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Omega Haxors

Vintarian
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Everything posted by Omega Haxors

  1. Treasure Hunter Trader will sell you these: Food/Forage/Ore/Tool/Farming and Seed Cracked Vessel x 1 Stock: 4 Price: 6 and 8 gears Value: Covered in Stonks! Cornering the Market. (Villager Lore) Scroll x 1 Stock: 1 Price: 4 gears Value: Extremely High! Lore fills your journal which helps keep you temporally stable. Rough Emerald and Diamond/Peridot (high) x 1 Stock: 4 Price: 8 and 10 gears Value: None at the moment, as gem cutting is NYI. They do look nice in a display case though. Lapis Lazuli x 6 Stock: 4 Price 1 gear Value: Very High. Lapis is very rare and can be used as a blue pigment. Omok TableTop Game x 1 Stock: 1 Price: 10 gears Value: Purely Cosmetic, sadly. You can't play it. Temporal Gear x 1 Stock: 1 Price: 5 gears Value: Very High! Set your spawn point, repair a teleporter, or restore your stability in an emergency. Howl/Elk/Underwater/Prey/Forest Dawn Painting x 1 Stock: 1 Price: 8 gears Value: Same as Furniture Trader Metal Parts x 4 Stock: 2 Price: 2 gears Value: Same as Commodity Trader though with less stock The Treasure Hunter will also sell you clothing you can find from dungeons: Lackey Shoes/Gloves/Hat and Breeches/Shirt Stock: 2 Price: 2 and 3 gears Squire Bracers/Boots/Hood/Belt and Pants/Shirt/Tunic Stock: 1 Price: 2 and 3 gears Messenger's Hat/Belt and Shirt/Trousers Stock: 1 Price: 2 and 3 gears The Treasure Hunter Trader will buy these items from you Ore Blasting Bomb x 6 Demand: 5 Price: 1 gear Value: None. You can get more value by using the bomb on an ore vein. Tin/Bismuth and Black Bronze Longblade/Pickaxe/Shovel x 1 Demand: 2 Price: 2 and 3 gears Value: Same as every other tool trade. Backpack x 1 Demand: 1 Price: 5 gears Value: Backpack, backpack. Backpack, backpack. I'm the backpack loaded up with things and knickknacks too. Anything that you might need I've got inside for you. Backpack, backpack. Backpack, backpack. Yeah! Can you find the value rating for this section of the guide .... ... ... ... *click* That's right! Not worth it unless you have leather to spare. Omnomnomnomnom Delicioso! Linen Sack x 1 Demand: 2 Price: 1 gear Value: Same as Food Trader Candle x 2 Demand: 5 Price: 1 gear Value: Very Low. Candles are very useful light sources and are used to craft the best light in the game. Wolf Pup x 1 Demand: 1 Price: 10 gears Value: Same as Food Trader Cooked Redmeat x 8 Demand: 5 Price: 1 gear Value: Very High. Redmeat will usually rot before you can use it, so nice to put it to good use. All Types of Bread x 8 Demand: 5 Price: 1 gear Value: Same as Survival Trader
  2. Clothing Trader will sell you the following items: Linen x 1 Stock: 8 Price: 1 gear Value: Same as Commodity Trader, though without the stitch variants Unsurprisingly, the clothing trader mostly deals in clothing. Here are the items they can sell you. Shepherd's Sandals/Cowl and Pants/Tunic Stock: 2 Price: 2 and 3 gears Huntsman Tunic Stock: 1 Price: 5 gears Sturdy Leather Belt Stock: 2 Price: 3 Gears Woolen Leggings/Knee-High Boots and Scarf/Shirt Stock: 1 and 2 Price: 3 Gears Heavy Tool Belt Stock: 1 Price: 4 gears Merchant Bracelet and Amulet Stock: 1 and 2 Price: 2 and 3 gears Merchant Shoes/Hat/Belt and Pants/Shirt Stock: 1 Price: 3 and 4 gears Stained Leather Poncho Sock: 2 Price: 2 gears Mooncloth Robe Stock: 1 Price: 6 gears Minstrel Boots/Gloves and Shirt/Pants and Hat/Coat Stock: 1 Price: 4, and 5 and 6 gears Warm Robe Stock: 1 Price: 6 gears Embroidered Collar Stock: 1 Price: 2 gears Dim Jasmine Coat Stock: 1 Price: 5 gears Jord Robe Stock: 1 Price: 6 gears Earth Robe and Belt Stock: 1 Price: 6 and 4 gears Copper Bracelet and Leather Bracers Stock: 1 Price: 2 gears Clothing Trader will buy from you the following: Flax Twine x 6 Demand: 5 Price: 1 gear Value: Same as Survival Trader Leather x 2 Demand: 4 Price: 1 gear Value: Same as Survival Trader Copper Ingot x 4 Demand: 4 Price: 1 gear Value: It's just a slightly worse version of the Survival Trader's offer. Linen x 3 Demand: 5 Price: 2 gears Value: Same as the Furniture Trader Owl Treasure Chest x 1 Demand: 2 Price: 10 gears Value: Same as Commodity Trader Unsurprisingly, the clothing trader mostly deals in clothing. Here is the clothing they'll buy from you Thigh High Boots Demand: 1 Price: 8 Aristocrat Shoes/Belt and Shirt/Leggings and Mantle Demand: 1 Price: 7 and 10 and 14 Lackey Shoes/Gloves/Hat and Breeches/Shirt Demand: 2 Price: 2 and 3 gears Squire Boots/Hood/Belt and Tunic/Pants/Shirt Demand: 2 Price: 2 and 3 gears Hooded Cape Demand: 2 Price: 3 gears Spice Merchant's Coat Demand: 2 Price: 4 gears Shepherd's Boots/Trousers/Mantle Demand: 2 Price: 2 gears Noble Shoes/Riding Gloves/Necklace/Fur Collar/ and Fillet/Pants/Shirt/Sash Demand: 1 Price: 6 and 7 gears
  3. Build Material Trader will sell you: Birch/Oak/Maple/Pine Planks x 32 Stock: 4 Price: 2 Value: Moderate. If wood is sparse, this is a good source of boards. Fired Blue Brick x 8 Stock: 8 Price: 2 Value: Low. Blue Clay is common and easy to obtain. Fired Brown/Red Brick x 8 Stock: 8 Price: 2 gears Value: Moderate. Red and Brown bricks are otherwise unobtainable. Fired Fire Brick x 8 Stock: 4 Price: 2 gears Value: Very High. These bricks are used to make Bloomeries. Polished Andesite/Chalk/Claystone/Granite/Sandstone/Shale/Basalt x 16 Stock: 4 Price: 6 gears Value: High. The blocks are very tedious to get in quantity. Plaster x 32 Stock: 4 Price: 3 gears Value: Low. It's not a good looking block and is also quite easy to craft. Glass x 8 Stock: 4 Price: 2 gears Value: Low. Glass is super easy to make. Builder Trader will buy these items from you: Tin/Bismuth and Black Bronze Handsaw x 1 Demand: 2 Price: 3 and 4 gears Value: Very High. You get very good value for your metal. Tin/Bismuth and Black Bronze Hatchet/Hammer x 1 Demand: 2 Price: 2 and 3 gears Value: High. You can pour these into moulds making them faster than smithing. Ladder x 16 Demand: 5 Price: 2 gears Value: EXTREMELY HIGH! Ladders are very easy to make in qualitity. Quicklime x 16 Demand: 5 Price: 1 gear Value: Moderate. If you have access to a lime biome, you can easily make a ton of this. Copper/TinBronze/BismuthBronze and BlackBronze Lantern x 1 Demand: 2 Price: 3 and 4 gears Value: Same as Survival Trader Owl Treasure Chest x 1 Demand: 2 Price: 10 Value: Same as Commodity Trader Open/Closed Wooden Crate x 1 Demand: 3 Price: 1 gear Value: Same as Food Trader Metal Scraps x 5 Demand: 3 Price: 1 gear Value: Rare. They're junk items so go ahead and sell them. Build Material Trader will buy these clothing items from you: (These all have a stock of 2) Heavy Tool Belt Price: 2 gears Copper Arm Bracelet Price: 6 gears Copper Neck Torc Price: 4 gears
  4. Furniture Trader will sell you: Howl/Elk/Underwater/Prey/ForestDawn Painting x 1 Stock: 1 Price: 8 gears Value: Cosmetic. Metal Fence Top/Base x 1 Stock: 32 Price: 2 Value: Extremely low. They're mostly an expensive cosmetic. Copper/Brass/Tinbronze/Bizmuthbronze/Blackbronze Lantern x 1 Stock: 8 for copper, 4 for the rest Price: 4 gears for copper, 5 gears for brass, 6 gears for the rest Value: High. If you're just starting out, this is a great way to get an amazing light source Bookshelves x 1 Stock: 8 Price: 8 gears Value: Cosmetic. Wooden Bed x 1 Stock: 1 Price: 8 gears Value: Very Low. It's a cheap recipe to craft and you can always sleep in a trader's bed. Wooden Chair x 1 Stock: 4 Price: 2 gears Value: Craftable Cosmetic. Do not buy. Wooden Table x 1 Stock: 2 Price: 2 gears Value: Craftable Cosmetic. Do not buy. Wooden Door x 1 Stock: 4 Price: 2 gears Value: Low. It's an extremely cheap recipe, but can be nice if you're starting out. Ladder x 16 Stock: 4 Price: 2 gears Value: Moderate. Ladders are extremely cheap to craft, but are still very useful. Wooden Chest x 1 Stock: 16 Price: 2 Value: Moderate. Very nice if you're starting out, otherwise it's a cheap recipe. Barrel x 1 Stock: 8 Price: 2 Value: High. Might potentially allow you to get leather early. Open/Closed Wooden Crate x 1 Stock: 8 Price: 2 Gears Value: Purely Cosmetic. Can be found in structures. Furniture Trader will buy these items from you: Ordinary Glass x 8 Demand: 5 Price: 1 gear Value: Very High. Quartz is extremely common. Colored Glass x 3 Demand: 4 for green glass, 5 for the rest Price: 1 Value: Very High! Green glass is easy to obtain and other glass can be resold for a profit. Chandelier x 1 Demand: 1 Price: 10 gears Value: Rare. They're also the best placed light source in the game. Blue/Red and Brown/Turquoise Carpet x 1 Demand: 1 Price: 10 and 8 gears Value: Covered in Stonks! Cornering the Market Golden Chest x 1 Demand: 1 Price: 10 gears Value: Rare. If you find one and don't want it, sell it. Luxury Trader offers a better deal. Linen x 3 Demand: 5 Price: 2 gears Value: Extremely Low. Linen is simply too useful to sell. Clothing that they will buy from you: (All have a demand of 1) Artisan's Scarf Price: 1 gear Workman's Gown Price: 1 gear Heavy Tool Belt Price: 4 gears
  5. Commodity Traders will Sell you: Feather x 8 Stock: 8 Price: 2 gears Value: High. There's a good chance wildlife already ate all the chickens. This allows you to get feathers. Candle x 2 Stock: 8 Price: 2 gears Value: Very High. Candles are used to make some of the best lighting in the game. Charcoal x 8 Stock: 8 Price: 2 gears Value: Very High. Coal is used in many recipes, many of which can be used to earn gears. Flax Twine x 8 Stock: 4 Price: 2 gears Value: Very High. Can be used to make linen which is extremely useful. Nugget of Copper x 16 Stock: 4 Price: 2 gears Value: Horrible. Not even enough to get you to one ingot. Very overpriced. Nugget of Tin x 5 Stock: 6 Price: 2 gears Value: Extremely High. Tin is normally a very very rare resource. Nugget of Bismuth x 5 Stock: 6 Price: 2 gears Value: High. Used to make Bismuth Bronze Nugget of Zinc x 5 Stock: 6 Price: 2 gears Value: Very High. Used to make Brass and Bismuth Bronze. Sulfur x 16 Stock: 4 Price: 2 gears Value: Very High. Used to make BIS healing item, and bombs. Blasting Powder x 2 Stock: 8 Price: 2 gears Value: Useless. Just buy the sulfur. You'll get 6 blasting powder per sulfur instead of just 2. Saltpeter x 8 Stock: 8 Price: 2 gears Value: Very Low. Saltpeter is very common in caves. Too expensive. Lime x 16 Stock: 12 Price: 2 gears Value: Same as Survival Trader. Peat Brick x 16 Stock: 4 Price: 2 gears Value: Low. Peat can be found in very large quantities and doesn't gate any content. all stitch variants of Linen x 2 Stock: 4 Price: 2 gears Value: Extremely High! The unique stitches cannot be obtained elsewhere and linen is very very useful. Metal Parts x 4 Stock: 6 Price: 2 gears Value: Low. Don't bother, you can obtain the parts from panning and exploring. Salt Rock x 16 Stock: 12 Price: 3 gears Value: Same as Survival Trader. Potash x 10 Stock: 4 Price: 3 gears Value: Very Low. It's just a weaker version of Saltpeter. Commodity Traders will Buy from you: Open/Closed Wooden Crate x 1 Demand: 3 Price: 1 gear Value: Same as Food Trader. Owl Treasure Chest x 1 Demand: 3 Price: 10 Gear Value: High, if you can find them. Food/Forage/Ore/Tool/Farming and Seed Cracked Vessel x 1 Demand: 4 Price: 9 and 11 gears Value: Covered in Stonks! Cornering the Market Bee's wax x 2 Demand: 4 Price: 3 gears Value: High. Though the wax is also used for some very powerful items too. Clothing that they will buy from you: (All have a demand of 2) Merchant Bracelet Price: 3 gears Merchant Shoes/Hat/Amulet/Belt Price: 4 gears Merchant Pants/Shirt Price: 5 gears
  6. Survival Trader will sell you: Linen Sack x 1 Stock: 8 Price: 2 gears Value: Very High. You can get an extremely big inventory from the early game using this. Tin and Bismuth Bronze Arrows x 8 Stock: 8 and 4 Price: 2 gears Value: Low. Arrows can be annoying to make but they're not *that* annoying. Black Bronze Arrows x 8 Stock: 4 Price: 3 gears Value: Very Low. Too expensive. Just make Iron arrows or buy Bronze arrows instead. Bow and Arrow x 1 Stock: 2 Price: 4 gears Value: Pretty High, actually. You can save yourself a bit of twine by buying your bow instead of crafting it. Tin/Bismuth Bronze and Black Bronze Sword x 1 Stock: 2 Price: 6 and 7 gears Value: High. Swords last a long time and can really kickstart your early game defence. Tin/Bismuth Bronze and Black Bronze Pickaxe x 1 Stock: 4 Price: 6 and 7 gears Value: EXTREMELY HIGH! You can skip nearly the entire game by buying this. Tin/Bismuth Bronze and Black Bronze Hatchet x 1 Stock: 2 Price: 6 and 7 gears Value: Low. You can always use the flint/stone/obsidian version for practically free. Tin/Bismuth Bronze and Black Bronze Spear x1 Stock: 2 Price: 6 and 7 gears Value: Very High. Very versatile in the early game. The Black Bronze Spear is the best spear at the moment. Straw Bed x 1 Stock: 1 Price: 1 gears Value: Worthless. Unless you're in a desert or a mountain, grass is extremely easy to obtain. Wolf Pup x 1 Stock: 1 Price: 8 gears Value: Covered in Stonks! Cornering the Market. Do not place down, it will just run away from you. Lime x16 Stock: 12 Price: 2 gears Value: High. Lime is usually hard to find, and it will allow you to make leather armor. Salt Rock x 16 Stock: 12 Price: 3 gears Value: High. Salt is used in preservation and is extraordinarily hard to obtain. Clothing that they will sell: (All have a stock of 2 and stack size of 1) Fur Coat/Gloves/Knee-high Boots and Leather Bracers Price: 2 gears Bronze Armlet Price: 3 gears Survival Trader will buy from you: Flax Twine x 6 Demand: 5 Price: 1 gear Value: Very Low. Not even remotely worth it. Twine is just such a useful item in so many ways. Feather x 32 Demand: 5 Price: 1 gear Value: Low. Chickens drop a lot of feathers, and if you don't plan on making thousands of arrows, it's a good sink. Charcoal x 12 Demand: 5 Price: 1 gear Value: Low. This can be a good value if you have a large tree farm. Otherwise not worth it. Leather x 2 Demand: 5 Price: 1 gear Value: Moderate. It's easy to make leather in large quantities, but it takes a long time and is quite useful. All Variations of Bread x 8 Demand: 5 Price: 1 gear Value: High. Bread is easy to make and lasts a long time. Bowl of Honey x 2 Demand: 3 Price: 1 gear Value: Low. You lose the bowl. Copper/Tinbronze/Bismuthbronze Lantern x 1 Demand: 2 Price: 3 Value: High. Assuming you can provide the candle. Black Bronze Lantern x 1 Demand: 2 Price: 4 Value: Low. It's better just to make them out of the lesser metals. Copper Ingot x 3 Demand: 5 Price: 1 Value: Situational. Copper is very common but it's used in so many things you might run out. Tin Ingot x 2 Demand: 5 Price: 1 Value: Bad. Tin is very rare and much better used to make alloys for the other trades. Clothing that they will buy from you: Huntsman Tunic Demand: 1 Price: 10 Sturdy Leather Belt Demand: 1 Price: 6 Blacksmith Apron Demand: 1 Price: 6 Snow Goggles Demand: 1 Price: 4 Stained Leather Poncho Demand: 2 Price: 4
  7. Here are the various things that traders can sell. The values on stock/demand and price are able to fluctuate somewhat. Food Trader will sell you: Cactus Fruit x 4 Stock: 3 Price: 2 gears Value - Debatable. It is the only renewable source of Cactus Fruit. Heals 1hp on consumption. Blueberry/Cranberry x 8 Stock: 8 Price: 1 gear Value - Not worth it. Berries are very easy to obtain. Bowl of Honey x 4 Stock: 2 Prince: 1 gear Value - Very high. Used to preserve the fast-rotting berries, make the BIS healing items, and you get to keep the bowl. Parsnip x 8 Stock: 8 Price: 2 gears Value - Not worth it. Very expensive for what it gives. Beeswax x 2 Stock: 4 Price: 2 gears Value - Very high. Used to seal crocks and make the best lighting in the game. All Variations of Bread x 8 Stock: 4 Price: 2 gears Value - Good. Bread is easy to make in the copper age, but this trade gives 1200 saturation per gear. Cooked Redmeat x 8 Stock: 4 Price: 2 gears Value - Not worth it. Cannot be used in cooking and is very expensive compared to bread. Animal Fat x 3 Stock: 4 Price: 2 gears Value - Extremely high. Buy out whenever possible. Fat is used to make automation and power transfer, and can seal crocks. Food Trader will buy from you: Bowl x 6 Demand: 5 Price: 1 gear Value - Very High. You can sell the bowl back to the trader after buying honey. Super nice. Tin/Bismuth Bronze Hoe x 1 Demand: 2 Price: 2 gears Value - Pretty good. You can convert abundant metal into some gears with a little bit of work. Tin/Bismuth Bronze Knife/Scythe x 1 Demand: 2 Price: 3 gears Value - Very good. Same process as making the hoes, but gives 1 more gear. Black Bronze Hoe and Knife/Scythe x 1 Demand: 2 Price: 3 and 4 gears respectively Value - Debatable. If you can afford to mass produce black bronze, go for it. Otherwise give it a pass. Linen Sack x 1 Demand: 2 Price: 1 gear Value - None. There is never a situation where you would want to sell this. This is a waste of a slot. Bee Skep x 1 Demand: 1 Price: 1 gear Value - Extremely high. Can be made at very early game. It's pretty much a free gear. Soybean x 16 Demand: 4-6 Price: 1 gear Value - Extremely low. Soybeans are the best source of protein and keep for a very long time. Salt rock x 20 Demand: 3 Price: 1 gear Value - Extremely bad. Salt is extremely valuable, you shouldn't be selling it for this low. Open/Closed Wooden Crate x 1 Demand: 3 Price: 1 gear Value - Rare item obtained by raiding structures. Sell it for some extra gears. Wolf Pup x 1 Demand: 1 Price: 10 gears Value - Covered in Stonks! Cornering the Market. Pumpkin x 4 Demand: 5 Price: 1 gear Value - Good if you have them. Very few probably do, though. All clothing is only obtainable via dungeons or other shopkeeps. They always sell one at a time and have a demand of 2. Shepherd's Sandals Price: 1 gear Shepherd's Cowl Price: 4 gears Shepherd's Pants/Tunic Price: 6 gears Woolen Leggings/Scarf/Knee-high Boots Price: 6 gears
  8. Level 0: You have never interacted with this skill at all. You won't be any better than a newer player. (0x) Level 50: You have interacted with the skill an average amount. You'll feel a slight increase over newer players. (1.1x) Level 100: You have mastered the skill. You have noticeable buffs to the skill which will impress new players. (1.5x) Level 200: Grandmaster. Max level. Astonishing buffs to the skill will blow away newer players. (3x) *Mobility Skill* Athletics - Increased move speed on the ground Swimming - Increased water movement speed Climbing - Increased ladder climbing speed *Close Quarters Skill* Strength - Hit harder with melee weapons Constitution - Regenerate health more quickly Defence - Your armor is more effective *Ranged Skill* Archery - More accuracy when using the bow Throwing - More accuracy when yeeting pebbles Chucking - More accuracy when yeeting spears *Crafting Skill* Smithing - Faster hammer swings Knapping - Allows you to knap more quickly Pottery - Allows you to make clay faster *Mining Skill* Stonecutting - Stones clear faster and have more yield Oreharvesting - Ores clear faster and have more yield Excavation - You can shovel out blocks more quickly *Tactics Skill* Prospecting - Chance to skip a prospecting step Scouting - Know your enemy's weakness and health Fashioning - More efficient crafting recipes
  9. Meet the chargebug, the primary pest and antagonist of your electrical network. Sometimes when lighting strikes, it lands upon an insect instantly killing it. There's a chance however that instead of killing it, it will simply transform into a chargebug. They're only capable of staying alive by consuming electrical charges, but are thankfully decked out with electrically-sensitive antennae which allow them to track it out. Due to the time period they'll usually die before being able to find any, but there's a good chance they'll make their way to an electrical grid if one exists. If one reaches yours, they will take a little power to keep themselves alive. Chargebugs rely on consuming electricity stored within improvised batteries their body. This process produces yellow light as a byproduct, which escapes out of their eyes letting them see in the dark. The more electricity they hold, the stronger this light is. You can quickly tell how healthy one how brightly its eyes glow. Modes: Sneaking - The chargebug is very quiet, and sneaks up to your electronics for a bite. Its light will usually be its biggest tell. Walking - After having their fill they'll just harmlessly and chipperly walk about. They won't bother you and are actually quite friendly. Running - If you attack one, it will go on fours and sprint away. They're very fast and if given the chance will fly away. Hopping/Flying - When given good clearance, they can use their legs to hop into the sky and fly away from danger. If you can cancel this with an attack. Desperation Attack - If cornered they'll consume a large portion of their energy to hit you with a hydraulic punch that does T3 damage. Breeding/Bulking - Being consistently well fed will either cause them to reproduce or grow up by 1 tier. If comfortable it breeds, if threatened it grows. Dead - Running out of electricity will cause them to suffocate to death. You can harvest them for metal shavings or rare items. Either running dangerously high voltages (which it cannot safely harvest) or constantly attacking chargebugs will toughen them up, making them harder to deal with. You will have to choose how to deal with the creatures. You can either isolate your grid preventing them from ever getting to your electronics, you can tame them which will allow you to harvest them for resources, or you can attack them which will make them stronger and drop better stuff. Here is a semi-complete model of the chargebug jumping away from danger
  10. Not taking donations, at least not yet. Just need to learn the API and set up the systems.
  11. Remove the awful hunger debuff and add a keybind to interact with your offhand. Torch: Burns out over time, consuming a torch. Press the Use-Offhand key to put them out and press while sneaking to start a fire. Lamp: Gains a durability bar which can be refilled by replacing the candle Food: Can be placed in the offhand and eaten with Use-Offhand Inventory: Use your offhand slot to carry an extra inventory expander Rocks: Yeet with Use-Offhand Watering Can: Hydrate.
  12. Minecraft's handling of the sprint toggle is pretty ideal. When starting a sprint as long as you're moving forward you'll maintain it. It prevents you from sprinting in situations where you don't intend to, while saving your fingers while running through fields.
  13. Sleeping in multiplayer is a pain because it requires everybody go to bed at the same time. When a player goes to sleep in multiplayer, a small notification shows up allowing you to vote to activate sleep mode. If everyone votes yes (an abstained vote counts as yes) then time will speed up and everyone currently in bed will benefit from sleep and everyone's sleep cooldown will be reset. Players not in bed will simply carry on as normal, albeit with time accelerated.
  14. You can find me kicking about on the main discord.
  15. Macerator: Drop ore chunks inside to get nuggets without needing to use your hammer Widowmaker Log Splitter: Spins around dangerously. Place logs to cut them into firewood without needing to use your axe. Watch your timing or you'll take some heavy damage. Panning Machine: Drop sand on top, it will vibrate causing panning drops to appear in the tray
  16. [Import from Discord] Weapon Types: Knife - Very fast swing speed but next to no range. Low DPS Spear - Long range but slow wind-up and low DPS Blades - Moderate range, moderate attack delay and balanced DPS Club/Mauls - Low range and very high wind-up but high damage per hit Staff - Not for magic, silly. For blocking attacks and providing denial. Defensive weapon shoves enemies back (Note: I don't know why the formatting is like this, and I don't know how to remove it) Stats as follows: Wind up - How long the weapon takes between clicking and hitting Delay on hit - How long it takes to recover after a hit Delay on miss- How much of a penalty you take for missing Damage per Hit - How much you'll deal in a single blow Damage per Second - Self-explanatory Passive Effect - Holding the weapon gives you a benefit/downside Effect on Swing - What happens when you swing the weapon Effect on Hit - If the weapon applies an affliction upon hitting, often affecting the enemy Effect on Miss - Effects that apply when you miss, often affecting you Effort Cost - How much swinging the weapon exhausts you Alternate Action - What happens when you right click (exclusive to certain weapons) Example - Flail: Wind up, 0.1 second Delay on Hit: none Delay on Miss: 2 seconds Damage per hit: 3 Damage per Second: 30 Effect on Miss: 30% chance to take self damage Effort Cost: Average
  17. That would make storage a hell of a lot easier if you could just sit down at say a workbench and immediately have access to all your stuff.
  18. Cast 10 metal to produce 10 blocks worth of Low Current Cable (100 blocks per Ingot) Low Current Cables are a pain in an ass to create, but can be made in extremely large quantities. They're also idea for long-distance signal transport due to their very cheap recipe. Cast 100 metal to produce 10 blocks worth of Medium Current Cable (10 blocks per Ingot) The standard cable, Medium Current Cables are the main workhorse of your electrical grid. They can transfer a respectable amount of power and are pretty efficient at it. Smith 1 ingot to produce 1 block worth of High Current Cable (1 Block per Ingot) Because you can. Insane current capacity and extremely low resistance and inductance.
  19. Thankfully the item doesn't dupe, but you do get an itemstack with a value of 0.
  20. Stained Glass blocks light completely and recreates a light on the other end of equal value. This will simulate light filtering of stained glass and add a little extra color to the game.
  21. You can change the option but it won't commit.
  22. Any similarities to an electrical-themed minecraft mod are purely coincidental.
  23. Start by making a Generator using a lot of copper wire by either painstakingly wrapping it around a coil, or having your windmill do it for you. Then do it again to make a Motor. You now have a means of converting wind power into electrical power, and then into shaft power. What can you do with it? Well first off, it's very convenient to transfer shaft power over wires instead of gaudy shafts. It's also easier to store and can even be used in a few unique ways. Silicon, you may of heard of it. You can get it by grinding down sand in a macerator. It has magical properties, by imbuing this magic into components you can create what is known as a Smoke Fairy. If you overload your electronics the Smoke Fairy will escape and tease your inability to electronics properly. Catch it and it will repair your component. Kill it to shut it up. But wait, how do you even get this macerator? Well you have a motor right? Just hook that up to a spinny-bit and feed sand through it. Easy. So now you have silicon so you can use it to make 'intelligent' things. Now that you have that, you must learn the art of Signals. Signals are like a type of power that is controlled. You use them to tell machines what to do. For example: A relay will only allow electricity to pass if the signal is high. This is good, now you can remotely control your stuff at the press of a button. You still have to wire them, but what if I told you that you can use up a little power to have WIRELESS!? That's right, WIRELESS. Wireless signals only need a transmitter and a receiver to deliver signals across the air via radio. They're short range but you can extend this with Signal Repeaters. Sounds great right? It really is, but they cost power to use and tend to mis-fire during thunderstorms, so probably avoid using them for anything reliant on reliable instructions. So you have power, and a way to control it. Awesome. What's next? Build a computer. Well OK lets not get ahead of ourselves, we're going to want better ways to control signals first. This is where your silicon really comes in handy. You're going to make chips. Did you know that every single gate in a computer can be made out of NAND gates? Check out the NAND game, it's really cool. They're called Not And, these pretty much these have two inputs and one output, and blah blah just play the NAND game it explains all this. Point is, you can chain these together on a circuit board to make chips to control your electronics in advanced ways. Like building a computer. Anyway now that I've gone mask-off I expect to see full-sized calculators in the not-distant future. With all of that out of the way, finally we can get to the fun part; power. Electricity comes in two flavors: Voltage and Current. If the Current gets too high then the wires will get too hot and the Smoke Fairy will escape. If the Voltage gets too high then the Smoke Fairy will be strong enough to break free. You want to keep both within the cable's limits which can be accomplished by using Resistors to restrict flow, Inductors to smooth inrush current, and Capacitors to smooth inrush voltage. Relays, Switches, Fuses and Breakers can be used to cut off power completely to an area. Ideally you want to have as much power go through a wire as possible without overloading it, so by using components in a smart way you can build what is called a DC-DC converter. This will step up or down the voltage while preventing the current from getting too high. You need to really plan this out because it's easy to make a mistake and have to start over. With clever Signal use, you can completely automate the DC-DC to produce whatever current/voltage you want whenever you want. If you'd rather, you can also choose to to make AC power instead. In these cases all you need is a transformer. By adjusting the winding ratios you can multiply or divide the voltage from one end to the other. Obviously this won't work as well with DC unless you switch it on and off to simulate AC. How do cables work? Different metals have different conductivity; both for heat and power. Better cables have less resistance and therefore produce less heat, or can otherwise better transmit that heat away from themselves. In short, your cable material determines its current capacity. On their own, cables can just be exposed to the environment. As long as you don't touch them, you're fine. Just hang them in the air and the air itself will act like an insulator. Ideally though you'll want some material to cover them. The more insulator you add, the higher voltage you can go before things go catastrophic, but the less current you can handle due to the reduced ability for the cable to dissipate heat. In general, more insulating means less current and more voltage, and more power overall. Features: Generator/Motor - Converts motion into electricity or visa-versa Electric Forge - Uses a large amount of electricity to heat up items Heat Turbine - One side hot, one side cold, power out the side Lead Acid Battery - Long-term storage which packs a punch Single Use Battery - Oversized AA battery. Exciting results if you accidentally recharge it Portable Tools - Extremely powerful tools, as long as you can keep them charged! Tech Tree - Make machines to make your life easier as you make more machines to unlock new tools LED Lights - Do you like RGB? Who doesn't. Use signals to make any RGB colored light you want. Except for black. Doesn't work like that Regular Lights - Probably should have put this one first. Light up your life with bulbs that burn out over time. Bigger bulb = bigger light obviously Arc Lighting - Extremely primitive light. Want some light without needing a lamp? Two wires across an air gap and VERY high voltage will do the trick. Chargebugs - Eats electricity to multip- HEY!!! GET AWAY FROM MY WIRES YOU LITTLE PESTS! God damn it. These are worse than rabbits. Power Armor - Don't get too excited, it's just coal plates. Provides no protection when not powered, so it's amazing if you can power it, otherwise it sucks really bad. Tazer - The power of Thor in your hands. Deals little damage but anything not scared off by the noise it makes will be scared off by its seriously painful zap. Plasma Rifle - Tazer with range. Super impractical but fun as hell. Do *NOT* fire in a thunderstorm unless you want to experience Thor's power first-hand.
  24. Playing an Echo Chamber during low Stability then consuming a Time Cog will cause the pitch of the Echo chamber to retain whatever incorrect pitch it was running at the time, when it should restore to the intended pitch of the Archive.
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