This addon for Mystical Mechanics adds more gears that you can use in your gearboxes and some useful tweaks.
Gears
This mod adds several gears made out of different materials from a couple of mods.
Here's a list of all the materials:
Vanilla:
- Wood
- Stone
- Diamond
Embers:
- Lead
- Copper
- Aluminium
- Tin
- Bronze
- Nickel
- Silver
- Electrum
Soot:
- Antimony
Avaritia:
- Crystal Matrix
- Neutronium
- Infinity
Botania:
- Manasteel
- Terrasteel
- Elementium
Thaumcraft:
- Brass (automatically disabled if thaumic periphery is installed)
- Thaumium
- Void Metal
Aetherworks:
- Aetherium
Nature's Aura:
- Infused Iron
Tweaks
This mod also adds stats to all the different gears, All the gears have a maximum amount of power they can transfer and a power multiplier.
Handy tooltips are added to each gear to show that it can be used in a gearbox and to tell the player what the stats are, if it has any.
If a gear is spinning too fast, it will emit smoke particles to indicate that it's losing power.
Lastly, a bunch of gears from other mods can also be used in gearboxes with this mod, and if a gear from a mod isn't supported by default, you can just add it to the config file.
Other features
This mod also adds some other things to integrate other mods with mystical mechanics.
A redstone dynamo is added to convert mechanical power into energy which can be used with any mod that supports forge energy like thermal expansion or immersive engineering.
If botania is installed, a flower is added that turns mana into mechanical power and an automated version of the manatide bellows is added that runs on mechanical power.
If thaumcraft is installed, a research tab will be added for mystical mechanics and a vis motor and essentia motor are added.
Config
Every gear can be individually disabled in the config file and all the stats can be changed too. All the tweaks, mod compatibility and other features can also be disabled if it suits you better.
I also have a discord server in case you prefer to use that: Invite
I just discovered that you can apply heat to a gatling and it will gain heat as its projectiles deal damage. That is an awesome feature; double awesome if you intended for it to be hidden. As of this moment, I have not fully upgraded it yet. I'm going to test a few of the projectile augments and update my findings. EDIT: Apparently, it does not gain heat whatsoever, so please disregard this post. I am a dumdum :/
heya, I love this mod and I love using it
I just got the most recent version, and I love what you did with the turret and the flywheels
but about the flywheels, how exactly do they work?
I know the tooltip says it has infinite max power and takes time to speed up and slow down, but does it have more specific limitations?
In reply to golderuby:
The light flywheel speeds up or slows down with a rate of 5R per tick, so if you give it 300R it will take 60 ticks or 3 seconds to fully speed up, the heavy flywheel is the same but with a rate of 1R per tick. These values are configurable too.
The flywheels are actually supposed to have a maximum amount of power they can transfer just like the other gears, unfortunately the stats don't show up in the config when you update the mod, you have to let the mod regenerate the gear stats section every time I add new gears to get the stats for them.
I'm really loving your mod in my new pack Sky Magic Islands! I made a few custom Modular Machines recipes scale up enough to require your higher end gears (e.g. Terrasteel / Antimony) to not smoke! haha
The Gearanium / Aura Engine / Dynamo really helped me out providing a way to convert between Magic mod "mana" types!
It'd be interested if you could add config/code to make the RF Dynamo go the "opposite" way as well, converting forge energy into mystical mechanics? Thanks and cheers!
In reply to ubergarm:
I don't really want to add an engine that runs on rf because I think it will cause players to always use it instead of trying more intresting ways of generating mechanical power since rf is very easy to get in pretty much any modpack, especially lategame.
Yeah, a good point that I do agree with. In my own modpack the only way to generate RF is via Botania Mana Fluxfield or Energetic Aura forge, so its only in that context that I believe it would be "balanced"...
What about having the Aura Engine / Geranium go "backwards" and generate mana? hahah...
Also more importantly where is your paypal donate button? I don't find it!
In reply to ubergarm:
I'll think about the idea of reverse versions of the aura engine and gearanium.
I don't really take donations because I don't really care that much about money.
how does the mechanical turret work? i don't see any gatling and i'm unable to attach any mechanical device to it
edit: i managed to attach the fan and the black hole to it, but i i can't find the gatling
In reply to Forge_User_73322944:
The gatling gun is only added if you have embers installed, there's also a witchfire variant available if you have soot installed. If you don't have embers you can only use it with the fan and black hole.
Wow.. just wow. Great work dude. You keep coming up with awesome new toys. I'm gonna setup a turret on top of my tower and lure a dragon in just so I can blast him. XD
I can't seem to figure out how to work the redstone dynamo. This page seems to imply that mechanical power goes in, and energy comes out (to be transferred with IE or thermal expansion), but it's not generating any.
Goggles from embers shows which side takes the mechanical power, and I'm supplying it through an axle from a creative engine (so I've tried different speeds). However, there's no animation playing (if there's supposed to be one), and no power is being transferred with an IE wire to a capacitor.
I'm using a custom pack so there's no thermal expansion power pipes. Are those the only ones that can actually transfer the power out of the dynamo, and not IE wires?
In reply to theshinesprite:
To me it sounds like you're doing it correctly, there is no animation for the dynamo and IE wires should work with with it. You're not using wire relays right?
does this work with contenttweaker and gregtech custom materials? Can I add my own gears?
In reply to MasterBuilder:
Yes, you can add your own gears with contenttweaker and give them stats in the mystgears config. They do have to be registered in the ore dictionary but that shouldn't be a problem. I'm not sure how gregtech custom materials work but I'm pretty sure gregtech registers its gears in the ore dictionary so that should work too.
does this work with JAOPCA's and thermal's gears out-of-box?
and if not, how does the config work?
In reply to Forge_User_05597637:
The config contains default values for all thermal expansion gears and also a bunch of values for gears that jaopca commonly adds but there's a good chance jaopca adds a gear that's not in the list. In the config you just have to add a line to the gearstats configuration with the oredictionary name of the gear and the stats.
hi, is possible to have one of the gear made of one material even if i don't have the mod for the compatibility?
i mean: if in my pack i don't have ember, but i have bronze, is it possible to enable just the bronze gear?
In reply to Forge_User_73322944:
Currently that's not possible, but I'll see if I can add that in the next update.
In reply to RCXcrafter:
cool!
on another note, about thaumcraft compatibility, i think only gears made of thaumcraft materials and thaumcraft like motors should be gated behind research, other items should not appear, but that's my opinion.
really cool mod c:
In reply to Forge_User_73322944:
The regular mystical mechanics items aren't locked behind research, you can craft them without doing anything with thaumcraft. The research entries in the thaumnomicon are just there to explain how the system works.