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QPTech

Very Important Vintarian
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Everything posted by QPTech

  1. I don't understand what i'm changing, looks like folder is lowercase and named qptech already?
  2. I believe the newest version of Xskills works with my mod now!
  3. \o/ Hooray! XSkills is such a cool mod!
  4. That would required a lot of changes in the background, so maybe when i'm more experienced and comfortable
  5. Coming soon(ish) - Working kitchen cabinets, additional larger stove (to match block height), and maybe an icy surprise!
  6. Seems like QPTECH - kitchens is the way to go
  7. Lol i'm getting that feeling from the general response
  8. Ah too bad; seems like lots of stuff like that when trying to mod. "Oh i'll just make mod x all i have to do is make these changes...and oh crap it doesn't work that way"
  9. Yeah i'm not even sure - just little bonuses beyond sat to encourage use of a more varied diet. Maybe a very mild night vision, slight speed boost etc.
  10. Would it be feasible to add a way to copy a chiseled block into a different material? Even if only one single material, to one other single material - but maybe also some sort of material substitution in some amazing bonus scenario - maybe even with tools to mirror and rotate while copying? Great mod, I refuse to play without it
  11. I didn't think so - In any case I might have to get this mod just for the pemmican
  12. This looks really interesting - any special effects for foods (or is that even possible?) I will have to give it a try, as I always enjoyed like Pam's Harvestcraft.
  13. Ah sounds like the same issues i ran into then (thought i'd try to make a mod where you can make autobordered blocks)
  14. Just a technical question - are you actually modifying the texures or uvs at runtime, or just using manuall created variants for the various transitions? Either way it's very cool!
  15. 1.5.1 Minor Update - adds support for Carrying Capacity and I added the Russian language file from Zig thanks Zig! 1.5 Is now available! This is a fairly major update, especially in the background! I've introduced fluid and power networks which vastly streamline how they function. Also have removed the QPTECHAPI requirement. https://mods.vintagestory.at/qptech 1.5 Changelog (* devices are only available in creative right now) QPTECHAPI no longer used or needed (will be ignored) much improved power networks, connected devices form networks share storage/generation/usage as a single network fixed device powering on/off disabled animations to preven major crash added Fluid networks to more smoothly move fluids thru pipes a pipe on side or bottom will take fluid out of a network only pipe on top of fluid tank will input into tank barrel filling pipes over barrels will fill them (if possible) will stop filling if a valid sealable recipe is present will also drain from bottom if barrel cannot be sealed or if it's not sealed LV Punching Machine - plates->drilled plates *MV Lathe - cold ingots -> rods new machine types/industrial processes: *MV Heater - supplies 2000 units of heat if powered (needs electricity) *MV Crusher - supplies crushing power (needs electricity) *Boiler- provides steam (requires heat + water) *Turbine - provides torque (NOT related to the mechanical power system...yet) *MV Generator - provides power from torque (from the turbine NOT related to mechanical power system) irrigation pipes tweaked to use new fluid network added items: braided copper wire cable cracked rubber crucible steel screws, steel bolts, steel rings MV Stator, MV Rotor, MV Motor MV Sheet Roller - metal plates-> metal sheets *MV Wiremill - metal sheets-> metal wire Link to Discord Moddb link
  16. Slowly making progress - have a custom firepit model, which is functionally exactly like a firepit just has its own model - I've made a model for an item hatch (custom container) but haven't got it as a functional container yet. - Made a model & animation for a clayformer press - rought in the mold for a bowl - not functional yet The clayformer will work by building the block, and crafting it with the product you want it to make - bowls first. Then it'll take clay from the container above (probably higher cost than then making it yourself) - process it with a little animation, and then put it into the container below. My auto smelting stack is functional already, so it could fire the raw bowls and voila you have automated bowl making for all your decorative lamp needs. Hopefully i'll have some sort of basic release by the weekend - but of course no guarantees
  17. I did manage to get a custom firepit model working - all the other stuff maybe not so much yet.
  18. I find that any errors in a mod will basically stop it from loading entirely.
  19. I'm working on a mod and definitely want to replace the firepit, so hopefully this will be a thing. I may have to go so far as rebuilding the firepit class as a new class and stripping out the special firepit only stuff.
  20. I'd also like to know this, would be interesting if like in my tech mod every mechanical block would slightly worsen TS in the area.
  21. I'm working on it xD @Carluminum - lol we'll see where it goes :) I like GregTech, but I like VS a lot more than MC so the obvious solution is to make this mod. @l33tmaan Firepit is a special block that crashes the game if i try to substitute. I may need to like copy the class and strip out parts, or I guess just figure out where it's going wrong. Hopefully later today after work!
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