
Mods / Electrical Progressive: Core
Authors: tehtelev, Kotl
Side: Both
Created: Mar 26th at 7:43 PM
Last modified: 1 day ago
Downloads: 9467
Follow Unfollow 189
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).
- 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)
- New energy distribution system. (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?
Video № 1 Vintagestory - ElectricityAddon - Delayed energy transfer (in development)
Video № 2 Vintagestory - ElectricityAddon - Improved generator behavior (in development)
Video № 3 Vintagestory - ElectricityAddon - Improved pathfinding for wires (in development)
Video № 5 Vintagestory - ElectricityAddon - Multicore Wires (in development)
Video № 6 Vintagestory - ElectricityAddon - Wire losses, burnout (in development)
Video № 7 Vintagestory - ElectricityAddon - Voltage system, transformers (in development)
Vintagestory - Electrical Progressive:- Electric lampposts
Vintagestory - Electrical Progressive - Update 0.9.9
Vintagestory - Electrical Progressive - Release update
Vintagestory - ElectricityAddon - Hidden Wiring (life hack)
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):
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
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1.0.5 | 401 | 1 day ago | electricalprogressivecore_1.0.5.zip | 1-click install | ||
Update 1.0.5:
Обновление 1.0.5:
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1.0.4 | 927 | Jun 9th at 7:13 PM | electricalprogressivecore_1.0.4.zip | 1-click install | ||
Update 1.0.4:
Обновление 1.0.4:
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1.0.3 | 1316 | Jun 1st at 9:48 AM | electricalprogressivecore_1.0.3.zip | 1-click install | ||
Update 1.0.3:
Обновление 1.0.3:
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1.0.2 | 913 | May 25th at 5:49 PM | electricalprogressivecore_1.0.2.zip | 1-click install | ||
Update 1.0.2:
Обновление 1.0.2:
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1.0.1 | 1051 | May 18th at 12:53 PM | electricalprogressivecore_1.0.1.zip | 1-click install | ||
Update 1.0.1:
Обновление 1.0.1:
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1.0.0 | 889 | May 12th at 1:55 PM | electricalprogressivecore_1.0.0.zip | 1-click install | ||
Update 1.0.0 (Release):
Обновление 1.0.0 (Релиз):
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0.9.10 | 589 | May 8th at 6:59 PM | electricalprogressivecore_0.9.10.zip | 1-click install | ||
Update 0.9.10:
Обновление 0.9.10: | ||||||
0.9.8 | 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 | 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 | 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.
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0.9.5 | 441 | Apr 12th at 6:33 PM | electricalprogressivecore_0.9.5.zip | 1-click install | ||
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0.9.3 | 552 | Apr 5th at 9:04 AM | electricalprogressivecore_0.9.3.zip | 1-click install | ||
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0.9.2 | 249 | Apr 1st at 7:20 PM | electricalprogressivecore_0.9.2.zip | 1-click install | ||
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0.9.1 | 181 | Mar 30th at 7:29 PM | electricalprogressivecore_0.9.1.zip | 1-click install | ||
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0.9.0 | 150 | Mar 29th at 11:59 AM | electricalprogressivecore_0.9.0.zip | 1-click install | ||
Beta version launch |
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.
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.
ASpy
This is a game bug that happens sometimes.
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.
Only thing I can think of is an electric panning device of some kind. Outside that, love this in the end game.
SLEDGE_HAMMER
Funny bug)
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.
finally it came
Afroman726Ototinhoowlloverhoot We are trying. Thanks for support.
Thank you so much for this mod!! :D
Please keep updating it me and my friends love it!
This mod is starting to look a bit like Mekanism. And I'm all on it!
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
Kew
I will make a separate patch and instructions for it so that this can be done.
Is it possible to upgrade from ElectrictyAddon on an existing save?
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.
HaraiseTenshi
I think you can already try playing with the mod.
Will this mod eventually be able to have synergy with Vintage Engineering mod?
Okay got it :)
Then I will keep following it and await the go ahead to use it for playing :)
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.
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?
tehtelev Yes, I was not implying that any of what I suggested would not work based on energy production.
Damn, I love to hear that. I'll try it out on a test world.
Moby_ Power/hanging lines will have to be made with slightly different mechanics. But in the future it will be.
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.
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.
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!
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)
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.
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?
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.
How are the wires going to be crafted? Casting? Anvil?
AcidNight Name the file fr.json and put it in the same folder and start the game again. Localization will be adjusted automatically
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
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.
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.
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.