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Posts posted by QPTech
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I believe the newest version of Xskills works with my mod now!
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\o/
Hooray! XSkills is such a cool mod!
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58 minutes ago, Szuminil77 said:
you should ad to iron stove guis 4 cooking pot slots and 4 outpout cooking pot slots to cook 4 meals at once that would be great.
That would required a lot of changes in the background, so maybe when i'm more experienced and comfortable
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Coming soon(ish) - Working kitchen cabinets, additional larger stove (to match block height), and maybe an icy surprise!
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Seems like QPTECH - kitchens is the way to go
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Lol i'm getting that feeling from the general response
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31 minutes ago, Fat_Thumbs said:
Thanks for this ppl like this mod on my server.
Send me some screenshots
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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"
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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.
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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
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I didn't think so - In any case I might have to get this mod just for the pemmican
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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.
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Ah sounds like the same issues i ran into then (thought i'd try to make a mod where you can make autobordered blocks)
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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!
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This mod looks quite interesting
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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/qptech1.5 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
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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
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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
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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
SpoilerQPTECH 1.4 RELEASED \o/
https://mods.vintagestory.at/qptech
- fluid tanks, fluid pipes, pipe wrench
- crop irrigation, barrel filling & draining
- sliding doors
- also check out the new youtube channel which includes a bunch of tutorials!
QPTECH 1.3 RELEASED \o/
https://mods.vintagestory.at/qptech
- adds a multi-block water tower, electric kiln, and electric log splitter, in addition to lots of tweaks and fixes
- also check out the new youtube channel which includes a bunch of tutorials!Version 1.2.1-pre.2
Hot fix so the screw press doesn't require heated rods
QPTECH
Version 1.2.1-pre.1Rebalancing 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!- - you can now make bronze plates in the plate press-
- tin wire is being deprecated, you can now use copper in all the machines
QPTECH 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)Go grab yourself some electricity! Also now requires the initial release to the QPTECH API for integrating electricity and other things in the future.
1.1.4
- you can now run wireplates and batteries on top of your devices to power them
- added the electric kiln to fire your raw clay items
Presenting QPTECH 1.1 the LV update
1.1 additions:
- Electricity: basic power generation and several handy devices
- Clayformer: produces unfired clay goods from raw clay
- Metal Press: produces metal plates and other items from heated ingots (softer metals only at this tech level)
- Macerator: chews up ore chunks to yield more ore as well as processing other materials
- Wash Plant: a second layer of processing, pass thru sand, gravel, other items (more to come soon) with a chance of gaining other items such as clay, ore nuggets etc
- Electric Forge: limited but useful 2 slot forge that heats ingots and metal pieces with electricity, no ignition required!
- includes the original automated firepit parts, cabinetry, cast iron stoves, and the icebox.- 5
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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
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I did manage to get a custom firepit model working - all the other stuff maybe not so much yet.
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I find that any errors in a mod will basically stop it from loading entirely.
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Well now, then I guess I have to try it!
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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.
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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.
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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!
QPTECH v1.51 Now with carrying capacity!
in Mod Releases
Posted
I don't understand what i'm changing, looks like folder is lowercase and named qptech already?