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Mr1k3

Very Important Vintarian
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Everything posted by Mr1k3

  1. Ever ran into the issue of having too much scrap? Sadly this cool item has little to no use, and the parts are just used for the translocator. Sure in 1.14 we can make scrap weapons now, but still its use diminishes very quickly out of specific circumstances. This mod adds bloomery recipes to metal scraps and parts, where they act exactly like meteoric iron and give iron ingots as an output, the ratio is still 2 as well so 2 metal scrap/parts = 1 ingot of iron. With the 2.0.0 update (will work on 1.13 but intended for 1.14) you can now smelt metal parts to steel ingots at the same ratio 2:1. Note that scraps still smelt to iron. Another source of steel in 1.14! Images: Download: Either version works with both 1.14 or 1.13, but since you cant do much with steel in 1.13, 2.0.0 is listed as 1.14. [1.13]: UsefulScraps1.0.0.zip [1.14]: UsefulScraps2.0.0.zip
  2. Added two new mods: "Armor Stat Rebalance" a mod to reduce armor negatives. "Armor Crafting Rebalance" a mod that makes armor recipes less grindy and more logical.
  3. 1.0.1: Update fixes some texture loading issues, so intended textures are now loaded. Now the lantern should look much nicer. Before: After:
  4. Temporal Tinkerer is a mod that aims to implement bunch of gadgets and trinkets to extend out endgame content, while also providing some content to even the early-game. Currently, there are two technologies temporal and electric, both have their own quirks/costs but provide powerful items. Includes 3x3x2 mining, a super fast multi-tool, powerful armor cutting swords, new ruins, a couple sets of awesome armor, and overhauled hacked-locusts. Heres my patreon if you'd like to support me: Patreon General Mod Content Overview: Images: Feel free to- suggest anything, build off of the mod, or integrate these parts and pieces into your mods! Installing the mod after you've already generated the world works just fine, but you will need to generate new chunks to find any new ruins. Downloads: https://mods.vintagestory.at/temporaltinkerer Old Downloads:
  5. Better drifters is a mod dedicated to making drifters more notable as an enemy. Most importantly it scales up their models, adds new sounds, and a new nightmare drifter model, all in hopes to make them more intimidating. It also changes many aspects of their stats making them slightly less common but more dangerous, tweaks the loot tables to be slightly more generous to compensate, and adds a new weapon drop to high-end drifters, below are a deeper breakdown of the changes: Heres my patreon if you'd like to support me: Patreon Combat tweaks: Drifters have all had their health increased by a few hitpoints on the low end and progressively more as their tier increases. Max spawn count for each drifter has been decreased by a large amount so there should be fewer drifter swarms and more 1-1 encounters but they should be more dangerous All movement speeds (except surface) have been increased by a scaling amount depending on tier up to double speed Drifter aggro/sight range now scales with tier from 14 blocks to 20 Now deal slightly more damage, the rate of attack has been slightly randomized and now scales with tier so harder tiers hit more often. Surface and deep drifters take a little longer time before they damage you in a swing so you have a a tiny bit more time to dodge them. Chance to flee when hit has been reduced overall, means fewer cowardly drifters that wont finish what they started Scaling with their larger models, each tier also has larger hit boxes to mach the size MOST IMPORTANTLY: The priority override for stone throwing has been fixed to make drifters not interrupt themselves with an absurdly high rate to throw stones, in addition to these next changes this means drifters will try to only throw stones at you when they cant reach you The cooldown between thrown stones now scales with drifter tier but has been increased by 3x at the minimum and up to 8x at max, so drifters cant just spam stones but higher tier drifters can throw more often Loot and cosmetics: Drifters have been tuned to have slightly more drops, added flax twine to loot tables and gave surface drifters a tiny chance to give rusty gears, flax fiber drops really commonly but the other drops have only been increased by a small amount Harvest times with the knife have been cut in half New weapon drop from corrupt, nightmare, and double headed drifters, rare chance to drop on the first two but the weapon offers lots of damage but does not have that many uses Drifter size has been increased, surface/deep have had a 30% increase in size, double headed is 2x larger, and the rest have are increased by 50% Nightmare drifter model tweak- now has many glowing eyes, don't stare into them for too long... New sounds for all drifters, corrupt and up have reverb added to sound more otherworldly Images: Downloads: https://mods.vintagestory.at/show/mod/547 Alternate hardcore version available in comments. Thanks to Thaliusfor making those changes. For those who want a even bigger challenge.
  6. The placed translocator acts just like the ones you find underground, its completely random as to where it takes you. It does however teleport you to an existing translocator in the world so you can return. From my testing as you use more and more translocators in the same area, the search area it scans for a partner is increased each time, increasing the "warping spacetime..." wait time. I have plans for another mod to be able to manipulate translocator destinations, and even make a portable device, but its still in development.
  7. !!This mod requires SuperFuel, for these recipes to be obtainable in survival!! This mod adds two new recipes to survival: the creative "Auto-Rotor", and the "Broken Static Translocator" as endgame challenges. Please note that the static translocator cannot be broken once placed, so be careful where you put it, the auto rotor however is movable in survival. The recipes are pretty well balanced as they require components like chromium, titanium, diamonds, meteoric iron and both metal parts/ temporal gears. These are really just supposed to be an endgame goal when you have obtained all of these exotic materials. With the "SuperFuel" mod you are now able to mine and melt both titanium and chromium into ingots, these ingots are used in both recipes. The Auto Rotor: Say goodbye to unreliable windmills, and hello to this temporal-powered gearbox! (meteoric iron in corners, chromium ingots at the top, titanium ingots at the bottom) Broken Static Translocator: Want to create a teleportation hub? well this will have to suffice for now... Creates a broken static translocator, like the ones you find underground. They still need to be repaired with the usual 3 temporal gears and 2 metal parts, so that's why the recipe is so "cheap". (chromium ingots at the top, titanium ingots at the bottom, diamond in the upper center) Placed Translocators act exactly like the ones you find underground, when activated they will "warp spacetime" for a while until it finds a destination, the more of these in the same area the longer the wait. They teleport you to an existing naturally generated translocator, and repairs them like normal so you can return. Download: Works on 1.13, and 1.14. Creative-Ables1.0.0.zip
  8. A mod that adds new fuels. I originally created this mod to be able to reclaim my iron-shavings from the MetalRecovery mod. Also includes fire logs and peat processing. Now you can stack fire logs, and both refined peat bricks into piles. Firelogs and the handbook aren't playing nice, firelog now has a description that includes crafting cost, the item should be hidden by the handbook now. Heres my patreon if you'd like to support me: Patreon Fuels: Download: https://mods.vintagestory.at/show/mod/450
  9. Thanks! Yeah I already had plans to increase the backpack cost, thought the original was too cheap, even in vanilla. But since I finally got the mod to work I've uploaded an add-on to change the recipe.
  10. Very simple mod that adds a bunch more clothing options to the "Select your outfit" screen when starting a world. Great for multiplayer worlds so you can tell you and your friends apart. To get gloves you have to use the "randomize" option until you get the one you like, just a temporary workaround because theirs no arrows for that slot. Images: DOWNLOAD: Works on both 1.13 and 1.14. BetterClothes1.0.0.zip
  11. These mods are simple quality of life tweaks to some parts of the game that I thought could use some tweaks, each tweak comes in its own zip so you can only install the individual mods that you want. Heres my patreon if you'd like to support me: Patreon Better Archery: Better Backpacks(and optional increased backpack cost add-on): Better Poultice: Faster Barrel: Full-Drop: Craftables: NoMolding: Stackables: Useful-Scrap: MushroomMod: OrePulverizer: My other mods: ArmorTweaks-[New armor stats] BetterDrifters-[More loot, or difficulty] SuperFuel-[High Heat fuel] Creativables-[Creative rotor and TL in survival] TemporalTinkerer-[Repairable tools, and tech] WeaponPack-[New Weapons] MoreClasses-[Better Classes] Downloads:
  12. These mods are designed to tweak armor to fit better into the game, some brief examples of each are: Class Based Armors- gives each armor type a buff to a specific statistic, like chainmail armor increasing bow shooting speed, or gambeson making you move faster and use less hunger. Armor Stat Rebalance- Decreases the negatives from wearing armor, for example plate armor used to slow you down by 42% but now it only slows you by 24%. More Armor Durability- Increases armor durability by about 2x-3x. Armor Crafting Rebalance- Makes armor recipes make more sense, not designed to make armor cheaper, but makes the crafting of it to be less grindy. More armor durability is an addon for classbasedarmors/armorstatrebalance, but it can be downloaded and used separately from these mods, you have to use the combination zips of these mods to use both at once. Heres my patreon if you'd like to support me: Patreon Class Based Armors: Armor Stat Rebalance: Armor Crafting Rebalance: More Armor Durability Examples: ONLY ONE STAT TWEAKING MOD WILL WORK WHEN ENABLED, ONLY ENABLE ONE ZIP OF "CLASS ARMORS" OR "STAT REBALANCE", EACH MOD ALSO HAS A VERSION WITH THE INCREASED DURABILITY MOD, THE INCREASED DURABILITY MOD WILL NOT WORK ALONGSIDE "CLASS ARMORS" OR "STAT REBALANCE" UNLESS YOU DOWNLOAD THE VERSION WHICH INCLUDES IT. CRAFTING REBALANCE IS INDEPENDENT OF THESE MODS SO IT WILL WORK WITH ANY OF THEM AND CAN BE ENABLED REGARDLESS OF WHAT MOD YOUR USING. DOWNLOADS: All mods work in 1.13, and 1.14. Class armors: Stat Rebalance: Addons (increased durability/ armor crafting rebalance):
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