Mods / [VEEP]Vintage Engineering <-> Electrical Progressive

Tags:
AI Technology Utility Simplification
Authors:
LenKagamine, tehtelev
Side:
Both
Created:
Jun 11th 2025 at 3:12 AM
Last modified:
May 28th at 7:27 PM
Downloads:
11995
Follow Unfollow 184
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
veep_2.5.0.zip  1-click install

Adds 1 new block [Technically 12, if you count the variants.]
This block has 1 connection for Vintage Engineering and 4 for Electrical Progressive.
This allows a 1:1 converstion between the two power-systems.

 

Supported languages: EN, DE, PL, RU, UK, FR, PT-BR, ES-ES, CS, ES-419


Requires:
Vintage Engineering
ElectricalProgressive: Core && Basics

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.5.0 veep
1.22.0 - 1.22.2
343 May 28th at 7:27 PM veep_2.5.0.zip 1-click install

Updated to Vintage Engineering 0.5.5, EP 3.2.0

2.4.0 veep 998 Apr 23rd at 5:02 AM veep_2.4.0.zip 1-click install

Recomp and version bump for 1.22.0

2.3.5 veep
1.21.5 - 1.21.6
336 Apr 10th at 5:27 AM veep_2.3.5.zip 1-click install

Because I am an idiot, and do not know how power works, the rate on power transfer has been limited too severely in previous versions. This is no longer the case. Max PPS per converter is now the max for the cable teir, IE, 500 for LV, 2k for MV.
In addition, each converter may now connect up to 9 VE wires to apologize for me being an idiot.

2.3.4 veep 825 Mar 5th at 3:24 AM veep_2.3.4.zip 1-click install

Quadrupled max PPS of the transformers, as I mistakenly thought that it had to match the voltage....
Recipes for the transformers use the metal BARs from vinteng now.

2.3.3 veep
1.21.5 - 1.21.6
411 Feb 18th at 11:19 PM veep_2.3.3.zip 1-click install

Attempt fixing bottleneck by increasing internal battery size.

2.3.2 veep 1457 Jan 26th at 5:34 PM veep_2.3.2.zip 1-click install

Fixes infinite EP energy bug when using converter.

2.3.1 veep
1.21.6-rc.1 - 1.21.6
653 Jan 22nd at 2:49 PM veep_2.3.1.zip 1-click install

Fixes missing recipe for EP->VE MV transformer.

2.3.0 veep 668 Jan 13th at 10:07 AM veep_2.3.0.zip 1-click install

READ ME: This removes the 'old' depreciated blocks. REPLACE THEM WITH THE NEW ONES BEFORE UPDATING. I did NOT include a remapper because I forgot they exist and CBA. 
Otherwise it updates the mod to work with the newest VE and EP.
Remember: Github is the best way to reach me!

2.2.0 veep 1867 Nov 4th 2025 at 6:35 PM veep_2.2.0.zip 1-click install

***NOTE: THE OLD BLOCK IS BEING DEPRECIATED***
It might be a while before it gets removed, but you might wanna swap it for the new ones! There is a recipe, and they will continue to work as intended, but may get removed in the future!

Adds an MV[Craftable] and HV[Creative, its currently unusable anyway] Variant of the blocks.
Adjusts power capacity of the blocks to not hoard so much electricity.
Values of block now properly load from JSON.

2.1.1 veep 290 Oct 31st 2025 at 9:29 AM veep_2.1.1.zip 1-click install

Update to work with VE 0.4.5 and EP 2.5.0
Works as an LV device, so take note of that.

2.1.0 veep 1089 Sep 29th 2025 at 6:52 PM veep_2.1.0.zip 1-click install

Update 2.1.0:

  • Transformers between the two systems have been restored to working order. However, I still have questions about how some conversion formulas work in VE...,
  • Translations have been added to DE, PL, RU, UK, FR, PT-BR, ES-ES, CS, and ES-419.,
  • Energy transformers are now displayed in the EP and VE tabs in Creative Mode.,
  • The maximum current has been increased to 40A to prevent them from burning out due to overloads.

 


Обновление 2.1.0:

  • Приведено в рабочее состояние трансформаторы между двумя системами. Правда у меня еще остались вопросы как некоторые формулы конвертации работают в VE….,
  • Добавлены переводы на DE, PL, RU, UK, FR, PT-BR, ES-ES, CS, ES-419 языки.,
  • Трансформаторы энергии высвечиваются теперь на вкладках EP и VE в креативном режиме,
  • Поднято максимальное значение тока до 40А, чтобы они не сгорали от перегрузок.
2.0.1 veep
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
1040 Aug 14th 2025 at 12:15 PM veep_2.0.1.zip 1-click install

- Hopefully fix randomly exploding dependency check.

2.0.0 veep 617 Aug 1st 2025 at 3:54 AM veep_2.0.0.zip 1-click install

Updated to not explode with EP-2.0.0; but now requires EP-2.0.0

1.1.0 veep 646 Jul 7th 2025 at 7:52 PM veep_1.1.0.zip 1-click install

Fixes blocks dropping their actual variant instead of the "down" variant

Now requires EP: 1.1.0 at minimum, and fixes crash with such.

1.0.0 veep 755 Jun 11th 2025 at 3:13 AM veep_1.0.0.zip 1-click install

I make no promises this doesnt somehow explode.


32 Comments (oldest first | newest first) (threaded | flat)

KBird, Apr 28th at 2:28 AM

Dragonchampion I had the same issue, Within the mod archive in: '.../veep/blocktypes/powconv.json' I changed the voltage under powconv_lv to 128 (line 130). It seems to be working fine for now

LenKagamine , Apr 29th at 2:54 AM
@KBird: Dragonchampion I had the same issue, Within the mod archive in: '.../veep/blocktypes/powconv.json' I changed the voltage under powconv_lv to 128 (line 130). It seems to be working fine for now

Luckily you shouldnt need to do this anymore for newer versions, I figured out I am an idiot and had the PPS value to match the actual full transfer value of LV and MV cables respectively

 

LenKagamine , Apr 8th at 11:15 PM

blairbelt When Vint Eng updates more than likely yea.

blairbelt, Apr 8th at 7:09 PM

Will the mod be updated for 1.22?

blairbelt, Apr 6th at 1:07 AM

Thank you so much for this mod. I've been genuinely having a blast. I added this mod, VE and EP - and had so much fun learning it all in survival.

Dragonchampion, Mar 14th at 6:24 PM

Could you make the LV converter able to handle 128V from Electrical Progressive? Having a difficulty where it's bottlenecking, and VE hasn't added MV machines yet so I have to use the LV converter, which burns up if you use 128V power.

LenKagamine , Mar 5th at 3:07 AM

HimiTosi Thats... Odd, I havent had much time recently, but it /shouldnt/ be doing that. Maybe Im doing math wrong? Ill look into it.

 

HimiTosi, Feb 19th at 12:33 AM

Love this idea, and really appreciate it, but horrible implementation. I can only transfer 32/s between the two systems as LV (this means 4 transformers just to power 1 thing from VE). I litterally had to build 60 transformers in creative mode to power my three helve hammers going from EP->VE. I was able to build a EP-VE MV and then connect that to a MV transformer and step down to LV, but this still took 10+ but still far to costly just to transfer power. At this point i simply built two windmills to run my two hammers.

My suggestion would be to bump the LV transformers to 128 to match the 32v system. And offer a 128v that does 512W transfer. Currently the LV system for VE can handle 500 pps (aka 500w)

Hydromancerx, Feb 17th at 7:12 PM (modified Feb 17th at 7:12 PM)

So I saw that QPtech mod still works. Could you add support between the 3 mods? That way you can say use QPTech solar pannels for Vintage Engieering machines or Elecrical Progressive lights.
Thanks!

Adcurry, Feb 2nd at 9:56 PM

Is there a reason why the EP-VE Transformer is limited to just 32 Power per Second?

LenKagamine , Jan 22nd at 2:52 PM

IyakaHen Fixed, thanks for the github report!

IyakaHen, Jan 19th at 6:24 AM

no recipe to convert VE-EP MV transfromer to EP-VE MV transfromer?

LenKagamine , Jan 13th at 10:08 AM

A reminder that clicking on the `Issues` button will take you to GitHub, where leaving an issue is the quickest and most likely way to make a request or tell me the mod broken.

Kirillpro3000, Jan 6th at 4:48 PM

can we get it for vs 1.21.6?

DiogoIII, Jan 4th at 8:57 PM

this is asking for vintage engineering 0.4.5 but the mod is on 0.4.9

IdentityCrisis, Dec 15th 2025 at 1:50 AM

Currently seems to crash with a null reference exception.

LenKagamine , Nov 17th 2025 at 4:57 AM

Привет, этот мод преобразует энергию из одного мода в другой. Я не говорю по-русски, так что, возможно, лучше спросить на Discord Electrical Progressive, чем у меня.

Обвините переводчика в плохой грамматике

Dmitriy

Dmitriy, Nov 16th 2025 at 2:53 PM (modified Nov 16th 2025 at 2:54 PM)

Каковы характеристики трансформатора?

32 units per second ?

 

LunaTheFox, Oct 31st 2025 at 9:40 AM

sweet thank you for the incredibly fast responce!

LenKagamine , Oct 31st 2025 at 9:30 AM

Luckily LunaTheFox; I was actually not only up, but happened to be in a coding mood! It didnt take any real work, just updated the dependencies.

LunaTheFox, Oct 31st 2025 at 8:50 AM

It looks like the vintage  engineering update broke this :<

LenKagamine , Sep 29th 2025 at 7:04 PM

Thank the ElectricProgressive dev, I've been busy! Thanks tehtelev

Flameguy4500, Sep 29th 2025 at 6:58 PM

Holy Shit I picked the best time to try updating my VS to 1.21.1, Ya'll just updated 2 mins ago,

 

Hell yeah guys!

SargonRose, Sep 4th 2025 at 3:27 AM

Ill tip 5$ to get this updated. i was hopinh it was simple and tried just chaning the version numbers to see if it was just a safty feature but no dice.

GrimoireODS, Aug 29th 2025 at 9:56 PM

I see vintage engineering updated can I download this and it works or nah?

LenKagamine , Aug 1st 2025 at 2:44 AM

King_Wedgie As my IDE updates so I can fix this, I should mention that I hop from game to game often, meaning any mods I make having odd "Stagnant" periods where nothing happens.

Honestly, I forget about many of the projects I do sadly, but this is why I have a public github, anyone is free to take my mod and carry its flag as need be.

If you notice my mod not working, there are three paths I see viable:
1: Comment and pray word reaches me.
2: Make an Issue/PR on the github, I *WILL* see it there
3: Copy the code, fix and re-upload. I do not mind, and AFAIK the liscense I have chosen is specifically to allow free use, including just CTRL-C CTRL-V stuff.

King_Wedgie, Jul 23rd 2025 at 7:56 PM

Just a heads-up that this is currently broken with the incoming Electrical Progessive 2.0.0 updates (client crashes when trying to place the transformer).

LenKagamine , Jul 7th 2025 at 7:04 PM

Kreggur Oh wow, youre Electrical progressive is VERY outdated! I'll have to mark it as incompatible with those versions, try updating your EP series mods if possible

Kreggur, Jul 2nd 2025 at 8:51 PM

 

Whenever I place down the EP-EV Transformer, the game crashes.

 

 

 

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 16306 MB RAM
Game Version: v1.20.12 (Stable)
2025-07-02 22:46:13: Critical error occurred in the following mod: veep@1.0.0
Loaded Mods: aculinaryartillery@1.2.5, autosifter@1.1.0, betterforest@0.1.0, bettertraders@0.0.10, boatiespeedie12@1.0.3, forestsymphony@1.0.2, hangingoillamps@1.0.3, icyexc@1.0.0, millwright@1.2.4, primitivesurvival@3.7.7, prospecttogether@2.0.7, scrollrackable@1.0.1, fseasonedfirewood@1.1.0, snowcaps@0.0.0, sortablestorage@2.3.1, stepfixelk@0.0.1, vintageengineering@0.3.11, game@1.20.12, vsimgui@1.1.8, alchemy@1.6.50, animalcages@3.2.2, apegrapes@1.2.6, betterfirepit@1.1.6, betterruins@0.4.13, butchering@1.8.2, carryon@1.8.1, commonlib@2.6.1, composter@1.2.1, configlib@1.5.3, electricalprogressivecore@0.9.8, expandedfoods@1.7.4, farseer@1.3.1, fastknapping@1.0.0, foodshelves@1.6.3, fromgoldencombs@1.8.12, millwrightvawtaddon@1.0.2, stonebakeoven@1.1.6, terraprety@7.0.2, th3dungeon@0.4.2, toolsmith@1.1.1, creative@1.20.12, survival@1.20.12, campaigncartographer@4.7.1, electricalprogressivebasics@0.9.9, em@3.2.1, moreblueclay@1.0.1, playercorpse@1.11.1, stonequarry@3.4.3, bricklayers@3.0.3, electricalprogressiveqol@0.9.9, veep@1.0.0, electricalprogressiveequipment@0.9.9
System.MissingMethodException: Method not found: 'Void ElectricalProgressive.EParams..ctor(Int32, Single, System.String, Single, Byte, Single, Boolean, Boolean, Boolean)'.
at EpxVe.src.BEConverter.OnBlockPlaced(ItemStack byItemStack)
at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1098
at Vintagestory.Common.BlockAccessorBase.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 630
at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1363
at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 120
at Vintagestory.Common.BlockAccessorBase.SetBlock(Int32 blockId, BlockPos pos) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 514
at Vintagestory.ServerMods.BlockBehaviorOmniRotatable.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorOmniRotatable.cs:line 75
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 846
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1716
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 708
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 454
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 85
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
MiloMolson, Jun 20th 2025 at 5:24 AM

@LenKagamine

Ah, thanks. Cool mod!

LenKagamine , Jun 20th 2025 at 4:29 AM

MiloMolson

They should already be in there, under "Mechanics"

MiloMolson, Jun 19th 2025 at 11:34 PM

Could the converters be added to the creative menu?