Mods / Vintage Engineering

Tags:
Technology Crafting Library
Author:
Buggi
Side:
Both
Created:
Feb 22nd 2024 at 4:06 AM
Last modified:
Jun 25th at 4:15 AM
Downloads:
54600
Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
VintageEngineering-0.5.8.zip  1-click install

A mod for late-game automation.  RTFM below.

A Tech-based progression mod that is roughly inspired from Immersive Engineering.

Basic Progression can currently be in whatever way you want. If you are stuck then try:

0) Smith some LV Wire, Make some LV Relays and a wire cutter
1) LV Generator is a good first machine goal
2) Metal Press (don't forget the press molds) is a good first machine
3) Extruder (don't forget the Die Casts) is a great goal to push towards
4) Profit

Instead of an LV Generator, you could go green with the Alternator for wind-power.

The pentulimate goal for LV tier is the _Blast Furnace_ with 2 Blowers (powered), one on each side. A somewhat automatable way to process nuggets into ingots and alloys.
It's not fully automatable as that would leave out cool feature opportunities for future machines and Tiers.
You WILL need to craft a couple batches of Steel using the base-game Cementation Furnace process in order to get the Blast Furnace. This is by design.

 

Version 0.5.5 

Distillation Tower Help:

First build the Distillation Tower Base, this can be used to get some diesel as the only fuel output. Base power cost of 2000 PPS.
The new MV Fluid Generator can burn any liquid with the liquidfuel JSON attribute tag, check the mods liquid fuel item JSONs for details.
Diesel will give 1000 PPS.
To increase the outputs of the distillation tower, build Extensions ontop of the tower. Up to 6 extensions can be built. This is how the recipe is decided.
There are recipes for spirits and alcohol, open to balance and feedback on these. No extensions needed for these recipes.

Use fluid tanks to haul crude long distances, these do not drop the fluid when you break them. One steel tank of crude will last a very long time.

Craft time for all crude oil distillation recipes is 5 minutes, but a net-gain of power is guaranteed. The more extensions you have, the larger the gain.

Version 0.5.0 introduces the new Multiblock (MB) system.

I cover the new MB Creosote Oven at the start of this dev stream: https://www.youtube.com/watch?v=kOCB1RouO6A

Basically,
1) Place Core
2) Right click Core with wrench
3) Place blocks according to color-code (This will hopefully be better in the future)
4) Once layer is done, right click Core again to validate and progress layers
5) If Core is covered, then right click the INTERACTION block with wrench to validate and progress layers
6) Once last layer is built, right click the Interaction block again to validate and trigger the swap to the final form

Breaking any block will UNMAKE the Multiblock and drop it's contents if it had any at your feet.
Color codes outlined in the Handbook, check the entry for the core of what you are building for the guide.

Creosote Oven access ports are sided, connect with pipes. Machine does not 'auto output' right now.
Top : Insert Fuel
Back : Output Fluid
Front : Output Item
Sides : Insert Input

Version 0.4.5 introduces MV networks, LV-MV Transformers, and MV Batteries.

The MV tier is the next stage in the mods progression and development! If you wish to contribute shapes for machines then please reach out to me and we can talk!

Also note, MV Batteries may not fill to 100% right now as the network tries to load-balance a storage only network (aka, a network with only batteries and/or transformers on it). I could explain the technical details, but like 2 people would actually care.

Important:

In an effort to protect server and client performance, the machines, networks, and general processing of the system does not update clients constantly but on delayed steps. So you may see power and crafting levels change in ways that may seem like it's not working properly, but it's because the server is NOT pushing a constant stream of block-update data to all clients. At the end of the day, I sacrificed up-to-the-millisecond updates for protecting performance and network traffic spam. 

An example is a machine that is crafting ticks 10 times per second on the server, but clients are updated 2 times a second.
Similarly, Electric Networks tick 4 times per second on the server and changes to machine power are only sent to clients when the aforementioned update triggers.

Exceptions to this are any time item slots are changed due to client interaction or automation as this data is vital to ensure everyone is synced with the server.

Sleeping machines tick every 2 seconds.
If you have an Electrical Network that has no machine nodes (it's new and has no machines on it yet, just relays) it's delay to wake up is 5 seconds. After it finds stuff to do, it shouldn't sleep again.

 

MISC helpful information:

  • Blast furnace Blowers can be toggled on and off by sneak-right-clicking them with an empty hand.
  • A Blast furnace can smelt Iron nuggets into Iron Bloom; with two active blowers however, it will smelt regular iron ingots!
  • Smelt Blister Steel with a Blast Furnace, requires both active blowers with INPUT of Iron Ingot and Coal Coke + charcoal fuel (or better, for temperature)
  • VE Kiln can process Iron Bloom as well as Blister Steel and can now craft QuickLime. (And fire clay...)
  • Blast Furnace is only semi-automatable by design. Leaving room for more advanced fully automatable options in higher tiers of tech.
  • Coal-Tar Creosote currently has no use but it will eventually.

 

All machines can be fed and emptied via vanilla CHUTES and with PIPES!!!, even the Electric Forge.

For more frequent updates check my discord server #vintage_engineering channel. ("Homepage" link)

Help is welcome for the following areas if you want to contribute:

  1. Sound effects - must be royalty free so streamers can use the mod without issues.
  2. Shapes, textures, animations - Making things pretty is not my forte. Quentin from QPTech has gratiously given permission to use his shapes and textures so I can focus on the back-end code more. If you would like to contribute then hit me up on Discord.
  3. Eventually Large Multiblock machines shapes, textures, sounds, and animations. But will not need this for awhile.
  4. Localization - Hold off on this as I'm always adding new strings as I add machines and features. Unless you don't mind managing the new language file as I add strings.
  5. Advanced Handbook entries, "Quest" book? Vies? Is Vies out there?

 

I do not need feature ideas/requests. I have a near endless wishlist of things I want to implement, so please wait until the mod is much further along before telling me it's missing something. 

For Bugs, use the ISSUE TRACKER link at the top of the mod page!!

Do NOT post them in the comments please!

DEBUG COMMANDS

Commands to validate various network systems:
The [] show an optional flag, use delete with extreme caution. An example is /vedebug vpn delete
You will need full server access privileges to use any of these.

  • /vedebug validatepowernetworks [delete]
  • /vedebug vpn [delete]
    Validate all electric networks for the world
  • /vedebug validate id [delete]
    Validate a single electric network ID with optional delete

    Debug commands to validate pipe networks
  • /vedebug validatepipenetworks [delete]
  • /vedebug vpipes [delete]
    Validate all pipe networks
  • /vedebug validatepipes id [delete]
    Validate a single give pipe network ID

    Debug commands to debug Catenary Wire data
  • /vedebug validatewires [delete]
  • /vedebug vw [delete]
    Validates all Wire Connection objects in Catenary Data, ensures all wire endpoints block types are WiredBlock. Optionally Delete invalid nodes, will not drop wire or fire event.
  • /vedebug numwires
    Prints total number of Wire Connections in the data set.
  • /vedebug printwires
    Prints to the VerboseDebug log every WireConnection in the world as stored by the CatenaryMod. Validate first. Use to track down and report odd wires in your world.

A network is only reported as invalid if ALL nodes are invalid, if one node (aka position) comes back as valid it will report as having valid nodes.
To ensure a full game-save cleanup, break down the entire factory: pipes, machines, wires, and relays before running the validate command for each type of network.
That way, any full network that is truly invalid can be deleted using the optional flag.

Is goes without saying... USE WITH CAUTION

 

Limiting weekly build access for channel members and patrons. Sorry. This is an enormous mod, in development 3 years. 

Supporters (patrons and channel members) will get weekly updated builds and I will look to them for feedback on ideas and features I'm working on.

A lot of the planning and early mod development was covered in streams:

Playlist here: https://www.youtube.com/playlist?list=PLkA9Q5ltQPCIZs88AuqxjgipaX2KPeXQl

If you wish to support the project please consider:

By following this project that will also let me know who out there might be excited for it.

If you wish to help, hit me up on Discord. I primarily need those gifted in modeling and textures. Anything I can just drop in and use without a lot of issues. 

Modders:
Please check MakeYourOwnMachine.txt file in mod zip for some early help adding new machines using my API. I'm still adding new machines every week. I'm sure there's someone out there itching to tackle some idea that uses power. 

For the Electrical and wiring system, I've built systems other modders can easily plug into and use. I've submitted the IElectricalBlockEntity interface to Tyron to integrate into the base game so we have universal support. I hope he accepts it. My wiring system, for example, supports multiple types of wire (AND it's extendable by modders). This is one reason this has taken so long to get to this point.

---------------================= Please don't steal my code. ====================------------------

Mad respect to Tyron for his work on the API and game!

Thank you for your interest!

Special Thanks:

BlueLightning32 for his impressive coding skills and help with everything.
Quentin (QPTech) for permission to use shapes and textures and his work blazing this trail.
Mr. Andy Dandy for some new polished shapes and textures. 
HumbleBolt for the logo.
Rinly for the inevitable addon mod I know he's cooking up.
DeathxxRenegade for help with shapes.
VonZeeple for showing me how to properly do wiring, without being able to see how to do it I'd never have figured it out.
Zolkenn for coding help and debugging.
DallinTG for work on shapes and textures.
Automatic_Yoba_Machine for the phenominal Charger model and whatever else the future has in store!
Len Kagamine for getting the Mechanical interface blocks started.
Robert for being patient in finding and helping track down insidious bugs.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.5.8 vintageengineering
1.22.0 - 1.22.3
2154 Jun 25th at 4:15 AM VintageEngineering-0.5.8.zip 1-click install
  • Adds Chemical Plant
  • Adds Plastic Pellets (for future crafting things)
  • Fixes Various bugs, likely introduces some more.
0.5.7 vintageengineering
1.22.0 - 1.22.3
1484 Jun 9th at 9:25 PM VintageEngineering-0.5.7.zip 1-click install

Fixes recipe conflict
Removes the exception thrown when an Electrical Entity is null when a network is being initialized. Prints an error on the screen and in the log every 2 seconds with the block position of the null entity.


To help track down this issue, find the position, report what machine is there, break the machine and replace/rewire it. The more data I have to work with the better chance I can find why its happening.

0.5.6 vintageengineering
1.22.0 - 1.22.3
458 Jun 6th at 10:28 PM VintageEngineering-0.5.6.zip 1-click install

Added crafting grid recipe for Sheet Metal blocks.
Added Sheet Metal Press mold smithing recipe.
Added Metal Sheet crafting recipe for Metal Press, use heated ingots to make sheet. Now you can make base-game metal sheets which are placable blocks, btw, on any surface direction (N, E, S, W, U, D).

 

Added a specific null-check on pipes when OnBlockBroken is run when breaking a pipe with connections to other pipes. The exception should print out more details to the log on what block and what face is causing the issues. I need a reproducable process that triggers the crash so I can fix it. If you come across one, post details on the issue on the issue tab.

0.5.5 vintageengineering
1.22.0 - 1.22.2
1050 May 28th at 6:25 PM VintageEngineering-0.5.5.zip 1-click install

v0.5.5
- Added Distillation Tower Base and Extension, up to 6 extensions can be built on top of the base.
- Added Fluid Generator: an MV generator, power output depends on fuel used.
- Tested Derrick, Pumpjack, LV Pump, Fluid Generator, Distillation Tower; Fixing several issues.
- Refactored Electric Network subsystem to use events and delegates.
- Added liquid fuels: diesel, heavy oil, lubricant, kerosene, gasoline, naptha, and LPG, crude is now also a (pretty bad) fuel.
- Fixed #80, #82, and #83

0.5.4 vintageengineering
1.22.0 - 1.22.1
2738 Apr 23rd at 2:55 AM VintageEngineering-0.5.4.zip 1-click install

Update for game version 1.22

Pipe System Overhaul, you will need to break and rebuild your pipe systems using the NEW pipes, should be easy to convert old to new. 

 

Distillation Tower Base and Exension is in and buildable, but not finished, please don't expect it to be.

0.5.3 vintageengineering 3072 Feb 27th at 7:51 PM VintageEngineering-0.5.3.zip 1-click install
  • Fixes Inventory GetSuitability crash when shift-clicking items into the fridge. This was a base-game crash caused by GetSuitability in InventoryGeneric calling OnGetSuitability without checking if it was null.
  • Fixes the (hopefully) last remaining places I forgot in my renaming my metal rods to bars. Die Cast for bars is now craftable, Rotor recipe updated.

 

Please note, most of the parts that allow for a bronze variant I only define TinBronze. This is what I was always taught bronze was. Having this limitation also requires a tiny bit of work on players to actually find tin, which can be tricky sometimes.

0.5.2 vintageengineering 449 Feb 26th at 12:22 AM VintageEngineering-0.5.2.zip 1-click install
  • Added Derrick Multiblock
  • Added Well Casing for the Derrick
  • Added PumpJack Multiblock
  • Added Steel & Iron Fence
  • Added Steel Ladders
  • Added Metal Platform Top variant
  • Added Treated Wood slabs, recipes, and crafting chains
  • Renamed Metal Rod to Metal Bar, all your VintEng Rods should now be bars. Vanilla added Rods so I adapted.
  • Added new Rod Die Cast for extruder to make vanilla Rods. These are 1:1 with ingots.
  • LV Pump now only pumps fluid at or above the level the basket is in.
  • Added a Fridge
  • Combined Scaffold types into one code with variants. Freed up "Girder" for something better. <_<
  • Various Shenanigans...
  • Fixed #49, #59, #60, #64

 

Be sure when loading a world after updating you run the remapper that should prompt you as I had to remap some block codes. Once it's done on the world, reload and all should be good!
If you choose NOT to remap, then GLHF.

0.5.0 vintageengineering 2604 Jan 30th at 7:24 PM VintageEngineering_0.5.0.zip 1-click install

New MULTIBLOCK feature.
See the start of this stream for details on how it works:
https://www.youtube.com/watch?v=kOCB1RouO6A
Other details on the main description page of this mod.

v0.5.0
- Fix Tank-Bucket interaction when holding stacks of buckets. Fixes #50
- Reduce by a further 50% the spawn chance of Oil Geysers. Addresses #55
- Add Creosote Oven as a Multiblock (MB) that you have to build block-by-block
- Fix Pipe Filter bug #56
- Add all MB component pieces and recipes. Recipes not final, balance suggestions welcome.
- Address #57 with a couple null checks in case a mod adds something that might break the LV CNC.
- New Creosote Multiblock should connect to pipes just fine. Fixes #47

0.4.9 vintageengineering
1.21.6-rc.1 - 1.21.6
4315 Dec 18th 2025 at 8:45 PM VintageEngineering-0.4.9.zip 1-click install

v0.4.9
- Added new component for IBlockEntityContainer interface that was added in 1.21.6. Should fix the crazy issues for the new version.
- This seemed to have cause all sorts of issues. Please devs, no major API changes for sub-version releases. This really threw me. This change is not even documented in the changelog of the version, I had to compile the mod again to see the missing interface component.

0.4.8 vintageengineering
1.21.2 - 1.21.5
1724 Nov 30th 2025 at 8:25 PM VintageEngineering-0.4.8.zip 1-click install

v0.4.8

  • Multiblock progress, nothing to use yet, but progress is progress...
  • New Block types added for Multiblock (MB) construction:
    • Treated Wood variants
    • IO Blocks to indicate MB interaction points (Item, Fluid, Power, etc.)
    • Metal Component Blocks (Light/Heavy Engineering blocks and Steel Reinforced Block)
    • Interaction IO Block type is a special block for MB validation and construction and should not be used as a Deco block.
  • Handbook crash Bug Fixed, fixes #43
  • Fixed #46, forge heating ingots properly.
0.4.6 vintageengineering
1.21.2 - 1.21.5
2384 Nov 4th 2025 at 1:51 AM VintageEngineering_0.4.6.zip 1-click install

Fixes a recipe look-up crash bug stemming from clicking Handbook entries where other mods FUBAR the games data and break ResolveItemStack lookups.
Now if a stack is invalid it won't crash, it'll just ignore the entry.
Fixes #43, hopefully forever.

0.4.5 vintageengineering
1.21.2 - 1.21.5
909 Oct 31st 2025 at 8:21 AM VintageEngineering_0.4.5.zip 1-click install

v0.4.5

  • New MV Networks! MV Batteries and LV-MV Transformers
  • Major Bugfixes regarding Pipes, pipe networks, and chunk boundaries
  • New Electric ModConfig file that allows players/server owners to customize PPS limits for each tier of network.
    (note, this network PPS feature has not yet been implemented, but will be soon! This is added now to prep for that feature.)
  • Removed many MarkDirty events to help streamline Client-Server data transfer.
  • Added special case to Kiln to make QuickLime craftable in the machine, go wild!
  • Added Null checks to Recipe Handbook function to (hopefully) fix #43
  • If any output slot is full, Sawmill should now stop processing
  • Rebalanced slightly Board output of Sawmill log processing recipe. 16->14
  • Wires will no longer render during Temporal Storms to save on GPU load. Feedback appreciated.
  • Simple blocks like the Battery and Transformer should never go to Sleep, these entities do not tick so sleeping is not needed.
  • Change Item Pipe ItemMoveOperation to default to DirectMerge instead of AutoMerge, should behave as if the player forced the items to stack. Can revert if this causes issues.
  • Fixed: Crash when an extraction pipe is in RoundRobin mode and a new inventory block is placed that connects to the pipe network. (Enumerator error)
  • (Starting to) Standardize MarkDirty calls for all machine BlockEntities. Should have done this long ago... Default update rate is twice per second.
  • Newly placed machines should default to On, then go to sleep if required.

 

------------------------------------------------DEBUG FEATURES-------------------------------------------------------------

  • New Debug commands to validate electric network systems:
    The [] show an optional flag, use delete with extreme caution. An example is /vedebug vpn delete
    You will need full server access privileges to use any of these.
    /vedebug validatepowernetworks [delete]
    /vedebug vpn [delete]
    Validate all electric networks

   /vedebug validate id [delete]
   Validate a single ID with optional delete

  • New Debug commands to validate pipe networks
    /vedebug validatepipenetworks [delete]
    /vedebug vpipes [delete]
    Validate all pipe networks

   /vedebug validatepipes id [delete]
   Validate a single give pipe network ID

  • New Debug commands to debug Catenary Wire data
    /vedebug validatewires [delete]
    /vedebug vw [delete]
    Validates all Wire Connection objects in Catenary Data, ensures all wire endpoints block types are WiredBlock. Optionally Delete invalid nodes, will not drop wire or fire event.

   /vedebug numwires
   Prints total number of Wire Connections in the data set.
   /vedebug printwires
   Prints to the VerboseDebug log every WireConnection in the world as stored by the CatenaryMod. Validate first. Use to track down and report odd wires in your world.

A network is only reported as invalid if ALL nodes are invalid, if one node (aka position) comes back as valid it will report as having valid nodes.
To ensure a full game-save cleanup, break down the entire factory: pipes, machines, wires, and relays before running the validate command for each type of network.
That way, any network that is truly invalid can be deleted using the optional flag.
-------------------------------------------------------------------------------------------------------------------

0.4.0 vintageengineering 5933 Aug 29th 2025 at 5:41 PM VintageEngineering_0.4.0.zip 1-click install

Update to game v1.21
Update to .NET C# 8
Fix LV Blowers/Blast Furnace, let me know of any edge cases I miss.
Fix Alternator and Motor, these should never sleep as they're part of other networks. A sleeping Alternator only ticked every 2 seconds, reducing power generation.

I did confirm that an motor cannot keep an alternator running indefinetly making infinite power. This was tough to balance.

Keep me posted via the Issues tab if you run into any edge cases of errant behavior. 

0.3.13 vintageengineering
1.20.11 - 1.20.12
5694 Jun 26th 2025 at 7:24 PM VintageEngineering-0.3.13.zip 1-click install
  • Fixes Metal Plate metal bit exploit cycle, makes recycling metal plates return one ingots worth of bits, wasting one ingot.
  • Fixes Oil Gyser generation in unloaded chunks, switch to bulk block accessor to eliminate block update spam.
  • LV Blower can be toggled on and off with Shift-Right Click with empty hand, no longer needing to break their wire to turn them off.
  • Added Electric Alternator for power generation from Mechanical system. This has a max power output of 120 PPS.
  • Added Electric Motor and GUI for mechanical power generation using Electric power. Can change speed and torque output via GUI but power requirements can become quite unwieldy in the LV tier.
  • Added recipes for new Kinetic machines, special thanks to Len Kagamine for getting the ball rolling on this feature.

 

There are plans for an MV tier Mechanical interface system, but I can't work on 10 things at the same time, so I have to take things slowly.

0.3.11 vintageengineering 1940 Jun 2nd 2025 at 8:55 PM VintageEngineering-0.3.11.zip 1-click install

Sorry for the frequent releases lately, I will try to slow them back down to monthly. Fixing lots of bugs.

 

Added Russian translation thanks to tehtelev

Fixes wire Dupe bug (thanks to Len for the issue submission) when using wire cutters. Note, placing and breaking wires over and over will result in a slight net loss of wire. As I round UP when determining cost to place and round DOWN when determining amount to return when broken. 

Fixes LV Charger error when loading the world with something in the charger.

Make LV Charger more compatible with other mods thanks to tehtelev and Len.

A Fix, I hope, for the pipe network corruption bug (#13) reported a few months ago. A similar possible cause of not using blockposition.Copy() calls that the previous mod version used for the Electric Network issue fixes.


Please, any issues should be submitted to the Github issues tab, that way I can have one place to check, track, and close issues.

0.3.10 vintageengineering 564 May 30th 2025 at 7:06 PM VintageEngineering-0.3.10.zip 1-click install

Adds Asphalt (Block, slab and stairs) and a Bitumen burnable item. Both craftable in a heated Mixer with Crude Oil.

Feature added by PR submitted by Len Kagamine. Enjoy!

0.3.9-dev.1 vintageengineering 305 May 29th 2025 at 4:49 AM VintageEngineering-0.3.9-dev.1.zip 1-click install

Update Exception Z coordinate printout to be accurate. Don't code while tired people.

 

0.3.8 vintageengineering 713 May 23rd 2025 at 9:32 PM VintageEngineering-0.3.8.zip 1-click install

Compiled on game version 1.20.10.

- Fixed many cases where item duplication was possible. 

- Added 5 Guides to the handbook with a huge amount of progression and mod information. Progression isn't set in stone as you can choose how you want to move through the mod. I just provided new players with a way to understand what to do. 

As always, issues can be submitted on the issues tab, and if you augment, add, or improve any part of the mod then a pull request can help tremendiously! 

0.3.7 vintageengineering 1840 Apr 29th 2025 at 8:11 PM VintageEngineering-0.3.7.zip 1-click install

April Community Build 0.3.7:

Compiled and tested with game version 1.20.9. 

New Config Option: DoPowerTick (true/false) = A server option that will disable the Electric Network ticking to allow anyone getting an error or exception to track it down and replace/rewire the block.

New Config Option: DoPipeTick (true/false) = A server option that will disable the Pipe Extraction nodes ticking to allow anyone getting an error or exception to track it down and replace/remove the pipe block.

Added a Block Position to the Electric Network Null exception error to give you an exact location of the offending machine. Use with the above DoPowerTick flag to better test and report the issue.

BugFix: Clamp Kiln power value to the range 0 -> MaxPower as rounding errors were causing the value to overflow to MaxLong, or 18 quintillion power... which is a lot.

Anyone who wants to contribute to the project please I beg you to submit a pull request with your work. You will receive full credit of course. I've heard people are redesigning the models and maybe textures and I can't stress enough how much I need help on this mod. It is huge with lots of pieces and I'm but one person on this voyage so far so any help would be hugely welcome! Any who have contributed thus far are credited on the main page description.

0.3.5 vintageengineering 2880 Mar 25th 2025 at 11:07 PM VintageEngineering-0.3.5.zip 1-click install

Update to 1.20.6

Creosote Oven multiblock now works with Pipes. Fuel input in the top or bottom, item in/out and fluid out on the sides.

Sturdy leather recipe chain added to Industrial Mixer, final step gives a little more sturdy leather.  The thought of shoving an entire bear hide into a tiny cooking pot...

Include Medium hides with above recipe chain.

Added patch to allow Titanium molds and Die Casts to be smithed.

Ensure mold/die durability flag is honored if recipe calls for it. 

VE Crusher: Nugget Extraction should be much faster

VE Extruder : Fix potential automation bug, only has one output slot.

VE Forge : Heat items up slightly faster

Normalize more recipe power costs. They do not need to be base 2 values, this isn't Minecraft.

0.3.3 vintageengineering 1468 Mar 1st 2025 at 6:46 AM VintageEngineering-0.3.3.zip 1-click install

Wire renderer no longer cares what order chunks load in. Generates wires independantly of chunk load.

Do not delete networks that have some or all parts unloaded, simply skip unloaded nodes. Fixes #14

Tested on 1.20.3 and 1.20.4.

0.3.2 vintageengineering 951 Feb 12th 2025 at 4:24 AM VintageEngineering-0.3.2.zip 1-click install

Updated for 1.20.3
Added config file to disable oil gyser features
Massively reduced oil gyser spawn chance.

0.3.0 vintageengineering 1972 Oct 29th 2024 at 10:15 PM VintageEngineering-0.3.0.zip 1-click install

New Creosote Oven

New Blast Furnace

Concrete

Industrial Deco blocks

0.2.8 vintageengineering 1501 Sep 26th 2024 at 5:21 PM VintageEngineering-0.2.8.zip 1-click install

See main description for update notes.

0.2.4 vintageengineering 1117 Aug 28th 2024 at 10:03 PM VintageEngineering-0.2.4.zip 1-click install

Compiled on game version 1.19.8

Many bug fixes regarding pipes and tanks.

Slight Pipe redesign to make them more industrial looking.

New LV Battery! Holds 4000 power and can discharge at 100pps.

0.2.1 vintageengineering
1.19.2 - 1.19.3 1.19.5 - 1.19.8
701 Aug 14th 2024 at 2:35 PM VintageEngineering-0.2.1.zip 1-click install

v0.2.1

A massive update, not going to retype this, check the main description of the mod.

0.1.4 vintageengineering
1.19.5 - 1.19.7
1499 May 27th 2024 at 10:38 PM VintageEngineering-0.1.4.zip 1-click install

Adds CNC: a clay former machine. Put a raw clay item into the program slot and clay in the input slot and it will copy the item. Remember, you can fire clay items in the Kiln! Functionality will be expanded in the future.

Adds Mixer: craft with fluids! While I'm sure uses will eventually be many, currently only one set of example recipes are included. Recipe supports up to 4 item and 2 fluid inputs with 1 item and 1 fluid output. 

Mixer also supports the requirement for heating before it will craft a recipe. Use the "requirestemp" attribute in a recipe and place the Mixer ON TOP of the Electric Forge to allow the forge to heat the mixer to the required temp.

Note: The mixer is minimally tested, so I'm sure they're some recipe item/fluid combinations that could break it. Make up some recipes and help me test :)

0.1.3 vintageengineering
1.19.5 - 1.19.7
870 Apr 23rd 2024 at 5:08 PM VintageEngineering-0.1.3.zip 1-click install

Fixes Metal Press recipe. For some reason the Iron Block in the recipe was set to be a tool "isTool": true...

This is why we test. The tech tree is now large enough its tough for me to test everything every time.

Those who update may see hints of the CNC being added.  The shape is the first thing I add, nothing else is 'plugged in'. Same with the Mixer.

0.1.2 vintageengineering
1.19.5 - 1.19.7
370 Apr 18th 2024 at 7:04 PM VintageEngineering-0.1.2.zip 1-click install

Adds Metal Block (plain) recipe using 4 plates. There are so many blocks in this game that don't have any way to craft them. It's odd.

Implements ingredient TEMPERATURE requirements for crafting in the metal press and extruder. Heat those items up before you craft with them folks!

Anyone looking at the recipes for these machines will notice "requirestemp" set to -1. This means the machine will use vanilla working temp mechanics (MeltingPoint / 2) to verify an item is the proper temperature.

0.1.1 vintageengineering
1.19.5 - 1.19.7
345 Apr 12th 2024 at 8:53 PM VintageEngineering-0.1.1.zip 1-click install

Fixed Base-game oversight/bug that Steel Plates did not have combustible props. Can now be heated in the Electric Forge.

Fixed Screw et. al. Smithing recipes. 

(It seems that all smithing recipes require ingots in the ingredient and having plates in there breaks it.)

Fixed typo "Steek Screw".

0.1.0 vintageengineering
1.19.1 - 1.19.3 1.19.5 - 1.19.7
229 Apr 12th 2024 at 7:06 PM VintageEngineering-0.1.0.zip 1-click install

Working in Singleplayer and Dedicated servers. Mod page updated with all new information.

0.0.7 vintageengineering 337 Mar 24th 2024 at 6:01 AM VintageEngineering-0.0.7.zip 1-click install

An extremely early Community Preview of the mod. Expect some bugs. Do not use on critical servers or worlds you cherish.

Compiled on/for the latest version 1.19.5 of the game.


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

DavyJones889, 6 days ago

idk y but i cant post a new bug thing in the forum tab, but anyways i cant destroy an oil derrick core, nor can i try to build it with the wrench, it just does not do anything, idk if this has been an on going issue for other people and if so is there a fix someone knows about

datatheta, Jul 12th at 6:32 PM

could you please make it so item pipes can output into crates?

Cocorovo, Jul 8th at 12:45 AM

I wouldn't say "Roughly Inspired" when its just the models just moved to VS. In any case, still VERY happy to see it on VS!

HalfThere, Jul 8th at 12:16 AM

Love the mod, if I might make a request:

arrowhead mold, metal press

Buggi , Jul 7th at 5:32 PM

Thanks!

Mr_1NC0GN33T0, Jul 3rd at 3:53 PM (modified Jul 3rd at 4:19 PM)

very good mod :)

Buggi , Jul 1st at 8:35 PM

To address things here. First, use the Issues Tracker tab at the top for bugs. Posting them in here is not advised as I do not get notified like I do on Github. This place is for comments or questions, not bugs.

 

I added the missing strings to the en.json localization file for the mod, somehow missed that.

Floating point issue is base-game. I use the exact same call to calculate output as the base game crucible so the values come from the game.

Shift+click is a tough thing to get right as there isn't always an obvious "this is fuel" or "this is input" logic. And LV tier was never meant to be 100% automatable. That is something reserved for higher tiers of machine as an incentive to build them. For full ingot automation, hold out for the Electric Arc Smelter, that thing is going to sing.

 

I also fixed the issue with Chemical Plant recipe output.

The version with the fixes is not public yet, as we're in a new month, the new public community build will be posted at the end of the month. In the interim, members and patrons get weekly builds.

Aimli_, Jun 26th at 7:29 AM (modified Jun 26th at 7:37 AM)

I found a few issues with the mod:

1. Hardcoded English text

The blocktip contains hardcoded English strings:

AppendLiteral(" with ");
AppendLiteral(" Active Blowers");

Because these strings are hardcoded instead of using Lang.Get(), they cannot be translated. Could you move them to the language files (or use a localization key) so they can be localized?

2. Floating-point precision issue

When smelting 128 × 3 + 116 iron nuggets into iron ingots, the block tooltip displays:

Crafting: 25.000000000000004 Iron Ingots

The expected output should simply be:

Crafting: 25 Iron Ingots

This looks like a floating-point precision issue. Formatting or rounding the displayed value would fix it.

3. Shift + Left Click quick transfer doesn't work

The blast furnace's inventory slots do not support the game's standard Shift + Left Click quick-transfer behavior.

Normally, Shift + Left Click transfers compatible items between the player's inventory and the container, but this doesn't work with the blast furnace's inventory slots.

It would be great if the blast furnace supported the standard inventory quick-transfer behavior like other containers.

Thanks for your work on the mod!

Buggi , Jun 25th at 4:12 PM

Thanks Aimli_, that's a bug.

Aimli_, Jun 25th at 9:15 AM

With 3 litres of lubricant and 2 litres of water, the outputs are 0.01 litres each of diesel, gasoline, and naphtha. Have you tested this yourself? It seems that all liquid outputs from chemical plant recipes are only 0.01 litres, while solid products are normal.

Buggi , Jun 25th at 4:20 AM

Fuel isn't an Item and who knows how the firepit would burn a bowl of gas?

 

The nails thing, that could be a new balance change that I haven't accounted for. These kinds of things change randomly sometimes and I can't track every chnage of every patch.

I'm open to suggestions or rebalance PR's for sure!

Aimli_, Jun 21st at 9:36 AM

Could gasoline be turned into a fuel that works in a firepit and gives fuel value? It's pretty useless otherwise.

Rodrigo__Borgia, Jun 13th at 12:27 PM

I have noticed that you get 3 nails out of a plate in the Metal press, which itself is made of an ingot.
So you get less nails than you would by smithing an ingot (4) and way less then just smithing the plate out of the Metal press (8), Is this intentional? 

Buggi , Jun 12th at 5:15 PM

No way I've found to do it.

 

The handbook is one area of the game that could use a huge amount of QoL features and overhaul. It's just not very easy editing it, and so many mods hack-patch with harmony that I can't imagine what the end-result looks like.

Rodrigo__Borgia, Jun 11th at 8:08 AM (modified Jun 11th at 8:09 AM)

Is there a good way to see all the recipes of a machine?

Buggi , Jun 9th at 9:28 PM

v0.5.7

  • Fix recipe conflict for Steel Machine Block/MB Component, fixes #90
  • Removed the Exception thrown if a machine entity is null when a network is initialized. Prints an error on the screen and in the log every 2 seconds with the block position of the null entity.
    • To help track down this issue, find the position, report what machine is there, break the machine and replace/rewire it. The more data I have to work with the better chance I can find why its happening.

 

This is very difficult to track down as servers can be swapping chunks in and out constantly as people move around. If this gets triggered it now prints the block position of the null entity and it would be very helpful if I knew 
1) What machine is there?

2) Was this triggered on a position that was right at the edge of the loaded chunks when it triggered?

3) Does breaking, replacing, and rewiring fix the issue, and if so, does it trigger again?

 

The more data I have to track down any null entities the better I can tackle the issue.

Buggi , Jun 6th at 10:30 PM

0.5.6 posted. Adds crafting chain to make Sheet Metal blocks so you can build the distillation tower in survival. Oops.

 

Still need a reproducable process to trigger the submitted issue where teleporting into your base somehow triggers invalid pipe block entities. I tried to trigger this with the information given and couldn't, so if someone comes across it add to the thread in the issues tab please.

 

Enjoy!

Aimli_, Jun 6th at 6:02 PM

Feed the spiritportion into the fractionation tower with a stable power supply. The fractionation tower shows it is working, but it does not produce alcohol, nor does it consume spiritportion.

Buggi , Jun 6th at 10:23 PM
@Aimli_: Feed the spiritportion into the fractionation tower with a stable power supply. The fractionation tower shows it is working, but it does not produce alcohol, nor does it consume spiritportion.

When doing anything other than oil, use a tower with ZERO extensions. If you have an extension it won't find a valid recipe when making spirit etc.

Aimli_, Jun 7th at 3:12 AM (modified Jun 7th at 3:30 AM)
@Buggi: When doing anything other than oil, use a tower with ZERO extensions. If you have an extension it won't find a valid recipe when making spirit etc.

Yes, I'm using a fractionation tower with 0 extensions. It can't distill alcohol, but the progress bar is increasing correctly.

I modified the recipe, Now it can distill alcohol correctly.

Spoiler
{
    "code": "spirit-no-ext",
    "powerpercraft": 2000,
    "attributes": {
        "soot": 1
    },
    "ingredients": [
        {
            "type": "item",
            "code": "game:spiritportion-*",
            "name": "fruit",
            "allowedVariants": ["apple", "blueberry", "cranberry", "redcurrant", "whitecurrant", "blackcurrant", "saguaro", "pineapple", "cherry", "peach", "pear", "orange", "mango", "breadfruit", "lychee", "pomegranate", "beautyberry", "blackberry", "cloudberry", "raspberry", "strawberry", "mead", "spelt", "rice", "rye", "amaranth", "cassava"],
            "litres": 1
        }
    ],
    "outputs": [
        { "type": "item", "code": "game:alcoholportion", "litres": 0.5, "slotid": 2 }
    ]
}
Buggi , Jun 6th at 3:59 PM

Aimli_ It's 100% net-gain of power. I guarantee it.

Aimli_, Jun 6th at 6:38 PM
@Buggi: Aimli_ It's 100% net-gain of power. I guarantee it.

Sorry, I didn't notice that one batch of fuel can produce energy 5 times. One run of the fractionation tower yields 4,810,000 energy, consuming 1,500,000.

Aimli_, Jun 6th at 6:47 PM
@Buggi: Aimli_ It's 100% net-gain of power. I guarantee it.

But I still want to say that producing once every 300 seconds is way, way too slow.

Buggi , Jun 6th at 10:22 PM
@Aimli_: But I still want to say that producing once every 300 seconds is way, way too slow.

I based times, power, and costs on real-world values as much as possible.

It's not based on modern massive-scale processing, of course. If you want more production, build more towers ;)

Aimli_, Jun 5th at 12:29 PM

The fractionating tower can't produce fuel fast enough to keep up with the vembfluidgenerator's efficiency in consuming fuel to generate electricity. That is to say, burning gasoline and other liquids for power is a net loss!!!

ZenithDaWuff, Jun 5th at 4:49 AM

I'm currently working towards the blast furnace, yes! But I didn't read anywhere that it can smelt glass, too.

Buggi , Jun 5th at 4:32 AM

That's a lot of glass.

Have you tried the blast furnace? I can look into ensuring glass is possible to make.

ZenithDaWuff, Jun 2nd at 11:36 PM

Does this mod have a machine that makes it possible to bake large amounts of glass? Having to use bloomeries, even with xSkills, for building large glass structures is a major pain. They can only smelt a maximum of 6-12 glass a time when I need a thousand!

Buggi , May 28th at 6:43 PM

New v0.5.5 available.

This also fixes the odd crash people are reporting regarding the multiblocks.

 

Poxie1 Oil will only appear in new chunks obviously as its part of world-gen. You can regen chunks with commands, but this can wipe a base away if your not careful and run the command while standing in your house.

 

This update has about 80% of the crude-oil production process done. You can now generate copious power. But with that power comes some truly expensive machines to build. Mine that iron!

Jerry_Oldman, May 29th at 10:58 AM (modified May 29th at 10:58 AM)
@Buggi: New v0.5.5 available.This also fixes the odd crash people are reporting regarding the multiblocks. Poxie1 Oil will only appear in new chunks obviously as its part of world-gen. You can regen chunks with commands, but this can wipe a base away if your not

When attempting to assemble distillation tower structure, adding a steel ladder and attempting to complete current layer doesn't work; structure doesn't move to the next layer.

https://imgur.com/a/PgoJuzq

I've tried all the staircase rotation options.

Buggi , Jun 5th at 4:35 AM
@Michal97: It seems that the block "Sheet Metal (Iron)" is missing a recipe, making the new multiblocks unavailable in survival.

Going to fix this soon. I was so focused on getting the MB machines working I forgot to ensure the components had recipes.

Megis, May 25th at 1:34 AM

Same problem with Jerry, seems the Creosote oven causes a crash as soon as we get near the completed multiblock

Poxie1, May 24th at 8:57 AM

When this mod is updated I'm going to add it to my server, but we have been playing now for a few days already and I assumed I could just add it later. After looking closer at the details of the mod, theres pumpjacks so I assume theres oil that comes out of the ground? Am I able to add the mod to the world later and if we just run to new chunks will it generate the oil in the ground?

Jerry_Oldman, May 24th at 4:19 AM

I really like the mod, thank you so much for such a wonderful experience!)
However, I recently encountered a problem: the multi-block structure of the creosote stove won't assemble, with the following error:

Crash Report
24.05.2026 7:16:08: Critical error occurred in the following mod: vintageengineering@0.5.4
Loaded Mods: vintageengineering@0.5.4, game@1.22.0, creative@1.22.0, survival@1.22.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.ClientWorldMap.GetBlockEntity(BlockPos position) in VintagestoryLib\Client\ClientWorldMap.cs:line 1177
at Vintagestory.Common.BlockAccessorBase.GetBlockEntity[T](BlockPos position) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 1033
at VintageEngineering.Multiblock.VEMBDummy.GetOffset(BlockPos pos) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Multiblock\VEMBDummy.cs:line 74
at VintageEngineering.Multiblock.VEMBDummy.GetInterface[T](IWorldAccessor world, BlockPos pos) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Multiblock\VEMBDummy.cs:line 492
at Vintagestory.Client.NoObf.SystemSelectedBlockOutline.OnRenderFrame3DPost(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderSelectedBlockOutline.cs:line 48
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 229
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 753
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
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
marfmarfalot, May 24th at 1:13 AM

Potential fatal crash, seemingly randomly:

 

Crash Report
23.5.2026 21:06:22 [Error] Exception: Cannot call this method outside the main thread. Not thread safe to do so.
at Vintagestory.Client.NoObf.ClientEventAPI.UnregisterRenderer(IRenderer renderer, EnumRenderStage stage) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 583
at VintageEngineering.Electrical.Systems.Catenary.CatenaryRenderer.Dispose() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\Catenary\CatenaryRenderer.cs:line 37
at VintageEngineering.Electrical.Systems.Catenary.CatenaryMod.<StartClientSide>b__25_0() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\Catenary\CatenaryMod.cs:line 200
at Vintagestory.Client.NoObf.ClientEventAPI.<>c.<TriggerLeaveWorld>b__177_0(Action dele) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 506
at Vintagestory.Client.NoObf.ClientEventAPI.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 255
Buggi , May 18th at 7:07 PM

This has been fixed in the latest build and will be publicly available at the end of the month.

Bannta, May 21st at 1:57 AM
@Buggi: This has been fixed in the latest build and will be publicly available at the end of the month.

Thank you,

I just confirmed it wasn't me (improvedhandbookrecipesfork) after removing my mod from the list. Had some peep on my side noting an issue with blister steel ingot, cause it would make mine catch first in the crash logs. 

Regards,

2Dsheep, May 16th at 1:58 PM

Hi there, when this mod is installed, trying to look at the blister steel ingot handbook crashes the game. 

Crash Report

Running on 64 bit Windows 10.0.26200.0 with 65449 MB RAM
Game Version: v1.22.2 (Stable)
16/05/2026 15:53:38: Critical error occurred
Loaded Mods: vintageengineering@0.5.4, game@1.22.2, creative@1.22.2, survival@1.22.2
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.API.Client.SlideshowItemstackTextComponent.RenderInteractiveElements(Single deltaTime, Double renderX, Double renderY, Double renderZ) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 204
at Vintagestory.API.Client.GuiElementRichtext.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 476
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 737
at Vintagestory.GameContent.GuiDialogHandbook.OnRenderGUI(Single deltaTime) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 309
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1048
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 251
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 783
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
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

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 16/05/2026 2:56:32, Site = , Source = Application Error, Message = Nombre de aplicación con errores: Vintagestory.exe, versión: 1.22.2.0, marca de tiempo: 0x693c0000
Nombre del módulo con errores: openal32.dll, versión: 1.23.0.0, marca de tiempo: 0x63dd31ad
Código de excepción: 0x40000015
Desplazamiento con errores: 0x00000000000df046
Id. de proceso con errores: 0x230c
Tiempo de inicio de aplicación con errores: 0x1dce4c24298bd0e
Ruta de aplicación con errores: C:\Users\Bono\Desktop\V1.22.0\Vintagestory\Vintagestory.exe
Ruta de módulo con errores: C:\Users\Bono\Desktop\V1.22.0\Vintagestory\Lib\openal32.dll
Id. de informe: 4749828d-d20e-4651-900d-17a01b3596c5
Nombre completo del paquete con errores:
Id. de aplicación relacionado con el paquete con errores: }
--------------
{ TimeGenerated = 16/05/2026 2:56:18, Site = , Source = Application Error, Message = Nombre de aplicación con errores: Vintagestory.exe, versión: 1.22.2.0, marca de tiempo: 0x693c0000
Nombre del módulo con errores: KERNELBASE.dll, versión: 10.0.26100.8457, marca de tiempo: 0x18603c3f
Código de excepción: 0xe0434352
Desplazamiento con errores: 0x00000000000bfe0a
Id. de proceso con errores: 0x230c
Tiempo de inicio de aplicación con errores: 0x1dce4c24298bd0e
Ruta de aplicación con errores: C:\Users\Bono\Desktop\V1.22.0\Vintagestory\Vintagestory.exe
Ruta de módulo con errores: C:\WINDOWS\System32\KERNELBASE.dll
Id. de informe: 6a4f0121-c4d1-420b-8f48-a197253786d9
Nombre completo del paquete con errores:
Id. de aplicación relacionado con el paquete con errores: }
--------------
{ TimeGenerated = 16/05/2026 1:26:21, Site = , Source = Application Error, Message = Nombre de aplicación con errores: Vintagestory.exe, versión: 1.22.2.0, marca de tiempo: 0x693c0000
Nombre del módulo con errores: ntdll.dll, versión: 10.0.26100.8328, marca de tiempo: 0x0022b8e0
Código de excepción: 0xc0000374
Desplazamiento con errores: 0x0000000000117175
Id. de proceso con errores: 0x5ad8
Tiempo de inicio de aplicación con errores: 0x1dce4c0cd6b6b35
Ruta de aplicación con errores: C:\Users\Bono\Desktop\V1.22.0\Vintagestory\Vintagestory.exe
Ruta de módulo con errores: C:\WINDOWS\SYSTEM32\ntdll.dll
Id. de informe: 1783bf6a-5176-4069-8eaf-3e113368aa9a
Nombre completo del paquete con errores:
Id. de aplicación relacionado con el paquete con errores: }

Buggi , May 5th at 10:54 PM

The MB dismantle crash has been fixed, it's just not back-ported.

Buggi , May 5th at 9:50 PM

DragonFire813 No, and if your the person who posted an issue on my github that means you're using a pirated copy of the game. 

 

Bottom line, backporting is for teams of more than one person where the need is particularly high. I see this expectation in the MC community all the time and it's baffling. If there was incentive or a commission then that's a different story, but my focus is on pushing features and progress as the game develops not on what is past.

 

If you're playing with a huge number of mods, that will limit you on how fast you can move to newer versions for sure, I try to get updates out as fast as I can after a new version goes stable. This will obviously change if/when I get a job.

DragonFire813, May 5th at 10:16 PM (modified May 5th at 10:22 PM)
@Buggi: DragonFire813 No, and if your the person who posted an issue on my github that means you're using a pirated copy of the game. Bottom line, backporting is for teams of more than one person where the need is particularly high. I see this expectation in the

I bought the game (for $24 USD) from the VS website a week or so ago, so not pirated. And I don't have a github account, I check there sometimes to see if issues I'm experiencing are already mentioned or have be addressed for game mods that don't take bug reports/suggestions on the mod's main page. I understand if you can't or don't want to backport, I was just asking. You guys/gals make these mods for free on your own time so it's not like I can expect or damand that you do what I want.

Luckly the world seems to save right when the crash happens and the world reloads just fine with the multiblock disassembled . So while annoying that I have to reload the game every time I disassemble a multiblock, it so far hasen't broken the save and you don't have to move or dismantel multiblocks that often. So I will just deal with it.

DragonFire813, May 5th at 10:21 PM (modified May 5th at 10:26 PM)
@DragonFire813: I bought the game (for $24 USD) from the VS website a week or so ago, so not pirated. And I don't have a github account, I check there sometimes to see if issues I'm experiencing are already mentioned or have be addressed for game mods that don't take bug

Also on a side note, if that person who posted issue #70 on github is using a pirated copy, I don't think it's related to the crash since the crash I got appears to be identical to thiers all the way down to the line numbers affected up to the event log entries (mine didn't have that section).

Buggi , May 5th at 9:43 PM

merryclefairy The error outlines a potential issue for 1.23 which is likely a year away, this is already fixed so just wait until the next public release.

Giovanni_MIS "Raw steel"? I'm aware of no item called raw steel. Is this from a mod? Any further information should be posted on the Issues tab for the project on Github. Do not spam this comments section with log files please. Just telling me it crashed doesn't not help track down why.

 

With over 6000 mods on the hub, I can't adjust my mod to work with them, if a mod chooses to break something in the vanilla game, there's not much I can do to anticipate that. I have to build and balance this mod around the vanilla game, anything else would just take a near infinite amount of time. 

Giovanni_MIS, May 6th at 6:48 AM
@Buggi: merryclefairy The error outlines a potential issue for 1.23 which is likely a year away, this is already fixed so just wait until the next public release. Giovanni_MIS "Raw steel"? I'm aware of no item called raw steel. Is this from a mod? Any further inf

I'm talking about Vanilla Blister steel. If you install your mod and look at the recipe for Blister steel, then the game just crashes. (sorry for the inaccurate translation.)

Giovanni_MIS, May 5th at 2:57 PM

When trying to watch the crafting of raw steel, the game crashes

merryclefairy, May 4th at 4:46 AM

hello hello, i don't believe this is an issue right now but i noticed it in my log and hoping you're aware of this for the future? if not, letting you know ^^ 

Spoiler
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:metalbar-brass has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:metalbar-copper has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:metalbar-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:metalbar-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:metalbar-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vesawblade-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vesawblade-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vesawblade-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vesawblade-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vesawblade-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:screw-brass has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:screw-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:screw-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-bar-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-bar-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-bar-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-bar-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-bar-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-hv-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-hv-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-hv-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-hv-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-hv-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-lv-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-lv-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-lv-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-lv-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-lv-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-mv-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-mv-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-mv-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-mv-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-pipe-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-pipe-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-pipe-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-pipe-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-pipe-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-rod-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-rod-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-rod-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-rod-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-rod-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-screw-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-screw-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-screw-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-screw-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vediecast-screw-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-plate-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-plate-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-plate-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-plate-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-plate-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-nails-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-nails-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-nails-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-nails-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-nails-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-gear-iron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-gear-meteoriciron has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-gear-steel has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-gear-tinbronze has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:vepressmold-gear-titanium has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:pipenew-fluid has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:pipenew-item has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:pipenew-item has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
3.5.2026 23:00:23 [Warning] Smithing recipe with output vinteng:pipenew-item has no code. For 1.23 all smithing recipes need to have a unique, unchanging code
DragonFire813, May 3rd at 4:57 PM

Can you backport the fix for the multiblock dissasembly crash (github issue #70) to the 1.21.6 version of the mod? I'm not updating to 1.22 for a while and really want to use this mod.

Oweyan, May 3rd at 1:27 AM

is this mod compatible with the Electrical progressive mod?

DragonFire813, May 3rd at 5:05 PM
@Oweyan: is this mod compatible with the Electrical progressive mod?

Yes in the sense that both mods load and work in their usual use cases. In terms of using one mod's power systems on the other mod's devices? No, not by defualt. There is a bridge mod call Vintage Engineering <> Electrical Progressive that add a converter block to bridge the 2 power systems though.

Axiolot, Apr 29th at 8:42 PM

Lovely thank you

Buggi , Apr 29th at 8:39 PM

Would work fine.

Axiolot, Apr 29th at 8:26 PM

How would this work if added mid save?

Buggi , Apr 25th at 9:16 AM

open an issue on github with the details of the crash. Everything I have tested with it doesn't crash but I could have missed some odd edge case.
Do not post the log spam in here please, logs or exception details should go to the issue on github. Telling me it crashed without context doesn't do anything, so hopefully you have details as well as how to reproduce.

Again I've tested it quite a bit and haven't experienced this.

dracodagon, Apr 23rd at 11:13 PM (modified Apr 24th at 12:22 AM)

Buggi Love the mod been play with it for a couple weeks now Finally started getting into the oil part of the mod built the Derreck looks nice but when I attach power to it, it crashes my game both single player mode and on a server it crashes the server 

playing ver 1.21.6

 

 

Buggi , Apr 23rd at 2:58 AM

A3ther Fridge is 0.5.4 should be very good, as long as it's powered.

Buggi , Apr 23rd at 2:57 AM

0.5.4
Update for game version 1.22

Pipe System Overhaul, you will need to break and rebuild your pipe systems using the NEW pipes, should be easy to convert old to new.  Old pipes are obviously labed "Depreciated" They will not function, but they won't crash either.

 

Distillation Tower Base and Exension is in and buildable, but not finished, please don't expect it to be.

 

Pipe system had to be completely rebuilt, it was far to prone to bugs. Looking forward to players testing it extensively. 

A3ther, Apr 16th at 11:02 AM (modified Apr 16th at 11:02 AM)

LV Fridge is broken. All food multiplier defaulted to the "other" category, be it fruit or vegetable or protein. Maybe just make the other multiplier a bit lower but work with all food type instead?
Testing: red meat 7 days, cooked red meat 25 days, blueberry 10 days

Buggi , Mar 29th at 10:44 PM

Going to try to address all these as best I can:

Thorbjorn To charge Items.

Dragonchampion Distillation en masse will be done with MV multiblocks. MV Mixer, Distillation Tower, etc. will be rolled out. Speed of progress is directly proportional to support received. And I'll add a recipe to the kiln to purify blister steel bits. Of course MV machines are coming. The mod is far from done. There's already a couple thousand hours into the mod.

Hydromancerx Should connect when placed next to the mixer. Can test this with new Pipe system overhaul (coming in 1.22)

Geairidith Currently no way of disabling this mixing mechanic, I could make the water check area-based, but that would add to an already heavy block-update process. The gyser itself shouldn't be in water, but I know the pool doesn't check.

wdb07 Yes, inspired by. 0 code was used. I wanted to design the mod around something people might find familiar or intuitive. The wiring just looks better than the blocks-on-the-ground style I thought people would prefer (I was wrong).

Aimli_ Smelting anything other than steel in the blast furnace strictly uses base-game values and look-ups. Blowers increase temps and decrease crafting time in general. If you have other mods that mess with temps of things, that is out of my hands. What multiblock are you breaking to crash? The blast furnace isn't a multiblock, so telling me this without any context helps no one. If you find something like this create an issue on github so I can track, comment and close it properly. MV power gen is planned.

Are folks just spoiled with huge minecraft mods that have been in development for 10+ years? Mods like this take a very long time to solo-dev, progress faster with help, but help is rare and fleeting in my experience. 

Chrunk Pipe filter GUI should be fairly straight-forward. Have you tried the delete key? This GUI is also the most complex GUI in the mod and was a nightmare to code. If a bug exists, be not surprised.

Power connector is one area that I'm still debugging and tweaking. Forming the MB, placing the power connector should work, if you then break the MB the connector will likely lose its connection to the machine. Again, this is being actively tested.

Important Take-aways: The mod isn't done, not even close. I'm one guy having to do the code, modeling, animations, etc. The game API is HUGE with a thousand little things to know, research, remember, and use and is changing all the time with every new update. The mod is also HUGE, consisting of multiple systems and APIs of its own to allow extendability, expansion, and exploration by other modders. As I need to start making more money, I am actively looking for a job which will cut extremely heavily into time I have to develop this project. So if you really want this project to more rapidly progress, consider supporting it/me directly.

Thorbjorn, Mar 29th at 9:00 PM

What is the purpose of the item charger ?

Dragonchampion, Mar 21st at 5:24 AM

Can you please add recipies for the mixer to distil things? Preferably require heating.

Hydromancerx, Mar 18th at 7:44 AM

How do you connect the Fluid Pipes to the Mixer? Iposted a pic in the discord thread. 

Geairidith, Mar 15th at 3:18 AM

heya
is there a config option for disabling oil from the oil gyesers from turning water into sludgy gravel
i've had a couple of them spawn in pools of water and it causes a significant hit to performance on my server having all that gravel falling for awhile

Dragonchampion, Mar 14th at 10:18 PM

The Kiln, when smelting blister steel, produces useless blister steel bits on completion. The only way to use these is by re-smelting them in the blast furnace, which makes blister steel, which makes more bits as a byproduct ensuring you will never be rid of the blister steel bits. Any chance you can switch the output specifically for blister steel in the Kiln to plain steel?

Dragonchampion, Mar 14th at 6:29 PM

Any chance you can make MV versions of the machines that are faster? Or is that coming in a while?

wdb07, Mar 13th at 1:59 PM

"roughly inspired" my ass, but this is not a criticism :3

Aimli_, Mar 8th at 5:16 PM

Also, even with the hottest vanilla fuel, your blast furnace still can’t smelt iron blooms (without the blower).

Besides, breaking the multiblock structure causes the game to crash.

Aimli_, Mar 8th at 5:01 PM

We need power generation equipment with higher output. The generators consume too many consumables and have a pitifully low power output.

I know we can connect batteries in series with wires, but shouldn't batteries be able to be connected in series on their own?

Chrunk, Mar 7th at 3:09 AM

How does one remove an item/fluid from the pipe filter?

Aimli_, Mar 6th at 1:40 PM

I can't attach the power connector to the oil well. Could you post a video showing how to supply power to the oil well and the pump jack?

 

Crash Report
Running on 64 bit Windows 10.0.22631.0 with 16241 MB RAM
Game Version: v1.21.6 (Stable)
2026/3/6 21:36:57: Critical error occurred in the following mod: vintageengineering@0.5.3
Loaded Mods: kemonoskins@0.0.0, game@1.21.6, immersivecorpsedrop@1.0.3, autopanning@1.0.1, tprunes@1.1.3, prospecttogether@2.1.2, chiseltools@1.16.2, shearsspeedscales@1.0.0, simplewallpaper@0.1.0, vintageengineering@0.5.3, vsimgui@1.1.14, storagecontroller@1.2.1, moreiconscs@1.1.1, millwright@1.3.1, morenails@1.2.1, bettercrates@1.9.1, charcoalpitrebalance@1.0.2, expandedmoldsbalanced@1.1.0, particlesplus@2.3.1, juicyores@1.0.0, wildfarmingrevival@1.4.2, CheeseRebalance@1.1.0, creative@1.21.6, survival@1.21.6, fontsettings@1.1.1, harvestcorpsesquickly@1.0.0, glowingarrows@1.2.2, improvedhandbookrecipes@1.1.3, betterentityinteraction@1.0.4, xlib@0.9.0-pre.2, spearexpantion@0.3.8, ithaniacannedgoods@1.1.0, waypointtogethercontiued@4.1.0, animalcages@4.0.2, daytrader@1.0.5, blocksoverlay@4.8.2, axleinblocks@1.21.1, vinconomy@5.2.1, kemono@0.1.13, carryon@1.13.0-pre.2, easyprospect@1.2.1, extrainfo@1.11.2, apelanterns@1.3.5, betterjonasdevicesfixed@2.1.4, betterfirepit@1.2.0, betterruins@0.5.7, altmapiconrenderercontinued@1.5.0, nolowhealthshaking@1.0.1, temperaturemonitor@0.9.9, alchemy@1.8.2, playerlistrevived@2.3.7, handbookbookmarkbutton@0.1.2, mobsradar@2.1.13, electricalprogressivecore@2.6.5, fieldsofsalt@1.2.4, stonebakeoven@1.2.0, hudclockpatch@1.1.2, ropeladderplacement@1.0.2, viescraftmachines@2.4.3, allclasses@2.0.9, decayingcreatures@0.1.7, egocaribautomapmarkers@4.0.3, vanity@2.4.6, butterflycases@1.0.2, decorpatched@1.3.1, commonlib@2.8.0, configureeverything@2.2.1, configlib@1.10.14, coinage@2.0.3, diminishedhammering@1.0.0, fendragonbcs@0.2.1, hydrateordiedrate@2.3.7, xskills@0.9.0-pre.2, tpnetpatched@1.14.9, tradercamps@1.1.7, xinvtweaks@1.8.1, em@3.4.2, morefloors@2.2.0, playercorpse@1.12.0, electricalprogressivebasics@2.6.6, stonequarry@3.5.1, xskillsgilded@1.3.5, electricalprogressiveqol@2.6.8, electricalprogressiveequipment@2.5.1
Involved Harmony IDs: XInvTweakPatch
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.API.MathTools.Vec3i.op_UnaryNegation(Vec3i vec) in VintagestoryApi\Math\Vector\Vec3i.cs:line 327
at VintageEngineering.Multiblock.VEMBDummy.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection blockSel, IPlayer forPlayer) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Multiblock\VEMBDummy.cs:line 334
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 282
at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockChanged(ClientMain game, BlockPos pos, Block oldBlock) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 553
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1737
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 243
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
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 347
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
Buggi , Mar 5th at 8:28 PM

Cerre Fridge works, tested it thoroughly. Make sure it's powered. Wire connection node on the back of it.

Aimli_ Power is delivered via a power connector, placed on top of the thing that looks like it should be where it goes, I.e. on top of where you placed the power IO block to build the thing.

Aimli_, Mar 5th at 12:17 PM

How to power it? I can't find the power interface.

Cerre, Mar 4th at 3:32 AM

Could you double check fridge multipliers? It seems barely any better than a shelf in a cellar

Buggi , Mar 3rd at 8:34 PM

Steel Ladder
Stand on the light eng block and face out when placing
yeah, I know it's odd, but it's the way I got ladders to work both in building the thing and after it's done.

Are the color codes wrong?

Aimli_, Mar 2nd at 11:31 PM (modified Mar 2nd at 11:32 PM)

这是什么?

MooseCampbell, Feb 27th at 8:45 PM (modified Feb 27th at 8:46 PM)

Kara Takes all of a few seconds to not be selfish. Or dont bother reporting bugs if you dont want to help the mod author

Kara, Feb 27th at 8:27 PM

I dont own a github account and honestly dont feel like making one. 

Buggi , Feb 27th at 7:53 PM

v0.5.3 uploaded with fixes. Thanks for the reports everyone. 

Buggi , Feb 27th at 6:35 PM

Please, PLEASE use the issue tracker link at the top of the page to report bugs.
0.5.3 is coming with fixes. I knew the renaming to metalbar would sneak in some bugs. I thought I got 'em all.

Kara, Feb 27th at 8:38 AM (modified Feb 27th at 8:42 AM)


When trying to look up "Rotor" in H menu, it crashes. 

Crash Report
Running on 64 bit Windows 10.0.26100.0 with 63081 MB RAM
Game Version: v1.21.6 (Stable)
2/27/2026 3:28:51 AM: Critical error occurred
Loaded Mods: AdminFullbright@1.0.0, awr@1.0.1, bagofholding@1.1.0, birdseye@0.1.3, bulkmolds@1.1.2, chalkpigments@1.0.5, chiseltools@1.16.2, ClaimsRadar@1.1.0, koboldcomforts@1.2.2, kyuubs@1.1.1, moreiconscs@1.1.1, navarlioclasses@1.1.6, navarliocolors@1.0.6, navarliocustoms@2.3.2, nightwatcher@2.2.0, playermodellib@1.10.11, primitivesurvival@4.0.3, sortablestorage@2.4.4, temporiumdamascus@1.0.6, terratag@0.4.1, vintageengineering@0.5.2, game@1.21.6, accessibilitytweaks@4.0.0, aculinaryartillery@2.0.0-dev.11, alchemy@1.8.2, animalcages@4.0.2, apeflowerpots@1.3.1, apegrapes@1.3.1, attributerenderinglibrary@2.8.0, betterfirepit@1.2.0, butchering@1.12.0, butteflydisplay@1.1.0, canmarket@0.4.26, carryon@1.13.0-pre.2, commonlib@2.8.0, fairplayguardian@1.2.1, feverstonewilds@2.0.0-rc.15, fluffydreg@0.6.7, foodshelves@2.3.3, foxxoplymdl@1.0.7, gourmand@1.8.4, koboldrdx@1.3.14, lupines@0.1.7, mobsradar@2.1.12, petai@4.0.3, insectoid@0.0.46, racialequality@0.1.26, rifteye@0.5.2, stonebakeoven@1.2.0, vanity@2.4.6, vinconomy@5.2.1, vintagebirbs@0.3.3, creative@1.21.6, survival@1.21.6, xlib@0.9.0-pre.2, Kobold Overlay@3.1.4, danacancook@1.0.2, expandedfoods@2.0.0-dev.7, playercorpse@1.12.0, stonequarry@3.5.1, xskills@0.9.0-pre.2, expandedfoodscrockfix@1.0.0
Involved Harmony IDs: vintageengineering, com.jakecool19.efrecipes.cookingoverhaul
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item vinteng:metalrod-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 114
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch3(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 109
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 448
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1996
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 403
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2026
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 359
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 921
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 213
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
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

I assume doing something like this, will resolve the crash.  (i see your change log...  Renamed Metal Rod to Metal Bar... so i guess disregard this fix, you just forgot to change rod, to bar.)

Recipe fix
{
    "ingredientPattern": "_W_,WRW,_W_",
    "ingredients": {
        "R": {
            "type": "item",
            "code": "game:rod-*",
            "allowedVariants": ["iron", "steel"],
            "quantity": 2
        },
        "W": {
            "type": "item",
            "code": "vinteng:braidedwire-copper",
            "quantity": 1
        }
    },
    "width": 3,
    "height": 3,
    "output": { "type": "item", "code": "vinteng:rotor-mv", "quantity": 1  }
}
Aszek572, Feb 27th at 4:09 AM (modified Feb 27th at 4:09 AM)

Buggi
Thanks very much for the upload! Bit of a automation-breaking problem, though: the VintEng Bar Die Cast is not craftable. I'll add one in through creative mode, but it currently cannot be smithed. The handbook reflects this as well, stating that all of the die casts lack a "Created by" option. I did give it an attempt with meteoric iron, bronze, and iron.
Oh, also, looks like the Die Casts and Molds can't be smithed by bismuth bronze. Low-likelihood use-case, granted, but it's a thing I bumped into while trying to smith the Die Cast.

HimiTosi, Feb 27th at 12:33 AM

Buggi TYVM!

Buggi , Feb 26th at 12:24 AM

v0.5.2 Just uploaded:

- Added Derrick Multiblock
- Added Well Casing for the Derrick
- Added PumpJack Multiblock
- Added Steel & Iron Fence
- Added Steel Ladders
- Added Metal Platform Top variant
- Added Treated Wood slabs, recipes, and crafting chains
- Renamed Metal Rod to Metal Bar, all your VintEng Rods should now be bars. Vanilla added Rods so I adapted.
- Added new Rod Die Cast for extruder to make vanilla Rods. These are 1:1 with ingots.
- LV Pump now only pumps fluid at or above the level the basket is in.
- Added a Fridge
- Combined Scaffold types into one code with variants. Freed up "Girder" for something better. <_<
- Various Shenanigans...
- Fixed #49, #59, #60, #64

Buggi , Feb 26th at 12:15 AM

Break and replace for now HimiTosi 
The Mixer is the LEAST polished of all the machines, it's extremely complex.

HimiTosi, Feb 25th at 2:57 AM

How does one get fluids out of the input slot on the industrial mixxer?

Buggi , Feb 20th at 7:52 PM

LV tier is not meant as the be-all-end-all for every solution.

It is VERY hard to balance the mod and make everyone happy because of the plethora of other mods that change things. You're using a mod that changes wind-gen and then expecting VE to, what? Adapt? Change?

I balance off of vanilla. LV tier is limited by design, there will be MV tier mechanical systems, everything just takes time. This project hasn't resulted in the kind of support I need and am actively looking for a job.

HimiTosi, Feb 19th at 9:07 PM

Is there a reason the alternator can only generate 120 pps, meanwhile windmills can output far more? We use the windwright mod, and a single 8 blade windmill needs 16 alternators on it.... Ontop of this, is there a reason the motor can use 1,000 pps but theres no way to go above 500 due to LV being 500? We where exploring options of using electricity for the helve hammers, but due to only being able to use 1 motor per helve (due to power limit), and not being able to full power on something (1,000 per second) its just easier to run the windmill inside and have it power all 3 helve hammers. I do love the concept, but feel its a step backwards, like that first time I made silver tools only to realize their worse lol.

owlloverhoot, Feb 13th at 4:01 AM

Screaming and crying (not really.) Desperately wanting vintage greg, but I understand that we will get there eventually, for now we have late Buildcraft era. I thank you very much for this Developer.

Buggi , Feb 5th at 7:18 AM

Added Pumpjack teaser image. Just got it working completely, power, fluid, well access and validation, and the animation.

Meepmanz You can always look at the recipe file directly for exactly what it says. The Handbook recipe thing could use some overhauls, I was hoping Tyron & Co. would have overhauled the Handbook by now.
Basically LV wire requires copper rods (MY Rods, not vanilla... those didn't exist when I made this part of the mod... Rods need to be heated do default temps.
MV wire the same thing, you just get fewer per craft

HV will require steel, or aluminum, but we're not there yet.

If you are ever playing the mod and you look at something and think "Wow, that kind of looks like crap."
I await the PR to make it awesome.

Anyone know where I can get nice sound effects that won't hurt streamers?

Roughgalaxy, Feb 4th at 8:16 PM

Buggi a youtuber by the name of RubixRaptor and his massive army of misfits Ignis are now in their 3rd season of vintage story, and this season they are using this mod to power a vault a desert wasteland.

Meepmanz, Feb 3rd at 4:17 AM (modified Feb 3rd at 4:18 AM)

@Buggie  yeah i put in the screw gauge and lv wire gauge, tried with brass ( for screw gauge/ cast) (copper for lv wire gauge/ cast) and i still get hit with the same message of no recipe found, even tried them cooled down which gave me ( must be heated up message) , heated, with power, without to see if i could get a different message.

Buggi , Feb 2nd at 4:23 AM

Meepmanz Does the extruder have a Die Cast in the die slot? Like the metal press, the Extruder needs a die cast, essentially what "gauge" to extrude at. There's a slot in the machine for this Die.

chas I can look into it, please if possible post bugs using the Issues tab at the top of the page. It is far FAR easier to track, clarify, and fix bugs using github.

Also, all LV machines are not meant to be perfectly automatable. Some are simple and have no issues, some have bugs like above. But the Blast Furnace isn't perfectly automatable by design. 

Roughgalaxy Jay and ignis?

Tychtaeus Yeah, that's tough, I doubt there would be an elegant solution. Sometimes very specific issues require very specific specialized solutions and I can't spend my time on the plethora of odd edge cases introduced by other mods.

 

I've got the oil pumpjack modeled and textured and animated (did it on stream on Saturday) so going to be getting that coded up. I still need the Derrick, Distillary, and MB tank to get the entire chain ready. 

Meepmanz, Feb 2nd at 3:07 AM

idk if anyone else is having this problem, but whenever i try to use the extruder on my multiplayer server, ( i have not tried it single player) it just dose not work, i have the right material the material is heated up and whatnot but when  i put it in to make wires or so it just says (recipe not found) 

chas, Feb 1st at 11:53 PM

so i have come a cross a problem with the cnc and and the pipes when the cnc is running it fills one out put slot then the other but when i hook up an item pipe it only pulls from the second out put slot and never the first no matter where i put the item pipe or how many i hook up to the cnc ive put an item into the first slot to force it into the second but that only binds the machine up

 

ive also found and have confirmed that the kiln does not accept items from a pipe only a vanilla chute 

 

ive closed the game down started it back up and it does the same thing so im a bit of a loss trying to diagnose whats going on 

Roughgalaxy, Feb 1st at 6:03 PM

Man this is gonna blow up with Jay and ignis showcasing the mod in the new season lol

 

Good luck.

Tychtaeus, Feb 1st at 8:39 AM

Buggi Thanks for the response. The issue with the liquid resin having quality is that's how it cures into solid resin over time - using its quality function. So disabling its quality would prevent it from curing into solid resin, sadly.

 

I would love to assist in digging around the code and making a PR, but I honestly have no idea where I would have to start looking at how to make these exceptions etc a thing.

Buggi , Jan 30th at 7:43 PM

Let me try to address these by name:
Annastasija There is a compatibility mod, but I do not maintain it. I tried to join forces with that modder but they were not interested.

Neininch While 0.5.0 once again reduces the chances, Gysers are subject to ore-generation density settings in your world, just like any other ore. So if you choose a high setting for ore-gen, then you WILL GET MORE GYSERS. How is this not obvious?

Chadarian Adding it to a world is perfectly fine.

DiogoIII Balance is something that can be done with rebalance mods using simple JSON patches to tweak recipes. The balance I used FORCES players to make at least 1 batch of steel (2 usually) in order to build the Blast Furnace and both blowers thus unlocking fast, easy, and mass amounts of steel. You have to have a little pain before you get the reward. It makes the reward that much sweeter once you get it. 

zackadiax24 See above, the Blast Furnace with both blowers powered and on will make a blister steel ingot out of an iron ingot and piece of coke in <30 seconds (Fuel also needed in fuel slot, the coke is an INGREDIENT, NOT THE FUEL)

GBear New Multiblock Creosote oven will process any wood log into charcoal, oak and pine will also produce some Wood-Tar Creosote (intended for food mods)

Tychtaeus Fluids are an item (waterportion, lavaportion, etc), if that mod makes quality as a different type, aka different portion, then the items will not naturally stack and a special case would have to be created for that particular fluid in this particular case for this particular mod as well as being toggleable in config. I'd rather add new machines and multiblocks to the mod and leave these crazy edge cases for those who want to submit a PR and contribute. I understand the frustration, but how about reaching out to Culinary Artillery and ask for a config to disable quality?

I love that so many people are now enjoying this mod I've spent 3 years building. I am currently looking for a job so I can actually pay my bills, as you might expect doing this for free is not financially viable. Being so familiar with this games API I was hoping Tyron would offer something, but he removed his Patreon support back in November for reasons all his own. VE has become dear to my heart as I've poured so much into it and pushed myself to get it to this point.

Tychtaeus, Jan 29th at 8:06 AM

Hi,
If me and some buddies could make a feature request, it would be for the pipes to force liquid resin into barrels regardless of how 'fresh' the resin is (from spiles, from a culinary artillery, if that counts). If it could somehow be made to not care about the 'quality' of the resources passing through it to make them stack, perhaps?

Thanks!

GBear, Jan 16th at 12:24 AM

Im seeing that there is a recipe to make charcoal in the creosote oven, how is that done? Im only getting creosote.

zackadiax24, Jan 6th at 11:08 PM

Alternatively a machine that makes steel easier/faster (but is very expensive to craft) would be great.

DiogoIII, Jan 5th at 5:54 AM

please make some settings or a version with easier to craft for the machines, it's kinda ridiculous that a simple air blower needs tons of steel just to blow air, eletrical progression crafts are a good example to be followed, I know it's a late game mod but omg tons of steel for every simple thing is kinda annoying

Chadarian, Jan 4th at 11:56 PM

hey! so how safe is this to add to a pre existing world ? 

Neininch, Jan 4th at 5:17 PM (modified Jan 4th at 5:45 PM)

I see the comments below that talk about oil geysers being near eachother is like winning the lottery.  in the mod settings when i checked it was set to .30 - i changed it to .03 and it still was rather frequent but not 3-5+ in sight at all times.  trying .01 now.

i hate that i have to go into the zip, change it, rezip it, and upload. this needs to be in a mod config file.

Edit: I have edited, rebooted, explored new chunks, repeat.  the files i've edited are 
\VintageEngineering-0.4.9\assets\vinteng\worldgen\deposits\crudeoil.json
\VintageEngineering-0.4.9\assets\vinteng\worldgen\deposits\crudeoilwell.json

crudeoil.json i have "triesPerChunk": 1, /"surfaceBlockChance": 0.005, and crudeoilwell.json "triesPerChunk": 0.01, / "triesPerChunk": 0.005, 

with those being how low i've changed things to i just found 2 easily in sight of each other.

https://imgur.com/a/AIH7kGB

edit2: lol there's a 3rd in the background of that image i didn't notice

Annastasija, Jan 3rd at 7:50 AM

Does this work with the electricty mod?

CJL48, Jan 1st at 9:21 PM

Mixer recipes aren't displayed in the handbook, and there doesn't seem to be any way to recover fluids from the mixer's input slots.

Buggi , Dec 29th 2025 at 9:11 PM

Zack, I know this works, so there's something off about your setup and it would be helpful to know what. Hit me up on my discord so I can get more information. You could stream the game to show me the setup.

zackadiax24, Dec 25th 2025 at 4:47 AM

I cant get pipes to extract from one chest to another, im on a server, the node on the full chest is in extract mode and the node on the other chest is in it's default state.

LunarSophie, Dec 23rd 2025 at 3:18 AM

Would it be possible to add paraffin wax as a late game alternative to fat?

Buggi , Dec 22nd 2025 at 11:13 PM

I fixed the metal plate -> metal bit -> ingot dupe cycle, but other mods can over-ride my fix. So, yes, I fixed it, but other mods break it again. 

Azraile, Dec 19th 2025 at 5:00 PM

there was complaints about metal duping with this mod, was that fixed?

Buggi , Dec 18th 2025 at 8:47 PM

Build for Game Version 1.21.6 has been uploaded.

 

Crazy they'd put in a fundamental API interface change in a minor version released just before Christmas. This will break all mods that add their own inventory using the affected interface.

Buggi , Dec 18th 2025 at 4:50 PM

Alternator generates power, did you mean the motor?

Emily16, Dec 13th 2025 at 9:48 PM

"Fuel, and by extension power, is an infinite and renewable resource so if a few power units are spent while a machine initializes, that's okay."

Buggi I get your point here but this says nothing about the time it takes to chop down trees to then make a charcoal pit, wait for it to finish, and use the charcoal to fuel the engine, or any of the other time based requirements to keep engines fueled, so gotta dissagree here in that it is not infinite and this is an issue as walking in and out of a base is a constant thing as you work on progression, the machines are initializing and perhaps my issue isn't inherantly a problem with the machines, but my setup. I have 4+ LV Engines hooked into a low tier mechanical alternator for machine energy (All relatively easy to attain early game), and that Alternator hooked up to a wheel is causing draw on power without doing anything. Basically things hooked up that don't have a Off State to select are just burning juice, which ran me fully out of black coal and charcoal :/

Working within the bounds of how a system is meant to be used is a learning curve I am endeavoring to figure out. I am open to any pro tips, but this is the problem I'm having lately consuming my resources endlessly.

TheSpecimenF87, Dec 13th 2025 at 7:23 AM

this appears to be entirely broken in 1.21.6

 

Buggi , Dec 8th 2025 at 7:11 PM

Ah, Sapphia tracked it down. Yeah the game includes a LOT of odd edge-case exceptions and quirks. There is no one-size-fits-all solution when trying to interface with vanilla blocks.

The LV tier is not meant to allow the automation of everything, there will be an MV machine for mass-producing the products that the base distiller makes.

Nyarc, Dec 4th 2025 at 5:16 PM

Absolute Cinema

Sapphia, Dec 4th 2025 at 2:06 AM

Buggi

Ahza

 

It seems like the only reason that pipes don't already work with boilers is because the boiler just doesn't mark it's inventory slot as fluid only.

The boiler makes it's inventory like this:

public BlockEntityBoiler()
{
     inventory = new InventoryGeneric(1, null, null);
}

It works pretty much the same as a barrel for the input fluid except that the barrel does mark its liquid inventory slot as liquid only

public BlockEntityBarrel()
{
     inventory = new InventoryGeneric(2, null, null, (id, self) =>
     {
          if (id == 0) return new ItemSlotBarrelInput(self);
          else return new ItemSlotLiquidOnly(self, 50);
     });

     ...

}

Looking at the current pipe code, it looks like the pipes look for anything that implements IBlockEntityContainer (which is most containers) and then only connects to it if there's a liquid only slot in its inventory, which is why it currently auto connects to barrels but not boilers. (pipes also connect to things that implement IVELiquidInterface but that's not relevant for this)

The distillate that the boiler stores before it outputs to the condenser is stored in a weird way but it also doesn't make any sense to pull that directly out of the boiler since it should still need to go through the condenser to be collected.

The condenser has an inventory with 2 slots, which is instantiated the same way the boiler's inventory is. Slot 0 is used for the coolant (which can apparently just be any liquid? I never realized that) and slot 1 holds the bucket (although it looks like it accepts any BlockLiquidContainerTopOpened that satisfies certain requirements and it doesn't necessarily have to be a bucket?). If I was going to try to extend pipes to work with condensers, I would make it so that inputting into the condenser always puts into slot 0 and extracting from the condenser would always pull from the contents of the container in slot 1 if slot 1 isn't empty, because that would satisfy the main usecase of using pipes to automate the condenser.

It doesn't look like extending pipes to boilers and condensers would be hard to do, there would just need to be special cases for them.

Joenemba, Dec 3rd 2025 at 5:01 AM

Buggi

 

damn... i really didn't read it

usually im better about skimming things

sweet though

Buggi , Dec 2nd 2025 at 8:34 PM

You can override what temp something is heated to with the Electric Forge. Otherwise it uses the vanilla calculation of (MeltingTemp / 2) to determine what the target is. To ensure a piece is workable, I use (MeltingTemp / 2) + 50 as the target temp.

To override just set the slider to whatever you want.

If another mod comes in and messes with the MeltingTemp of a metal, this will impact this calculation, naturally.

 

Emily16 When a chunk is loaded either by leaving and returning or by loading a save, all machines have to reinitialize themselves and ensure the networks are all aware they exist. So there will be one or two update ticks where the machine does this. It essentially wakes up, looks around and says "I'm here!" and if there is nothing for it to do, it goes back asleep.

If I allowed machines to load in and default to sleeping, then there would be a delay in production and I'd get someone saying "Hey, it takes a second for my machines to start when I get back to base..." 

Fuel, and by extension power, is an infinite and renewable resource so if a few power units are spent while a machine initializes, that's okay.

 

Joenemba The second line in the description above is literally "A Tech-based progression mod that is roughly inspired from Immersive Engineering." Someone didn't RTFM.

Zauyrio, Dec 1st 2025 at 4:39 PM

So im having some issues using this mod together with another mod that lets you cold forge copper. It seems that the electrical forge just reads if its able to be forged or not, and deems it "done" but the other machines only accept it once its heated to vanilla temperatures. 

Can we somehow get a fix for this? where the other machines, like the extruder, works with cold forging copper? ive also hit up the other mod author to see if we can get a fix to disable cold-forging as well, but figured id let you know about this too.

Emily16, Dec 1st 2025 at 2:57 PM

Buggi Sorry for posting here I know you said to use Github but I don't have a Github account, yet I still wanted to provide some feedback on a odd occurance I have discovered happening more often than not.

VS 1.21.5

Mod version VintageEngineering_0.4.6

 

I am noticing that the Electric Motor 'block-vinteng:velvek-motor-north' is turning on pretty much anytime I leave the area and return, on reboots, or anytime a player isn't in the area. This results in fuel loss with my current build.

I thought this was odd and have not found a reason why it would be happening. I'm doing a standard setup, 'VE Generator (LV)' with copper wires running into 'Wire Relay (LV)', then into the port on the 'Electric Motor'.
I do have all of the electrical progressive mods, patches, compatability mods, etc. I am going to test this same thing in singleplayer without all the other mods to see if I can recreate the issue, but wanted to pass this on now!

 

Love the mod, and I can tell a lot of time and passion went into this! Great work Buggi!

Joenemba, Dec 1st 2025 at 2:26 AM

So, at a glance, is this pretty similar to Minecraft's Immerssive Engineering?

Buggi , Nov 30th 2025 at 8:26 PM

v0.4.8 is now live. Due to the holiday season, progress will be slower for the next month. I appreciate everyone who enjoys this or any of my mods. 
Have a safe holiday however you may spend it.

Buggi , Nov 30th 2025 at 8:22 PM

Blast furnace needs fuel. The fuel determines the temp, the temp determines what can be smelted.
Coke + iron ingot + 2 active blowers is used to make blister steel. The fuel can be any fuel that burns over roughly 1000-1100 degrees.

The boiler and condenser don't work like you might think they work. They are very tied together. I can peek at them to see if there is a way in. But I doubt it as they probably don't treat their inventory like other things.

 

This mod can be added mid playthrough, removing it as such will obviously break any placed machines, blocks, or held items.

Neon10, Nov 24th 2025 at 12:05 AM

how make blast furnace work need coke?

 

Ahza, Nov 22nd 2025 at 3:26 AM

I dont like requesting things often but would it be possible to have fluid pipes work with the boiler and condenser? even if its just for adding liquids? If it is already working do you know what i might be missing? I imagine the code involved is a bit in depth and you mentioned previously that is why a lot of things dont connect.

Oniii, Nov 18th 2025 at 3:29 PM

Hi, is this mod safe to add / remove mid playthrough?

Buggi , Nov 9th 2025 at 7:30 AM

There is a bridge mod.

I reached out to the devs of that mod early on to perhaps join forces and build something great but they declined.

RachelTGG, Nov 8th 2025 at 9:40 PM

Is it compatible with eletrical progressive? If not, is it possible to make them compatible? 

Buggi , Nov 7th 2025 at 9:19 PM

I would like to add lights for sure, need to also add toggles (switches) too and the logic to have electric networks interacting
I would like to allow them to interact without merging and splitting every time you turn on or off the switch as that's a LOT of logic to do that

 

Wahazar, Nov 5th 2025 at 1:44 PM

Are there plans for some LV light sources? Wolframite is so useless currently...

Feidry, Nov 5th 2025 at 9:46 AM

Hey Buggi, my quarry vote has gotta go in the no-lag option. Looking forward to seeing what you come up with.

ZeroAresIV, Nov 4th 2025 at 5:00 AM

One step closer to Gregtech Vintage story edition

 

Buggi , Nov 4th 2025 at 1:55 AM

v0.4.6 Uploaded : Fixes Handbook crash related to other mods scrambling the games items/block lookups and making ResolveItemstack fail.

And TheHeathen The mod is great. 3 years of work. But it's up to you, obviously.

Voodooozo37 One is planned, but the question is, how much lag do you want to endure? It could be awesome a Buildcraft gantry like thing with movement, animation, all the lag inducing things. Or one that isn't a visually awesome but produces less lag. Either way a Quarry would create block-update tsunami's in a client/server situation that would have to be carefully planned.

TheHeathen, Nov 1st 2025 at 8:58 PM

Is this mod worth getting atm? or should i wait?

Voodooozo37, Oct 31st 2025 at 12:50 PM (modified Oct 31st 2025 at 8:43 PM)

Does this mod have quarry like machine? Like the one from Qtech or Minecraft Create? You build some machine block operating the quarry, then some pipes to collect the items and cables for power and it digs in like 8 x 8 area to the bedrock?

 

Also is it just me or does the crude oil appear all the time everywhere? There is so much of it that it slightly breaks immersion

sleeves, Oct 30th 2025 at 10:57 PM

Gingertea I believe librewolf ships with DRM disabled by default. That's probably why. You can change it in your settings.

Gingertea, Oct 30th 2025 at 8:54 PM

can't watch video, dunno why might be due to librewolf web browser or an extension.. 

Buggi , Oct 27th 2025 at 8:17 PM

More power options are planned.

lonekyller, Oct 25th 2025 at 11:19 PM

will there be some steam turbine?

both for electricity and machine power?

JadeTheRipper, Oct 25th 2025 at 10:04 PM

On that note and for the same reason, what about an electric distillation setup? Being limited to using firewood and having to constantly refill the water gets old fast.

Buggi , Oct 24th 2025 at 9:18 PM

Planned as an MV machine.

Squishing things to make other things is certainly something that has a lot of uses.

Still unsure where Baby Oil comes from... 

witcher1994, Oct 24th 2025 at 5:21 PM

Is there any posibility to make automated juicer? Fruit press is such a pain ... 

Buggi , Oct 22nd 2025 at 7:10 AM

- I will check on lime->quicklime as that should work.
- Red clay is excluded because it didn't exist when I made those recipes.
- The exploit was fixed by me by redefining how much metal a plate is worth. You have another mod that resets it AGAIN, and around and around we go.

A new version is in the works that addresses some long-standing headache inducing bugs as well as adding some debug tools to help track down other bugs. As well as the start of the MV tier of power.

I would love if some folks would be willing to lend their block-shape and/or texture skills to the project. I'm in need. MV tier will look awesome. Chat with me on Discord for a breakdown of tech specs and limitations. <3

Thanks to everyone who is enjoying the mod! 3+ years of work so far.

SalazarWindriver, Oct 21st 2025 at 9:36 PM

FYI there is a possible exploit with this mod. Using 1 ingot to make a plate will make breaking that plate down return 2 ingots worth of bits.  I believe with Smithing Plus, you can create an automated system so no interaction is needed.

Briccars, Oct 21st 2025 at 1:31 AM

SalazarWindriver  omg thank you I thought it was just a bug that sometimes the fans didn't work and I'd just replace them to fix it

SeeBeeSee, Oct 15th 2025 at 3:38 AM

Hi! I'm enjoying playing with the mod so far, but I've gotta know- is there a reason why some of the recipes expressly exclude red clay? I was surprised that the creosote oven was exclusively blue clay and that the relay base is blue OR fire clay, but not red. An unfortunate thing to find out in a high elevation playthrough, but it's not world ending.

Would it be too much to ask for this to be changed in a future update?

SalazarWindriver, Oct 14th 2025 at 1:08 AM

Alrarora  Are the blowers turned on?  You have to shift-click with an empty hand

Alrarora, Oct 11th 2025 at 10:13 AM

The blowers don't seem to need power to work on the blast forge. I am assuming that is not intended.

Adahlric, Oct 10th 2025 at 8:27 PM

The kiln isn't turning lime into quicklime. It states that it is doing so, but will not heat up at all.

Buggi , Oct 7th 2025 at 6:40 PM

Skaface443 There are some vanilla containers that are just bad to connect to. If you saw the code for the connection logic you'd see a HUGE amount of exceptions I had to put in because some blocks should not be connected to. For example, a cheese wheel is techincally a container but not one that a pipe should connect to.

I will double check the logic around breaking a block that has a connection already, as that might be the issue here.

 

Secondly, the LV tier of machines as I've stated previously are not perfectly able to be automated. This includes the blast furnace. If every machine worked perfectly then there would be no incentive for them to pursue higher tiers of tech. The blast furnace is a very powerful machine as it is. So having it require a bit of manual interaction helps balance that a bit. But machines in higher tiers will be able to be fully automated.

Buggi , Oct 7th 2025 at 6:21 PM

I'll try to address all the comments:

- Solar panels are a pretty advanced tech, not meant for LV tier
- The Temporal stuff in the mod is NOT DONE. Do not use. I don't know how you got one as there is no way to craft Temporal Steel yet.
- The visuals can all be updated by those more skilled than me. I would love the opportunity to work with someone on updating the visuals. Keep in mind there are 2 more tiers of machines I want to put in and I DO NOT have the skills to make things look awesome and will rely on those who are gifted at it. Thus far few have shown interest unfortunately.
- Thanks for the MaxPPS bug catch. Odd that this was so high, I don't know how that happened. Maybe when I was testing it?
- The spawn conditions of Oil as well as coal are very close so where you find one you can find the other. But it isn't guaranteed. Basically sedimentary rock that goes deep enough for oil, where coal might be gated behind certain KINDS of sedimentary rock, like Limestone.

Remember everyone, the plan has always been that LV tier is the indroductory tier of the mod. Basic machines, some basic automation options to get players used to the mod. Not everything should be perfect as it more or less should reflect the early days of electricity not modern streamlined factories.
MV Tier (medium voltage) is the next tier, featuring larger machines, oil based refining and fuels, and more power options like fuel generators.
HV Tier (High Voltage) is the top tier featuring the most powerful machines. Arc Furnace, Industrial Crusher, etc. As well as Nuclear based power tech similar to the Mekanism process.

If you want to help with any aspect of the mod, please reach out to me and we can discuss! I alone am having trouble pushing this forward, especially with some bugs cropping up randomly that I have zero idea how to tackle. I'm sure there are a myriad ways to improve the systems I've built and I would welcome anyone who has some experience with such things.

Briccars, Oct 5th 2025 at 2:30 AM

Does oil and anthricite always spawn together in generation or am I just being unlucky with my coal mine needing to be inside an oil well?

Vivid_Tallow, Oct 5th 2025 at 12:50 AM

Hey you might want to patch the alternators code you set the maxpps too high it needs to be 120 for it to produce properly 

"velvek-alternator-*": [
{
"name": "Electric",
"properties": {
"canExtractPower": true,
"canReceivePower": false,
"entitytype": "Producer",
"maxpower": 2000,
"maxpps": 120
}
},

this is in assets\vinteng\blocktypes\lv\velvkinetic.json 

when i changed it to this they started working properly as intended where you need 2 alternators to run a kiln at 100% uptime

Afroman726, Sep 30th 2025 at 3:45 PM

Thank you so much for updating this mod! Keep up the good work me and my friends love your mod!  :)

Buggi

Vigilance, Sep 30th 2025 at 4:52 AM

Is it safe to assume a lot of the visual side of things for this mod are placeholders or at least capable of change? My biggest complaint is how much it looks like a mod from the other block game, especially in the UI's on the screenshots, and how some of your shapes/textures have no real sense of "themed continuity" to them, which I'm kind of inferring from the thanks section referencing a good few people for contributions on art! :P

TheOneTrueSpoon, Sep 29th 2025 at 7:22 PM (modified Sep 29th 2025 at 7:23 PM)

I cant seem to open the temporal steel tank's GUI how do i do it because just clicking picks it up

ILLEGALS, Sep 28th 2025 at 7:13 PM

add please one panel solar pleeaasseeee

Buggi , Sep 27th 2025 at 11:45 PM

There's a very very useful link in the tabs above... Issue Tracker.
https://github.com/FlexibleGames/VintageEngineering/issues

Very handy for tracking, reporting, fixing, and maintaining my sanity =)

As for the AI generated logo that someone made me like 2 years ago, jesus people. I spent 3 years developing this mod so far and a effing logo makes you go all scared?
AI is a tool, not a genie or a boogy man.

When I started programming it was in notepad.
Now I use Visual Studio with all the great helper tools it offers, autocorrect, intellisense are life savers. AI is just the next iteration of tools.
Do not fear what you do not understand. AI isn't perfect and anyone relying on it 100% is going to learn a tough lesson in debugging.

I have not used it at all in the code of any of my Vintage mods. But that isn't saying I won't ever, VE codebase is just to complex for it to be of any use.

Skaface443, Sep 23rd 2025 at 8:41 AM (modified Sep 23rd 2025 at 2:23 PM)

Client crashes when you try to remove a crate(open) that is connected to a pipe:

Also I dont know if im doing something wrong with the blast furnace. no matter how I pipe it it only populates Slot 1.

When it still has fuel it just puts in 1 piece that gets heated so no more are getting added thus nothing gets produced.

Also having the pipe upgrade rates be 2^n seems unnecessarily wasteful since you can never accomplish equilibrium while using the blast furnace. So depending on your pipe upgrades you waste a lot. with Upgrades with Rates below 40/s you dont even need to try it since the before mentioned bug kicks in that prevents more stuff to be added so the furnace will never reach recipe capacity thus is at a standstill (just firing away your fuel). 

Example: Currently with iron pipe upgrades you lose 12 Nuggets per ingot due to that. So 1 Bar costs 1.5 which for my taste is way to high

 

 

Crash Report
Running on 64 bit Linux (CachyOS) [Kernel 6.16.7.2] with 64177 MB RAM
Game Version: v1.21.1 (Stable)
23/09/2025 10:40:02: Critical error occurred in the following mod: vintageengineering@0.4.0
Loaded Mods: abundantstonepaths@1.0.0, aculinaryartillerypatch@1.2.6-pre.4, africanmonitorlizards@1.0.7, ancientarmory@1.1.4, asianmonitorlizards@1.0.1, bedrespawn@1.1.0, bf@0.0.3, BetterGrass@0.0.3, buriedhostility@1.0.3, buzzybees@1.1.7, canoemode@1.0.4, catchledge@0.5.8, cavesymphony@1.2.0, cbr@1.0.0, chiseltools@1.15.1, crawlanddive@0.2.1, darcesdriftersredone@1.2.4, ds2468@1.2.0, dodgemaster@1.2.3, domesticanimaltrader@1.1.0, hqzlights@1.1.2, fallingtree@0.3.0, fancyskyfix@1.1.6, fieldsandplateaus@1.0.9, fixedpaths@1.0.2, flickeringlights@0.1.2, floralzonescaperegion@1.0.23, floralzonescaribbeanregion@1.0.18, floralzonescentralaustralianregion@1.0.15, floralzonescosmopolitanregion@1.0.5, floralzoneseastasiaticregion@1.0.13, floralzonesmediterraneanregion@1.0.14, floralzonesneozeylandicregion@1.0.14, foodcrate@1.3.1, forestsymphony@1.0.6, bovinae@0.3.0, caninae@1.0.34, casuariidae@1.1.5, chelonioidea@1.0.3, dinornithidae@1.0.18, elephantidae@1.0.14, machairodontinae@1.0.27, manidae@1.0.17, pantherinae@1.2.1, rhinocerotidae@1.0.21, sirenia@1.0.23, spheniscidae@1.0.12, viverridae@1.0.5, swfreqsharks@1.2.1, freelook@1.0.3, geoaddons@1.4.4, harptechfix@1.2.5, igniscustomstuffz@1.2.2, immersivecorpsedrop@1.0.3, immersivelanterns@0.1.1, immersiveorecrush@2.2.4, jonasboat@1.0.2, lettherebelight@0.0.2, abelisauridae@1.0.11, carcharodontosauridae@1.0.7, dromaeosauridae@1.0.18, ornithomimosauria@1.0.4, spinosauridae@1.1.0, tyrannosauridae@1.4.2, manualquenching@1.0.8, mbr@1.0.0, millwright@1.2.8, molds@0.2.1, moremolds@1.4.25, mycodiversity@1.0.4, newworldgianttortoises@1.1.1, pondfrogsiii@1.2.3, nobearjetpacks@1.0.2, pondfrogsi@1.2.3, overhaullib@1.10.4, pacificnewts@1.3.1, primitivesurvival@3.9.7, prospecttogether@2.1.1, resinlogextract@1.1.0, rustandrotcrashfix@1.0.1, rustandrailroads@2.1.1, seasalt@1.0.0, sonitorecipepin@1.0.1, spyglass@0.5.2, stacksandslots@1.0.0, storagecontroller@1.2.1, sletharm@0.1.1, tprunes@1.1.2, temporalsymphony@2.2.2, temporal_gears_stack@1.0.0, usefultraders@2.3.1, vaultandroll@0.1.1, vintageengineering@0.4.0, game@1.21.1, vsimgui@1.1.12, warmerlighting@1.0.2, wgmtfix@1.1.3, wildfarmingrevival@1.4.0, zoombuttonreborn@2.0.0, alchemy@1.7.17, meteoricexpansionpatch@1.2.6-rc.1, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, barreldough@2.0.1, betterchisel@1.0.0-rc.5, betterfirepit@1.1.6, betterhopper@1.2.1, betterruins@0.5.0, biggercellars@1.0.1, bloodtrail@1.0.7, carryon@1.10.9, combatoverhaul@0.9.4, commonlib@2.8.0, configlib@1.10.2, configurableroomsizeg121@1.2.0, configureeverything@2.2.1, coolergreens@1.0.0, cooperativecombatrework@1.0.0, crystalgrowthspringtaria@1.0.1, decayingcreatures@0.1.6, durablebetterprospecting@1.4.0, eldritchmonsters@2.7.2, entitycolortint@2.1.2, expandedfoodspatch@1.7.6-pre.1, extendedcreation@1.1.5, extrainfo@1.10.0, fantasycreaturesupdate@0.7.2, fixcratemod@0.1.0, handytweaks@1.2.6, hazmonitors@1.0.0, herbarium@1.4.1-rc.1, hieronymusreptiles@1.0.1, improvedhandbookrecipes@1.1.3, improvedsheepupdate@1.0.2, insanitylib@1.0.5, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, kscartographytable@1.0.2, labeledtrunk@1.0.5, lathemod@1.0.3, maltiezcrossbows@1.5.3, maltiezfirearms@1.2.3, medievalexpansionpatch@1.3.1, medievalweapon@1.2.0, metalpots@1.6.1, morefluxes@0.3.2, moreanimals@1.6.3, morepiles@2.2.0, mountcamerafix@0.2.0, ndlwoodentorchholder@2.0.2, noticeboard@1.1.2, spearexpantion@0.3.6, NubAutoWalker@1.2.1, onebedsleeping@2.5.4, oneroof@1.11.0, pelaguswinds@1.2.2, petai@4.0.0, postsandbeams@1.4.0, claywheel@1.1.4, pyrogenesis@1.0.3, realsmoke@1.1.3, reedbuff@1.1.1, riftworks@1.1.14, rivers@4.7.3, ropetiableall0@1.2.4, rpgoverlay@1.0.7, rubberbandaid@1.0.0, rustboundmagic@3.0.15, saltpeterproduction@1.1.0, scaffolding@1.1.4, simplefootstepsredux@1.0.4, slowtox@3.0.1, smithingplus@1.8.0-rc.3, somethinginthewater@1.2.6, statushudcont@4.0.0, stepfixelk@0.0.2, stepupadvanced@1.2.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, temperatureheighttweak@0.3.0, terraprety@7.0.8, th3dungeon@0.4.4, thecritterpack@1.3.3, tieredarrows@1.2.0, titaniumtools@2.0.2, tradie@1.5.1, trailmodzupdate@1.3.0, traitacquirerreborn@0.9.9, unconscious@1.12.8, viescraftmachines@2.4.2, vigor@0.5.0, vintageafk@1.3.0, vintagesymphony@1.0.4, visorhelmets@1.1.1, creative@1.21.1, vsinstrumentsbase@2.0.4, vsquest@2.0.0, survival@1.21.1, vsvillage@3.0.1, woodenfortifications@2.0.9, xlib@0.9.0-pre.2, allclasses@2.0.5, archosaur@1.0.3, armory@1.2.1, autoconfiglib@2.0.9, betterloot@2.0.0, burnableroofs@1.0.0, cats@4.0.0, cokemakesense@1.0.1, combat-overhaul-reanimated@1.0.0, compatlayer@0.0.6, draconis@1.1.2, drkboats@1.0.1, ecrevived@0.0.8, elkjaunt@1.2.0, em@3.3.1, extraoverlays@1.6.0, feverstonewildsfix@1.0.1, foxtaming@1.7.2, fueledwearablelights@1.0.2, helvehammerext@1.8.0, monoceros@1.3.1, morefloors@2.1.1, petbackback@1.1.0, quiversandsheaths@0.4.1, realsmokeforbraziers@1.1.0, realsmokeforchiseltools@1.1.1, shearlib@1.2.0, temporaltechnology@1.2.2, vanillavariantsridingequipment@2.1.0, vintagesymphonyassets@1.1.0, vsinstruments_quackpack@1.0.2, vsvillageaged@0.0.6, vsvillageindustrial@0.0.6, vsvillagetowers@0.0.6, wildcrafttree@1.3.2, wethology@1.0.1, wolftaming@4.0.1, wrustboundfix@1.0.2, wrustboundspawntweaks@1.0.1, xinvtweaks@1.8.1, xskills@0.9.0-pre.2, rustboundmagicxskillsfix@0.2.2, whopAcCoRbmClassCompat@1.0.0, wilderlandsrustbounddropscompat@2.0.1, wool@1.7.1, xskillsnewclassesexpfix@0.1.1, xwilderlandscompat@2.0.0
Involved Harmony IDs: XInvTweakPatch
System.NullReferenceException: Object reference not set to an instance of an object.
at VintageEngineering.Transport.API.BEPipeBase.<>c__DisplayClass54_1.b__0() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Transport\API\BEPipeBase.cs:line 873
at Vintagestory.API.Client.GuiDialog.TryClose() in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 320
at VintageEngineering.Transport.API.BEPipeBase.MarkPipeDirty(IWorldAccessor world, Boolean dirtyshape) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Transport\API\BEPipeBase.cs:line 501
at VintageEngineering.Transport.BlockPipeBase.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Transport\BlockPipeBase.cs:line 66
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Client\ClientMain.cs:line 3334
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection) in VintagestoryLib\Client\ClientMain.cs:line 1774
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 809
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected_Patch1(SystemMouseInWorldInteractions this, Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031
at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Flameguy4500, Sep 22nd 2025 at 6:12 PM

I have 24 Alternators going to 25 batteries, and they still can't seem to keep a single kiln powered, is this a bug?

 

Alternator reads

Sleeping/Power: 0/2000

Power Per Second: 1000

Stored Food Perish Speed: 0.88x

Spd: 3.452 Gear: 1 AvailT: -0.021

PPS Last: 120

 

What am I doing Wrong?

datatheta, Sep 21st 2025 at 4:33 PM

why is there an ai generated photo on your modpage? you have such a cool looking mod, but its hard to download it knowing that is there

Stevo, Sep 21st 2025 at 3:02 AM (modified Sep 21st 2025 at 11:18 AM)

Buggi I have also encountered errors with the blowers, the first time i placed them and hooked them up they seemed not to register to turn on (bloks around them free) after i broke and replaced down and hooked up they worked then later my power network was adjusted and had no power for a secon came back to use the blast furnace again thee bloweres wouldnt wake up had to brake and replace again. i did however find if i use a recipe that does not require them and then go to say the steel recipe it will wake them up however they wont wake up straight with a steel recipe

 

Update so ive noticed that i had dirt blocks as the ground adjcent to the blowers and when the grass grows i belive they are stopping the blowers and brakeing the grass dosent fix them i still have to brake and reset the blowers, is there a possibility for a detect/reset button for the blowers?

IvanZS, Sep 20th 2025 at 2:16 PM

Buggi This time I read more carefully the blowers' block info. It read "sleeping" although there were some iron nugets in the blast furnace cooking. Then I noticed the "requires an air block in front" part, and I have stuffed some fences there... Removing the fences didn't woke the blowers up, but, when I broke them and placed them back, they immediately went "on" even though i haven't connected them to the power grid yet. After this leaving the area through translocator and comming back didn't set them idle again - they remained "on". So my problem was rooted in the absence of an air block in front of the blowers. Also, I looked the blister steel recipe in the mod's files - I was stuffing the coke as fuel and not as ingredient. This recipe is ok too. 

SmokingCrackers, Sep 20th 2025 at 1:20 AM

Encountered a crash when trying to use the CNC machine on molds from Maltiez' firearms mod using fireclay. im not sure if this is an issue with that mod or VE, but ill give you the crash report anyways. Btw i love this mod keep up the good work 

Crash Report
Running on 64 bit Windows 10.0.22631.0 with 12211 MB RAM Game Version: v1.21.1 (Stable) 2025-09-19 9:11:21 PM: Critical error occurred in the following mod: vintageengineering@0.4.0 Loaded Mods: axleinblocks@1.21.0, darcesdriftersredone@1.2.3, expandedmolds@1.2.0, jonasboat@1.0.1, overhaullib@1.8.0, resmeltableslight@1.1.2, ricketytranslocation@1.0.0, temporal_gears_stack@1.0.0, vintageengineering@0.4.0, game@1.21.1, flags@1.1.12, betterruins@0.5.0, combatoverhaul@0.9.3, commonlib@2.8.0, electricalprogressivecore@2.3.0, extrainfo@1.10.0, maltiezfirearms@1.2.2, purposefulstorage@1.4.1, rustyshellfork@0.1.0, smithingplus@1.7.4, statushudcont@3.3.1, stirlingmotor@2.0.0, creative@1.21.1, survival@1.21.1, vsvillage@3.0.1, armory@1.2.0, betterloot@2.0.0, electricalprogressivebasics@2.3.0, helvehammerext@1.8.0, stonequarry@3.5.1, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at VintageEngineering.GUICNC.GetHelpText() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUICNC.cs:line 152 at VintageEngineering.GUICNC.SetupDialog() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUICNC.cs:line 113 at VintageEngineering.GUICNC..ctor(String dialogTitle, InventoryBase inventory, BlockPos blockEntityPos, ICoreClientAPI capi, BECNC bentity) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUICNC.cs:line 37 at VintageEngineering.BECNC.<OnPlayerRightClick>b__44_0() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BECNC.cs:line 516 at Vintagestory.GameContent.BlockEntityOpenableContainer.toggleInventoryDialogClient(IPlayer byPlayer, CreateDialogDelegate onCreateDialog) in VSSurvivalMod\BlockEntity\BEOpenableContainer.cs:line 127 at VintageEngineering.BECNC.OnPlayerRightClick(IPlayer byPlayer, BlockSelection blockSel) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BECNC.cs:line 514 at VintageEngineering.Electrical.ElectricBlock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Blocks\ElectricBlock.cs:line 80 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 886 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 544 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Buggi , Sep 18th 2025 at 5:51 PM

The blowers are an incredably simple block. They don't craft anything, they are either on or off.

Are they somehow turned off when you leave and come back? Is something going on with the server save-then-load?

I've tested them quite a bit for the last update and never ran into these issues. Be sure if this happens again to check that they are ON before breaking them. I need more information or a reliable way to reproduce the issue.

IvanZS, Sep 18th 2025 at 12:27 PM (modified Sep 18th 2025 at 12:30 PM)

Hi Buggi, I seem to encounter some bugs when using the blast furnace with 2 blowers... Namely the blowers stop working when I leave the area through a translocator and come back later via the same means. Then the brown coal I am using yields the base temperature of 1100 degrees C and can no longer smelt iron nuggets. I have to break the blowers and place them again - then they are again registered and the temperature jumps to nearly 1700 degrees C. The annoying part is that each time I break a blower I get 1 piece of LV wire less. I.e. I break a blower and I get 4 wires back but it says that I need 5 wires to connect the blower to the LV relay (both the blower and the relay remain at the same position). Also, in the "LV end game" handbook page it is said that an iron ingot and a piece of coke would yield blister steel, but currently this recipe is not recognized in the blast furnace block... VE 0.4.0 on 1.21.1.

 

Stevo I am using Vintage engineering alternators with Millwright rotors and sails - works w/o any problem.

PerkCuss, Sep 17th 2025 at 11:49 AM

Oil Source block shows up in the handbook and crashes to desktop right now. I'm not sure if that block should be showing up in the handbook at all, and the CTD would be also something to fix. 

Stevo, Sep 10th 2025 at 12:50 AM

does any one know about compatibility with millwright?

 

Buggi , Sep 8th 2025 at 5:51 PM

JokoJose This mod doesn't touch any vanilla recipe that crafts boards. You must have another mod that is doing that. Try a test world with JUST this mod as I test it myself to make sure I'm not going crazy(ier).

 

BrownishStorm I would most likely abandon the project than refactor the entire thing for a less realistic approach at power transmission. Serves me right for trying to do something I thought players would prefer than the far easier block-by-block approach.

BrownishStorm, Sep 7th 2025 at 6:08 PM

hey Buggi I realize it might be hard to let go of your api as you have put so much work into it, but what I am suggesting is adopting thiers and making a mod that adds your mechines to their  base mod.

JokoJose, Sep 7th 2025 at 8:43 AM

not that I am aware of, but the moment I removed this mod, i was able to cut boards again. Dont know if is a conflict with other mods, but it disables the regular vanilla way of making boards. 

Buggi , Sep 6th 2025 at 5:51 AM

Boards?
You can craft them the vanilla way with a saw. Or did the devs change that?

JokoJose, Sep 5th 2025 at 3:08 PM

for some reason, I cant craft planks until i have steel? only because i need a saw mill?

Buggi , Sep 2nd 2025 at 7:09 PM

BrownishStorm I offered to collaborate back in March or so and the person working on that shot me down quite thoroughly. They seemed to think this mod didn't have the features that I spent 2 years building. That being an API for others to build upon when I clearly have quite a bit of documentation on how to build onto this mod. And for reasons beyond my understanding they have gotten far more help on that mod than I have on this one. So people seem to prefer their way of doing things perhaps?

 

AmaiOtoko I have tested world-gen oil thoroughly, with and without BetterRuins and a plethora of other mods and have never, ever, ever seen 7-10 wells spawn in an area. It is completely against every setting in the mod that it would be that common. If you could get on my Discord and @ me in the vintageengineering channel a screenshot of the map and the area I might have an idea. 

Bottom line, the "triesperchunk" for the oil well is 0.02 at best, which means 2 out of every 100 chunks it even attempts to spawn a well, and even then there are a bunch of restrictions on temp, water, precip, and Y level and if any of those don't fall into range the attempt fails.

Having 7 wells within 100 blocks of one another is tantamount to winning the lottery 6 times in a row.

 

You can turn well generation off via ModConfig options, so check your ModConfig directory for the file to edit.

BrownishStorm, Sep 1st 2025 at 6:50 PM

Love what your doing man, keep it up as long as your enjoying it! Out of ceriosity have you given any thought to working with these guys, your mod seems like it would fit well along side thiers if the basics were all the same. Electrical Progressive: Core - Vintage Story Mod DB

AmaiOtoko, Aug 30th 2025 at 5:56 AM (modified Aug 30th 2025 at 5:59 AM)

so i'm testing this mods toguether with other world gen mods and i think one of them (better ruins) might be interacting with it, as far as i know oil wells are supposed to be fairly uncommon, and exploring around to check the generation i can easily see 7-10 wells less than 100 blocks from each other, is there a way to make the wells even more rarer to see if that fixes anything? or at least a way to dissable all future wells from spawning after finding one or two

Buggi , Aug 29th 2025 at 5:55 PM

Issue Tracker tab at the top is very important.

Version 0.4.0 is now up for game version 1.21

 

tyrOS So that author still hasn't fixed that eh? If a modder removed something as fundamental as a base game tool, they should leave something in its place so they dont break any other mods. Log splitters I've seen IRL have axe-looking heads, well the consumer types, I know there are expensive ones out there that have odd heads.

 

Sihg If you could post on the issue tracker linked above that'd be great, details about why that ID might be missing would help. The Pipe network system is not tied to specific chunks so if the ID doesn't exist, that means it wasn't disposed of properly and steps to reproduce that behavior would help.

 

BeartrapGirl Odd, I've had 8 LV Generators going without any issues as well as a dozen machines including the Kiln. This sounds like a hardware thing or another mod is creating issues. 

 

Also, fun fact: A blast furnace with 2 active blowers will smelt Iron Ingots directly and skip the Iron Bloom step.

 

tyrOS, Aug 27th 2025 at 1:45 AM

Getting a CTD when i try to look at the recipe of the Log Splitter. It's probably an error with In Dappled Groves, since that mod removes all regular metal axe heads (for some reason), and the Log Splitter probably uses a metal axe head in its recipe. If i'm being honest, though, a log splitter should use a saw head or even just a plate, regardless, because unlike something like a Helve Hammer, which needs a lot of force, a log splitter will be splitting a log lengthwise (and then rotating it again to split it into 4ths, since it makes firewood), which lets it just slide up and down to saw. I know you're probably working on just porting this to 1.21, but still. felt the need to point this out.

Sihg, Aug 25th 2025 at 9:27 PM

Hello,

I’m currently experiencing a server crash related to your VintageEngineering mod. Here are the details:

Crash Report
Exception thrown when trying to initialize a block entity
System.Collections.Generic.KeyNotFoundException: The given key '24' was not present in the dictionary.
at VintageEngineering.Transport.Network.PipeNetworkManager.GetNetwork(Int64 netid) in ...\PipeNetworkManager.cs:line 25
at VintageEngineering.Transport.API.BEPipeBase.Initialize(ICoreAPI api) in ...\BEPipeBase.cs:line 149
at VintageEngineering.Transport.Pipes.BEPipeItem.Initialize(ICoreAPI api) in ...\BEPipeItem.cs:line 16
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(...) in ...\SupplyChunks.cs:line 1009


It seems that a pipe block entity is trying to fetch a network via PipeNetworkManager.GetNetwork(netid) while the key does not exist in the dictionary (netId 24 or 26 in my case). This results in a KeyNotFoundException and causes the server to crash during chunk loading.

Thanks a lot for your work on this mod!

BeartrapGirl, Aug 10th 2025 at 11:39 PM

Good mod, i enjoyed it a lot. I've ran out of stuff to do, but it was fun slowly working towards things.

I will say though, looking at the Kiln made my game screech to a hault if it was running. Specifically when the cursor is over it.
It's been a little while but i think i had the same issue with the LV Generator.
Combined it was completely unplayable until i tore it down. Ended up just using the Alternator for power (i may have uncapped the power output, since it was the only power option that didnt kill my game)

I'm excited for MV and beyond!

BulletSponge, Aug 2nd 2025 at 5:40 PM

XarkseesSo I just did a quick test with the blast furnace, if thats what you meant, you can use the hopper to move iron ingots over, but not the coke for steel production. So you'd need just a steady supply of charcoal and coke to keep it running. There may be a better solution using item pipes, but I've never messed with them before

Xarksees, Aug 2nd 2025 at 3:16 AM

BulletSponge "You can also place a Hopper on top of most machines to automate crafting large amounts."

 

Does this not include the electric furnace? A user on my server really wants it to. 

NinjaMuff1ns, Jul 30th 2025 at 11:54 PM

I haven't figure it out yet because I don't own the server I play on to look at the logs but something to do with fluid pumps or pipes is crashing the whole server. I go to look at the fluid pump working and what the volume is and about the 2 minutes later doing something else and the server goes unresponsive. Has happened 4 times now.

BulletSponge, Jul 27th 2025 at 7:03 PM

Voilyn You need to place 20 nuggets of an iron type, up to 120, in the kiln, after warming up to it's smelting temp, it'll start crafting the iron bloom

Same for a bloom. 1 bloom heated to 1400 will make an ingot and some leftover nuggets.

I was checking here for any mixer recipes, since that seems a bit confusing. Honestly didn't know the kiln could make blooms, my mind is blown.

You can also place a Hopper on top of most machines to automate crafting large amounts.

TagMail, Jul 26th 2025 at 10:08 PM

my game crash when I try to craft nails with plate in my press

Voilyn, Jul 25th 2025 at 4:40 PM

I'm on VS v1.20.12. There is no clear instruction on what is needed for the machines. I tried following the handbook to make iron ingots in the electrical kiln. It says bloom in electrical kiln, I've placed diffrent amounts blooms in the grid. Nothing happens, but temp goes up. It tells me that it needs a recipe. I put a iron ingot in and the temp goes back down and nothing happens. Idk if it's not working properly or if it's a user error. In theory the mod is amazing. In practice it feels very confusing and clunky

1Joachim1, Jul 21st 2025 at 5:04 PM

Hi, i have an issue, i have somewhat of an issue. I'm on VS v1.20.12 and using your mod v0.3.13 i can't craft blister steel using iron ingots (as stated on the book) which is suposed to be an iron ingot and a coke coal in your machine version of the blast furnace. i have 2 blowers powered up pointing correctly to the blast furnace and the blast furnace just says "no valid recipe found". for now i crafted the vanilla version without an issue. on the other hand the blast furnace works perfectly with any other alloy so far. i don't think i have any other mod that touches steel the only one that may touch it may be electrical progressive which states it's compatible with your mod. 

any suggestion to where i can find the files to check if there's a recipe change? 

Edit: found out it's XSkills with the blister steel recipe. maybe because they added a 24 nugget => 1 blister steel ingot.


any way to fix this? 

0fficerZ0mbie, Jul 19th 2025 at 8:20 AM

Not quite sure why but the mod isnt loading for me, still on the stable branch 1.20.12, but it shows up in the mod manager and it is ticked on but nothing related to the mod shows up in the game

SilverReaper, Jul 9th 2025 at 3:02 AM

buggl, not that i know of unless they removed them form 1.21 idk  we are on 1.20.12 and for some reason we have found more meteroric iron than normal iron for some reason on our server, and sorry i didnt have git hub set up with an acocunt to post their now i have one.

Buggi , Jul 8th 2025 at 6:53 PM

Matt998, the mod isn't on 1.21, use at your own risk on pre-release/pre... versions. I do not update my mods until a release goes stable to avoid redoing work multiple times.

 

Kreggur, I could introduce a button on the GUI to void a fluid 'tank' in the mixer. More work will be needed to empty them with a bucket as there are three tanks.

 

SilverReaper, were meteoric nails and strips removed from the base game? I'll test this. Surprised you tried, meteoric iron is so rare!

 

Also, with all mods from anyone that include an Issue Tracker link (see top of page), please use it to report bugs. This is far superior to dumping text in this comment section. Not every mod has the link, but I know the mods that do would greatly appreciate its use.

Kreggur, Jul 7th 2025 at 10:49 AM

Is there any way to extract fluid from the mixers input slot? Needed to use it again for finishing the sturdy leather but there's stil chromium sulfate in it and the recipe is locked to making hides even after putting chromium hides and beeswax into it...

Matt998, Jul 6th 2025 at 11:59 AM

In 1.21 PRE - 2 Game crash when i press "H"

SilverReaper, Jul 1st 2025 at 2:19 AM

I seam to be getting a client side crash when trying to make meteroric iron nails and strips form the meteroic plates in the  ve metal press 

Crash Report
Game Version: v1.20.12 (Stable)
6/30/2025 9:10:01PM: Critical error occurred in the following mod: vintageengineering@0.3.13
Loaded Mods: vintageengineering@0.3.13, game@1.20.12, extrainfo@1.9.9, hudclockpatch@1.0.3, creative@1.20.12, survival@1.20.12
System.NullReferenceException: Object reference not set to an instance of an object.
at VintageEngineering.BEMetalPress.ValidateTemp() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 415
at VintageEngineering.GUIMetalPress.GetHelpText() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUIMetalPress.cs:line 156
at VintageEngineering.GUIMetalPress.Update(Single craftProgress, UInt64 curPower, RecipeMetalPress mprecipe) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\GUI\GUIMetalPress.cs:line 291
at VintageEngineering.BEMetalPress.SetState(EnumBEState newstate) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 658
at VintageEngineering.BEMetalPress.FindMatchingRecipe() in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 339
at VintageEngineering.BEMetalPress.OnSlotModified(Int32 slotId) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\blockentity\BEMetalPress.cs:line 152
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 490
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 425
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 330
at Vintagestory.API.Common.ItemSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 290
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 459
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 991
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 789
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 559
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1972
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 431
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1926
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
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
Buggi , Jun 30th 2025 at 10:39 PM

@Hypertion The oil well "tries per chunk" world-gen spawn value is 0.01 or 0.02 for a desert. Meaning in a normal biome it tries to spawn a oil gyser every 100 chunks, and 50% of that time it should generate one. Having them side-by-side is almost akin to spotting Big Foot in the forest. Or a Unicorn. Every. Single. Test I do they are extremely rare to find and never next to one another. So are you using an older version? Did you edit it at all? Check assets/vinteng/worldgen/deposits/crudeoilwell.json to validate you are at the correct rarity.

 

@Rayop the Alternator caps out at 120 PPS each and requires 0.125 torque (aka power) from the mechanical network. This is assuming you are not gear-ratioing as that changes resistance/torque values. I did a decent amount of research on alternators to ensure they worked as people expect. I also made sure you couldn't use a motor to power an alternator and get free excess power. 

Bottom line, the LV tier of things is MEANT to be wasteful and inefficient as there would be zero reason to go beyond it to MV tier or higher. There has always been a plan to do an MV tier mechanical system, this LV tier exists because someone contributed to the project and I finished it. The LV alternator gives you free unlimited power once built, so I think the balance is fine.

Hypertion, Jun 29th 2025 at 10:02 PM

hmm.. despite it saying that they are massively toned down, i am getting so many oil Geysers that its not uncommon to see several side by side T.T could be my seeds...

Rayop, Jun 29th 2025 at 8:21 PM

Is the alternator supposed to generate power so poorly? I have one hooked up to a system of four maximum power windmills from Millwright mod going at a fast speed, the "PPSLast" section says 120, but it seems to only generate about 6 power a second, or 12 every two seconds, whereas the "inefficient" generator provides wayy more power for only a few coal which is far cheaper than a bunch of windmills.

Buggi , Jun 29th 2025 at 6:49 PM

o,O

Sorry, I don't undestand.

Phinxter24, Jun 28th 2025 at 4:11 AM

In the last version dont work mod config?

 

Buggi , Jun 26th 2025 at 7:27 PM

New public release v0.3.13

  • Fixes Metal Plate metal bit exploit cycle, makes recycling metal plates return one ingots worth of bits, wasting one ingot. Probably not the fix people thought I'd do. There are technical reasons I did this, btw.
  • Fixes Oil Gyser generation in unloaded chunks, switch to bulk block accessor to eliminate block update spam.
  • LV Blower can be toggled on and off with Shift-Right Click with empty hand, no longer needing to break their wire to turn them off.
  • Added Electric Alternator for power generation from Mechanical system. This has a max power output of 120 PPS.
  • Added Electric Motor and GUI for mechanical power generation using Electric power. Can change speed and torque output via GUI but power requirements can become quite unwieldy in the LV tier.
  • Added recipes for new Kinetic machines, special thanks to Len Kagamine for getting the ball rolling on this feature.
Buggi , Jun 24th 2025 at 9:22 PM

New version going to drop soon. I didn't mess with the normal oil gen as that is not a high-priority item that would require hours and hours of figuring out how to even approach it as it would need world-gen editing and that is dangerous.

 

New version focuses more on a new Mechanical <=> Electrical system for LV tier as a HIGHLY requested feature.

I did address the oil gyser generation errors and refactored that entire system. This is possible because it actually creates a block entity (the well block) that I can use. Normal oil veins are not this at all.

Just getting the recipes and such in now.

DeadMartyr, Jun 17th 2025 at 8:40 PM

More on my previous comment,

iirc vanilla has these underground reservoirs/ponds that are basically a small little dome with speleothems and water and they never have this issue, wouldn't it just be possible to duplicate whatever code/structures do that and just substitute the oil for water.

That would also fix the random ores that float suspended in oil when it generates.

DeadMartyr, Jun 17th 2025 at 8:15 PM

Not sure if someone else has posted this before but I didn't see anything.

The Oil that is generated in the world generates... oddly.

I have a lot of caves which it seems carve into the oil but the oil remains suspended in the air, it leads to a common situation where I'm spelunking and I'm in this massive cave that opened up to a wall and ceiling of oil. If I place anything or update it then the whole cave gets flooded.


It looks like the oil pockets generate and then caves do, leading to caves boring through pockets like they were stone. Oil pockets like this are also pretty common and pretty large. While most are just randomly encased in stone away from caves and basically undiscoverable, they are wide enough to clip into caves commonly and result in things like this.

 

(I took some screenshots but cant directly upload them here, so I used the links discord generated when I posted in the discord)

Oil weirdness

Oil weirdness #2

 

Edit: I am on the newest 0.3.11 version, I'm pretty sure this world was generated with that one as I have only been grinding this world for about a week

Haleon, Jun 12th 2025 at 12:21 PM

Due to other mods (unfortunately) not (yet?) updated past 1.20.7, I am stuck on that version for now. Would the newest version of this mod work on that game version? Or is there another mod version you could recommend? 

Buggi , Jun 3rd 2025 at 6:02 PM

The only two items on the world-gen list of things to do was adding a new tree type, Beech for the creosote oven process. But that is only for wood-tar creosote which is a food ingredient. So not really needed for the tech.

The last which is very, very far away would be adding uranium (and related) ores to worldgen. These exist in the vanilla game but are not generated. But plans for HV tier involve Mekanism-style reactor progression and power gen. That could be 2 or so years away still.

There are a couple other mods that add Uranium to world-gen. And I hope they use vanilla assets and names. So you could use one of those for the very long-term peace of mind.

 

Other than that, any world-gen stuff is good. I'm pretty happy with the oil generation at the moment.

Vigilance, Jun 3rd 2025 at 12:44 PM

Buggi Would you consider most of your world-gen stuff to already be implemented? I am looking at trying out your mod for my next longer-term server, but in a hypothetical world I don't want to get blindsided by needing to regen the world (or chunks at all, for that matter) to accommodate new additions.

Buggi , Jun 2nd 2025 at 4:46 AM

Yeah, JUST updating will likely not fix an already corrupted network position as that is saved on game save. 

I'm really hoping this is fixed. I feel so bad for having this bug just slam into everyone like it did. Thanks for all your patience.

activeavi, Jun 1st 2025 at 1:16 PM

I updated to the most recent version, but the exception was still crashing my server with power tick enabled. I've since cleared the area with /entity cmd and the error went away. If the exception happens again, I'll be sure to share any relevant info. Thanks for your hard work!

TKPanda__, May 30th 2025 at 11:07 PM

Mod works beautifully now!!! thank you!!!

Buggi , May 30th 2025 at 7:02 PM

No more reports of the exception. Could it be? Is it fixed?
Anyway, 0.3.10 update for Len adds Asphalt (block, slab, and stairs) and a Bitumen burnable craftable in the mixer (heated) with crude oil.

Shout out to LenKagamine for submitting the PR's. 

Fenriswolf, May 30th 2025 at 9:45 AM

please, i need lamps ^^

DilanRona, May 29th 2025 at 5:59 AM

Great work as always with Vintage Engeneering. Thank you.

Buggi , May 29th 2025 at 4:50 AM

Version 0.3.9-dev.1 Should report the actual Z coordinate now. 

Buggi , May 29th 2025 at 4:39 AM

Okay, just found my error on the Coordinate Z issue... I shouldn't code when it's 11pm. But that doesn't affect the bug, just the coordinate printed in the error. Still makes it hard to report on what machine it's trying to pull data on.

Buggi , May 29th 2025 at 4:25 AM

Why in the world is that Z value in the error text so high? Dear god I just want to curl up in the corner and cry. Is your base really at 511,928 on the Z coordinate? 500,000 blocks from spawn?

 

Do me a favor, if your trying to get a server back up, tear down all machines, wires, relays, everything. Leave the spots empty (air). Shutdown and restart the server with ticking on, empty locations should be removed from any lingering networks, empty networks are automatically deleted. 

Just try to get the server back to normal. As I can't debug a live example of the bug, I have to try to get everyone back to 0. I know it's a PITA, but such is life. I should have spent some time on in-game debugging tools.

Once the server is good, ticking is on, start to rebuild and place the machines, relays, and run wires. 

While the fix for the bug that was caught seems like a simple one, it had major concequences. How my stream world never triggered this I do not know.

Once the server is back to good with network ticking on and no crashes and no machines, I really need to know what triggers this. If it is fixed and servers are just stubborn, then chalk this up to a crazy edge case that is one of those insidious bugs that causes a little insanity.

 

As a simple explanation as to what the bug is. Simply put it triggers when a machines position is in a chunk that is loaded but the position has no block entity. This should never happen, all machines and relays have a block entity. So having nothing there is very bad. I could ignore the error, but that doesn't fix the fact something very bad happened.

TKPanda__, May 29th 2025 at 2:43 AM

Hi Buggi

 

I downloaded the 0.3.9 update to your mod but the server log is still giving me this line of code below and crashing the server

at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Comm
on\EventManager.cs:line 174
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 932
29.5.2025 02:40:06 [Server Error] Exception: Value cannot be null. (Parameter 'VintEng: Electric Update Tick found a NULL block
entity at: 417, 111, 511928')
   at VintageEngineering.Electrical.Systems.ElectricNetwork.UpdateTick(Single deltaTime) in C:\_Programming\Vintage\VintageEngin
eering\code\VintageEngineering\Electrical\Systems\ElectricNetwork.cs:line 381
   at VintageEngineering.Electrical.Systems.ElectricalNetworkManager.OnGameTick(Single deltatime) in C:\_Programming\Vintage\Vin
tageEngineering\code\VintageEngineering\Electrical\Systems\ElectricalNetworkManager.cs:line 85
   at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListe
ner.cs:line 31
 
Unsure if i am supposed to add something to the modconfig or anything like that
 
thank you for the reply whenever you get a chance!
Buggi , May 29th 2025 at 1:53 AM

0.3.9 - Fixes a single line of code spotted by LenKagamine to ensure the machine initializes with a COPY of the block position, not a reference to one.

 

Thorough testing would be welcome to all those experiencing issues with Null Exception errors on Block Entities.

Updated Exception error itself to more accurately reflect the position of the block in question. If this block is air (ie does not have anything there) the system will quietly remove that position from the network and NOT throw the error. A fix for stubborn worlds. 

Buggi , May 26th 2025 at 6:29 PM

Any steps you took before the error came up would be super helpful. I do not know why the Y value is negative, maybe it's an issue with the BlockPos.SubCopy function? Was there a machine at the normal X and Z coords at the surface? Wondering if the Y value is broken with the DefaultSpawnLocation.

 

DarthMuffin It is not currently, but it will eventually require looting the Resonant Archive Library to unlock the progression.

TKPanda__, May 25th 2025 at 11:39 PM

Hi Buggi!

Currently having issues along with the other players with the mod giving a [[server error] exception: value cannot be null] and then a set of coordinates. went to said coordinates and had to go into creative to get there as it was 2 blocks beneath the mantle.

at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Co mmon\EventManager.cs:line 170 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914 25.5.2025 23:25:16 [Server Error] Exception: Value cannot be null. (Parameter 'VintEng: Electric Update Tick found a NULL bloc k entity at: 417, -2, 41')

unsure what to make of this myself but thought id give my findings. 

DarthMuffin, May 25th 2025 at 11:30 PM

So is this mod integrated with vanilla progession? Like do we have to get up to steel and wind power before we can start the mod or is it like how qp tech was where you could do it from the start of your playthrough and has its own progression?

Buggi , May 24th 2025 at 4:35 AM

While true, they usually get very large very fast.
Plus it wouldn't be as helpful as finding a way to reproduce the problem. Knowing the symptom is helpful to know there IS a problem, but it doesn't always point to the cause. If there is an odd case where you break a machine and it some how redirects the Wirenode connection to negative numbers, that is a crazy issue and one I have to fix. 
The systems in this mod are complex and interlocking and I do not want to just start changing random code in hopes I fix it as I would cause many more bugs in the process.

Lowfn, May 24th 2025 at 2:58 AM

If the original poster ha sspace on google drive, it's big enough to put a vintage world on. I';ve shared worlds on there before

Buggi , May 23rd 2025 at 9:48 PM

Also, if you can trigger the Null check can you tell me HOW?
Did you remove the wire connection via the wire cutters, did you just break the block and YOLO the network? Explosives?

 RazVonCoon  can you reliably replicate the bug? 

Buggi , May 23rd 2025 at 9:41 PM

UGH
This bug is impossible to track down. I've tried and tried and tried to figure out how this is happening.

This is why there is a config option to disable electric network ticking so you can go to that block position shown in the error (2395, 7, -1415)
By the look of it, this position is VERY odd as it's near the bottom of the world, what is at that spot? That that spot match where your machines are?

I can't fix this issue without being able to replicate the problem and I've spend 30+ hours on trying to fix it already. I wish there was a way to share worlds in this game. They are just far too large to share.

I do have code in the new version that IF this exception triggers and there is NOTHING at the position then remove the node from the network. 

activeavi, May 13th 2025 at 10:07 PM

Here to report an error that was insta-killing my server upon restart.

 

Some context: I'm the only one on my server who'd made any of the machines. Only thing I've used is the gen + forge. I moved those two machines last night, never ran em. The daily server restart happened, and then began to instantly crash whenever it tried to boot up. This error flooded the console until the server crashed. I hope the context around the error helps you resolve whatever this issue is!

 

13.5.2025 21:32:15 [Error] Exception: Value cannot be null. (Parameter 'VintEng: Electric Update Tick found a NULL block entity at: 2395, 7, -1415')
at VintageEngineering.Electrical.Systems.ElectricNetwork.UpdateTick(Single deltaTime) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\ElectricNetwork.cs:line 371
at VintageEngineering.Electrical.Systems.ElectricalNetworkManager.OnGameTick(Single deltatime) in C:\_Programming\Vintage\VintageEngineering\code\VintageEngineering\Electrical\Systems\ElectricalNetworkManager.cs:line 85
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 23
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 96
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 140
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 914

CoffeeToffee, May 10th 2025 at 12:19 AM

How do I balance inputs exactly? I hooked up an ore crusher to a blast furnace and it just takes 1 nugget at a time and spits out a bunch of "0 copper ingot" that vanish when I drop and pick them back up. Is there some way to force it to take ore in 20 unit increments or will i just have to hand feed it

RazVonCoon, May 1st 2025 at 11:49 AM

So we recently decided to move the generator but when we did it caused a null block entity at -7.... thats below bedrock. not sure how thats possible and not sure how to fix the issue. Even if setting the tick to false it just disables the machines but if moved and then reenabled the server will continue to crash. Is there a fix in the works for this?

 

Buggi , Apr 29th 2025 at 8:13 PM

New Public Community version 0.3.7 Uploaded. While I couldn't replicate the question mark block issue, this is compiled on game version 1.20.9. See changelog in files for details on the version as always.

Buggi , Apr 29th 2025 at 5:59 PM

SaintPasta: Yes, I do plan on having a mechanical power interface to the electric network, both in and out.

Civus: Check the recipes/vemetalpress directory for example recipes. I tried to make it intuitive. If you still are having issues, hit me up on discord, on my server I can stream and show and talk through it far easier than trying to type it out.

Scorives: what? Which blocks? I'll check. 

Aimli: Category? For creative mode?

Aimli_, Apr 23rd 2025 at 6:15 AM

Please put the mod items into a category, I can't find some of the key items in your mod!

Scorives, Apr 22nd 2025 at 9:33 PM

mod is broken for 1.20.9  question marked blocks.

Civus, Apr 21st 2025 at 10:52 PM

If I was to make a mod to add a recipe to the metal press, how should that be formatted?

SaintPasta, Apr 18th 2025 at 7:41 PM

Is there will be kinetic generator? Like to generate power from windmills? There are water wheel mod somewhere, it would be cool to have both some way to generate power with their help. 

Buggi , Apr 18th 2025 at 7:02 PM

Hydromancerx I really have enough to do as it is. I offered a path to join forces to merge our efforts, I can't take on yet another task to bridge the two mods. They were not interested and I respect that. Nor am I interested in throwing away 2 years of work on the API and systems I've build here.

 

Finding help for a mod is proving extremely difficult. Moreso than I thought it would be. There are lots of people who are better at this stuff than I am, but they're typically making their own mods. Would I love for someone talented to come in and push Vintage Engineering forward? Of course. I have an overall design for the mod and some technical guidelines to adhere to, and for some that has proven a deal-breaker.

Buggi , Apr 18th 2025 at 6:50 PM

I can do a quick video showing the basics of how the machines work. After working on this for 2 years I forget what it is like coming in cold without any knowledge of the mod.

 

Basically the gold nubs on the machines are where the wires connect to.

Hydromancerx, Apr 17th 2025 at 7:20 PM

Buggi

tehtelev said if a patch between your mod and theirs was provided they would support sygergy between Vintage Engeneering and Electrical Progressive mods. Please make this a thing! Both mods are awesome!

 

Kodemunkey, Apr 15th 2025 at 2:28 PM

Is there a tutorial for how go make the machines work?

Eviloverlordzurg, Apr 11th 2025 at 9:28 AM

I'm also having the issue of the blast furnance crashing my game when i make steel, im trying to see if im using any mods that change steel but i don't think i have any

Louse, Apr 3rd 2025 at 12:38 AM

We building a stargate with this one 🔥

DilanRona, Mar 31st 2025 at 5:39 AM

He stated before that he could not get a collaboration to join forces. Personally if I have to choose between the electricity mod and vintage engineering, I'd go with this mod.

OutcastZeroOne, Mar 29th 2025 at 1:59 PM

is there compatability with the Eletricity mod for this?

DilanRona, Mar 28th 2025 at 5:39 PM

Love your mod. Will be keeping a very close eye on this one. Had to disable it (for now) due to being maxed out on my ram with other mods I use :-(. 8gb ram installed on my laptop for VS is not a lot tbh.

Buggi , Mar 25th 2025 at 11:08 PM

Update for 1.20.6 out, check changelog in the files section.

As always, issues can (and should) be posted using the Issue Tracker link at the top of this page.

Buggi , Mar 24th 2025 at 10:18 PM

Using the Slider you can set the temp to 1500 max (which I can increase if needed).

Otherwise it goes to the workable temp of what it contains (if it exists). A metals workable temp, by default, is 50% of its smeltable temp, so the forge adds 10% to that to ensure the item will be workable in other machines for crafting.

 

Using the slider, you can heat anything up. :)

DilanRona, Mar 22nd 2025 at 7:15 AM

What temperatures does the electric forge reach (ie max temp)?

Buggi , Mar 16th 2025 at 7:47 PM

Got the issue assigned and will investigate.

Syd This mod is independant of that mod and try as I might, I could not get a collaboration to join forces. I tried to build Vintage Engineering to be as flexible and expandable as I could.

Syd, Mar 16th 2025 at 5:17 PM

is it compatible with the electricity mod?

iDoHeroin400, Mar 16th 2025 at 8:59 AM

Buggi of course, I removed all mods and recreated the crash again. I added the error log to your GitHub issues page, and will do so if I encounter any other problems. Very huge fan of the mod by the way! Have not had any other issues so far :)

Buggi , Mar 16th 2025 at 7:43 AM

I will look into all these, but please if you are able post an issue on the github tracker. I don't check these comments very often so I might miss something posted here.

 

dusk0405 This is odd, because it is something I tested. Do you have any mods that change the recipe or in any way alter steel or blister steel, or temperatures, etc?

iDoHeroin400 I need more information. Did you at least save the log files?

Buggi , Mar 16th 2025 at 6:55 AM

please: https://github.com/FlexibleGames/VintageEngineering/issues
I can track, close, and clear open issues FAR easier.

iDoHeroin400, Mar 16th 2025 at 2:56 AM

Game hard crashes when putting firewood into an electric kiln.

dusk0405, Mar 14th 2025 at 5:06 PM

the blister steel recipe in blast furnace seems broken, if you pick any of the recipe item off the game will crash and throw a indexoutofbound error and it can only process 1 item at once, with the time needed as the amount of item processed at once, like if you want to process 8 blister steel, it can only process one and then take 240 smelt time instead of usually 30

Buggi , Mar 10th 2025 at 8:06 PM

You could absolutely do a mod that patches all my recipes and machine costs to make a greg-tech like experience.

VE still has a lot of features planned, of course, and I would welcome help. But there's a lot you could do with what is already done.

General_Motors, Mar 9th 2025 at 2:10 PM

Gregtech for Vintage Story has begun.

Buggi , Mar 4th 2025 at 7:24 PM

Currently not right now. Basically right now it's LV Generator -> Any machine; Wires, wire relays, metal press, extruder, etc.
We're still early yet and I've covered 90%+ or so of what QPTech did in my LV tier (which was the first goal)
I'm currently fixing some bugs before moving on to MV tier which is going to be a huge challenge.

Whiteindia, Mar 2nd 2025 at 1:57 PM

Is there a guide to help me with where to start on this?

Buggi , Mar 1st 2025 at 6:47 AM

Updated with a fix for a posted Issue (#14) as well as an odd Wire Rendering bug that appeared.
0.3.3 tested on 1.20.3 and 1.20.4, enjoy!

Buggi , Feb 8th 2025 at 7:21 AM

Yeah, I haven't updated the mod for 1.20 yet.

SerinaLMMPT001, Feb 7th 2025 at 9:59 AM

I can't use 0.3.0  It crashes the game on startup of renderer

Buggi , Jan 20th 2025 at 6:50 PM

Working on it now, I have 13 mods to check and update as needed, it's a process. And this mod is a big one!

Megis, Jan 20th 2025 at 12:18 PM

What's a rough estimate on when the mod will be up for 1.20?

Maxiermg, Dec 26th 2024 at 12:13 AM

Good mod Bro, but in my opinion lacks tech tier between steel age and lv. Making like a steam age in my opinion would make the mod more realistic, it would expand the kinetic part of the game.

Buggi , Dec 13th 2024 at 7:33 PM

It's the holidays so the timing is not great with family events and everything, but I will be updating all my mods for sure.

Afroman726, Dec 9th 2024 at 4:35 AM

Buggi This mod is so cool!! Thank you!  :D

Buggi , Nov 23rd 2024 at 9:16 AM

You mentioned realism, I'm not using that as a goal. I'm going for fun, engaging, and more fun.  The oil gysers are a nice breakup to the endless bland terrain in the game. It's fun trying to find the BIG ones which have a rare chance to appear in deserts. I hear you all though and can both reduce their frequency and add a config toggle for them as well. Now that I have the feature actually working (my first attempt spawned them in the sky...) I can more easily customize it.

I have a lot of ideas and plans for the mod, I would really appreciate if someone who has some technical programing expertise might be willing to help. The code-base is massive now with lots of components and there's one last big feature to add which is the multiblock feature which I am dreading. Unless Tyron hears my cry and makes the base-game version far more robust I have about 4+ months of coding to do to try to get the system working.

Burneddi, Nov 17th 2024 at 9:05 PM

I kinda like the oil geysers, mostly due to Buildcraft nostalgia, but I can agree with the critics that they aren't exactly realistic. They probably ended up in Buildcraft originally because of a misunderstanding of the iconic oil blowouts that may happen during oil drilling (much more commonly in the past than now); those aren't a natural phenomenon, but rather a result of humans tapping into a pressurized pocket of oil deep underground. In real life surface oil is rare and usually appears as pools of crude petroleum, and AFAIK never as geysers.

If you want realism, surface oil should occur as rare pools, and you could save the geysers for when the player breaches an underground oil deposit by drilling. Could even build a little bit of gameplay around them: make it possible to build the oil well "incorrectly" in such a way that it results in a geyser shooting out, and then the geyser slows the player's movement speed or pushes them around or whatever, making it more difficult to finish up the well and contain the geyser. In real life blowouts happen when pressure isn't correctly regulated, so maybe preventing them could involve adjusting pressure while drilling somehow -- dunno what you have planned.

Perhaps the pools could signify the presence of an oil deposit below, sort of like a surface ore equivalent. They wouldn't have to be connected to it directly by a traversable channel; in real life oil like that seeps through the soil rather than flowing freely like through a pipe. Then give the player a technological solution later to find oil deposits that aren't marked by surface pools.

Doompants, Nov 15th 2024 at 7:49 PM

I think oil is going to be a fun part of the MV tiers of machines, but I have to say it's really taking over some of our desert areas too. For us, it's the underground deposits (with coal marking aboveground) -- they just seem to be everywhere! Must vary a lot by world settings though if you're not finding the same, but adding a config option is all I came here to request, so thank you! We're eagerly awaiting what comes next. 

Buggi , Nov 11th 2024 at 8:16 PM

Oil will be used in the MV tier of machines. There will be an entire refinery process introduced to pump and use it.

There's literally a screenshot of the oil gysers above, as well as descriptive text talking about the feature, it should not have been a surprise. 

In all my testing, gysers were a very rare sight. They are more common in very dry regions, sure. I could not get them to generate to the level you are describing.

Oil Gysers are half the oil generation, the other half you don't see and would only find in deep sedimentary rock. I was quite proud I got the oil gyser feature to work, I can see now most people prefer the bland and featureless landscapes of the game.

I will add a config option to disable the gyser feature. And I can radically lower the chance of one appearing.

And it is not rare, believe it or not, if it was the US wouldn't have been using 10 million barrels per day for the last 50 years. It is getting harder to get access to compared to when it was first discovered, for sure. But this is a game, and I'm not about to make someone spend 2 years in real time to start drilling and pumping the stuff in the game.

Pentasis, Nov 11th 2024 at 9:44 AM

Like the person below me said. The geysers (oil) are just too much of a disruption to the world generation. Make oil a rare occurance below ground. I had to remove your mod from my playlist and revert to an older backup to keep playing.

Nonamomo, Nov 2nd 2024 at 1:40 AM

I've spent the last hour or so trying to figure out why I had dark water fountaining several blocks up into the air, all over the map in new worlds I was generating. Only after I went into creative mode and then discovered these went deep underground did I find an oil source block; and was able to track this down to your mod. I'm going to be honest, I'm caught unaware here as I was previously on 0.2.4. I ran Auto Updater today, and I just wasn't expect this mod to be what was so heavily impacting how my world gens look.

I only thought of this as the 'adds lategame automation to your game' mod. So again, I'm not trying to be rude - I'm just a bit confused here. The oil isn't used for anything, it's tearing up the plains every maybe hundred blocks or so, and simply put - is nothing like crude oil.

I respect wanting to add resources for other modders to build off of - but frankly I don't  understand why you rolled your oil mod into advanced engineering if you weren't giving it some purpose - or if you are planning to, why you wouldn't wait until such features were ready. You are clearly more than capable of creating wonderful machines and devices in your mod as is, it's why I downloaded it originally.

If you  want other modders to use your oil, I think you'd a lot further if oil was being added to the game in line with how other geological aspects of the game have been implemented. We find copper in igneous rocks. We find iron in sedimentary rocks. The game generates these things where we would find them in nature IRL - and exploiting the knowledge of where particular ores naturally form is integral to the prospecting game loop of Vintage Story. There is a rhyme and reason to it

As for why I even came to this page though, these geysers are both too common, they look unnatural, and as far as I'm aware - incongruous to how oil is found both above and below ground. If you'd implemented petroleum in the semi-real aesthetic of the game - I don't think I'd even be here writing this.

Any naturally occuring oil we find on the surface would be in the form of a tar pit, oil sands, or part of a sedimentary stone like oil shale or tar sandstone. Oil does not simply geyser up, unless you wanted to explain this as being part of some fantasy element your mod is adding. Exposure to the sun and open air turns oil into thick, sludgy hydrocarbon - "tar" - which has it's own valuable properties and could fit nicely into an engineering mod on it's own. Things like tar pits form when an oil deposit is exposed due to something like erosion. Tar pits aren't bubbling because oil is leaking to the surface - those bubbles are just methane gas, which granted is slowly leaking to the surface through the tar. And again, natural gas would fit incredibly well to any engineering mod.

Oil is found in sedimentary rock. That's it, that's the only natural or realistic option for oil. It's found there because oil forms similarly to how sedimentary rock forms - except instead of from sand or grit, it's from decaying organic matter. When oil and rock mix, we get oil shales, tar sandstones etc.

Lastly, and not to get political - but to illustrate how rare crude oil is on earth; it's rarity and it's utility are the reason wars are waged over it, why it affects the global economy so heavily, and why it's called 'black gold'. In game, finding any kind of oil on the surface should atleast be as common as finding a hot spring, if not rarer. If I had a hypothetical mod that was using your oil, I would need finding it to be on par with finding other late game resources - an adventure of exploration and prospecting; culminating with a drilling operation where the oil geyser is due to my causing a blowback while drilling, not because the game generated it as such. If you'd added tar pits, I'd be exploiting it for the methane, and using the tar to make durable light sources, water proof clothing, advanced sailing ships caulked with tar, and so on.

gndrneutralnoun, Oct 16th 2024 at 3:46 PM

:D Thank you!

Buggi , Oct 7th 2024 at 9:29 PM

Working on this now gndrneutralnoun

gndrneutralnoun, Oct 5th 2024 at 9:04 PM

Is there a way to smelt bits/nuggets into ingots added in this mod? I hate doing it the vanilla way and the ability to bypass it is one of the essential features of QPTech for me.

Buggi , Sep 28th 2024 at 2:54 AM

It would make for a very interesting feature, especially if you could abstract it somehow using a BlockEntityBehavior that could be added to any block that has a BE.

I'm not sure how you could account for every little detail or specific tick-rate demands or how much memory it would consume. 

One feature I've thought about was machine upgrades and upgrade slots with one of those upgrades being to 'chunk load' the chunk the machine is in. Very surface level thoughts, though I did figure out how to chunk load. A machine upgrade that does what you describe would also be an option, at some cost.

The problem is so many other systems attempt to communicate with block entities (like the power system, pipes, etc) that integrating the feature into those systems would require some major refactoring as the check to see if a chunk is loaded is base-game, and this would add a whole new layer.

OmegaHaxors, Sep 26th 2024 at 11:44 PM

Since I don't think anyone else is really going to be able to step up to the plate to put this to use, and I know for a fact it's going to be a long time before I ever do, my failed project Electrical Revolution has some code that allows machines to work in unloaded chunks that you might find useful. https://github.com/OmegaHaxors/ElectricalRevolution
Basically it works by saving the block entities into a blocklist and saving/loading it to the world whenever the chunk loads or unloads. The idea was to have it create a list of operations to impact upon the world to allow for stuff like interacting with the world while unloaded (such as pushing a block with a piston) but it never really got to that point, but even then you can still have something like a machine that can process its inventory while you're away. Hopefully you can bring this tech to light.

EDIT: to summarize how it works, you operate on the block entity itself. Normally when the chunk unloads the block entity is deleted and when the chunk loads again a new block entity is created containing the information as the old block entity. What my system does is save the block entity into an internal list when the chunk unloads and when the chunk loads again it sets the pointer of the block entity at that location to instead point to the one you have internally. When you shut off the server this internal list is saved so persistence is always maintained. Just typing this out makes me realize there are some really obvious optimizations that can be made but even with that the system is really efficient and robust. If this blocklist ever fails in any way, it falls back to the default system so even if everything breaks horribly it won't affect your gameplay.

Buggi , Sep 26th 2024 at 4:49 PM

So because IDC won't add a quick recipe patch to their mod, it's up to every mod they break to accomidate?
I can't comb the modDB for every possible mod that might break mine, if a mod (like IDC) breaks things because of what they do in their mod, it is really up to them to put the fix in. Flatly removing vanilla items will cause problems eventually.

"one that's unlikely to be resolvable on the IDG side"
Why unlikely? Add a JSON patch editing the recipe of the log splitter changing the axehead to something that works.

Phabio, Sep 18th 2024 at 9:23 PM

I know it's a bit of an ask, but the recipe for the logsplitter produces a crash when also running In Dappled Groves, since your recipe uses an axehead wildcard which is removed by IDG and replaced with the three axehead subvariants; is there any chance we can get a tweak that makes that specific part of the recipe more mod-agnostic? Ingots, plates, etc. I appreciate that thematically, an axehead is the most appropriate, but it's a frustrating crash, and one that's unlikely to be resolvable on the IDG side of things, since the introduction of the various axe types is core to the mod's progression and flow.

QPTech produces an identical crash for the same reason, if you're curious.

Otherwise, I may look into writing a small compatability mod between IDG and VE, as I'm not the only person who's experienced this issue, by the look of things. Currently I have it fixed locally, but that's a hacky and sub-optimal solution that needs to be repeated every time VE is updated.

Either way, love what you're doing and thanks for all the hard work; it's great to see MC-inspired tech mods make their way into VS.

jamescook, Sep 13th 2024 at 7:05 AM

i love this but since i'm focusing on rust magic atm i'm gonna wait on useing this.

Buggi , Sep 12th 2024 at 6:45 PM

@Maestro Very close, my next item on the TODO list for Vintage Engineering is the Charger, once I have that I will be able to update the Angel Belt to have the option of requiring charging.

Limiting by distance would mean you would have to constantly update the distance and all the variables of temporary tracking which would create a heavy load on servers.

Updating a value every second or so when it is enabled is far less overhead for a server.

For the Angel Belt specifically I won't have it require Vintage Engineering as a dependancy, and the option will exist to enable/disable power use.

Now the question becomes, what should be the 'flight time' of one charge?

Maestro, Sep 7th 2024 at 2:24 AM

Heya Buggi... I read over on your Angel Belt mod that you'd be adding "power consumption" and recharging. Is that in the works yet? Would really love for this to be not so overpowered. I was actually thinking about trying to fork yours (as a learning experiment) to make it so that it consumed the temporal gear used to make it. My thought was to limit it by distance traveled, not time, but... it is yours :) 

All that said -- how close are we to having the Angel Belt require power replenishment on some front? Thanks!

Buggi , Sep 5th 2024 at 9:55 PM

Translation work should hold off until the LV tier is done or mostly done.

Powered Shaker table certainly possible, quite literally anything is possible at this point.

I have a pump in now working with pipes and tanks. Picture added. Special thanks to DallinTG for the pump shape and animation work!

Samino2, Sep 4th 2024 at 7:40 AM

Hi, do you need help with french translation? If yes how can I help?

BanCannon, Aug 29th 2024 at 12:54 AM

What are the odds of a powered shaker table for auto sifting?

Buggi , Aug 28th 2024 at 10:06 PM

v0.2.4 for game version 1.19.8

Many bug fixes regarding pipes and tanks.

Slight Pipe redesign to make them more industrial looking.

New LV Battery! Holds 4000 power and can discharge at 100pps.

Fixed crash bug with workitems in the VE Forge, also workitems properly render in the VE Forge now.

Buggi , Aug 18th 2024 at 6:44 AM

@banderi Completely playable. Early balance yet as the entire mod isn't done, but what is there works great. All the machines in the mod are LV machines right now, only the LV system is built and tested. HV and MV stuff is in, but untested until I get to that step. Stick with LV and you'll be good.

Neuro_Mancer Pipes FTW!! It took 3 months, but they work great!

psychomor Yes, certainly something in the to-do list as we get closer to feature-complete\

Wahazar Going on month 15 of development now. Inspired by Immersive Engineering, but will include a mix-and-match of features of many great well-known MC mods.

Psychomor, Aug 17th 2024 at 2:33 PM

Helo. Mod need Guide book or something like this to tell new players how to start make and do things. Stay save.

Banderi, Aug 16th 2024 at 1:26 PM

Is this already playable or still just an early proof of concept? I see lots of machines with MV and HV but only power source is the low voltage burner. Keep up the great work btw!

Neuro_Mancer, Aug 16th 2024 at 9:24 AM

Buggi

It seems you have heared my prayers. I was yesterday so frustrated with chutes and the QPtech Item pipes (But no hate towards Quentin or anything, it was the best I had), that I seriously thought about stop the game all together.

Neuro_Mancer, Aug 16th 2024 at 9:23 AM
Wahazar, Aug 14th 2024 at 6:46 PM

Wow, nice to see that Immerive Enginnering in VS is still developed

Buggi , Aug 14th 2024 at 2:28 PM

@Azraile - Yes to all that

@Astella - Yes, but QPTech will eventually be depreciated.

Astella, Jul 15th 2024 at 11:12 AM

Can I use this this with qp tech?

Azraile, Jul 14th 2024 at 4:08 AM

I would suport if it's going to do everything the other mod will, including concreate and turning mechancial power into electricity for the stuff and electricity back into mechanical power (something the QPT lacked)

 

False_Chicken, Jun 13th 2024 at 11:26 PM

Thanks for doing this. I love Immersive Engineering and this looks like it's gonna be a lot like it. The more realistic nature should fit in with VS well.

Buggi , May 31st 2024 at 7:01 PM

@Annastasija no, this doesn't work with the eletrictiy mod. As far as I know that mod didn't include an API to build on and stole a bunch of my code and UI's.

My mod includes an API for other modders to plug into and build machines of their own, as well as an API for other wiring systems, and will soon include a pipe system for item, fluid, etc movement.

Annastasija, May 31st 2024 at 8:33 AM

Does this work with the eletrictiy mod? because they look very similar 

Exmortis, May 29th 2024 at 9:58 AM

@Buggi

No stress!  Yeah, replicating Create! would be quite the undertaking. Thanks for the reply!

Annastasija, May 29th 2024 at 5:54 AM

CNC huh? nice.

Buggi , May 28th 2024 at 7:31 PM

Exmortis, the only mechanical thing I'm planning on implementing is a mechanical => electrical generator, I am not trying to replicate the Create! mod. I'll let some other poor soul attempt that.

Frepo, yep, that's the inspiration for this mod. I can't use any code or art from that mod, but the general concept is solid. Will even attempt multiblock machines.

Frepo, May 28th 2024 at 3:55 PM

Wowzie!! This looks REALLY interesting! Well done, my man!! Looks like Immersive Engineering from 'that other block game' :)

Exmortis, May 28th 2024 at 5:35 AM

Hey Buggi!

This mod is quite the effort, and I'm extremely excited to see some of the more advanced engineering stuff for Vintage Story so we can get into those massive factories that Minecraft used to have

I am wondering if there's any plans for adding in Lower tech machines that work off the rotational power system already in VS, rather than electricity?

Appreciate your work regardless, modders are what keep this game going!

Buggi , May 27th 2024 at 10:39 PM

v0.1.4

Adds CNC: a clay former machine. Put a raw clay item into the program slot and clay in the input slot and it will copy the item. Remember, you can fire clay items in the Kiln! Functionality will be expanded in the future.

Adds Mixer: craft with fluids! While I'm sure uses will eventually be many, currently only one set of example recipes are included. Recipe supports up to 4 item and 2 fluid inputs with 1 item and 1 fluid output. 

Mixer also supports the requirement for heating before it will craft a recipe. Use the "requirestemp" attribute in a recipe and place the Mixer ON TOP of the Electric Forge to allow the forge to heat the mixer to the required temp.

Note: The mixer is minimally tested, so I'm sure there are some recipe item/fluid combinations that could break it. Make up some recipes and help me test :)

Aerra, May 24th 2024 at 3:40 AM

Awesome! Really looking forward to all the tech mods that will spring up from this, thanks for your hard work :)

DUCATISLO, May 13th 2024 at 2:36 PM

based

QPTech, May 12th 2024 at 2:47 PM

Yes eventually this mod will take over QPTech, might do like a patch or something to transitition machines eventually. Then QPTech will require VE and start adding its own stuff that uses VE.

Buggi , Apr 25th 2024 at 8:56 PM

It is completely independant of QPTech. Quentin gave me permission to use shapes and textures as he is not interested in refactoring his entire mod (which it would need, badly) and I'm a programmer not an artist. 

In our meeting his interest is in giving users of QPTech a transition into Vintage Engineering as seemless as possible. Quentins attention can then go toward what he loves, inventing and pushing into new territory. Now he (and any modder) can just spin up a machine using my base API classes and JSON (see text file in mod zip) and play with new functionality.

Spin up kitchen appliances, farming systems, inventory systems, I built this mod in order to give modders the best chance at expanding the game in any way they can dream of.

Yes, theres a lot of work left for ME in expanding the next tiers of factory machines and power systems, but just know they are coming. I'm about 70% the way through LV tier already.

Hydromancerx, Apr 23rd 2024 at 8:05 PM

Buggi

Is this compatable, complemnetary or a fork of QPTech?

Buggi , Apr 23rd 2024 at 5:10 PM

0.1.3 fixes the metal press recipe. It's always the little things that escape my scrutiny.  

Buggi , Apr 18th 2024 at 7:05 PM

v0.1.2

Adds Metal Block (plain) recipe using 4 plates. There are so many blocks in this game that don't have any way to craft them. It's odd.

Implements ingredient TEMPERATURE requirements for crafting in the metal press and extruder. Heat those items up before you craft with them folks!

Anyone looking at the recipes for these machines will notice "requirestemp" set to -1. This means the machine will use vanilla working temp mechanics (MeltingPoint / 2) to verify an item is the proper temperature.

Buggi , Apr 12th 2024 at 7:09 PM

Major update to 0.1.0, first playable Alpha release working for singleplayer and MP servers.

Simple first-pass recipe progression. 

Buggi , Mar 30th 2024 at 4:26 AM

I post my nearly daily progress on my Discord server in the #vintage_engineering channel. Screen shots too!

Link to my discord is the "Homepage" link at the top of this mod page. Since the community preview I've added 4 more machines, squashed a load of bugs, and put out 3 updates to supporters.

DrakeBD, Mar 26th 2024 at 9:21 PM

Ahh yeah i have noticed that now do appologise i messaged when i was tired well if you do need help let me know Buggi

Buggi , Mar 26th 2024 at 6:25 PM

Um, DrakeBD this isn't misterandydandys mod, not sure why you want him to ping you...

DrakeBD, Mar 25th 2024 at 8:02 PM

Hit me up on the VS Discord with what you would be requireing and i shall see what i can do for you misterandydandy

misterandydandy, Mar 24th 2024 at 2:50 PM

DrakeRD I am sure any help would be azmaing at the moment.

DrakeBD, Mar 24th 2024 at 8:30 AM

Cant wait for this keep up the good word if you need any 3d models let me know im sure i could make some for you have done others in the past

Buggi , Feb 26th 2024 at 7:29 PM

Why not just chunk-load the chunk if it's going to be processing and simulating anyway?

OmegaHaxors, Feb 22nd 2024 at 4:32 PM

If you ever need a good MNA network builder, Check out Electrical Revolution's github. I cancelled the mod but the network builder code works perfectly well.
Each isolated part acts like its own network with special code to unionize with nearby networks to create one centralized network which handles all the calculations.

Somewhat related there's also some good code that allows you to act on block entities even if they're unloaded, even after you save and quit the game.
Out of everything that I worked on for that mod, that one is probably the thing I was the most dissapointed in having to abandon when I cancelled the mod.
It works by creating a map of blocks (called the blockmap) and copying the block's state to the map. If the block unloads, the state continues to exist within the blockmap as all the code works on it directly. When the chunk is loaded again the blockmap will apply its internal block entity onto the block entity in the world allowing it to do actions. As far as the code is concerned the block is always loaded, and as far as the game is concerned the block is only loaded when the chunk is loaded. The map is also saved and loaded alongside the game allowing persistance across saves.

how blockmap works