kc00l's Gearworks

One FE-powered suit, a grid of upgrades, and Levels without a cap
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Gearworks 0.1.0

File namegearworks-0.1.0.jar
Uploader
kc00lkc00l
Uploaded
Oct 13, 2026
Downloads
7
Size
238.4 KB
Mod Loaders
NeoForge
File ID
9165268
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:kc00ls-gearworks-1739524:9165268"

Learn more about Curse Maven

What's new

Players

  • Iron Gear, the tier-1 suit, worn in the chest slot with an iron chestplate's armor. Its 9×3 Gear Grid, whose columns stand over the inventory's, opens from the worn suit with a key (J by default), and holds the first three Gear Upgrades: Battery (1×2, 100,000 FE), Solar (1×1, 5 FE/t in daylight under open sky) and Speed (2×2, about +26% walking speed while it has FE, drawing 20 FE/t while walking). Any mod's charger fills the suit. Speed upgrades sum toward the speedCeiling server config (+100% by default) and never reach it. (#1)
  • The worn suit's FE stays on the HUD, a bar and its numbers in the top-left corner, while the suit holds a battery. The energyHud client config hides it (show) or moves it to another corner (corner). The Config button in the mod list edits it, and the speedCeiling server config in single player. The suit's FE now reads with grouped digits in the client's language, on the HUD, its tooltip and its Gear Grid. (#5)
  • The Gear Bench, a placed block that holds a suit. A click on an upgrade in its grid picks it, and Raise lifts its Level by one, with no cap. Each Level costs FE and c:-tagged materials, more by a constant factor (1.25 by default) each Level, from copper or iron and redstone up to netherite and nether stars from Level 15. Any mod's pipes, hoppers and cables stock the bench, which takes only what the next Level costs and gives nothing back; its screen shows the suit's grid at full size, each material's slot, and a bar of the FE stocked against the FE the Level costs, and Raise spends exactly that cost once all of it is stocked. A Level stays on the upgrade when it moves to another suit, and each Level adds to what it gives: +50,000 FE a battery, +2 FE/t a solar, +10% walking speed and +5 FE/t a speed upgrade, whose sum still never reaches the speedCeiling. (#2)
  • Gearworks' items are in the Works creative tab the -works mods share, and in no vanilla tab. The Gear Bench's empty suit slot and material slots show faded what they take, each material at the count the next Level needs. Gearworks nests libworks-runtime, so nothing more is installed.
  • Diamond Gear and Netherite Gear, tiers 2 and 3, with a diamond and a netherite chestplate's armor and Gear Grids with more rows (9×4 and 9×6); netherite gear, like the chestplate, survives fire and lava. Diamond gear is crafted from iron gear and eight diamonds, and netherite gear smithed from diamond gear with a netherite upgrade template and a netherite ingot; each keeps every upgrade where it sits, its Level, and the suit's FE. Three more Gear Upgrades: Shield (2×2) absorbs about 21% of each hit that armor leaves, spending 200 FE for each point it absorbs, and nothing once the suit is empty; several shields absorb more together and still spend each point at their mean price, not their sum; Jump (1×2) raises jump strength by about 13% while the suit has FE, each jump spending 50 FE; Night Vision (1×1, one per suit) gives night vision while it draws 10 FE/t, and leaves a potion's alone. A shield Level adds 5% absorbed, a jump Level 5% jump strength and 10 FE a jump; a night vision Level takes about 1 FE/t off its draw, less as it nears the nightVisionFloor server config (1 FE/t), which it never goes under. Shield and jump upgrades sum toward the shieldCeiling (80% absorbed) and jumpCeiling (+50% jump strength, under three blocks) server configs and never reach them. (#3)
  • In the Gear Grid, a shift-click sends an upgrade to the inventory when it has room, and a click on an upgrade with the same upgrade at the same Level in hand adds it to that stack. (#3)
  • The suits and upgrades have Gearworks' own art. Each tier has an icon of its own, Futureazoo's flight chestplate retinted to its material with an orange gem (CC BY-NC-SA 4.0), and is worn in a look of its own, plates of its material around a glowing orange gem, where it used to look like a plain chestplate; the upgrade icons are drawn as one set. (#7)
  • The suit's gem glows: worn, it is lit in the dark and pulses every two seconds, and the suits' icons pulse with it.
  • Flight (2×5, one per suit), the capstone, fits only netherite gear's grid: creative-style flight while the suit has FE, drawing 200 FE/t in the air. Each Level takes about 20 FE/t off the draw, less as it nears the flightFloor server config (20 FE/t), which it never goes under, and never changes how fast the player flies. A suit that runs dry mid-air lets the player down slowly, at no cost and without fall damage. It is crafted from four netherite ingots, four feathers and a nether star, and its Levels cost netherite, then diamonds, then nether stars. (#4)
  • The Gear Bench has art of its own, a plated casing with an orange core let into its work top, where it used to borrow the smithing table's top and iron block sides, and the suit it holds floats above it, turning, for every player nearby to see.

Consumers

  • An item with a gearworks:gear_upgrade item data map entry (width, height, stat, amount, optional draw) fits the Gear Grid with no code; gearworks:gear_grid sizes each suit's grid, at most 9 columns by 6 rows. The suit exposes Capabilities.Energy.ITEM over the sum of its batteries. (#1)
  • A gearworks:gear_upgrade entry takes optional amount_per_level and draw_per_level, added once per Level. The gearworks:level_cost item data map prices an upgrade's Levels (energy, growth, and stages of up to four {tag, count} materials each from a Level from on); an upgrade without an entry is never raised. An upgrade's Level is the gearworks:level component. The Gear Bench exposes Capabilities.Item.BLOCK and Capabilities.Energy.BLOCK on every face. (#2)
  • A gearworks:gear_upgrade entry's stat also takes shield (amount the fraction of a hit absorbed, draw the FE for each point absorbed), jump (amount the fraction of jump strength added, draw the FE a jump spends) and night_vision (draw FE per tick, which draw_per_level lowers toward the nightVisionFloor instead of raising; amount is not read; a suit holds one). gearworks:gear_grid sizes gearworks:diamond_gear and gearworks:netherite_gear, which expose Capabilities.Energy.ITEM as iron gear does. (#3)
  • A gearworks:gear_upgrade entry's stat also takes flight (draw FE per tick in the air, which draw_per_level lowers toward the flightFloor; amount is not read; a suit holds one). The suit gives flight through NeoForge's neoforge:creative_flight attribute, with the modifier gearworks:gear_flight, and leaves any other source of flight alone. (#4)

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