kc00l's Gearworks

One FE-powered suit, a grid of upgrades, and Levels without a cap

Gearworks

Gearworks adds one suit, Gear, that you wear in the chest slot and build up for the whole game. Inside it is a Gear Grid: lay out upgrades for battery, solar, speed, jump, shield, night vision and flight, each covering a rectangle of the grid, then raise their Levels with no cap. Everything runs on FE.

Not released yet. Gearworks is being designed and built; the design is 5thlayer/factoryworks#666.

To play Gearworks beside every other FactoryWorks mod, install the FactoryWorks Showcase modpack from CurseForge.

Why?

I wanted a suit like Mekanism's MekaSuit: one piece of armor that grows with you from the early game to the end, powered like the rest of your base.

I also wanted the layout to matter, as in Factorio's modular armor, where every module takes room in a grid and a bigger suit is a bigger grid. Levels never cap, so there is always something to spend power and materials on, but each Stat closes in on a Ceiling, so no suit breaks the game.

NeoForge, Minecraft 26.1.2 only. Please report anything odd on GitHub.

Planned

  • One suit, three tiers. Gear is worn in the chest slot, giving the armor of an iron, diamond or netherite chestplate, and each tier has a larger Gear Grid. A tier is made from the one below and keeps its upgrades.
  • A grid to lay out. Gear Upgrades cover rectangles of the grid: battery, solar, speed, jump, shield and night vision, and Flight at the top. The grid opens anywhere.
  • Levels with no cap. At the Gear Bench an upgrade's Level rises, each costing more than the last; speed, jump and shield approach a Ceiling, and Flight's FE draw falls toward a Floor. Two upgrades of one Stat together still stay under its Ceiling.
  • Powered by FE. The suit stores power only in its battery upgrades, and any mod's charger fills it.
  • Plays alone in vanilla. Gearworks needs no other mod; in the -works suite it is where your factory's power goes to work on you.

For pack authors

Every amount, rate, cost and curve will be datapack data, and top Levels cost materials through c: tags with vanilla defaults (netherite, nether stars).

For mod authors

A mod adds a Gear Upgrade with an item and an entry in Gearworks' data map naming its size and Stat. Gearworks owns every behaviour; no mod ships code for Gear. CHANGELOG.md lists what each version changed for a mod building against it.

Dependencies

None beyond NeoForge.

Art

The cover and icon are drawn from vanilla Minecraft item textures, until an in-game screenshot or an artist's art replaces them (publish/make-cover.py).

Developing

A 5thlayer Library, released on its own to Modrinth and CurseForge. See GLOSSARY.md for the domain glossary. sh ./gradlew build runs the JUnit tests on a plain JVM, and sh ./gradlew runGameTestServer the game tests headless. Releases go through the libworks plugin's release task (docs/agents/releases.md). The Modrinth slug is gearworks-adamico, since gearworks was taken there; CurseForge's is gearworks.

License

MIT. Source is on GitHub. Releases will be on Modrinth and CurseForge.

kc00l's Gearworks Team

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