Mods / Electrical Progressive: Core

Tags: #Library
Authors: tehtelev, Kotl
Side: Both
Created: Mar 26th at 7:43 PM
Last modified: 1 day ago
Downloads: 9467
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Recommended download (for Vintage Story 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
electricalprogressivecore_1.0.5.zip  1-click install


Attention. If you played with a version of the mod before 1.0.0.

All electrical devices and cables you will need to break and install again!!! Otherwise, they will cause damage to everyone, or burn out when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull up the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.

 


Library of all the logic of electricity. Does nothing by itself and is useless.

 

It is possible to change the speed of current flow through the "speedOfElectricity" wires (blocks per second) in the ElectricityConfig configuration file, as well as select the "instant" mode of operation (if true, electricity is instantly supplied to the consumer without losses).

 

Roadmap:
  • Development of a new electricity system - (100% ready)
    • New energy distribution system. (100% ready)
      • Energy transfer from the nearest source.  (100% ready)
      • Instant transmission of electricity (the easiest way). (100% ready)
      • Packet-delayed power transmission in cables. - (Videos № 1, 3, 4)  (100% ready)            
    • Cables: add characteristics to the cables themselves.- (100% ready)
      • Displaying detailed information about the network and part of the network by pressing the Alt button (100% ready)
      • Different cable materials with different resistance (losses). (100% ready)
      • Cable burnout during overload. (Videos № 6) (100% ready) 
      • Cable line system.(Videos № 5)  (100% ready)
    • Expanding the properties of electrical devices: more flexible interaction with the electrical circuit. (100% ready)
      • Generators now create a load on the shaft in proportion to the consumption (load) in the electrical circuit that falls on this generator. Rotational inertia has also been added to smooth out consumption spikes. (Video № 2) (100% ready)
    • A system of different voltages  (Videos № 7)
      • Electric energy transformers - (100% ready) 
      • Distribution of devices according to different voltages. - (100% ready) 
  • Separation from the original Electricity mod..(100% ready)
  • Separation of the electricity system into a separate library (core). This will allow other developers to use the functionality. (100% ready)
  • Increasing the functionality and tools of the electricity system. -(now)
    • Devices burn out in contact with water (100% ready)
    • Exposed wires, live fence cause damage. (90% ready)
  • Solid fuel generator
  • Development of an automation system - logic circuits. It will take a little time, because the necessary tools will already be in the electricity system.
  • Development of logic circuit devices. Setting up its interaction with electrical devices.
  • Separation of the automation system into a separate library (core). This will allow other developers to use its functionality.
  • Juicer
  • Washer
  • Hydroponics
  • Heating elements for working with furnaces...
  • Tutorials?
  • Steam power?...
  • ....What are your ideas?

 

 


 

 


You can also install:

Electrical Progressive: Basics

Electrical Progressive: Quality of Life

Electrical Progressive: Equipment

 


Incompatible with mods:

  • Electricity
  • ElectricityAddon

 


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

 


Acknowledgements:

Achumba(ILMAX) - for excellent models of new and burnt-out devices.

xarleyn - code refactoring

v2lenkagamine - work with armor and weapons

 


Known issues:

  • [Fixed in v. 0.9.5, 1.0.2-1.0.3] Possible micro freezes and slowdowns with a large number of devices and blocks. Especially in realistic "slow" mode. This is due to optimization in the code. As soon as all the necessary functionality is developed, we will immediately take on this problem. First of all, we are testing the mechanics and new behavior. 

 


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

SWIXY | VS | MODS

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.5
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
401 1 day ago electricalprogressivecore_1.0.5.zip 1-click install

Update 1.0.5:

  • Fixed an issue in the path cache due to which consumers could not receive energy, although they were correctly connected to the network.

 


Обновление 1.0.5:

  • Исправлена проблема в кэше путей, из-за которой потребители могли не получать энергию, хотя были правильно подключены к сети.

 

 

1.0.4
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
927 Jun 9th at 7:13 PM electricalprogressivecore_1.0.4.zip 1-click install

Update 1.0.4:

  • The mod has undergone a small refactoring thanks to @xarleyn . Reduced code duplication and other cluttered code sections. Thanks to him for his help. The player will not notice the improvements, but now anyone can create their own devices much easier. To do this, you need to take into account the necessary parts of the mod and the classes of our devices.
  • The pathfinding system for current was improved. This allowed the use of devices placed on metal blocks again. Previously in (Electricity/Addon) this feature was made through a "crutch", although it worked somehow.
  • Also fixed a bug in pathfinding. A device connected to the network could not receive energy, although the network saw it as connected.
  • Added Spanish localization

 


Обновление 1.0.4:

  • Мод претерпел небольшой рефакторинг благодаря @xarleyn . Уменьшены дублирования кода и прочие нагроможденные участки кода. Спасибо ему за помощь. Игрок улучшений не заметит, но теперь любые желающие смогут намного легче создавать собственные устройства. Для этого нужно взять в зависимость необходимые части мода и классы наших устройств.
  • Была улучшена система поиска пути для тока. Это позволило снова использовать устройства размещенные на металлических блоках. Раньше в (Electricity/Addon) это возможность была сделана через "костыль", хотя и как-то работала.
  • Также исправлена ошибка в поиске пути. Прибор подключенный к сети мог не получать энергию, хотя сеть его видела как подключенный.
  • Добавлена испанская локализация
1.0.3
1.20.5 - 1.20.7 1.20.8 - 1.20.10
1316 Jun 1st at 9:48 AM electricalprogressivecore_1.0.3.zip 1-click install

Update 1.0.3:

  • We continued to optimize the performance of our electricity core. The increase was another x2-x3 times compared to update 1.0.2. Reduced RAM usage, especially on large electrical networks. According to our preliminary tests, electricity performance (at standard settings) in both modes has become better than that of the mechanical system of the game itself! The functionality was not affected in any way.
  • Copying electrical devices and wires in creative works correctly. You only need to restart the game/server for the copied blocks to start working.

 


Обновление 1.0.3:

  • Мы продолжили оптимизировать производительности нашего ядра электричества. Прирост составил еще х2-х3 раза по сравнению с обновлением 1.0.2. Уменьшено использование оперативной памяти, особенно на больших электрических сетях. По предварительным нашим тестам, производительность электричества (на стандартных настройках) в обеих режимах стала лучше, чем у механической системы самой игры! Функционал при этом никак не пострадал.
  • Копирование электрических устройств и проводов в креативе отрабатывается корректно. Необходимо только перезапустить игру/сервер, чтобы скопированные блоки начали свою работу.
1.0.2
1.20.5 - 1.20.7 1.20.8 - 1.20.11-rc.1
913 May 25th at 5:49 PM electricalprogressivecore_1.0.2.zip 1-click install

Update 1.0.2:

  • Fixed an issue where ore and crystallized ore could not be placed on surfaces. If you didn't know yet, the mod adds the ability to process ore in a grinder. The grinding process is more profitable than breaking it with a hammer!
  • Improved the performance of the electricity logic again. The speed will increase by 2-3 times. This will be especially noticeable if there are about 500+ parts of the electrical circuit within the rendering range. I don't think anyone will build that much alone, so this is more relevant for multiplayer servers.

 


 

Обновление 1.0.2:

  • Исправлена проблема, из-за которой руду и кристаллизированную руду нельзя было разместить на поверхностях. Если вы еще не знали, то мод добавляет возможность перерабатывать руду в измельчителе. При этом процесс измельчения получается выгоднее, чем при разбивании молотком!
  • Снова улучшена производительность работы логики электричества. Скорость вырастет в 2-3 раза. Особенно это будет заметно, если в пределах отрисовки будет порядка 500+ частей электрической цепи. Не думаю, что кто-то в одиночку будет столько строить, поэтому это больше актуально для многопользовательских серверов.
1.0.1
1.20.5 - 1.20.7 1.20.8 - 1.20.11-rc.1
1051 May 18th at 12:53 PM electricalprogressivecore_1.0.1.zip 1-click install

Update 1.0.1:
- Added PT-BR localization
- Fixed a rare error with a server crash when a player quickly breaks electrical blocks. The server calculation of the circuit did not have time to update the information about the block, which no longer exists.


 

Обновление 1.0.1:
- Добавлена локализация PT-BR
- Исправлена редкая ошибка с вылетом сервера, когда игрок быстро ломает электрические блоки. Серверный расчет цепи не успевал обновить информацию о блоке, который уже не существует.

 

1.0.0
1.20.5 - 1.20.7 1.20.8 - 1.20.11-rc.1
889 May 12th at 1:55 PM electricalprogressivecore_1.0.0.zip 1-click install

Update 1.0.0 (Release):

  • Fixed a situation where the current in two wires near the current source had the same value, although the wires have losses.
  • Electricity damage was also inflicted on objects thrown on the ground. Now only living creatures will receive damage, and not all entities.
  • Burnt-out devices, although they do not conduct current, will be considered part of this circuit. Burnt-out devices/wires will also cause damage upon contact with them, even if they were previously insulated.
  • Insulated cables and all working devices are safe upon contact with them. All cables and devices have a moisture resistance parameter. If there is no moisture resistance, then your device/cable risks burning when in contact with rain, snow, hail and spilled water nearby! When in contact with lava, they burn, break and most likely be destroyed. Be careful.
  • All electrical devices and cables will need to be broken and reinstalled!!! Otherwise, they will cause damage to everyone, or burn when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull in the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.

 

Обновление 1.0.0 (Релиз):

  • Исправлена ситуация, когда ток в двух проводах рядом с источником тока имел одинаковое значение, хотя провода имеют потери.
  • Урон от электричества наносился еще и предметам брошенным на землю. Теперь получать урон будут только живые существа, а не все сущности.
  • Сгоревшие приборы хотя и не проводят ток, но будут считаться частью этой цепи. Сгоревшие приборы/провода также будут наносить урон при контакте с ними даже, если они до этого были изолированные.
  • Кабеля в изоляции и все работающие приборы безопасны при контакте с ними. Все кабеля и устройства имеют параметр влагоустойчивости. Если влагоустойчивости нет, то ваше устройство/кабель рискует сгореть при контакте с дождем, снегом, градом и разлитой рядом водой! При контакте с лавой они сгорают, ломаются и скорее всего уничтожаться. Будьте аккуратны.
  • Все электрические приборы и кабеля вам нужно будет сломать и установить снова!!! Иначе они будут наносить всем урон, либо сгорят при контакте с дождем/водой/снегом сразу при заходе в мир. После переустановки этих блоков игра корректно подтянет изменения. Советуем сделать это до установки этого обновления. Также советуем сделать бэкап мира, на всякий случай.

 

 

0.9.10
1.20.5 - 1.20.7 1.20.8 - 1.20.10
589 May 8th at 6:59 PM electricalprogressivecore_0.9.10.zip 1-click install

Update 0.9.10:
- In items that can store energy, the energy unit has been changed to Joules.
- The electricity damage code has been moved to the core to avoid duplicate code. Now 128V wires will do more damage to creatures. Be careful with electricity.
- Added small particle effects underfoot when struck by electricity, as well as black smoke rising from burnt objects. The impact on performance is minimal.
- Added AI translations of localization for Ukrainian, Polish and German.


 

Обновление 0.9.10:
- В предметах, которые могут хранить энергию, единица измерения энергии исправлена на Джоули.
- Код нанесения урона от электричества вынесен в ядро, чтобы не плодить одинаковый код. Теперь провода на 128В будут наносить больше урона существам. Будьте аккуратны с электричеством.
- Добавлены небольшие эффекты частиц под ногами при ударе электричеством, а также черный дым подымающийся из сгоревших предметов. Влияние на производительность минимальное.
- Добавлены ИИ-переводы локализации для украинского, польского и немецкого языков.

0.9.8
1.20.5 - 1.20.7 1.20.8 - 1.20.9
1183 Apr 25th at 4:35 PM electricalprogressivecore_0.9.8.zip 1-click install

Correction of a typo that sometimes causes an error.


 

Исправление опечатки, которая иногда приводит к ошибке.

0.9.7
1.20.5 - 1.20.7 1.20.8 - 1.20.9
168 Apr 23rd at 5:51 PM electricalprogressivecore_0.9.7.zip 1-click install

Fixed a problem with a critical crash when manipulating metal blocks, which appeared after the update with optimization. We recommend updating.


 

Исправлена проблема с критическим вылетом при манипуляциях с металлическими блоками, которая появилась после обновления с оптимизацией. Мы рекомендуем обновиться.

0.9.6
1.20.5 - 1.20.7
456 Apr 19th at 2:04 PM electricalprogressivecore_0.9.6.zip 1-click install

- The Alt button is now correctly displayed and works in the tooltip on network blocks.


 

- Кнопка Alt теперь корректно отображается и работает в подсказке на блоках сети.

 

0.9.5
1.20.5 - 1.20.7
441 Apr 12th at 6:33 PM electricalprogressivecore_0.9.5.zip 1-click install
  • A strict optimization of calculations has been made. No freezes should be noticeable on regular player bases now. Maybe with a quantity of 500+ elements of an electric circuit you will start to notice something only.
0.9.3
1.20.5 - 1.20.7
552 Apr 5th at 9:04 AM electricalprogressivecore_0.9.3.zip 1-click install
  • Fixed a bug where breaking/installing a wire or electrical device would cause a crash. (I think)
  • Fixed the operation of devices that did not want to turn on in instant network mode
0.9.2
1.20.5 - 1.20.7
249 Apr 1st at 7:20 PM electricalprogressivecore_0.9.2.zip 1-click install
  • Fixed the code for the configuration file, which caused the devices to not work at all.
  • A French translation has been added
0.9.1
1.20.5 - 1.20.7
181 Mar 30th at 7:29 PM electricalprogressivecore_0.9.1.zip 1-click install
  • The configuration file will be read preferably from the server side. It will also remain available in the single-player game.
  • Fixed the problem with the Alt button, the signature flickering. When the button's bind is changed, it is displayed correctly.
0.9.0
1.20.5 - 1.20.7
150 Mar 29th at 11:59 AM electricalprogressivecore_0.9.0.zip 1-click install

Beta version launch


36 Comments (oldest first | newest first)

💬 tehtelev , Jun 10th at 8:29 AM

endey The comments are good. We may have corrected some of the things you wrote, and we will correct some soon. Keep in mind that in slow mode, the current does not turn off instantly. It still goes along the wires for some time. The same goes for turning on long circuits, for example, from lanterns - it takes some time for the current to reach the consumer. If all this is difficult for you, you can turn on the instantaneous energy transfer mode in the configuration file. It works the same way as in Electricity. Also, generators no longer produce energy if there is no consumer, that is, no load. Excess energy in a real electrical system is always bad.

💬 endey, Jun 9th at 3:30 PM

possible issues ive encountered:


subgrids (grids seperated by a switch) do not update properly when the switch is closed again. (i.e. i have a street row of standing lamps. i can disconnect them by opening the switch, but closing it again will not turn the lamps back on.)


transformers exceed the 100% limit when placed with another transformer on the same grid or subgrid, with an equal or higher load for them to bear. (likely due to the transformers trying to split the load, but due to uneven calculations, one transformer carries more power than the other.)


communication of power demand/load is abit unclear.

with the prior electricity mod, i could see when a subgrid was properly disconnected, but with this mod, the load and generation seems visually stiff. i hope this gets improved in the future.


switches should be placable by directly clicking the wire, its quite annoying trying to figure out what quadrant i need to click for the switch to be placed correctly.


copper blocks do not transmit power into connected consumers directly placed on them.


the doubling/stacking of wires feels very annoying to work around in tighter spaces. if possible, clicking on the wire directly to double/stack the wire would be appreciated.


standing lamps often require a world reload in order for their light emissions to update. but all other light blocks do not.


if possible, why not have standing lamps work at all voltages? lower voltages produce lower amounts of light, just add a readable minimum threshold.


breaking wires connected to a grid/subgrid, but leading nowhere, can turn off parts of the subgrid.


this is just what ive experienced, and it may not be true to what is intended. just hoping to give some feedback.

💬 tehtelev , Jun 9th at 10:19 AM

ASpy

 This is a game bug that happens sometimes.

💬 ASpy, Jun 9th at 2:42 AM

I think I found a bug. When using a wire connection through a diagonal wall to transfer electricity generated outside a room to inside a room, engines in the room draw electricity without spinning. Switches in the room still connect and disconnect engines from the electrical network the way you would expect.

 

Setting "Instant" to true in the config file resolves the bug but removes challenge features of the mod. The bug may exist for other consumers as well but I haven't tested it.

💬 BrianGTFO, May 28th at 12:35 AM

Only thing I can think of is an electric panning device of some kind. Outside that, love this in the end game.

💬 tehtelev , May 22nd at 5:02 PM

SLEDGE_HAMMER

 Funny bug)

💬 SLEDGE_HAMMER, May 22nd at 9:40 AM

BUG with placing ore chunks and crystals on surfaces, can not be placed.

I had just these mods loaded, and they were causing the issue.

💬 purple8cloud, May 17th at 10:52 AM

finally it came

💬 tehtelev , May 13th at 5:49 PM

Afroman726Ototinhoowlloverhoot We are trying. Thanks for support.

💬 Afroman726, May 11th at 3:27 PM

Thank you so much for this mod!! :D

 

Please keep updating it me and my friends love it! 

💬 Ototinho, May 9th at 7:08 PM

This mod is starting to look a bit like Mekanism. And I'm all on it!

💬 owlloverhoot, Apr 27th at 7:02 PM

I play a fair amount of Monifactory (a gregtech fork) SO WHEN I SAW THIS I AUDIBLY GASPED!

I will definitely be adding this to my new single player world, THANK YOU SO MUCH!

been looking for stuff like this for a WHILE

💬 tehtelev , Apr 18th at 10:36 AM

Kew

 I will make a separate patch and instructions for it so that this can be done.

💬 Kew, Apr 18th at 10:31 AM

Is it possible to upgrade from ElectrictyAddon on an existing save?

💬 tehtelev , Apr 15th at 5:16 AM

Hydromancerx If someone makes compatibility or offers code on GitHub - we will not refuse. At the moment, we do not have time and people to do this.

💬 tehtelev , Apr 15th at 5:13 AM

HaraiseTenshi

 I think you can already try playing with the mod.

💬 Hydromancerx, Apr 14th at 3:59 PM

Will this mod eventually be able to have synergy with Vintage Engineering mod?

💬 HaraiseTenshi, Apr 12th at 8:10 AM

Okay got it :)

 

Then I will keep following it and await the go ahead to use it for playing :)

💬 tehtelev , Apr 12th at 6:11 AM

HaraiseTenshi I highly recommend not playing with it. There are no crashes or bugs now, but performance optimization is needed. With a large number of electrical units, there may be micro freezes. I am already working on this issue.

💬 HaraiseTenshi, Apr 12th at 1:06 AM

So I guess I should not yet be using this mod in an actualy playing world but only in Testworlds? Or how stably is this beta test running? Should I expect frequent crashes or a somewhat stable gameplay albeit witu occasional errors/bugs/wobly behaviour?

💬 Tisajokt, Apr 6th at 3:49 PM

tehtelev Yes, I was not implying that any of what I suggested would not work based on energy production.

💬 XurxoMF, Apr 6th at 1:22 PM

Damn, I love to hear that. I'll try it out on a test world.

💬 tehtelev , Apr 6th at 12:36 PM

Moby_ Power/hanging lines will have to be made with slightly different mechanics. But in the future it will be.

💬 tehtelev , Apr 6th at 12:32 PM

Moby_ Yes. Everything that could be put into this library was moved out. Besides, not all the functionality that I would like is implemented in the library yet. There is still a lot of work to do. But you will still have to look at examples of working with the library in blocks.

💬 tehtelev , Apr 6th at 12:27 PM

XurxoMF This mod is more dependent on the Electricity mod and is incompatible with it. It has absorbed all the best. The logic of the work has been rewritten almost completely.

💬 XurxoMF, Apr 6th at 11:01 AM

Does this mod have something to do with the old Electricity mod or is 100% independent? If so, god, I was beggin for a mod like this!

💬 Moby_, Apr 6th at 9:33 AM

omg, I have yet to try this but I must say: you're a hero for separating the electricity library from the basic blocks

I'll definitely be developing mods using this (unless like, it doesn't work or something, but I think it does)

 

Also, about automation, I've been talking with someone about an analytic engine mod (to add a turing-complete computer, with architecture handling and assembly programming), we've been thinking about ways to give it more functionality by interacting with other mods, sounds like we got an answer :D

 

Also, do you have plans to add hanging wires? (maybe using the vanilla cloth/rope system)
It could be really cool for faster/long distance electricity transmission (which could even allow telegraph lines to be built maybe)

💬 tehtelev , Apr 6th at 5:56 AM

Tisajokt Again - pistons must work on some energy, logic circuits too. I would not like to slide down to children's Minecraft. And in general, the redstone system there is terribly inconvenient.

💬 Tisajokt, Apr 5th at 6:39 PM

Very interested in the logic/automation system in the roadmap, since I'd love to see VS be made Turing-complete; though logic systems could probably be simulated earlier on in the roadmap if a simple electrically-driven switch, clutch, transistor, or block-pushing piston was added?

💬 tehtelev , Apr 3rd at 5:48 AM

InquisitorB The wires are being crafted. Make sure that you have downloaded the EP: Basics mod part with basic devices. This page contains only the electrical logic library.

💬 InquisitorB, Apr 2nd at 11:13 PM

How are the wires going to be crafted? Casting? Anvil?

💬 tehtelev , Mar 31st at 11:41 AM

AcidNight Name the file fr.json and put it in the same folder and start the game again. Localization will be adjusted automatically

💬 AcidNight, Mar 31st at 10:40 AM

Hello, I just finished the French translation. I don't know if I can test it in advance by just putting it in the folder, or if I need to do something. Is there only one language folder per mod? I've seen some with multiple folders.

Here is the link to the GitHub for the translation:
https://github.com/AcidNight00/AcidNight/blob/main/VS_Electrical_Progressive_fr

💬 tehtelev , Mar 30th at 4:53 PM

ElegantChimp Yes. For calculations, instant transfer is easier. And maybe someone doesn't want to make the game so difficult for themselves. Added a video.

💬 ElegantChimp, Mar 30th at 4:17 PM

What are the down sides to instant speed of electricity? It seems like instant would make sense (90% the speed of light and all that). Is this implemented for performance purposes or due to being in beta? Also, the road map seems to reference videos. I would be curious to take a look at them, but I can't seem to find them.

💬 ElegantChimp, Mar 30th at 2:24 PM

This is amazing!
I knew you were working on a full rewrite of the electricity mod, and this looks great. I am personally excited how you are splitting the mod into seporate sub-mods (I personally like to pick and choose features whereever possible). I'll definitely grab it for beta testing and run it for a bit to see if I run into any issues.

 (edit comment delete)