Mods / Riftworks

Tags:
Utility Technology Crafting Storage
Author:
Notpossible
Side:
Both
Created:
Mar 19th 2025 at 9:45 PM
Last modified:
4 hours ago
Downloads:
15791
Recommended download (for Vintage Story 1.22.0 - 1.22.4):
riftworks_1.1.20.zip  1-click install

One day I wanted decided that I wanted some tech stuff. As such, here we are.

Welcome to Riftworks.

 

Notes:

- Mod is in a beta state

- Any items you don't want crafted can have their recipes disabled in the config

- Development is slow due to me working on other mods

Currently Added:

Temporal Disassembler

"To reverse time on a macroscopic scale is impossible. However..."

  • Disassemble items into their crafting ingredients
  • Uses one temporal gear per use
  • Item goes into first slot, gear into second
  • When an item in the first slot, a preview of the disassembly output is shown via text
  • Items that fail to uncraft / do not have a crafting recipe will consume the gear and return themselves
  • Tools which have durability damage will instead be restored to full durability
  • Clothes will have their condition restored to 100%
Vector Stasis Unit

"No arrow shall ever reach you."

  • A worn arm item
  • Freezes projectiles before they hit you
  • Powered by temporal gears
Adaptive Reconstitution Gear

"Even when I retrace all my steps perfectly, I cannot replicate it. How did I do it?"

  • An head item
  • Grants passive regen
  • Causes you adapt to damage types and gain resistance to them when hit
  • Being hit by the same damage type in a row increases resistance growth to that damage type
  • Being hit by a different damage type changes adaptation and resets additional growth speed if it was present
  • Can only adapt to one damage type at a time
  • Resistances only apply every stage of resistance (six stages of resistance 0, 20, 40, 60, 80, 100)
  • Everytime a new stage is reached it plays a sound, flashes brightly, and rotates
  • Dying with it equipped causes it to lose all adaptation and forcefully drops the item
  • With this treasure, I summon...
Storm Caster

"He sought to prevent seafarers from coming across his work. So he created a machine to commandeer an endless storm."

  • A machine similar to in functionality to the Rift Ward
  • Summons rain when activated
  • Can cause additional weather effects such as lightning and hail
  • Powered by temporal gears
Ore Scanner

"To build a contraption of that size would take an enourmous amount of ore. Where would we even find that much?"

  • A worn face item
  • Scans for all ores within a 10 block radius every second
  • Currently shows scan data in the info log. Will be updated in the future to be visual instead.
  • Powered by temporal gears

 

Compatibility

  • Fully compatible with Combat Overhaul

 

Future Plans

Short-Term Plans:

  • Support for non-grid uncrafts for the Temporal Disassembler. 
  • Recipe changes and improvements - schematic additions
  • Model improvements/overhauls
  •  Additional devices (These are ideas and aren't confirmed if I can 100% make them)
    • Storm Clock
      • Machine which tells you when the next storm occurs. 
    • Temporal Displacement Chamber
      • A small box in which time moves extremely slowly
    • Riftblade
      • Endgame meelee weapon
    • Anti-Gravity Shoes
      • Walk on walls and ceilings
    • Shield Array
      • Worn chest armour item which provides an energy shield that consumes energy to absorb damage
    • Dimensional Pocket
      • A high tier backpack
    • Phase Displacement Unit
      • An arm item which allows for the wearer to walk through walls
    • Neuro-Acuity Disruption Beacon
      • A block which causes enemies to aggro onto other enemies instead of you
    • Chronological Form Desynchronisation Unit
      • An arm item which grants invisibility when worn
    • Robotic Arms
      • A back item which creates several robotic arms which auto attacks nearby hostiles
    • Prototype Disintegrator
      • A steampunky rapid fire gear gun that fires energy
    • Cool lamps/lanterns
    • Exo Suits
    • Item to recall mounts from any distance
    • And other cool stuff I can think of
  • Techy/mechanical clothing items

 

Long Term Plans:

Eventually I do want to branch out from making items and such and have them relate to a larger story so:

  • Lore and story - divering from Jonas tech to its own branch of technology
  • Ruins or quest location located in the ocean depths
  • New enemies
  • Bosses

 

Known Issues

  • Storm caster causes rain globally, not locally

 

If you have any issues let me know via the issue tracker.

Feedback and suggestions are always welcome!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.20 riftworks
1.22.0 - 1.22.4
2548 Apr 25th at 1:45 PM riftworks_1.1.20.zip 1-click install
  • Items now use the Wearable behaviour instead of the obsolete ItemWearable
1.1.19 riftworks 274 Apr 23rd at 12:41 PM riftworks_1.1.19.zip 1-click install
  • Initial update to 1.22
    • Items that depend on ItemWearable have not been transitioned over to the new wearable behaviour yet
  • Fixed Vector Stasis Unit not stopping projectiles from close range
  • Overhauled Adaptive Reconstitution Gear
    • Added an incredibly expensive temporary recipe for the gear until proper implementation of the gear is added (there should only really be one that exists in the whole world)
    • Fixed jittering player animations when it was worn
    • New functionality based on stages of resistance
      • Each resist has 6 stages going from 0-20-40-60-80-100
      • Each progressive stage gets progressively harder to attain.
        • For example, going from 80-100 takes more effort than going from 0-60
        • Reaching the higher stages will require a LOT of consistent damage
      • Reaching a new stage will instantly full heal the player
    • Now renders a gear above the player
      • Being hit starts an oscillating glow on the gear which signifies adaptation
      • Rotates, flashes brightly, and plays a sound when a new adaptation stage is reached
  • Crafting recipe disable for Adaptive Gear added in config
1.1.18 riftworks
1.21.0 - 1.21.6
1337 Feb 14th at 4:12 PM riftworks_1.1.18.zip 1-click install
  • Moved Adaptive Gear into head slot - no longer an armour item
  • Optimised Vector Stasis Unit significantly
  • Vector Stasis Unit now is compatible with CO
1.1.17 riftworks
1.21.0 - 1.21.6
155 Feb 13th at 8:14 PM riftworks_1.1.17.zip 1-click install
  • Large code cleanup
  • Added passive regen to adaptive reconstitution gear - users with the gear equipped will now regenerate rapidly whenever damaged
  • Adaptive Reconstitution Gear now works with CO installed
  • Removed diving helmet - all ocean related content from this mod will be moved to my other mod Abyssal Depths
1.1.16 riftworks
1.21.1 - 1.21.6
3993 Sep 29th 2025 at 6:28 PM riftworks_1.1.16.zip 1-click install
  • Fixed wearable items having delayed activations
1.1.15 riftworks 140 Sep 29th 2025 at 9:38 AM riftworks_1.1.15.zip 1-click install
  • Fixed animation resets, player will no longer jitter every second with an worn item
  • Fixed disassembler improperly disassembling shields and lanterns - they will now return the proper metal
1.1.14 riftworks
1.21.0 - 1.21.1
715 Sep 9th 2025 at 9:44 PM riftworks_1.1.14.zip 1-click install
  • Overhauled Temporal Disassembler GUI and previews - now shows inputs and outputs via text
  • Fixed Temporal Disassembler dupe glitch
  • Fixed blueprints being given from a disassembly - they aren't consumed in a craft so should not be given
1.1.13 riftworks 1742 Jun 28th 2025 at 12:31 PM riftworks_1.1.13.zip 1-click install
  • Added first iteration of Ore Scanner. I did try make the scanning a visual but wasn't able to. So it's text based for now.
  • Additional error checks for diving helmet.
1.1.12 riftworks
1.20.11 - 1.20.12
2050 Jun 7th 2025 at 5:21 PM riftworks_1.1.12.zip 1-click install

Previous update did not fix the crash. Implemented more checks to prevent diving helmet crash.

1.1.11 riftworks 131 Jun 6th 2025 at 11:18 PM riftworks_1.1.11.zip 1-click install

Fixed diving helmet behavior crash

1.1.10 riftworks 691 May 26th 2025 at 1:15 PM riftworks_1.1.10.zip 1-click install

Added config. You can now disable recipes in the config file.

1.1.9 riftworks 156 May 24th 2025 at 9:54 PM riftworks_1.1.9.zip 1-click install
  • Fixed Disassembler not respecting crafting ratios
  • Reduced cost of crafting the disassembler components
1.1.8 riftworks 260 May 18th 2025 at 5:37 PM riftworks_1.1.8.zip 1-click install
  • Refactored code so that items are more compatible with other mods (Worn items should now be compatible with Combat Overhaul)
  • Fixed rare adaptive gear crash (hopefully)
  • Fixed disassembler unloading nieghbouring block texture
1.1.7 riftworks 224 May 11th 2025 at 11:31 AM riftworks_1.1.7.zip 1-click install

Fixed bug where you couldn't equip any wearables.

1.1.6 riftworks 241 May 5th 2025 at 5:13 PM riftworks_1.1.6.zip 1-click install

Added Storm Caster

1.1.5 riftworks
1.20.8 - 1.20.9
210 May 3rd 2025 at 6:59 PM riftworks_1.1.5.zip 1-click install

Added previews to Temporal Disassembler. Now when an item and gear are in the correct slots, the disassembly output is shown, however those items cannot be retrieved until the disassembly process finishes. So if you are unsatisfied with the output you can simply remove one of the inputs and cancel the process.

1.1.4 riftworks 290 Apr 24th 2025 at 9:25 PM riftworks_1.1.4.zip 1-click install
  • Added flashlight as diving recipe component and changed description. Oil lamp removed from recipe
  • Disassembler now restores durability of tools to full. Will still disassemble full durability tools into its recipe components 
  • Disassembler now restores condition of clothes to full
1.1.3 riftworks 204 Apr 19th 2025 at 5:10 PM riftworks_1.1.3.zip 1-click install
  • Improved diving helmet model
  • Added ore scanner however currently non-functional
1.1.2 riftworks 145 Apr 18th 2025 at 12:22 PM riftworks_1.1.2.zip 1-click install

Fixed Diving Helmet not providing light underwater

1.1.1 riftworks 113 Apr 17th 2025 at 10:09 PM riftworks_1.1.1.zip 1-click install

Fixed disassembler not stacking existing items and voiding excess items 

1.1.0 riftworks 82 Apr 17th 2025 at 3:20 PM riftworks_1.1.0.zip 1-click install

Added diving helmet

1.0.0 riftworks 90 Apr 16th 2025 at 3:22 PM riftworks_1.0.0.zip 1-click install

Inital release


88 Comments (oldest first | newest first) (threaded | flat)

Hiran, 6 days ago (modified 6 days ago)

Would it be possible to add support to Toolsmith tool parts?
Edit:

Also, How do I make Storm caller to create thunderstorm?

Notpossible , 5 days ago
@Hiran: Would it be possible to add support to Toolsmith tool parts?Edit: Also, How do I make Storm caller to create thunderstorm?

Toolsmith compat is planned but the mod is currently just being maintained while I focus my efforts on the other mod. Also for the storm caster, whenever it turned on it has a low chance to make one of the loaded regions start a thunderstorm, more severe weather has a lower chance of happening, so you'll have to click one a few times until you see one.

nolant0n, Jul 5th at 4:50 PM

something that speeds up the surrounding environments time? like crop and animal growing, wine aging and rot composing

nolant0n, Jul 5th at 4:52 PM
@nolant0n: something that speeds up the surrounding environments time? like crop and animal growing, wine aging and rot composing

plus i think a reverse-cloak device would be fun, like a field that makes rust monster go dumb-dumb(lose track of player and turn passive, just hanging around)

nolant0n, Jul 5th at 4:55 PM
@nolant0n: something that speeds up the surrounding environments time? like crop and animal growing, wine aging and rot composing

PS, love the mod, fits my interest and idea of temporal machinery best amongst mods(more interested in utility than artillery)

Notpossible , Jul 7th at 7:31 PM
@nolant0n: something that speeds up the surrounding environments time? like crop and animal growing, wine aging and rot composing

I did have this idea kinda, essentially just porting over the time in a bottle mod from minecraft, but in most likelihood it'll be a seperate mod as it would be rather overpowered and doesn't fit my vision for this mod. 

Lyra_Yanaris, Jun 28th at 1:13 AM

I think that Adaptive Reconstruction Gear needs nerfed...and buffed.

My suggested change is to give it a charge like other items. The Adaption effect not being contingent on that, but the regeneration effect being tied to it-so that if you have it uncharged, you still adapt to things and retain your resistances-but you only regenerate, and maybe even slightly faster-when it is charged with a Temporal Gear. 

An alternate (either/or, as doing this would make adding a charge unfeasible or clunky) suggestion that's probably a LOT more difficult to code-is to entirely remove passive regeneration altogether-and replace it with vastly increased healing effectiveness and increased passive healing from food/natural causes. This would mean you still have to eat... or at least bring bandages or vintage beef-along, to heal. If you adapted to everything, of course, then you'd not need to heal, and you'd basically have creative mode. 

But it would also not let you... just jump in a hotspring or sit on some coal and AFK, to gain immunity to 'acid' or 'fire' damage. Because I think the effect is too potent to be able to do that. Either method would make this true. In the first, you'd have to make sure your regeneration stays powered with Temporal Gears, and require resources.  

With the second... It removes the need for Temporal Gears, but adds a maintained need for food to handle hunger, at least... until you've adapted to it enough to be immune. Both also make bandages (the second one especially) a LOT more useful. Because poultices and bandages and all that-seem entirely USELESS when you have access to it... Same with other effects, like healing spells from other mods. The second is probably my preferred one, but again, prolly more difficult to code. 

Notpossible , Jun 28th at 7:57 PM
@Lyra_Yanaris: I think that Adaptive Reconstruction Gear needs nerfed...and buffed.My suggested change is to give it a charge like other items. The Adaption effect not being contingent on that, but the regeneration effect being tied to it-so that if you have it uncharge

Thanks so much for the feedback regarding the adaptive gear. I did realise that with the healing players can just sit in fire or acid and eventually gain full immunity but it was more or less based on the idea that one of these gears could exist at a time on a server. That was my initial balancing idea - having just one on a server would promote people to actually fight over it and give someone less time to just sit afk adapting to something. I couldn't really get disabling a crafting recipe while a server was running working properly though so it was temporarily scrapped. The healing effectiveness thing is honestly a great idea but for the near future I'm likely to try balance it that way again - change it so that its a massively sped up natural passive heal rather than the heal effect but not enough so that you could sit afking in something and live starting from 0 adaptation. If that doesn't end up working out the healing effectiveness might be a good path. 

Lyra_Yanaris, Jun 30th at 11:28 PM
@Notpossible: Thanks so much for the feedback regarding the adaptive gear. I did realise that with the healing players can just sit in fire or acid and eventually gain full immunity but it was more or less based on the idea that one of these gears could exist at a time

I'm glad I could enlighten you! It's funny. I have my own mod I'm working on, called 'Consumptive Armor'. It has Level 100, and has almost 100% damage reduction. Sounds OP, right? Well. There's a couple catches, but first the benefits and the how. 
It has increased healing effectiveness. It has increased movement speed. It has increased ranged charge speed, even.

It's based on temporal compression, and to be entirely power-based armor. And the power source... is you
Now the catch. 
It drains hunger. The hunger rate is higher than any other armor. I haven't entirely figured out how much it should be, but currently a full set of armor gives you FOUR HUNDRED PERCENT HUNGER DRAIN. It sucks you dry, it drains you, it rips you apart, withering you. But in return, it makes you nigh-invulnerable. If I add a shield, I'm going to hit it with five hundred, and I might increase it too.
Another note:It has no damage reduction. You do take damage from every attack, regardless of the strength and level of the armor. Even though it's reduced to almost zero, and your healing is increased enough to EASILY outheal it. Basically, it's designed to make you almost invulnerable... but at the same time, DEVOUR your resources, forcing you to carry it unequipped most of the time, rather than equipping it constantly. Or it will consume your everything. 

The idea is to turn you into a literal reactor, and use the power of that reactor to make you a superhero. Your kryptonite is being out of energy, out of fuel.

derpy3907, Jun 19th at 1:48 PM

Dude this mod is awesome. Im really exited to see what comes in the future.

LordStrogan, Jun 8th at 12:21 AM

What about an concept to utilize the issue with the Storm Caster global effect to make a special super variant based on that. Like a Hyper Storm Caster. Or even a way to supercharge/upgrade the Storm Caster to reach a global state.

Notpossible , Jun 12th at 4:59 PM
@LordStrogan: What about an concept to utilize the issue with the Storm Caster global effect to make a special super variant based on that. Like a Hyper Storm Caster. Or even a way to supercharge/upgrade the Storm Caster to reach a global state.

I've had ideas for variants of it a while back. I wanted to make an upgraded version which can essentially power itself by also acting like a lightning rod as well, so it getting struck would charge it. A global one would also be pretty cool although not very great for mp servers. 

LordStrogan, Jun 12th at 11:19 PM
@Notpossible: I've had ideas for variants of it a while back. I wanted to make an upgraded version which can essentially power itself by also acting like a lightning rod as well, so it getting struck would charge it. A global one would also be pretty cool although not

Oooo the self powering one is a great idea, maybe could utilize something like the power engine idea to boost the engine with extra output or even a power bank. Maybe the Global one could be a unique for something like the devestation tower, it just a being big weather tower you have to climb and fight through to get it at the top and is surrounded by a constant heavy storm. Though I'm sure RP servers would absolutely eat it up if it can be server stable. 

TabiCat, May 30th at 7:45 PM

is there any way to slow down the chat spam of the ore finder? its a lot and I cant turn it off without unequipping it.

Notpossible , Jun 1st at 8:54 PM
@TabiCat: is there any way to slow down the chat spam of the ore finder? its a lot and I cant turn it off without unequipping it.

Sadly there isn't. The ore finder was meant to be visual but I couldn't figure it out so I made it text based and that does just lead to chat spam sadly. Only way to stop it is to take it off. Once I'm satisfied with abyssal depths I will take riftworks off the backburner and make it a visual thing so log spam is no longer an issue.

InternetDragon, May 19th at 12:35 AM

This mod has megumi

ShunTheWitch, May 12th at 8:22 PM

I really like the idea for the robotic arms and the cloaking, been using this on our server and I got to the reconstitution gear

 

Intangir, May 7th at 5:52 PM

those are very cool

Notpossible , Mar 30th at 7:26 AM

Wyntr 1.22 had some changes which obsoletes some of the code this mod uses so issues are expected, the crash in particular is caused by the vector unit. Once 1.22 is fully released I'll have riftworks updated in a few days or so.

Wyntr, Mar 28th at 7:14 PM (modified Mar 28th at 7:15 PM)

Attempted to load in 1.22-rc.6

Results interesting. 

Loaded fine until I started equipping things.

I am using a small modlist, but the primary issue was the error below being repeated until crash.

Crash Report
28.3.2026 14:09:05 [Error] Exception: Field not found: 'Vintagestory.API.Common.Entities.Entity.Pos'.
at MonoMod.Core.Interop.CoreCLR.V60.InvokeCompileMethod(IntPtr functionPtr, IntPtr thisPtr, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at MonoMod.Core.Platforms.Runtimes.Core60Runtime.JitHookDelegateHolder.CompileMethodHook(IntPtr jit, IntPtr corJitInfo, CORINFO_METHOD_INFO* methodInfo, UInt32 flags, Byte** nativeEntry, UInt32* nativeSizeOfCode)
at Riftworks.src.Systems.ModSystemOreScanner.HandleItem(IPlayer player, ItemOreScanner oreScanner, ItemSlot slot, Double hoursPassed, Single dt) in .\src\Systems\ModSystemOreScanner.cs:line 33
at Riftworks.src.Systems.ModSystemOreScanner.HandleItem(IPlayer player, ItemOreScanner oreScanner, ItemSlot slot, Double hoursPassed, Single dt) in .\src\Systems\ModSystemOreScanner.cs:line 33
at Riftworks.src.Systems.ModSystemWearableTick`1.OnTickServer1s(Single dt) in .\src\Systems\ModSystemWearableTick.cs:line 48
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 36
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 78
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 882
Notpossible , Mar 18th at 4:42 PM

Pell InternetDragon Both of those sound like good ideas. I'll make a note of them.

Pell, Mar 17th at 4:04 PM

how about some kind of mechanical power engine, fueled by temporal gears? there's a lot of clutter type assets that already kind of fit the aesthetic :)

InternetDragon, Mar 10th at 8:27 PM

How about a glider booster (like elytra rockets in MC)

Notpossible , Mar 2nd at 10:22 PM

akqle That's a pretty neat idea, shouldn't be too difficult to make actually

akqle, Feb 27th at 7:42 PM (modified Feb 27th at 7:42 PM)

Any thoughts on adding an item that tells you when the next temporal storm is? Storm clock perchance. Notpossible

MitchellJay, Feb 19th at 4:10 AM

Wil follow your mod with great interest :p

Sr_Bane, Jan 8th at 12:46 AM

Loved reading the description of the gear, looking at it, seeing how it's on the head and just thinking "huh... that's just big raga." And there it is

Notpossible , Dec 19th 2025 at 1:35 PM

TwistedLogic I hate to be the bearer of bad news but I'm moving everything ocean related to my other mod dedicated to ocean exploration so it will be moved over sometime soon.

WhiskeySunshine Pretty neat idea, does sound a bit overpowered though. I can look into compat and see whats possible.

TwistedLogic, Dec 17th 2025 at 11:21 PM

Diving Helm was exactly what i was looking for !!! Thank you

WhiskeySunshine, Dec 17th 2025 at 8:10 PM

This is a wild question, but would you ever consider compatibility with Maltiez's Exosuits mod for some of the equippables? For example using the core/body portion to fuel the diving helmet, ore scanner, and vector stasis unit (iirc it just feeds the gears to the other worn pieces without you doing it yourself)

Notpossible , Nov 15th 2025 at 11:16 PM

Azraile I think the temporal gear per use is fair when you consider the fact that you can disassemble stacks of an item and get huge outputs, but nevertheless you are kinda right as some uncrafts arent worth it, I'll put some thought into it

Azraile, Nov 8th 2025 at 11:57 PM

something like the Temporal Displacement Chamber but speeds up time would be nice to rot food or dry hides

maybe change it so the Disassembler gets charges off a gear and uses the charges because one whole temperal gear per use is WAY to exspensive if you ask me or make an item that is craftable with a gear that has derablity that the Disassembler uses the derability till it brakes

 

just some sugestions

 

Asreal, Nov 8th 2025 at 11:23 PM (modified Nov 9th 2025 at 12:19 AM)

Hey I just tried this mod for the diving helmet as I am running an oceans server, we wanted to try exploring underwater and your mod is the only one that offers anything related to diving suits. However after testing this I found the helmet did nothing. no lights, no increased breath, I'm using it on 1.21.4

Edit: yeah it was user error, the diving helmet works fine once I unpaused time

SoupInCat, Nov 6th 2025 at 10:11 AM

Hey! Just saw this mod called Block Overlay, thought you might like to add some mod compat with it or some similar thing to combine it with the Ore Scanner in your mod.

slugg, Oct 27th 2025 at 2:39 AM

ae2 pls

Notpossible , Oct 9th 2025 at 3:44 PM

VessPell

So that you can directly disassemble clothes rather than repair them first?

VessPell, Oct 8th 2025 at 8:00 AM

Can there be a config option to keep item condition with the Temporal Disassembler?

Ashe_Ferro, Oct 6th 2025 at 7:52 PM

Notpossible kyrodaboi
Not related to the ontopic mod but have either of you seen QP's storage containers? It's basically AE2 and drawers


On topic for the mod, this looks neat I dig it

Notpossible , Oct 5th 2025 at 8:59 AM

kyrodaboi

Out of scope for this mod but I do want to eventually try my hand at basically recreating AE2 once I have enough skill in modding.

kyrodaboi, Oct 5th 2025 at 12:51 AM

i wonder if its possible to make a digital storage mod like ae2 in vintage story hmm:3 i had this idea because of this mod adding endgame stuff and storage tends to be my issue at end game

Notpossible , Oct 1st 2025 at 9:03 AM

Aksyl

Lmao I didn't even think of that

Aksyl, Sep 29th 2025 at 6:39 PM

Using the storm caster to force snow (thus allowing fruit trees to vernalize in warmer climates) would be a hilarious use of it.

Notpossible , Sep 29th 2025 at 1:15 PM (modified Sep 29th 2025 at 1:31 PM)

FrancisOfFilth I'm not sure. I'll need to test that once I get it working with CO

FrancisOfFilth, Sep 29th 2025 at 1:05 PM

Would the Vector Stasis work on bullets from the Firearms mod ?

Notpossible , Sep 12th 2025 at 12:50 PM

FireSB42

Thats actually a pretty neat idea. I would rather just replace the intervention beacon with that.

FireSB42, Sep 9th 2025 at 10:13 PM

Howdy howdy! Thanks for updating to current version!

 

I wanted to suggest an expansion to the Intervention Beacon idea. Maybe either an alternative version or an upgrade being something like a "Neuro-Acuity Disruption Beacon;" instead of just drawing aggro to itself, it causes those that hit it to begin attacking other hostile targets. A chaos-causing device, if you would.

 

Thank you for all the work you've done so far, and I can't wait to see what comes next!

Notpossible , Sep 5th 2025 at 8:47 AM

mackl

I've actually been thinking of adding something like that for a while however as a seperate mod as it wouldn't really make sense to exist with the lore ideas I have for this mod. 

mackl, Sep 2nd 2025 at 8:30 AM

Hello, big fan of this mod! Was wondering if it would be possible to add some kind of timestaff that speeds up time for whatever block you're using it on (storage block, barrel, sapling, growing crop, etc.)? I understand that this might be a bit strong, but I was just thinking it'd be a neat endgame item that was was really expensive to use, something you could throw excess temporal gears into if you have a bunch of salted cheese or something sitting around, or for trolling friends by rotting their food while they arent looking

Notpossible , Jul 10th 2025 at 7:51 PM

Altines

Sounds simple enough, I'll add it to the list.

Altines, Jul 10th 2025 at 2:43 AM

Glad to see someone else wanted to add more Jonas tech to the game (and actually knows how to code to make it)

If I could make a suggestion, a device that teleports your mount to you regardless of distance would be great to have.

Ducky_, Jul 3rd 2025 at 4:16 AM

Oh, I must be completely blind. My bad!

Notpossible , Jun 28th 2025 at 8:42 PM

Ducky_

Disallow in what way? The mod already has a config that allows you to disable recipes. 

Ducky_, Jun 28th 2025 at 7:00 PM

Would it be possible to add a config to allow/disallow certain items?
That being said, I've been searching for something like the diving helmet. Thank you so much for this mod!

Notpossible , Jun 17th 2025 at 4:02 PM

3Kz4

Yeah it's planned to be something that you can get from a endgame boss/ story location once I eventually get around to doing those. Mostly made it for now as a proof of concept and its insanely busted so it's unlikely to have a crafting recipe.

3Kz4, Jun 17th 2025 at 12:58 AM

a good way to add the reconstruction gear in game is as a boss drop, or you has to find its pieces them build it with a especial machine 

Notpossible , Jun 12th 2025 at 10:10 PM

Feetlicks

The temporal displacement chamber is intended for that use. Just not implemented yet.

Feetlicks, Jun 12th 2025 at 12:59 PM

some sort of machine for completly preventing spoiling of food would be neat

Notpossible , Jun 7th 2025 at 11:00 AM

WolfWarrior

The Storm Caster kind of does that already? It's intended purpose is to cause storms but you can just turn it on and off right after to override current weather phenomena. It will create a massive cloud above your area but it won't be raining or storming afterwards from what I've seen.

WolfWarrior, Jun 6th 2025 at 11:31 PM

what about a machine that prevents weather effects? like the storm caster inverted. that'd be cool.

Notpossible , May 26th 2025 at 1:18 PM

Bryorios

Config file was just added.

Bryorios, May 25th 2025 at 7:23 AM

Notpossible that would be incredible because all the stuff you created is SO FRIGGIN COOL, just some stuff would be a little broken on servers.

Notpossible , May 20th 2025 at 3:52 PM

Bryorios Unlikely to happen since I don't really want to multiple mods and repos to maintain. I could try add a config so that people can disable things though.

Bryorios, May 20th 2025 at 6:27 AM

Would it be possible to have all these cool tools in seperate mod packs so you can pick what ones you want if it was for multiplayer?

Notpossible , Apr 29th 2025 at 8:37 PM

BobEdJones

Considering the fact that I would like to familiarise myself with the entire game codebase multiblock machines aren't really that out of scope. They are something I do eventually want to try out as well. Just currently don't have ideas of what kind of multi-block machines I would want to make. Could possibly turn the disassembler into one in the future though probably unlikely. If I do make something along the lines of a translocator replacement as you mentioned it would probably be a seperate mod as I do want to diverge from Jonas lore once I get around to doing lore/story for this mod.

 

Poj

I did come up with Prototype Disintegrator as I didn't want to slap temporal or chrono into every item I make.

 

MyNameWill

No problem. Glad you're enjoying the mod.

MyNameWill, Apr 29th 2025 at 11:36 AM

Notpossible

 

Thank you! Couldn't figure out how to charge it for the life of me. Also the Vector Stasis Unit is goated as hell. That thing has saved my ass so many times to the point where I always carry it with me just in case. Anyways, keep up the good work!

Poj, Apr 28th 2025 at 7:50 PM

@Notpossible for the name of the projectile launcher I had thought up a couple ideas:

Chrono Caster (sounds vague but in a good way)

Chronolock Rifle (play on flintlock or wheel lock)

Temporal Repeater (another pun)

BobEdJones, Apr 25th 2025 at 12:50 PM

One thing I think would be cool, but is probably out of the scope of this mod, is multi-block mechnes. Like replace the current translocators with new multi-block mechnes that have missing or broken blocks that you can slavige or make makeshift replacements for. Like their could be missing shafts that you can replace with s wooden one, or missing focusing lenses that you can replace with clear quorz or glass, etc.

Aloy, Apr 23rd 2025 at 10:38 PM

Notpossible id suggest a jonaslamp such as this one:

        "type": "block",
        "code": "game:jonas-lamp",
        "attributes": {
            "type": "lightsource/on/lumi-floor1"
        }
 
alternatively even just a temporal gear to balance the value of the item works, maybe a jonas component
Notpossible , Apr 23rd 2025 at 10:35 PM

Brick

Dead space is unironically one of my inspirations for this mod. I want to make the planned exo suits look similar to the rigs

Notpossible , Apr 23rd 2025 at 10:28 PM

Aloy

I had it as an lantern first but I skill issued it as it didn't work. Gave up and just slapped a oil lamp in there temporarily. It is in my plans to create an actual tech lamp thing to take its place.

Aloy, Apr 23rd 2025 at 9:37 PM

i'm sorry but that oil lamp makes no sense- a jonas lamp for the diving helmet would be a nice touch though!

Brick, Apr 23rd 2025 at 5:24 PM

Notpossible Its model reminds me of dead space's mining rig thats why I thought its cool :D

Notpossible , Apr 22nd 2025 at 8:09 AM

Brick

Items which fail to uncraft aren't because of a mechanic but because the recipe for the item being disassembled couldn't be found. It's not an intended mechanic but a fallback. I do realise that it is a bit of a frustrating system at the current moment but I do have plans to have disassembly outputs be previewed which should remove the frustration from using it. Also the disassembler did initally repair items but it seems some code changes prevent that now. I'll look into it and see if I can reimplement that.

Also ngl I think the model for the disassembler looks like terrible. I really want to rework it but I'm no artist.

 

Poj

I would love to implement something like that but I don't think I've got the knowledge to pull something like that off. I'll leave it in my notes as something to think about.

Poj, Apr 21st 2025 at 10:58 PM

Also, might not really be in the scope of this mod, but a device that allows you to link all translocators and pick on the map which active one you'd like to teleport to would be nice.

Brick, Apr 21st 2025 at 8:54 PM

Notpossible
Quick feedback on dissassembler. Is there really a need to introduce a mechanic that would fail the dissassembly? The cost of one temporal gear is hefty enough on its own and there arent even that many items to justify using a whole temporal gear to dissassembly in the first place. Possibly armor to recraft it and get full durability?
Though thinking in this direction I'd suggest that instead of disassembler it would be nicer to have a repair station that uses temporal gears to repair items would have a much higher value to the player.
Alternatively, a mechanic of using such station fueled by temporal gears to restore rusty metal/rusty gears with metal parts into random jonas parts would be very valuable too.

Disassembly would be valuable if you could find complete items such as night vision mask used in example to disassemble. It makes little sense that a player would have too many of such items laying around because you need to do some grinding to make one in the first place.
So to sum it up, using disassembly with a chance of failure and spending temporal gear makes it an unreliable mechanic with limited functionality thats not fun to use.

Edit: The model for disassembler looks cool tho.

Notpossible , Apr 21st 2025 at 6:06 PM

I can confirm that the some of the items in this mod are not compatible with CO. Items worn in armour slots do not have their unique effects applied.

Notpossible , Apr 21st 2025 at 9:56 AM

THEANOMALOCARIS

Probably is because of combat overhaul, I know that it needs comp patches for weapon and armour mods. I'll take a look today and then see if I can implement compatibility soon.

THEANOMALOCARIS, Apr 21st 2025 at 1:21 AM

I made myself a diving helmet. but I can't put it on. does it have any other mods that it might not be compatible with? my first thought was combat overhaul because of the armor

 

Notpossible , Apr 20th 2025 at 3:26 PM

Poj

I like that idea. I'll add it to the ideas list once I come up with a name for it.

Poj, Apr 20th 2025 at 3:20 PM

It would be nice having a late game projectile weapon. Sorta like a firearm but with mechanical instead of chemical energy behind it. A steampunky rapid fire gear gun that launches temporal energy. Maybe like 20-40 shots per temporal gear.

Notpossible , Apr 20th 2025 at 10:40 AM

MyNameWill

Have a temporal gear on your cursor then click the vector stasis unit. Same way as the night vision helmet.

MyNameWill, Apr 20th 2025 at 5:11 AM

I just got the Vector Stasis Unit, but how do you charge it? I have no idea how to do that.

111, Apr 17th 2025 at 8:39 PM

Very Cool!

Aloy, Apr 16th 2025 at 5:51 PM

hyped for the diving gear and weather caster

DoodleGarbage, Apr 16th 2025 at 5:25 PM

This mod looks quite cool! I'll be keeping an eye on this for when more stuff is implemented.

MyNameWill, Apr 16th 2025 at 4:49 PM

I love the whole idea of this mod! I think the items you have added so far, while few, are really damn cool and unique and the planned items are also really neat. I won't get to try them out for a hot minute as I'm only just now getting copper in my world, but I'm hyped to give them a shot! I'm very excited to see all the other things you plan to add and especially the stuff on your long term list. Lore, ruins, and new enemies are my JAM and this game needs more mods that add them! Also the ocean does need much more love lol. Anyways, keep up the good work homie, I can't wait to see what you do next! I will be keeping an eye on your mod for updates!

Also, thanks for the Recyclable Bags mod, thats just so nice to have lol.