Mods / QPTECH 1.15.2 - A Tech Mod for Vintage Story!

Category: #Furniture #QoL #Technology
Author: QPTech
Side: Both
Created: Mar 17th 2021 at 3:29 PM
Last modified: Jun 13th at 9:33 AM
Downloads: 55151
Follow Unfollow 440

Latest file for v1.19.8:
qptech1.15.2.zip 1-click install


QPTECH - Machines & Automation for your survival world.

QPTech is inspired by many minecraft tech mods including GregTech, Create, Immersive Engineering etc. Start from painfully smithing screws and parts, on up to a full on auto-miner machine. Features special liquid and item transport, and an electricity system.

Some devices include:
- Water Tower
- Macerator, Wash Plant
- Bloom Worker
- Kiln
- Auto Smith, Auto Crafter
- plate stamping machine, sheet roller
- rod machine, lathe, screw cutter

1.15.2 Fixes some uncraftable things

1.15.1 Fixes crashes and some other nonsense with Macerators!

1.15.0 Few fixes, and some recipe/progression changes
-Lv machine recipes expanded progression from Rinly
- fixed industrial Oven Output, and made it wait for output instead of spilling items
- change assemblers to wait for free space instead of spilling items
- fixed bug with processing ores in macerators
- guide book will contain some info on what machines/recipes can process things (WIP)


1.14.4 - Rebalancing & Fixes



- added iron screws, usable in all sub-steel tier recipes
  - soft rod press can now process iron rods (just felt like the right call for pre-steel)
Rebalancing:
    - doubled processing time of all presses (still might be a bit fast?)
    - increased bloom worker processing time 15x (was previously almost instant)
    - halved the efficiency of item hatches for heating (still pretty OP)
- fixing issue with metalpress not changing materials>
- Sawmill (fixed!) and log splitter changes
  - log splitter turns logs into debarked logs, and debarked logs into firewood (and firewood into sticks)
  - log splitter may drop resin form acacia and pine (this function used to be in macerator)
  - sawmill turns logs into planks(16), and debarked logs into support beams (4)
- updated language files

1.14.3 changes:
- removed Mechanical Motor
(can be crafted into mp generator)
- Mechanical power generation now works
 - just be sure to have at least one angled gear between
windmill and the generator for stability
  - outputs a fixed amount of power when a speed threshold is reached
- Added Improved Mechanical Power generator -
lower resistance, lower speed requirements, much higher power output
-
turned off item pipe item rendering for now
- added loot bags (more on that later, to start will use them as I deprecate old devices so you can craft them into loot bags)


1.14.2
-1.19 compatibility
-have renabled some animations!
Please test before using on live servers or important worlds and let me know any issues!

Known Bugs
- the dreaded "error" status on machines, only way to fix seems to be to remove and replace the machine.
- seems to be an issue with item pipes, run the command: /showitempipecontents false



Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.15.2 5151 Jun 13th at 9:33 AM Show qptech1.15.2.zip Install now
v1.15.1 2840 Apr 1st at 10:47 AM Show qptech1.15.1.zip Install now
v1.15.0 546 Mar 26th at 11:26 AM Show qptech1.15.0.zip Install now
v1.14.4 1321 Mar 5th at 12:28 PM Show qptech 1.14.4.zip Install now
v1.14.3 1223 Feb 3rd at 1:06 PM Show qptech 1.14.3.zip Install now
v1.14.2 884 Jan 11th at 11:47 AM Show qptech 1.14.2.zip Install now
v1.14.1 2753 Oct 6th 2023 at 5:14 PM Show qptech1.14.1.zip Install now
v1.13.02 3791 Apr 21st 2023 at 10:37 AM Show qptech1.13.02.zip Install now
v1.13.01 610 Mar 31st 2023 at 12:58 PM Show qptech1.13.01.zip Install now
v1.12.26 2303 Dec 20th 2022 at 11:22 PM Show qptech1.12.26.zip Install now
v1.12.3 448 Dec 16th 2022 at 5:54 PM Show qptech1.13.zip Install now
v1.12.2 434 Dec 10th 2022 at 2:24 PM Show qptech1.12.2.zip Install now
v1.12.1 359 Dec 7th 2022 at 11:12 AM Show qptech1.12.1.zip Install now
v1.12.0 400 Dec 3rd 2022 at 5:10 PM Show qptech1.12.zip Install now
v1.11.0 608 Nov 21st 2022 at 11:03 PM Show qptech 1.11.0.zip Install now
v1.10.5 1484 Oct 7th 2022 at 3:55 PM Show qptech 1.10.5.zip Install now
v1.10.4 1026 Sep 1st 2022 at 11:25 PM Show qptech1.17.1.zip Install now
v1.10.3-pre.5 512 Aug 10th 2022 at 10:03 AM Show qptech1.10.3-pre.5.zip Install now
v1.10.3-pre.4 413 Jul 31st 2022 at 3:00 PM Show qptech 1.10.3-pre.4.zip Install now
v1.10.3-pre.3 379 Jul 21st 2022 at 2:10 PM Show qptech1.10.3.zip Install now
v1.10.3-pre.1 399 Jul 8th 2022 at 7:20 PM Show qptech1.10.3-pre.1.zip Install now
v1.10.2 958 Jul 8th 2022 at 3:40 PM Show qptech1.10.2.zip Install now
v1.10.1 582 Jun 30th 2022 at 7:43 PM Show qptech1.10.1.zip Install now
v1.9.0 870 Jun 5th 2022 at 2:12 PM Show qptech 1.9.zip Install now
v1.8.1 818 May 10th 2022 at 7:57 PM Show qptech1.8.1.zip Install now
v1.8.0 807 Apr 28th 2022 at 10:56 AM Show qptech1.8.0.zip Install now
v1.7.6 1983 Mar 12th 2022 at 12:39 PM Show qptech1.7.6.zip Install now
v1.7.5 834 Feb 24th 2022 at 2:02 PM Show qptech1.7.5.zip Install now
v1.7.4 389 Feb 24th 2022 at 12:19 PM Show qptech1.7.4.zip Install now
v1.7.3 488 Feb 21st 2022 at 11:35 AM Show qptech1.7.3.zip Install now
v1.7.2 702 Feb 17th 2022 at 11:29 AM Show qptech1.7.2.zip Install now
v1.7.1 651 Feb 15th 2022 at 7:10 PM Show qptech1.7.1.zip Install now
v1.7.0 574 Feb 15th 2022 at 10:49 AM Show qptech1.7.0.zip Install now
v1.7.0-rc.3 384 Feb 13th 2022 at 11:04 AM Show qptech1.7.0pre.3.zip Install now
v1.7.0-rc.2 499 Feb 7th 2022 at 1:28 PM Show qptech1.7.0-rc.2.zip Install now
v1.7.0-rc.1 385 Feb 6th 2022 at 5:28 PM Show qptech1.7.0-rc.1.zip Install now
v1.6.4 1178 Jan 20th 2022 at 1:29 PM Show qptech1.6.4.zip Install now
v1.6.3 523 Jan 17th 2022 at 12:50 PM Show qptech1.6.3.zip Install now
v1.6.2 1418 Jan 9th 2022 at 4:47 PM Show qptech1.6.2.zip Install now
v1.5.4 630 Dec 12th 2021 at 1:43 PM Show qptech1.5.4.zip Install now
v1.5.3 497 Dec 4th 2021 at 12:21 PM Show qptech1.5.3.zip Install now
v1.5.2 441 Dec 2nd 2021 at 1:27 PM Show qptech1.5.2.zip Install now
v1.5.1 431 Nov 30th 2021 at 2:16 PM Show qptech1.5.1.zip Install now
v1.5.0 444 Nov 29th 2021 at 12:03 PM Show qptech1.5.zip Install now
v1.4.0 863 Nov 1st 2021 at 11:18 AM Show qptech1.4.zip Install now
v1.3.0 976 Sep 12th 2021 at 5:25 PM Show qptech1.3.zip Install now
v1.2.1-pre.2 873 Aug 4th 2021 at 12:08 AM Show qptech1.2.1-pre.2.zip Install now
v1.2.1-pre.1 417 Aug 3rd 2021 at 8:53 PM Show qptech1.2.1-pre.1.zip Install now
v1.1.5 590 Jul 25th 2021 at 1:26 PM Show qptech 1.1.5.zip Install now
v1.1.4 585 Jul 18th 2021 at 2:38 PM Show qptech1.1.4.zip Install now
v1.1.3 483 Jul 17th 2021 at 12:32 PM Show qptech1.1.3.zip Install now
v1.1.2 707 Jun 10th 2021 at 7:49 PM Show qptech1.1.2.zip Install now
v1.1.1 477 Jun 9th 2021 at 10:42 PM Show qptech1.1.1.zip Install now
v1.1.0 442 Jun 10th 2021 at 7:46 PM Show qptech1.1.2.zip Install now
v1.1.0-pre.1 778 Apr 30th 2021 at 1:46 PM Show qptech1.1.0-pre1.zip Install now
v1.0.5 892 Mar 31st 2021 at 12:56 PM Show qptech-1.0.5.zip Install now
v1.0.4 626 Mar 24th 2021 at 12:28 PM Show qptech-1.0.4.zip Install now
v1.0.3 503 Mar 23rd 2021 at 10:57 AM Show qptech_v1.0.3.zip Install now
v1.0.3-pre.1 515 Mar 21st 2021 at 11:27 PM Show qptech_v1.0.3-pre.1.zip Install now
v1.0.2 547 Mar 18th 2021 at 8:36 PM Show qptech_v1.0.2.zip Install now
v1.0.1 464 Mar 18th 2021 at 10:05 AM Show qptech_v1.0.1.zip Install now

97 Comments (oldest first | newest first)

💬 QPTechAuthor, Dec 8th at 4:45 PM

Afroman726 currently probably not - like they can co-exist but not interact power-wise etc if that makes sense.

💬 Afroman726, Dec 8th at 12:15 AM

QPTech I love your mod!  Is this mod compatible with vintage engineering?  

💬 DemonicReaper, Oct 31st at 7:40 PM

Is it possible to change the recipes that they need jonas parts to make it more balanced for Server?

 

💬 QPTechAuthor, Sep 21st at 8:59 AM

Ah i see i had done a push to add more text to the lang file, but the mod is so old and has so much hardcoded stuff because I didn't know any better at the time :)

💬 Aimli, Sep 19th at 1:10 PM

i18n ?
You have a lot of text in your mod that can't be translated in lang

💬 QPTechAuthor, Sep 19th at 12:01 PM

Aimli i don't know what you mean

💬 Aimli, Sep 19th at 11:30 AM

I have to spend a lot of time looking for the text in the source code and translating it, it would be nice if you could link them to lang!

💬 jdjcool1, Sep 19th at 6:59 AM

qptech.wiki is DOWN for everyone. The server is not responding

💬 Phabio, Sep 18th at 9:13 PM

@NightstalkerAvi Not sure if you're still struggling with this, but yes, the recipe for the logsplitter uses a wildcard for vanilla axes of Iron or Steel, which IDG removes. ("code": "game:axehead-*", "allowedVariants": ["iron","steel"],)
This can be fixed be replacing "game:axehead-*" with
"indappledgroves:forestaxehead-*" , or, frankly, anything else you might want to use; replacing it with a simple ingot would make it mod-agnostic.

Vintage Engineering produces the exact same crash with its logsplitter for exactly the same reason, and can be remedied in a similar fashion. My understanding is that QPTech is to be deprecated, so writing a compatability mod may not be worth it vs simply editing the file yourself. If I can figure out how to recipe patch another mod, I may write a small compatability fix for VE, since it appears to be picking up the torch for tech mods going forward.

💬 Megis, Aug 14th at 7:06 PM

How tough would it be to make this mod's power system compatible with the Electricity mod? I might be dumb but I haven't seen a way to make machines work with QP generators.

💬 Aimli, Jul 29th at 3:07 PM

I've encountered a bug.

29.7.2024 23:06:08 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 578
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 202

💬 Aimli, Jul 29th at 6:18 AM

What kind of dye do I need to make the brown concrete block?

💬 gndrneutralnoun, Jul 12th at 6:37 PM

Hey, so, mod added ore chunks like those from Geology Additions can be taken by the macerator, but it just voids them. Is there any way you could fix this?

💬 NightstalkerAvi, Jun 19th at 11:16 PM

I'm running into an interesting issue involving the log splitter where clicking on the crafting recipe instantly causes a CTD (Crash To Desktop) without even a pause in the game. Most likely an incompatibility with Dappled Groves if I had to guess?

💬 Foxy_Grandpa, Jun 14th at 12:59 AM

Primitive LV Generator Recipe still isn't working on the latest version.
image

💬 Azraile, May 13th at 2:08 AM

any chance of getting some low power, high output light bulbs/lamps just for asthetic looks to have electric powered lights?

💬 Aesonne, May 9th at 2:19 PM

Hi! Im trying to set up automation for cementation furnace with coal pile stocker (Chest -> Item pipe -> Stocker). I placed stack of charcoal into chest and it appeared as coke in stocker. Is it a bug?

💬 Kazii_the_avali, May 5th at 8:25 AM

i am wondering if it is just me i am struggling to run it due to an error of "Misaligned address error" when starting the generation of the world

here is populated logs including konsole logs gist.github.com/KaziiTheAvali/1e705a65e3878c44efefb954858a69d9

💬 Kiwisar3, May 4th at 9:29 AM

Any chance you that you might be able to make The electricity mod compatible? 

💬 Firelord6127, Apr 30th at 11:19 PM

I will be watching this mod with great interest

💬 Azraile, Apr 30th at 7:28 PM

The firepit loaders only load one thing at a time if there is a modded thing that requires more than one to get a result. Was poking around and testing with the bricklayers mod and bone ash.  It just loads 1 bone/bonemeal instead of 3.....  don't supose there is any way for it to check if it will get a valid result and keep feeding untill there is one?

💬 Azraile, Apr 25th at 8:04 PM

or could you consider an electric mixing bowl from a culinary artilery lol

💬 Azraile, Apr 25th at 7:55 PM

is there a way to turn flux into mecanical power?

💬 QPTechAuthor, Apr 24th at 10:08 AM

Dis742 and Azraile looks like this might be fixed in the current dev build, so hopefully I'll get a new update up soon!

💬 QPTechAuthor, Apr 24th at 10:02 AM

Dis742 let me check with Rinly

💬 QPTechAuthor, Apr 24th at 10:01 AM

Azraile I use the bronze fire pits, and you can uses the stoker, firepit loader and firepit unloader, or item pipes

💬 Azraile, Apr 24th at 1:41 AM

can you make it so snow don't fully cover concret like paths, just replaced all our paths with it and now they are all snowed over ;_;

💬 Azraile, Apr 23rd at 10:55 PM

tion for anyone who can answer..... which machine is good for making quicklime automatedly?

 

💬 Dis742, Apr 21st at 2:47 PM

primitive electric generater and the Macerator is uncraftable i do have the latest release on server 1.15.1

 

💬 TeMicH_nk, Apr 6th at 9:52 AM

The mod doesn't work for me. There is nothing in the creative menu or in-game guide that the mod should add.

💬 frostammo, Apr 5th at 8:58 PM

just telling you that the primitive electric generater is uncraftable for me

just saying

💬 Psychomor, Apr 3rd at 12:24 AM

Helo. You mayby thinking about add to mod some electric tools, ore finder, armor with boost, something like that, you know, some QOL items ? Is silly walking in old knight armor with old sword inside automated electric factory. That why i asking about tools and outer things. What you thing about that. Stay save.

💬 QPTechAuthor, Apr 1st at 10:45 AM

bluelightning32 I have a fix for that, should be updated soon!

💬 bluelightning32, Mar 30th at 4:31 AM

QPTech I tried using copper ore in the macerator, but it just ate the ore and didn't produce any nuggets. This was with version 1.15.0. The server log says:

> 29.3.2024 21:27:12 [Server Error] At position 511755, 103, 512606 for block machines:macerator-lv-south a BEEMacerator threw an error when ticked:
29.3.2024 21:27:12 [Server Error] Exception: Object reference not set to an instance of an object.
at qptech.src.MacerationRecipe.GetMacerate(CollectibleObject co, ICoreAPI api, String machinename)
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27

💬 RomixERR, Mar 26th at 8:07 AM

It works, but there is no QPTECH tab, the oven is wildly lagging, it is not clear how to search for machines, how to connect them. The mod can be said not to be playable on version 1.19.4. There is no in-game tutorial. I suffered and deleted it.

💬 Dnd, Mar 25th at 5:22 PM

QPTech Thanks for the response! I checked through all the zipfiles and was unable to find anything relating to output/quantities, though maybe I just don't know exactly what I am looking for. I have a pretty decent grasp on editing .json and even patching them, but I didn't see any code relating to what I wanted.

💬 QPTechAuthor, Mar 23rd at 6:04 PM

MrL972 you can't it's just a fancy chest and must be opened by the player whose inventory you want to access.

💬 MrL972, Mar 23rd at 5:13 PM

How to send an object directly to the "Temporal Pocket" via command

💬 QPTechAuthor, Mar 23rd at 2:51 PM

Dnd There are files in the zip file itself that can be edited under config. I may not have pushed an updated recipe that fixes 2x logs just yet. And resin definitely dropping too frequently!

💬 Dnd, Mar 22nd at 12:05 AM

Edit: Looking at the log splitter description, I should not be getting firewood from the first input, however, at the moment it is outputting firewood and debarked logs on the first pass, doubling the amount. Still, wondering if there is an easy way to configure less firewood/resin on output

 

Are there any config files? I would like to adjust the amount of firewood out of logs, because I am getting way too much since I can get them chopped, then chop the debarked logs, as well. Also, the resin seems like it is near 90% per log, and I'd love to adjust that down as well.

💬 QPTechAuthor, Mar 20th at 9:37 PM

SuperTeeJ it goes based on the prospecting readings in the area, what do those look like?

💬 Hydromancerx, Mar 20th at 9:16 PM

QPTech

Could you add an auto planter that could plant crops and saplings within the radius if fed in seeds. Likewise could you make an auto harvester that will harvest fully grown crops and an an auto chopper that will cut down trees in the radius?
image
image
Here is an example from a Rimworld mod for inspiration.
Thanks in advance!

💬 SuperTeeJ, Mar 20th at 5:04 PM

Hey there, just a question. The auto miner seems to give REALLY low amounts of the resources that it is "harvesting" because it is already mined like 20 layers but I have 1 dirt, 6 stones and some gemstones with nothing else. Is that right or am I experiencing a bug?

💬 QPTechAuthor, Mar 2nd at 11:09 AM

Ronnie21093 that freaking MP stuff - I've also seen people say sometimes it provides power on the wrong axis.

💬 Ronnie21093, Mar 1st at 5:15 PM

I noticed something with the mechanical electric generator. On my server, if nobody logs in for a while and the chunk with the generator is unloaded, when the chunk is loaded again, the generator is facing a different direction, which leads to it being disconnected from the windmill.

💬 Buggi, Feb 29th at 5:15 AM

Source link at the top is broken :(

💬 NateDoesLife, Feb 24th at 7:54 AM

Saw mill does not seem to output planks

💬 QPTechAuthor, Feb 16th at 11:53 AM

McJty I see massive lag spikes at different times, sometimes when qptech isn't even on. But there does seem to be something going on sometimes.

💬 McJty, Feb 14th at 8:12 AM

After a long time of investigation I found that this mod is causing massive lag spikes every few seconds on my 1.19.3 world. Is this a known issue?

Hmm, adding it back is fine now. No idea what's going on

 

💬 QPTechAuthor, Jan 25th at 2:13 PM

Rinly 1.14.2 is for vintage story 1.19.x

💬 Rinly, Jan 23rd at 5:20 PM

Ptah Having issues with the macerator on qtech v1.14.2 using game version 1.18. Below is the server log. It is also important to note that the error occurs multiple times in one second locking up the server as well as freezing my client

23.1.2024 17:33:24 [Server Fatal] System.MissingMethodException: Method not found: 'Vintagestory.API.Common.WeightedSlot Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(Vintagestory.API.Common.ItemSlot, Vintagestory.API.Common.ItemStackMoveOperation, System.Collections.Generic.List`1<Vintagestory.API.Common.ItemSlot>)'.
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881
23.1.2024 17:33:24 [Server Fatal] System.MissingMethodException: Method not found: 'Vintagestory.API.Common.WeightedSlot Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(Vintagestory.API.Common.ItemSlot, Vintagestory.API.Common.ItemStackMoveOperation, System.Collections.Generic.List`1<Vintagestory.API.Common.ItemSlot>)'.
at qptech.src.BEEMacerator.DoDeviceComplete()
at qptech.src.BEEBaseDevice.DoDeviceProcessing()
at qptech.src.BEEMacerator.DoDeviceProcessing()
at qptech.src.BEEBaseDevice.UsePower()
at qptech.src.BEEBaseDevice.OnTick(Single par)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881

I hope this is helpful. I have not tested this on 1.19, I'm still waiting for other mods to update.

I love this mod and it's gregtechiness. Hoping you continue to to foster this treasure of a mod, as far as I know it's the only electricity/machinery mod out there that doesn't put me to sleep with its simplicity. 

Thank you!

💬 Olbrick, Dec 28th 2023 at 5:11 PM

Dekkan how did you fix it on 1.18.15?

💬 EduardoPupucon, Dec 17th 2023 at 1:02 PM

damm this mod looks awesome, i wish there was something like this but more immersive and steampunk, this one is too gregtechy

💬 ASILiara, Dec 9th 2023 at 2:57 AM

When you say the mechanical power convertors are buggy, how exactly do you mean?

💬 Dekkan, Nov 24th 2023 at 3:20 AM

Running into an issue on our server at startup:
23.11.2023 19:00:16 [Error] [qptech1.14.1.zip] An exception was thrown trying to to load the ModInfo:
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 254
23.11.2023 19:00:16 [Error] [qptech1.14.1.zip] An exception was thrown trying to to load the ModInfo:
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name, StringCodec stringCodec)
at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 254

Seems like an error between the mod and the games api.
If you have any ideas please let me know.

Also we're running 1.18.15 so maybe there was a change between the listed 1.18.14 and 1.18.15 version of the game's API

Thank you!  Fix was found!

💬 Entity, Nov 22nd 2023 at 5:08 AM

Ice Box causes this error in client-main when it's open and closed.
[Warning] Audio File not found: machines:sounds/block/largechestopen.ogg
[Warning] Audio File not found: machines:sounds/block/largechestclose.ogg

💬 Annastasija, Nov 13th 2023 at 8:46 AM

did the animations get turned back on with the latest update?

💬 Kirona, Oct 27th 2023 at 2:40 AM

QuentinP I've got that going for nuggets, yeah. But I get a bunch of crushed ores as a byproduct that won't go through. Do I need different machines for this stuff maybe?

💬 QPTechAuthor, Oct 25th 2023 at 5:48 PM

Kirona yes you can setup a complete chunk->steel production chain even.

💬 Kirona, Oct 25th 2023 at 4:42 AM

I was wondering if there's a way to use machines to process all the crushed ore I get from the macerator? I can process nuggets just fine, obviously, but I've got stacks and stacks of crushed hematite and magnetite and copper and so on, and I can't seem to run them through anything. Any hints?

>_> Also the electric motor block seems to just generate free energy without any sort of mechanical power input.

💬 Timingplanet, Oct 6th 2023 at 11:57 PM

i wanted to add this to my server with the newest release but seems to break to much stuff and cause the game to crash after a minute or so

💬 IvanZS, Sep 25th 2023 at 6:33 AM

Hi QuentinP!

The soaker pipes in 1.18.8 onwards seem to be a lot more water hungry than they used to be... A single water tower was enough to irrigate 16 farm patches of 7x7 blocks, and now 4 water towers are not enough for 6 farm patches. Is this a bug or it is intentional?

Thank you very much for your time!

Best regards,

Ivan

💬 NukoSan, Aug 31st 2023 at 5:55 PM

Any compatibility issues with primitive survival or Xskills or Expanded foods?

💬 Decrypt, Aug 16th 2023 at 5:01 AM

I made some minor fixes. I reenabled the animation and fixed 2 issues. I fixed issues were proper syncing of network information UI when using the mod on a server and sawmill now produces planks given logs. Also I recompiled the mod with net7

I made these modifications without @QuentinP knowledge so if he wants me to take down this post, I will take it down.

download link

💬 Decrypt, Aug 14th 2023 at 2:55 AM

Probably a little late but for anyone having trouble getting the sawmill to cut logs into planks, this can be fix by opening up the qptech mod zip file. Then under assets/qptech/config/macerationrecipes.json, you can change the suffix of the sawmill output configuration to "-ud" instead of "-hor"

So under the original configuration will be:
{
"clearcodeparts":["placed-","-ud"],
"outputmaterial": "planks",
"outputquantity": 16,
"odds": 100,
"type": "SWAP",
"machinename": "sawmill",
"suffix": "-hor"
}

Change to this configuration:
{

"clearcodeparts":["placed-","-ud"],
"outputmaterial": "planks",
"outputquantity": 16,
"odds": 100,
"type": "SWAP",
"machinename": "sawmill",
"suffix": "-ud"
}

This is because the -hor prefix seem to no longer exists in later version of Vintage Story for planks

💬 TheRestartPrince, Aug 11th 2023 at 12:51 PM

@Ultimaheart4 there is the electricity mode, you would just have to connect the motor to the mechanical movement make them one piece. and then use that to use the electrical system.

💬 Ultimaheart4, Jul 15th 2023 at 7:36 PM

man it would be nice to use this mod. but other then solar i dont see any conversion to use mechanical power to produce your flux. would be neat to see something for it. even if it would be obviously proportional compared to the early game steam engine, if its stronger then the steam engine id say make it more complex or closer to mid game then the early steam engine power production. i just feel the players mechanical stuff would become obsolete way too early after starting said mod atleast near mid game. but i wasnt sure if this was updated for 1.18.6 and wasnt sure if i should add it to my server for others to play with yet. heres to hoping to see so much more cool stuff from you though! 

💬 Credinus, May 17th 2023 at 9:00 PM

Has anyone had success using the saw mill in 1.18.x? I am having an issue with it where it is extracting the source logs and processing them, but not outputting and results. It's most likely a conflict with another mod, but I thought I'd check here to see if anyone has run into the same issue before going down that rabbit hole.

💬 JunidO, Apr 20th 2023 at 12:01 PM

Do we get an update?

💬 AmenoS, Jan 31st 2023 at 4:28 AM

Incompatible with 1.17.10

 

System.Exception: Don't know how to instantiate item of class 'ItemWire' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 273
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 19
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 561
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 471
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 414
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/30/2023 10:26:30 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception
at Vintagestory.Common.ClassRegistry.CreateItem(System.String)
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType, Vintagestory.API.Common.IWorldAccessor, Vintagestory.Common.ClassRegistry)
at Vintagestory.Client.NoObf.GeneralPacketHandler.PopulateItems(System.Collections.Generic.List`1<Vintagestory.API.Common.Item>, Int32)
at Vintagestory.Client.NoObf.GeneralPacketHandler.LoadItemTypes()
at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets_Step1()
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()

 

💬 QPTechAuthor, Dec 7th 2022 at 11:24 AM

IvanZS in 1.12.2 they will be insta-breakable. That was a silly bug xD

💬 QPTechAuthor, Dec 7th 2022 at 11:13 AM

IvanZS ah that could be an issue...well two issues I will check.

💬 IvanZS, Dec 4th 2022 at 10:56 AM

Hi QPTECH. I don't know if this is intentional, but it seems that the solar panels work just fine when the light is provided by a lantern? And I was not able to break/move one of them with a steel pickaxe in survival...

 

 

💬 QPTechAuthor, Nov 21st 2022 at 11:09 PM

IvanZS Hmm I'll have to do some testing with that, I didn't see that yet.

💬 JTippetts, Nov 5th 2022 at 3:17 PM

@QPTECH I've downloaded the mod and am eager to try it out, but I've noticed a whole pile of errors in the log of the sort:

[Error] Missing mapping for texture code wood during shape tesselation of block machines:wireplate-tin-2a-cross using shape machines:item/part/wire, or one of its alternates

and

[Error] Missing mapping for texture code wire during shape tesselation of block machines:wireplate-tin-2a-cross using shape machines:item/part/wire, or one of its alternates

All of them seem to be for texture code wood or texture code wire. I get numerous of the errors, but all seem to be tied to either machines:wireplate-tin-2a-cross or machines:wireplate-tin-electricjunction

Additionally, I get a few Texture not found errors for:

'machines:textures/item/resource/orepowder/orepowder-iron.png' not found (defined in Item code machines:orepowder-iron).
'machines:textures/block/wood/hopper/frame.png' not found (defined in Baked variant of block machines:ringedbarrel).
'machines:textures/block/tempblocks/seeker.png' not found (defined in Baked variant of block machines:seeker-test-north).
'machines:textures/block/wood/cabinets/acacia/detail.png' not found (defined in Baked variant of block machines:cabinets-normal-north).
'machines:textures/block/wood/cabinets/acacia/detail.png' not found (defined in Baked variant of block machines:cabinets-normal-north).
'machines:textures/block/wood/cabinets/acacia/cabinet.png' not found (defined in Baked variant of block machines:cabinets-normal-north).

Peering into the folder tree, I don't see those files (the textures/block/wood folder seems to be missing altogether).

💬 IvanZS, Nov 5th 2022 at 9:27 AM

Hi QPTECH. Thank you wholeheartedly for this awesome mod! I installed it because of the irrigation pipes and ended up with full blown factory setup...

I noticed something odd today: I put 24 zinc ingots and 24 copper ones in the hardened metal press (plates)' input chest, expecting to get 12 zinc and 12 copper plates. I got 24 copper plates instead. It seems that the machine sets the output material based on the first ingredient which goes in and proceeds with it as far as there are materials in the input chest... I haven't tested the other presses, but I'd guess that this bit of code should be the same for them as well.

And one request: Is it possible to increase the effect radius of the soaker pipes to two blocks vertically? As they are now, they can not be used in greenhouses as there must be full blocks below the farmland...

💬 QPTechAuthor, Nov 4th 2022 at 12:43 PM

l33tmaan Yeah they are a bit high, they were made so long ago. But if I nerf them now it might screw over people relying on them?

💬 l33tmaan, Oct 11th 2022 at 12:13 AM

Is it me or do these cabinets always have the best food perish multipliers? They're sitting pretty at x0.26 while my chest 2 blocks away is at x0.5. It feels a little OP.

Yeah, they're even better than storage vessels. I feelc compelled to use them...

💬 AzuliBluespots, Sep 30th 2022 at 10:06 PM

Mother of Arceus, this looks like Frackin Universe (Starbound) stuff

💬 Ruyeex, Sep 22nd 2022 at 8:57 PM

The game crashes when melting iron on a crucible.

💬 QPTechAuthor, Sep 1st 2022 at 11:33 PM

Amigurumi that's odd, i'll have to check. So far all the fluids seem to just have worked, but i didn't try juice specifically.

💬 Amigurumi, Aug 24th 2022 at 9:59 PM

Vanilla fruit juices don't seem to be compatible with the fluid pipes. Is that intentional?

💬 Mystic_Spider, Apr 7th 2022 at 8:24 PM

Melting iron in the crucible causes a crash. I think this is happening because there is no liquid form for iron.

💬 bluelightning32, Feb 20th 2022 at 8:15 AM

Ryan_Thomas, I'm seeing similar problems. I filed github.com/wqpvs/qptech/issues/10.

💬 Ryan_Thomas, Feb 17th 2022 at 6:48 PM

Unless I'm misunderstanding, the macerator can handle quern recipes, like bonemeal, correct? It's not for me, mini piles of bonemeal spit out the back, but they don't register in my inventory. This perhaps is on my end, perhaps it's a conflicting mod of some type. But in case it's not on my end, I just wanted you to know :)

💬 Leatherneck, Jan 23rd 2022 at 9:34 PM

playing 1.15.1 added your storage container under a firepit unloader and it crashed the server , just repeats the following after restarting the server and trying to log in unsuccessfuly 

 

16:33:00 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
   at qptech.src.FirepitUnloader.FirepitUnloaderEntity.OnTick(Single par)
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Server.ServerMain.Process()
💬 QPTechAuthor, Jan 17th 2022 at 12:47 PM

Pitoucc ah I will look into that.

💬 Pitoucc, Jan 13th 2022 at 3:14 PM

Seems like crouch clicking on a clayformer with an empty hand might cause a client crash.

💬 QPTechAuthor, Jan 12th 2022 at 6:51 PM

@Buggi Carry Capacity not required, but it is implemented

💬 Buggi, Jan 12th 2022 at 5:46 AM

Is Carry Capacity a required mod? I'm getting my log files filled with CC errors for some of your blocks.

💬 Xestisa, Dec 5th 2021 at 12:19 PM

Maybe a suggestion too make power in walls :) nice mod keep the work up

💬 OmegaHaxors, Dec 4th 2021 at 11:21 PM

You should probably specify somewhere that normal firewood can't get hot enough for the generator.
The current wording implies you can just start a fire and get power, when that's not the case.

💬 Risepolak, Oct 7th 2021 at 12:35 PM

Water tank work ?? i was create it  outside with spruce wood pland  and  copper block but no work when i  using  right  mause key i dont see structure block...

💬 Juliusvanvern, Jul 20th 2021 at 9:09 AM

Für alle die wissen möchten was genau der Mod macht und wie man ihn benutzt (auf Deutsch), anbei ein etwas längeres Tutorial, bzw Modvorstellung. (Mit Inhaltsverzeichnis) ❗❗❗❗❗

ViNTAGE STORY MOD 🧪 AUTOMATION MIT QPTECH MOD

💬 Theisgood, Apr 19th 2021 at 1:26 AM

I can't explain what happend but my fishing lines from primitive surival mod turned intro your kitchen cabinets when installed this for the first time.

I can't even think of why. There is a error in the change log I can send you. 

💬 Theisgood, Mar 25th 2021 at 5:58 AM

Thank you so much for making such an amazing mod! :)

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