v1.15.2
|
|
5149 |
Jun 13th at 9:33 AM |
Show |
qptech1.15.2.zip |
Install now |
v1.15.1
v1.15.1
- fixes macerator crashing and eating stuff
|
|
2839 |
Apr 1st at 10:47 AM |
Show |
qptech1.15.1.zip |
Install now |
v1.15.0
v1.15.0
1.15 -Lv machine recipes expanded progression from Rinly - fixed industrial Oven Output, and made it wait for output instead of spilling items - change assemblers to wait for free space instead of spilling items - fixed bug with processing ores in macerators - guide book will contain some info on what machines/recipes can process things (WIP)
|
|
545 |
Mar 26th at 11:26 AM |
Show |
qptech1.15.0.zip |
Install now |
v1.14.4
v1.14.4
1.14.4 - Rebalancing & Fixes - added iron screws, usable in all sub-steel tier recipes - soft rod press can now process iron rods - doubled processing time of all presses - increased bloom worker processing time 15x - halved the efficiency of item hatches for heating - fixing issue with metalpress not changing materials - Sawmill (fixed!) and log splitter changes - log splitter turns logs into debarked logs, and debarked logs into firewood (and firewood into sticks) - log splitter may drop resin form acacia and pine (this function used to be in macerator) - sawmill turns logs into planks(16), and debarked logs into support beams (4) - updated language files
|
|
1320 |
Mar 5th at 12:28 PM |
Show |
qptech 1.14.4.zip |
Install now |
v1.14.3
v1.14.3
1.14.3 changes: - removed Mechanical Motor (can be crafted into mp generator) - Mechanical power generation now works - just be sure to have at least one angled gear between windmill and the generator for stability - outputs a fixed amount of power when a speed threshold is reached - Added Improved Mechanical Power generator - lower resistance, lower speed requirements, much higher power output - turned off item pipe item rendering for now - added loot bags (more on that later, to start will use them as I deprecate old devices so you can craft them into loot bags)
|
|
1222 |
Feb 3rd at 1:06 PM |
Show |
qptech 1.14.3.zip |
Install now |
v1.14.2
v1.14.2
-1.19 compatibility -have renabled some animations! Please test before using on live servers or important worlds and let me know any issues!
|
|
883 |
Jan 11th at 11:47 AM |
Show |
qptech 1.14.2.zip |
Install now |
v1.14.1
v1.14.1
1.14.1 - .net 7 release - fixed soaker pipe recipe - increased range of soaker pipe
|
|
2752 |
Oct 6th 2023 at 5:14 PM |
Show |
qptech1.14.1.zip |
Install now |
v1.13.02
v1.13.02
Update for Vintage Story 1.18!
|
|
3790 |
Apr 21st 2023 at 10:37 AM |
Show |
qptech1.13.02.zip |
Install now |
v1.13.01
v1.13.01
QPTech 1.13.01 - Vintage Story 1.18 preview compatibility release * all block animations are currently disabled
|
|
609 |
Mar 31st 2023 at 12:58 PM |
Show |
qptech1.13.01.zip |
Install now |
v1.12.26
v1.12.26
1.12.26 - fixed holiday concrete to not consume wrench - sorry! - fixed wiremill description - adding lattice concrete pattern and path concrete pattern - added Holiday Concrete pattern! Fashion with concrete and a wrench! - concrete now gives a walk speed boost - concrete pattern no longer requires tools, loop thru them in crafting grid: plain->tiles->lattice->path->plain
|
|
2302 |
Dec 20th 2022 at 11:22 PM |
Show |
qptech1.12.26.zip |
Install now |
v1.12.3
v1.12.3
1.12.3 Additions: - Electric Oven - bake bread and pies on an industrial scale! - Auto Signs - will show the inventory of most containers, or other statuses (currently Electrical devices will show power network info, will be expanded in future) - Item Scanner - provides patterns for the Auto Crafter - Auto Crafter - will craft items when supplied with a patterned - new part: Advanced Tech Hull - advanced tech part - new part: robot arm
Tweaks: - tweaked steel hatch model - added copper hatch model, changed copper hatch to have 4x slots and is very efficient at heating now - add a small indicator arrow to the front of the press machines to show direction of processing - small changes to industrial crucible to make products in single mode if multiple materials present - optimized fluid pipes a bit, hopefully will help performance - increased the stack size of many parts
|
|
447 |
Dec 16th 2022 at 5:54 PM |
Show |
qptech1.13.zip |
Install now |
v1.12.2
v1.12.2
1.12.2
Additions: - added concrete tiles block (made with hammer and chisel and concrete) Tweaks: - if an item pipe has a minsize set >1 it will now take only that size - raw concrete renamed to uncolored concrete and now outputs 8 like the other recipes - concrete now has a link to the industrial mixer in help text - industrial glass now has a link to the industrial mixer in help text - new shape for steel item hatch - soaker pipes should now irrigate a 7x7 area
Bug Fixes: - solar panels now insta break (previously unbreakable in survival)
|
|
433 |
Dec 10th 2022 at 2:24 PM |
Show |
qptech1.12.2.zip |
Install now |
v1.12.1
v1.12.1
1.12.1 Additions: - new battery: mv version made with sheets & rubber - Completed bone->quicklime processing stack with two changes: - washplant 50% convert bonemeal into lime - firepit loader will now attempt to load 2 lime (to enable creation of quicklime)
Tweaks: - added some helpful text to rods, screws, autominer descriptions - drag item to item filter in GUI to set filtered item - mining rig will turn off when it reaches the bottom - mining rig has a y level status indicator
Bug Fixes: - fixed description text for Mining Rig (you only need 12 iron frames) * fixed a server crashing bug when trying to temporally charge temporal steel sheets - hopefully fixed a few bugs with some of the processor blocks - hopefully stabilized power networks when chunks reload
|
|
358 |
Dec 7th 2022 at 11:12 AM |
Show |
qptech1.12.1.zip |
Install now |
v1.12.0
v1.12.0
1.12 - adding solar panels and automated mining!
|
|
399 |
Dec 3rd 2022 at 5:10 PM |
Show |
qptech1.12.zip |
Install now |
v1.11.0
v1.11.0
1.11.0: - adding iron & steel item hatches - cabinets work with carry capacity - encased lanterns chiselable - electrical items should show their flux usage while in inventory - coal stoker now buildable with machine parts or primitive circuit board (can now be built in the iron age)
|
|
607 |
Nov 21st 2022 at 11:03 PM |
Show |
qptech 1.11.0.zip |
Install now |
v1.10.5
v1.10.5
No real changes, just making sure it's compatible with 1.17.6
|
|
1483 |
Oct 7th 2022 at 3:55 PM |
Show |
qptech 1.10.5.zip |
Install now |
v1.10.4
v1.10.4
1.17.1 compatibility update
|
|
1025 |
Sep 1st 2022 at 11:25 PM |
Show |
qptech1.17.1.zip |
Install now |
v1.10.3-pre.5
v1.10.3-pre.5
1.10.3-pre.5 - new, less harsh raw concrete texture - added some language entries for phrases, instead of hardcoding (will improve over time) - fixed Liquid Rubber in tank name - added recipes - can now make hardened screw press from a soft screw press plus an iron machine block - can now make steel fluid tank from industrial glass and steel channels - added molybdochalkos plates to the plate presses - can make cable with a bucket of liquid rubber and braided copper cable (wastes a lot of rubber) - "Lime from Bonemeal" added to Industrial Mixer (heating bonemeal in mixer will make lime) - bug fix: - recipe processors running wrong recipes (eg: Mixer running rubber sheets)
|
|
511 |
Aug 10th 2022 at 10:03 AM |
Show |
qptech1.10.3-pre.5.zip |
Install now |
v1.10.3-pre.4
v1.10.3-pre.4
1.10.4 (1.17.0-rc.3 compatible) - Added a recipe to make vanilla Metal Parts (Helps if you also have R&R installed) - Added sawmill 1 log -> 16 planks (temp graphics same as log splitter) - Machines should now show proper input and output sides automatically - removed heat requirement for "hard screw press"
|
|
412 |
Jul 31st 2022 at 3:00 PM |
Show |
qptech 1.10.3-pre.4.zip |
Install now |
v1.10.3-pre.3
v1.10.3-pre.3
1.10.3 - Be sure to check out the qptech wiki! Http://qptech.wiki - temporal condenser will now work in worlds where temporal stability has been disabled - Rubber Mold machine now called Parts Mold - new parts: - vacuum tube (added recipe to parts mold) - vacuum tube casing (with grid recipe) - Crude Circuit board now uses a vacuum tube - new Temporal Circuit board has the crude circuit board's recipe - changes: - Crusher Module recipe: - can use any metal for pounder cap - can use any screw type - Industrial Blower: - can use any circuit board type, including newly modified crude circuit board, so temporal steel (and mixer) not required - Macerator increase resin out put from logs - primitive electric motor can be made with any machine plate or rod - can make smelter furance with iron
|
|
378 |
Jul 21st 2022 at 2:10 PM |
Show |
qptech1.10.3.zip |
Install now |
v1.10.3-pre.1
v1.10.3-pre.1
This is just a pre-release to provide 1.17 compatible version One small recipe fix:- fix soaker pipe so pipe isn't marked as tool
|
|
398 |
Jul 8th 2022 at 7:20 PM |
Show |
qptech1.10.3-pre.1.zip |
Install now |
v1.10.2
v1.10.2
1.10.2 - Tweaks and recipes patch, adding more options for using iron instead of bronze Be sure to check out the qptech wiki! Http://qptech.wiki
- added iron machinery block, can be used instead of bronze for: - clayformer - electric forge - electric kiln - primitive generator - logsplitter - macerator - metal punch - crusher module - all recipes that used brass screws should now be able to use any screws - lvpunch can now handle steel & iron, since it is such a limited use machine - added a Hardened Screw Cutter - can make steel & brass screws, get 16 screws per rod - added a wiki link in the guide
|
|
957 |
Jul 8th 2022 at 3:40 PM |
Show |
qptech1.10.2.zip |
Install now |
v1.10.1
|
|
581 |
Jun 30th 2022 at 7:43 PM |
Show |
qptech1.10.1.zip |
Install now |
v1.9.0
v1.9.0
1.9.0 - fixed a server error loop with item transport - added: Mining Drill! - right click on a bucket or barrel etc with drill to fuel with alcoholic spirits (brandies etc) - press F to bring up the mining pattern - drill head is made with steel on an anvil - the drill head will slowly wear down instead of the drill - to replace the drill head press F with the drill and drop the drill head into any of the mode select buttons - in creative mode drill head doesn't wear and fuel isn't consumed, although it can be refueled - mouse over the mining drill in your inventory to see the fuel & drill head state
|
|
869 |
Jun 5th 2022 at 2:12 PM |
Show |
qptech 1.9.zip |
Install now |
v1.8.1
v1.8.1
- Ukranian Translation, courtesy of Craluminium, thanks! - fixed crash with coal stoker thanks Goldkin!
|
|
817 |
May 10th 2022 at 7:57 PM |
Show |
qptech1.8.1.zip |
Install now |
v1.8.0
v1.8.0
Additions:
ClayFormer 2.0 will accept all clay recipes, right click with a raw clay item set production - old ClayFormers will work but are no longer available, and will drop the new clayformer when broken
Adjustments: - log splitter gives 8 firewood now (Thanks Buggi)
|
|
806 |
Apr 28th 2022 at 10:56 AM |
Show |
qptech1.8.0.zip |
Install now |
v1.7.6
v1.7.6
1.7.6 - BUGFIX: Mixer crashing server - tweak: only 2 concrete instead of 8 in mixer (to match with cobblestone recipes) (uses only 250ml of dye now)
|
|
1982 |
Mar 12th 2022 at 12:39 PM |
Show |
qptech1.7.6.zip |
Install now |
v1.7.5
v1.7.5
1.7.5 - BUGFIX: potential crash with wirerender - BUGFIX: fixed tin wire -> copper wire recipe - :(
|
|
833 |
Feb 24th 2022 at 2:02 PM |
Show |
qptech1.7.5.zip |
Install now |
v1.7.4
v1.7.4
1.7.4 - I released this early to correct the serious macerator bug - BUGFIX: Macerator corrupting vanilla crushing and grinding recipes
Additions: - added industrial blower block - added blister steel recipe to the advanced bloomery (requires the blower block) - added liquid rubber recipe to the mixer - sulphur and resin, requires heat - added cable extruder machine - makes cables from liquid rubber, and braided wire
- adding client side config file (qptechclientconfig.json) - added command .showitempipecontents true|false - if set to false it will not render the items going thru pipes which should help performance in some cases - added serverside config (qptechserverconfig.json) - added attribute maceratorsinglemode - if set to true macerators will only output a single itemstack (Helpful in cases were items might have a crushing recipe and a maceration recipe - I will hopefully find a better solution to double macerator output
Tweaks - can make item transport pipes with iron or steel channels - changed cable graphics to a spool and moved to main qptech tab in creative screen - changed wire graphics to a spool - deprecating tin wire, now craftable directly into copper wire so you can get something back for it
|
|
388 |
Feb 24th 2022 at 12:19 PM |
Show |
qptech1.7.4.zip |
Install now |
v1.7.3
v1.7.3
1.7.3 - Release mainly to fix macerator issues - ground storage settings from Craluminum thanks! - itemsplitters will automatcially set i/o faces to match item pipes on placement, as well as match up with any setup itemsplitters - fixed macerator(and some related machiens) not outputing proper items issue - fixed incorrect description on bloomery - [experimental]you can now connect most electrical devices with cables - [creative]added power nodes for long distance power transmission (uses cables)
|
|
487 |
Feb 21st 2022 at 11:35 AM |
Show |
qptech1.7.3.zip |
Install now |
v1.7.2
v1.7.2
1.7.2 small update: - macerator - should now process all items with CrushingProperties and all GrindingProperties (so basically in addition to special processing it will handle all Crusher and Quern recipes, including modded ones (I think) - lathe - outputs 5 rods plus 5 bonus metal bits per ingot (no more ore powder)
|
|
701 |
Feb 17th 2022 at 11:29 AM |
Show |
qptech1.7.2.zip |
Install now |
v1.7.1
v1.7.1
Added Mixer Recipe - my bad! Also industrial glass is now chiselable!
|
|
650 |
Feb 15th 2022 at 7:10 PM |
Show |
qptech1.7.1.zip |
Install now |
v1.7.0
v1.7.0
QPTECH 1.7.0 Release
New Stuff - Item Transport system! - Item Pipes - move items between containers! - powerful filter system: allow/block matching by item codes, - can be set to transfer only a certain amount of items at a time - crate and barrel aware (but not Pottery Barn aware) Will stop loading when a barrel can be sealed. Will auto filter itself to an attached crate. - change direction with a wrench (it will keep its filter, but drop its item) - faster versions to be added in the future - Item Splitters - configurable with wrench to set each side to input or output - will try and even out which directions stacks are sent - gives priority to an attached item pipe with a matching code - will only send items to another splitter or to an item pipe, can't extract or push items into containers itself - Computer tool (Currently creative only) - copy, paste, and clear item filters from item pipes - New Machine - Mixer - used to make specific qptech recipes right now, takes in liquid and items - has a purge function which will either vent any liquids or dump them into a fluid tank underneath the mixer - change between fill and purge modes with the wrench - New Machine - Coal Stoker - keep your steel cooking! - loaded with item pipes - either charcoal or coke - auto builds a charcoal pile on top of itself and will try to keep the charcoal pile at around 8 units - will auto-ignite if it detects a filled coffin above it (as part of a cementation furnace) - careful! you don't want to end up being the source of extra carbon in your steel! - New Decorative Blocks - Concrete - made in a mixer with dye, sand, stones, and quicklime - variants available in each dye color - (a rough variant also available made with just water - Industrial Glass - frameless glass blocks made in a mixer from Crushed Quartz and water - New Parts and materials: - steel channels, circuit boards, temporal steel (made in mixer) - (experimental!)ropes and power poles (creative only) for power transfer.
Fixes & Tweaks - fixed recipes for castiron ovens - doubled mv generator power output to 64 tf - mv heater quartered power usage to 32 tf - fixed assembler type machines to try harder to find open slots - several blocks made ground storable, thanks Craluminium! - bugfixes - hopefully stabilized some of the devices erroring out and doing weird stuff - fixed recipes for castiron ovens - fixed bug: mixer won't change liquid types even when empty - fixed: some machines stuck on warmpup - Recipe processor recipe lists can be partially matched - started adding some helpful links and such in item descriptions - Bloomery machine can now work blister steel ingots, now called Advanced Bloomery Machine - heating coils now stack so mv heater can actually be made!
|
|
573 |
Feb 15th 2022 at 10:49 AM |
Show |
qptech1.7.0.zip |
Install now |
v1.7.0-rc.3
v1.7.0-rc.3
1.7.0.pre3 - Hopefully final preview release before a full release - itempipes will adjust scale of items a little better, tiny items won't get scaled down as much or at all as larger items
- Bloomery machine can now work blister steel ingots, now called Advanced Bloomery Machine - started adding some helpful links and such in item descriptions - added coal pile stoker - will keep coke/coal piles fed (loaded via item pipes) - tweak from pre2 - item pipes are slower but don't require circuit boards (this will be left for an advanced version) - item splitters don't require circuit boards - coal stoker requires a chip - bugfixes - hopefully stabilized some of the devices erroring out and doing weird stuff - adjusted height of display items running thru pipes - heating coils now stack so mv heater can actually be made!
|
|
383 |
Feb 13th 2022 at 11:04 AM |
Show |
qptech1.7.0pre.3.zip |
Install now |
v1.7.0-rc.2
v1.7.0-rc.2
1.7.0.pre2 - Preview version, for your test worlds and test servers only! - fixed: some machines stuck on warmpup - found a potential crash with itemsplitter - Recipe processor recipe lists can be partially matched - added all concrete colors and mixer recipes - mixer stays in purge mode until manually disabled - fixed bug: mixer won't change liquid types even when empty
|
|
498 |
Feb 7th 2022 at 1:28 PM |
Show |
qptech1.7.0-rc.2.zip |
Install now |
v1.7.0-rc.1
v1.7.0-rc.1
This a preview release - not meant to run on your main world or servers - future changes could corrupt saves.
1.7.0.pre1 - item transport update - added filterable item transport pipes - filter by: allow/block text, turn on/off, only transfer minimum quantity at a time - added item 3 and 4 way splitters - fixed assembler type machines to try harder to find open slots - added tablet computer - useful for setting and copying filters on pipes - adding multiblock texture test - added industrial glass, made in a mixer from water and crushed glass - added steel channels - added circuit board part - (experimental!)ropes and power poles for power transfer. - mv heater quartered power usage to 32 tf - doubled mv generator power output to 64 tf - added temporal steel ingot, plate, and sheet - temporal steel ingots made in mixer (1 temporal gear+8 steel ingots -> 8 temporal steel ingots) - added mixer object - hit with pipe wrench to purge the internal tank of liquid. Input dry materials on left and output dry materiasl on right. Attach a pipe to back or bottom to fill or drain liquids - fixed recipes for castiron ovens - concrete now made only in mixer (needs water or dye, plus quicklime, sand, and stones) - machine recipe ingredients can now be partially matched (eg: sand- would accept any ingredient that contained sand- in its code)
|
|
384 |
Feb 6th 2022 at 5:28 PM |
Show |
qptech1.7.0-rc.1.zip |
Install now |
v1.6.4
v1.6.4
1.6.4 - bugfix: crash when shift-right clicking clayformer with no item - added model for crucible - added (temp) models for heaters - added heating coil lv part (made via smithing) - added recipes for industrial lv & mv heaters (uses heating coils, removed old heater-mv recipe) - added crucible chamber part (smithed) - added recipe for crucible - new crusher & bloomery machine models from Andy - ui tweaks
|
|
1177 |
Jan 20th 2022 at 1:29 PM |
Show |
qptech1.6.4.zip |
Install now |
v1.6.3
v1.6.3
1.6.3 - electric forge slighly increased max heat so you have time to transfer to machines if heating manually - bugfix: macerator etc still plays sound and animates when switched off - added maceration recipe: stone-chalk->lime - added recipe list ui for Recipe Processor type machines (wiremill and bloomery) - electrical devices have a status ui, right click on device to view - and also turn device on or off - heater device will heat up contents of neighboring chests (with a heatingefficiency setting) - crucible block: can be set to alloy or single mode, will pour ingots based on available heated items in input hatch *will only process exact quantitites - changed steam boiler to require the "combustion" processing type - which right now is provided by the industrial bronze firepit (to prevent infinite power issues) - changed carrying capacity integration to patch based (should clear errors)
|
|
522 |
Jan 17th 2022 at 12:50 PM |
Show |
qptech1.6.3.zip |
Install now |
v1.6.2
v1.6.2
QPTECH 1.6.0 Change Log - VS 1.16 - fixed Tanks to use new water portion units - fixed pipe network to use new water portion units - fixed boiler water usage - fixed prim generator water usage - fixed water tower water generation and storage - adding sound to industrial generator - added wiremill sound (more as a test) - added washplant sound
- roughed in steam particles and sound for boiler block - increase boiler water usage - primitive/creative generator animations running again \o/ - added simple turbine Animation and sound - added crusher model - added crusher animation - added bloomery model - Added crusher sound - batteries now power from all directions (updated graphic) - added sheet roller animation - most devices will stop animation/doing particles etc if not in use - added lathe animation - added wiremill animation - readded animations for metal press based machines and clayforming based machines (produciton time now 3 sec) - readded animations to washplant and macerator
- macerator: processes quartz, cinnabar, bones, limestone
- added bloomworker - iron bloom to ingot machine makeable at iron age - bugfix weird empty electric forge contents
- todo - fix bloom worker running with no heat, and reduce sound
- washplant has chance to drop limestone from gravel
[dev]Roughed in drill - adding concrete recipes
|
|
1416 |
Jan 9th 2022 at 4:47 PM |
Show |
qptech1.6.2.zip |
Install now |
v1.5.4
v1.5.4
1.5.4 Changelog - watertower snowcoverage set to false - fixed "INVALID POWER NETWORK" messages - fixed Macerator not making powderedsulfur - added metal channel part - added recipes for Iron Frame, Iron Platform, Iron Stairs - added lathe model - added boiler block model - added turbine block model - added generator block model - girders, metal stairs, metal platforms now climbable
|
|
629 |
Dec 12th 2021 at 1:43 PM |
Show |
qptech1.5.4.zip |
Install now |
v1.5.3
v1.5.3
1.5.3 Changelog
1.5.3 Changelog - Washplant now has partial processing of bony soil - added recipes: - bloomery-mv - crusher-mv - wiremill-mv - boiler-small - heater-mv - turbine-small - industrialgenerator-mv (Generator MKII) - lathe - added new block machineryblock-steel (core part for new mv machines) - added some creative tabs and moved things around (QPTECH, QPTECH-Parts,QPTECH-Decor) - fixed pipewrench recipe
|
|
496 |
Dec 4th 2021 at 12:21 PM |
Show |
qptech1.5.3.zip |
Install now |
v1.5.2
v1.5.2
1.5.2 Changelog - primitive generator won't overload - should fix generator "off off", and "no heat" - fix generator sound and "generating power" display when not running - adding hardmetalplate press to handle iron & steel plates - adding iron machineplate recipe
|
|
440 |
Dec 2nd 2021 at 1:27 PM |
Show |
qptech1.5.2.zip |
Install now |
v1.5.1
v1.5.1
1.5.1 Changelog - added ru.json - added carrying capacity support
|
|
430 |
Nov 30th 2021 at 2:16 PM |
Show |
qptech1.5.1.zip |
Install now |
v1.5.0
v1.5.0
1.5 Changelog (* devices are only available in creative right now)
- QPTECHAPI no longer used or needed (will be ignored)
- much improved power networks, connected devices form networks share storage/generation/usage as a single network
- fixed device powering on/off
- disabled animations to preven major crash
- added Fluid networks to more smoothly move fluids thru pipes
- a pipe on side or bottom will take fluid out of a network
- only pipe on top of fluid tank will input into tank
- barrel filling
- pipes over barrels will fill them (if possible)
- will stop filling if a valid sealable recipe is present
- will also drain from bottom if barrel cannot be sealed or if it's not sealed
- LV Punching Machine - plates->drilled plates
- *MV Lathe - cold ingots -> rods
- new machine types/industrial processes:
- *MV Heater - supplies 2000 units of heat if powered (needs electricity)
- *MV Crusher - supplies crushing power (needs electricity)
- *Boiler- provides steam (requires heat + water)
- *Turbine - provides torque (NOT related to the mechanical power system...yet)
- *MV Generator - provides power from torque (from the turbine NOT related to mechanical power system)
- irrigation pipes tweaked to use new fluid network
- added items:
- braided copper wire
- cable
- cracked rubber crucible
- steel screws, steel bolts, steel rings
- MV Stator, MV Rotor, MV Motor
- MV Sheet Roller - metal plates-> metal sheets
- *MV Wiremill - metal sheets-> metal wire
|
|
443 |
Nov 29th 2021 at 12:03 PM |
Show |
qptech1.5.zip |
Install now |
v1.4.0
v1.4.0
QPTECH 1.4 Main additions: Pipes, Fluid Tanks, and the Wrench as well as sliding doors. Note that machine animations have been disabled until a 1.14.x release as I did them wrong and they were causing random crashes.
|
|
862 |
Nov 1st 2021 at 11:18 AM |
Show |
qptech1.4.zip |
Install now |
v1.3.0
v1.3.0
QPTECH V1.3: - adds the multiblock water tower - keep those generators from 'sploding! - electric kiln - keep those bowls coming! - log splitter - keep those fires burning! - various other tweaks & fixes
|
|
975 |
Sep 12th 2021 at 5:25 PM |
Show |
qptech1.3.zip |
Install now |
v1.2.1-pre.2
v1.2.1-pre.2
Quick fix to the screw press - removing the temperature requirement as you can't reheat rods on the forge. My bad!
|
|
872 |
Aug 4th 2021 at 12:08 AM |
Show |
qptech1.2.1-pre.2.zip |
Install now |
v1.2.1-pre.1
v1.2.1-pre.1
Rebalancing release:
- cheaper crafting recipes in general
- improved machine output flow (eg: 2 ingots into press, yields plate, which can be fed into the rod machine to yield 5 rods, each rod can yield 12 screws in screw press, so you can now get 30 screws from an ingot) - preview builds of the motor and generator - electrical and mechanical power together! Please test in creative and provide feedback in the discord! Motor - electricity to mechanical power Generator - mechanical power to electricity - no you can't hook a motor to a generator and have them power each other :D Thanks to Novocain for making the models, and getting the code working! (one issue is on load the generator would have to be re-placed, i'm sure there are many other issues that will pop up!) - better descriptive text in many places - pipe bending machine - 2 plates yields 3 chute sections - batteries, junctions, and wires can handle a lot more power - new junction graphics, thanks Andy!
- - you can now make bronze plates in the plate press-
- tin wire is being deprecated, you can now use copper in all the machines
|
|
416 |
Aug 3rd 2021 at 8:53 PM |
Show |
qptech1.2.1-pre.1.zip |
Install now |
v1.1.5
v1.1.5
Release 1.1.5 - tweaks and balancing - cheaper recipes in some cases - 2x motors now require single motors. - metal plate press can now make bronze plates - added bronze wire pull plate (needs a quick fix) - increased Kitchen Cabinet storage to 20, also increased wood cost - copper wire now usable for wireplates (will probably phase out tin wire)
|
|
588 |
Jul 25th 2021 at 1:26 PM |
Show |
qptech 1.1.5.zip |
Install now |
v1.1.4
v1.1.4
- new defaults for electrical transmission: wires & batteries can send power down (junctions still send in all directions) plus electrical devices can receive power from their top & bottom faces by default, so you can now run wireplates along the top of your electrical devices
- added LV Electric Kiln - using electricity will take raw clay items from its left side, heat and output finished clay items from its right side
|
|
584 |
Jul 18th 2021 at 2:38 PM |
Show |
qptech1.1.4.zip |
Install now |
v1.1.3
v1.1.3
Fixed for Vintage Story 1.15.1, will also update the QPTECH API so don't forget to update that also! Note: generator textures are missing, will be fixed with next release, which shouldn't bee too long
|
|
482 |
Jul 17th 2021 at 12:32 PM |
Show |
qptech1.1.3.zip |
Install now |
v1.1.2
v1.1.2
1.1.2 Fixes Wash Plant giving waaay to many nuggets.
|
|
706 |
Jun 10th 2021 at 7:49 PM |
Show |
qptech1.1.2.zip |
Install now |
v1.1.1
v1.1.1
Quick bug fix release to fix wire issues. Sowee!
Presenting QPTECH 1.1 the LV update 1.1 additions: - Electricity: basic power generation and several handy devices - Clayformer: produces unfired clay goods from raw clay - Metal Stamper: produces metal plates and other items from heated ingots (softer metals only at this tech level) - Macerator: chews up ore chunks to yield more ore as well as processing other materials - Wash Plant: a second layer of processing, pass thru sand, gravel, other items (more to come soon) with a chance of gaining other items such as clay, ore nuggets etc - includes the original automated firepit parts, cabinetry, cast iron stoves, and the icebox.
|
|
476 |
Jun 9th 2021 at 10:42 PM |
Show |
qptech1.1.1.zip |
Install now |
v1.1.0
v1.1.0
1.1.2 Fixes Wash Plant giving way too many nuggets!
|
|
441 |
Jun 10th 2021 at 7:46 PM |
Show |
qptech1.1.2.zip |
Install now |
v1.1.0-pre.1
v1.1.0-pre.1
Version 1.1.0 pre-release \o/
After a lot of learning and developing v1.1.0-pre1 is here! This is definitely a preview only release, probably shouldn't integrate into your worlds just yet - but I would appreciate very much if you can test it out and see how it works!
Changes - added Low Voltage Electricity system, including several blocks, tools, and subparts
Requirements - QPTECH API - very small barebones api for other mods to integrate into qptech
Where are the new kitcheny things? In order to be more flexible for servers that want decor vs a whole tech tree a new mod - QPTECH Furniture will be released soon, with a whole lot of new cool things courtesy of Mister Andy Dandy.
|
|
777 |
Apr 30th 2021 at 1:46 PM |
Show |
qptech1.1.0-pre1.zip |
Install now |
v1.0.5
v1.0.5
Added Russian language file (no other changes)
|
|
891 |
Mar 31st 2021 at 12:56 PM |
Show |
qptech-1.0.5.zip |
Install now |
v1.0.4
v1.0.4
Major bug fix, the mod should work on servers now!
Also fixed up a few little config things here and there. Should be able to build the Bronze Item Hatch, icebox won't have an insane default value for preservation bonus.
|
|
625 |
Mar 24th 2021 at 12:28 PM |
Show |
qptech-1.0.4.zip |
Install now |
v1.0.3
v1.0.3
1.0.3 Release! Finaly changes from pre-release: - fixed particles on ovens - industrial oven won't fall down, should light up - added attributes for icebox so you can set if it uses up ice, the rate ice is used, and the bonus for having ice - added attributes for the various new ovens so you can set the heat bonus
|
|
502 |
Mar 23rd 2021 at 10:57 AM |
Show |
qptech_v1.0.3.zip |
Install now |
v1.0.3-pre.1
v1.0.3-pre.1
v1.03-pre adds the kitchen update stuff i've added so far! Consider this a preview release just in case any big changes need to be made!
|
|
514 |
Mar 21st 2021 at 11:27 PM |
Show |
qptech_v1.0.3-pre.1.zip |
Install now |
v1.0.2
v1.0.2
v1.02 Adds the Cast Iron Oven - more of a decorative block, it can be placed and picked up and offers a 10% heat bonus over the standard firepit.
|
|
546 |
Mar 18th 2021 at 8:36 PM |
Show |
qptech_v1.0.2.zip |
Install now |
v1.0.1
v1.0.1
v1.0 Featuring the Automated Firepit
|
|
463 |
Mar 18th 2021 at 10:05 AM |
Show |
qptech_v1.0.1.zip |
Install now |
Afroman726 currently probably not - like they can co-exist but not interact power-wise etc if that makes sense.
QPTech I love your mod! Is this mod compatible with vintage engineering?
Is it possible to change the recipes that they need jonas parts to make it more balanced for Server?
Ah i see i had done a push to add more text to the lang file, but the mod is so old and has so much hardcoded stuff because I didn't know any better at the time :)
i18n ?
You have a lot of text in your mod that can't be translated in lang
Aimli i don't know what you mean
I have to spend a lot of time looking for the text in the source code and translating it, it would be nice if you could link them to lang!
qptech.wiki is DOWN for everyone. The server is not responding
@NightstalkerAvi Not sure if you're still struggling with this, but yes, the recipe for the logsplitter uses a wildcard for vanilla axes of Iron or Steel, which IDG removes. ("code": "game:axehead-*", "allowedVariants": ["iron","steel"],)
This can be fixed be replacing "game:axehead-*" with "indappledgroves:forestaxehead-*" , or, frankly, anything else you might want to use; replacing it with a simple ingot would make it mod-agnostic.
Vintage Engineering produces the exact same crash with its logsplitter for exactly the same reason, and can be remedied in a similar fashion. My understanding is that QPTech is to be deprecated, so writing a compatability mod may not be worth it vs simply editing the file yourself. If I can figure out how to recipe patch another mod, I may write a small compatability fix for VE, since it appears to be picking up the torch for tech mods going forward.
How tough would it be to make this mod's power system compatible with the Electricity mod? I might be dumb but I haven't seen a way to make machines work with QP generators.
I've encountered a bug.
29.7.2024 23:06:08 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 578
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 202
What kind of dye do I need to make the brown concrete block?
Hey, so, mod added ore chunks like those from Geology Additions can be taken by the macerator, but it just voids them. Is there any way you could fix this?
I'm running into an interesting issue involving the log splitter where clicking on the crafting recipe instantly causes a CTD (Crash To Desktop) without even a pause in the game. Most likely an incompatibility with Dappled Groves if I had to guess?
Primitive LV Generator Recipe still isn't working on the latest version.
any chance of getting some low power, high output light bulbs/lamps just for asthetic looks to have electric powered lights?
Hi! Im trying to set up automation for cementation furnace with coal pile stocker (Chest -> Item pipe -> Stocker). I placed stack of charcoal into chest and it appeared as coke in stocker. Is it a bug?
Russian translation https://drive.google.com/drive/folders/1GWcE8GHSb_LoN5jZwcgRTLTBerW-FB3L?usp=sharing
i am wondering if it is just me i am struggling to run it due to an error of "Misaligned address error" when starting the generation of the world
here is populated logs including konsole logs gist.github.com/KaziiTheAvali/1e705a65e3878c44efefb954858a69d9
Any chance you that you might be able to make The electricity mod compatible?
I will be watching this mod with great interest
The firepit loaders only load one thing at a time if there is a modded thing that requires more than one to get a result. Was poking around and testing with the bricklayers mod and bone ash. It just loads 1 bone/bonemeal instead of 3..... don't supose there is any way for it to check if it will get a valid result and keep feeding untill there is one?
or could you consider an electric mixing bowl from a culinary artilery lol
is there a way to turn flux into mecanical power?
Dis742 and Azraile looks like this might be fixed in the current dev build, so hopefully I'll get a new update up soon!
Dis742 let me check with Rinly
Azraile I use the bronze fire pits, and you can uses the stoker, firepit loader and firepit unloader, or item pipes
can you make it so snow don't fully cover concret like paths, just replaced all our paths with it and now they are all snowed over ;_;
tion for anyone who can answer..... which machine is good for making quicklime automatedly?
primitive electric generater and the Macerator is uncraftable i do have the latest release on server 1.15.1
The mod doesn't work for me. There is nothing in the creative menu or in-game guide that the mod should add.
just telling you that the primitive electric generater is uncraftable for me
just saying
Helo. You mayby thinking about add to mod some electric tools, ore finder, armor with boost, something like that, you know, some QOL items ? Is silly walking in old knight armor with old sword inside automated electric factory. That why i asking about tools and outer things. What you thing about that. Stay save.
bluelightning32 I have a fix for that, should be updated soon!
QPTech I tried using copper ore in the macerator, but it just ate the ore and didn't produce any nuggets. This was with version 1.15.0. The server log says:
> 29.3.2024 21:27:12 [Server Error] At position 511755, 103, 512606 for block machines:macerator-lv-south a BEEMacerator threw an error when ticked:
29.3.2024 21:27:12 [Server Error] Exception: Object reference not set to an instance of an object.
at qptech.src.MacerationRecipe.GetMacerate(CollectibleObject co, ICoreAPI api, String machinename)
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
It works, but there is no QPTECH tab, the oven is wildly lagging, it is not clear how to search for machines, how to connect them. The mod can be said not to be playable on version 1.19.4. There is no in-game tutorial. I suffered and deleted it.
QPTech Thanks for the response! I checked through all the zipfiles and was unable to find anything relating to output/quantities, though maybe I just don't know exactly what I am looking for. I have a pretty decent grasp on editing .json and even patching them, but I didn't see any code relating to what I wanted.
MrL972 you can't it's just a fancy chest and must be opened by the player whose inventory you want to access.
How to send an object directly to the "Temporal Pocket" via command
Dnd There are files in the zip file itself that can be edited under config. I may not have pushed an updated recipe that fixes 2x logs just yet. And resin definitely dropping too frequently!
Edit: Looking at the log splitter description, I should not be getting firewood from the first input, however, at the moment it is outputting firewood and debarked logs on the first pass, doubling the amount. Still, wondering if there is an easy way to configure less firewood/resin on output
Are there any config files? I would like to adjust the amount of firewood out of logs, because I am getting way too much since I can get them chopped, then chop the debarked logs, as well. Also, the resin seems like it is near 90% per log, and I'd love to adjust that down as well.
SuperTeeJ it goes based on the prospecting readings in the area, what do those look like?
QPTech
Could you add an auto planter that could plant crops and saplings within the radius if fed in seeds. Likewise could you make an auto harvester that will harvest fully grown crops and an an auto chopper that will cut down trees in the radius?
Here is an example from a Rimworld mod for inspiration.
Thanks in advance!
Hey there, just a question. The auto miner seems to give REALLY low amounts of the resources that it is "harvesting" because it is already mined like 20 layers but I have 1 dirt, 6 stones and some gemstones with nothing else. Is that right or am I experiencing a bug?
Ronnie21093 that freaking MP stuff - I've also seen people say sometimes it provides power on the wrong axis.
I noticed something with the mechanical electric generator. On my server, if nobody logs in for a while and the chunk with the generator is unloaded, when the chunk is loaded again, the generator is facing a different direction, which leads to it being disconnected from the windmill.
Source link at the top is broken :(
Saw mill does not seem to output planks
McJty I see massive lag spikes at different times, sometimes when qptech isn't even on. But there does seem to be something going on sometimes.
After a long time of investigation I found that this mod is causing massive lag spikes every few seconds on my 1.19.3 world. Is this a known issue?
Hmm, adding it back is fine now. No idea what's going on
Rinly 1.14.2 is for vintage story 1.19.x
Ptah Having issues with the macerator on qtech v1.14.2 using game version 1.18. Below is the server log. It is also important to note that the error occurs multiple times in one second locking up the server as well as freezing my client
23.1.2024 17:33:24 [Server Fatal] System.MissingMethodException: Method not found: 'Vintagestory.API.Common.WeightedSlot Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(Vintagestory.API.Common.ItemSlot, Vintagestory.API.Common.ItemStackMoveOperation, System.Collections.Generic.List`1<Vintagestory.API.Common.ItemSlot>)'.
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
23.1.2024 17:33:24 [Server Fatal] System.MissingMethodException: Method not found: 'Vintagestory.API.Common.WeightedSlot Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(Vintagestory.API.Common.ItemSlot, Vintagestory.API.Common.ItemStackMoveOperation, System.Collections.Generic.List`1<Vintagestory.API.Common.ItemSlot>)'.
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
I hope this is helpful. I have not tested this on 1.19, I'm still waiting for other mods to update.
I love this mod and it's gregtechiness. Hoping you continue to to foster this treasure of a mod, as far as I know it's the only electricity/machinery mod out there that doesn't put me to sleep with its simplicity.
Thank you!
Dekkan how did you fix it on 1.18.15?
damm this mod looks awesome, i wish there was something like this but more immersive and steampunk, this one is too gregtechy
When you say the mechanical power convertors are buggy, how exactly do you mean?
Running into an issue on our server at startup:
23.11.2023 19:00:16 [Error] [qptech1.14.1.zip] An exception was thrown trying to to load the ModInfo:
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 254
23.11.2023 19:00:16 [Error] [qptech1.14.1.zip] An exception was thrown trying to to load the ModInfo:
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 254
Seems like an error between the mod and the games api.
If you have any ideas please let me know.
Also we're running 1.18.15 so maybe there was a change between the listed 1.18.14 and 1.18.15 version of the game's API
Thank you! Fix was found!
Ice Box causes this error in client-main when it's open and closed.
[Warning] Audio File not found: machines:sounds/block/largechestopen.ogg
[Warning] Audio File not found: machines:sounds/block/largechestclose.ogg
did the animations get turned back on with the latest update?
QuentinP I've got that going for nuggets, yeah. But I get a bunch of crushed ores as a byproduct that won't go through. Do I need different machines for this stuff maybe?
Kirona yes you can setup a complete chunk->steel production chain even.
I was wondering if there's a way to use machines to process all the crushed ore I get from the macerator? I can process nuggets just fine, obviously, but I've got stacks and stacks of crushed hematite and magnetite and copper and so on, and I can't seem to run them through anything. Any hints?
>_> Also the electric motor block seems to just generate free energy without any sort of mechanical power input.
i wanted to add this to my server with the newest release but seems to break to much stuff and cause the game to crash after a minute or so
Hi QuentinP!
The soaker pipes in 1.18.8 onwards seem to be a lot more water hungry than they used to be... A single water tower was enough to irrigate 16 farm patches of 7x7 blocks, and now 4 water towers are not enough for 6 farm patches. Is this a bug or it is intentional?
Thank you very much for your time!
Best regards,
Ivan
Any compatibility issues with primitive survival or Xskills or Expanded foods?
I made some minor fixes. I reenabled the animation and fixed 2 issues. I fixed issues were proper syncing of network information UI when using the mod on a server and sawmill now produces planks given logs. Also I recompiled the mod with net7
I made these modifications without @QuentinP knowledge so if he wants me to take down this post, I will take it down.
download link
Probably a little late but for anyone having trouble getting the sawmill to cut logs into planks, this can be fix by opening up the qptech mod zip file. Then under assets/qptech/config/macerationrecipes.json, you can change the suffix of the sawmill output configuration to "-ud" instead of "-hor"
So under the original configuration will be:
{
"clearcodeparts":["placed-","-ud"],
"outputmaterial": "planks",
"outputquantity": 16,
"odds": 100,
"type": "SWAP",
"machinename": "sawmill",
"suffix": "-hor"
}
Change to this configuration:
{
"clearcodeparts":["placed-","-ud"],
"outputmaterial": "planks",
"outputquantity": 16,
"odds": 100,
"type": "SWAP",
"machinename": "sawmill",
"suffix": "-ud"
}
This is because the -hor prefix seem to no longer exists in later version of Vintage Story for planks
@Ultimaheart4 there is the electricity mode, you would just have to connect the motor to the mechanical movement make them one piece. and then use that to use the electrical system.
man it would be nice to use this mod. but other then solar i dont see any conversion to use mechanical power to produce your flux. would be neat to see something for it. even if it would be obviously proportional compared to the early game steam engine, if its stronger then the steam engine id say make it more complex or closer to mid game then the early steam engine power production. i just feel the players mechanical stuff would become obsolete way too early after starting said mod atleast near mid game. but i wasnt sure if this was updated for 1.18.6 and wasnt sure if i should add it to my server for others to play with yet. heres to hoping to see so much more cool stuff from you though!
Has anyone had success using the saw mill in 1.18.x? I am having an issue with it where it is extracting the source logs and processing them, but not outputting and results. It's most likely a conflict with another mod, but I thought I'd check here to see if anyone has run into the same issue before going down that rabbit hole.
Do we get an update?
Incompatible with 1.17.10
System.Exception: Don't know how to instantiate item of class 'ItemWire' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/30/2023 10:26:30 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateItem(System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
IvanZS in 1.12.2 they will be insta-breakable. That was a silly bug xD
IvanZS ah that could be an issue...well two issues I will check.
Hi QPTECH. I don't know if this is intentional, but it seems that the solar panels work just fine when the light is provided by a lantern? And I was not able to break/move one of them with a steel pickaxe in survival...
IvanZS Hmm I'll have to do some testing with that, I didn't see that yet.
@QPTECH I've downloaded the mod and am eager to try it out, but I've noticed a whole pile of errors in the log of the sort:
[Error] Missing mapping for texture code wood during shape tesselation of block machines:wireplate-tin-2a-cross using shape machines:item/part/wire, or one of its alternates
and
[Error] Missing mapping for texture code wire during shape tesselation of block machines:wireplate-tin-2a-cross using shape machines:item/part/wire, or one of its alternates
All of them seem to be for texture code wood or texture code wire. I get numerous of the errors, but all seem to be tied to either machines:wireplate-tin-2a-cross or machines:wireplate-tin-electricjunction
Additionally, I get a few Texture not found errors for:
'machines:textures/item/resource/orepowder/orepowder-iron.png' not found (defined in Item code machines:orepowder-iron).
'machines:textures/block/wood/hopper/frame.png' not found (defined in Baked variant of block machines:ringedbarrel).
'machines:textures/block/tempblocks/seeker.png' not found (defined in Baked variant of block machines:seeker-test-north).
'machines:textures/block/wood/cabinets/acacia/detail.png' not found (defined in Baked variant of block machines:cabinets-normal-north).
'machines:textures/block/wood/cabinets/acacia/detail.png' not found (defined in Baked variant of block machines:cabinets-normal-north).
'machines:textures/block/wood/cabinets/acacia/cabinet.png' not found (defined in Baked variant of block machines:cabinets-normal-north).
Peering into the folder tree, I don't see those files (the textures/block/wood folder seems to be missing altogether).
Hi QPTECH. Thank you wholeheartedly for this awesome mod! I installed it because of the irrigation pipes and ended up with full blown factory setup...
I noticed something odd today: I put 24 zinc ingots and 24 copper ones in the hardened metal press (plates)' input chest, expecting to get 12 zinc and 12 copper plates. I got 24 copper plates instead. It seems that the machine sets the output material based on the first ingredient which goes in and proceeds with it as far as there are materials in the input chest... I haven't tested the other presses, but I'd guess that this bit of code should be the same for them as well.
And one request: Is it possible to increase the effect radius of the soaker pipes to two blocks vertically? As they are now, they can not be used in greenhouses as there must be full blocks below the farmland...
l33tmaan Yeah they are a bit high, they were made so long ago. But if I nerf them now it might screw over people relying on them?
Is it me or do these cabinets always have the best food perish multipliers? They're sitting pretty at x0.26 while my chest 2 blocks away is at x0.5. It feels a little OP.
Yeah, they're even better than storage vessels. I feelc compelled to use them...
Mother of Arceus, this looks like Frackin Universe (Starbound) stuff
The game crashes when melting iron on a crucible.
Amigurumi that's odd, i'll have to check. So far all the fluids seem to just have worked, but i didn't try juice specifically.
Vanilla fruit juices don't seem to be compatible with the fluid pipes. Is that intentional?
Melting iron in the crucible causes a crash. I think this is happening because there is no liquid form for iron.
Ryan_Thomas, I'm seeing similar problems. I filed github.com/wqpvs/qptech/issues/10.
Unless I'm misunderstanding, the macerator can handle quern recipes, like bonemeal, correct? It's not for me, mini piles of bonemeal spit out the back, but they don't register in my inventory. This perhaps is on my end, perhaps it's a conflicting mod of some type. But in case it's not on my end, I just wanted you to know :)
playing 1.15.1 added your storage container under a firepit unloader and it crashed the server , just repeats the following after restarting the server and trying to log in unsuccessfuly
Pitoucc ah I will look into that.
Seems like crouch clicking on a clayformer with an empty hand might cause a client crash.
@Buggi Carry Capacity not required, but it is implemented
Is Carry Capacity a required mod? I'm getting my log files filled with CC errors for some of your blocks.
Maybe a suggestion too make power in walls :) nice mod keep the work up
You should probably specify somewhere that normal firewood can't get hot enough for the generator.
The current wording implies you can just start a fire and get power, when that's not the case.
Water tank work ?? i was create it outside with spruce wood pland and copper block but no work when i using right mause key i dont see structure block...
Für alle die wissen möchten was genau der Mod macht und wie man ihn benutzt (auf Deutsch), anbei ein etwas längeres Tutorial, bzw Modvorstellung. (Mit Inhaltsverzeichnis) ❗❗❗❗❗
ViNTAGE STORY MOD 🧪 AUTOMATION MIT QPTECH MOD
I can't explain what happend but my fishing lines from primitive surival mod turned intro your kitchen cabinets when installed this for the first time.
I can't even think of why. There is a error in the change log I can send you.
Thank you so much for making such an amazing mod! :)