Ryan Thomas Posted September 13, 2021 Report Share Posted September 13, 2021 Awesome! Not only is this my absolute favorite mod, but you've also made my absolute favorite videos. I'm not a fan of tutorials that I've got to fast-forward through fifty minutes of fluff. It's clear, concise, and you're speaking voice is also clear. I don't need to hear your favorite CCR song in the background, I don't need to hear the joke your wife told you this morning, and I don't need your critique of the new flavor of Cheetos. I'm also not a fan of where people use the crosshair to circle the area of activity they're talking about; it's nauseating. Anyway, thank you for the mods and videos Link to comment Share on other sites More sharing options...
QPTech Posted September 13, 2021 Author Report Share Posted September 13, 2021 2 hours ago, Ryan Thomas said: Awesome! Not only is this my absolute favorite mod, but you've also made my absolute favorite videos. I'm not a fan of tutorials that I've got to fast-forward through fifty minutes of fluff. It's clear, concise, and you're speaking voice is also clear. I don't need to hear your favorite CCR song in the background, I don't need to hear the joke your wife told you this morning, and I don't need your critique of the new flavor of Cheetos. I'm also not a fan of where people use the crosshair to circle the area of activity they're talking about; it's nauseating. Anyway, thank you for the mods and videos Thanks for the kind words! Yeah i don't like padded videos either, especially if it's supposed to help with something specific. (Also makes it easy to record and not have to edit) But maybe i should put a dubstep 3d intro on my videos though... Link to comment Share on other sites More sharing options...
Javier Izquierdo Posted September 27, 2021 Report Share Posted September 27, 2021 the 1.3 versioin dont seem to work for me, all the blocks are there but they are inert, not interactable and they do nothing, any known conflct with other mods? Link to comment Share on other sites More sharing options...
QPTech Posted September 28, 2021 Author Report Share Posted September 28, 2021 15 hours ago, Javier Izquierdo said: the 1.3 versioin dont seem to work for me, all the blocks are there but they are inert, not interactable and they do nothing, any known conflct with other mods? Troubleshooting: - do you have the QPTECHAPI mod installed as well? - if you do try and replace the blocks in game Link to comment Share on other sites More sharing options...
Javier Izquierdo Posted September 28, 2021 Report Share Posted September 28, 2021 sorry, totally my fault, didnt notice the requirement in the mod page, now it works perfectly Link to comment Share on other sites More sharing options...
sdkenny Posted October 16, 2021 Report Share Posted October 16, 2021 Is the Macerator supposed to give you anything when then input is quartz? Link to comment Share on other sites More sharing options...
ZigTheHedge Posted October 28, 2021 Report Share Posted October 28, 2021 It seems that QPTECH doesn't work on server at all. Getting a full bunch of NPEs in logs when someone tries to place a machine in world. Sorry for the screenshot: Link to comment Share on other sites More sharing options...
QPTech Posted October 28, 2021 Author Report Share Posted October 28, 2021 Huh i have not seen that one before. I have seen qptech running on servers. Could it be a corrupted block or chunk - like is it trying to reference a firepit that no longer exists? Link to comment Share on other sites More sharing options...
QPTech Posted October 28, 2021 Author Report Share Posted October 28, 2021 I don't think it does anyting with quartz. On 10/16/2021 at 6:39 PM, sdkenny said: Is the Macerator supposed to give you anything when then input is quartz? Link to comment Share on other sites More sharing options...
ZigTheHedge Posted October 28, 2021 Report Share Posted October 28, 2021 20 minutes ago, QPTECH said: Could it be a corrupted block or chunk - like is it trying to reference a firepit that no longer exists? I'll try to test it on my local server and let you know. Link to comment Share on other sites More sharing options...
ZigTheHedge Posted October 28, 2021 Report Share Posted October 28, 2021 (edited) @QPTECH Crash happens if someone is trying to place vanilla Hopper on top of Stoker (this one I was able to recreate). And here's a bit of logs in text format 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() Edited October 28, 2021 by ZigTheHedge Link to comment Share on other sites More sharing options...
QPTech Posted October 28, 2021 Author Report Share Posted October 28, 2021 2 hours ago, ZigTheHedge said: @QPTECH Crash happens if someone is trying to place vanilla Hopper on top of Stoker (this one I was able to recreate). And here's a bit of logs in text format Ah i'm probably doing something dumb in assuming class types or something...it was basically my first block, Guess I'll have to figure it out. 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() Link to comment Share on other sites More sharing options...
QPTech Posted October 29, 2021 Author Report Share Posted October 29, 2021 22 hours ago, ZigTheHedge said: @QPTECH Crash happens if someone is trying to place vanilla Hopper on top of Stoker (this one I was able to recreate). And here's a bit of logs in text format 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() Found and fixed! I'll try and get a new release up soon! Link to comment Share on other sites More sharing options...
QPTech Posted October 30, 2021 Author Report Share Posted October 30, 2021 1.5 coming along! I put a build up for patrons. Heh i'd never actually added barrel filling from pipes, and now i've got it in, pretty cool: example: - fill barrel of water from pipe, add salt becomes brine - then you have a pipe section (make sure it's off right now!) - as you make each batch open the pipe below the barrel and fill up a big tank - now you can have a bulk tank of brine - now the outputs from the brine would probably start turned off, with barrels under them - then you say put some carrots into the barrel, like 24 say (why not) - open the spout above the barrel and it will auto fill 24 units of brine - close the spouts and seal! - you could actually then have a pipe under that to recycle the 2 or 3 liters of brine that's usually in the tank! 2 Link to comment Share on other sites More sharing options...
QPTech Posted October 30, 2021 Author Report Share Posted October 30, 2021 Video of pipes and barrel filling in action to make a pickled veg factory. 1 Link to comment Share on other sites More sharing options...
QPTech Posted November 1, 2021 Author Report Share Posted November 1, 2021 1.4 is Released!! 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted November 20, 2021 Report Share Posted November 20, 2021 @QPTECHCorrect "dependencies" and "authors": ["WQP"], your modinfo does not work correctly, mod can be loaded without api Link to comment Share on other sites More sharing options...
QPTech Posted November 22, 2021 Author Report Share Posted November 22, 2021 (edited) On 11/20/2021 at 4:34 AM, DArkHekRoMaNT said: @QPTECHCorrect "dependencies" and "authors": ["WQP"], your modinfo does not work correctly, mod can be loaded without api Ah, well in 1.5 no qptechapi will be required any longer! So I guess I "fixed" it Thanks for letting me know. Edited November 22, 2021 by QPTECH Link to comment Share on other sites More sharing options...
QPTech Posted November 29, 2021 Author Report Share Posted November 29, 2021 QPTECH 1.5 is out! https://mods.vintagestory.at/qptech Link to comment Share on other sites More sharing options...
Hells Razer Posted November 30, 2021 Report Share Posted November 30, 2021 So I have a question: Why is torque not related to the vanilla mechanical system? Or to put it in another way: Why are you not using the vanilla mechanical system? Coding difficulties? The reason I am asking is because creating a new mechanical energy transmission system reminds me of this xkcd strip: Standards Link to comment Share on other sites More sharing options...
QPTech Posted November 30, 2021 Author Report Share Posted November 30, 2021 41 minutes ago, Hells Razer said: So I have a question: Why is torque not related to the vanilla mechanical system? Or to put it in another way: Why are you not using the vanilla mechanical system? Coding difficulties? The reason I am asking is because creating a new mechanical energy transmission system reminds me of this xkcd strip: Standards Coding difficulties, comprehension difficulties on my part I will one day get the two integrated, and then it would just be a matter of adding that to the block that provides/uses torque. 1 Link to comment Share on other sites More sharing options...
Админ Влад Posted December 11, 2021 Report Share Posted December 11, 2021 (edited) Hello! Thanks for nice mod. Tell me please how to install an electric crucible correctly (ver. 1.4). Edited December 11, 2021 by Админ Влад Link to comment Share on other sites More sharing options...
QPTech Posted December 13, 2021 Author Report Share Posted December 13, 2021 Link to comment Share on other sites More sharing options...
Omega Haxors Posted January 9, 2022 Report Share Posted January 9, 2022 Right now there's a copper furnace which is just the firepit but stronger. I think it would be more fitting to have it be a pellet stove. You would have to process firewood into pellets by crushing then compacting the wood dust. It's also possible to get this sawdust by creating certain wooden objects as a by-product. It would require power to run but would auto-feed to keep it whatever temperature you set. You lose efficiency (since you'd have to spend energy processing the wood) but gain automation and control. Link to comment Share on other sites More sharing options...
AngryRob Posted October 15, 2022 Report Share Posted October 15, 2022 We have uranium in the game, any plans to incorporate that? Link to comment Share on other sites More sharing options...
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