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Linear Power

QBy Quaan

Adds a slider-crank to convert angular to linear force paired with a mechanically powered sawmill

Linear Power

Description

<span style="background-color: #f1c40f;">No longer maintained. Some fixes in https://mods.vintagestory.at/show/mod/35706</span>

The idea of this mod is to have the possibilitiy to utilize linear mechanical power integrated to the existing angular mechanical power.&nbsp;

Conect a slider-crank to an existing mechanical power network and connect the sawmill to the crank. Add a saw and then add any "sawable" block.

Before version 3.0.1 the default for saw-degredation was mistakenly set to 10x vanilla! The configuration needs to be changed manually!

I like variants! If there's some modded wood variant you'd like support for, let me know which mod and I'll add it!

https://youtu.be/2VkssI8-YiI

Details
Higher tier saw processes blocks faster.

The sawmill can be fully automated with a chute on top and a hopper below.&nbsp;

The sawmill handles any grid recipe which includes a saw (as tool) and one single ingredient, modded or otherwise.
Configuration

By default the saw does not degrade as it is used in the sawmill, practically giving you an infinte saw (slightly balanced by the fact that it takes time to process items).

If you don't like this it's possible to change the degrade rate of the saw in the configuration (VintageStoryData\ModConfig\linearpower.json)

sawDegradeRate: 0.0 (default)
0 means no degradation
1 means vanilla degradation

* Using values above 0 but below 1 and processing things that only take 1 durability will still degrade the saw once the accumulated "damage" reaches 1 or more.

Known issues

Issues remain with orientation of the sawmill animation. Chaining multiple sawmills is problematic but otherwise it should now animate correctly. (https://github.com/d-lindahl/vintagestory-linearpower/issues/1)

Saw-degradation is not applied when using Immersive Wood Sawing due to the recipe not being present. Sounds like this should just be vanilla rate though so will fix this soon!

Please report any other issues at https://github.com/d-lindahl/vintagestory-linearpower/issues&nbsp;

Future

Future ideas in sort of priority order

  • Mechanical wood splitter (will handle axe recipes)
  • Mechanical sifter
  • Fix orientation (ongoing)
  • <span style="text-decoration: line-through;">Add guide entry</span> (done)
  • Balance processing time
  • Nicer particles
  • Fine-tune the attachment between slider-crank and sawmill
  • Generalize the linear mechanical addition more so it can easiliy be used by other mods (maybe split into a lib-mod)
Compatibility
  • Immersive wood sawing
    • If the mod is present the internal logic for "sawable" is used to evaluate possible recipes
  • In Dappled Groves
    • The sawmill acts like a sawbuck (tool mode sawing) for recipe resolving

&nbsp;

Changes

v0.3.4
v0.3.3
  • Fixed crash due to client/server not syncing
  • Added translations for Florasphere variants
v0.3.2
  • Added variants for all&nbsp;<a href="https://mods.vintagestory.at/list/mod?sortby=lastreleased&amp;sortdir=desc&amp;text=Floral+Zones&amp;side=&amp;userid=&amp;mv=" target="_blank" rel="noopener">Floral Zones&nbsp;wood types
  • Added compatibility with&nbsp;Immersive Wood Sawing
    • If the mod is present, any block that can be sawed by hand will use Immersinve Wood Sawings properties to calculate the output.
  • Added a small compatibility to be able to use&nbsp;Vanilla Variants&nbsp;axles in the slider-crank recipe (should work with any item with similar item code)
v0.3.0-v0.3.1
  • Fixed invisible sawmill model
  • Added variants for the slider-crank
  • Fixed default saw-degredation (was set to 10x vanilla)

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