Mods / Vintage Engineering

Category: #Crafting #Library #Technology
Author: Buggi
Side: Both
Created: Feb 22nd at 4:06 AM
Last modified: Oct 29th at 10:15 PM
Downloads: 6272
Follow Unfollow 233

Latest file for v1.19.8:
VintageEngineering-0.3.0.zip 1-click install


A WIP (Work in Progress) mod for late-game automation.  RTFM below.

Latest Version 0.3.0

  • Added Creosote Oven: For making Wood-tar and Coal-tar creosote. Wood-tar creosote will be used in the future (or by other modders) for food. Coal-tar variant will be used for treating wood (not yet implemented). This block is currently not automatable via pipes as it is the test machine for the as yet unfinished new multiblock system.
  • Added Blast Furnace: For smelting nuggets and metal bits to ingots. Add powered blowers on each side for faster crafts, hotter temps, and with two powered blowers you can smelt blister steel directly with an iron ingot and coke in the input. Play around with it. Smelting iron without blowers will result in iron bloom, WITH 2 blowers you get iron ingots! Fuel can be auto input from the top of the machine using pipes, of course.
  • Added Concrete: Concrete from QPTech has now been fully implemented. Craft the plain variant in the Mixer. For now the style variants can be cycle-crafted in the grid, open to ideas on how to do this better.
  • Added Industrial Deco blocks: Deco blocks from QPTech have been added, tweaked, and upgraded! Wood and metal scaffolding, metal stairs, and metal platforms all upgraded and made awesome.

Version 0.2.8

  • Added Fluid Pump, place tank or a fluid pipe (extract mode) on the top and power the pump. By far the most power-hungry LV tier block as it will be usable throughout all tiers of the mod. Currently considers any fluid over 10,000 source blocks infinite. Will add a blacklist feature for fluids that we don't want to support infinite of, like... 
  • Crude Oil and gysers, I've migraded my crude oil mod to VE with NEW features. Now includes gyser generation that should look very familiar to fans of BuildCraft. The Larger gysers appear in desert climates. The oil in 1.20 will be more opaque.
  • Added LV Charger, something to charge all those nifty gadgets I know people are itching to make. The most basic way to use this is to ensure your item has durability, then add the tag "chargable":true, to the items attributes and the charger will restore durability using power. See my updated Angel Belt mod for a direct example. Right clicking with the object in your hand will place into the charger and remove it from the charger. The Charger does not have a GUI, but is automatable using pipes or chutes. A HUGE thank you to Yoba for the Charger model.
  • Updated LV Gen and metal press to use standard 32x32 textures to maximize the texture atlas efficiency. A HUGE thank you to DallinTG for this.
  • Fix for long-standing FPS lag spike when a chunk loads, this was a fun bug-hunt...
  • Fixes for Pipes that cross chunk boundries not initializing properly on world load or chunk load.
  • Adds Lava to worldgen for hopefully larger lava pools underground. Only spawns in Basalt and deep under the surface. Needed this as I want Lava to be a viable recipe ingredient going forward.

V0.2.4

  • Adds Fluid Tanks of various tiers. Lowest tier holds 16 blocks worth of fluid.
  • Adds LV Battery for your early power storage needs.
  • Various bug fixes.

 

Version 0.2.1

A massive update to back-end power.

A complete overhaul to the back-end power objects. Players and server should see zero changes in game, the change is seemless behind-the-scenes. But mod authors can now use the new system far easier. The power system interfaces via a Block Entity Behavior now. Check the machine JSON files for more.

PIPES!

For the last 3 months I've been hard at work implimenting item and fluid pipes. And they are ready! Craft them, place them, and right click a node with a wrench to change an insert node to an extract node. You can use upgrades and filters to expand the possibilities. Right click with the filter in your hand to get the GUI to set the options. Please note I had to be very selective on what vanilla game blocks item and fluid pipes connect to. 

Handbook

The handbook should now reflect crafting recipes from machines. So a copper rod, for example, shows it's made in the extruder.

 

You have Smithing Recipes for basic metal items, a clayforming recipe for crafting LV Wire Relays. For getting through this mod, you will need a lot of copper and iron, and some steel. Machine wire connection points are the little gold nubs on the machine, rightclick those with LV Wire in your hand to connect.

Current Machines:

  1. LV Generator - burns stuff, makes a little bit of power (new power options are planned)
  2. Crusher - Crushes or Grinds, makes Nuggets, etc. Has 4 modes you can select. Custom recipe can be used as well.
  3. Extruder - Makes Rods from ingots, Wires from Rods, and screws from rods as well.
  4. Electric Forge - Heat things up, Auto mode or select-a-temp, will heat up metals before use in Metal Press and Extruder.
  5. Kiln - Bakes things at high temp: Fire clay, make quicklime, etc. Combines a pitkiln and firepit.
  6. Log Splitter - Makes firewood.
  7. Metal Press - Makes plates, gears, and "nails & strips" via press molds that have to be smithed.
  8. Sawmill - Makes boards from logs.
  9. CNC - Currently a ClayForm copier. Place raw clay item in Program slot and Clay in the input slot.
  10. Mixer - Craft with fluids! Recipe supports 4 item + 2 fluid inputs with 1 item and 1 fluid output. Heat can be required for a recipe using the "requirestemp" recipe attribute, heat is supplied by the Electric Forge, place the mixer on top of the forge to heat the mixer.
  11. Item and Fluid pipes!
  12. Fluid Pump
  13. LV Charger

Most of my machines come with custom recipes that other modders can patch, change, remove, add to, and augment via vanilla JSON patching mechanics. So a mod like BrickLayers could add a variety of custom recipes to my machines just by including that directory in their recipes/ path rather that JUST using vanilla JSON props. I includes a bunch of recipes as examples.

All machines can be fed and emptied via vanilla CHUTES and now 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 (hopefully) 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?

Thanks to HumbleBolt for the Logo!

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. And a bug report does me no good right now as it's far to early and it's likely I've already fixed the bug, or at least found it.

The exception to above statement is below:

Limiting weekly build access for channel members and patrons. Sorry. This is an enormous mod, already in development for almost a year. The Alpha phase is rough. This alpha build is for those wanting to see the general structure of the system. The JSON back end is all pretty self explanitory and I'll be putting out in-depth API tutorials when the mod is done and the API more final.

Supporters (patrons and channel members) will get weekly updated builds with fixes and new machines 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. 

Multiblock shenanigans will happen after the LV stage is done, and the mod is ready for a broader player-base. I have a feeling getting this to work (like Immersive Engineering) will be an interesting challenge. Help appreciated.

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.

Lastly, please don't steal my code. The project source will be live on GitHub soon so people can learn from it as it is with all my other mods (and the base game).

Mad respect to Tyron for his work on the API and game thus far, this project has shown me just how much work it has been.

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!

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.3.0 637 Oct 29th at 10:15 PM Show VintageEngineering-0.3.0.zip Install now
v0.2.8 1332 Sep 26th at 5:21 PM Show VintageEngineering-0.2.8.zip Install now
v0.2.4 965 Aug 28th at 10:03 PM Show VintageEngineering-0.2.4.zip Install now
v0.2.1 550 Aug 14th at 2:35 PM Show VintageEngineering-0.2.1.zip Install now
v0.1.4 1339 May 27th at 10:38 PM Show VintageEngineering-0.1.4.zip Install now
v0.1.3 725 Apr 23rd at 5:08 PM Show VintageEngineering-0.1.3.zip Install now
v0.1.2 231 Apr 18th at 7:04 PM Show VintageEngineering-0.1.2.zip Install now
v0.1.1 211 Apr 12th at 8:53 PM Show VintageEngineering-0.1.1.zip Install now
v0.1.0 84 Apr 12th at 7:06 PM Show VintageEngineering-0.1.0.zip Install now
v0.0.7 198 Mar 24th at 6:01 AM Show VintageEngineering-0.0.7.zip Install now

53 Comments (oldest first | newest first)

💬 Burneddi, 3 days ago

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, 5 days ago

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. 

💬 BuggiAuthor, Nov 11th 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 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 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 at 3:46 PM

:D Thank you!

💬 BuggiAuthor, Oct 7th at 9:29 PM

Working on this now gndrneutralnoun

💬 gndrneutralnoun, Oct 5th 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.

💬 BuggiAuthor, Sep 28th 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 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.

💬 BuggiAuthor, Sep 26th 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 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 at 7:05 AM

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

💬 BuggiAuthor, Sep 12th 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 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!

💬 BuggiAuthor, Sep 5th 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 at 7:40 AM

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

💬 BanCannon, Aug 29th at 12:54 AM

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

💬 BuggiAuthor, Aug 28th 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.

💬 BuggiAuthor, Aug 18th 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 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 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 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 at 9:23 AM
💬 Wahazar, Aug 14th at 6:46 PM

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

💬 BuggiAuthor, Aug 14th at 2:28 PM

@Azraile - Yes to all that

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

💬 Astella, Jul 15th at 11:12 AM

Can I use this this with qp tech?

💬 Azraile, Jul 14th 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 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.

💬 BuggiAuthor, May 31st 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 at 8:33 AM

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

💬 Exmortis, May 29th at 9:58 AM

@Buggi

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

💬 Annastasija, May 29th at 5:54 AM

CNC huh? nice.

💬 BuggiAuthor, May 28th 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 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 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!

💬 BuggiAuthor, May 27th 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 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 at 2:36 PM

based

💬 QPTech, May 12th 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.

💬 BuggiAuthor, Apr 25th 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 at 8:05 PM

Buggi

Is this compatable, complemnetary or a fork of QPTech?

💬 BuggiAuthor, Apr 23rd at 5:10 PM

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

💬 BuggiAuthor, Apr 18th 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.

💬 BuggiAuthor, Apr 12th 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. 

💬 BuggiAuthor, Mar 30th 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 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

💬 BuggiAuthor, Mar 26th at 6:25 PM

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

💬 DrakeBD, Mar 25th 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 at 2:50 PM

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

💬 DrakeBD, Mar 24th 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

💬 BuggiAuthor, Feb 26th at 7:29 PM

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

💬 OmegaHaxors, Feb 22nd 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

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