Search the Community
Showing results for tags 'Industrial'.
Found 1 result
People frequently requested more documentation on [this] group of mods, and I think with the new update it's a good time to explain the new and the old systems. Updated for 2.5! Modules: IRB IRC IRU IRM IR Base This is the core mod. You need this installed and enabled, else nothing will work. Electricity works like the following (not really, just in this mod): When two electric machines are nearby, they can transfer charge back and forth. The range on that is the same as two ground turfs (two tiles with the pitch fork). Chains of machines are called networks. IRB introduces a plugin for [Hack The Planet]. Electricity for Dummies This book appear when generating a new world with [Tomes of Knowledge] enabled. It's a good read! Silver This metal is found in caves galore, and a bit in RoG deserts. It makes great tools and great wire. Use it for machines of all kinds! Coal Coal drops from Krampus and boulders. It can be made into charcoal. It burns well. Sand and Glass Fine sand can be crafted or found when mining. It's pretty useless though, unless you smelt it somehow. But the resulting glass is also rather useless. Upgrades Some machines have a blue upgrade slot. You can craft three chips to put in there: Power: Makes the machine more powerful or fun in some way, but this can come at a cost of electricity or other fuel types. Efficiency: This upgrade usually just reduces energy useage or shuts the machine off when it's not needed. Void: This upgrade puts the machine on a seperate network that does not require connection. Lightning Rod The rod now charges from lightning. Tapping that charge removes the light though. Other than that, it's a plain electricity structure, just like... Conduct-Joint This cheap-ish thing doesn't do anything but act as a connection between two electric machines. There are variations of this device, namely the more expensive (and probably safer) Conduct-Joint+ and the Conduct-Switch. Coalbustion Boiler This structure generates electric charge from all kinds of coal, and that over time. There used to be a bug causing insane delay before new coal could be burned, it's down to a few seconds now. It can be upgraded: Power: Produces charge much more quickly, but less charge overall Efficiency: Produces charge slower, but slightly more Watt Vats These peculiar spherical batteries can store large amounts of charge and display that charge in a number, other than that they act like plain electricity structures. There are different versions, scaling in capacity exponentially. Also, they burn in RoG, so be careful! Accumulator (prev. "rechargable battery") This item can be charged in the Inductorgan. It is required for held devices. Inductorgan Whilst its main task it to charge any handheld electric device and battery put onto it, it also produces great synthetic music. Ice Flingomatic This device from RoG can now be charged electrically, and transmits charge like any electric structure. Volttool This thing is glitchy, uncraftable and solely shows where charge is sent from, used at, going to and produced at. DebugSpawn it if you really need it. IR Craftworks This module has rather little content. It introduces cross-mod support for [steam Biome], and three machines of great potential and greater riddles: Elecutmill This funny looking device is basically three axes forcefully trying to ram through the 4 - 6 ingredients given to it. It can be used to make formerly limited resources, and to use limited resources better. The full recipe list can be found in the mod itself, but there is also a list of hints for those who want to take the challenge. Hints for products Before I forget, this thing also burns in RoG. Compressurizer The crafting process is similiar to the Elecutmill, but the recipes are different. It can be used to simulate the high pressures found deep underground. Got that? A presser, not a crusher. Again, the two lists in the mod folder contain the recipes, hinted or full. Hints for products Voltaikiln It's rather simple: Put something cookable in and it cooks it. It also treatens some items specially, and yes the list has that. Use it under supervision though, or it can burn your loot. Hints for products IR Utility This module introduces all kinds of bells and whistles you need to survive, all electric of course. LED on a Stick This item is the electric counterpart to the mining lantern. It cannot be charged directly by the Inductorgan. Give it an accumulator! LED static Socket This pedestal can hold the LED on a Stick and powers it directly from the power network. It is also upgradable: Power: colours! Efficient: No light during day Bird Call-o-matic This calls a bird to the location you chose. It is upgradable! Power: Crazy birds are far more likely. Requires a full accumulator. Efficient: Crazy birds are unlikely, reduces battery useage a lot. Void doesn't work for this tool. Tesla Taser (moved to Military) Amperadiator This simple device produces heat with charge. It uses power constantly. Electric Fan It uses electricity to combat fire and prevent RoG overheating. IR Military Power Fist This item requires an accumulator, but consumes little electricity and lets you deal twice the damage a spear does! The only drawback is that hitting takes longer, potentially breaking some kiting strategies with certain creatures. Auto-Defibrillator This peculiar piece of "armour" can be supplied with two full accumulators. Then it is capable of reviving you on the spot in case of death! Considering how weak it is, it might sound useless. But trust me when I say it saved me during play-testing before. Taser Rod If you have a good amount of resources and electricity, consider getting a taser rod. This fancy staff can be swung at enemies when its accumulator is fully charged. The resulting discharge deals damage similiar to an explosion, sets the area on fire and causes chain lightning! Coulomb Bomb This tripwire kit is found under the Combat tab, because it does not require accumulators to detonate nearby explosives. If you decide to give it a rather full accumulator, it will try to uncharge one, damaging the entity that triggered the wire and all creatures nearby. Tesla Taser This taunting device uses electricity constantly and hurts anything that comes near it. It can be upgraded (if it's off). They recharge very quickly compared to other devices. Turret What may look like a TV antenna reveals itself to be a turret firing stunning beamspam of electrical charges! This structure is very expensive, costing two taser rods. It functions a lot like its magical eyeball counterpart, with a few differences: