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Everything posted by QPTech
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I don't think changing the UV is possible.
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Not 100% sure
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Thanks, I kind of need ot now too #2 would be tricky as the block information is lost, you'd have to like look up by the texture and I'm not sure that's always a 1:1 thing #3 you could do that with the pantograph (I think) - with the paintbrush tool - at the very least you could at least get a new single material block with your new shape.
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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.
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QPTECH 1.5 is out! https://mods.vintagestory.at/qptech
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Ah, well in 1.5 no qptechapi will be required any longer! So I guess I "fixed" it Thanks for letting me know.
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1.4 is Released!!
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Video of pipes and barrel filling in action to make a pickled veg factory.
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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!
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Found and fixed! I'll try and get a new release up soon!
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I don't think it does anyting with quartz.
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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?
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Troubleshooting: - do you have the QPTECHAPI mod installed as well? - if you do try and replace the blocks in game
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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...
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Where do you get the trader summoning thing? Also will drifters drop temporal gears still?
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QPTECH 1.3 should be coming out today, i've also started a new YT channel for QPTECH and started adding tutorial videos: QPTECH
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Haven't been posting here, mostly on discord. Here's a sneak peek at the electric crucible (Will take in nuggets & ingots, and can set to output various ingots, including alloys if the appropriate metal is provide...and the appropriate heat can be reached) It will be a multi-block structure, though I think i will be able to allow for customization, like changing where the material in/out goes, and eventually upgrading heaters and such.
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It does its own thing right now, not handling the game's panning recipes For recycler my bulk processing crucible i'm working on may eventually handle recovering metal stuff. But a lot of people really aren't going to run QPTECH anyways realistically, so mods that just do a few things like that will definitely be in demand! (QPTECH does kind of go against what most people play VS for I find)
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Thanks so much! Really need to get to making a rotation wrench tool. LOTS more to come
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Ah the generators are not actually outputting to there - it doesn't have power. Break that generator at the bottom and the go like "behind" it from the screenshot, and turn around and place it in the spot, making sure you are facing those wires. Also the washplant will attempt to insert stuff into a container below, which doesn't look like you have - it will spill items on the ground instead. Hopefully it works!
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Can you send a screenshot of your setup? That sounds right. Also sometimes helps to break and replace the wash plant.
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I've spent a week trying to sort this out, I just want to take a texture and apply it to something in code (OnTesselate) I can't seem to find the right way to do this, just need to look up a specific texture and apply it to my model, I think this might be on the right track, but the texture is all white (atlasBlock is a block that references all the textures I need,) ITexPositionSource tps= capi.Tesselator.GetTexSource(atlasBlock); TextureAtlasPosition tap = tps["roundgauge-30"]; meshdata = meshdata.WithTexPos(tap); (I can get it to work if my class implements ITexPositionSource with that "roundgauge-30" texture name, and using the same atlasblock)