Mods / Electricity
Category:
#Cosmetics
#Furniture
#Technology
Author: Anluin
Side: Both
Created: Feb 26th 2022 at 9:27 PM
Last modified: Feb 21st at 2:04 PM
Downloads: 31036
Follow Unfollow 464
Author: Anluin
Side: Both
Created: Feb 26th 2022 at 9:27 PM
Last modified: Feb 21st at 2:04 PM
Downloads: 31036
Follow Unfollow 464
Latest file for v1.19.3:
electricity_0.0.11.zip
1-click install
Brings electricity into the game!
You can contact me via Twitter, Discord, Patreon ✌️
or play with me and my friends on [PVP] VintageQuest (host: vintagequest.de - website comming soon)
Currently still in development!
Sneak peek into the future of this Mod
7 Segment Display TestThe primary focus of this rewrite is the introduction of voxel-based electric networks, which allows for more immersive and dynamic gameplay. I am excited to share with you the first successful test of this new feature. |
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.11 | 13330 | Feb 21st at 2:04 PM | Show | electricity_0.0.11.zip | Install now | |
v0.0.10 | 9120 | Jul 4th 2023 at 6:55 PM | Show | Electricity.zip | Install now | |
v0.0.9 | 520 | Jul 2nd 2023 at 5:13 PM | Show | Electricity.zip | Install now | |
v0.0.8 | 2884 | Feb 28th 2023 at 10:22 PM | Show | Electricity.zip | Install now | |
v0.0.7 | 1313 | Feb 6th 2023 at 6:35 PM | Show | Electricity.zip | Install now | |
v0.0.6 | 430 | Feb 1st 2023 at 9:37 PM | Show | Electricity.zip | Install now | |
v0.0.5 | 386 | Jan 29th 2023 at 7:14 PM | Show | Electricity.zip | Install now | |
v0.0.4 | 401 | Jan 28th 2023 at 10:17 AM | Show | Electricity.zip | Install now | |
v0.0.3 | 220 | Jan 28th 2023 at 12:52 AM | Show | Electricity.zip | Install now | |
v0.0.2 | 212 | Jan 27th 2023 at 11:43 PM | Show | Electricity.zip | Install now | |
v0.0.1 | 2220 | Feb 26th 2022 at 9:27 PM | Show | Electricity.zip | Install now |
appears this is broken in 1.20.pre11
so does the wire block count as a fully airtight/insulating block that won't break room detection? if i have a kitchen that is registered as a cellar, can i bring a wire in somehow without losing cellar status?
Is there a plan to expand this mod as new content is added to the game? I mean sulfuric acid for crafting аccumulators. There are no аccumulators without acid.
Is it just me or is the switch not working?
Does anyone know if cables will still continue to transmit power over unloaded chunks? I can't access vintage story at moment so I cannot check myself.
I've built a large grid around my base connecting windmills with generators, accumulators, motors working appliances and lights and it works great, but then I built a very large battery bank (almost 100 batteries) and it charges fine, but it can't power. Even worse, when connected to the grid, appliances/lights only work with the small amount of electricity currently produced in that moment, they don't take electricity from the power bank and not even from the other accumulators that were already in the gird!
Is there a limit or something?
hi! i've made a translation for Portuguese Brazil:
Google Drive
18.5.2024 14:16:55 [Error] Exception: Object reference not set to an instance of an object.
at Electricity.Utils.FacingHelper.FromFace(BlockFacing face) in /home/anluin/Projects/Electricity/Electricity/Utils/Facing.cs:line 67
at Electricity.Content.Block.Cable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in /home/anluin/Projects/Electricity/Electricity/Content/Block/Cable.cs:line 215
at Vintagestory.Server.ServerSystemBlockSimulation.HandleDirtyAndUpdatedBlocks() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 876
at Vintagestory.Server.ServerSystemBlockSimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 785
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Works great with the mod Bigger Windmills 1.19.7
Hello!
Looks like I have little problem with motors and generators...
Using mechanical power I generate 800 EU using 8 generators, and then trying to turn it back to mechanical power using 8 motors, but mechanical power on output is much less than on input. Also, motors speed is quite slow. I am doing something wrong or this it expected result? As for me, quite confusing...
Resin has been added to the motor recipe and reduced the number of motors to 2 instead of 4, so insulation and fastening of the coils are so necessary. The battery recipe has been changed to work with the chemistry mod. Sulfuric acid is required. The battery cannot work without acid.
PS:
In general, sea water or salt and water could be used for vanilla. Also, the battery should be made of lead plates, copper and zinc are used for non-rechargeable batteries.
motor.json accumulator.json
@Dimax, Electricity Extensions
Could you add a block with wire to run electricity through walls and ceilings?
Great mod! Thank you very much! I beg you 🙏, add an electric cooking stove to it. Instead of a bonfire. It doesn't look very solid! After all, there is a heating element, you can make something like an electric stove. 😘
16.3.2024 09:39:42 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 204
at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 289
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 890
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 692
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
gonna guess this is from your mod, eating chunks again? (our only power mod)
1.19.4
We have the better crate mod and something tells me, having both is overloading the chunks and breaking them >.<
MatheoQR Maybe because you are on old version of the game and mod version you are using is for the latest game version?
The mod says it has a dependency but it doesn't tell me which other mod it has it with
Japanese translation is here.
https://ux.getuploader.com/VintageStory/download/22
can you use a heater to run a greenhouse during northern winters?
WOW that chisel electric network is simply amazing!! very interested in playing with that
I have no idea how the heater works... it heats up, but the temperature around stays the same. Tested with greenhouse, regular house, and outside - no change...
@iver yes, it works fine but you get a warning.
Is it compatible with 1.19.3?
he's a smidge more active on Patreon but the mod is apparently undergoing a huuuuuge rewrite
chunks also break with enough copper cables placed down. could we get a sign of life for this mod? just a little comment saying your alive and what the mod status may be?
Anluin
¿Is possible upgrade a 1.19.13 thank you?
This mod apparently works in 1.19 we played for a while, but notice that chunks with a Generator or Motor in them tend to not be loaded until you destroy the block and place it back again.
Same question as Kara, do you plan to update to 1.19, please?
will this be updating to 1.19.0 stable? this has to be hands down, one of my most fave simple power mods!! <3 love it
Can we have a config file that allow us to modify the amount that generators can produced from default value to whatever we adjust? Same with the accumulators as well?
I also can't wait to see an electric stove and oven, also a electric smelter for smelting of nuggets.
If I can get a relay or nand gate I will more than likely make a OISC computer.
Hey I don't know if im stupid or what but whenever i let my windmill charge my batteries all my lights start flickering, but it isn't the wires or my lights feeding off my generator straight from the windmill so this a bug or am i seeing early age electronics at work?
Something I think would be cool is a wiremill, a building that converts mechanical power into wire using a drawplate (or a series of drawplates, if you really want). This would fit vanilla's design ethos of eventually moving away from crafting grid recipes wherever possible, and be a super neat addition for automagication.
Any plans for an electrical stove? Can be a combination of clay oven and firepit. Or maybe even split them into two seperate blocks. Electric Stove = firepit, electric oven = well oven XD
That and the generators being increased slightly, or have higher tiers of generators.
Hello is this working on 1.18.15?
Hello. I'd love some reinforced generators and power lines that are more than 100, specially generators to combine with the Millwright mod .
Please rename your zipfile in the future to something like
Electricityv0.0.11
Otherwise it's a pain to know which version im running on servers thanks a lot
I think we need to add improvements for the motor so that it can run faster and improve the generators they are almost useless (for me personally).
The "Voxel-Based Electric Networks" looks amazing. I am eager to see it in action!
An electric Alloy Furnace would be nice!
Detail suggestions:
- Won't smelt single-type metals (e.g. only copper), only alloys of two or more metals.
- Smelts faster than in a crucible in a fire pit.
- Max temperature depends on power supply.
- Special (more robust) crucible required for this furnace.
- Ability to add molds (not ordinary clay molds but rather some kind of tier II molds).
- Automatically fills molds when smelting is done.
- Could be a multiblock structure with faucets and drains that directs the molten alloy to the molds.
- Ability to install modules (e.g. mold support, auto-cooling function, speed upgrade, etc.)
Something like that :)
GREAT MOD!!!
SironaGold Yeah an electric oven especially would be amazing, having to constantly babysit the clay ovens and keep refueling them gets annoying.
If you're taking suggestions, I wouldn't mind having an electric hotplate for melting metals, or an electric oven for cooking bread. Managing their fuel consumption is something I'd like to not have to deal with. Possibly make them use the electric heater as part of their recipe?
What about using the glassmaking mod to be able to make real lightbulbs with this?
Hello, I would like to report a bug i know it was also reported by streetwind on april 17 however i am having the same issue playing on a server with others. it gets super frustrating and would love to see it corrected, otherwise a great mod
Kara smart! thanks alot :)
ill go out on a limb and assume your mod will work with other mechanical power generation mods such as waterwheels, or steam powered engines from other mods?
Mawg my solution.
is it possible to connect cables through walls without exposing the inside of a house to the weather outside?
DanaCraluminum Electric Oven, would be amazing. set to like 250 and just stays at them temp while powered LOL
omg, it updated!! i LOVE how simplistic this mod is.
Great you updated your mod, now I hope the author of Harp's Mechanical Revolution, can update theirs. This mod works so well with that one, and it crash my game upon putting a piston down from their mod ;-;
Electric fruitpress
I would like to report that the textures look choppy, and I dunno how to do fix that. (If its a simple fix)
Hello, I would like to report a bug :) Running on 1.18.0-rc.6.
I have my generator connected via a large wooden gear (screenshot).imgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaKimgur.com/2l0BvaK I did this because connecting it directly to the windmill made it max out at 55 out of 100 energy produced at maximum wind strength. I thought "more faster makes more juice", and so I tried stepping up the shaft speed with the large gear. To great success: the generator now produced 100/100 even around 70% wind strength.
...Until I came back to continue playing the next day. My accumulators ran dry way too fast, and after being confused for a bit, I thought to check the generator. It was producing a fraction of the power it should. Indeed, after manually setting the highest possible wind strength via a command, it only went up to 41/100. Which is less than what it did when connected directly. The drivetrain and the generator were spinning really fast though.
I then broke the large gear and placed it back down exactly as it was. Instantly, the motor went back to running at 100/100, though visually everything seemed to be spinning a little slower than before. Hard to tell, it was still decently fast.
So something with the large gear makes your generator pick the wrong speed one way or another. Either it is wrong (too high) when it is first mounted to the large gear, and then the world reload corrects it; or, it is correct until the world reload breaks it (too low). I don't know what your intention was or how the drivetrain math works out under the hood.
Hi, I love your mod, it bring us so much fun! Thank you.
I like suggestions, written by Peterman, below. I also add my own additional ones :-).
Thanks! Keep up the perfect work!
Fipil.
SUGGESTION: what about some sensors, logic circuits and actors to allow to connect to more parts of VS world?
Simply said - some automation. Not too much - I know it's agains pure VS play. However it's a mod so everybody can decide if install it or not...
What is the source of the electricity? Like, how is it generated? I mean, I know electricity can be created with generators (per the description) but how? Just build a generator? No lava, no sun, no wind or water energy as the source? :) Thanks for answering. I'm just not clear from the description here.
This is freakin' AWESOME! Let's get some immersive engineering in here!
I'm currently working on a rewrite of the mod with new features and electronic components.
A friend of mine is helping me out with new 3D models, texts, and a nicer page for ModDB.
I have also set a goal to be more active on Patreon and document the progress a bit.
And what are your plans for the development of your fashion???
CasualAlastor
Yes, to prevent "infinite energy", but I've also noticed that it takes the fun out of it...
You can downgrade to v0.0.5 for now. In v0.0.6 there was only one adjustment.
Will upload v0.0.7 tonight - this will make the motors/generators work similar to pre-v0.0.6 again, however it will no longer be possible to connect motors and generators to the same mechanical network.
Hello, I didn’t find any information in the chengelog. Did you change the torque of the motor? Previously, 1 motor rotated the lever hammer normally, now the speed has dropped significantly.
Jin_Cat
Did you use the Electricity Reborn version?
If so, have you tried going into the VintagestoryData/Cache & clearing the older version in addition to deleting the Mod file within Mods?
I've found this works for fixing various other mods that have poor updates as well, so if you went from v.0.0.1 to 4, might be worth a try.
The only one that should have to do this is the server side, all Clients "Should" auto update, though if it works locally, you may need them to wipe their Cache if they crash more than twice.
VS has a neat auto-patch feature when a broken chunk/block/etc is detected Client side after a failed boot, which usually purges it after the first time. If it doesn't though, the server host can utilize the Inventory wipe though this should only be done if all other options have been tried.
Or you could try booting to V.0.0.5 +
V0.0.5 has been stable for me & we have over 42 mods XD
@X56 thanks for the info, that was my main concern!
Lumber from what we've tested on our server, we've had no issues when I update the file server side.
Everyones clients download the update since there were changes to the zip file in the mod list.
I've manually updated broken mods numerous times to update values & such, with the clients downloaded them without any issues.
I do recall order versions of VS used to have issues with auto-downloading updated files, however, since 1.17 I think that was patched.
@56 My concern is there's a built in system that auto downloads mods to the client for a server and stores them in seperate folders client side. It makes it far easier to use mods on a server, because the client side will automatically download all the missing mods for a player. If the file names are the same and you update it server-side, is the client side smart enough to know the difference?
Lumber It's easier to save over the pre-existing with the same file name to avoid lingering files. If a Cache item is generated with the file name, all users will have a Cache bloat over time & revisions, in addition to double call for assets of the same name.
So far, all revisions in V0.0.5 have been golden Anluin , so thanks for the rapid updates!
@Anluin Could not having versions in the file names might cause issues with multiplayer if there's a mismatch between versions?
Craluminum Why exactly do you need multiple versions of the mod at the same time? I'm only ever interested in the latest version. If you really need several versions - what speaks against renaming the .ZIP file according to your needs after the download?
fipil Was thinking that you can "hide" cables with the wrench and that they are only visible if you hold a cable or the wrench in your hand. But I'm generally not satisfied with the cables - a lot will change in general.
Wow! Looks very nice.
Do you plan some way to hide cables into the walls, so there will be only switches visible?
How do you differentiate one version from another when their zip files are named the same?
Anluin Glad you are back at it 🙂looking forward to see what you do next
VintageJazzacid It shouldn't break anything if you use both but they aren't compatible. So you can't use the power system from this mod to power qptech things. I could look into at some point or bitch at QPTECH / Quentin 😂
Could you add version number to mod archive name?
is it compatible with qp tech? looks awesome!
@X56 Thanks for the info, v0.0.4 should fix the problem. 😅
Finally managed to sacrifice some time for VintageStory and updated the mod + added the "Electric Forge".
In the near future I will implement more features. 😌
I need an update of this.. man im missing this mod in my life..
Will there be an update? A lot of people would be happy with the upgrade.
It's kinda like a toned-down electrical age. I like it.
Yes, still working on it.
I just don't have much time right now.
I will try to release an update in the next few days.
Is this mod still being worked on? It's a good start!
Thanks, very useful, but im talking about and or not nor xor and other logic gates (like redpower), PWM and signals
Anluin My bad, It seems I was using a pre3 version instead of pre4. Recepies are there after an update.
AmenoS, You have to fix the years in which the game is set. Rather, no one has managed to play long enough to reach the 19th century, the industrial revolution. I'm not saying that you have to stick to the history of the real world, but it would be nice, in a game where some plot is presented, add some lost diary of Heron of Alexandria, whose records have been lost somewhere and after reading them, you would unlock steam engine crafting and the like inventions.
how would you like to know more about the heron of Alexandria:
[PL] Ancient steam engine - SciFun
[EN] Hero's Steam Engine using Soda Can - RimstarOrg
https://en.wikipedia.org/wiki/Hero_of_Alexandria#Inventions.
It would be nice for this mod to develop in this direction, as long as the creator does not have specific plans yet.
It's too late for Qptech.
The mod is amazing. I missed electricity a lot in this game. It's finally thanks to you. Great and many thanks for this mod
Shion, should work fine. Simply place the zip file in the mods folder and, if necessary, click on the "Reload mods" button at the bottom right (if the game is already running). I only tested the mod on VintageStory v1.16.4. Do you possibly have another version of the game?
AmenoS, animated models will come in the future. Currently, the priority is to add more electrical components and stabilize the implementation and fix bugs.
YourCreator, in the next update there will be a day/night sensor to control the lamps and an item sensor to detect whether there is an item in a quern or on an anvil, so that you can then use it to control connected motors.
Gepard, i don't currently have a good solution to prevent the creation of perpetual motion machines, but I'm working on it! There will soon be cables with insulation, but the prioritization is not very high. In the future, the lamps will also be able to be placed on all block sides - I'm still considering how exactly I should implement it - I can't promise anything, but maybe it will be possible in the next update.
Blam Thank you ❤️
Shion@ Musisz go najpierw rozpakować i rozpakowany folder umieścić w folderze mods
Does it work? Got the zip-file in the mods folder, but can't find any of the blocks in the handbook.
Very interesting to see another tech mod. I like where QPTech is going and it's also nice to have alternatives like this coming out. Just remember this isn't Minecraft and making use of modeled and animated machinery is a really good idea.
Also Gepard, Qptech is definitely not futuristic. It's pretty much tech that fits right into Vintage Story, using old big batteries, simplistic mechanical machinery, and steam etc. You might be thinking of the tech mod Temporal Tinkerer, as that is a futuristic "tech mod".
I thought that if we somehow built in logic elements ... Sensors, signal processing.
Looking forward to seeing things to come, great mod! 👍