Mobbstar Posted February 21, 2015 Share Posted February 21, 2015 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:IRBIRCIRUIRM 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 overallEfficiency: 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 productswoodbricksbutchers jobangular wheels (with many teeth)copper and plastic are soo outdated for thesecharred ash 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 productsorganic humussaltpeter is based on subterrain byproductsnightmare juicethe shiny sum of its six piecesthe dark shiny pieces of their sumbuy your colours combinedmetal plates (if used with Mr. Hashings Steam Biome mod) 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 productscooked foodashescharcoalthe life in logseven more vegetarian meatgood for bottle manufacturers 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:Rapid fireLess Damage/SecondLess health and no regenerationCan be repaired using metal or wireDoesn't disappear when killed Link to comment Share on other sites More sharing options...
Sketchiverse Posted February 21, 2015 Share Posted February 21, 2015 I must give this a try, it looks so huge and crazy ! Wilson at his best. Link to comment Share on other sites More sharing options...
Pyromailmann Posted February 21, 2015 Share Posted February 21, 2015 I'm definitely going to try this mod out. I had made a suggestion about electricity in RoG a while back since I thought it'd be cool. Link to comment Share on other sites More sharing options...
Mobbstar Posted February 22, 2015 Author Share Posted February 22, 2015 The majority clearly wants electronic tallbirds and stuff. I shall work on that. Link to comment Share on other sites More sharing options...
Mobbstar Posted April 3, 2015 Author Share Posted April 3, 2015 The majority clearly wants electronic tallbirds and stuff. I shall work on that. I worked on that. As it turns out, I am not good at working on stuff, so it took a bit longer to get something presentable working. Anyways, here's some teasers:As mentioned in the teasers, I need an (or more) artist to draw me some robot parts (e.g. hydraulics compenstator, laser pointer, plain metal body). Any help would be appreciated, and of course mentioned to anybody downloading the mod when it's done. And some testers would possibly be good too. Link to comment Share on other sites More sharing options...
StaypuftMMM Posted April 4, 2015 Share Posted April 4, 2015 Would someone help me understand the purposes of the Compressurizer and Electumill? The page hints that maybe they are tied to the Steam Biome Mode and can allow users to do more with less. However, I am still struggling to understand what it is for exactly. This also mentions recipes being listed somewhere in the mod but I'm not sure what that means exactly. Anyway, I really like the concepts around this mod and finally figured out how to properly create and store electricity but am having a hard time finding a purpose for what I could use it for. Thanks all! Link to comment Share on other sites More sharing options...
Mobbstar Posted April 5, 2015 Author Share Posted April 5, 2015 Would someone help me understand the purposes of the Compressurizer and Electumill? The page hints that maybe they are tied to the Steam Biome Mode and can allow users to do more with less. However, I am still struggling to understand what it is for exactly. This also mentions recipes being listed somewhere in the mod but I'm not sure what that means exactly. Anyway, I really like the concepts around this mod and finally figured out how to properly create and store electricity but am having a hard time finding a purpose for what I could use it for. Thanks all! Well, those devices are part of Craftworks and have a Craft button, so I suggest you throw a bit of rock or wood or food or idk in there and try it out. Since the Elecutmill is easier to make, it probably has the more basic usage, whereas the Compressurizer may feature more advanced, but less mandatory outcomes. The hint file (and the technical-complicated full-recipe file) can be found directly in the mods folder (if you subscribed on Steam, that folder is called workshop-[some numbers]). I added the hints, but not the full recipes, to this page for convenience. I may add it to the Workshop as well. Also: Yeay! Learning curve The "only" uses (so far, robots to come) for electricity are the devices from Craftworks and Utility (unless you're WX-78 ) Thank you for the feedback! Link to comment Share on other sites More sharing options...
StaypuftMMM Posted April 6, 2015 Share Posted April 6, 2015 You are very welcome. Thank you for the response and help in understanding some of the purposes for these great inventions. Really been fun playing around with all of the structures and items and seeing how they work and how I may make use of them. Link to comment Share on other sites More sharing options...
Mobbstar Posted April 6, 2015 Author Share Posted April 6, 2015 As mentioned in the teasers, I need an (or more) artist to draw me some robot parts (e.g. hydraulics compenstator, laser pointer, plain metal body). Any help would be appreciated, and of course mentioned to anybody downloading the mod when it's done. And some testers would possibly be good too. Is anybody up for any help at all regarding that? I don't care if I have to code or animate you a bit of stuff or sth alike. It's just... my computer "art" is horrible, and so is my scanner, and my hand isn't much better anyways. The only thing missing for an beta release of IRR is texture... Oh well, may release anyways. Link to comment Share on other sites More sharing options...
Corrosive Posted April 6, 2015 Share Posted April 6, 2015 @Mobbstar, Unfortunately, we are in the same boat here. If you were specifically looking for artwork that looked like a 5 year old drew it after downing several cups of coffee, I'd be all over that. Link to comment Share on other sites More sharing options...
Mobbstar Posted May 26, 2015 Author Share Posted May 26, 2015 NEeeeeeeEEEEEeeecrrrooooooOOOOoooo! Update 2.0 is out now! changelog:Oh boy, here we go!--GENERAL-modules now check for IR Base before doing stuff-many things now use WX-78's zap sound-general optimizations and bug fixes-probably some minor stuff I forgot-cool new logo. It's fancy, ain't it?--UPDATED IRB-added a guide bookthis book only spawns when the world gets createdit's really basic actually and no better than the thread linked above-added silversilver spawns in caves and RoG desertssilver drops from rock lobsterssilver makes tools with a hidden propertysilver can be made into wire-added coalcoal drops from boulderscoal drops from Krampuscoal can be made into charcoal-added fine sand (quartzsand)drops from silver boulderscan be made from rockscan be smelted to make glasssand and glass are both kinda useless-added third watt vatwatt vat tiers scale somewhat exponentially-moved accumulator (rechargable battery) from IR Utility to IR Base-ice flingon no longer fills instantly when supplied with charge-improved electric charges over time-watt vats are now burnable in RoG-containers that can take upgrades now behave better-basic conduct-joint is far less inefficient now--UPDATED IR UTILITY-removed accumulator (as said above)-added electric fanthe fan slows fire down and prevents RoG summer heat death-added bird call-o-maticcalls all kinds of birdscan be upgraded to be useful for farming or straight-up crazy-ledstick is slightly improved now--UPDATED IR CRAFTWORKS-elecutmill is burnable in RoG-improved ratios and flexibility of recipes (in your favour) Link to comment Share on other sites More sharing options...
Mobbstar Posted May 28, 2015 Author Share Posted May 28, 2015 Fixed a crash bug with IRC that was caused by a missing filewhich doesn't even get used without RoGI'm sorry Link to comment Share on other sites More sharing options...
Mobbstar Posted May 30, 2015 Author Share Posted May 30, 2015 Another little update IR now requires Tomes of Knowledge to make the guide. On the bright side, it now has pictures! Also, I added two setpieces to IRB and one to IRU. Link to comment Share on other sites More sharing options...
Skeitho Posted June 14, 2015 Share Posted June 14, 2015 hey Mobbstar ,thx For the amazing mod,just one issue for me , the craft botten in the cut mill is greyed out no metter whjat i through in,i even whent and checked the receipe file (was desperate to make it work )and nothing even with the proper receipes and materials. i think i screwed up something ? Link to comment Share on other sites More sharing options...
Mobbstar Posted June 14, 2015 Author Share Posted June 14, 2015 hey Mobbstar ,thx For the amazing mod,just one issue for me , the craft botten in the cut mill is greyed out no metter whjat i through in,i even whent and checked the receipe file (was desperate to make it work )and nothing even with the proper receipes and materials. i think i screwed up something ? This is trivial, but do you have power? I think the cut mill takes as much power as an entire piece of coal makes in the coal boiler. Link to comment Share on other sites More sharing options...
Skeitho Posted June 14, 2015 Share Posted June 14, 2015 yep i ve putten 20 coal ,i have also 2 flingomatic and a bunch of joints , and i just noticed also the indoctogram charges my accumulator to 2% hardly. so maybe as you said a power probleme ? Link to comment Share on other sites More sharing options...
Mobbstar Posted June 14, 2015 Author Share Posted June 14, 2015 yep i ve putten 20 coal ,i have also 2 flingomatic and a bunch of joints , and i just noticed also the indoctogram charges my accumulator to 2% hardly. so maybe as you said a power probleme ? What kind of conduct-joints (and how many) are you using? The basic ones have a slight power inefficiency (which I had to reduce once already). Link to comment Share on other sites More sharing options...
Skeitho Posted June 14, 2015 Share Posted June 14, 2015 i am using 5 normal joints 2 joints++ 1 switch 2 boilers 1 indoctorgan 1 cutmill 2 flingo 1tesla (that didn't do much to enemies xD) 1 socket 1voiltakilin 1 amperad , i figured the indocto and charged 2 batteries ,the voiltakilin is working ,the amperadiator isn't working ,since i am freezing my circuits(playin WX) . thats about it. but i think it s me who is doing something wrongoh and i have a Vat v3 that seem to always be empty Link to comment Share on other sites More sharing options...
Skeitho Posted June 14, 2015 Share Posted June 14, 2015 the same for the compressor the botton stay greyed out and can't press it Link to comment Share on other sites More sharing options...
Mobbstar Posted June 15, 2015 Author Share Posted June 15, 2015 i am using 5 normal joints 2 joints++ 1 switch 2 boilers 1 indoctorgan 1 cutmill 2 flingo 1tesla (that didn't do much to enemies xD) 1 socket 1voiltakilin 1 amperad , i figured the indocto and charged 2 batteries ,the voiltakilin is working ,the amperadiator isn't working ,since i am freezing my circuits(playin WX) . thats about it. but i think it s me who is doing something wrongoh and i have a Vat v3 that seem to always be empty Clearly a power shortage. I noticed a massive bug in the way conduct-joints calculate energy loss, making longer chains (even just 5 basic ones) insanely wasteful. I'll release a fix very soon! Link to comment Share on other sites More sharing options...
Corrosive Posted June 15, 2015 Share Posted June 15, 2015 @Mobbstar, Man... I noticed that occuring when I was developing the Treeslacoil + Magnechest mod. At first I thought my devices were draining more energy than they should have. Spent forever scratching my head about that one until I realized it wasn't on my end, hah. It felt so sporadic so I wasn't able to replicate it reliably. Link to comment Share on other sites More sharing options...
NoobModder Posted June 17, 2015 Share Posted June 17, 2015 filling text Link to comment Share on other sites More sharing options...
Mobbstar Posted June 17, 2015 Author Share Posted June 17, 2015 Mobbstar, I could help with your artwork, if you need me to. Sadly, I cannot find out how to export animation from spriter, but since you are experienced I could just send you the folder through a download if I need to. Thank you for this awesome mod, -Noobmodder(DO NOT BE FOOLED BY MY NAME!!!) Cool, thank you for the interest. Just to clarify, I solely need textures (images) that fit the DS artstyle (to an acceptable degree), as my art is... saddening. I can do animations and coding on my own. I only need textures that don't break the visual appearance of the game (as in, a bit sketchy, no obvious photoshop, etc). I sent you a personal message. Link to comment Share on other sites More sharing options...
Mobbstar Posted June 19, 2015 Author Share Posted June 19, 2015 Updated! Besides fixing the power leak mentioned above, I... Released IR Military! ...to help justify the modular structure of this mod you in combat. Link to comment Share on other sites More sharing options...
Mobbstar Posted June 22, 2015 Author Share Posted June 22, 2015 Updated IRM! Fixed defibrillation armour not dropping its accumulators when breaking. Oh, and fixed a crash bug that occurs due to (you guessed it) a file not even used.That crash would occur when not using IRU, so most of you didn't notice (I assume). So much about modular structure of this mod. Link to comment Share on other sites More sharing options...
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