Vintage Story Mod DB · Vintage Story mod
Temporal-Tinkerer
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/cos
Quick answer
Which Temporal-Tinkerer release should I use?
Temporal-Tinkerer 2.3.6 targets 1.17.8. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Temporal-Tinkerer required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Temporal-Tinkerer 2.3.6 need?
2.3.6. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Temporal-Tinkerer without breaking your instance.
Built for Temporal-Tinkerer 2.3.6. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 2.3.6. It targets 1.17.8; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 2.3.6. It opens that exact file at the source.
About this project
What does Temporal-Tinkerer add?
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
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
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.
Project description from Vintage Story Mod DB.
Pick your setup
Temporal-Tinkerer releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.16.2-rc.1
1 loader build1.16.1-rc.2
1 loader build1.16.1
1 loader build1.16.0
1 loader build1.15.7
1 loader build1.15.5
1 loader build1.14.8
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Temporal-Tinkerer versions and loaders
2.3.6
TemporalTinkerer_v2.3.6.zip
17 Oct 2022
2.3.5
TemporalTinkerer_v2.3.5.zip
2 Feb 2022
2.3.4
TemporalTinkerer_v2.3.4.zip
27 Jan 2022
2.3.3
TemporalTinkerer_v2.3.3.zip
23 Jan 2022
2.3.2
TemporalTinkerer_v2.3.2.zip
23 Jan 2022
2.3.1
TemporalTinkerer_v2.3.1.zip
20 Jan 2022
2.3.0
TemporalTinkerer_v2.3.0.zip
14 Jan 2022
2.2.9
TemporalTinkerer_v2.2.9.zip
20 Oct 2021
2.2.8
TemporalTinkerer_v2.2.8.zip
23 Aug 2021
2.2.7
TemporalTinkerer_v2.2.7.zip
23 Aug 2021
2.2.6
TemporalTinkerer_v2.2.6.zip
17 Aug 2021
2.2.5
TemporalTinkerer_v2.2.5.zip
14 Aug 2021
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.