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NxLabs / Vintage Story

Mechanica

_By _Durus_

Giving mechanical power the TLC it deserves

Mechanica

Description

<table style="border-collapse: collapse; width: 100%; background-color: #f1c40f;" border="1"> <tbody> <tr> <td style="width: 100%;"> <h2>Development of this mod is on hiatus!</h2> <p>99% of this mod is patches to the existing mechanical power system. <a href="https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/">In a development update</a>, adding flywheels was mentioned. To my knowledge, this would require a refactor of the current system, making these patches obsolete.</p> <p>I am not 100% happy with the core of this mod (adding inertia). It is a bit buggy and needs balancing and optimization. I don't want to add more blocks/mechanics using this shaky foundation, and I don't want to spend more hours trying to patch the existing system into working if the developers are going to do it themselves.</p> <p>I have other mod ideas that I, and I think the community, will enjoy more&mdash; so this mod is on hiatus until we know more about how the mechanical power system may develop.</p> <p>If someone is interested in developing/bug fixing, you are more than welcome to. I can add you to the repo or you can fork this.</p> </td> </tr> </tbody> </table> <h2>Description</h2> <p>The goal of this mod is to add features to the mechanical power system. This includes:</p> <ul> <li>New mechanics</li> <li>New blocks/items</li> <li>Performace improvements</li> </ul> <p>&nbsp;</p> <p>The scope is limited to changing the fundemental mechanic/simulation of mechanical power, and provide some ways that make that interesting/relevant to gameplay.</p> <h2>Features</h2> <ul> <li>Replaces the mechanical power network solver with one that considers inertia, momentum, and conservation of energy.</li> <li>Adds a flywheel capable of storing kinetic energy.</li> <li>Networks without a power source will stay moving.</li> </ul> <p>&nbsp;</p> <p>Right now this mainly just contributes to immersion, but I am planning to make these new mechanics relevant to gameplay. The only gameplay relevant feature is the ability to store kinetic energy.</p> <h2>Roadmap</h2> <p>In no particular order, and mainly depends on my whims of what to work on and free time.</p> <ul> <li>Performance and bug fixes. <ul> <li>Removing static networks without a power source or energy.</li> <li>Adaptive stepping of the solver. (Stable, unchanging networks don't need as much computing as fast changing ones)</li> <li>Smoothness of rendering when destroying part of a network. (This mod introduces this a short pause when rendering a moving network with no power source.)</li> <li>Fixing collision for the flywheel.</li> </ul> </li> <li>Inspection of network power, energy, and speed. <ul> <li>Perhaps some kind of meter or item for survival?</li> </ul> </li> <li>Belt that can transmit power.</li> <li>Potential energy storage.</li> <li> <div> <div>Governor (speed regulator)</div> </div> </li> <li>Torque regulator</li> <li>Torque limiter</li> <li>Speed limit for devices <ul> <li>Going above the max speed will cause fire or device breaking.</li> </ul> </li> <li>Torque limit for devices <ul> <li>Going above the max will cause device breaking.</li> </ul> </li> </ul> <p>&nbsp;</p> <p>&nbsp;</p> <p>Please report any bugs you may discover in the issue tracker!</p>

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