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Posted
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...

  • 2 weeks later...
Posted
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

  • 3 weeks later...
  • 2 weeks later...
Posted

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?

Posted

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? 

 

Posted (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 :D
 

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 by ZigTheHedge
Posted
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 :D
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()

 

 

Posted
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 :D
 

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!

Posted

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!

  • Mind=blown 2
  • QPTech changed the title to QPTECH v1.4
  • 3 weeks later...
Posted (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 :D Thanks for letting me know.

Edited by QPTECH
  • QPTech changed the title to QPTECH v1.5
Posted

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

Posted
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.

  • Cookie time 1
  • QPTech changed the title to QPTECH v1.51 Now with carrying capacity!
  • 2 weeks later...
  • 4 weeks later...
Posted

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.

  • 9 months later...
  • 4 months later...
Posted (edited)

Recently added this mod to my server and have been enjoying the progress and especially the steel-tier machines, but I do have some feedback about some of the things we've encountered along the way. Overall though, awesome work, this mod is great and really makes some fun goals to work towards to help eliminate some of the grindier tasks in a balanced way! Keep up the great work and I look forward to seeing what becomes of QPTech in the future.
 

  • Sheet pressing currently feels like an unnecessary added task in the process, especially when you get to steel and virtually everything requires steel sheets rather than plates. There doesn't appear to be any machines that increase sheet yield per ingots used, and hammering a plate in the crafting grid feels like unnecessary added tedium. Is there something to sheets that I am missing, or are there future plans for better ways to make them? The sheet press can eliminate having to use the hammer and crafting grid, but it still just feels like an extra step for the sake of being an extra step.
  • The industrial oven is great for pies, but feels very lackluster for stackable baking items like breads and such, especially being a machine that you can't make until pretty late game. Each item takes roughly 15 seconds to cook, and the machine can only cook 1 at a time. Baking up something like a stack of 32 bread dough becomes a rather time consuming process with the industrial oven compared to the vanilla clay ovens, which can bake 4 at a time. I would suggest maybe adding functionality to the industrial oven where you can add MV heaters to them, perhaps reducing the baking time by 4 seconds per attached heater or something along those lines. As it stands, until I'm at the point of having enough solar panels to run an industrial oven for "free," I'd rather just use clay ovens.
  • The inconsistency of the rod press upgrade compared to the others isn't obvious. After making a press for plates and screws, it's easy to assume that upgrading the screw press would follow the same progression and just require adding some iron machine plates to the press, but instead you have to make a lathe. Ended up kicking myself wasting iron on that discovery. Perhaps down the road, eliminating the "hardened" press recipes and replacing them we new machines like the lathe did would be a better approach just to keep the progression consistent.
  • It's not very evident what machines are "conductive" and which ones are not. I seem to have some machines that I don't need to have directly connected to my power grid as long as the item they are attached to is powered (such as an industrial air blower on a bloomery worker), but there's no tooltip or visual indicator of this. Some updates on the block text description would be a big help here.
  • Is there a specific way to force an industrial mixer to change its recipe? Any time I want to swap between, for example, making liquid rubber and making concrete, I end up having to break the mixer and placing it again. I've tried using the screwdriver and pipe wrench (always making sure to purge any remaining liquid into a tank below the mixer) and taking ingredients in and out of the input chest, but nothing seems to force the mixer to change its recipe from whatever it was making last.
  • Very minor item, but I'd love to see the wire pulling plates be updated to be able to be hung from tool racks. I'm surprised they can't already since they are in every other way counted as a tool, but it would be a nice immersion-building touch to be able to hang them up alongside your screwdriver and pipe wrench.
Edited by Credinus
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