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Temporal Tinkerer (Formerly "useful-locusts") is a mod that aims to implement all sorts of gadgets and trinkets to extend out endgame content. Currently there are two technologies temporal and electric, both have their own quirks but still provide powerful items. Includes 3x3x2 mining, a super fast multi-tool, powerful armor cutting swords, and a couple new sets of insane armor. Now introducing the new temporal armor sets! These armor sets are split into two categories- utility and combat. These armor sets, like the tools can be recharged with temporal power cells in the crafting grid, watch out however as they are not unbreakable- they will still get destroyed once the durability reaches 0 so try to repair them before they get too low. The utility set provides: +75% movement speed on the boots but you use hunger 35% faster and they don't protect you very well +50% faster ranged weapons and accuracy on the helmet but provides mediocre protection The chest plate provides a new unique effect- reduced-hunger drain! While wearing this device you will drain hunger 50% slower, it has drawbacks though, the device is heavy, sometimes unreliable, and you only heal at 50% the rate with items when wearing it. It does not provide any armor value but still degrades when hit. The combat set provides: better protection values than even the strongest of metal armor sets, high protection tier. But they are vulnerable in PVP to the swords added in this mod because they deal massive damage to armor durability. +20% movement speed and very high protection on the leggings, but 5% increased hunger rate +15% ranged accuracy, high protection, but 5% slower move-speed/increased hunger rate on helmet The chest plate generates an invisible force field around itself meaning that any attack targeting the chest slot (50% chance) will be completely negated, the armor also amplifies the effect of healing items. The item has fairly low durability though so be sure to frequently recharge it with cells or it will eventually break, items like the temporal sword can chip down the durability pretty quickly as a counter New schematic/trading system: Now you can summon a trader hologram when using a trader summon item, this will spawn a tinkerer trader who can offer up parts and schematics you will need to craft any temporal equipment, save up those gears! Schematics are used in the grid with ingredients and will never be consumed, so you can use them forever once purchased. New stuff: The new schematic system introduces a complete overhaul to all the recipes for temporal equipment Temporal essence is now the new power source for temporal items, you can obtain the essence from drifters or purchase it from tinkerers then use it to craft temporal power cells Added recipe for the creative rotor using very late game components New items like ancient plating can be obtained from junk piles, locusts and the tinkerer General Mod Content Overview: Images: Feel free to- suggest anything, build off of the mod, or use these assets in your mods! All existing worlds with the mod previously installed are compatible with any previous update. You wont loose any items, but you will need to generate new chunks to find any new ruins. Downloads: https://mods.vintagestory.at/show/mod/444 Old Downloads:
I heard you developers like Minecraft... So i thought: why not adding a redstone like system? it would make some things MAYBE easier. like automated farming, smithing, crafting, etc... it would be as great as minecraft itself! more creativity... Also to mention that i could be a bit different, more realistic, like: battery, lcd displays, and colored leds...
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.