EmperorPingu Posted October 7 Report Posted October 7 A complete overhaul to Rust with the aim of boosting the temporal mechanics, whilst simultaneously making it less intrusive to players who just want to cosy build and/or enjoy other aspects of the game. This mod does not remove temporal mechanics - it modifies it to enable the player the opportunity to enjoy a more survival focused experience. Please give me your ideas to make this mod idea better! Temporal Stability Above sea level, Temporal Stability go up. Below sea level, Temporal Stability go down. Spoiler Devastation exception Enemies don't spawn at night In practice, light level must equal 0 - except during temporal storms, instability, or from rifts. The idea is we generally want to keep the enemies underground unless we go out our way to engage with it. Rifts Rifts don't spawn in and out of existence. Instead, rifts are created (initially) on world generation and they just stay there where they spawned until they are removed (described shortly). The mapping / concentration of rifts shouldn't be uniform - most areas should have a "calm" or "low" amount of rifts, but it's okay for a few areas to have medium, high, or even apocolyptic number of rifts. Rift concentration frequency can be amended in the config and affects how many Rifts are created upon generation (in case you want more or fewer rifts to spawn at world gen). Rifts can be "healed/repaired" with a sowing kit (or tailors mod compatible needle) and temporal thread. Temporal thread is acquired from weaving temporal flax fiber (immersive fibercraft compat?). Temporal flax fiber is acquired from growing regular flax on temporal soil (more on this later). New rifts can be created using a "Temporal knife" - crafted from an obsidian knife, a (red) Corrupted Gear, and a rope. Temporal knife can be used like regular knife but can change modes (f key) to bring about rift making. Visibility of rifts is still described by the config, but if the config has the rifts turned "off" then the no rifts are generated in the initial world generation, but new rifts can still be made using the Rift Knife (and are de facto invisible). If the config selected that rifts should be "invisible" or "off" then rifts can still be seen if wearing the night vision mask. Cyan ("Normal/vanilla") Temporal Gear The Cyan Temporal gear behaves similarly to how it usually does but it stacks this time. Knifing a gear restores some temporal stability and makes the gear disappear (into the body I believe?). You can the temporal gear in several recipes. You can use it to set you're spawn point. There is by default (config boolean) no limit on how many uses the gear has for respawning. Life respawning is set by the config (1 life vs infinite lives for instance), but there is no "after 20 lives you must use a new gear or be sent back to spawn" - this is deliberate. No matter how many times you die you get sent back to the last spot you used a temporal gear on. This "respawn" point is important and can be used even on hardcore permadeath worlds because the point it is used can be teleported to using yellow "Entangled" gears. Red "Corrupted" Gear The Corrupted gear can be gained through sifting bony soil or killing temporal enemies at similar rates to the regular temporal gear. They stack. They can be crafted into rift knives. Using one on the ground summons a medium temporal storm in a 250 block radius around where it was used, beyond that the storm starts getting weaker. Placing a chaos gear on the floor then holding right click with a knife will cut the players hand (causing some minor damage) and cause the player to poor blood over the gear turning it black. Black Gear Black gear works like a chaos gear but when it's used an even more powerful storm is summoned with stronger enemies, greater radius of effect, and lasts longer. A black gear can be used in place of a corrupted gear for a temporal knife but it has no effect on the durability of the knife - instead, black rifts are created which spawn even stronger enemies. Yellow "Entangled" Gear When you use the Entangled gear, the screen will shake and you'll be teleported to your spawn point - this will be the last place you set a regular temporal gear, or world spawn if you've not set a regular temporal gear spawnpoint yet. Arrows Take 24 obsidian arrows in 8 stacks of 3 in a box around a gear in the centre to create special arrows with unique abilities. A different gear will provide a different effect. The arrow will always break upon landing on a target. Temporal Arrows Made from putting obsidian arrows around a Temporal gear. Do no damage to the target. Hits Player - arrow will revive a some temporal stability (configurable - default: 15%). Hits Animal/NPC - there is a 50% chance they'll stop attacking you - if the animal is usually hostile like a bear, this effect will only last for about 10 seconds and they'll start chasing you again if they notice you (or if you attack them before that 10 seconds is up!). Hits Rust Creature - Temporal arrows are kryptonite to rust creatures and do twice the damage of regular obsidian arrows.... BUT, if they are killed by the temporal arrow then rust creature automatically breaks without dropping anything. Corrupted Arrows Corrupted arrows are made from obsidian arrows and corrupted gear. Provide the same amount of damage as a regular Obsidian arrow. Hits Player/Seraph - it will reduce their Temporal stability (default: 5%). Hits Animal/NPC - Animals/NPC become hostile towards you (even if they are passive/neutral) and increase in aggression and strength by 50%. Speed increases by 15%. Animal size increases by 15% (max from normal), but the arrows do twice as much damage and poison the enemy slightly. Fur / leather / meat becomes tainted and unusable. Hits Rust Creature - The same happens to rust enemies as with animals but the arrows do not do twice the damage or poison them. Instead, the drops are just better. Black Arrows Same as Corrupted Arrow but exaggerated. Also, can only make 8 arrows at a time per black gear (instead of 24). Hits Player - it will reduce their Temporal stability (default: 12.5%). Hits Animal/NPC - Animals become hostile towards you (even if they are passive/neutral) and increase in aggression and strength by 100%. Speed increases by 15%. Animal size increases by 30%, health increases 15% (max from normal), but the arrows do three times as much damage and poison/wither the enemy. Fur / leather / meat becomes tainted and unusable. Hits Rust Creature - The same happens to rust enemies as with animals but the arrows do not do thrice the damage or poison them. Instead, the drops are a lot better. Entangle Arrows Does normal damage. Made using yellow Entangled gear. Teleports player/NPC/entity somewhere random within a 50 block radius. NPC's try to make they way back to where the're claimed territory's. --- Temporal Soil Temporal Soil is made from crafting 8 soils around a Temporal gear. Each soil must be of the same quality (e.g. low, high, terra preta etc.). It will return 8 Temporal Soils (as per quality). Quality is retained and acts like normal. Temporal soils have a faint glow about them. Growing on Temporal soil affects the crop outputs. For now, the only design I have so far is Temporal flax which can be used to produce Temporal twine (used to stitch up rifts). I'll design a more thorough system later. Feel free to make suggestions! I'll also think about what the other gears might do if soils are made out of them perhaps. [Under development]. -- Temporal Microwave Oven You put spoiled food in and it reverses the process of aging making the item fresh again. Does not work on rot. It's literally just an oven with a Temporal Gear stuck in the back.
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