Mods / ElectricityAddon

Tags: #Cosmetics #Technology #Utility
Authors: Kotl, tehtelev
Side: Both
Created: Apr 24th 2024 at 7:56 PM
Last modified: Mar 29th at 5:29 PM
Downloads: 20678
Follow Unfollow 286

Latest release (for outdated Vintage Story v1.20.0 - v1.20.7):
electricityaddon_0.0.20.zip  1-click install


This mod will not be developed further, but only supported. Further development of electricity in the mod   >>>Electrical Progressive<<<

This mod is an addition to the Electricity mod (0.0.11+), it will not work without it.


Added

  1. Electric Freezer.
  2. Large Accumulator.
  3. Charging Station.
  4. Electric Stove.
  5. Electric Drill.
  6. Electric Chisel.
  7. Electric Axe.
  8. Electric Spear.
  9. Electric Sword.
  10. A set of Electric Armor with the ability to fly on the "R" switch.
  11. Electric Shield with lantern function if it is charged.
  12. Generator Level-1,Level-2,Level-3.
  13. Motor Level-1,Level-2,Level-3.
  14. Electric lamps with different glow colors.
  15. Electric oven with automatic shutdown.

Compatibility with mods:

  • Not only spear expantion,
  • Combat Overhaul.
  • Does not conflict with the AngelBelt mod

Supported languages: EN, DE, PL, RU, UK, PT-BR, FR


Known problems with the Electricity/Addon mod (solved in the Electrical Progressive mod):

  • The switch does not always fall out if you break the cable or the block under it. The Council: first you break the switch, and then everything else.
  • With low power generation, the lights may blink, even when there is enough energy in the batteries. This also leads to the devices receiving only 98-99% of the required energy.
  • Pressing the Q button in the refrigerator inventory causes the game to crash with a critical error.
  • The electric spear cannot be thrown.
  • Some items placed inside the refrigerator and oven do not appear inside.

 


 


Our Discord server (the latest development information is posted there):

SWIXY | VS | MODS

 

Thanks to Tehtelev for his active help in developing and improving the mod.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.20 2015 Mar 29th at 5:29 PM Show electricityaddon_0.0.20.zip 1-click install
v0.0.19 4017 Feb 17th at 5:55 PM Show electricityaddon_0.0.19.zip 1-click install
v0.0.18 1099 Feb 9th at 9:27 PM Show electricityaddon_0.0.18.zip 1-click install
v0.0.17 1550 Jan 30th at 8:52 AM Show electricityaddon_0.0.17.zip 1-click install
v0.0.16 281 Jan 29th at 7:59 PM Show electricityaddon_0.0.16.zip 1-click install
v0.0.15 813 Jan 24th at 3:52 PM Show ElectricityAddon_0.0.15.zip 1-click install
v0.0.14 714 Jan 20th at 3:47 PM Show electricityaddon_0.0.14.zip 1-click install
v0.0.13 754 Jan 12th at 6:13 PM Show electricityaddon_0.0.13.zip 1-click install
v0.0.12 393 Jan 7th at 1:12 PM Show electricityaddon_0.0.12.zip 1-click install
v0.0.11 783 Dec 24th 2024 at 9:22 AM Show electricityaddon_0.0.11.zip 1-click install
v0.0.10 297 Dec 20th 2024 at 8:28 PM Show electricityaddon_0.0.10.zip 1-click install
v0.0.9 469 Dec 7th 2024 at 8:50 PM Show electricityaddon_0.0.9.zip 1-click install
v0.0.7 2911 Aug 26th 2024 at 6:39 PM Show electricityaddon_0.0.7.zip 1-click install
v0.0.6 1192 Jul 16th 2024 at 9:01 PM Show electricityaddon_0.0.6.zip 1-click install
v0.0.5 371 Jul 14th 2024 at 11:03 AM Show electricityaddon_0.0.5.zip 1-click install
v0.0.4 436 Jul 8th 2024 at 2:05 PM Show electricityaddon_0.0.4.zip 1-click install
v0.0.3 113 Jul 8th 2024 at 9:19 AM Show electricityaddon_0.0.3.zip 1-click install
v0.0.2 2199 Apr 25th 2024 at 7:39 PM Show electricityaddon_0.0.2.zip 1-click install
v0.0.1 244 Apr 24th 2024 at 7:57 PM Show electricityaddon_0.0.1.zip 1-click install

127 Comments (oldest first | newest first)

💬 tehtelev, Apr 9th at 8:47 AM

Inari93 Interesting proposal, but we will not develop this mod anymore. Now all efforts are spent on the improved system of electricity in the mod Electrical Progressive.

💬 Inari93, Apr 7th at 8:41 PM

Hey, me and friends are enjoying this mod a lot, but we have one small request - A fridge to go with the freezer!

While the cooling cabinet from the mod with additional food storage is great, because it works like a display shelf, it lacks utility with hoppers and chutes. 

A electric fridge with 20 slots would be perfect for chilling those crockpots and moving the crockpots from cooking area to storage area via chutes and hoppers while actually preserving them! Also, it just kind of seems odd to have a freezer but no fridge. 

💬 Filvandrel, Apr 6th at 10:36 AM

Oh, nice. Didn't see that one! :D

💬 tehtelev, Apr 6th at 6:00 AM

Filvandrel In the mod, metal blocks conduct electricity through walls, maintaining the integrity of the room. This is written in the in-game manual of the mod.

💬 Filvandrel, Apr 6th at 1:32 AM

Love the mod so far! It brings a lot of QoL to my endgame life and makes smithing and operating querns and mixing bowls a breeze :D

If I may suggest a feature, I think the mod would really benefit from some kind of a through-wall power transfer, that would allow you to pass power between cables on the outside to the inside or vice-versa, while keeping the room insulated. For example an outlet/socket/junction box thingy that you would place on the opposite sides of a block and it would carry power through wall to the cables connected to it on the other side.

💬 tehtelev, Mar 29th at 11:05 AM

Enochhcx These are the remains of removed devices.

💬 Enochhcx, Mar 29th at 10:55 AM

It seems a new metal called 'Invar' has been added to the game, but its textures appear incomplete in the crafting handbook. Is this a feature for a future update or an error?"

💬 Lotan, Mar 18th at 2:00 PM

is it possible to disable the armor or the flight mechanic it adds as it conflicts badly with another mod i play with

💬 tehtelev, Mar 12th at 5:36 PM

Vlask You use a drill just like a regular pickaxe. The modes are switched on the F button, just like with a geological hammer.

💬 Vlask, Mar 12th at 10:25 AM

how does one use the drill? i got it fully charged and idk how to swap modes or to use it in general

💬 tehtelev, Mar 9th at 6:49 PM

Mohl very interesting

💬 Mohl, Mar 9th at 7:52 AM

This has a conflict with BackpackPackStandard Recontinued, which causes that mod's recipes to no longer accept any generic form of leather. No idea what the hell this mod does to break very specifically that, but I thought to report it here. Already reported it on their mod too.

💬 Paddington03, Feb 21st at 4:25 PM

tehtelev 

the armor was charged to full, i pressed the 'R' key and it kept me in place, no movement. while it kept me in the air if i jumped and pressed 'R' there was still no movement after i pressed 'R'

💬 tehtelev, Feb 21st at 12:01 PM

InertFurry This is a problem with the Electricity mod. As long as there is dependence on it, then this will happen. In the new electricity system, we have rewritten the entire logic of the electrical circuits, and now there will be no such problem in principle. A major update with all the new features will be released within a month. The development process is still underway.

💬 InertFurry, Feb 21st at 10:18 AM

Does this fix the issue where motor speed output seems to be slaved to the windspeed even though accumulators at full charge are involved?

💬 tehtelev, Feb 21st at 6:11 AM

Paddington03 The armor must be charged at the charging station, otherwise it will not be possible to fly.

💬 Paddington03, Feb 21st at 3:42 AM

how does the flying work? when i press 'R' i stay in place and can not move fall or rise untill i press 'R' again

💬 oneil, Feb 19th at 8:02 PM

Great mod coming ! i like the approach of a more simulated electricity, your futur plans makes me think of electrical age from minecraft😁

💬 tehtelev, Feb 16th at 7:10 PM

RNM The spear should be considered as a longer version of the sword. The author made it like this😐

💬 RNM, Feb 16th at 6:54 PM

Guys, I have a question for backfilling, why can't you throw an electric spear

💬 Kotl , Feb 16th at 7:02 AM

Psychomor There are two notes in the manuals explaining how electricity and motors work.

💬 Psychomor, Feb 15th at 11:18 PM

Helo. Is there any plans for add recipe tutorial/book to game. Something with info what mod adding to game and how to start work with electricity addons, what build first and how make things from mod. Stay save.

💬 DaftValac, Feb 15th at 3:29 AM

PasiveClientSE5
To look cool? Why even comment on it?

💬 Buggi, Feb 13th at 10:48 PM

Modification?
I've actually never seen the code behind this or the original electricity mod. 

But, regardless, best of luck to you! While I wish we could combine forces, I understand you've got your own vision. As is the nature of modding.

💬 PasiveClientSE5, Feb 13th at 12:51 AM

the 9th image attached looks ai generated, what is even the purpose of it

💬 tehtelev, Feb 12th at 2:25 PM

Buggi I initially liked this mod. The original version of Electricity doesn't work very well, so I'm rewriting everything differently.

No one forbids you to develop your own modification in parallel. Healthy competition hasn't hurt anyone yet. Moreover, you have your own views on modification, and we have our own.

💬 Buggi, Feb 12th at 4:45 AM

tehtelev You wrote "The Electricity mod is not flexible. Its current functionality does not allow expanding the capabilities of electrical appliances." Okay, what does that have to do with Vintage Engineering?
I built VE to be flexible, expandable, patchable, customizable. Add your own machines, add your own generators, add your own wires, a signal system. From the very start I build the mod with expansion and innovation by others in mind.

What I don't have are innovative people willing to help on the project which is why I posted what I did. Most of the large MC mods have teams of people contributing to the project. Immersive Engineering, the mod I took inspiration from, has over 80 contributers, for example.

Rather than reinventing the system and thus doubling the work, why not build off the foundation I've been working on for 18 months?

💬 tehtelev, Feb 9th at 9:32 PM

Tokamesab 1) Yes. There was a bug. Fixed it in version 0.0.18. Please upgrade.

2) The flight speed can be changed in the armor asset file. Crafting requires a glider, so I don't think it's too easy.

3) The author made the spear like this. Maybe then they'll get around to making it throwable.

💬 Tokamesab, Feb 9th at 7:51 PM

A very good addon for Electricity.

1. There is a bug that when switching to GM 3, flight is disabled because of it it is impossible to use the observer mode.

2. Is it still possible to change the flight speed? I think it's a little big considering the armor is so easy to make.

3. The spear is not thrown. Is this how it was intended?

💬 RomixERR, Feb 9th at 8:54 AM

What a cool mod this is!

Lucio So just go into the mod file and delete the recipes for the items you don't need.

💬 LiothTheBrave, Feb 8th at 12:54 PM

Fuel Generators!

A special generator type that accepts fuel(charcoal or coal) to generate power would be a nice alternative to having to set up windmills.

💬 tehtelev, Feb 7th at 7:41 PM

Kamudo Strange. I checked it out. My ground storage is working with the latest versions. Delete older versions of mods from the mods folder

💬 Kamudo, Feb 7th at 12:26 PM

think the update to Electricity that brings it to 1.20 that was released 3 days ago may have broken compatibility with this mod. With Electricity Addon installed, I can't seem to ground storage a ton of stuff.

💬 tehtelev, Feb 7th at 3:33 AM

jdjcool1 Metal blocks already conduct electricity. And the manual says it even about that

💬 jdjcool1, Feb 6th at 11:28 PM

Electrical Metal Blocks

 Makes blocks that are solid and made of metal conduct electricity.

💬 DorgoDorato, Feb 5th at 5:40 AM

Electric Kilns of various sizes would be phenomenal. Or, electric heaters to add under the beehive kilns and a higher teir under the cementation furnace.

  I. Eletric Kiln (permanent pit kiln)
 II. Industrial Kiln (walk-in sized kiln) 
III. Induction Furnace (melt any metals - could open up casting with iron and steel)

 and/or

  I. Space Heater (heats home spaces, already exists in the base mod)
 II. Kiln Elements (replaces fuel under beehive kiln)
III. Induction Elements (replaces fuel under cementation furnace)

💬 Terisu, Feb 5th at 1:52 AM

Going through and updating all my mods, seeing this and the original Electricity mod among the ones that are still getting worked on brings a smile to my face. Keep up the good work, can't wait to bring about the Second Industrial Revolution! ٩(^ᴗ^)۶

💬 tehtelev, Feb 4th at 9:08 PM

So far, the author is temporarily unable to code, so I'm currently one of the active programmers of the mod.

Since I'm currently working on the priority tasks listed in the Roadmap, I can't keep up with everything at once.

Please be patient and understanding.😉

💬 Lucio, Feb 4th at 7:15 PM

please at least make a separate mod without

  1. Electric Axe.
  2. Electric Spear.
  3. Electric Sword.
  4. A set of Electric Armor with the ability to fly on the "R" switch.
  5. Electric Shield with lantern function if it is charged.

These things are a very serious dealbreaker for me. the drill and chisel are fine. If the Electric Axe was a chainsaw it would be better.

💬 tehtelev, Feb 4th at 8:27 AM

fipil In theory, I can create a small settings file where you can choose what to turn on or off. And before downloading the game, check for a multiplayer game. And if so, then get the data from the configuration file on the server. But so far I'm not very familiar with how it works. I haven't figured out the server part yet.

💬 fipil, Feb 4th at 7:27 AM

Hi! I truly appreciate the efforts to advance electricity. Thank you!
But, what prevents me using this addon instead of the original electricity is that it adds too much items. I'd like to use a vanilla weapons/tools instead of electricity-based ones and to use electricity for power and machines only. Is it possible to configure what tools will be available for players and what not?

💬 tehtelev, Feb 4th at 6:14 AM

ElegantChimp The Glider is not a priority at the moment. I haven't looked at what has changed in the Electricity update yet. Nothing should break...I hope

💬 tehtelev, Feb 4th at 6:09 AM

Buggi The Electricity mod is not flexible. Its current functionality does not allow expanding the capabilities of electrical appliances. At the same time, there are problems in the energy distribution system itself that we cannot solve, being an addition to Electricity. Also, the new electricity system will make it possible to add variety and uniqueness to the game, because so far I have not seen this kind of logic even in similar games. Your mod is good on its own. If you want to improve, look for like-minded people.

💬 ElegantChimp, Feb 3rd at 9:55 PM

Hello, I know this is no place for "debates", but I'll say in my opinion I perfer this mod to be standalone from Vintage Engineering. I personally find that mod to be too "large", and like this mod (as well as the original Electricity mod) for being relivily lightweight. Separately, I would like to +1 to what Thesseus mentioned and add a config setting for the glider. Finally, I know it was just updated, but are their any incompatibilities with the recent Electricity update? Love the mod, and thanks for all your work in supporting and adding onto Electricity.

💬 Buggi, Feb 3rd at 9:38 PM

Is there a reason you don't want to help with or add-on to Vintage Engineering?
I'm really trying to build a system that allows for expansion but do have trouble in some areas. I'm just curious why you choose the mod you choose and are now trying to rewrite it completely.

💬 Endrin, Jan 30th at 10:09 PM

Keep up the good work :)

💬 tehtelev, Jan 30th at 9:04 PM

Endrin We understand that. I have already started to thoroughly study the Electricity code and almost completely rewrite it. It's a complicated process and I still have a lot to learn. There will be a new unique logic of electricity operation. It will also be possible to make automation networks based on it.
For now, we will support this electricity system. We will inform you about the first results and when this modification will be released. Work in progress

💬 Endrin, Jan 30th at 8:50 PM

Are you going to keep this mod dependant on the Electricity mod that is a year out of date? That doesn't seem like a great idea if that one never gets an update...

💬 Buggi, Jan 30th at 8:36 PM

Oh the things we could accomplish if we worked together.
Oh well, let the power system skisms commence!

💬 Thesseus, Jan 30th at 6:59 PM

@tehtelev  Just make it locked behind story content. Elk travel is fine and compared to glider/ladder travel, you get extra bags and other nifty stuff, glider is super un-utilized and has not very many uses. Maybe make it require two backpacks slots with some sort of back mounted fuel canister or something. 

Flying on glider just feels fun and i'd love to have it like super lategame stuff 
Also something like config option to disable armor flight would be amazing for multiplayer 

💬 tehtelev, Jan 30th at 3:27 PM

Harun I connected to the game in debugging mode and saw that this creative generator produces a torque of 0.7 at maximum power. The moment of resistance of the high-performance resistance_load generator is 0.81. That is, one creative generator is not enough for the shaft to start rotating.

For example, one full windmill generates a torque of 0.7-0.75 in the strongest wind.

💬 tehtelev, Jan 30th at 2:56 PM

Thesseus An electric glider will make traveling on Elk unnecessary. We added it to the armor recipe so that the flight mode was at least somehow justified and did not break the progression of the game. That is, you need not only to create steel, but also to kill Eidolon.

Regarding canning: there is a freezer in the modification, use it for now.

💬 tehtelev, Jan 30th at 2:47 PM

Noa3 A donation page may be created, but later.

💬 Thesseus, Jan 30th at 2:43 PM

Something like an electric glider would be nice. 
Armor flying feels a bit cheaty, I'd much rather have a jetpack glider that can get a speed boost on button press or something. Mod looks promising. Since its taking inspiration from ic2, maybe something like canning should be added or just more general quality of life stuff that isnt just better tools and armor

💬 Devengel, Jan 30th at 2:32 PM

Hi, hooking up an auto rotor (creative) to a high-performance generator does not work! the auto rotor is a vanilla rotor that generates (as far as i know) unlimited power, but the generator does not take it for some reason.

💬 Noa3, Jan 30th at 1:15 PM

thank you very much, can you add a donation page? would want to give a little thanks for the cool work you do

💬 Kotl , Jan 30th at 12:57 PM

Noa3 there really was an error in crafting, fixed it, re-uploaded it, you need to download version 0.0.17

💬 Noa3, Jan 30th at 12:32 PM

is it just me or does the electric oven has no recipe?

💬 Kotl , Jan 30th at 8:57 AM

TheoTheNeko thank you for informing us about this issue, we have already fixed it in version 0.0.17.

💬 TheoTheNeko, Jan 30th at 2:01 AM

With the angel belt mod installed, you cannot go and fly with it when having the addon mod here installed as well, as i assume the armor tries to take priority even if the key is assigned elsewhere for each flight. Id want to use the angel belt for building here while im nowhere close to steel and power, but because of the armor i cant get flight to work unless i disable the addon here. It dosent work for the angel belt and i dont think i can really do much config stuff to fix to allow flight without it, but im nowhere close to the steel and power to make and fly with the armor.

💬 tehtelev, Jan 28th at 7:14 AM

Screwy You can write to the author in discord (kotl3624) and discuss in detail the necessary improvements to the armor.

💬 Screwy, Jan 28th at 3:00 AM

Kotl I like your mod and want to use it on my server. But there are two things bothering me about the portable devices.

For single player and small closed groups, this mod is just perfect. But on our server we also have other endgame stuff and compared to it,
the electric armor set is totally overpowered. I've got a few suggestions, so we can also use those features on our server and still provide fair play throughout the community.

First of all, it would be cool if durability and energy are two seperate things. So you have to load the devices regularely,
but you also need to repair them in the crafting grid occasionally. Just like regular armor repair but less frequently.
Also the fly feature is cool but completely overpowered. It would be awesome to have the option of restricting its boost time, cooldown and movespeed.

We would need a config with the following options:

deviceRepair: true (or false like currently)
deviceDurabilityCharge: 0 (or 1 like currently)
deviceDurabilityLoss: 0.2 (or 1 like currently)
energyUsage: 20
chargeSpeed: 1
jetpackBoostTime: 1
jetpackCooldown: 5
jetpackSpeed: 1.5

I hope you get what I mean. Is it possible?

💬 haussaiberr, Jan 27th at 6:04 PM

отправил запрос ник saiber

💬 Kotl , Jan 27th at 5:41 PM

Напишите мне в дисскорд пожалуйста kotl3624

💬 haussaiberr, Jan 27th at 5:24 PM

https://github.com/anluin/electricity/issues/10

Актуальная проблема с проподанием чанка. Тоже проподает чанк. Не подскажите в чем может быть проблема. частей это происходит если делать телепорт на дом.

https://disk.yandex.by/i/MGcqAE_YCHzcUg

💬 tehtelev, Jan 26th at 4:02 PM

Psyborg The in-game manual describes how engines and generators work now. Judging by my tests, everything is OK. Tier 1 generators are best used in low winds and low energy generation (1 windmill). Tier 2 generators, when there are 1-2 windmills and the wind is average and higher. Tier 3 generators when there are 2 windmills with average+ wind, or when there are 3+ windmills with any wind. The maximum output in medium+ wind is provided by higher tier generators.

But, do not forget that generators can generate as much energy as possible in proportion to the amount with sufficient torque: 4*tier1= 2*tier2= 1*tier 3.

Previously, energy was extracted too easily. Now, the more energy you need, the more wind turbines you will need to make.
Crafting tier2 generators/motors will be simplified in the next update.

💬 Psyborg, Jan 26th at 2:05 PM

Is there any comprehensive guide to the new mechanics on power generation? There are no values on the parts for torque and resistance, hence it's always a guessing game.

And from my testing it looks like anything above level-1 is now just a waste of resources, cause level-2 and above has trouble generating power with vanilla sails (level-2 generates less power than level-1 at weaker winds, it makes sense only at high/very high speed wind).
Building more sophisticated mechanisms is also a waste of time now... It could get back some use with modded sails, but definitely useless for the vanilla ones.

P.S. Vanilla sails are not able to move Level-3 generator (connected directly!) even at 90% wind...

💬 tehtelev, Jan 21st at 6:15 PM

Kanahaku Fixed it. There will be in the next update.

💬 Kanahaku, Jan 21st at 2:45 PM

Google drive link

Here it is! I`ve written a patch that can be also compatible with other mods that patches files with metals, all you need is just to delete old "metals" file in worldproperties folder (or even whole folder with that file), and put that patch in "patches" folder, if you encounter any problems with that patch - feel free to contact me!

Have a nice day!

💬 tehtelev, Jan 21st at 11:47 AM

Noa3 Flles->Changelog->Show. All the changes are described there

💬 Noa3, Jan 21st at 11:06 AM

what did change with the patch?

💬 Kanahaku, Jan 21st at 7:30 AM

Conflicting with "Not only spear expantion", also if you'd like i can propose solution by patching that in-game file instead of replacing it, i will send ready to use file when i'm home

💬 tehtelev, Jan 21st at 5:46 AM

Psyborg Using a drill with the collapses turned on is a risky enough activity. And where is the guarantee that other modes won't kill the miner either? The drill was handled by the mod's author, so I can't promise yet.

💬 tehtelev, Jan 21st at 5:43 AM

Kanahaku Which mods conflict?  You can also share the corrected file.

💬 tehtelev, Jan 21st at 5:34 AM

Glizbane My processor is weaker than yours, but I don't see any FPS drawdowns. I've been checking on my game save for 200+ hours and in the creative world.

💬 Glizbane, Jan 21st at 12:51 AM

tehtelev It's an older one, an AMD Ryzen 9 3900X.

💬 Spen_the_Crafter, Jan 20th at 9:33 PM
💬 Kanahaku, Jan 20th at 8:27 PM

Hi! I`m playing on server with your mod, and found that your mod is incompatible with mine.. can you add support of my mods? it requires just adding temporalit in file "metals" (i`ve checked, that`s not creating a mess in logs, and sadly i cant make it compatible by myself because game applying your file all the time😅)
Thx for your work!

💬 Psyborg, Jan 20th at 3:58 PM

Could you perhaps make the digging area of the electric drill selectble? I.e. 3x1, 1x3, 2x1, 1x2 etc. Current 1x3 makes the rocks very unstable and keeps killing the miner, regardless of the rock type...

💬 tehtelev, Jan 20th at 12:01 PM

Glizbane What processor do you have in your PC? The main calculations are performed by the Electricity mod. We cannot improve his work. In the future, we will get rid of dependence on the Electricity mod.

💬 tehtelev, Jan 20th at 11:51 AM

ElegantChimp There are plans to make compatibility

💬 Glizbane, Jan 20th at 5:42 AM

This addon seems to tank my FPS, but I'm not sure why. I normally average around 60fps, dipping to 45-50 at times. When I'm near a motor or generator, my FPS drops to around 23. When I'm near a forge that's not being used, my FPS drops to 15, but the if the forge is being used, my FPS hovers around 9-11 FPS. When I'm not in the chunk with the modded items, my FPS goes back to normal.

💬 ElegantChimp, Jan 20th at 3:40 AM

Great mod, one of my required mods at this point. Unfortunetly I found that this mod is currently having compatibility conflics with the Combat Overhaul mod. It looks like their armor changes prevents you from using the electric armor.

💬 tehtelev, Jan 19th at 12:46 PM

Noa3 We are not seeing such a problem now. Copy the crash log message here or on github issue tracker

💬 Noa3, Jan 19th at 12:36 PM

small bug leading to a disconnect: you can place a cable on a motor and then it crashes the client

💬 tehtelev, Jan 19th at 11:08 AM

Noa3 In our future plans, we have automation and various sensors, devices using primitive logic. But first we need to separate ourselves from the Electricity mod. Everything is still in progress

💬 Noa3, Jan 19th at 10:56 AM

if i can say a whish for more extensions, this would be switches as "sensors" - one which detects light level(if lightlevel less 1, go on) and/or one based on day/night(night goes on)

💬 Noa3, Jan 17th at 11:42 PM

it possibile to use the Electric Stove under the Beehive Killin for smelting steel?

💬 Kotl , Jan 14th at 6:04 PM

The armor appeared on version 0.0.9. It will not work correctly on version 1.19.X as the dependent classes of the game have changed a lot.

💬 SimplyHorrendous, Jan 14th at 5:45 PM

What version is the armor available in? I'm using version 0.0.7 since I'm staying on 1.19.8 for the time being. If it's in a future version, do you know if the 1.20 versions work on 1.19.8?

💬 Kotl , Jan 12th at 6:15 PM

I don't know how CO works and I don't really want to do it. If you know how to do it, you can send a PR to github and we'll definitely add it, but it should be done in such a way that the mod works without CO.

💬 edwinfox, Jan 10th at 8:35 PM

This mod is a work of love - and a must-have! <3

 

Question: How do I open the freezer? It can be built fine, power runs ok, but I can't seem to open it

EDIT: To open the freezer, crouch-Rclick!

💬 Psyborg, Jan 7th at 4:45 PM

Any chance for compatibility with Combat Overhaul?
CO uses system of layers, so each armor has to have a specific location assigned, and thus armors from Electricity are not possible to wear when running CO...

💬 Inflectus, Dec 28th 2024 at 10:31 PM

Would you be able to make a compatibility check for Combat Overhaul? I love the armor and weapons added by this mod, but they're incompatible as-is with Combat Overhaul. 

💬 SniperGecko, Dec 24th 2024 at 6:18 PM

Indeed; and there's a smithiny mod that makes it so you can reheat bits and that's pretty cool; but if a soldering iron could allow you to add unheated bits.. that'd be ideal

💬 Brick, Dec 23rd 2024 at 6:34 PM

SniperGecko Man, you don't even need to break away 1 too many. I had ingots that were lacking bits even when cleaned up perfectly. So frustrating I tell you. Though iirc you can resmelt it in the bloomery to try again. Not 100% sure though.

💬 fantas2, Dec 23rd 2024 at 2:11 AM

Hey, wanted to report an issue with the Tier 2 and 3 generators. The "Clockmaker" recipes are not craftable. I had this issue across both the V0.0.10 and V0.0.7 (I believe this is because the mod checks for a "clockmaker" trait, but clockmaker is not a trait?)

 

Kotl

💬 tehtelev, Dec 22nd 2024 at 4:24 PM

Is it possible to make a sealed unit that can be used to run wires through walls and ceilings? This is necessary in order not to break the tightness of the premises.

P.S. There are suggestions for the development and refinement of the mod. Is there any way I can contact you?

💬 SniperGecko, Dec 21st 2024 at 7:14 PM

Idea, if you're looking for ideas:
Electric Soldering Iron with the ability to add 1 voxel/bit to an ingot/smithed object on an Anvil at the cost of 1 bit per. A unique and great tool for when you accidentally break away 1 too many.. and rather than waste a whole ingot..

💬 Brick, Dec 20th 2024 at 8:45 PM

Yooo this mod looks sick. All it's missing is an electric railgun to fire metal bits :D

💬 Kotl , Dec 10th 2024 at 9:12 PM

it is available only in the latest version of the mod located in the folder "\assets\electricityaddon\itemtypes\tool\eaxe.json"

💬 kitrana, Dec 10th 2024 at 8:21 PM

you list an electric axe here but it isn't in the mod files.

💬 Kotl , Dec 9th 2024 at 8:23 PM

It may be suitable to check in a single player game

💬 lucifer1903, Dec 9th 2024 at 5:16 PM

Is the update suitable for version 1.19.8?

💬 Kotl , Dec 9th 2024 at 10:43 AM

I don't care about it because it's still working.

💬 Annastasija, Dec 9th 2024 at 7:46 AM

This is so cool but the mod Electricty mod hasn't been updated since 19.. I think it may have been abandoned

💬 Kotl , Dec 7th 2024 at 9:32 PM

if something doesn't work for you, send me a crash log and describe under what conditions an error occurs to me in the kotl3624 discord, perhaps I can ruin it by adding a patch to my mod

💬 Kotl , Dec 7th 2024 at 9:29 PM

I checked everything works together with my addon.

💬 DejFidOFF, Dec 7th 2024 at 9:17 PM

Kotl

Hello o/ Nice to see upgrading Electricity addon, but the source mod Electricity not working good ( and autor not responding on bug reports ) even in 1.19.8 so I have no hopes to work in 1.20rc

💬 Juniormint, Nov 20th 2024 at 6:08 AM

This mod seems to create massive stuttering issues over time as it runs. I installed this mod mid-game to test it out. I love the freezers and the ovens as well as many other items but for some reason over time the mod starts to create more and more stuttering as time goes on. Perhaps to do with the electricity itself. I only found out it was a mod and not my computer by random chance disabling this mod while reinstalling and restoring my old save. The old save had the mod enabled and when restored is very stuttery, like noticeable spikes every 1-2 seconds with freezing every 15-30s for around 2-5s at a time. Disabling the mod, load and save the game, reenable the mod fixes the issue and removing the fridges seem to help but not remove the problem entirely. As is it is borderline unusable in lengthy games. Any items within the fridge will cause a CTD upon trying to open them if you disable and reenable the mod.

💬 Aimli, Oct 15th 2024 at 1:16 PM

A refrigerator has only 6 slots and has a volume of 1*1*2. A clay pot has 12 slots occupying only 1block, why can't a refrigerator have a little more compartments? Power consumption can be increased
I need a better refrigerator, e.g., a double-door refrigerator with a steel shell, with 24 slots.

Come on!

💬 ForeverGood023, Jul 14th 2024 at 10:36 PM

hi! i've made a translation for pt-br! tanks for this mod <3

{
  "block-charger": "Estação de Carga",
  "block-estove-*": "Fogão Elétrico",
  "block-efreezer-*": "Geladeira",
  "block-largeaccumulator": "Acumulador Avançado",
 
  "item-edrill": "Furadeira elétrica",
  "item-echisel": "Cinzel Elétrico",
  "item-coil": "Bobina de cobre",
  "item-edrilltip": "Ponta de perfuração",
  "item-engineshaft": "Rotor",
 
  "game:drill1": "Escava 1x1 blocos",
  "game:drill2": "Escava 3x3 blocos",

  "game:BlockEStove": "Fogão Elétrico",
  "game:freezer-title-gui": "Geladeira",
  "game:freezer-over-sneak-help": "Abra/feche a porta.",
  "game:freezer-over-help": "Abra a porta e coloque a comida para guardá-la."
}
💬 DejFidOFF, Jul 14th 2024 at 6:17 PM

Tip is making by smithing steel ingot

💬 BrownishStorm, Jul 12th 2024 at 11:42 PM

I second that, no recipe listed for the electric drill or drill tip. How do we make it?

💬 DejFidOFF, Jul 12th 2024 at 8:27 PM

No recipe for electric drill in recent version

💬 Aimli, Jun 17th 2024 at 2:58 AM

Are there too few Electric Freezer slots? Can the configuration be increased so that it can be modified? Thank you very much.

💬 Arthopleura, Jun 6th 2024 at 4:51 PM

You can also check out the immersive series (immersive engineering, still a minecraft mod, which have cool mechanics, especially the wires) and nuclearcraft (for it's cool reactors of course but also most of it's machines)

💬 Frepo, May 19th 2024 at 3:48 PM

Oh by the way, if I want to add the e-chisel as a tool in other recipes; How do I refer to it? As any other tool with "isTool: true" and "toolDurabilityCost: X" ?

💬 Frepo, May 19th 2024 at 2:36 PM

Love that you bring electricity to this game! It expands the "tech-tree" in such a natural way. Perfect late game tech!

This reminds me of an old mod for Minecraft, IndustrialCraft. If u dont know abou that mod, check it out for inspiration! Would love to see some of its features in this mod! Such could be:
- Rechargeable batteries
- Mining helmet with lamp
- Ore crushing machine
- Jetpack
- Solar panels
- Geothermal generator (could be used with hot springs and lava in this game)
- Low/Medium/High voltage levels with corresponding cables and transformers
( I just loved the fact that if you mishandled the voltage in your power grid, cables would melt and machines could explode )
- Rubber for coating high-voltage cables

Keep up the awesome work!

💬 Kotl , Apr 27th 2024 at 6:29 AM

@DejFidOFF

You probably haven't charged the drill with electricity.

An electric stove is an analogue of a campfire, but it needs electricity to work

💬 DejFidOFF, Apr 26th 2024 at 1:52 PM

Kotl

Don´t know what happened I tryied that for the first time tak electric drill in creative and went back to survival and nether one of drills was not works. But next time ( maybe after restart game ) all works.

But I also try electris stove and don´t know the purpose and how it is working?

💬 Kotl , Apr 26th 2024 at 8:33 AM

@DejFidOFF I just checked they don't conflict with each other in any way

💬 DejFidOFF, Apr 26th 2024 at 6:02 AM

Hello o/ Electric drill colide with the electric mining drill from Tinkerer mod. No one working. https://mods.vintagestory.at/temporaltinkererupdate

💬 Kotl , Apr 25th 2024 at 7:41 PM

Thanks to everyone who wrote about the crafting bug, it has been fixed in the latest version

💬 Michaloid , Apr 25th 2024 at 4:51 PM

Yeah, the recepy copper coil crashes the game.

💬 DejFidOFF, Apr 25th 2024 at 1:35 PM

"overall is cool but copper coil recipe in handbook crash game "

Same results at my server.

💬 PanKamil, Apr 25th 2024 at 10:47 AM

overall is cool but copper coil recipe in handbook crash game 

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