Tinkers (Custom Work)

Ask any question about playing and surviving in the Transcendence universe. Newbies welcome!
Post Reply
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2801
Joined: Mon Aug 17, 2009 4:27 am

I've been doing some looking at Tinkers, and I was wondering if I missed any of the things they do for custom work. (Not any more. Now I've got it all, probably. Correct anything that is obviously wrong.)

Here's my list:



Updated 22nd March 2010....Version 4.0!

Correct for Vanilla-game 1.0RC8!


On the left are what you need, on the right are what you get. Underneath in italics are the numbers for what you need.

ARMORS


Amor repair paste---> Photo-organic armor
4 barrels of paste for every segment of armor


Carbon Fibre----->Heavy Ceramic plate
2 spools for every segment of armor


Hyperfibre-----> Tevlar composite

4 rolls for every segment of armor


Titanium Ore-----> Titanium Armor
2 tons of ore for every segment of armor


Reactive armor----> Advanced Reactive Armor
4 segments of armor used for every segment of armor porduced


Plasteel ore-----> Plasteel Armor
4 tons of ore for every segment of armor


Cerallox ore----> Ceralloy Armor
5 tons of ore for every segment of armor

A NEWBIE NOTE ON CERALLOY ARMOR: Making this at Tinkers is an extremely good way to make credits. Sell the armor to a station, and you will make much more profit than you would by selling the ore, even after the manufacturing costs!


Duranium Ore---> Duralloy Armor
5 tons of ore for every segment of armor


Heavy water-----> XMH Armor
4 barrels for every segment of armor


Orthosteel ore---->Orthosteel Armor
10 tons of ore for every segment of armor


WEAPONS


Fusion Trigger (ILLEGAL)----> XM900 "Lucifer" Missile (MILITARY)

One missile made for every trigger

IMPORTANT NOTE ON THE XM900: In case you are new and/or have never made these before. Because XM900s are military weapons you'll lose them if you dock with a commonwealth base of any kind.Very useful for Charon sector. This is the only way to get these apart from [possibly] Black Market Stations until the Commonwealth Fortresses start turning up after St. Ks


Laser cannons/damage laser cannons----> Laser Cannon arrays

8 laser cannons used for each laser array made


Turbolaser Cannons----> Dual Turbolaser cannon
4 turbo-lasers used for every dual turbolaser produced

Radioactive waste-----> Actinide waste cannon (ILLEGAL)
8 barrels used for each cannon made


Recoilless cannon--> Dual Recoiless
4 single cannons used for every double-cannon made


AK15 Partisan Cannon--> Smartcannon
2 AK15s used for every Smartcannon made


SHIELDS


Class I/Class II deflectors (damaged or intact)----> Solon shield generator

4 Class Is or 2 Class IIs for every Solon generator made


Superconducting coils---> Superconducting shield generator
8 coils needed for every shield produced


MISC.


Repairing nanos---> patcher arm
6 barrels needed for each patcher arm produced

---------------------------

I will update this when and if it is needed...and I'm still looking for the amount of credits needed for these custom builds. If anyone can post them below, I'll put them in as well.

Cheers, and fly safe.



-Shrike
Last edited by Song on Tue Mar 02, 2010 4:04 am, edited 7 times in total.
Mischievous local moderator. She/Her pronouns.
User avatar
Fossaman
Militia Captain
Militia Captain
Posts: 556
Joined: Tue Mar 07, 2006 12:56 am
Location: Traveling to the galactic core

According to the tinker source code, there are twenty different combos. Here's what you missed/got wrong:

Armor Repair Paste --> Photo-Organic Armor
Carbon Fiber --> Heavy Ceramic Plate
Hyperfiber --> Tevlar Composite Armor
Reactive Armor --> Advanced Reactive
Class I Deflector --> Solon Shield Generator
Class II Deflector --> Solon Shield Generator
Superconducting coil --> Superconducting Shield Generator
Recoilless Cannon --> Dual recoilless
AK15 Partisan Cannon --> Rasiermesser Smartcannon
Radioactive Waste --> Actinide Waste Cannon
Repairing Nanos --> Patcher arm

I *think* that's accurate, it's from the .99a source code. No promises.
X-ray laser! Pew, pew pew!
> = = = = ۞
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

The Tinkers plus one mod (not sure who made it) had a neat way of using more than one 'ingredient' item in the combos.

My Tinker Master mod has over 250 combos and some new items too.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2801
Joined: Mon Aug 17, 2009 4:27 am

Thanks, Fossaman. I've updated the list with your correctons and additions. :D

I managed to get Hyperfibre and carbon fibre mixed up, and I'd never tried carbon fibre. I also forgot quite a few on that list (Like actinide was cannons and dual recoiless cannons. Also those shields.)

The res were one's I didn't know. Thanks!

I'll update this list if needed again, if there is a mistake, or if george brings out more Tinker features in V1.0 (Which would be really nice, if you're reading this George ;) )


prophet<---While I'm only doing Vanilla-game tinker stuff, I'm quite interested in that mod. Could you please PM me some examples of the new items you put into it?

(And I always admire any working mod. My only mod attempt so far has failed.....although my inability to find any tutorial on making a Missile weapon and ammo has contributed a lot to that.)
Mischievous local moderator. She/Her pronouns.
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

The Tinkers plus one mod was made by me and digdug. It is a mod that allows modders to easily (assuming they understand lists) add interesting combinations to the tinkers. It was made quite awhile ago so I don't remember much about it but it does have examples of items. It isn't as simple as the vanilla tinkerers though.
Crying is not a proper retort!
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2801
Joined: Mon Aug 17, 2009 4:27 am

Fixed a few errors I just noticed while going through the XML. It's now accurate up to 1.0RC8
Mischievous local moderator. She/Her pronouns.
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

Should we not have info like this on the wiki? Shrike, do you have a wiki account?
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2801
Joined: Mon Aug 17, 2009 4:27 am

alterecco wrote:Should we not have info like this on the wiki? Shrike, do you have a wiki account?
I'm not sure. I may....

Edit: Yup.

I just saw this table is already in there, but had quite a lot of naming errors. I've corrected them and added bits to show Illegal and Military stuff.
Mischievous local moderator. She/Her pronouns.
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

Awesome ! :)
Post Reply