Mods / Temporal-Tinkerer

Category: #Crafting #Creatures #Magic #Technology #Worldgen
Author: Mr1k3
Side: Both
Created: Apr 6th at 2:20 AM
Last modified: 5 days ago
Downloads: 1572

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:


This mod currently adds:

  • Six new ruins including a few variants.
  • Two new swords.
  • Two new multi-tools (pickaxe/shovel etc.).
  • Each version of tool has certain upsides and downsides compared to its counterpart.
  • A new lantern, and two new torches.
  • Many crafting components, both based off of electricity and temporal energies.
  • Repairable tools/armor!
  • Well balanced recipes and functions.
  • Locusts drop items uncommonly (farmable source of some mod crafting components and other vanilla items).
  • Two focused progression paths for each technology, eg: electricity as endgame completely craftable/ temporal stuff from exploration.
  • New junk piles for harvesting modded ingredients.
  • New grid recipes.
  • Several anvil-based recipes.
  • In-game descriptions to items for progression help, lore tidbits, and item explanations.
  • New sounds.
  • New trader
  • Schematic system
  • New utility and defense armor sets



New Armor:


New Recipes:


New trader:


Some Ruins:



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.

Version For Game version Downloads Release date Changelog Download
v2.2.9 99 5 days ago Show
v2.2.8 547 Aug 23rd at 7:23 PM Show
v2.2.7 56 Aug 23rd at 4:07 AM Show
v2.2.6 148 Aug 17th at 6:39 AM Show
v2.2.5 128 Aug 14th at 11:14 PM Show
v2.2.4 35 Aug 14th at 10:42 PM Show
v2.2.2 559 Apr 18th at 4:16 AM Show

11 Comments (oldest first | newest first)

Mr1k3, 5 days ago


-updated russian translations thanks to ZigTheHedge, and Jay_!

-slight buffs to drill and glove durabilty

-trying to at least somewhat bring the armor sets to some resembalance of vanilla stuff and reduce power creep:

utility armor-

speed boots now double hunger rate, now mixed with stasis pack you have +55% hunger drain because my idea of nullifying all the negatives was too crazy
stasis pack provides 25% protection but now slows ranged weapons by 20%
buffed protection of ranged helmet to 90% but now has a tiny hunger and speed penalty

Combat armor-

pretty minor stat adjustments to all values, should be practical enough to wear around all the time with lower penalties, protection values unchanged.

SpearAndFang, Aug 24th at 4:43 PM

I just wanted to say that this mod just might have the BEST looking assets in the game.  I'm truly amazed by what you've done here Mr1k3!

Mr1k3, Aug 23rd at 7:23 PM


  • Fixed temporal sword needing mining glove schematic
  • fixed drill/mining glove having no ceramic mining speed bonus like normal pickaxes
Lisabet, Aug 23rd at 12:08 PM

the sword asks for the mining gauntlet schematic instead of the sword schematic to craft

Mr1k3, Aug 23rd at 4:07 AM


  • fixed schematics sometimes being used up by setting their durability to a crazy high number
  • made some recipes shapeless
Mr1k3, Aug 17th at 6:40 AM

2.2.6 changes:

  • Tweaked trader buy/sell values for several items to be a little more balanced
  • Increased cost of all temporal armors, turns out I missed the mark I wanted to hit with the recipes so now they should actually be end/lategame only (more steel/ancient plating and combat armor now takes steel plate armor in recipe).
  • Turns out making an item that removes the need to eat in a game that focuses primarily on food destroys the purpose of most of the game, with this in mind the stasis pack now only reduces hunger drain by 50%, on a positive note it now slows you down 5% less and only cuts healing effectiveness down by 50%, still a very strong item.
  • Made the accelerator boots faster by 25% but now they make your hunger drain 35% faster, this is to emphasize use of them with the stasis pack, the increase is really not so bad when you compare it to standard plate armor.
  • Combat helmet and legs now give a +5% to hunger rate now +25% overall for full set of combat armor/forcefield, however the combat leggings now give +5% more movement speed for a total of +20%, so they now cancel out the slow from the helm and chest.
Mr1k3, Aug 14th at 11:16 PM

Released a hotfix 2.2.5 which fixes a typo in the trader json, trader was not being loaded because of it.

Mr1k3, Aug 14th at 10:48 PM

2.2.4 update:

  • New armor sets
  • New schematic/trader system
  • New recipies
  • Had to remove custom torch sounds since it was causing crashes sadly.
Lyte, Jul 24th at 9:35 AM

Running V.1.15  , this mod didn't do anything - can't see any items in the Guidebook from this Mod.

Leonoric, Apr 18th at 11:58 AM

Thank you. This is a great mod. 👍

Mr1k3, Apr 18th at 4:16 AM

Added download here now that the limit was raised.

delete edit