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#insomnia talks
hairmetal666 · 4 months
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Eddie's a mechanic, has a shop in Indy. It's only got two bays, but he owns it, he saved up the money, it's his. He runs it with Wayne, is building up a customer base. He loves it.
Within the year, a bakery opens up next door, separated from Eddie's shop by a narrow alley. He has a perfect view into the bakery's kitchen from the shop's office, and almost immediately catches a glimpse of the drop-dead gorgeous guy behind the mixing bowl. He's got sun-golden skin, swoopy brown hair, wide puppy dog eyes, the poutiest mouth, and a face dotted with freckles. Eddie gapes at him for a solid two-minutes, salivating over the bunch and pull of his muscles as he kneads a ball of dough. A wet dream come true.
Eddie's always sneaking glances at the shop next door, can't seem to keep his gaze off the most beautiful man he's ever seen. Over the next few months, he becomes familiar with this herd of kids that hang around the bakery at all hours. There's one, curly-haired and mouthy, who often makes the baker frown with his hands on his hips, but as soon as the boy walks away, the baker smiles all wide and fond.
It's a silly crush, no big deal. He has a weakness for brown-eyed pretty boys, so what? It's not like he's going to do anything crazy, like make a move.
It's past midnight, a few months after the bakery opens, and Eddie's in his little office, doing the monthly accounting. He's exhausted, tired of calculators and numbers, when a flash of light catches at the corner of his eye. He blinks a few times, sure it's the exhaustion setting in, but it doesn't go away.
Instead, there's a light on over at the bakery. It's a kitchen light, and the baker is standing at the stainless steel counter, looking unlike Eddie's ever seen. His hair is a soft wave, swooping onto his forehead. He wears grey sweatpants and a yellow sweatshirt. Tonight, his movements are less precise and practiced; he's slow and contemplative as he gathers ingredients and mixing bowls.
It's been long enough Eddie should look away, but he forgets that it isn't a dream, that he's actually watching the baker roll up his sleeves as he whisks. It's inevitable that, eventually, the baker catches Eddie staring. He just smiles, though, and waves. Eddie manages to return the greeting before awareness smacks him in the face, and he flees the office and the building in acute embarrassment.
They share waves after that. Smiles. Laughter once when Eddie's reading over an invoice and walking, smacks face-first into the doorframe. Eye rolls after the baker gets into an impassioned argument with the curly-haired boy, one that involves a copious amount of thrown flour.
They exchange waves and smiles and goofy expressions, and it shouldn't escalate further, but one day Eddie steps into the shop's waiting room to find the curly-haired boy sitting behind the reception desk, flipping through Eddie's new dnd guide.
"What." Eddie says.
"You," says the boy. He's pointing and glaring and Eddie is a little scared.
"Me?"
"You like dnd?"
He hopes his sigh of relief isn't audible. "Best DM this town has ever seen." He postures and smirks.
"Doubt it," the boy says.
Eddie lets out an offended squeak, dramatically smashes his hand over his heart. "Insulted! Maligned! In my own place of business! Oh!" He falls into a dramatic swoon.
The boy snickers. "I'm Dustin," he says.
"Eddie." They shake hands and Eddie does not laugh at how overly serious this is all is. "Sir Dustin, what brings you to my fine establishment?"
Dustin shrugs. "Steve."
"Steve?"
Dustin rolls his eyes. "The bakery."
"Oh," Eddie says. Steve. The baker is Steve.
He's having a little trouble breathing, sure he's done something wrong, a distinct feeling of doom settling on his shoulders. "Why?"
"He won't stop talking about the mechanic next door but refuses to introduce himself. Plus, I saw your D20 tattoo the other day."
Eddie's barely hearing him, reeling over the knowledge that Steve talks about him to his gaggle of children. He barely hears the rest of the conversation, but the next day Dustin shows up with the rest of the kids, Lucas, Mike, Max, El, Erica, Will.
They're loud, chaotic, wild, and somehow--before they leave--they've coerced him into running a one-shot for them. They come by in twos and threes for the rest of the week, eating all the snacks in the waiting room mini-fridge and talking at him and Wayne as they work.
It's Friday, it's sweltering, he's closing the shop for the night with the top of his coveralls hanging off hips, his sweat soaked undershirt tossed behind a tool chest. He steps into the waiting area and nearly jumps out of his skin to find a man there, holding a plastic container.
Steve.
"H--hi," he stutters. And fuck, he's shirtless. He's standing in front of Steve for the first time and his nipples are out. This is it, the moment he finally dies of embarrassment.
Steve's eyes are locked on Eddie's torso for a few seconds too long, cheeks flushing. He blinks, finally looking at Eddie's face. "I'm Steve. From the--the bakery next door?" He points. "I--uh--I wanted to stop by and apologize?"
"What?" Eddie asks. There's too much happening for him to keep up.
"Um, the kids?"
And Eddie can't fathom why he needs to apologize, can only stare at Steve in confused disbelief.
"It's just. They can be kind of a handful. I used to babysit Mike and the whole group of them started following me around, and--Anyway, I think Dustin took it upon himself to try to introduce us. I've been wondering where they keep disappearing off to, and Max told me today that they're here with you, and I thought I probably owed you an apology. You're trying to work and I know they can be a bunch of shitheads, and oh my god, I'm rambling, I really am turning into Robin, Jesus Christ."
Eddie is fucked. Oh he's so fucked. He's charmed, endeared, can't stop smiling at Steve who is somehow even more beautiful up close.
"I forgive you," Eddie says. "They're nice kids."
Steve lets out a hard breath. "They are, huh?" He smiles. "Don't let them hear you say that. You'll never get a moment's peace. And they shouldn't have been over here bothering you, anyway."
"It wasn't a bother. Though, they did eat all my snacks and swindle me into running a one-shot for them. Still not sure how that happened."
Steve laughs and his eyes crinkle at the corner. So fucked. So fucked. "I should've known that you play that game of theirs."
"Aw, not a dnd fan, Stevie?"
Steve blushes. "It's--there's a lot of math."
Eddie laughs, already knows he's never getting over this one. "You bake professionally."
"It's different?" Steve laughs. "Fine, fine! You got me, it's not my thing."
"Bet I could change your mind," Eddie says. He doesn't mean to be flirting, can't stop himself.
"I bet you could," Steve agrees. He moves his hand, like maybe he's going to run it through his swoop of hair, then seems to remember he's holding baked goods. "Oh, uh, please take these cupcakes as my apology for accidentally saddling you with my group of semi-feral children."
"You're already forgiven, but I'll never say no to a cupcake."
"You should stop by the shop tomorrow, then" Steve says. "On the house."
"You've already given me these." He wiggles the cupcakes in Steve's pretty face.
"I only save the free samples for the hottest customers." Steve does run a hand through his hair now, and it's dorky as fuck, but Eddie still feels like he's died and this is heaven. "See you tomorrow?"
Eddie can only nod as Steve backs out of the office with a cheeky little wave.
He goes to the bakery the next day, sure he just let his crush get away from him and imagined the entire interaction with Steve. Except, when he walks in, Steve smiles all big and pretty in his little blue apron, invites Eddie back to the kitchen.
And if they share their first kiss against the stainless steel countertops, it's between them, Wayne, and all the kids who spy on them from the shop's office window.
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omegaversereloaded · 2 months
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Who gonna buy me some final fantasy cookies
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yellowheartz · 4 months
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Psykickers have a sleepover at Saiki's one time, and at like 3 or 4am, they suddenly hear Saiki giggling in his sleep. Then he says, "you're dead when I catch you, Toritsuka."
The man was not able to sleep anymore that night.
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solardrake · 6 months
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i'm like if an easygoing guy was sick of the ceaseless torment
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sodafizzyart · 1 year
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Meant to draw something more explicit but I couldn’t get through the exposition
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wily-art · 12 days
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I haven't finished it yet, but I watched some of it, and skimmed through the rest (I will finish though at some point; when/if I have the time), and what I did see of it the "Undertale Insomnia: Something Isn't Right" Trailer looks amazing! Ur art and the looks of the characters and the Blasters is on point and great as always! And ur animation is looking awesome too! I think ur comic already had some cool gifs/small animations, but if not; it is cool to see animations from u now too!
The Paps's (both older and younger) and his Casters and/or the Blasters are looking great in the trailer u released!
And Asgore (I think) and the fallen human kid(s) look great in some of the animation WIPs and/or whatever too!
I hope someday to see some of the other Undertale cast in animation form, or at least some of the other Insomnia important and/or etc. cast members like Sans (could be both older or younger), Gaster - before or after getting goopifed, lol (though, I think he might be in this animation and/or at least the full? one), Frisk, Chara, more of Blasters and/or Casters, and/or Alphys (I have gained a soft spot for ur Alphys). Maybe Asriel and/or Flowey too?
Not mentioning Asgore or the kids here, because I think u might have some stuff/ideas/etc. with them already. And not mentioning Undyne either, even though it would be awesome to see her too, bc I don't think she has been in the comic too much yet?
Ofc, u don't have to do any of this. I know animations, and animatics even, can take a long time! Just seeing the Undertale Insomnia (one of my favorite UT, and maybe just in general, comics/series's!) cast brought to life even more through animation like this, has got me excited! ^^
Last of all; I just wanted to clarify, the animation release is just the trailer, and not full thing, or...?? I just wanted to confirm.
Heya! First off thanks! That little tidbit is just a teaser more than a full trailer. IT's definitely not the completed thing. I didn't want to give a solid release time due to genuinely not knowing how long this all would take (at this point a little over a year- Good god). But I wanted to share at least a little something since this whole project has been so all consuming- that from the outside world's perspective I've been more or less absent. It's kind of hard to be active with other things when a singular thing both eats a bunch of time but can't be shared since it's not done X'D. It's a lot of behind the scenes work and not much to show for it yet.
Other characters will definitely be getting way more time to shine in the comic moving forward since I finally hit a particular turning point. Also regarding animations I have a lot of ideas for the other characters and the fallen kids that all more or less tie into the same world in a "how did we arrive to this point" kind of scenario. But due to how long all of this takes and I can't promise how many of them I will get to. Or at least how quickly because right now I'm moving at a blistering speed of _not very fast_ ✨ That said this one with Papyrus is absolutely being released (hopefully later this year) because if I have only one of these in the system it's gonna be for this guy XD The other one that I absolutely want to do as another animated update for Insomnia involves Chara and Frisk to answer what exactly happened at the end of the last run before this one. I'm hoping that since I've learned a lot (this is my first animated project) that that one will go a lot smoother. An account of figuring out a lot of things I Was doing that made my life INFINITELY HARDER. Hope that answers things.
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theminecraftbee · 5 months
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second’s slightly arbitrary guide to vault hunters knowledge unlocks
so, one of the main questions I see new vault hunters players have is “which mods should I unlock in what order?” unlike skills or even, if expensively, expertises, mod unlocks in vault hunters are completely irreversible, which means they can be kind of intimidating for new players. so here’s my (somewhat arbitrary) guide to what to unlock! keep in mind I’m not a “top player” or anything, so these might not be the PERFECT meta picks, just a guide for new guys.
also if your question is “but I have one knowledge star and am like level 5 what do I unlock NOW”, the answer is probably vault compasses if you’re getting lost, either stack upgrades or double pouches if you’re having inventory management issues (depending on whether “numerous stacks of common items” or “many types of items” is currently your larger problem), or storage drawers if overworld storage is giving you nightmares.
additionally, my biggest unlocking mods advice is to check how much the thing you want to do costs in materials before unlocking it. nothing sucks more than unlocking a cool mod and only realizing you need an echo pog to interact with it and you’re only level 15 afterwards, after all!
anyway let’s go, general guide beneath the cut.
STORAGE MODS
these mods give you the first three without price increases before they start getting more expensive, which is useful, since people almost always combine more than one solution. even after they start getting more expensive, it’s only +1, so this is a category you should get the thing you want or need in when you want it without worrying about it locking you out of other options later.
Storage Drawers are the backbone to basically everyone’s storage system. they work fairly simply: each drawer can store a certain number of stacks of a single item. add upgrades to increase the number of stacks or make the drawers automatically void excess. if they are connected by other drawers or trim to a drawer controller, you can double-click the controller to move everything in your inventory that goes into a drawer to one of them, and that controller acts as a port for other storage interacting with it. because they can store an absurd quantity of items, are way cheaper than basically every other storage option, and are useful right up to the late game, these are by far and away the most common first storage option. I can’t recommend them enough. even early game before you can afford a controller they clean up your inventory SIGNIFICANTLY with the number of stacks they can hold.
Colossal Chests are a trap earlygame. unlike regular chests, you can’t use quark’s sorting or searching functions, which means they’re effectively the “hiding it under the bed” solution to chest monsters. however, mid-game once you actually have another storage mod, these become fantastic, since they’re much cheaper and use much more common materials than storage disks and capable of storing large amounts of items. the largest one you can make in vault hunters is 5x5 for the record. a lot of people like using this with ssn to help reduce lag.
Simple Storage Network is… controversial. it’s the cheapest early way to make a searchable storage network, but it gets very laggy the more chests you attach to it, and many of a storage system’s most useful functions are no longer possible to craft in vault hunters because of it. also, it eats items with NBT data, so never store crystals, jewels, gear, or similar things in it. my general recommendation is to do whatever you want in singleplayer (although if you want a crafting interface you’ll need to upgrade out of this eventually), but in multiplayer only use it if you’re using colossal chests or something else that prevents you from having to make massive silos of chests, and save your server the headache. it’s only one knowledge point, though, and it’s much cheaper generally than the digital options, so I totally understand why people go for it, and it can super be worth it early game when you just need to be able to search your inventory! just be aware of the caveats.
Applied Energistics 2 is one of your two main digital storage options. digital storage should be your end goal with a storage system! it is the more complex of the two. my understanding is that it’s cheaper if you know what you’re doing, as well as more powerful, but that it’s notoriously a beast for people who don’t know it to try to understand. if you don’t have good spacial reasoning skills maybe stay clear, but if you do and you like a more involved storage approach, go with this. also, be aware you’ll need something that can produce power in order to use this mod. (ae2 comes with power generation on its own, but I don’t remember if you can craft that in vault hunters or not.)
Refined Storage is the other of your two main digital storage options. digital storage should be your end goal with a storage system! compared to ae2, refined storage is fairly straightforward, but it’s slightly more expensive and a bit less powerful at its highest levels. it is the one I recommend to most people, though, just because “straightforward” is really valuable if you don’t want everything to be a puzzle. also, be aware that you’ll need a mod that can produce power to use this mod.
Mekanism QIO is a third digital storage option you can only use with Mekanism unlocked. my understanding is that it’s quite powerful, although it does not work with altar automation. most people won’t use this on account of mekanism being a pre-requisite and mekanism being fairly late-game, but if you want to use it, it’s almost certainly just as good of an option as the rest!
LOOTING MODS
the majority of these are pouch upgrades, but this also contains bulk soul dust recycling and the vault junk controller. these mods get more expensive by two points for every one you get, so the order does matter somewhat; remember for each mod in this category you get that is not “a bigger pouch”, the slightly further away bigger pouches get, and for each bigger pouch you get, the further away other inventory management gets. so it’s a balance for when you get what! that said, most players end up unlocking basically everything in this category eventually, because it’s all quite useful, and even at maximum price it doesn’t get as expensive as the production mods or big mods or big toys get. unlock things as you need them in this category. I tend to unlock things in this category whenever I have the knowledge stars to unlock it and nothing else I want to save up for at that exact moment!
Bigger Pouches are the vast majority of the unlocks here (being double pouches, belts, small backpacks, and large backpacks). they’re prerequisites for each other, so you have to unlock them one by one. normally, I unlock them when the pouches I have aren’t cutting it. that said you could just as easily get by with a small army of smaller pouches, you just won’t be able to fit as many upgrades! so this is a mileage may vary thing.
Stack Upgrades are the most useful pouch upgrades, and should be the first ones you buy. these are multiplicative by each other—two tier 2 stack upgrades in the same pouch don’t add 8x the number of stacks a single slot can hold, but 16x! these also mean pouches with a lot of stack upgrades can be a poor man’s storage drawers in a pinch. you will need these, get them before you upgrade past double pouches.
Refill Upgrades are one of the two QOL pouch upgrades. you can save this until late, but the ability to automatically always have a stack of an item (or, well, up to nine items!) in your hotbar is extremely handy for things like marking blocks, kiwis, and food, and helps save hotbar space and time managing inventory. I personally find this more useful than the feeder upgrade but that’s a preference thing.
Feeder Upgrades do one thing only: automatically have you eat a food (which can be controlled with a whitelist/blacklist) from the pouch it’s installed in when your hunger goes down. this seems sort of arbitrary in vaults since hunger doesn’t heal your health but it’s actually really nice and once you get used to it you’ll be so sad whenever you don’t have it. set the food it feeds you to vault sweets and literally never have to worry about your hunger bar again. this is normally either the last pouch upgrade I get or second-to-last (before big backpacks) but I could totally justify getting it way sooner.
Junk Controller is… interesting. it sometimes doesn’t play nice with pickup upgrades and pouches, although I think that’s fixes at this point. it automatically voids items you pick up in the vault that are on its list of controlled items. it’s capable of handling WAY more than a void upgrade can, but honestly I find the advanced void upgrade can do everything I need it to when it comes to voiding vault items, and the junk controller is pretty expensive. however, if you’d prefer not to have to use void upgrades and to never have to deal with vault junk again, I could see this being the thing for you!
Soul Harvester is pure QOL. it is so much faster than and so much more efficient than the soul diffuser that I recommend everyone get it at SOME POINT, if only to make processing things into soul dust more efficient, but if you don’t do much recycling it’s probably not very useful for you.
POWER MODS
this is the first category on the list that makes other mods in the category enough more expensive that the order you unlock in, and whether you unlock at all, matters, at +6 per mod. you will also almost inevitably need at least one of these no matter what you do. as such, this category can be overwhelming for people. luckily it has an answer! the answer is powah. you should get powah. yes I know it’s the most expensive one and means you’ll have to wait longer but you’ll thank me later.
Iron Generators are sort of a trap. they’re cheap at low levels and good for early game, but the cost for higher-level power generation is very high compared to how much power they make, they burn fuel whether something is currently drawing power or not, they don’t come with any kind of cables so you’ll need a handling mod to move the power or to place them directly next to the things they need to power, they can’t charge items like the mining gadget or the building gadget, and they make everything else in the category more expensive. however with all of that said: if all you’re doing is powering an RS system, then yeah, you’re probably fine to just use these forever and buying these as the cheap option is probably fine.
Powah is the most versatile of the options here and comes with literally everything you need to make a decent self-sustaining power grid. the best generators for most people are the solar panels, which only require direct sunlight, and thermo generators, which provide power as long as they’re above a heat source and provided water. a supplementaries sink (which doesn’t require a mod unlock) or a thermal expansion aqueous accumulator (which does) can do that job easily. additionally, batteries are really useful for various gadgets, the ender network lets you move power remotely, and it can charge items inside its energy cells. the main downside to this mod is that it’s a royal pain in the ass to actually CRAFT any of this; while most of the individual ingredients aren’t that expensive, there are normally many steps to any higher level craft and the base ingredients add up. luckily, mod boxes are really good with this mod, and you can normally get a decent system running from almost only those.
Flux Networks are vault hunters’s best option for storing and moving power around. this mod doesn’t come with power generation options on its own, but it’s the most powerful for transferring power around by far. a good purchase in tandem with another mod.
Botania Flux Fields allows you to turn botania mana into power. it doesn’t come with any cables, so you’ll need a handling mod to move the power around, but as several botania mana flowers can be made self-sustaining, this is probably an interesting option if you already have botania before you need any power.
Thermal Dynamos are like if iron generators were actually good. they require constant fuel like an iron generator, but they have a much wider variety of things they can burn and actually produce meaningful power. they require thermal expansion to unlock, though, so I’ve never used them by virtue of the fact that by the time I have thermal expansion, I almost always also have powah. they also don’t come with cables.
Mekanism Generators are the best solution for producing very large amounts of power. the mekanism reactor is more than the vast majority of players will ever need, but if you’re getting deep enough into mekanism that you need a nuclear reactor’s level of power generation, you should accept no substitute. once again though for most people a large powah setup will normally cover your needs, this is, quite literally, the nuclear option.
HANDLING MODS
these mods don’t do much on their own, but they make handling output from other mods much easier. they make each other somewhat significantly more expensive, but tend to be overall cheaper than power mods, so even with that +5 knowledge points required for each new mod in the category, it’s not normally hard to get more than one. these are a very “get them as you need and/or want them” category, but you’ll almost always find yourself wanting at least one, if not more, to get things done.
Modular Routers are probably the best mod in this category. they do just about everything, able to wirelessly transfer items, fluids, or power, sure, but also able to activate things like a player, automatically kill mobs, vacuum items (or experience!) from the ground, and probably more. a common sight in many vault hunters bases are the signature laser beams of routers shooting things around. they can be a little complicated to understand at first and I highly recommend watching someone like iskall use them when you’re starting out, but once you understand them you will soon learn to love them. they work by creating a router, then placing “modules” in that router that tell it what to do. you can also add upgrades to the routers! this is my biggest recommended handling mod; if you only get one, this is the one that can do most everything anything else in this category can.
Pipez are simple: they’re fairly cheap pipes that move items, fluids, power, or gasses from one place to another. this is the quick and cheap option for handling, and are often the most intuitive. the downside is that you physically need to lay the pipes between places, so they take up a lot of space. fun bonus fact: at a certain level of power draw, a power pipe with an advanced pipe upgrade will be MUCH cheaper for rate of power transfer than using powah cables. I learned this the hard way. in general these are fast, minimally laggy, and surprisingly useful, especially for fluids (or gasses if you’re using mekanism).
XNet is presumably powerful but I don’t know anyone who uses it on account of it also being kind of complicated. my understanding is that if you have any kind of item/energy/etc transfer that you want to apply interesting logic to, this is your solution, so it’s probably nice as the “brain” of your base. I can’t say much else because I don’t use it though.
Dark Utilities is a small but handy mod. its biggest draw are its plates, which are items that can be placed like a carpet that do things to entities that step on them. most notable are the vector plates, which push a mob in the direction they point and the various damage plates, including a non-lethal damage plate that’s great for exp farms or the player damage plate, which makes mob drops fully AFK-able. also not to be discounted are a few redstone odds and ends (including a randomizer) and special blocks that only certain types of entities can pass through (great for filtering in farms). this mod is almost always recommended in tandem with ispawners, but can be useful in all kinds of farms outside of that too.
Iron Furnaces are basically a fancy QOL mod: they let you make really absurdly fast furnaces, including ones that are powered by power instead of fuel. they’re almost surprisingly useful though; a fast furnace can save you a whole lot of time!
Automatic Genius is—well, if you’re at the point of unlocking automatic genius, you probably already know, to be honest. it’s auto-crafting, it’s useful, it practically has the entire game as prerequisites so. there’s that.
BIG MODS
this category is one of the ones that gets to people, because it’s one of the +12 categories. whenever you pick a mod in this category, make sure it’s one you want, because the next one will be very expensive! chances are if you’re a modded player, you already have an opinion about which of these four is the most useful to you, but if you aren’t, I’ll attempt to give some tips.
Thermal Expansion is probably the easiest of the four for a new player to understand. it requires power generation, but most of this mod works by simply building a machine, which then does that machine’s one thing. (for example, the redstone furnace, which cooks things using redstone, or the pulverizer, which crushes things.) I personally really like thermal; it’s extremely straightforward and compact and decently powerful as an earlygame option. it also sort of has ore doubling; you can pulverize raw chromatic iron to make two raw chromatic iron dust, which can then be smelted to two ingots, but for other ores the ratios are a bit messier and often comes out to “just use fortune and a normal furnace unless you need the secondary products”. still, very useful as a mod!
Create is a mod you probably already know; it’s taken the world by storm, after all. building create contraptions is fun and more intuitive than redstone and routing power to a lot of people, and it has a number of very useful tools, such as the crushing wheel and its ability to ore double, the various ways you can convert items using fans, and one of the very few ways to automatically farm trees in vault hunters. the main downside of create is that it’s deceptively expensive in larimar and chromatic iron and that it can’t produce power. also, in my experience, create is the laggiest of the big mods, although your mileage may vary on that front.
Botania is a magic mod that’s secretly actually a tech mod. it doesn’t require power, instead using its own power called mana, and can be used to do a large number of useful things, including farming trees, making cobwebs and other rare and hard to make altar ingredients, and making some very pretty decorative blocks. personally, I always had trouble wrapping my head around botania for some reason, which is silly since I’ve somewhat figured out mekanism, an objectively more complicated mod. of the four big mods, botania definitely helps you get the most hard-to-get and unique blocks, but it’s the only one that doesn’t have any kind of ore doubling.
Mekanism can get you as much as quintupling your ores, has a number of fairly high-powered machines, but is also really complicated in a lot of places and requires an entire power grid to use effectively. also, the mek suit isn’t in vault hunters, if you wanted that. I love mekanism I think it’s very fun also you should NOT get this as your first big mod unless you have so many resources to spare. make this your second one at the very least, it’s VERY late-game, but enjoy it when you do.
UTILITY MODS
unlike the last several categories, these don’t make each other more expensive ever! instead, these are all mostly small but useful mods that don’t fit in another category. whenever you want one of these go ahead and buy it, there’s no reason not to and it won’t make anything else more expensive!
Vault Compasses is one of the most useful mods in the game. all it adds is a vault compass, which is a compass that always points back to the entrance of the vault. you can also hold down shift+right click to set it to point to a new point in the vault, such as a loadstone in an elixir vault or the last monolith in a defeat the guardians vault. it costs four netherite ingots, which is a lot in the early game when most people get this, but it’s VERY WORTH IT. you’ll never be lost again!
Elevators create a special block that, when above or below each other, let you jump to teleport up to an elevator above you or crouch to an elevator below you. they’re very useful in bases with verticality; I like to use them to hide a lot of my storage and mechanisms in a basement that’s invisible from the main build, lol, but they’re handy for any kind of similar thing. pro tip: you can disguise them as any block by right-clicking them with that block!
Trash Cans are what they sound like: a special block that permanently destroys what you put in them. they can have a whitelist/blacklist, and you can pipe or hopper items into them. they’re handy for things like getting rid of unwanted armor from mob farms or other junk items that would otherwise clog up your handling.
Waystones allow you to teleport to pre-determined locations; a waystone lets you interact with it to teleport to any other waystone you’ve found, if you have the mod unlocked, and the teleport pads teleport you to a specific other pad. they’re just extremely handy for getting around a server, and on my friends’ server we just give everyone a knowledge star to unlock these on day one so we can get to each other’s bases easier.
Torch Master gives you several tools for preventing mob spawning. there are ways to prevent both passive and hostile mobs from spawning, and to place large amounts of light. the mega torch has a pretty wide radius too, so it’s fairly easy to cover your whole base.
Altar Automation is the only prohibitively expensive utility mod; this is meant for use lategame. it can be bound to either an ae2 or rs controller, and then will automatically take items from that storage system to complete the altar for you, leaving your only job to hit the button and get the crystal. it’s very handy, but also deliberately meant for buying after you’ve mostly already got all the other mods you want.
BIG TOYS
all of these mods are fancy QOL mods. they all require power, so don’t get one before you have a power source! additionally, only building gadgets come with a way to charge, so make sure you either have batteries or a way to charge before getting these. at +12, this is once again a category where order matters. however, since they’re all QOL, it’s a less massively consequential choice than your choice of production or big mods. go with the one that vibes with you most.
Building Gadgets are tools to help you place blocks, copy/paste structures, swap blocks, and delete blocks. they’re held in your inventory but require power, which means they either need to be charged or you need to have a battery. luckily, they come with the enercell for charging. I can’t express enough HOW MUCH EASIER these make building large structures; the base building gadget alone speeds up building massively. I highly recommend these on any skyblock world just for sheer ease of building platforms, but also anyone who likes Big Buildings should probably consider them.
Weirding Gadgets are chunk loaders. they require power. not much else to explain other than the obvious “be careful on servers when you are leaving your farms loaded please”, I think.
Mining Gadgets is a mod that gives you a cool laser to mine blocks with. I love my mining gadget, it’s very fun, but fully upgrading a mining gadget is very expensive in chromatic steel (and in echo for the magnet and void upgrades) and a very, very solid argument can be made that the only advantage this thing has over a hammer is that it has a long range, the ability to automatically place lights, and the ability to stop liquids in their track. meanwhile, it has the very large disadvantage of requiring being charged with power, costing a lot to get upgraded, and not being able to mine more than a 3x3. it’s up to you if any of those benefits sound like they beat a hammer to you and you decide to get it.
Digital Miner is a mekanism device that automatically mines out everything in an area for you (rather like an old-school quarry). just place it in a location, give it power, and let it run! like most mekanism devices, this thing requires a lot of power, and it is, once again, arguably slower and more expensive than a hammer. however, it’s also fully automatic and requires no effort on your part to get a LOT of resources, so it can be very worth it for those who do not enjoy mining themselves!
PRODUCTION MODS
arguably even more consequential than the big mods you choose are the production mods. which production mod you go with will decide on a multiplayer server what is your “thing” and what requires trading; on singleplayer it will decide which altars will be easy for you and which will be hard. there’s also no right choice here (although I’d argue there are two wrong ones). at +12, it’ll be a bit until you unlock your second one, so choose wisely!
SNAD is a trap. it vastly speeds up the growth of things that can grow on sand but it’s just not worth the +12 to everything else for that alone—and that really is all you get. don’t get it.
Easy Piglins are less of a trap but still a trap. they allow you to put piglins in special boxes for trading, as well as make automatic traders. however they don’t really do anything that picking up a piglin, putting it in a hole near your portal, and throwing gold at it manually doesn’t do, so for the +12 to everything else, for my money, this one isn’t worth it.
Easy Villagers by contrast is worth it. while the ability to pick up villagers and easily re-roll trades doesn’t require unlocking this, the various villager blocks this mod unlocks are very handy for doing trades much easier. it also comes with one-block breeders, iron farms, and crop farms, and the ability to automate any of them, including the villager trades. personally I tend to find villager trades aren’t my main alter bottleneck, so I go for this last, but someone else may disagree with me on it, and honestly I don’t blame them. a solid choice.
Cagerium is one of the two mob farming options. cagerium works by creating terrariums for passive mobs, mob cages for hostile mobs, or a binding plate for boss mobs, and then putting spawn eggs you get from the vault in them. it then outputs that mob’s drops into a chest below, passively. you can put up to four eggs in a cage to make it faster, but you need a skeleton key to swap out what’s in a cage. also, it’s slow compared to ispanwers. however, it’s cheaper early game, doesn’t require building a farm, and is better at a few edge-case mobs (namely, boss mobs like the wither or ender dragon if you get one of those eggs and shulkers, because shulkers are a nightmare).
iSpawners is the other mob farming option. this lets you create an expensive item called a survival spawner that works like a regular vanilla mob spawner, only you can pick it up and move it, it’s much faster, you can swap what egg is in it whenever, and it is active in a much larger radius of the player. ispawners are more reusable and much faster at producing drops than cagerium, but they require infrastructure like a farm to be built around the survival spawner to be effective, and while the survival spawner is a one-time craft it’s a VERY VERY expensive one. which of the two you prefer is a matter of preference.
Botony Pots are one of the two plant-growing options. this mod lets you make pots that automatically grow plants over time, including plenty that can’t be farmed normally, such as spore blossoms or small dripleaf. the hopper botony pot has been made more expensive than it used to be, so it’s at parity or more expensive than swapping things out of a phytogenic insulator to have a lot of them, but for passively farming plants, botony pots are still king. the one plant it can’t do is any of the trees, however, so you will still need a solution for that.
Phytogenic Insulators require thermal expansion and power, and are your other plant farming option. they’re rather expensive, but they can be freely swapped through, can produce things like trees that botony pots can’t, and are much faster than botony pots (especially when maximally upgraded). like with ispawners and cagerium, this is a matter of preference for which you pick, but you’ll probably only need one of the two.
ALCHEMY MODS
these, thankfully, don’t require any strategy or explanation; you can only go one at a time, and each unlocked mod is a new upgrade to your existing vault potion (or vial to start with). each upgrade heals more health and has a stronger chosen effect. that said, no matter how high you upgrade, you always have the same number of charges. take these when you start needing that extra health!
and that’s everything! hopefully this is helpful for new players playing along with the hermits! happy vaulting!
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ryxmix · 2 months
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coming out of my grave to let you know that if i got isekai'd to twisted wonderland, everyone would be getting therapy. i'm not giving them a CHANCE to overblot. we're dealing with these problems NOW bro, you don't have a choice. sorry if you're "all that" and too cool and aesthetic for therapy, let's talk about how YOU have mommy issues, YOU have insecurity problems, YOUR brother died, and YOU don't want to lose people because your mom's dead. EVERYONE'S healing.
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sincerely-sofie · 4 months
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(Sprite sources)
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spider-man-2o99 · 1 year
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NEVERMIDN FUCKMERUNNIN IVE NEVER BEEN HAPPIER TO IMMEDIATELY EAT CROW BABY GOT TEETH HE GOT TEETH YES YES YES YES YES YES YES YES YESS
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cheapbourbon · 9 months
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Hunters Knight : Silence is golden
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cheaploafs · 1 year
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late night cuddles
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horridgoblin · 19 days
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ok hear me out. having insomnia sucks ass but imagine staying up all night with gale (who also sleeps like shit i think thats beyond headcanon tbh) discussing lord of the rings lore and analysis. holy fuck that would be such a fun discussion and you know he's a massive lotr nerd.
"so did you know tolkien hated allegory?" id say to stir shit (i dont entirely believe this statement) and watch him just debate that. oh my god please gale dekarios become real right now.
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auggiedrawsturts · 11 months
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Younger siblings doing younger sibling things (they were supposed to go to sleep six hours ago)
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wily-art · 10 months
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Whats the age gap between sans and papyrus in insomnia comic?
About fourish years.
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kentwells · 9 months
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hey i wrote them being domestic idiot victors and it doesn’t fit into my current wip at all so 🥰 take this
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