Mods / Temporal-Tinkerer

Category: #Crafting #Creatures #Magic #Technology #Weapons #Worldgen
Author: Mr1k3
Side: Both
Created: Apr 6th 2021 at 2:20 AM
Last modified: Oct 17th at 3:50 AM
Downloads: 10168
Follow Unfollow 71

Temporal Tinkerer is a mod that aims to implement bunch of gadgets and trinkets to extend out endgame content, while also providing some content to even the early-game. Currently, there are two technologies temporal and electric, both have their own quirks/costs but provide powerful items. Includes 3x3x2 mining, a super fast multi-tool, powerful armor cutting swords, new ruins, a couple sets of awesome armor, and overhauled hacked-locusts.

Heres my patreon if you'd like to support me: Patreon

 

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
  • Additional crafting perks for the clockmaker
  • New drop added to drifters
  • Handbook guide
  • Improved hacked locusts/ improved gameplay around obtaining them, now all classes have access to them
  • Compatibility tweaks with "backpackpack" mods
  • Compatability additions with CaveContent

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 2x 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, slows ranged weapons, and you only heal at 50% the rate with items when wearing it. It provides a tiny amount of protection.

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 10% increased hunger rate
  • +15% ranged accuracy, high protection, but 10% 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

 

Images:

New Armor:

image

Recipes: (not up to date but still gives a good idea)

imageimageimage

New trader:

image

Some Ruins:

image

image

 

 

Feel free to- suggest anything, build off of the mod, or integrate these parts and pieces into your mods!

Installing the mod after you've already generated the world works just fine, but you will need to generate new chunks to find any new ruins.

Version For Game version Downloads Release date Changelog Download
v2.3.6 723 Oct 17th at 3:50 AM Show TemporalTinkerer_v2.3.6.zip
v2.3.5 3863 Feb 2nd at 5:21 AM Show TemporalTinkerer_v2.3.5.zip
v2.3.4 520 Jan 27th at 8:22 AM Show TemporalTinkerer_v2.3.4.zip
v2.3.3 383 Jan 23rd at 3:52 AM Show TemporalTinkerer_v2.3.3.zip
v2.3.2 157 Jan 23rd at 2:54 AM Show TemporalTinkerer_v2.3.2.zip
v2.3.1 256 Jan 20th at 1:37 PM Show TemporalTinkerer_v2.3.1.zip
v2.3.0 662 Jan 14th at 7:19 AM Show TemporalTinkerer_v2.3.0.zip
v2.2.9 888 Oct 20th 2021 at 1:06 AM Show TemporalTinkerer_v2.2.9.zip
v2.2.8 784 Aug 23rd 2021 at 7:23 PM Show TemporalTinkerer_v2.2.8.zip
v2.2.7 268 Aug 23rd 2021 at 4:07 AM Show TemporalTinkerer_v2.2.7.zip
v2.2.6 343 Aug 17th 2021 at 6:39 AM Show TemporalTinkerer_v2.2.6.zip
v2.2.5 340 Aug 14th 2021 at 11:14 PM Show TemporalTinkerer_v2.2.5.zip
v2.2.4 219 Aug 14th 2021 at 10:42 PM Show TemporalTinkerer_v2.2.4.zip
v2.2.2 762 Apr 18th 2021 at 4:16 AM Show TemporalTinkerer_v2.2.3.zip

31 Comments (oldest first | newest first)

💬 AngryRob, Oct 19th at 11:38 AM

Can you add recipes for nickle or uranium? Apparently those metals are in game, but not used. 

💬 Mr1k3, Oct 17th at 4:13 AM

Fix for broken electric sword recipe, this is just a small change so the mod works on 1.17.

I wanted to put out this patch since I wanted this mod to be updated for the current version, but work is still underway on the next major update-( the 2.4.0 update), but progress is slow due to various issues I've ran into, as well as the potental 1.18 "lore" update could threaten some of the work I have already implemented, optimally I'd wait for that version to release, but I have no clue when that will be. Work will still contuinue but I will have to keep a close eye on the 1.18 additions and changes so my effort is not wasted. Anyways, thanks for all the support!

Kara The trader issues will be adressed in the 2.4.0 update, the trader was originally designed so people could obtain rare parts without exploration as well as create the foundation for the schematic system but these areas are getting complete re-works.

Malkosh The 2.4.0 update should be technically compatable with 2.3.6, meaning it should work fine minus needing to generate new chunks for the new ruins and content to show up, but since both the crafting systems are getting re-worked some old crafting items may get removed or changed so you should craft what major tools/armor you can before updating because those recipes and some items will get changed.

💬 Kara, Oct 16th at 8:02 AM

would be any chance, might you be able to add a nerfed version of the "trader summon" that does not sell the ancient parts? they are quite exploitable for servers being able to buy them, break them and sell the parts back to the same vender. if someone were to make say 20 of them, they then have a money farm. also, might it be possible to get a config, to disable the crafting of trader summon? (you might already know about this and intend to nerf it, in the 1.17 update =p)

💬 Malkosh, Sep 28th at 4:46 PM

Looking forward to the new update! Will we have to make new worlds?

💬 Mr1k3, Sep 2nd at 3:31 AM

Mostly working on 1.17, but the recipes including leather broke, while you cand still use other parts of this mod you should probably hold out until this next update since it will be including massive changes and new structures. Originally my plans for the next update were small but they quickly turned into a much larger project focusing on a complete visual and theme overhaul, and with this theme overhaul a lot of systems are being cleaned up. Currently about 1/3 way through the development of this update as long as I dont get any more crazy ideas to add, but even then the structure overhaul is going to take a whole lot of work to finish on top of the polish so it might take a good bit of time.

💬 Mr1k3, Feb 2nd at 8:32 PM

Blackmare The sell values should always be lower (or the same) as the buy values, could you list the trades that seem exploit-y? now that I've gone and changed around some part recipes over the past updates the balance could be way off there.

The one thing that was intentional, but not to an extreme extent, was the bulb-repairing profit you could turn, but this took copper and quarts.

I guess I do need to reduce the gears the traders have because they are probably too high, especally for how many you can summon. Ill take a look at uping the cost a little for the summoner as well.

They should not despawn, if they are, let me know, the only way to remove them is to kill them. They still have the trader ai mostly intact so they may wander around a bit as well.

💬 Blackmare, Feb 2nd at 3:44 PM

Hi there, we've got this mod on our server and noticed a pretty big exploit. Because of how cheap the spawners are, you can make a bunch and just keep spawning them. now the exploity bit is that you can buy items from them all to then create items and sell back at bigger markups and also more parts to make more trader spawners so it becomes an easy gear generator.

on a side note related to the traders, are they supposed to despawn? we thought we read something like that but didnt see anything.

💬 Mr1k3, Feb 2nd at 5:22 AM

2.3.5-

Vanilla integration update:

  • added/integrated additional content around the hacked locusts that got implemented in the 1.16 update, also has a handbook guide. The hacking spear is still a technical trait exclusive, but now requires temporal tinkerer parts and no longer needs black bronze. Added tool tip to hacking spear to clarify its function. For non-technical classes they can still have access to these hacked locusts, but the process is more expensive and involves crafting a locust frame first.
  • hacked locusts have been overhauled over their vanilla implementation, now they have much more health, damage, no longer de-spawn, are faster, wont wander around all the time, teleport to you more frequently, and are in general far less prone to getting stuck on uneven terrain (though it still happens unfortunately), and when they die they will drop their frame which can be repaired with a few simple parts in the grid to allow you to re-summon them. The max number of locust followers is still one because they are much stronger now.
  • added bronze/iron parts for use in making/repairing locusts, also buffed all other parts to now give 4 items per ingot rather than just 3.
  • integrated the new soldering iron/solders into the crafting recipes for most major electronic devices (tools and lights) now you need to use them in their recipes.
  • buffed some trader sell/buy amounts
  • now temporal tools need a steel plate in their recipes
  • buffed damage of swords slightly
  • increased mining speeds of both mining tools
  • brought armor protection tiers more in-line with vanilla, meaning they were lowered by one. Since the swords are now higher tier than the force-field they properly do increased damage to it in pvp, allowed me to squeeze in some extra durability for the force-field curiass. Also increased protection of other combat armor pieces and lowered protection on the speed boots and stasis pack.
  • re-balanced light source brightness to be more in-line to vanilla, temporal torch being the cheapest, only has plain lantern brightness, electric torch has lined lantern brightness, and the electric lantern still has max brightness
  • nightmare and tainted drifters can now drop 2 essences sometimes
  • re-added some old sounds that used to play when holding the temporal torch
  • added support for the compacted machinery for my "CaveContent" mod, now with both installed the ore drops ancient parts, allowing you to source TT parts from it.
💬 BlueFuryDragon, Jan 28th at 9:50 AM

Dude, I have yet to find this stuff as I'm a chicken and slow to cace dive, BUT...this mod is amazing and adds so much. You are amazing!

💬 Mr1k3, Jan 27th at 8:23 AM

2.3.4-

Documentation and crafting balance update:

  • added new handbook guide for the mod, offers a load of new information clarifying what the mod does and what it offers, let me know if there are any typos!
  • added some perks related to the clockmaker (or classes with the "technical" perk). The clockmaker class can now create those rare temporal part bases that you could only find in ruins before, they also have exclusive recipes that let them craft basic temporal components without a schematic, and this recipe also outputs a few more components
  • re-balanced pretty much all part recipes, overall I made batteries cheaper, with better returns on components from the anvil, and made temporal powercells use 2x the essence, these particular changes are meant to slightly balance out the recharge cost of either equipment. Also made bulbs, copper coil, zinc rods, and battery hulls a little cheaper or doubled outputs. Changed stasis pack to only use 8 plating instead of 10, re-balanced old torch recipes, now output a little less for a little higher cost, to keep them on par with other light sources and the electric lantern
  • added/improved a bunch of tooltips, added some more colors, and improved the clarity for some
  • Now parts, when making them on the anvil will state if the component will take two ingots to complete the recipe
  • separated some recipes in the handbook, almost all recipes that have multiple versions should be split into two separate grids, now you no longer have to wait for the recipe to cycle to show you what ingredients you needed, huge QOL improvement here for stuff with recharge recipes.
💬 Mr1k3, Jan 23rd at 3:52 AM

2.3.3-

  • maybe if I release this one real quick nobody will notice I forgot to add in new compatibility recipes for my backpackpack mod, because this version actually has it now!
  • added new compatibility with backpackpack, now the blackhole/core use temporal parts rather than vanilla placeholders
💬 Mr1k3, Jan 23rd at 2:54 AM

2.3.2-

  • made combat related adjustments to all tools and armor. Slightly buffed weapon damage to keep up with vanilla changes, durabilty of temporal sword was brought down a bit, range of electric sword lowered slightly. Utility armor has had its durabilty increased a bit, and combat armors have been given a bunch more durabilty.
  • to compensate, utilty armors have a lower cell recharge cost than combat armor, combat armor has higher cell recharge cost and it has been increased overall.
  • power cell recipe has been adjusted to give a few more cells when using plating over brass parts
  • added mod icon
💬 Mr1k3, Jan 20th at 1:37 PM

SirG should be a fix here

2.3.1 hotfix

-fixes broken light source attachment faces, should not crash because of that anymore

-re-implements the missing structures from 1.15, spawn rates are really wacky from my testing as in they spawn primarily in clusters close together, needs further refinement if there even is a way to do so.

-made structures slightly more common overall, also buffed most part drops across the board and slightly lowered temporal essence spawn rates since it seemed too high, needs further testing on a large scale.

-buffed trader gear amount by around double

💬 SirG, Jan 17th at 7:34 AM

We placed torches and now every time we try to remove a torch the client crashes with the below error.

 

Running on 64 bit Windows with 64 GB RAM
Version: v1.16.0 (Stable)1/17/2022 2:32:05 AM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockGroundAndSideAttachable.CanStay(IBlockAccessor blockAccessor, BlockPos pos)
at Vintagestory.GameContent.BlockGroundAndSideAttachable.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos)
at Vintagestory.Client.NoObf.ClientMain.TriggerNeighbourBlocksUpdate(BlockPos pos)
at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryDestroyBlock(BlockSelection blockSelection)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _lb8GGBWOchQLOU3RFFw58Ijkh1D._1NlBQQ8qS5idQptIBQaAbARuOfxA(Single )
at _vFhcDU5n6Z0hUte90jdaxlrDjR5._HuDdfzha8ZKZvU2y0RbH58r7VzR(Single )
at _vFhcDU5n6Z0hUte90jdaxlrDjR5._XZOFA2JA54yZjH15yys9W7vL9hj(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _FKpOpQGqqf3cJWdQyWh1ysxsDBb._pYad7oBcQ5qtzQkYGDu4NFHQxhK(_5x3PJgrln4IBXPDNSNN0fecxKFb , String[] )
at _sejP0Tcz8wTg70ptIdRr3CwQmrE._pYad7oBcQ5qtzQkYGDu4NFHQxhK(ThreadStart )
-------------------------------

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 1/17/2022 12:14:57 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1954671979241337967, type 5
Event Name: RADAR_PRE_LEAK_64
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.16.0.0
P3: 10.0.22000.2.0.0
P4:
P5:
P6:
P7:
P8:
P9:
P10:

Attached files:
\\?\C:\Users\thegu\AppData\Local\Temp\RDRCBAA.tmp\empty.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.b29c9451-f97f-47ca-8a28-10f8dc6c3d96.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.2e5b5ece-216e-4e42-b617-aa0121b8599f.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.4e1aab8e-5aa7-4110-bd92-2c40b9b9ebbe.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.6c47210f-89d9-4225-8658-5191c3b4aa15.tmp.txt

These files may be available here:


Analysis symbol:
Rechecking for solution: 0
Report Id: 0a900acd-a015-46ff-87c9-e7b8ca5710f8
Report Status: 268435456
Hashed bucket: 48a6bebc62a6e26bcb2063cf0f16f46f
Cab Guid: 0 }
--------------
{ TimeGenerated = 1/15/2022 8:32:43 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1526824810116209655, type 5
Event Name: CLR20r3
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.16.0.0
P3: 61dc5145
P4: VintagestoryLib
P5: 1.16.0.0
P6: 61dc5145
P7: 1785
P8: 178
P9: System.Exception
P10:

Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.6bf8064a-711a-4b0b-b818-2acb00623aef.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.cf020cb3-433a-4684-b9c6-98ff66063124.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.5f489a9b-a81d-4e9f-a243-b0d5d9ad93f0.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.6ac01e56-6ba2-4ff4-89ed-f44a56cc971c.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.f8e445c6-0efb-4dcb-bd58-34c96c61fee7.tmp.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_995482e5255b29ba472e4b385d853accc0a6cc61_d5c93aa4_944f36a9-c857-4ab3-8eec-d3da2873ddaf

Analysis symbol:
Rechecking for solution: 0
Report Id: 59107f69-4482-4541-84cd-ed3a50c63c4d
Report Status: 268435456
Hashed bucket: 8abab4a20875f45fc5305f13493adbf7
Cab Guid: 0 }
--------------
{ TimeGenerated = 1/15/2022 8:32:42 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.16.0.0, time stamp: 0x61dc5145
Faulting module name: KERNELBASE.dll, version: 10.0.22000.348, time stamp: 0x065c557a
Exception code: 0xe0434352
Fault offset: 0x000000000004478c
Faulting process id: 0x85d0
Faulting application start time: 0x01d80a78f266e673
Faulting application path: C:\Users\thegu\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 59107f69-4482-4541-84cd-ed3a50c63c4d
Faulting package full name:
Faulting package-relative application ID: }

 

💬 MadAlchemist, Jan 16th at 1:35 PM

Do I have to create new world if I want to play with this mod?

💬 War3uK, Jan 11th at 9:50 PM

Когда обновиться на 1.16???? очень ждем.

💬 Wisp8998, Dec 24th 2021 at 3:09 PM

running this mod on a 1.15.10 sever dose nothing, no recipes no items no nothing

works on singleplayer though

💬 DArkHekRoMaNT, Nov 23rd 2021 at 4:04 PM

Correct "dependencies" in modinfo.json Mr1k3

💬 DArkHekRoMaNT, Nov 13th 2021 at 7:43 AM

Durability issue found, it is a vanilla issue. Can be fixed in 1.16 by adding AverageDurability: false to the recipe.

Is there a way to fix this sooner? For example, when a drill or other power tool breaks, you can gave a "discharged" version with no durability, which can be repaired to normal. Or use a system similar to vanilla clothing repair (click with batteries on an item in your inventory) Mr1k3

💬 DArkHekRoMaNT, Nov 4th 2021 at 6:24 PM

Is it normal that 2 batteries add from 17 to 100 the drill durability? Mr1k3

💬 Mr1k3, Oct 20th 2021 at 1:06 AM

2.2.9-

-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 2021 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 2021 at 7:23 PM

2.2.8:

  • Fixed temporal sword needing mining glove schematic
  • fixed drill/mining glove having no ceramic mining speed bonus like normal pickaxes
💬 Lisabet, Aug 23rd 2021 at 12:08 PM

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

💬 Mr1k3, Aug 23rd 2021 at 4:07 AM

2.2.7

  • fixed schematics sometimes being used up by setting their durability to a crazy high number
  • made some recipes shapeless
💬 Mr1k3, Aug 17th 2021 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 2021 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 2021 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 2021 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 2021 at 11:58 AM

Thank you. This is a great mod. 👍

💬 Mr1k3, Apr 18th 2021 at 4:16 AM

Added download here now that the limit was raised.

(edit comment delete)