Mods / Craftable Companion
Author: Pal_5000
Side: Both
Created: Nov 23rd 2023 at 1:49 AM
Last modified: 6 days ago
Downloads: 4749
Follow Unfollow 110
Latest file for v1.20.0-rc.4:
CraftableCompanion.zip
1-click install
Looking to expand your entourage of mechanical companions? Your bronze buddy too weak to carry things?
Look no further, this mod adds in a new plank pal that's craftable by players!
Based off an unused entity in the game the Mechanical Companion has 12 storage slots and acts similarly to a Locust. Although they do have large behavioral differences. For starters they do not guard you like Locusts, and being the loyal and more patient follower that they are when set to "Waits" they will not wander from their spot. (Note that unlike locusts, the player has to press Shift + Right Click to toggle the "Follows" / "Waits" state!)
Mechanical Companions have an impressive 50 health points and since they do not get involved in combat they rarely take damage.
Past v1.2.0 of the mod, companions can have items attached to them similarly to the Elk! They have a total of three points which can mount the following:
- Bowl or Fire starter
- Cooking Pot or Food Crock
- One Pickaxe, Prospecting Pickaxe or Metal Felling Axe
Note: That some items shown in the tip preview of the slot are not accurate, this stands out the most with axes, you can only attatch the normal metal variants, stone axes will not work. Ctrl + RMB will also toggle the light, you can Ctrl + Shift + RMB to avoid this!
Alongside their storage utility, a Mechanical Companion acts as a light source. Which can be toggled on and off with Ctrl + Right Click.
In the event the companion does die it will drop it's custom components and 1 pile of metal parts, it's body will de-spawn in 24 hours. While the body exists, the inventory of the companion can still be accessed. However once it despawns all contained items are gone with the body!
Fearful of being made obsolete in this dangerous new world, Mechanical Companions will jealously attack other companions if they are owned by the same person. Note that Locusts do not count towards this, meaning a player can have 1 Locust and 1 Mechanical Companion trailing them with no problems.
Crafting one takes multiple components, clockmakers have cheaper recipies that do not require the Jonas Sub-Assemblies.
The total cost of all the parts is:
- 12 Metal Parts (21 for clockmakers)
- 1 Chest
- 3 Solder Bars
- 7 Planks
- 3 Temporal Gears
- 2 Copper Plates
- 1 Blackbronze Plate
- 2 Blackbronze Ingots
- 1 Finely Balanced Oscillator
- 1 Intricately Wound Spring
- 1 Exquisite Plantetary Gear
Wrench (26 durability total)
Hammer (2 durability total)
Soldering Iron (3 durability total)
Using the parts from the body the companion can be repaired into working order via the same recipe it was intially created with.
Bonus points if you recognize the idle sound the Mechanical Companion makes.
As a bonus, the schematic icon for the mod is now a tapestry that unlocks a lore blurb when assembled. It can be found in artisan trader stocks.
I recommend using the Animal Cages mod to transport both hacked locusts and Mechanical Companions through translocators, simply add them to the list of possible entities for small cages through the config.
Prodding companions with a tuning spear similarly to locusts with Repairable Locust will fix them. This mechanic is active without the other mod.
Existing Companions may need to be replaced for update changes to fully apply!
Both the extra tapestry and the various attachable items may softly conflict with other mods if they do similar features or affect the same items. Feel free to report conflicts in the comments and I may specifically patch them. The "Crocks on your Elk" mod for example is already patched to avoid issues between both mods!
For other clockmaker automaton related mods try out my other two Locust focused ones:
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.2.0 | 226 | 6 days ago | Show | CraftableCompanion.zip | Install now | |
v1.1.2 | 287 | Dec 7th at 6:04 AM | Show | CraftableCompanion.zip | Install now | |
v1.1.1 | 2461 | Apr 25th at 11:39 PM | Show | CraftableCompanion.zip | Install now | |
v1.1.0 | 253 | Apr 21st at 4:32 AM | Show | CraftableCompanion.zip | Install now | |
v1.0.0 | 1522 | Nov 23rd 2023 at 1:51 AM | Show | CraftableCompanion.zip | Install now |
Pal_5000 I was not sure where to post it so i posted the link for the clip in the discord forum for this mod. Hopefully I don't get in any trouble.
iBTwizzled Apologies for the delayed response, yes a visual of the bug would be great however you can provide it. Preferably you could post it in the mods channel section on the VS discord, craftable companion has its own spot like most mods. Without a log of some sort this gets alot more alarming to resolve is this issue occurring with just Craftable Companion in a new world, I'm worried it may be a conflict potentially if it does.
@Pal_5000 I don't think anything was logged when it happened. The only thing visible is the inventory window closing after placing an item inside and being unable to open the companions inventory window again after this has happened. I can reproduce this fairly easily, so far the only fix i've done is disabling the mod and re-enabling. I can actually show a brief clip of this or live if you're not busy at this moment.
iBTwizzled Very strange, was anything logged when this happened? Is this a consistent reproducible problem if you try with another companion? I've upgraded my game to work on the new updates, but quick fiddling in version 1.1.2 seems to lack the problem.
I am not entirely sure why, but i had tried placing a crockpot with food stored in the companion as well as just bones. But after doing so the storage window closed and the items were returned into my inventory. Now i can't access the storage, I am using version 1.1.1 in version 1.19.8.
Pal_5000
Thank you very much, I hadn't received notification of your reply and so I'm only replying to you now.
I've seen the other two mods but for now I'm happy with the companion. I find it too cute to see him following you everywhere, the only thing that bothers me is seeing him teleport continuously if you run often, I understand that he doesn't have a running function but only a walking one.
But I have to say I love it! He simplifies my inventory and keeps me company on my very long explorations <3
Honestly, I'm preferring it to the Carry On mod <3
BlackJackal84
Sure, in my config I have the following names set:
{
"name": "locust-bronze-hacked",
"scale": 1.0
},
{
"name": "locust-b-sawblade-hacked",
"scale": 1.0
},
{
"name": "mechcompanion",
"scale": 1.0
},
This covers the base game hacked bronze locust, the sawblade one from my other mod, and of course the craftable companion from this mod.
HI,
I'm crazy about this mod, however I can't setup the "Animal cage" mod. I was careful to put the change in the small cages group, but it doesn't work.
Can you give me the exact string?
Thank you :)
My companion doesn't seem to like teleporters... Is this intended behavior?
The little guy doesn't seem to follow me through teleporters.
Hey, thanks for the mod! I love those little companions.
One suggestion: How about a config for the inventory size? 8 slots are okay, but on my server we have lots of mods and therefore lots of stuff to carry around. Would be nice if we could adjust this some how.
Не хочешь объединить свои моды на механических компаньонов в одно? Было бы классно, также добавить ещё техники в том же смысловом направлении...
Don't you want to combine your mechanical companion mods into one? It would be cool to also add more techniques in the same semantic direction...
Like Eranderil said, well actually I totally agree. Clockmaker of course sounds like an engineer, technician, but yes, it's annoying, because I don't play as clockmaker, because I'm playing solo, and I need hunter (even if I' vegetarian also in game haha), but I like it's boosts. But even if I'm a hunter I'm still able to repair translocators, so you know :) that would be nice to be able to build such companion buddy as well ;), but of course I respect your decisions. You're the creator, not me in this case :)
Eranderil I believe that should work for all the recipies yes, in the case of the Craftable Companion you should be able to fully maintain them with no issue in that case. The only thing you have to look out for is that tuning spears even when crafted with that option unckecked will not be usable by non-clockmakers, this is a vanilla game behaviour.
If you were to obtain a hacked Locust item some other way though (such as spawning it in) you should be able to maintain them too since the recipies to repair and upgrade them from my other mods should work.
I notice on each of your mods you comment that "Must be Clockmaker." I'm interested in your series, but I play solo and don't really want to lock into clockmaker class. Will recipies still work if the [Class Specific Recipies] option is unchecked?