Mods / Linear Power

Tags: #Crafting #Technology
Author: Quaan
Side: Both
Created: Jan 22nd 2023 at 9:33 PM
Last modified: Feb 12th at 11:06 PM
Downloads: 8556
Follow Unfollow 195

Latest release (for outdated Vintage Story v1.20.0 - v1.20.3):
linearpower_0.3.4.zip  1-click install


The idea of this mod is to have the possibilitiy to utilize linear mechanical power integrated to the existing angular mechanical power. 

Conect a slider-crank to an existing mechanical power network and connect the sawmill to the crank. Add a saw and then add any "sawable" block.

Before version 3.0.1 the default for saw-degredation was mistakenly set to 10x vanilla! The configuration needs to be changed manually!

I like variants! If there's some modded wood variant you'd like support for, let me know which mod and I'll add it!

https://youtu.be/2VkssI8-YiI

Details
Higher tier saw processes blocks faster.

The sawmill can be fully automated with a chute on top and a hopper below. 

The sawmill handles any grid recipe which includes a saw (as tool) and one single ingredient, modded or otherwise.
Configuration

By default the saw does not degrade as it is used in the sawmill, practically giving you an infinte saw (slightly balanced by the fact that it takes time to process items).

If you don't like this it's possible to change the degrade rate of the saw in the configuration (VintageStoryData\ModConfig\linearpower.json)

sawDegradeRate: 0.0 (default)
0 means no degradation
1 means vanilla degradation

* Using values above 0 but below 1 and processing things that only take 1 durability will still degrade the saw once the accumulated "damage" reaches 1 or more.

Known issues

Issues remain with orientation of the sawmill animation. Chaining multiple sawmills is problematic but otherwise it should now animate correctly. (https://github.com/d-lindahl/vintagestory-linearpower/issues/1)

Saw-degradation is not applied when using Immersive Wood Sawing due to the recipe not being present. Sounds like this should just be vanilla rate though so will fix this soon!

Please report any other issues at https://github.com/d-lindahl/vintagestory-linearpower/issues 

Future

Future ideas in sort of priority order

  • Mechanical wood splitter (will handle axe recipes)
  • Mechanical sifter
  • Fix orientation (ongoing)
  • Add guide entry (done)
  • Balance processing time
  • Nicer particles
  • Fine-tune the attachment between slider-crank and sawmill
  • Generalize the linear mechanical addition more so it can easiliy be used by other mods (maybe split into a lib-mod)
Compatibility
  • Immersive wood sawing
    • If the mod is present the internal logic for "sawable" is used to evaluate possible recipes
  • In Dappled Groves
    • The sawmill acts like a sawbuck (tool mode sawing) for recipe resolving

 

Changes

v0.3.4
v0.3.3
  • Fixed crash due to client/server not syncing
  • Added translations for Florasphere variants
v0.3.2
  • Added variants for all Floral Zones wood types
  • Added compatibility with Immersive Wood Sawing
    • If the mod is present, any block that can be sawed by hand will use Immersinve Wood Sawings properties to calculate the output.
  • Added a small compatibility to be able to use Vanilla Variants axles in the slider-crank recipe (should work with any item with similar item code)
v0.3.0-v0.3.1
  • Fixed invisible sawmill model
  • Added variants for the slider-crank
  • Fixed default saw-degredation (was set to 10x vanilla)

 

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.3.4 2019 Feb 12th at 11:06 PM Show linearpower_0.3.4.zip 1-click install
v0.3.3 156 Feb 11th at 11:34 AM Show linearpower_0.3.3.zip 1-click install
v0.3.2 509 Feb 2nd at 12:24 AM Show linearpower_0.3.2.zip 1-click install
v0.3.1 214 Jan 30th at 7:30 PM Show linearpower_0.3.1.zip 1-click install
v0.3.0 53 Jan 30th at 5:25 PM Show linearpower_0.3.0.zip 1-click install
v0.2.1 4401 Jun 3rd 2023 at 12:29 PM Show linearpower_v0.2.1.zip 1-click install
v0.2.0 646 Jan 28th 2023 at 9:50 PM Show linearpower_v0.2.0.zip 1-click install
v0.1.0 326 Jan 27th 2023 at 12:27 PM Show linearpower_v0.1.0.zip 1-click install
v0.0.1 232 Jan 22nd 2023 at 9:49 PM Show linearpower_v0.0.1.zip 1-click install

53 Comments (oldest first | newest first)

💬 Sidonius, Mar 24th at 5:16 PM

Can you add expanded food compatibylity for oils? Please :-)

 

💬 Nuxs, Mar 19th at 4:02 AM

I want to see this as a library to use in my watt steam engine mod I'm doing now. Can i help you with it?

💬 Streetwind, Mar 16th at 12:21 PM

Might I suggest a possible balancing approach that should satisfy all use cases for not much effort at all? =)

Add the following values to your config: a processingSpeedMultiplier (float), and a scaleWithNumberOfCuts (bool).

Then, calculate the work to be done by the sawmill as such:
baseWorkValue x hardnessMultiplier x sawTierMultiplier x processingSpeedMultiplier x numberOfCuts

numberOfCuts is either 1, if the config setting is false; or output items -1, minimum 1, if the config setting is true. The former would be the way the mod currently works, for those that prefer it. The latter would mirror the approach taken by Immersive Wood Sawing, where each output item requires a separate cut (except the last two items, which pop out together). I don't think you need to go and rework your mod so that it actually outputs items one by one as the sawing progresses - I mean, you could if you wanted to. But just giving players a setting to scale process time by number of cuts is already enough to make the sawmill mesh decently well with Immersive Wood Sawing.

You already use sawTierMultiplier and hardnessMultiplier. processingSpeedMultiplier comes from the config and can default to 1.0.

Then, assuming you're happy with the current baseWorkValue, you're done. =)

💬 Heavy_Mettaloid, Mar 15th at 6:10 PM

Awesome to hear!

💬 Heavy_Mettaloid, Mar 15th at 6:10 PM
💬 Quaan , Mar 15th at 3:21 PM

General_Kitten  can absolutely look into that, now it's just a hacked balance where I check the hardness of what's being sawed and the tier of the saw. But I could add a multiplier.

Heavy_Mettaloid  slowly working on a wood splitter that will do the same as the sawmill for axe recipes!

💬 Heavy_Mettaloid, Mar 12th at 5:00 PM

Always wanted a sawmill. Would be cool if we could configure it to do other woodworking tasks like debarking logs or turning them into firewood.

💬 General_Kitten, Mar 9th at 3:23 PM

Love the mod! One thing i would like you to add is a config option to alter the speed of the sawmill as with immersive wood sawing suddendly having a process that takes minutes to do by hand being suddendly automatable and taking just about a second per block with a fast windmill makes the sawmill feel extremely overpowered.

💬 Quaan , Feb 12th at 11:14 PM

A new version that includes In Dappled Groves compatibility is now up! Any sawbuck recipe (with tool mode sawing) will work with the sawmill as well. Let me know if this isn't enough, I'm not overly familiar with the mod!

💬 bringitonwimps, Feb 12th at 1:57 AM

IDK which direction i should ask for this however there is a mod called wear and tear for mechanical devices and I think that that system of wear would be a cool blend.  Idk enough on modding to know if i should request it here or on his mod because i think it instantly solves the "infinite" saw issue.  I'll make a comment to him as well and idk maybe yall can hash it out if your both interested.  thanks

💬 wojtek16, Feb 11th at 1:49 PM

This is what a decompiler is, basically unwraps C# code mods, so you can view the information, cause when packing the mod into a zip, I think it turns it into a dll file, which is unreadable. Can see that in code mods, when looking into the zip folder. 

If you would be down to take a look at this mod, that would be sick! I recommend joining the discord, they have bunch of info on this type of stuff.

This is what a decompiler is, and how to setup for VS: https://wiki.vintagestory.at/index.php/Modding:Decompiler 

lmk if you need help, I know a ton about modding, just not enough about coding lol

morryatay

💬 morryatay, Feb 5th at 7:31 AM

dude is adding more machines, neato this, this old mod already has a shaker table and the author basically says it's ok to yoink it https://mods.vintagestory.at/autosifter you might get a bit of a boost by tinkering with it.

💬 Quaan , Feb 4th at 4:08 PM

SalazarWindriver dappled grove has the same issue as Immersive Wood Sawing (the grid recipes are disabled) though after a bit of a look I can't find any easy way to hook into this one. Might have to go with the recipe caching which I feel is... sub-optimal since then recipe enable/disable will be out of the players control. I'll check if the creator has any ideas.

💬 SalazarWindriver, Feb 3rd at 11:16 PM

is there any issue with this and in dappled grove?

💬 Quaan , Feb 3rd at 4:37 PM

KingFables Florasphere should work out of the box, just missing translations. I'll add that in the next patch. Axle in Blocks should also just work. I guess one thing to consider there would be adding a boxed slider-crank. I'll put it somewhere on the list 😁

💬 KingFables, Feb 2nd at 6:31 PM

If you could add compatability for Florasphere seeing as it adds loads of trees that would be awesome. I think the wood types added in are wonderful. Also if it doesn't work with it adding compatability with the Axel In Blocks mod would be dope too for more ways to utilize and stylize powered structures.

 

💬 Quaan , Feb 2nd at 12:31 AM

Pushed a new version with Immersive Wood Sawing compatibility! I tried to test what I could think of. Let me know if something's off!

💬 Silhouette, Feb 1st at 9:13 PM

I love this. Also a user of immersive wood sawing. Would also be great to have a Helve-axe. There's already one but seems to only work with In Dappled Groves. I use immersive wood chopping too, so this would be a great mechanical addition. 

💬 Quaan , Feb 1st at 4:04 PM

Desolae Ah! Gotcha, I thought it was more involved than that. I'll take a look at Immersive Wood Sawing and see what I can do!

💬 Ejooj, Jan 31st at 11:45 PM

Should be enough to edit the mod's patch that remove the recipe, on the immersive woodstuff

💬 Desolae, Jan 31st at 10:56 PM

Quaan Immersive Wood Sawing only deals with the recipes to turn log+saw into boards, so that could possibly be just 1 recipe that would need to be hardcoded? Or one for every variant of wood maybe, depending on how the game handles wood variants in crafting recipes? Or I'm not sure if there are any alternate methods available to IWS which would hide those recipes from players but keep them available for other mods to call on in the normal way.

💬 NemaxuswarZet, Jan 31st at 10:15 PM

Quaan, Make dictionary with recipes in ModSystem?

💬 Quaan , Jan 31st at 6:13 PM

morryatay I'm hoping to add some new machines soon!

Desolae Not quite sure how I would solve this. I would have to hard-code some recipes (since they wouldn't exist)... Which ones would that be? All the vanilla "1 block + saw as tool"? I like the idea just can't see a good solution. 

💬 morryatay, Jan 31st at 4:20 PM

this mod is great i would love to see more mechanical stuff, there used to be a mod for a mchanical sieve to automate panning i'm am hopeful you expand on this and add more neat stuff, maybe someway to harness elk power for a mill or something or a bigger hopperable quern , but for what there is already, kudos to you.

💬 Desolae, Jan 31st at 2:01 AM

This mod is a perfect companion to Immersive Wood Sawing - especially if you use that mod's default settings to disable crafting grid recipes. Being able to automate sawing (even slowly, even with breakable saws) is a very satisfying progression step when your only option so far as been to spend that time sitting there sawing boards yourself. xD To that end, I wanted to request/ask about whether this mod can still work when the grid recipes are 'disabled' (for players) by another mod such as Immersive Wood Sawing?

💬 Nebux, Jan 30th at 9:12 PM

thank you!

💬 Quaan , Jan 30th at 7:31 PM

Added the missing remappings. Only the slider-crank was affected. Your saws are safe!

💬 Ejooj, Jan 30th at 6:30 PM

As a user of the immersive wood sawing mod...

THANKYOU!

💬 Quaan , Jan 30th at 6:03 PM

I realized I did not consider old saves so existing worlds should hold off until the next patch (which will be shortly!) or you'll have to replace the blocks (and saws are most likely lost)

💬 Quaan , Jan 30th at 5:26 PM

Everything should now be working on 1.20.3! Still some direction issues that I haven't been able to figure out but most cases should work!

💬 Quaan , Jan 15th at 4:12 PM

Looking into the invisible models!

💬 MrEstebanSir, Nov 14th 2024 at 7:58 PM

it sorta works in 1.19.8, the model for the saw holder is broken though, it shows the outline but it's just transparent
SalazarWindriver

💬 SalazarWindriver, Nov 6th 2024 at 12:41 AM

@Wandour in theory if you can hopper items into it and put one underneath you can automate the whole thing, which is what I'm looking for without going gregtech.

 

what I wanna know is, has anyone tried it in 1.19.8?

💬 Volund, Jul 3rd 2024 at 7:09 PM

Quaan

Looking forward to a 1.19 version, if you're still around! Think this mod will fit neatly between a more manual sawing method, ex. when using the mod Immersive Wood Sawing, and more automated processes using QT-tech or similar mods with sawmills. Might I also suggest a contraption for splitting logs, since there seem to be more vintage log splitters irl powered by belts and flywheels? Look at the following videos for examples, even if they are powered by engines instead of wind/water power (

.

I think this also could serve as inspiration, in case you wanted to add bigger sawing setups in the future https://www.core77.com/posts/53123/A-Brief-History-of-Wood-Splitting-Technology-Part-3-The-Wind-Powered-Sawmill-That-Changed-Dutch-History. The current implementation looks like a more basic setup, that can mostly process 1 log at the time. But with a bigger setup like shown on the webpage, maybe you could mass produce planks instead?

💬 Exmortis, May 28th 2024 at 5:37 AM

Quaan

 

Hoping you're still around, I've been keeping an eye on this mod since I love the idea of using the existing VS systems to add even more progression to the game.
I was hoping we'd be able to use this with Immersive Wood Sawing, and also potentially get a wood splitter for Immersive Wood Chopping.  

💬 Screwy, May 20th 2024 at 12:08 AM

Quaan very nice Mod, I love the idea. But to me, this mod only makes sense in combination with the Immersive Wood Sawing mod. Unfortunately, those two mods are not compatible in the current version.
I hope you can fix that soon, as I look forward to integrate this mod on my server.

💬 Wandour, Mar 28th 2024 at 5:47 PM

I have an Idea/suggestion you might be interested in to make this a unique take on automation

is it possible to have two versions or one but a configurable sawmill?

to like, chop up wood into firewood for example, instead of having to do it manually a player can drop it in a chute > sawmill > hopper for example and forget about it for awhile
instead of just planks which most of the time isnt too necessary to constantly craft unlike firewood which is needed for fuel, charcoal burning, etc

💬 Wandour, Feb 27th 2024 at 1:36 PM

I dont understand the idea of this mod

can't we already put a stack of sawable block in the inv and a saw on top of it to cut it back to planks?

what is the advantage of using this?

💬 VaelophisNyx, Feb 10th 2024 at 12:58 AM

a 1.19 update would be appreciated

💬 Quaan , Jan 18th 2024 at 10:39 AM

I like that Idea MochaZilla! Might look into that! I need to take a look at the new version anyway.

💬 MochaZilla, Dec 1st 2023 at 8:24 PM

This is great! I would love to see a firewood splitter added to this mod - IRL log splitters work in a very similar way, and I think firewood making deserves a little automation love!

💬 Quaan , Jun 4th 2023 at 7:02 PM

The mod uses the recipes so if the saw + logs recipe is not there anymore it wont work. To make it compatible it would either need to be re-added (kinda breaking the idea of dappled grove) or handled separately. Might be something to look into!

💬 bringitonwimps, Jun 4th 2023 at 4:29 PM

this mod looks awesome, been really wanting to make a saw mill... but i also am using dappled grove mod, it removes the saw recipe from grid and replaces it with an in world way to make planks.  any idea if this will work with that mod?.. if not it would be really cool to make those compatable.

💬 Quaan , Jun 3rd 2023 at 12:33 PM

Now working on 1.18! Only a few minor changes were needed due to API changes in the game.

💬 AngryOscar, Apr 26th 2023 at 6:23 AM

Looking forward to 1.18 update. Thanks 

💬 Quaan , Apr 23rd 2023 at 1:50 PM

Haven't played much lately but will look into gettig it workingon 1.18!

💬 Nexrem, Mar 21st 2023 at 7:39 PM

Currently fails on load on 1.18

💬 Melchior, Feb 13th 2023 at 11:45 PM

Excellent, steps being made for Mechanical Mods. Keep up the Grind! hehehehe.

💬 Barknhots, Jan 29th 2023 at 7:06 PM

If you have 'In Dappled Groves' installed, this is a perfect addition to upgrading from the manual grind of making planks by hand and keeping most of the imerssion intact. Bravo! Now all we need is a log splitter head for helve hammers :) 

💬 Dythanos, Jan 27th 2023 at 5:07 PM

OMG! This is brilliant! Trying this out today! Glad to see a good balanced modder making mods for VS!!!

💬 Quaan , Jan 27th 2023 at 3:49 PM

It is semi-pointless as it is now yes! Appart from an infinite saw slightly balanced by the fact that it takes time to make the stuff.

But the idea is to have a more over-arching linear power, yes!

💬 MrBadWithNames, Jan 27th 2023 at 3:41 PM

Cool idea, seems well made - but why use it when you can craft it in your inventory faster?

If it's part of a bigger, more complex automation system then that makes sense but on its own it's kind of pointless.

💬 OmegaHaxors, Jan 27th 2023 at 3:31 PM

I really love how there isn't any increased yeild for using this method.
One thing I really hated about OtherBlockGame™ was that everyone added overpowered material duplication for using a machine over crafting.
It lead to a lot of issues where some mods would be incompatible with others because of a resource loop exploit.

Sometimes just having something that goes on its own without any input needed is better than messing around with crafting manually.

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