Mods / Temporal Weapons
Author: Boofo
Side: Both
Created: Oct 19th at 3:59 AM
Last modified: 4 days ago
Downloads: 1140
Follow Unfollow 72
Recommended download (for Vintage Story 1.21.5):
TemporalWeapons v1.1.1.zip
1-click install
Now with Combat Overhaul support! (see "Known issues" below)
This mod adds ruined weapons that can be repaired and remade over the course of your playthough. This mod is focused around cave exploration, as you will need to do some ruin-hunting to find the materials needed to craft these weapons. It currently adds a spear, a sword, and a war axe. The handbook will have all of the recipes you need to craft these weapons.
To start off, you will need to search underground ruins for ruined temporal weapons. At a first glance, these just look like rusty metal poles, but the wires sticking out of them tell a different story. If you cannot find any underground, you can enable recipes for these items with Configlib.
Next up, you need to repair these weapons. You'll need some tools to fix them, and extra materials to get the mechanisms working again. These weapons are capable of emitting light, making them ideal for cave exploration.
Now that you've restored the weapon, it would be a good idea to make a schematic of it. Combine the weapon with a piece of parchment and an 'ink and quill' to make a reusable schematic for this weapon.
Now that you have the blueprint, it's time to make the final weapon. These are intended to be endgame quality weapons, but do not require steel in any way. You will need cupronickel, and one of four jonas devices:
-Consumately crafted gearbox
-Eccentric gearbox
-A difference gear assembly
-An exquisite planetary gear
Thank you for checking out my mod! If you have any suggestions or criticism, please feel free to comment down below.
v1.1.1
-Changed CO damage type of temporal weapons to "blunt", as these weapons are meant for fighting rust monsters, which are resistent to pierces and slashes.
-Slightly increased sword size when Combat Overhaul is installed
-Slightly increased axe handle length when Combat Overhaul is installed
-Changed the axe directional attack from 4 directions to 3
-Adjusted GUI transformation
-Minor tweaks to weapon stats
v1.1.0
-Added Combat Overhaul support.
v1.0.1
-Added config support
With Combat Overhaul installed:
-you cannot change damage values in the config screen. This might be an easy fix but it's giving me trouble. In the meantime you can change the damage values from the patch file directly, in patches/compatibility/combatoverhaul/combatoverhaul.json, then look for the damage value relating to the weapon type and stance.
-Spears do not stick to walls, but instead will fall to the ground.
Without Combat Overhaul:
-Weapons do not currently have swing sound effects.
Future plans:
-Add config support ✅
-Add Combat Overhaul support ✅
-Add another melee weapon type, and potentially a ranged weapon
-Add support for Quivers and Sheaths
My other mod:
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.1.1 | 278 | 4 days ago | TemporalWeapons v1.1.1.zip | 1-click install | ||
|
-Changed CO damage type of temporal weapons to "blunt", as these weapons are meant for fighting rust monsters, which are resistent to pierces and slashes. -Slightly increased sword size when Combat Overhaul is installed -Slightly increased axe handle length when Combat Overhaul is installed -Changed the axe directional attack from 4 directions to 3 -Adjusted GUI transformation -Minor tweaks to weapon stats
| ||||||
| 1.1.0 | 356 | Oct 26th at 7:53 PM | TemporalWeapons v1.1.0.zip | 1-click install | ||
|
Added support for Combat Overhaul (WIP, but works in my testing) | ||||||
| 1.0.1 | 172 | Oct 24th at 8:38 PM | Temporal Weapons v1.0.1.zip | 1-click install | ||
|
Added configlib support | ||||||
| 1.0.0 | 334 | Oct 19th at 6:18 PM | Empty | Temporal Weapons v1.0.0.zip | 1-click install | |
There seems to be no weapon swing sounds.
That's great news! I can't wait to be able to add Temporal Weapons to my modlist! Regardless of my excitement, though, please focus on your health, current and future real life; I'm willling to wait in order to lessen stress 😊
Sameal I'm going to try to implement support for CO before sunday, but I don't think it'll even take that long. I just didn't have the time to do it between work and class this week.
Boofo how close is CO support?
i love making a long comment and it getting deleted instantly for no reason :(
i can't wait for the compat overhaul compat, i do still have it installed but the weapons are pretty underpowered compared to combat overhaul balancing.
Nhoxus I did some bug testing and made sure everything worked as intended before I published the mod, so I don't think there's anything too gamebreaking. It's only a content mod, so I didn't do any coding to add these weapons. Just editing json files and reusing existing features.
As far as future changes goes, I want to implement config support for Configlib so people can tweak it as they like. You can technically just go into the files and change the damage number yourself, but that's not as convenient.
As far as other changes go, this mod only edits the loot table for certain item randomizers that generate ruin loot. It doesn't change any structures themselves, just inserts the items into the item pool. As for recipe removal, instead of removing the recipes for the ruined weapons, I'm just going to make those recipes disabled by default once I add configs. That way, people can enable the recipes if they just want to get started with the mod.
Armor sounds like it might be fun to make, but I'll have to see if I can come up with anything I find cool or fun to make. The main gimmick with my weapons is that they emit light, so it would be kind of pointless to have a glowing weapon and glowing armor at the same time (outside of looking cool).
Mod Sounds nice, think the game needs more temporal based (Lost Trchnology) type of weapons. Although I don't think too many should be added or else it'll turn into Ark Survival Evolved.
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3 Things:
How stable is this, have there been any known bugs you or anyone has seen thus far? And how long until the final version comes out: referring to you saying your going to change it and lower rates and remove the schematic. Don't really want to add a mod to server that is expecting big changes to it especially world gen mods, seeing as how this spawns weapons in ruins.
Additionally, any plan on making a separate armor or tool mod, with some armor or lite tools based on Lost Tech/Temporal Gears.
And is there a config as well that we can use to tweak stats for the weapons?
you will want to make them a bit stronger if you add compatibility with CO, since most one-handed steel weapons in that mod and other weapon mods that are also compatible with it have the output damage around 4.5 to 5.5, two-handed weapons could go up to 7.0.
Nachi Not currently, but I would like to add compatibility with CO.
CaptainFoxx The final versions of the sword and axe have 6 attack damage, whereas steel has 5.3. This might be a bit op now that I'm thinking about it, so that may get reduced by a little bit. I'm not all that familiar with CO and it's addons, but I would like to add support for it.
An interesting mod, and I do love how these weapons look, though a few questions:
What is the damage output compared to Steel tier weapons? I dont want them to be too game breakingly powerful if I go out of my way to build them.
What mod support would this have? I like to use the Quivers and Sheathes mod, as well as Vanilla Armory mod, would this have compatibility with those mods down the road?
I love the idea of making ruins/caves more worthwhile for exploring due to hosting late-tier weapons and such! Is this compatible with Combat Overhaul?