--- title: Engineering Skill tags: stardew --- {%hackmd theme-dark %} # Engineering Skill Adds a new SpaceCore skill called Engineering. The skill revolves around crafting items, but also tinkering and constructing contraptions -- this includes artisan machines, but also automation tools. # Crafting Stats The mod adds 4 stats related to crafting/processing items. ## Skill Higher values of Skill allow creating items of higher quality. Each advanced recipe (see Workbench) has a specified Difficulty corresponding to a Skill, at which creating the item will make it Iridium quality, 75% of that Skill is required for Gold quality, and 50% for Silver quality. Each Engineering level grants 15 extra Skill. Crafting a recipe grants 1 extra Skill for that particular recipe every single time. Getting 5&nbsp;![](https://i.imgur.com/3oeGLKn.png) with [Kent](https://stardewvalleywiki.com/Kent) or [Robin](https://stardewvalleywiki.com/Robin) grants 50 extra Skill. [![](https://i.imgur.com/rr6Jf3C.png) Dwarf Scroll I](https://stardewvalleywiki.com/Dwarf_Scroll_I) becomes tradeable at the [Dwarf](https://stardewvalleywiki.com/Dwarf) for 10 extra Skill, with an increasing cost. The first trade costs 1 scroll, the second costs 2, the third costs 3, etc. ## Inspiration Inspiration adds a chance of creating an even higher quality item. A recipe with a Difficulty of 150, requires 150 Inspiration to guarantee an item of a higher quality, while 75 Inspiration has a 50% chance of doing so. 225 Inspiration will guarantee an item of higher quality, with an additional 50% chance of getting it even higher. Each obtained Stardrop grants 15 extra Inspiration. Crafting a recipe for the first time grants 1 extra Inspiration. Getting 5&nbsp;![](https://i.imgur.com/3oeGLKn.png) with [Elliott](https://stardewvalleywiki.com/Elliott) or [Leah](https://stardewvalleywiki.com/Leah) grants 50 extra Inspiration. [![](https://i.imgur.com/xNkHG2R.png) Dwarf Scroll II](https://stardewvalleywiki.com/Dwarf_Scroll_II) becomes tradeable at the [Dwarf](https://stardewvalleywiki.com/Dwarf) for 10 extra Inspiration, with an increasing cost. The first trade costs 1 scroll, the second costs 2, the third costs 3, etc. ## Resourcefulness Resourcesfulness adds a chance for each material used in a recipe to be refunded. Higher values of Resourcefulness improve that chance. The formula for calculating the average percent of refunded materials is given below. Negative values are treated as $0\%$. The formula is prepared in such a way, that for Resourcefulness to kick in, the player needs at least half as much of it as the recipe has Difficulty, and having equal Resourcefulness as recipe Difficulty refunds on average $20\%$ of materials. There is no way to get this percentage above $50\%$. When crafting a recipe, first the base percentage is calculated using the formula. Then, a minimum chance is calculated as $\frac{1}{2}$ of the base percentage, and a maximum chance as $\frac{3}{2}$ of the base percentage. An exception is when the maximum chance would end up above $100\%$, at which point it stays at $100\%$, and the minimum is adjusted accordingly. This exception will never be hit with default settings, though. Then, the actual chance is chosen from that range. Finally, each single item used in the recipe gets a random roll of the actual chance -- if successful, that item is refunded. For example, if a crafting recipe uses 100 Wood as the ingredients, the roll is done 100 times. $P_1$ -- the percentage achievable by having Resourcefulness equal to Difficulty ($20\%$ by default) $P_M$ -- the max "achievable" percetange ($50\%$ by default) $R$ -- Resourcefulness $D$ -- recipe Difficulty $$ arctan(tan(\frac{\pi P_1}{2 P_M})(\frac{2R}{D} - 1)) \cdot \frac{2}{\pi} \cdot P_M $$ ![](https://i.imgur.com/aUMNqxJ.jpg) Each Foraging or Fishing level (whichever is higher) grants 10 extra Resourcefulness. Crafting a recipe for the first time grants 1 extra Resourcefulness. Getting 5&nbsp;![](https://i.imgur.com/3oeGLKn.png) with [Linus](https://stardewvalleywiki.com/Linus) or [Pam](https://stardewvalleywiki.com/Pam) grants 50 extra Resourcefulness. [![](https://i.imgur.com/PCDoLdO.png) Dwarf Scroll III](https://stardewvalleywiki.com/Dwarf_Scroll_III) becomes tradeable at the [Dwarf](https://stardewvalleywiki.com/Dwarf) for 10 extra Resourcefulness, with an increasing cost. The first trade costs 1 scroll, the second costs 2, the third costs 3, etc. ## Multicraft Multicraft adds a chance to create additional items when making some of the recipes. Higher values of Multicraft improve that chance and possibly allow getting even more items. Multicraft uses the same formula Resourcefulness does. Whenever an item is crafted, a random roll is compared against the calculated chance -- if it succeeds, an extra item is crafted for free, and another roll is made. This process repeats until a roll fails. Each Foraging or Farming level (whichever is higher) grants 10 extra Multicraft. Crafting a recipe for the first time grants 1 extra Multicraft. Getting 5&nbsp;![](https://i.imgur.com/3oeGLKn.png) with [Clint](https://stardewvalleywiki.com/Clint) or [Emily](https://stardewvalleywiki.com/Emily) grants 50 extra Multicraft. [![](https://i.imgur.com/3hW2SHf.png) Dwarf Scroll IV](https://stardewvalleywiki.com/Dwarf_Scroll_IV) becomes tradeable at the [Dwarf](https://stardewvalleywiki.com/Dwarf) for 10 extra Multicraft, with an increasing cost. The first trade costs 1 scroll, the second costs 2, the third costs 3, etc. # Workbench The Workbench becomes the most important part of the Engineering skill. It is no longer purchasable at [Robin](https://stardewvalleywiki.com/Robin). Instead, it becomes available via a crafting recipe, unlocked at Engineering&nbsp;2. Interacting with a Workbench presents a UI, allowing the player to choose the function they want to use. The options are: * Basic Crafting, * Upgrading, * Advanced Crafting, * Recrafting. ## Basic Crafting The Basic Crafting mode is just the vanilla crafting interface, along with the usual Workbench ability to craft using materials stored in chests nearby. ## Upgrading The Upgrading mode allows the player to upgrade from a lower tier item to a higher tier. An example of such an upgrade path would be Sprinkler -> Refined Sprinkler -> Iridium Sprinkler. Upgrades are less expensive than crafting the higher tier from scratch. They still require the crafting recipe for the higher tier to be known. It is possible to jump from any tier to any other higher tier (for example, from the lowest to the highest). Upgrading a contraption counts as crafting it (including any tiers skipped), for the sake of the Collections menu / Perfection. ## Advanced Crafting The Advanced Crafting mode allows the player to specify the exact materials used for crafting items. This allows the player to utilize the new Skill, Inspiration, Resourcefulness and Multicraft crafting stats. Additionally, new, complex crafting recipes can be added, like modular tools. ## Recrafting The Recrafting mode allows taking an existing item made with Advanced Crafting and replacing some of the materials with different ones. This mode also allows the player to take a quality-enabled item made using Basic Crafting and refine it into higher quality. Using this mode costs a little bit of basic materials, but much less than crafting a new item. # Item qualities on more items Some existing families of items that did not benefit from item qualities, now do, slightly improving them. ## Sprinklers Higher quality sprinklers gain extra watering coverage. |Sprinkler|Regular|Silver|Gold|Iridium| |-|-|-|-|-| |Basic|4 tiles|5 tiles|6 tiles|7 tiles| |Quality|8 tiles|12 tiles|16 tiles|20 tiles| |Iridium|24 tiles|30 tiles|36 tiles|42 tiles| |Iridium + Pressure Nozzle|48 tiles|56 tiles|64 tiles|72 tiles| ## Machines Higher quality machines process their items faster, or gain bonus Skill, Inspiration, Resourcefulness or Multicraft. # Estimation Reaching level 5 of the Engineering skill grants the "Estimation" ability. This ability allows the player to see how long a machine will take to finish processing items by just hovering the cursor over the machine. # Existing crafting recipes A lot of machine crafting recipes that required a specific level in another skill are moved to the new Engineering skill at the same or below level. :::warning Maybe instead of moving them to the new skill, this could be an alternative? For example, either get "Farming&nbsp;6" or "Engineering&nbsp;5", whichever comes first. I have no clue how this would work recipe-wise. If it would require two separate recipes, causing Perfection issues, then I'd rather just move the recipes to the new skill, not duplicate. ::: |Contraption|Original|New| |-|-|-| |Cherry Bomb|Mining&nbsp;1|Engineering&nbsp;1| |Mayonnaise Machine|Farming&nbsp;2|Engineering&nbsp;1| |Sprinkler|Farming&nbsp;2|Engineering&nbsp;1| |Tapper|Foraging&nbsp;3|Engineering&nbsp;2| |Charcoal Kiln|Foraging&nbsp;4|Engineering&nbsp;3| |Recycling Machine|Fishing&nbsp;4|Engineering&nbsp;3| |Cheese Press|Farming&nbsp;6|Engineering&nbsp;4| |Quality Sprinkler|Farming&nbsp;6|Engineering&nbsp;4| |Lightning Rod|Foraging&nbsp;6|Engineering&nbsp;4| |Bomb|Mining&nbsp;6|Engineering&nbsp;4| |Slime Egg-Press|Combat&nbsp;6|Engineering&nbsp;6| |Loom|Farming&nbsp;7|Engineering&nbsp;6| |Oil Maker|Farming&nbsp;8|Engineering&nbsp;7| |Mega Bomb|Mining&nbsp;8|Engineering&nbsp;7| |Slime Incubator|Combat&nbsp;8|Engineering&nbsp;7| |Iridium Sprinkler|Farming&nbsp;9|Engineering&nbsp;8| |Seed Maker|Farming&nbsp;9|Engineering&nbsp;8| |Crystalarium|Mining&nbsp;9|Engineering&nbsp;8| Additionally, the following items are also moved to the Engineering skill (and removed from their usual sources, or replaced with different items): |Contraption|Original|New| |-|-|-| |Hopper|Qi's Walnut Room for 50&nbsp;![](https://i.imgur.com/rI81s1n.png) (recipe)<br/>Qi's Walnut Room for 10&nbsp;![](https://i.imgur.com/rI81s1n.png) (item)|Engineering&nbsp;2| |Workbench|Carpenter's Shop for 2,000&nbsp;![](https://i.imgur.com/KO0lexj.png)|Engineering&nbsp;2| |Enricher|Qi's Walnut Room for 20&nbsp;![](https://i.imgur.com/rI81s1n.png) (4x)|Engineering&nbsp;3| |Geode Crusher|"Cave Patrol" special order|Engineering&nbsp;6| |Wood Chipper|Carpenter's Shop for 1,000&nbsp;![](https://i.imgur.com/KO0lexj.png)|Engineering&nbsp;6| |Heavy Tapper|Qi's Walnut Room for 20&nbsp;![](https://i.imgur.com/rI81s1n.png)|Engineering&nbsp;8| |Deconstructor|Qi's Walnut Room for 20&nbsp;![](https://i.imgur.com/rI81s1n.png)|Engineering&nbsp;9| |Pressure Nozzle|Qi's Walnut Room for 20&nbsp;![](https://i.imgur.com/rI81s1n.png) (4x)|Engineering&nbsp;9| |Solar Panel|"Island Ingredients" special order|Engineering&nbsp;9| Other mods should be able to somehow let Engineering Skill know if their machines should be treated as Engineering (which will also change their recipes to require Engineering instead) and optionally also hint at which level they should be granted. ## Vanilla skill reward replacements Some of those crafting recipe skill changes make the other skills lose a lot of the exclusive rewards, so some replacements should be added, or other rewards should be shuffled around. This is the reward table after those changes: ||Farming|Mining|Foraging|Fishing|Combat| |-|-|-|-|-|-| |**1**|Scarecrow<br/>Basic Fertilizer|**none**|Wild Seeds (Sp)<br/>Field Snack|(already) none|Sturdy Ring<br/>Bug Steak| |**2**|Stone Fence|Staircase|*Survival Burger*|Bait|Life Elixir| |**3**|Bee House<br/>Speed-Gro<br/>*Farmer's Lunch*|Miner's Treat|**none**|Crab Pot<br/>*Dish O' The Sea*|*Roots Platter*| |**4**|Preserves Jar<br/>Basic Retaining Soil<br/>Iron Soil|Glowstone Ring<br/>Transmute (Fe)|Wild Seeds (Su)|**none**|Warrior Ring| | |**6**|Hardwood Fence|**none**|Wild Seeds (Fa)<br/>Warp Totem: Beach|Spinner<br/>Trap Bobber|Oil of Garlic| |**7**|Quality Retaining Soil|Transmute (Au)|Wild Seeds (Wi)<br/>Warp Totem: Mountains<br/>Tree Fertilizer|Cork Bobber<br/>Treasure Hunter|Ring of Yoba<br/>Thorns Ring| |**8**|Keg<br/>Deluxe Speed-Gro|**none**|Warp Totem: Farm|Worm Bin<br/>Barbed Hook<br/>Dressed Spinner|Explosive Ammo| |**9**|Quality Fertilizer|**none**|Rain Totem<br/>Cookout Kit|*Seafoam Pudding*<br/>Magnet|Iridium Band<br/>*Squid Ink Ravioli*| :::warning While Foraging and Fishing do not lose too many (exclusive) rewards, Mining becomes essentially useless (excluding its professions) and could use some additions. It may make sense to recommend using some mining skill expansion mods to use along with this one: * [Jewelcraft](https://www.nexusmods.com/stardewvalley/mods/1861) ::: ## Mining -- tool upgrades These upgrade recipes provide alternative ways of upgrading tools, but instead of money they require much more materials. Trash cans and fishing rods cannot be upgraded this way. |Name|Recipe|Requirement| |-|-|-| |Copper &lt;Tool&gt;|25x Copper Bar<br/>&lt;Tool&gt;|Mining&nbsp;6| |Iron &lt;Tool&gt;|25x Iron Bar<br/>Copper &lt;Tool&gt;|Mining&nbsp;7| |Gold &lt;Tool&gt;|25x Gold Bar<br/>Iron &lt;Tool&gt;|Mining&nbsp;8| |Iridium &lt;Tool&gt;|25x Iridium Bar<br/>Gold &lt;Tool&gt;|Mining&nbsp;9| # Batteries, energy Engineering machines and sprinklers no longer function without power. Most machines require to be powered by a Battery or another energy source. Machines can be powered: * By the player, when inserting items for processing for "processor" machines (e.g. Mayonnaise Machine). * By the player, when picking up items from "generator" machines (e.g. Crystalarium). * By the player, by interacting with an unpowered "generator" machine. * By a hopper, when transferring an item to/from a machine. Batteries used for powering purposes become Partially Charged Batteries, which are unstackable and display their current charge as a bar, similar to a Watering Can. Partially Charged Batteries are prioritized for powering purposes. If a battery holds insufficient charge, but another battery has enough, both can be used for powering purposes in one go, and so on. Engineering machines that do not require Batteries: * Furnace -- uses 1 Coal instead (vanilla behavior) * Geode Crusher -- uses 1 Coal instead (vanilla behavior) * Charcoal Kiln -- no additional cost, just Wood (vanilla behavior) * Lightning Rod -- no additional cost (vanilla behavior) * Solar Panel -- no additional cost (vanilla behavior) New machines become available: |Name|Description|Requirement| |-|-|-| |Generator|Turns 5 Coal into a Battery.|After learning the Furnace recipe.| |Electric Furnace|Turns ore and a small amount of battery charge into metal bars.|Engineering&nbsp;6| Batteries become available for sale at Joja. Battery prices have to be lowered to prevent players turning Coal into "easy" money (not that Coal is easy to obtain - it is not; but 500&nbsp;![](https://i.imgur.com/KO0lexj.png) for one Battery sold is too much; also lower prices make it viable to actually buy them at Joja early game). All vanilla (and other mods'?) recipes which require Batteries to craft now require 3x as much. ## Solar Panel Solar Panels now take 5 days to generate a Battery during Summer, and 12 days during Winter. ## Wind Turbine A new building is available for construction after reaching Engineering&nbsp;3 -- the Wind Turbine. It's a 2x2 (or 3x3? to be decided) building, which generates a Battery every 7 days. Each windy day (during Spring and Fall) reduces this time by 1 day. ## Power Bank If a player does not hold Batteries with a sufficient charge, a Power Bank connected to the machine may be used for powering purposes. A contraption is connected to another tile, if there is a direct line of any shape (including diagonal) going through either other contraptions or chests from the contraption to the target tile. This line cannot mix both chests and contraptions. Examples: * `[EC Power Bank][Electric Furnace][Crystalarium]` All 3 contraptions are connected. * `[Electric Furnace][Chest][Chest][Crystalarium]` Both Electric Furnace and Crystalarium are connected to both Chests, but they are not connected to each other. * `[Crystalarium][EC Power Bank][Chest][Electric Furnace]` * The Crystalarium is connected only to the EC Power Bank. * The EC Power Bank is connected to the Crystalarium and to the Chest. * The Electric Furnace is connected to the Chest. A player may interact with a Power Bank to reduce its charge and obtain a full Battery or a Partially Charged Battery. |Name|Description|Requirement| |-|-|-| |EC Power Bank|Powers connected machines. Stores charge equivalent to 12 Batteries.<br/>*(EC stands for Earth Crystal)*|Engineering&nbsp;1| |FT Power Bank|Powers connected machines. Stores charge equivalent to 24 Batteries.<br/>*(FT stands for Frozen Tear)*|Engineering&nbsp;3| |FQ Power Bank|Powers connected machines. Stores charge equivalent to 48 Batteries.<br/>*(FQ stands for Fire Quartz)*|Engineering&nbsp;6| |PS Power Bank|Powers connected machines. Stores charge equivalent to 96 Batteries.<br/>*(PS stands for Prismatic Shard)*|Engineering&nbsp;8| ## Energy Transmitter Energy Transmitters are placeable contraptions, which transmit power wirelessly between each other. |Name|Description|Requirement| |-|-|-| |Energy Transmitter|Wirelessly transmits power to/from other Energy Transmitters. Does not work across locations.|Engineering&nbsp;2| |Edison Transmitter|Wirelessly transmits power to/from other Energy Transmitters.|Engineering&nbsp;8| ### Micro Energy Transmitter Micro Energy Transmitter is a contraption module, which works in the same way the Energy Transmitter does. Contraption modules are described in the *Machine Tinkering* section. |Name|Description|Requirement| |-|-|-| |Micro Energy Transmitter|Wirelessly transmits power to/from other Energy Transmitters. Does not work across locations.|Engineering&nbsp;4| # Machine Tinkering A new aspect of the Engineering skill is the ability to tinker with contraptions, by equipping them with modules. This can be done by interacting with contraptions with a special tool called an Arclight Spanner. |Name|Description|Requirement| |-|-|-| |Arclight Spanner|Allows tinkering with contraptions.|Engineering&nbsp;1| By default, only one module can be applied to each contraption. Modules of the same type do not stack (in case some effect allows the player to apply more than one module). ## Power Core |Name|Effect|Requirements| |-|-|-| |Copper Power Core|Reduces the time required to process items by 10%.|Engineering&nbsp;1| |Iron Power Core|Reduces the time required to process items by 20%.|Engineering&nbsp;3| |Gold Power Core|Reduces the time required to process items by 30%.|Engineering&nbsp;6| |Iridium Power Core|Reduces the time required to process items by 40%.|Engineering&nbsp;8| |Radioactive Power Core|Reduces the time required to process items by 50%.|Engineering&nbsp;9<br/>Qi's Walnut Room for 50&nbsp;![](https://i.imgur.com/rI81s1n.png) (recipe)<br/>Qi's Walnut Room for 10&nbsp;![](https://i.imgur.com/rI81s1n.png) (item)| ## Thermal Emitter |Name|Effect|Requirement| |-|-|-| |Thermal Emitter|Reduces the time required to process items overnight by 20%.|Engineering&nbsp;1| |Revved-up Thermal Emitter|Reduces the time required to process items overnight by 40%.|Engineering&nbsp;4| |Supercharged Thermal Emitter|Reduces the time required to process items overnight by 60%.|Engineering&nbsp;8| :::info The effect is active between 12 AM and 6 AM (6 hours total). It is also active while the player is asleep. ::: ## Matter Molder |Name|Effect|Requirement| |-|-|-| |Matter Molder|Has a 40% chance of improving the quality of produced items.|Engineering&nbsp;2| |Refined Matter Molder|Has a 50% chance of improving the quality of produced items, and a 25% chance of improving the quality even more.|Engineering&nbsp;6| |Supreme Matter Molder|Has a 60% chance of improving the quality of produced items, a 30% chance of improving the quality even more, and a 15% chance of improving the quality EVEN MORE.|Engineering&nbsp;9| ## Ionic Expander |Name|Effect|Requirement| |-|-|-| |Ionic Expander|Has a 15% chance to double the produced items.|Engineering&nbsp;4| |Ionic Expander 3000|Has a 30% chance to double the produced items.|Engineering&nbsp;7| |Ionic Expander 5000|Has a 50% chance to double the produced items.|Engineering&nbsp;9| ## Radioactive Cell |Name|Effect|Requirements| |-|-|-| |Radioactive Cell|Apply it to a machine to make it no longer require power.|Engineering&nbsp;9<br/>Qi's Walnut Room for 150&nbsp;![](https://i.imgur.com/rI81s1n.png) (recipe)<br/>Qi's Walnut Room for 20&nbsp;![](https://i.imgur.com/rI81s1n.png) (item)| The Radioactive Cell cannot be applied to machines which do not require power and which may use other resources (like Coal). Breaking a machine with a Radioactive Cell applied will return the Radioactive Cell. # Sprinklers Sprinklers' coverage is now adjustable, via the Arclight Spanner. This presents a new UI, allowing a player to modify the coverage by toggling tiles that should be watered. The sprinkler can by default only cover as many tiles as it would normally (4/8/24). Each sprinkler's range is limited by its "power" (amount of tiles to water), via this formula: $\lfloor P^{0.62} \rfloor$. This ends up being $2$ for basic Sprinkler, $3$ for Quality Sprinkler and $7$ for Iridium Sprinkler. Sprinklers now require to be powered, but because this can be a controversial feature, it can be disabled. ## Pressure Nozzle |Name|Description|Requirement| |-|-|-| |Prototype Pressure Nozzle|Increases the sprinkler power by half a tier.|Engineering&nbsp;6| |Pressure Nozzle|Increases the sprinkler power by a tier.|Engineering&nbsp;9| Due to the sprinkler range calculation formula, Pressure Nozzles also indirectly increase the sprinklers' maximum range. ## Water Pump |Name|Description|Requirement| |-|-|-| |Water Pump|Increases the maximum sprinkler range by 1 tile.|Engineering&nbsp;2| |High Pressure Water Pump|Increases the maximum sprinkler range by 3 tiles.|Engineering&nbsp;7| ## Enricher |Name|Description|Requirement| |-|-|-| |Enricher|Place on a sprinkler and load with fertilizer to automatically apply it when planting seeds nearby.|Engineering&nbsp;3| # Hoppers Hoppers are now available very early in the game. They also no longer have a storage of their own -- instead, they move items between objects placed next to them. Hoppers can now be configured via the Arclight Spanner, setting which sides should they take items from, and which sides they should output items to. They can take and put items from/to (ready) machines and chests. Additionally, they can take Batteries and put their remaining charge into Power Banks (or take out charge in the form of Batteries). Hoppers can be chained to effectively increase their range. Each hopper can only pull a single stack (or part of it) every 10 in-game minutes. If there are multiple input/output sides, it will alternate between all of the available ones. |Name|Description|Requirement| |-|-|-| |Hopper|Automates moving items between machines and chests.|Engineering&nbsp;2| ## Item Pipes Item Pipes are a new type of placeable floor objects, which allow extending Hoppers' range without having to daisy-chain them. :::info Depending on implementation difficulty, they will either be a new type of object placeable on top of flooring, or a new type of flooring if the former is hard to achieve. ::: |Name|Description|Requirement| |-|-|-| |Item Pipe|Extends the Hoppers' range.|Engineering&nbsp;8| ## Modules :::warning Section under construction. ::: |Name|Description|Requirement| |-|-|-| |QLT FLTR|Filters which qualities of items can be moved by the Hopper or placed in a chest.|Engineering&nbsp;6| |ITM FLTR|Filters which items can be moved by the Hopper or placed in a chest.|Engineering&nbsp;7| # Chests Chests also gain the ability to install modules. ## Storage Expansion |Name|Description|Requirement| |-|-|-| |Storage Expansion A|Allows storing 12 additional stacks of items.|Engineering&nbsp;2| |Storage Expansion B|Allows storing 24 additional stacks of items.|Engineering&nbsp;4| |Storage Expansion C|Allows storing 36 additional stacks of items.|Engineering&nbsp;7| ## Other modules :::warning Section under construction. ::: |Name|Description|Requirement| |-|-|-| |ITM SRTR|Automatically sorts items in a chest by given criteria.|Engineering&nbsp;3| |QLT FLTR|Filters which qualities of items can be moved by the Hopper or placed in a chest.|Engineering&nbsp;6| |ITM FLTR|Filters which items can be moved by the Hopper or placed in a chest.|Engineering&nbsp;7| # Just an Ordinary Stationary Helper (JOSH) A highly skilled engineer is capable of crafting a complex contraption able to perform multiple simple stationary tasks, usually achieved by several different objects. This is achieved by inserting JOSH-compatible objects into a JOSH. |Name|Description|Requirement| |-|-|-| |JOSH Mk I|Allows applying up to 2 JOSH-compatible objects.|Engineering&nbsp;4| |JOSH Mk II|Allows applying up to 3 JOSH-compatible objects.|Engineering&nbsp;7| |JOSH Mk III|Allows applying up to 4 JOSH-compatible objects.|Engineering&nbsp;9| ## Modules These objects can be inserted into a JOSH: * Scarecrows (1) * Sprinklers (1) * Sprinkler modules (they do nothing unless paired with a sprinkler) (1 of each type) * Light sources (1) * Chests (1) * Micro Energy Transmitter (1) # Dwarvish Army Knife A new "ultimate" tool, called the Dwarvish Army Knife, can be created after befriending the Dwarf. This special tool allows using several different tools, while only occupying one inventory slot. The Dwarvish Army Knife |Name|Description|Requirements| |-|-|-| |Dwarvish Army Knife S|Holds up to 2 different tools.|2&nbsp;![](https://i.imgur.com/3oeGLKn.png) with Dwarf<br/>Engineering&nbsp;2| |Dwarvish Army Knife M|Holds up to 3 different tools.|4&nbsp;![](https://i.imgur.com/3oeGLKn.png) with Dwarf<br/>Engineering&nbsp;3| |Dwarvish Army Knife L|Holds up to 4 different tools.|6&nbsp;![](https://i.imgur.com/3oeGLKn.png) with Dwarf<br/>Engineering&nbsp;4| |Dwarvish Army Knife XL|Holds any number of different tools.|10&nbsp;![](https://i.imgur.com/3oeGLKn.png) with Dwarf<br/>Engineering&nbsp;7| Tools allowed in the Dwarvish Army Knife: * Pickaxes * Axes * Hoes * Watering Cans * Scythes * Fishing Rods * Milk Pail * Shears * (Copper) Pan -- should also allow modded upgradable pans * Return Scepter * Horse Flute * Arclight Spanner # Personal Adaptable Useful Luxuriety (PAUL) Engineering allows crafting a personal contraption, allowing installing a wide variety of modules useful in day-to-day tasks. |Name|Description|Requirement| |-|-|-| |PAUL v1|Allows applying a single PAUL module.|Engineering&nbsp;2| |PAUL v2|Allows applying up to 2 PAUL modules.|Engineering&nbsp;6| |PAUL v3|Allows applying up to 3 PAUL modules.|Engineering&nbsp;8| ## Modules |Name|Effect|Requirement| |-|-|-| |Motion Accelerator|Increases movement speed by 10%.|Engineering&nbsp;2| |Shock Absorber|Avoids combat damage once every 15s.|Engineering&nbsp;3| |Tempered Plating|Reduces damage taken by 30%.|Engineering&nbsp;3| |Jumper Cables|Once a day, be restored to 50% health after being knocked out.<br/>*same effect as Phoenix Ring*|Engineering&nbsp;8| |Neural Carver|Once a week, per villager, gifting a neutral or worse gift will instead count as a liked gift.|Engineering&nbsp;9| ## Solar Emitter |Name|Effect|Requirement| |-|-|-| |Solar Emitter|Emits a small, constant light.<br/>*(same effect as Small Glow Ring)*|Engineering&nbsp;4| |Solar Emitter 2.0|Emits a constant light.<br/>*(same effect as Glow Ring)*|Engineering&nbsp;7| ## Particle Aligner |Name|Effect|Requirement| |-|-|-| |Particle Aligner|Slightly increases your radius for collecting items.<br/>*(same effect as Small Magnet Ring)*|Engineering&nbsp;4| |Particle Aligner 2.0|Increases your radius for collecting items.<br/>*(same effect as Magnet Ring)*|Engineering&nbsp;7| ## Mod bridges |Name|Effect|Requirement| |-|-|-| |Social Glancer|Shows an at-a-glance display of whether villagers can receive gifts or want to be talked to.<br/>Shows an indicator when animals can be petted, milked, or sheared.<br/>**Only available if [Better Friendship](https://www.nexusmods.com/stardewvalley/mods/10287) and/or [Better Ranching](https://www.nexusmods.com/stardewvalley/mods/859) is installed.**|Engineering&nbsp;6| |Social Pinpointer|Shows NPC and players on the map.<br/>**Only available if [NPC Map Locations](https://www.nexusmods.com/stardewvalley/mods/239) is installed.**|Engineering&nbsp;6| # Gunpowder A mix of metal ore and coal allows one to create gunpowder, which can be used in all sorts of explosive items. |Name|Requirements| |-|-| |2x Gunpowder|Engineering&nbsp;1<br/>4x Copper Ore<br/>1x&nbsp;Coal| |5x Gunpowder|Engineering&nbsp;3<br/>4x Iron Ore<br/>1x&nbsp;Coal| |15x Gunpowder|Engineering&nbsp;6<br/>4x Gold Ore<br/>1x&nbsp;Coal| |40x Gunpowder|Engineering&nbsp;8<br/>4x Iridium Ore<br/>1x&nbsp;Coal| ## Bombs The below recipes should replace the vanilla recipes for those items. |Name|Requirements| |-|-| |3x&nbsp;Cherry&nbsp;Bomb|Engineering&nbsp;1<br/>5x&nbsp;Gunpowder<br/>Any Bar| |2x&nbsp;Bomb|Engineering&nbsp;4<br/>10x&nbsp;Gunpowder<br/>Any Bar| |Mega&nbsp;Bomb|Engineering&nbsp;7<br/>15x&nbsp;Gunpowder<br/>Any Bar| ## Grenades Grenades are similar to bombs functionality-wise, but they specialize in dealing damage to enemies (dealing significantly more than bombs) and do not damage tiles (other than dirt). They are also thrown instead of placed down -- holding the Use button displays the charge bar. The more full the bar is, the longer the throw distance. |Name|Requirements| |-|-| |3x&nbsp;Cherry&nbsp;Grenade|Engineering&nbsp;1<br/>4x&nbsp;Gunpowder<br/>Clay| |2x&nbsp;Grenade|Engineering&nbsp;4<br/>8x&nbsp;Gunpowder<br/>Clay| |Mega&nbsp;Grenade|Engineering&nbsp;7<br/>12x&nbsp;Gunpowder<br/>Clay| ## Rifles :::warning Section under construction. TL;DR: Basically slingshots, but hitscan, require specific gunpowder-based ammo, and require reloading after each shot, slowing the player down. ::: |Name|Requirements| |-|-| |M1803 Rifle|Engineering&nbsp;3| |M1819 Rifle|Engineering&nbsp;6| |M1843 Rifle|Engineering&nbsp;8| # Professions Following actions grant a lot of Engineering experience: * Crafting Engineering items meant to be crafted once (Arclight Spanner, Dwarvish Army Knife, PAUL). Following actions grant some Engineering experience: * Crafting Engineering items meant to be crafted multiple times. * Upgrading Engineering items. * Obtaining a Battery from the Generator, Lightning Rod or Solar Panel. Following actions grant a tiny bit of Engineering experience: * Crafting non-Engineering items. * Powering a machine. * Damaging an enemy with an explosive or firearm. * Using any tool via Dwarvish Army Knife. * Each night for each module installed in PAUL. * Each night for each module installed in each JOSH. * Automated transfer of an item to/from a machine (transfers between chests do not count). ## Craftsman (level 5) ### Architect (level 10) Increased Skill and Inspiration stats for all recipes. ### Laborer (level 10) Increased Resourcefulness and Multicraft stats for all recipes. ## Inventor (level 5) ### Tinkerer (level 10) Allows applying an additional module to each contraption. ### Automator (level 10) Hoppers and Sprinklers no longer require power. Hoppers are no longer limited to 10 in-game minute intervals. :::info Due to the possibility of creating an infinite hopper chain, Hoppers will remember the total stack counts of the chests they operate on over several processes, and if those counts seem to stay in place, they will slow down to avoid pointless lagging. ::: # Recipe summary ||Vanilla|Contraptions|Tools/Personal| |-|-|-|-| |**0**||Generator\*|| | |**1**|Cherry Bomb<br/>Mayonnaise Machine<br/>Sprinkler|Copper Power Core<br/>EC Power Bank<br/>Thermal Emitter|Arclight Spanner<br/>Cherry Grenade<br/>Gunpowder| |**2**|Hopper<br/>Tapper<br/>Workbench|Energy Transmitter<br/>Matter Molder<br/>Storage Expansion A<br/>Water Pump|Dwarvish Army Knife S<br/>Motion Accelerator<br/>PAUL v1| |**3**|Charcoal Kiln<br/>Enricher<br/>Recycling Machine|FT Power Bank<br/>Iron Power Core<br/>ITM SRTR<br/>Prototype Hopper Module<br/>Wind Turbine|Dwarvish Army Knife M<br/>M1803 Rifle<br/>Shock Absorber<br/>Tempered Plating| |**4**|Bomb<br/>Cheese Press<br/>Lightning Rod<br/>Quality Sprinkler|Ionic Expander<br/>JOSH Mk I<br/>Micro Energy Transmitter<br/>Revved-up Thermal Emitter<br/>Storage Expansion B|Dwarvish Army Knife L<br/>Grenade<br/>Particle Aligner<br/>Solar Emitter| | |**6**|Geode Crusher<br/>Loom<br/>Slime Egg-Press<br/>Wood Chipper|Electric Furnace<br/>FQ Power Bank<br/>Gold Power Core<br/>Prototype Pressure Nozzle<br/>QLT FLTR<br/>Refined Matter Molder|M1819 Rifle<br/>PAUL v2<br/>Social Glancer<br/>Social Pinpointer| |**7**|Mega Bomb<br/>Oil Maker<br/>Slime Incubator|High Pressure Water Pump<br/>Hopper Module<br/>Ionic Expander 3000<br/>ITM FLTR<br/>JOSH Mk II<br/>Storage Expansion C|Dwarvish Army Knife XL<br/>Mega Grenade<br/>Particle Aligner 2.0<br/>Solar Emitter 2.0| |**8**|Crystalarium<br/>Heavy Tapper<br/>Iridium Sprinkler<br/>Seed Maker|Edison Transmitter<br/>Iridium Power Core<br/>Item Pipe<br/>PS Power Bank<br/>Supercharged Thermal Emitter|Jumper Cables<br/>M1843 Rifle<br/>PAUL v3| |**9**|Deconstructor<br/>Pressure Nozzle<br/>Solar Panel|Ionic Expander 5000<br/>JOSH Mk III<br/>Radioactive Cell\*<br/>Radioactive Power Core\*<br/>Supreme Matter Molder|Neural Carver|