
Mods / Riftworks
Author: Notpossible
Side: Both
Created: Mar 19th at 9:45 PM
Last modified: 3 days ago
Downloads: 1070
Follow Unfollow 107
Recommended download (for Vintage Story v1.20.10):
riftworks_1.1.8.zip
1-click install
One day I wanted decided that I wanted some tech stuff. As such, here we are.
Welcome to Riftworks.
Note: Mod is very much in a beta state
Currently Added:
"To reverse time? Is it even possible?"
- Disassemble items into their crafting ingredients
- Uses one temporal gear per use
- Item goes into first slot, gear into second
- When an item and gear are in the correct slots, a preview of the disassembly output is shown during the disassembly process
- Items that fail to uncraft 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
"And above its monsterous head, a strange gear."
- An armour head item which causes you adapt to damage types and gain resistance to them
- 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
- Every 10% resistance gained plays a sound
- Currently only obtainable in creative mode
- Essentially Mahoraga
- Will implement an actual way to get this later
"The oceans are not our domain."
- A heavy duty armour head item which offers 5 minutes of breath
- Also lights up a small area around the player while underwater
"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
Short-Term Plans:
- Add animations to the Adaptive Reconstitution Gear to make it spin when worn
- Support for non-grid uncrafts for the Temporal Disassembler.
- Full combat overhaul compatibility
- Recipe changes and improvements - schematic additions
- Model improvements/overhauls
- Code optimization
- Additional devices (These are ideas and aren't confirmed if I can 100% make them)
- Temporal Displacement Chamber
- A small box in which time moves extremely slowly
- Riftblade
- Endgame meelee weapon
- Anti-Gravity Shoes
- Walk on walls and ceilings
- Energy Shield
- Worn item which provides an energy shield that consumes energy to absorb damage
- Ore Scanner
- A face item that show for nearby ores with xray (8 blocks or so)
- Dimensional Pocket
- A high tier backpack
- Phase Displacement Unit
- An arm item which allows for the wearer to walk through walls
- Harpoon Gun
- Fire a harpoon at enemies and hook and reel them in
- Intervention Beacon
- A block which causes enemies to aggro onto it 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 Suit
- Hoverboard
- Diving suit
- Submarine
- And other cool stuff I can think of
- Temporal Displacement Chamber
- 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
- Ruins or quest location
- Additions to the ocean
- New enemies
- Bosses
- Disassembler has a lot of weird edge cases and I'm sure I haven't covered all of them
- Disassembler does not respect crafting ratios. This can lead to situations such as turning a single bit into a full ingot. As of now it will considered a feature - once fixed, the cost of crafting the disassembler will be reduced.
- Combat Overhaul - armour items with effects take around 5 seconds or so to apply (Currently Diving helmet only)
- Combat Overhaul - Adaptive Reconstitution Gear nonfunctional
If you have any issues let me know via the issue tracker.
Feedback and suggestions are always welcome!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.8 | 92 | 3 days ago | Show | riftworks_1.1.8.zip | 1-click install | |
v1.1.7 | 153 | May 11th at 11:31 AM | Show | riftworks_1.1.7.zip | 1-click install | |
v1.1.6 | 170 | May 5th at 5:13 PM | Show | riftworks_1.1.6.zip | 1-click install | |
v1.1.5 | 122 | May 3rd at 6:59 PM | Show | riftworks_1.1.5.zip | 1-click install | |
v1.1.4 | 222 | Apr 24th at 9:25 PM | Show | riftworks_1.1.4.zip | 1-click install | |
v1.1.3 | 142 | Apr 19th at 5:10 PM | Show | riftworks_1.1.3.zip | 1-click install | |
v1.1.2 | 82 | Apr 18th at 12:22 PM | Show | riftworks_1.1.2.zip | 1-click install | |
v1.1.1 | 32 | Apr 17th at 10:09 PM | Show | riftworks_1.1.1.zip | 1-click install | |
v1.1.0 | 24 | Apr 17th at 3:20 PM | Show | riftworks_1.1.0.zip | 1-click install | |
v1.0.0 | 31 | Apr 16th at 3:22 PM | Show | riftworks_1.0.0.zip | 1-click install |
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.