Mods / [VEEP]Vintage Engineering <-> Electrical Progressive
- Tags:
- 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Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.5.0 | veep | 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 | 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. | |||||||
| 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.... | |||||||
| 2.3.3 | veep | 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 | 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. | |||||||
| 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*** | |||||||
| 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 | |||||||
| 2.1.0 | veep | 1089 | Sep 29th 2025 at 6:52 PM | veep_2.1.0.zip | 1-click install | ||
|
Update 2.1.0:
Обновление 2.1.0:
| |||||||
| 2.0.1 | veep | 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. | |||||||
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
blairbelt When Vint Eng updates more than likely yea.
Will the mod be updated for 1.22?
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.
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.
HimiTosi Thats... Odd, I havent had much time recently, but it /shouldnt/ be doing that. Maybe Im doing math wrong? Ill look into it.
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)
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!
Is there a reason why the EP-VE Transformer is limited to just 32 Power per Second?
IyakaHen Fixed, thanks for the github report!
no recipe to convert VE-EP MV transfromer to EP-VE MV transfromer?
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.
can we get it for vs 1.21.6?
this is asking for vintage engineering 0.4.5 but the mod is on 0.4.9
Currently seems to crash with a null reference exception.
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
Каковы характеристики трансформатора?
32 units per second ?
sweet thank you for the incredibly fast responce!
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.
It looks like the vintage engineering update broke this :<
Thank the ElectricProgressive dev, I've been busy! Thanks tehtelev
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!
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.
I see vintage engineering updated can I download this and it works or nah?
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.
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).
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
Whenever I place down the EP-EV Transformer, the game crashes.
Running on 64 bit Windows 10.0.19045.0 with 16306 MB RAMGame 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
@LenKagamine
Ah, thanks. Cool mod!
MiloMolson
They should already be in there, under "Mechanics"
Could the converters be added to the creative menu?