Mods / Riftworks
- Tags:
- 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:
"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%
"No arrow shall ever reach you."
- A worn arm item
- Freezes projectiles before they hit you
- Powered by temporal gears
"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...
"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
"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
- Storm Clock
- 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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 1.1.20 | riftworks | 2548 | Apr 25th at 1:45 PM | riftworks_1.1.20.zip | 1-click install | ||
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| 1.1.19 | riftworks | 274 | Apr 23rd at 12:41 PM | riftworks_1.1.19.zip | 1-click install | ||
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| 1.1.18 | riftworks | 1337 | Feb 14th at 4:12 PM | riftworks_1.1.18.zip | 1-click install | ||
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| 1.1.17 | riftworks | 155 | Feb 13th at 8:14 PM | riftworks_1.1.17.zip | 1-click install | ||
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| 1.1.16 | riftworks | 3993 | Sep 29th 2025 at 6:28 PM | riftworks_1.1.16.zip | 1-click install | ||
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| 1.1.15 | riftworks | 140 | Sep 29th 2025 at 9:38 AM | riftworks_1.1.15.zip | 1-click install | ||
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| 1.1.14 | riftworks | 715 | Sep 9th 2025 at 9:44 PM | riftworks_1.1.14.zip | 1-click install | ||
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| 1.1.13 | riftworks | 1742 | Jun 28th 2025 at 12:31 PM | riftworks_1.1.13.zip | 1-click install | ||
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| 1.1.12 | riftworks | 2050 | Jun 7th 2025 at 5:21 PM | riftworks_1.1.12.zip | 1-click install | ||
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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 | ||
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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 | ||
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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 | ||
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| 1.1.8 | riftworks | 260 | May 18th 2025 at 5:37 PM | riftworks_1.1.8.zip | 1-click install | ||
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| 1.1.7 | riftworks | 224 | May 11th 2025 at 11:31 AM | riftworks_1.1.7.zip | 1-click install | ||
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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 | ||
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Added Storm Caster | |||||||
| 1.1.5 | riftworks | 210 | May 3rd 2025 at 6:59 PM | riftworks_1.1.5.zip | 1-click install | ||
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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 | ||
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| 1.1.3 | riftworks | 204 | Apr 19th 2025 at 5:10 PM | riftworks_1.1.3.zip | 1-click install | ||
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| 1.1.2 | riftworks | 145 | Apr 18th 2025 at 12:22 PM | riftworks_1.1.2.zip | 1-click install | ||
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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 | ||
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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 | ||
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Added diving helmet | |||||||
| 1.0.0 | riftworks | 90 | Apr 16th 2025 at 3:22 PM | riftworks_1.0.0.zip | 1-click install | ||
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Inital release | |||||||







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.
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)
PS, love the mod, fits my interest and idea of temporal machinery best amongst mods(more interested in utility than artillery)
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.
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.
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.
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.
Dude this mod is awesome. Im really exited to see what comes in the future.
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.
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.
Thats a valid point, I'll make a global variant as well but have its crafting recipe disabled by default.
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.
It's probably not an original idea but maybe you could take a look at the Block Overlay mod to see how they render visual data.
This mod has megumi
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
those are very cool
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.
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.
Pell InternetDragon Both of those sound like good ideas. I'll make a note of them.
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 :)
How about a glider booster (like elytra rockets in MC)
akqle That's a pretty neat idea, shouldn't be too difficult to make actually
Any thoughts on adding an item that tells you when the next temporal storm is? Storm clock perchance. Notpossible
Wil follow your mod with great interest :p
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
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.
Diving Helm was exactly what i was looking for !!! Thank you
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)
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
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
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
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.
ae2 pls
VessPell
So that you can directly disassemble clothes rather than repair them first?
Can there be a config option to keep item condition with the Temporal Disassembler?
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
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.
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
Aksyl
Lmao I didn't even think of that
Using the storm caster to force snow (thus allowing fruit trees to vernalize in warmer climates) would be a hilarious use of it.
FrancisOfFilth I'm not sure. I'll need to test that once I get it working with CO
Would the Vector Stasis work on bullets from the Firearms mod ?
FireSB42
Thats actually a pretty neat idea. I would rather just replace the intervention beacon with that.
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!
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.
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
Altines
Sounds simple enough, I'll add it to the list.
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.
Oh, I must be completely blind. My bad!
Ducky_
Disallow in what way? The mod already has a config that allows you to disable recipes.
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!
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.
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
Feetlicks
The temporal displacement chamber is intended for that use. Just not implemented yet.
some sort of machine for completly preventing spoiling of food would be neat
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.
what about a machine that prevents weather effects? like the storm caster inverted. that'd be cool.
Bryorios
Config file was just added.
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.
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.
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?
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.
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!
@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)
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.
Notpossible id suggest a jonaslamp such as this one:
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
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.
i'm sorry but that oil lamp makes no sense- a jonas lamp for the diving helmet would be a nice touch though!
Notpossible Its model reminds me of dead space's mining rig thats why I thought its cool :D
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.
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.
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.
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.
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.
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
Poj
I like that idea. I'll add it to the ideas list once I come up with a name for it.
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.
MyNameWill
Have a temporal gear on your cursor then click the vector stasis unit. Same way as the night vision helmet.
I just got the Vector Stasis Unit, but how do you charge it? I have no idea how to do that.
Very Cool!
hyped for the diving gear and weather caster
This mod looks quite cool! I'll be keeping an eye on this for when more stuff is implemented.
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.