Mods / Signals Link

Tags:
Technology
Author:
fipil
Side:
Both
Created:
Nov 6th 2025 at 7:46 PM
Last modified:
Jun 12th at 5:36 PM
Downloads:
3544
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
SignalsLink.0.2.5.zip  1-click install

Signals Link

Extends the great Signals mod with additional sensors and blocks for interacting with other mods and vanilla blocks. Created with the original Signals author's permission. Thanks to Pfev for his help and advice.

The mod is in an early development phase. Use at your own risk.

Note that the translations have been made using AI. If you find any mistakes, please let me know.

 

Currently includes these blocks:

Block Sensor - Detects the presence of a block in an adjacent position and, based on the input signal, determines how full its inventory slots are.

Entity Sensor - Detects the presence of entities (players, creatures, animals, or monsters) in a marked area and can provide information about their count, type, or state on the outputs.

Managed Chute - Enables automated transport of items between various blocks.

 

See the ingame handbook for more info.

Planned

  • Signal Clock - Generates a signal based on the time of day.

 

See also other mods:

Signals Link EP - Signals meets Electrical Progressive

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.5 signalslink
1.22.0 - 1.22.3
277 Jun 12th at 5:36 PM SignalsLink.0.2.5.zip 1-click install
  • Fixed amount bug, now it collects items from multiple slots. 
0.2.4 signalslink
1.22.0 - 1.22.3
58 Jun 10th at 6:48 PM SignalsLink.0.2.4.zip 1-click install
  • Fixed liquids evaluation in paper conditions
0.2.3 signalslink
1.22.0 - 1.22.3
9 Jun 10th at 4:29 PM SignalsLink.0.2.3.zip 1-click install
  • Added dot parameter to the output instruction in the Paper conditions for the BlockSensor. If you use dot instead of number, for example if this condition block will be true:
    game:hide-*
    output .
    the BlockSensor returns to the output the same value as if there is not a condition at all. It can be used to get fill rate of the watched slot or inventory.
  • Fixes minor bugs related to liquids support.
0.2.2 signalslink
1.22.0 - 1.22.3
29 Jun 9th at 7:26 PM SignalsLink.0.2.2.zip 1-click install
  • The Managed Chute can now transport liquids between liquid inventories and into/from a cooking pot. This is experimental, so please use it with caution!
    Important note: This will be removed from the Managed Chute as soon as I implement the planned feature Hoses and valves designed for transporting fluids! Count with that! I'm now very busy, so this is just a quick prototyping to find how I can deal with fluids. 
0.2.1 signalslink
1.22.0 - 1.22.1
545 May 2nd at 4:52 AM SignalsLink.0.2.1.zip 1-click install

- Quick log writting crash fix. 

0.2.0 signalslink
1.22.0 - 1.22.1
248 Apr 23rd at 9:37 PM SignalsLink.0.2.0.zip 1-click install

- Updated for VS1.22

0.1.6 signalslink 542 Feb 28th at 2:19 PM SignalsLink.0.1.6.zip 1-click install

- Fixed wrong animal gender detection in the Entity Sensor.

0.1.5 signalslink 164 Feb 20th at 8:49 PM SignalsLink.0.1.5.zip 1-click install

- Added new condition keyword: inventoryAny <condition> to the Paper Conditions.

0.1.4 signalslink 216 Feb 16th at 7:20 PM SignalsLink.0.1.4.zip 1-click install
  • The Block Sensor now supports Paper Conditions for input signal 15 as well – it scans all inventory slots and returns the output or slot number when it finds a matching condition (see the help page for details).
  • Added information about using Paper Conditions with the Block Sensor to the block's help page.
0.1.3 signalslink 210 Feb 11th at 6:54 PM SignalsLink.0.1.3.zip 1-click install
  • Fixed managed chute embedded in tiles crafting recipe.
  • Added a new recipe to break the embedded managed chutes back to managed chute.
  • Fixed managed chute World-to-inventory transfer pull area calculation (took items too far from the source position)
0.1.2 signalslink 69 Feb 10th at 6:41 PM SignalsLink.0.1.2.zip 1-click install
  • New block: Managed Chute, including wall-embedded variants – enables automated item transport between various blocks.
  • The Block Sensor has been enhanced with Conditions on Paper; see “SignalsLink – Conditions on Paper” in the help.
0.1.1 signalslink 654 Dec 21st 2025 at 11:01 AM SignalsLink.0.1.1.zip 1-click install

- Added new Entity Sensor block

0.1.0 signalslink 523 Nov 6th 2025 at 8:01 PM SignalsLink.0.1.0.zip 1-click install

Initial mod version


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

PandasCantFly, May 2nd at 3:58 AM

Might be because I am running on 1.22.1 or due to mod incompatibility, but I am getting a bad format string writing to debug on world load

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 65439 MB RAM
Game Version: v1.22.1 (Stable)
5/1/2026 8:53:15 PM: Critical error occurred in the following mod: signalslink@0.2.0
Loaded Mods: tallheightwatershedslandformssealevelfork@2.1.1, birthsignsfresh@1.6.0, chandeliercraft@2.0.5, clayworks@0.6.0, copperhubmod@1.0.0, coralcarbonate@1.0.1, craftabletranslocatorengineering@1.0.0, curefirewood@1.0.0, gameco@1.0.2, industrialdeco@1.0.7, millwright@1.3.3, primitivesurvival@5.0.5, realisticmonsterloot@1.2.0, renderfat@1.2.0, ripenedwildcrops@1.0.0, storagecontroller@1.2.2, temporalvessels@1.0.3, tradersrevised2patch@1.0.1, translocatorengineeringredux@1.6.5, meapineappleturpentine@1.0.3, vintageengineering@0.5.4, game@1.22.1, vsimgui@1.2.2, waterunderfarmland122@1.1.0, waysearchpoint@1.0.5, zoombuttonreborn@2.0.2, absoluteprospecting@1.500.6, aecrate@2.0.0, amuletbedspawn@1.0.7, ancienttoolsresinharvest@1.0.0, fishbreeding@1.0.5, attributerenderinglibrary@3.0.1, betterentitytooltip@1.1.0, betterruins@0.6.0-rc.2, blushandbins@1.1.0, blushlibrary@1.0.7, bradycrudebuilding@1.5.0, canjewelry@0.6.1, chiselwiz@5.0.0-pre.2, chuteblockplacer@1.0.5, clicktoggle@1.1.1, upgradablestorage@1.1.7, cruciblefurnace@1.0.0, danatweaks@4.0.0, electricalprogressivecore@3.0.0, extendedcreation@1.2.3-rc.10, fbgtamer@2.0.0, fixperishrate@1.0.1, fromgoldencombsfix@1.0.3, iwantsmoothtemperature@1.1.4, krpgenchantment@1.4.0-rc.3, metalpots@1.7.0, ndlcoralgrowth@2.1.0, ndlflowergrowth@2.0.0, ndlmushroomgrowth@2.0.1, ndlwoodentorchholder@3.0.0, panningmachine@1.0.9, particlesplus@2.5.2, portcullis@1.22.0-rc.81, progressionframework@1.0.0, quickfind@1.0.0, signals@0.3.0, stonerailings@1.4.0, traitacquirermoddedclasses@0.9.11, bitzartuitweaks@0.4.0, vintagetweaks@3.2.0, creative@1.22.1, vsdemolitionist@1.22.1, survival@1.22.1, vsvillage@5.1.2, watersheds@6.0.3, woodenfortifications@2.0.11, xlibfork@1.0.2, yellowcake@1.22.2, blushandblacksmith@1.0.5, electricalprogressivebasics@3.0.0, em@3.5.1, functionalminerbeltandlantern@1.0.4, medievalarchitecture@1.1.0, obsidiancraft@1.6.0, seafarer@0.5.0, signalslink@0.2.0, xskillsfork@1.0.11, zrustdrops@2.1.0, aldiclasses@2.0.0-rc.3, electricalprogressiveindustry@0.6.1, electricalprogressiveqol@3.0.0, electricalprogressivetransport@1.0.0, signalslinkep@0.2.0, veep@2.4.0, xskillsgilded@1.3.22, electricalprogressiveequipment@3.0.0, traitacquirermoddedaldibooks@1.0.0
System.FormatException: Input string was not in a correct format. Failure to parse near offset 209. Expected an ASCII digit.
at System.String.FormatHelper(IFormatProvider provider, String format, ReadOnlySpan`1 args)
at System.Diagnostics.Debug.WriteLine(String format, Object[] args)
at SignalsLink.src.SignalsLinkMod.OnClientLogEntry(EnumLogType logType, String message, Object[] args) in C:\Develope\VintageStory\Projects\SignalsLink\SignalsLink\src\SignalsLinkMod.cs:line 51
at Vintagestory.Client.GuiScreenRunningGame.printWarningsAndEndCapture() in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 400
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
PandasCantFly, May 4th at 2:08 PM
@fipil: Hmm, that's strange error.I made a quick fix. Try the 0.2.1 version, PandasCantFly

I updated to 1.22.2, but nonetheless the fix seems to work, I was able to readd it to my save with this and electrical progressive addon. 

fipil , May 4th at 3:09 PM
@PandasCantFly: I updated to 1.22.2, but nonetheless the fix seems to work, I was able to readd it to my save with this and electrical progressive addon.

Do you use the SignalsLink.EP as well? There is the fix as well. Which versions of the SignalsLink and SignalsLink.EP do you use?

fipil , Apr 8th at 9:59 PM

TobseStone not yet. I’m waiting for Pfev, the author of Signals, to upgrade the Signals mod for VS 1.22. Unfortunately, he hasn’t been active for the past three months and hasn’t responded to my messages. If he still doesn’t show up even after the 1.22 release, I plan to publish a Signals Repack myself — I already have it prepared. For now, though, I’m waiting for the author and hoping he’ll come back after the 1.22 release and upgrade Signals. I’ll only release the repack once 1.22 is out and I can see that Pfev is still unresponsive.

TobseStone, Apr 8th at 4:59 PM

fipil Is this usable with 1.22 Rc1-7? 

fipil , Apr 4th at 7:59 AM

Bannta thank you!

Bannta, Apr 2nd at 10:00 PM

Very well done, looks great!

fipil , Feb 10th at 11:13 PM

wojtek16 Yes! This mod does not need the Electrical Progressive.

There is the other mod SignalsLink.EP, which is for the Electrical Progressive.
I'm glad that you like it, thanks.

wojtek16, Feb 10th at 10:31 PM

Just to confirm, this would work without having Electricity mods added, correct? Like I can run it just with the signals mod and this addition? That would be sick!! Love the look of it!

fipil , Nov 7th 2025 at 6:37 AM

Thanks Dead_Nettle! :-)

Dead_Nettle, Nov 7th 2025 at 5:19 AM

This is super cool! I'm glad to see Signals getting some more love, and the comparitor-styled block is immediately useful for my builds. I look forward to seeing what you make!