Anyone else encountering heavy RAM usage around the Smeltery??? So far, only around the smeltery, I am experiencing a drop in FPS and "studdering". I have a few lag intensive mods on at this point, but the only time I experience any issues is around the smeltery.
------
Arrow of Arrows-Bundled together arrows, shoot one and it "air-bursts" into many.
Magic Hat Arrow-Acts as a random spawner upon impact that is allied to you and loses health over a short period of time.
Midas Touch-Arrow crafted with either an ingot or nugget that turns mobs into ore blocks of said ingot/nugget.
Daryl's Arrow-One-hit-kill zombies, but does half hart damage to other things
Buffalo Wing Arrow - Nuf said, change your mob into wings.
Burst Arrow - Shoot at mob, creates a crazy knockback AOE on impact
The Meaning of Life, the Universe, and Everything.
Join Date:
1/4/2012
Posts:
43
Minecraft:
whizzball1
Member Details
How does one add metals and their properties?
I searched through the source code, but couldn't find much in the way of metal properties and additions.
Does anyone know how?
i keep getting kicked out my server with a error when i place a frying pan. and when i join it is placed an can be used. just want to let you know. I will edit this and tell you what error i got
Rollback Post to RevisionRollBack
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
i keep getting kicked out my server with a error when i place a frying pan. and when i join it is placed an can be used. just want to let you know. I will edit this and tell you what error i got
Known error, fixed in the most recent dev build.
Hmm, seems I was beaten to the arrow discussion. Something that wasn't suggested though, put string on the end of arrows to use as a rope to cross gaps or use as a ladder, etc.
Other than that, all I can think of has already been said:
Elemental arrows
Some form of infinity
Faster drawing/firing
Multi-firing
Explosive
Teleporting
Void? (Super expensive, teleports anything nearby to the moon, similar to shooting a portal from the Portal Gun mod on the moon, can only be fired once, must be destroyed by say an explosive arrow/despawn to stop the effect)
Bacon-tipped arrow- all living entities are attracted to the location this arrow lands
The Meaning of Life, the Universe, and Everything.
Join Date:
4/16/2013
Posts:
48
Member Details
I don't particularly like arrow stuff simply due to the fact that usually it turns into a potion-fest except with arrows. Meh.
But otherwise, if you are going to make a whole process into it- I most certainly suggest the Stabilizing FIns have something to do with the randomness of the shot (Like, how some arrows veer of target) and also how long it flies for. Then, of course, the heft having to do with if it survives hitting a mob, and the tip adding damage or effects- though the biggest effects I might suggest are poison and fire,
Using 1.3dev42, I'm having trouble with the oreberry bushes and ThaumCraft golems. Silver works fine, but the straw golems steadfastly ignore ripe aluminum oreberries when standing right beside them. My samples of the other four have yet to ripen; will update this post when I know more.
ETA: The only oreberries the golems work with are silver and tin. Aluminum, gold, copper, and iron they leave alone entirely.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
While this may be asking for a ton, is there any way to make it so that Tinker's Construct overrides the original manner of obtaining Minecraft tools, so that players -need- to use Patterns and the like to progress (Assuming this isn't already the behavior and some other mod of mine is overwriting it)?
I was using the mod fine for a while in my server, then tried to make an axe, then started getting this crash every time I try to use the tool station:
---- Minecraft Crash Report ----
// Why is it breaking
java.lang.ClassCastException: mods.tinker.tconstruct.items.ToolPart cannot be cast to mods.tinker.tconstruct.library.tools.ToolCore
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawToolStats(ToolStationGui.java:170)
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawGuiContainerForegroundLayer(ToolStationGui.java:160)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:168)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1155)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawToolStats(ToolStationGui.java:170)
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawGuiContainerForegroundLayer(ToolStationGui.java:160)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:168)
I was using the station find and made couple tools, but now it crashes every time I right-click on it. I didn't add any other mod or made any changes to my settings. Can anyone help me out?
hey are you going to add support for other forge directory ores such as silver and lead? or maybe the ability to make electrum from thermal expansion using the smeltery?
I just wanted to say, I adore your mod. It's made everything so much more fun... and the odd material types are great.
The only thing I would wish is that you consider some sort of implementation with Balkon's WeaponMod, because I want a Cactus-Redstone-Flaming halberd.
Well done, though. Massive props and thanks. Me and my server mates appreciate you greatly.
i think modifiers like power (base damage and flat bonuses), flaming, infinity, bow durability, looting, base range etc. should be all added depending on the matierial or modifications of the bow.
the material of the arrow should decide over the armor piercing value for the head, damage multiplyer for the shaft, range multiplyer (crappy arrows dont fly far, even fired by a good bow) for the feather.
enkryptor: Of course I did. 27 slots wouldn't fit very well on the side of the gui though...
A scrollbar, like the smeltery's one?
At least Pattern Chest could store all the items, not only patterns and casts.. I saw many people keep their Part Builder and Tool Station near the Pattern Chest, so they could use this chest for storing parts. It would be neat, isn't it?
Rollback Post to RevisionRollBack
"Nothing is built upon rock: for all is built upon sand: but let each man build as if sand were rock". (Jorge Luis Borges, Evangelio Apocrifo)
Everyone is going for arrows, but quite frankly I'd rather have an amazing bow and THEN an arrow to accompany it.
Bows are built from 3 parts:
Handle: Where one hand would go to support the arrow on the middle of the body. This would be where the "Handle modifier" of tools like pickaxes would go. The 1.4x, 5x, 0.5x modifiers.
Body: Main part of the bows, this would be where the "Durability" stat would come from like the head of a pick or the blade of a sword. You might claim "I can't bend metal like that!" but I counter with "My sword is paper, your argument is invalid."
Tips/Edges: Where the string would be strung on a bow. The tips are the extra material-modifier part like the crossbar on a pick or the handle of a sword. This is where you'd get the modifiers for Reinforced, Stonebound, Spiny etc without modifying the durability.
This way You can customize bows just as much as swords! Mostly the same modifiers, blaze would set arrows ablaze, Quartz would fire sharper arrows for more damage. Most importantly it doesn't need to make you have tons of arrow types.
As for arrow crafting, they should be modified in stacks of 8, 16 or 32 depending on the tip modifiers. Don't bother with iron arrows or modifying extra stuff. The following ADDs function and use for more items that usually get ignored.
Spider Eyes: Poison Ferm SpidEye: Poison II Gunpowder: First use is for regular firing. It kills mobs without damaging the surrounding blocks. When fired from a bow with a blaze enchantment, it damages the terrain. Alternative is to make a Dynamite from gunpowder, string and paper, then craft dynamite with the arrows Firework Charge: Uses the firework data to detonate the arrow with a firework when fired. When fired from a blaze-enchanted bow, it damages mobs slightly with a chance for fire. Rotten Flesh: Hitting players with this arrow gives nausea for a few seconds, or hunger debuff for a few seconds, or be evil and both.
you should focus more on bow customization rather than arrow combinations.
I actually agree with Damien_Darkside. Bow customization is actually more interesrting than arrow combinations. Also, there are many other mods that adds more types of arrows. I haven't seen much "more bows" kinda thing.
On arrows could we get a quiver to store and set an order to fire them and collect the vanilla arrows. Maybe quiver can hold 5 or 6 stacks with 1st slot arrows being fired 1st. Oh maybe even add a randomizer on arrow firing quivers so we can fire different fireworks like arrows. Just a thought.
Main thing is I just do not want 5 or more cool arrow types to clutter inventory.
It appears that the latest dev version (43) broke mattocks. they can't break anything, not even grass... Also, it appears that tools have infinite durability. Haven't tested it thoroughly, but my pickaxe won't degrade at all.
It appears that the latest dev version (43) broke mattocks. they can't break anything, not even grass... Also, it appears that tools have infinite durability. Haven't tested it thoroughly, but my pickaxe won't degrade at all.
I can confirm this as well, I noticed it when my mossy iron shovel didn't break during a long digging session.
Edit: Dev build 44 fixed the durability problem and the mattock issue, but it seems broadswords have the same issue mattocks had. I can't break spiderwebs, wool blocks, tall grass, etc. with my mossy iron broadsword (haven't checked other weapons).
Black Arrow. Kills the Ender Dragon instantly, but it has to be the last arrow fired, and you have to be told of a weak scale in it's belly first.
...Or maybe I've been reading the Hobbit to my kid too much...
------
Arrow of Arrows-Bundled together arrows, shoot one and it "air-bursts" into many.
Magic Hat Arrow-Acts as a random spawner upon impact that is allied to you and loses health over a short period of time.
Midas Touch-Arrow crafted with either an ingot or nugget that turns mobs into ore blocks of said ingot/nugget.
Daryl's Arrow-One-hit-kill zombies, but does half hart damage to other things
Buffalo Wing Arrow - Nuf said, change your mob into wings.
Burst Arrow - Shoot at mob, creates a crazy knockback AOE on impact
I searched through the source code, but couldn't find much in the way of metal properties and additions.
Does anyone know how?
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Known error, fixed in the most recent dev build.
Hmm, seems I was beaten to the arrow discussion. Something that wasn't suggested though, put string on the end of arrows to use as a rope to cross gaps or use as a ladder, etc.
Other than that, all I can think of has already been said:
Elemental arrows
Some form of infinity
Faster drawing/firing
Multi-firing
Explosive
Teleporting
Void? (Super expensive, teleports anything nearby to the moon, similar to shooting a portal from the Portal Gun mod on the moon, can only be fired once, must be destroyed by say an explosive arrow/despawn to stop the effect)
Bacon-tipped arrow- all living entities are attracted to the location this arrow lands
But otherwise, if you are going to make a whole process into it- I most certainly suggest the Stabilizing FIns have something to do with the randomness of the shot (Like, how some arrows veer of target) and also how long it flies for. Then, of course, the heft having to do with if it survives hitting a mob, and the tip adding damage or effects- though the biggest effects I might suggest are poison and fire,
Would be funny/neat.
ETA: The only oreberries the golems work with are silver and tin. Aluminum, gold, copper, and iron they leave alone entirely.
---- Minecraft Crash Report ----
// Why is it breaking
Time: 5/22/13 9:33 PM
Description: Rendering screen
java.lang.ClassCastException: mods.tinker.tconstruct.items.ToolPart cannot be cast to mods.tinker.tconstruct.library.tools.ToolCore
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawToolStats(ToolStationGui.java:170)
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawGuiContainerForegroundLayer(ToolStationGui.java:160)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:168)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1155)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawToolStats(ToolStationGui.java:170)
at mods.tinker.tconstruct.client.gui.ToolStationGui.drawGuiContainerForegroundLayer(ToolStationGui.java:160)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:168)
-- Screen render details --
Details:
Screen name: mods.tinker.tconstruct.client.gui.ToolStationGui
Mouse location: Scaled: (217, 120). Absolute: (435, 238)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Phanthalassa'/369015, l='MpServer', x=-3373.39, y=65.50, z=129.79]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-316,64,295), Chunk: (at 4,4,7 in -20,18; contains blocks -320,0,288 to -305,255,303), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1067439 game time, 1078770 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: ~~ERROR~~ NullPointerException: null
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2414)
at net.minecraft.client.Minecraft.run(Minecraft.java:776)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 234912312 bytes (224 MB) / 486408192 bytes (463 MB) up to 946995200 bytes (903 MB)
JVM Flags: 1 total; -XX:MaxPermSize=128M
AABB Pool Size: 11897 (666232 bytes; 0 MB) allocated, 1913 (107128 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.12.708 Minecraft Forge 7.8.0.708 Optifine OptiFine_1.5.2_HD_U_D3 69 mods loaded, 69 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{5.2.12.708} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{7.8.0.708} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.8.6.7} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{1.5.2.1} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.5.2.14} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.6} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_WMLL{Stable 53} [mod_WMLL] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHNetwork{1.5.2.1} [CoFHNetwork] (CoFHCore-1.5.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{1.5.2.1} [CoFHWorld] (CoFHCore-1.5.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_TabbyChat{1.7.07} [mod_TabbyChat] (1.5.2_TabbyChat_1.7.07.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Chainz_Core{1.0.8} [Chainz] (1.5.2Chainz_v1.0.8Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
HarkenScythe_Core{2.1.6} [HarkenScythe] (1.5.2HarkenScythe_v2.1.6Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
cfm{2.8.4} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.4(FULL).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{3.5.3} [BuildCraft] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{3.5.3} [BC Transport] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{3.5.3} [BC Silicon] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{2.4.2.0} [Thermal Expansion] (ThermalExpansion-2.4.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2{1.115.327-lf} [IndustrialCraft 2] (industrialcraft-2_1.115.327-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{3.5.3} [BC Builders] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{3.5.3} [BC Energy] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{3.5.3} [BC Factory] (buildcraft-A-3.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded{1.5.1R2.5.4} [MineFactory Reloaded] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics{rv.10.n} [Applied Energistics] (appeng-rv10-n.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ArsMagica{5.52.003} [Ars Magica] (ArsMagica_5.52.003.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.2.3} [BiblioCraft] (BiblioCraft[v1.2.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiomesOPlenty{0.5.3} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomSpawner{2.2.1} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomStuff2Core{0.10.0b} [Custom Stuff 2 Core] (customStuff2-0.10.0b-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization{0.7.37} [Factorization] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL{3.13.1} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.2-3.13.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestryPre{1.5.1R2.5.4} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forestry{2.2.4.1} [Forestry for Minecraft] (forestry-A-2.2.4.1 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.2.6.417} [Iron Chest] (ironchest-universal-1.5.2-5.2.6.417.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft{7.1.0.0} [Railcraft] (Railcraft_1.5.1-7.1.0.0 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest{1.18.0} [The Twilight Forest] (twilightforest-1.18.0 With Client Fix.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DartCraft{Beta 0.1.13} [DartCraft] (DartCraft Beta 0.1.13 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraUtilities{0.2.2a} [Extra Utilities] (extrautils - 0.2.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.misc{0.7.37} [Factorization Miscellaneous Nonsense] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.dimensionalSlice{0.7.37} [Factorization Dimensional Slices] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GregTech_Addon{MC151} [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatAtum{1.5.1R2.5.4} [MFR Compat: Atum] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.5.4} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatChococraft{1.5.1R2.5.4} [MFR Compat: Chococraft] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.5.4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestry{1.5.1R2.5.4} [MFR Compat: Forestry] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatIC2{1.5.1R2.5.4} [MFR Compat: IC2] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.5.4} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Natura{1.5.1_2.0.21} [Natura] (Natura_2.0.21.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatNatura{1.5.1R2.5.4} [MFR Compat: Natura] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatPams{1.5.1R2.5.4} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatRP2{1.5.1R2.5.4} [MFR Compat: RP2] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSoulShards{1.5.1R2.5.4} [MFR Compat: SoulShards] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.5.4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MFReloaded|CompatThaumcraft{1.5.1R2.5.4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct{1.5.1_1.3.3.14} [Tinkers' Construct] (TConstruct_1.3.3.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTConstruct{1.5.1R2.5.4} [MFR Compat: TConstruct] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.5.4} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatVanilla{1.5.1R2.5.4} [MFR Compat: Vanilla] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatXyCraft{1.5.1R2.5.4} [MFR Compat: XyCraft] (MineFactoryReloaded-2.5.4-665 Without IC2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
REF{0.5} [Redstone Energy Field] (RedstoneEnergyField.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartMoving{13.9.1} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
StevesCarts{2.0.0.a117} [Steve's Carts] (StevesCarts2.0.0.a117.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TC{4.0.0_035} [Traincraft] (traincraft-4.0.0_035.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
weaponmod{1.5.2 v1.11.3} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OmniTools{3.1.3.0} [OmniTools] (OmniTools-3.1.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4650 GL version 3.3.11653 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: faithful32pack.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 6119 (342664 bytes; 0 MB) allocated, 2069 (115864 bytes; 0 MB) used
I was using the station find and made couple tools, but now it crashes every time I right-click on it. I didn't add any other mod or made any changes to my settings. Can anyone help me out?
thanks in advance
The only thing I would wish is that you consider some sort of implementation with Balkon's WeaponMod, because I want a Cactus-Redstone-Flaming halberd.
Well done, though. Massive props and thanks. Me and my server mates appreciate you greatly.
i think modifiers like power (base damage and flat bonuses), flaming, infinity, bow durability, looting, base range etc. should be all added depending on the matierial or modifications of the bow.
the material of the arrow should decide over the armor piercing value for the head, damage multiplyer for the shaft, range multiplyer (crappy arrows dont fly far, even fired by a good bow) for the feather.
A scrollbar, like the smeltery's one?
At least Pattern Chest could store all the items, not only patterns and casts.. I saw many people keep their Part Builder and Tool Station near the Pattern Chest, so they could use this chest for storing parts. It would be neat, isn't it?
(Jorge Luis Borges, Evangelio Apocrifo)
Bows are built from 3 parts:
Handle: Where one hand would go to support the arrow on the middle of the body. This would be where the "Handle modifier" of tools like pickaxes would go. The 1.4x, 5x, 0.5x modifiers.
Body: Main part of the bows, this would be where the "Durability" stat would come from like the head of a pick or the blade of a sword. You might claim "I can't bend metal like that!" but I counter with "My sword is paper, your argument is invalid."
Tips/Edges: Where the string would be strung on a bow. The tips are the extra material-modifier part like the crossbar on a pick or the handle of a sword. This is where you'd get the modifiers for Reinforced, Stonebound, Spiny etc without modifying the durability.
This way You can customize bows just as much as swords! Mostly the same modifiers, blaze would set arrows ablaze, Quartz would fire sharper arrows for more damage. Most importantly it doesn't need to make you have tons of arrow types.
As for arrow crafting, they should be modified in stacks of 8, 16 or 32 depending on the tip modifiers. Don't bother with iron arrows or modifying extra stuff. The following ADDs function and use for more items that usually get ignored.
Spider Eyes: Poison
Ferm SpidEye: Poison II
Gunpowder: First use is for regular firing. It kills mobs without damaging the surrounding blocks. When fired from a bow with a blaze enchantment, it damages the terrain. Alternative is to make a Dynamite from gunpowder, string and paper, then craft dynamite with the arrows
Firework Charge: Uses the firework data to detonate the arrow with a firework when fired. When fired from a blaze-enchanted bow, it damages mobs slightly with a chance for fire.
Rotten Flesh: Hitting players with this arrow gives nausea for a few seconds, or hunger debuff for a few seconds, or be evil and both.
you should focus more on bow customization rather than arrow combinations.
Main thing is I just do not want 5 or more cool arrow types to clutter inventory.
I can confirm this as well, I noticed it when my mossy iron shovel didn't break during a long digging session.
Edit: Dev build 44 fixed the durability problem and the mattock issue, but it seems broadswords have the same issue mattocks had. I can't break spiderwebs, wool blocks, tall grass, etc. with my mossy iron broadsword (haven't checked other weapons).
...Or maybe I've been reading the Hobbit to my kid too much...