th 2023 at 6:06 PM

is it possible to connect cables through walls without exposing the inside of a house to the weather outside?

 

💬 Kara, Jul 7th 2023 at 5:45 AM

DanaCraluminum Electric Oven, would be amazing. set to like 250 and just stays at them temp while powered LOL

💬 Kara, Jul 6th 2023 at 6:05 AM

omg, it updated!! i LOVE how simplistic this mod is.

💬 LadyBlakeHammer, Jul 2nd 2023 at 8:25 PM

Great you updated your mod, now I hope the author of Harp's Mechanical Revolution, can update theirs. This mod works so well with that one, and it crash my game upon putting a piston down from their mod ;-;

💬 DanaCraluminum, Jul 2nd 2023 at 5:21 PM

Electric fruitpress

💬 LadyBlakeHammer, Jul 1st 2023 at 4:45 PM

I would like to report that the textures look choppy, and I dunno how to do fix that. (If its a simple fix)

💬 Streetwind, Apr 17th 2023 at 5:12 PM

Hello, I would like to report a bug :) Running on 1.18.0-rc.6.

I have my generator connected via a large wooden gear (screenshot).imgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaK I did this because connecting it directly to the windmill made it max out at 55 out of 100 energy produced at maximum wind strength. I thought "more faster makes more juice", and so I tried stepping up the shaft speed with the large gear. To great success: the generator now produced 100/100 even around 70% wind strength.

...Until I came back to continue playing the next day. My accumulators ran dry way too fast, and after being confused for a bit, I thought to check the generator. It was producing a fraction of the power it should. Indeed, after manually setting the highest possible wind strength via a command, it only went up to 41/100. Which is less than what it did when connected directly. The drivetrain and the generator were spinning really fast though.

I then broke the large gear and placed it back down exactly as it was. Instantly, the motor went back to running at 100/100, though visually everything seemed to be spinning a little slower than before. Hard to tell, it was still decently fast.

So something with the large gear makes your generator pick the wrong speed one way or another. Either it is wrong (too high) when it is first mounted to the large gear, and then the world reload corrects it; or, it is correct until the world reload breaks it (too low). I don't know what your intention was or how the drivetrain math works out under the hood.

💬 fipil, Apr 14th 2023 at 10:10 PM

Hi, I love your mod, it bring us so much fun! Thank you.
I like suggestions, written by Peterman, below. I also add my own additional ones :-).

  • It would be nice to have some analog meter (analog gauge), with some nice vintage design, which will show a battery charge level. I know, that I can hold mouse over a battery and see the charge level, but usually, the batteries are hidden somewhere in cellar or in the attic, so it's far away. I would like to have the analog gauge hung somewhere on the wall in the blacksmith shop, so I can easily see it while working.
  • Also it would be nice if the electric heater can work as a cooker, so you can use it for the same procedures as the fire pit. Or maybe create a special item - cooker.

Thanks! Keep up the perfect work!
Fipil.

💬 Peterman, Apr 13th 2023 at 10:53 AM

SUGGESTION: what about some sensors, logic circuits and actors to allow to connect to more parts of VS world?

  • sensor of player/animal/empty-full chest/etc....   signal from sensor can trigger switch;  example: switch on mill until the chest is empty;
  • actors to: open door, get item from inventory and put it to another one (e.g. filling trough from chest), ...
  • logic circuits: timer - send signal if elapsed some time (use case example: filling trough every morning - if loaded of course);

Simply said - some automation. Not too much - I know it's agains pure VS play. However it's a mod so everybody can decide if install it or not...

💬 Jade1, Mar 23rd 2023 at 6:36 AM

What is the source of the electricity? Like, how is it generated? I mean, I know electricity can be created with generators (per the description) but how? Just build a generator? No lava, no sun, no wind or water energy as the source? :)  Thanks for answering. I'm just not clear from the description here.

💬 Frepo, Feb 27th 2023 at 5:57 AM

This is freakin' AWESOME! Let's get some immersive engineering in here!

💬 AnluinAuthor, Feb 16th 2023 at 12:39 PM

I'm currently working on a rewrite of the mod with new features and electronic components.

A friend of mine is helping me out with new 3D models, texts, and a nicer page for ModDB.

I have also set a goal to be more active on Patreon and document the progress a bit.

💬 Jin_Cat, Feb 7th 2023 at 7:19 AM

And what are your plans for the development of your fashion???

💬 AnluinAuthor, Feb 6th 2023 at 1:43 PM

CasualAlastor

Yes, to prevent "infinite energy", but I've also noticed that it takes the fun out of it...

You can downgrade to v0.0.5 for now. In v0.0.6 there was only one adjustment.

Will upload v0.0.7 tonight - this will make the motors/generators work similar to pre-v0.0.6 again, however it will no longer be possible to connect motors and generators to the same mechanical network.

💬 CasualAlastor, Feb 6th 2023 at 9:49 AM

Hello, I didn’t find any information in the chengelog. Did you change the torque of the motor? Previously, 1 motor rotated the lever hammer normally, now the speed has dropped significantly.

💬 X56, Feb 3rd 2023 at 9:28 PM

Jin_Cat

Did you use the Electricity Reborn version?
If so, have you tried going into the VintagestoryData/Cache & clearing the older version in addition to deleting the Mod file within Mods?
I've found this works for fixing various other mods that have poor updates as well, so if you went from v.0.0.1 to 4, might be worth a try.

The only one that should have to do this is the server side, all Clients "Should" auto update, though if it works locally, you may need them to wipe their Cache if they crash more than twice.

VS has a neat auto-patch feature when a broken chunk/block/etc is detected Client side after a failed boot, which usually purges it after the first time. If it doesn't though, the server host can utilize the Inventory wipe though this should only be done if all other options have been tried.

Or you could try booting to V.0.0.5 +
V0.0.5 has been stable for me & we have over 42 mods XD

💬 Jin_Cat, Feb 3rd 2023 at 9:18 AM

Stopped initializing on the server with 0.0.4.... I can't update

💬 Lumber, Feb 2nd 2023 at 11:36 PM

@X56 thanks for the info, that was my main concern!

💬 X56, Feb 2nd 2023 at 5:45 AM

Lumber from what we've tested on our server, we've had no issues when I update the file server side.
Everyones clients download the update since there were changes to the zip file in the mod list.

I've manually updated broken mods numerous times to update values & such, with the clients downloaded them without any issues.

I do recall order versions of VS used to have issues with auto-downloading updated files, however, since 1.17 I think that was patched.

💬 Lumber, Feb 2nd 2023 at 12:33 AM

@56 My concern is there's a built in system that auto downloads mods to the client for a server and stores them in seperate folders client side. It makes it far easier to use mods on a server, because the client side will automatically download all the missing mods for a player. If the file names are the same and you update it server-side, is the client side smart enough to know the difference? 

💬 X56, Feb 1st 2023 at 2:52 AM

Lumber It's easier to save over the pre-existing with the same file name to avoid lingering files. If a Cache item is generated with the file name, all users will have a Cache bloat over time & revisions, in addition to double call for assets of the same name.
So far, all revisions in V0.0.5 have been golden Anluin , so thanks for the rapid updates!

💬 Lumber, Jan 31st 2023 at 11:52 PM

@Anluin Could not having versions in the file names might cause issues with multiplayer if there's a mismatch between versions?

💬 AnluinAuthor, Jan 31st 2023 at 9:17 AM

Craluminum Why exactly do you need multiple versions of the mod at the same time? I'm only ever interested in the latest version. If you really need several versions - what speaks against renaming the .ZIP file according to your needs after the download?

fipil Was thinking that you can "hide" cables with the wrench and that they are only visible if you hold a cable or the wrench in your hand. But I'm generally not satisfied with the cables - a lot will change in general.

💬 fipil, Jan 30th 2023 at 5:11 PM

Wow! Looks very nice.

Do you plan some way to hide cables into the walls, so there will be only switches visible?

💬 DanaCraluminum, Jan 29th 2023 at 8:10 PM

How do you differentiate one version from another when their zip files are named the same?

💬 misterandydandy, Jan 29th 2023 at 12:16 AM

Anluin Glad you are back at it 🙂looking forward to see what you do next

VintageJazzacid It shouldn't break anything if you use both but they aren't compatible. So you can't use the power system from this mod to power qptech things. I could look into at some point or bitch at QPTECH / Quentin 😂

💬 DanaCraluminum, Jan 28th 2023 at 6:38 PM

Could you add version number to mod archive name?

💬 VintageJazzacid, Jan 28th 2023 at 4:19 PM

is it compatible with qp tech? looks awesome!

💬 AnluinAuthor, Jan 28th 2023 at 10:20 AM

@X56 Thanks for the info, v0.0.4 should fix the problem. 😅

💬 X56, Jan 28th 2023 at 7:51 AM

As of this moment: Ver: 0.0.3 is breaking Forges while on Servers.
Current Server is running: 1.17.10
Electric Forge once built seem fine, however, normal Forges crash the client of whomever is placing them & they are unusable.

Version 0.0.4 Fixed it, thanks Anluin

💬 AnluinAuthor, Jan 27th 2023 at 11:49 PM

Finally managed to sacrifice some time for VintageStory and updated the mod + added the "Electric Forge".

In the near future I will implement more features. 😌

💬 ManaWei, Jan 20th 2023 at 10:13 AM

I need an update of this.. man im missing this mod in my life.. 

💬 Konit, Jan 17th 2023 at 6:01 PM

Will there be an update? A lot of people would be happy with the upgrade.

💬 OmegaHaxors, Jul 23rd 2022 at 5:37 PM

It's kinda like a toned-down electrical age. I like it.

💬 AnluinAuthor, Jun 3rd 2022 at 4:34 PM

Yes, still working on it.
I just don't have much time right now.

I will try to release an update in the next few days.

💬 Buggi, Jun 1st 2022 at 7:50 PM

Is this mod still being worked on? It's a good start!

💬 YourCreator, Mar 12th 2022 at 9:14 AM

Thanks, very useful, but im talking about and or not nor xor and other logic gates (like redpower), PWM and signals

💬 Shion, Mar 8th 2022 at 5:16 AM

Anluin My bad, It seems I was using a pre3 version instead of pre4. Recepies are there after an update.

💬 Gerard_, Mar 5th 2022 at 2:01 PM

AmenoS, You have to fix the years in which the game is set. Rather, no one has managed to play long enough to reach the 19th century, the industrial revolution. I'm not saying that you have to stick to the history of the real world, but it would be nice, in a game where some plot is presented, add some lost diary of Heron of Alexandria, whose records have been lost somewhere and after reading them, you would unlock steam engine crafting and the like inventions.
how would you like to know more about the heron of Alexandria:
[PL] Ancient steam engine - SciFun
[EN] Hero's Steam Engine using Soda Can - RimstarOrg
https://en.wikipedia.org/wiki/Hero_of_Alexandria#Inventions.

It would be nice for this mod to develop in this direction, as long as the creator does not have specific plans yet.
It's too late for Qptech.

💬 Brutus, Mar 5th 2022 at 10:53 AM

The mod is amazing. I missed electricity a lot in this game. It's finally thanks to you. Great and many thanks for this mod

💬 AnluinAuthor, Mar 3rd 2022 at 2:14 PM

Shion, should work fine. Simply place the zip file in the mods folder and, if necessary, click on the "Reload mods" button at the bottom right (if the game is already running). I only tested the mod on VintageStory v1.16.4. Do you possibly have another version of the game?

AmenoS, animated models will come in the future. Currently, the priority is to add more electrical components and stabilize the implementation and fix bugs.

YourCreator, in the next update there will be a day/night sensor to control the lamps and an item sensor to detect whether there is an item in a quern or on an anvil, so that you can then use it to control connected motors.

Gepard, i don't currently have a good solution to prevent the creation of perpetual motion machines, but I'm working on it! There will soon be cables with insulation, but the prioritization is not very high. In the future, the lamps will also be able to be placed on all block sides - I'm still considering how exactly I should implement it - I can't promise anything, but maybe it will be possible in the next update.

Blam Thank you ❤️

💬 Brutus, Mar 3rd 2022 at 7:40 AM

Shion@ Musisz go najpierw rozpakować i rozpakowany folder umieścić w folderze mods

💬 Shion, Mar 3rd 2022 at 2:52 AM

Does it work? Got the zip-file in the mods folder, but can't find any of the blocks in the handbook.

💬 AmenoS, Mar 2nd 2022 at 3:35 AM

Very interesting to see another tech mod. I like where QPTech is going and it's also nice to have alternatives like this coming out. Just remember this isn't Minecraft and making use of modeled and animated machinery is a really good idea.

 

Also Gepard, Qptech is definitely not futuristic. It's pretty much tech that fits right into Vintage Story, using old big batteries, simplistic mechanical machinery, and steam etc. You might be thinking of the tech mod Temporal Tinkerer, as that is a futuristic "tech mod".

💬 YourCreator, Feb 28th 2022 at 3:50 PM

I thought that if we somehow built in logic elements ... Sensors, signal processing.

💬 Gerard_, Feb 28th 2022 at 2:28 PM

It looks better than Qptech, which is a futuristic mod. This mod looks great in this version and I hope it will stick to the rustic style of Vintage Story.

In addition, there are a few bugs such as the possibility of creating a perpetual motion machine, with the possibility of overproduction using a gear with a larger diameter.
Plus, it would be nice if you could add insulated resin cables, or the option to run cables through chiseled walls. Additionally, you could add the possibility of placing the lamps on the walls and the ground, not just on the ceiling.

Besides - the mod is great.

💬 Blam, Feb 27th 2022 at 8:14 AM

Looking forward to seeing things to come, great mod! 👍

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