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Posts posted by QPTech
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1.1.5 is out!
https://mods.vintagestory.at/qptech
Version 1.1.5 - tweaks and balancing
- cheaper recipes in some cases - 2x motors now require single motors.
- metal plate press can now make bronze plates
- added bronze wire pull plate (needs a quick fix)
- increased Kitchen Cabinet storage to 20, also increased wood cost
- copper wire now usable for wireplates (will probably phase out tin wire)
Been doing a survival play thru from scratch which has been super helpful.
Some hot tips: Don't rush to tech, try and get a helvehammer at least, don't neglect the base game setup. Once you have some iron, and a decent supply of bronze and copper then start- 1
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3 hours ago, Julius van Vern said:
Okay ... I don’t think I’m checking. The Metal Press expects 1x ingot at 800 ° C of brass. I tried an ingot to 800 ° C, 900 ° C and completely heated, but the Metal Press won't take my ingots. The status is "Status: Needs Material". Anyone have an idea? The same is with the metal plate press. It has electricity but doesn't take my material.
Edit: Okay.. I have read the FAQ in the Discord of the Mod-Developer. And now.. i´m Enlightened - It Works.
Glad you figured it out - eventually i'll git gud at UI stuff and hopefully have more helpful in-game info than the programmer diagnostic output
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16 hours ago, Susanne Dembowski said:
Is this mod also coming out for the 1.15? The oven does not work. I cannot fill it
The new version is up! You'll also have to update the QPTECH API
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59 minutes ago, Susanne Dembowski said:
Is this mod also coming out for the 1.15? The oven does not work. I cannot fill it
Yes i plan on updating it for 1.15
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8 hours ago, AlanD said:
... Am I doing something wrong? I made a large cast iron stove, but I can't seem to USE it. It is functioning, right?
Should be able to use it fine - the top of the stove doesn't cook, only the interior. It should work just like a firepit.
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I added a #help channel to the discord with instructions for setup of some of the devices. I will look into adding all that to the handbook.
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Ooookay 1.1.1 is out, and hopefully fixes the wire issue!
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Ah also the generator crash bug is back...because of course it has *bear with me*
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Ah yeah wires and junctions are kinda screwed atm - looking into it! You can direct link or use batteries.
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Seems to be a bug with wireplates (you could work around with a direct connection or thru batteries or junctions for the moment, just figuring out what's up)
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49 minutes ago, Michael Branscum said:
I removed and re-installed game and add-ons, now the Stoker and electric all work as intended. Much fun, thank you.
Glad you like it! I need to get off my butt and release the next preview release at least.
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5 hours ago, Michael Branscum said:
I really like the industrial oven set, kitchen wares, and electricity set up.
Sadly I'm having minor difficulties.
- The Industrial oven will not self ignite with the stoker. It adds coal(fuel) when needed but it wont ignite for me.
- I cant get the electricity to work, I add a barrel on top of gen, then add water, then add forge on last remaing 4 face's to find output face but none will make electric.(a picture of the electric setup would be helpful)
Any ideas to help would be greatly appreciated and thank you for making such a cool mod!
also, I have the API.
1. This sounds like a bug for sure - unless your firepit is not directly under the generator maybe?
(Hoping to streamline a lot of that, especially for the next tech level)2. For the generator, the active power point will be facing away from you - place it and put forge on other side
- under the generator you need to put a firepit and light it when it gets to 900 degrees it should start running (you should hear a little steam sound as it uses water)
- over the generator you put a vanilla water barrel with water
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20 hours ago, Lisabet said:
could we maybe have a config file that lets us enable/disable portions of the mod, as other mods like zeekea do? would make fewer things filling up the handbook/recipes
*edit*
I love the stove, for even if it has no actual benefit it's a very nice addition to the kitchen; but things like the sink which holds the same amount of water as a large barrel but costs quite a bit in materials, or these cabinets, I'd like to be able to disable them
*second edit*
I run 87 mods currently, most of which add many recipes to the handbook/game, and many of which I use only a few things from each particular mod. The ability to disable portions of some of the mods helps make my game run much smoother.
I can look at editing the recipes for the sink. You can disable them by removing the recipe. The QPTECH actual tech stuff i've been developing i've been trying to use json files for config stuff.
1 hour ago, Avos Cast said:so.. do you plan on making cool lightbulbs that look turn of the 1800s centaury? please... lol
That is a good idea
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Yes that is super easy - i will probably up the slot size a bit, just not the spoilage rate
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1 hour ago, l33tmaan said:
I guess clay is technically cheaper than wood, but you can also acquire it MUCH sooner than you're able to saw wood into boards.
Storage Vessels are, by far, the best storage container for food in the vanilla game. Any new items must be able to compete either through slots, perish time, or space efficiency, or else they're just glorified decor.
The Cabinets are literally just glorified decor
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10 hours ago, Lisabet said:
Hi, just wanted to let you know that in a larder, your kitchen cabinets are less efficient than storage vessels, especially for grains.
Would also maybe suggest having at least as many storage slots as a vessel? With only 8 slots instead of 12, other than as a nice looking item, it's more effective to use vessels and chests.
The thinking it was it's a pretty cheap item, with an icebox for higher end storage. I could increase the slots a bit not sure if i would adjust the storage time.
Also Mister Andy Dandy is working hard on an even better kitchen cabinet mod that will be separate from the tech stuff, which looks amazing. -
11 hours ago, AngryRob said:
in temporal tinker, there is a drill, and it works like a super pickaxe that does a 3 by 3 square at a time. Great for tunneling.
But the drill press? sounds so much better. Not gonna lie this sounds like a crazy start for a dr Stone mod, next thing would be an air compressor that blows air into the blast furnaces so that they get hotter and use less fuel...
Oh a mining drill Yeah i sort of have that hidden in there already - well a quarrying drill. But it's not sorted out yet.
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11 hours ago, AngryRob said:
Noice. does this mean electric drills soon?
Electric drills hmm, what would they do? I had thought of a drill press for the machine plates.
9 hours ago, jakecool19 said:Is there a Github for the api?
The QPTECH github should have the api in it.
Here is a link the api source: https://github.com/wqpvs/qptech/tree/master/mods-src/qptechapi/src
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QPTECH 1.1.0-pre.1 Preview Release is out on the Mod DB https://mods.vintagestory.at/show/mod/321
\o/
Features the new electricity system and various subparts, tools and such to build it. Also will need the QPTECH API Mod (link on the mod db) - currently just a very basic mod with an interface for integrating other mods so they can share electricity.- 1
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On 3/30/2021 at 2:35 AM, IgnorGTO said:
Please add the Russian language pack
Thanks for making that!
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Hi iron and quartz would still have to be done in a bloomery.
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ah so rename machines to qptech and make the modid lowercase - modid change is a bit touchy, if the folder was upper case would it work?
QPTECH v1.51 Now with carrying capacity!
in Mod Releases
Posted
Version 1.2.1-pre.1
Rebalancing release:
- cheaper crafting recipes in general
- improved machine output flow (eg: 2 ingots into press, yields plate, which can be fed into the rod machine to yield 5 rods, each
rod can yield 12 screws in screw press, so you can now get 30 screws from an ingot)
- preview builds of the motor and generator - electrical and mechanical power together! Please test in creative and provide feedback in the discord!
Motor - electricity to mechanical power
Generator - mechanical power to electricity - no you can't hook a motor to a generator and have them power each other
Thanks to Novocain for making the models, and getting the code working!
(one issue is on load the generator would have to be re-placed, i'm sure there are many other issues that will pop up!)
- better descriptive text in many places
- pipe bending machine - 2 plates yields 3 chute sections
- batteries, junctions, and wires can handle a lot more power
- new junction graphics, thanks Andy!