I may be missing something obvious but when I try to make blank casts into other casts like a pickaxe head, the only thing I can make it into is an ingot cast. This is using a stencil table. Is there a specific item I need or is my Tinkers Construct just being buggy?
You know what's funny? Seriously it's hilarious, you certainly need to try it out. The joke is your post and the punchline is the first post and outlined in bold.
Ok so I am running 1.3.6 of this mod. I am trying to make casts. now the First post and the Smelting books says you need Aluminum, Brass, or Gold to make Casts from. I placed my stone tool bits and ingots into my 3 tables on the side of my smeltery. i smelted 6 raw aluminum, and 5 more ore. when i reight-click the faucet nothing happens. i even put a button on it and pushed the button. i tried removing the bits and activating. I cannot get my Aluminum out of the Smeltery. I am running the most up to date Forge for MC 1.5.2, which has killed my Iron Chest mod, i am running a small pack of Mods as well.
Here is what is installed.
forge 7.8.1.737
CodeChickenCore 0.8.7.3
NEI 1.5.2.28
[1.5.2]ReiMinimap V3.3_06
Ars Magica 5.52.013
BuildCraft 3.7.1 (34)
ChickenChunks 1.3.2.14
Damage Indicators 2.7.0.1
EnderStorage 1.4.2.16
EE3 pre1h
ExtrabiomesXL 3.13.4
Iron Chest 5.2.9.454
Legend Gear 1.5.2
MystCraft 0.10.4.00
Natura 2.1 RC
NEI Plugins 1.0.9.3
Potions & More -
Railcraft 7.2.3.0
Thaumcraft 3.0.5h1
Thaumic Tinkerer 1.0.6
The Twilight Forest 1.18.2
Tinkers' Construct 1.3.6
I am most likely going to remove Buildcraft since i can process Ore with the Smeltery, and it yield almost 2 ingots. So if ther eis a conflict post it. if i am just missing something with the Smeltery then let me know. ANd yes i have the Drain Block, little hole on outside and thats where the Faucet is connected.
You know what's funny? Seriously it's hilarious, you certainly need to try it out. The joke is your post and the punchline is the first post and outlined in bold.
Tell me if you get it someday.
I love how everyone simply continues being an ass about this. If it was so completely easy to understand and it was intuitive in the way it was done people wouldn't be asking this. The problem is not with the people, its with the mod.
On another note I was trying to take a peak at the thauminium tools and get this when I put a sword blade into the tool forge.
java.lang.NullPointerException
at mods.tinker.tconstruct.library.crafting.ToolBuilder.buildTool(ToolBuilder.java:185)
at mods.tinker.tconstruct.blocks.logic.ToolForgeLogic.buildTool(ToolForgeLogic.java:44)
at mods.tinker.tconstruct.blocks.logic.ToolStationLogic.func_70296_d(ToolStationLogic.java:61)
at net.minecraft.inventory.Slot.func_75218_e(Slot.java:113)
at net.minecraft.inventory.Slot.func_75215_d(Slot.java:105)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:222)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at mods.tinker.tconstruct.client.gui.NewContainerGui.handleMouseClick(NewContainerGui.java:823)
at mods.tinker.tconstruct.client.gui.NewContainerGui.func_73879_b(NewContainerGui.java:778)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1500)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
I love how everyone simply continues being an ass about this. If it was so completely easy to understand and it was intuitive in the way it was done people wouldn't be asking this. The problem is not with the people, its with the mod.
Problem with the mod? That's a new one!
People are not paying attention to the books. Guess they are to lazy to read them. I found this mod when trying out Hexxit. Noticed that i spawned with a book. Right clicked my book and read it, It gave me the information on how to create the different tables. I made one of these tables and OMG i got a new book! Read that one also and MY GOD you can make a cool smeltery, Started working on the smeltery and another OMG a new book again! This book tell me how to make the tools!
This mod does not need a wiki, nor does it need anything outside whats already ingame. What it needs is people starting to actually pay attention to the books.
Haven't read the Dev books, But im assuming they are updated properly.
People are not paying attention to the books. Guess they are to lazy to read them. I found this mod when trying out Hexxit. Noticed that i spawned with a book. Right clicked my book and read it, It gave me the information on how to create the different tables. I made one of these tables and OMG i got a new book! Read that one also and MY GOD you can make a cool smeltery, Started working on the smeltery and another OMG a new book again! This book tell me how to make the tools!
This mod does not need a wiki, nor does it need anything outside whats already ingame. What it needs is people starting to actually pay attention to the books.
Haven't read the Dev books, But im assuming they are updated properly.
OMG! Maybe if you read a few pages back you would have the full view of why I say that and why its accurate.
The problem is the change and the books being updated are not in the same version therefore for the stable and quite a few of the dev versions it is not properly documented ingame. dev 10 adds an explanation on the ingot casts.
Your argument will probably be they should just update. Mine is that a stable release should of had all of its features properly documented ingame in the first place.
The issue with the casts is that they do not work like the stencils did aka simply being able to mass produce all the stencils on the stencil table. This is naturally un-intuitive because both stencils and casts are similar but work completely different causing confusion.
The issue with trying to create metal parts with stencils is due to the fact that the books did not describe that you could not or I should say did it very poorly after the change.
Another issue is all the people who do update and find a small but core change to the whole system and I know for myself that by the time I updated, got in game finally and played for awhile when I went to make a iron pickaxe I was like wtf why won't it work and it took me a second to remember the change. In short, I read the changelog, knew about the change, and still almost came asking why won't it work.
So yes it is a problem with the mod. This mod may not have a wiki but instead it has ingame info and regardless if the wiki was outdated for a mod, the main post, or simply no documentation at all if it is un-intuitive people will not figure it out very well and it is a problem with the mod and not the person.
I know that the Stable and the Dev version are VERY different.
I was manly talking about the Stable version. And since i havent tested the dev version much im only assuming the books are updated to fit the new stencil/cast mechanics.
This"Another issue is all the people who do update and find a small but core change to the whole system and I know for myself that by the time I updated, got in game finally and played for awhile when I went to make a iron pickaxe I was like wtf why won't it work and it took me a second to remember the change. In short, I read the changelog, knew about the change, and still almost came asking why won't it work."
I agree with you on this, changing core mechanics can be very confusing for people. When you are used to doing something one way and then it just changes, ofcourse you get confused.
This "Metal parts, including iron, have to be made with metal casts and the Smeltery. Casts are crafted by pouring Aluminum Brass/Gold on a tool part."
From the main post is a bit inaccurate for the stable version. Since you are able to make the different part casts in the normal stencil table.
When i get home from work ill read the books from the stable version once again and check the information in there.
In the beginning i only used the books to learn how to do my tools, and that has worked for me.
Just wanted to say great mod mDiyo love the tools and everything. But I've noticed, don't know if it is intended or a bug but when i use a hammer with auto-smelt and fortune it doesn't work on any metal ores that the function usually does. I'm using version 1.3 in the FTB 1.5.2 beta pack so don't know if it is already fixed in the dev builds.
Perhaps you turned it off in the config? Remember, before posting a bug, try updating/checking in the thread if the problem was reported and fixed . If updating won't work, and the interaction of Smelt + Fortune still does not work then, it most likely is a bug
In fairness, once people are used to how things work, suddenly changing it on them, with no feedback beyond it simply not working, is liable to make them expect a bug, not a fundamental change. Might there be a way to track, in save, the last version a world was saved with, so that if it's prior to a particular landmark change (anything that changes the behaviour they'd expect to see or adds major new features), an announcement can be printed in chat about it? I don't mean checking for the latest version online - just that, once someone HAS updated, they get a nudge towards the books if things have updated.
Also, when I was looking up casting information, a graphical glitch made it harder to read than it needed to be. I can't reproduce it now, but I think I upgraded again to the latest release today, so that may have already been fixed. Still, it does get in the way if it happens.
Seems this would pair well with a Hall of Monuments of sorts. Vanilla itemframes, BiblioCraft, something of that sort...
Indeed the fact the Books didnt contain additional data on how the new system worked was the disturbing part I had the same deal with Mystcraft, I did read the books for the data which begs the question since metals now need to be smelted how about the chunk materials... it seems they are still in the item ID list as of 1.3.6.7 or so I think
Ok so I am running 1.3.6 of this mod. I am trying to make casts. now the First post and the Smelting books says you need Aluminum, Brass, or Gold to make Casts from. I placed my stone tool bits and ingots into my 3 tables on the side of my smeltery. i smelted 6 raw aluminum, and 5 more ore. when i reight-click the faucet nothing happens. i even put a button on it and pushed the button. i tried removing the bits and activating. I cannot get my Aluminum out of the Smeltery. I am running the most up to date Forge for MC 1.5.2, which has killed my Iron Chest mod, i am running a small pack of Mods as well.
Here is what is installed.
forge 7.8.1.737
CodeChickenCore 0.8.7.3
NEI 1.5.2.28
[1.5.2]ReiMinimap V3.3_06
Ars Magica 5.52.013
BuildCraft 3.7.1 (34)
ChickenChunks 1.3.2.14
Damage Indicators 2.7.0.1
EnderStorage 1.4.2.16
EE3 pre1h
ExtrabiomesXL 3.13.4
Iron Chest 5.2.9.454
Legend Gear 1.5.2
MystCraft 0.10.4.00
Natura 2.1 RC
NEI Plugins 1.0.9.3
Potions & More -
Railcraft 7.2.3.0
Thaumcraft 3.0.5h1
Thaumic Tinkerer 1.0.6
The Twilight Forest 1.18.2
Tinkers' Construct 1.3.6
I am most likely going to remove Buildcraft since i can process Ore with the Smeltery, and it yield almost 2 ingots. So if ther eis a conflict post it. if i am just missing something with the Smeltery then let me know. ANd yes i have the Drain Block, little hole on outside and thats where the Faucet is connected.
for the casting you need 1 your base template which you got through the stencil table make sure that you have the necessary materials, basic tools cost 1 the rods and bindings .5 ingots, high tier tools needs 3 for the rods and 8 for their major parts, now chuck in the smelter gold or aluminum or copper, place the wooden template for example a scythe head template, since the scythe head template takes 8 of the material thats the same amount of gold or aluminum brass material you need just to make the template give the smelter 4 gold ore (thats 8 ingots worth) if thats what you want to use or the equivalent amount of 8 aluminum brass ingots in the smelter then wait and drain. there you have a stencil ONLY a STENCIL the proper material you need to get the metals you need for the part itself for example iron get 8 iron ingots or 4 iron ore do the same.
Vagrant0: A "creeper test" is not indicative of how well the tools perform. Try some thing stronger.
Testing on mobs with 80 health now. Initial results look like a base diamond sword still does more damage than a pure manyullun one.
The lack of breaking is a perk, will give you that, but can get that well enough with a heavily enchanted thaumium sword with repair. The enchanting system never really irked me too badly since exp levels come quickly enough just from mining now and I'm still used to the old system of needing 50 levels without the air of books/anvil.
Rapiers still don't feel like much of an advantage on non-pvp servers due to the rarity of finding mobs in armor (most bosses and harder things usually have silly amounts of health instead of armor).
Extra modifiers, like burning, actually feel more like a negative since the enemy has an immunity period every time the flame ticks (1/2 health damage instead of full damage from weapon). So about all that makes sense on a weapon is sharpness, auto-repair, and luck.
Regardless, not asking for some huge increase in damage, but rather a minor one that places slightly more importance as to what the blade is made out of compared to other components. Not looking for super weapons, can find that in just about any other mod. Just looking to get a little more bang for my buck.
Maybe some new upgrades? Like:
Explosive upgrade - chance to deal explosive damage in 3x3 area (non griefing) when hitting a target. Gunpowder or fire charges.
Slowness upgrade - chance to make the target move slower.
Blindness upgrade - chance to cause blindness (1 second stun on mobs).
Smite upgrade
Other stuff that doesn't rely on ticking damage that could be obtained pre-nether.
Regarding armor upgrades, can I request one that reduces the effect of knockback? Because skeletons are annoying buggers.
Very much enjoying the mod otherwise. Even playing it without all the tech mods as a change of pace. Captures that vanilla feeling without the vanilla monotony.
While people should indeed scan the thread for information if they're going to be posting in it, there's one major problem with expecting them to go back and read the books if something's not working right:
People who are already comfortable with the mod, who have been working with it in the past, are not likely to think "I need to check the documentation" when a familiar feature doesn't work, they're likely to think "something's broken suddenly". This is not unreasonable (and it's not like this hasn't happened to many a mod over the course of development). Note that many or even most of the queries about the casting system lately are coming from people who already used the mod before - people who are accustomed to putting metals in the part builder and casts in the stencil table because that was how they learned the mod.
Going to the in-game documentation to learn the mod is all well and good. Expecting them to spontaneously go back and reread the very books they learned by when the mod's behavior changes isn't entirely fair. Again, updates have broken many mods in the history of Minecraft (and other games). That there's a bug is not an unreasonable conclusion as it stands.
Perhaps there should be some explanatory UI text if you try to craft metal parts old-style? Put iron in the tool station and some red text will come up (maybe turn the slot where the metal is placed red, too), informing the user that they need to use the smeltery for any metals; and ditto the stencil builder, popping up some warning text (maybe yellow for this one) explaining that they need to turn to the smeltery for anything but ingot casts. Just a quick one-sentence note, ending with a referral to the in-game books.
That way, instead of a feature people are used to just suddenly not working, their attention would be called to the changes. It would feel less like a bug and more like a deliberate change.
I know you can repair, what I want to know if there is a way to recycle them to their original materials.
Scan back a page or two; mDiyo specifically does not want the tools to feel so disposable. Once you've outgrown them, treat them as mementos of the progress you've made, or stuff them somewhere out of sight, or destroy them if you must - whatever approach works for you.
for the casting you need 1 your base template which you got through the stencil table make sure that you have the necessary materials, basic tools cost 1 the rods and bindings .5 ingots, high tier tools needs 3 for the rods and 8 for their major parts, now chuck in the smelter gold or aluminum or copper, place the wooden template for example a scythe head template, since the scythe head template takes 8 of the material thats the same amount of gold or aluminum brass material you need just to make the template give the smelter 4 gold ore (thats 8 ingots worth) if thats what you want to use or the equivalent amount of 8 aluminum brass ingots in the smelter then wait and drain. there you have a stencil ONLY a STENCIL the proper material you need to get the metals you need for the part itself for example iron get 8 iron ingots or 4 iron ore do the same.
Most of what you just explained was useless to me. i already knew everything but the material. i know that i will only make a cast, thats what i am trying to do. but i do thank you for the response.
Workerdrone i thank you as well you answered my question on the nose lol. time to go make some casts.
Just wanted to say great mod mDiyo love the tools and everything. But I've noticed, don't know if it is intended or a bug but when i use a hammer with auto-smelt and fortune it doesn't work on any metal ores that the function usually does. I'm using version 1.3 in the FTB 1.5.2 beta pack so don't know if it is already fixed in the dev builds.
No, not a bug, mDiyo added some sort of hardness check to the tier 2 tools... They will only mine blocks of equal or lesser hardness to the block you initially mined. This was done to prevent the easy mining of obsidian exploit.
...
I do want to ask one thing though, mDiyo, could you maybe add something to tell what part is being used for what with the Tier 2 tools? ): I have some issues understanding what pieces are determining what the tool gets when crafted do to some of the pieces repeating or such, like the Hammer's 2 Plates makes me thing that is where the strength is coming from, though it is actually the Hammerhead that does that. @~@
Let's see how well I can answer this one for you.
Any part of a Tier 2 tool that costs 8 material to make is considered a 'head' for purposes of number calculations. Only the true head determines the mining level and repair material though (the hammer head, for instance). Head exclusive calculations seem to include mining speed and damage of a tool(ALL heads, the two plates and hammer head, are used for these calculations). They will also all effect durability of the tool.
Any part of the tool that costs 3 material is considered a 'handle' for purpose of durability calculation.
I do not know how the durability formula works. Hopefully this helps. A method I have used in teh past to create tools is to drop into a creative world, and try out a bunch of combinations until I get a tool that looks like it suits my purpose.
No. It is not a problem with the mod. The mod works wonderfully(discounting the buggy in-dev items, since this is not where our argument is).
The problem is mostly with people. Unintuitive? Since when is pouring cast material around an object to create a cast of it unintuitive? If I wanted a cast or a mould in real life, it's one of the things I'd try first.
Again, the problem is definately with people. As you and others have said, "People got used to the way it was and sudden change!" So it wasn't announced in giant blinking text that the casting system changed.
It was announced in the changelog(Always read a changlog before updating your mod! It has valuable information!). It is announced in bold at the top of the first post. It now has an in-game book instruction. It's been answered a whole lot on this thread.
Yes, people have a legitemate reason to think it's a bug! I agree with that people! What is really irking me is the seeming lack of ability for people to read. Most everyone's problems with the cast could have been easily solved, in less time than waiting for an answer here, by reading the first post(changelog or bolded text here), or searching the last few pages for an answer.
So, do not blame the mod for people's failure to spend one to five minutes actually (gasp!) reading for answers before blindly shouting "It no workz!!11!1"
Ah thanks it was turned off in config for some reason
I noticed that you are running a FTB pack. I do not remember which option the config defualts to, sorry. But since you are running a modpack made by someone else, it is highly likely that the option was disabled by the modpack maker. Is the pack running GregTech? It's much easier to use Diyo's config option than Greg's from what I've seen, and disabling the function in Diyo's mod is far more friendly than Greg's.
Another reason could be wanting to limit how much per ore block(and other items) you can get.
The burning modifier is useful for cooking meat from mobs on drop instead of having to spend fuel cooking. If a cow/pig/chicken dies from fire then their meat will drop cooked. This is how it is supposed to work, anyway. I get my food elsewhere. Just make sure your weapon doesn't do so much damage it oneshots the animal, because that doesn't count as dying to fire.
It's also useful for the kiting method of combat. "Hit and run".
Smite and bane of arthropods already have equivalent modifiers. The hammer comes with an inherent Smite effect, even.
The pan "stuns" (slows) enemies for a short time after hitting them.
I believe the rapier is supposed to ignore the damage immunity period after a mob is hit.
The Scythe isn't explosive, but it does hit a wide range of mobs all at once(book says 3x3x3 area).
So, in conclusion, most of the stuff you've asked for in the new upgrades has some kind of an equivalent built into weapons or simulated by existing modifiers! Try reading the Materials and You Vol. II book. It has all the modifiers in it, and some are quite interesting and or useful. Pistons for extra knockback. Necrotic bones for lifesteal. Obsidian plates for reinforced. Weapons can definately be varied in what they are designed to do in game for you. When all is said and done on the server I am currently playing through, I think I will have three weapons on me. A hammer as my main weapon, a pan for when I want knockback/slow, and a scythe for managing large quantities of mobs at one time (darn you Zombie Awareness...darn you!).
Edit: The cactus material trait, spiny, is also worth looking into. When it has less durability, it does more damage but mines slower. Previously, this seemed to be a silly thing (along with it's counterpart stonebound). But with Tier 2, Factoring in Spiny and Stonebound into your tools can make for some interesting combinations.
Hey there. I really love the new drawbridge block and mostly it works. But when i put hv cables from IC2 in it and flip the switch minecraft crashes. I can imagine the drawbridge wasn't really intendet to lay down cables but for a long time now i dreamt about an electric fence thats made out of uninsultadet hv wires, witch i could raise from the ground. The drawbridge would be absolutely perfect for this. If it could place the wires without crahsing minecraft. So here is the crashlog:
*Wall of text attacks! Wall of text crits!*
I absolutely love this mod and i'd cry happy tears if the drawbridge could place cables :3
Please use spoiler tags or pastebin for error logs.
It is no surprise to me that the drawbridge is crashing. Diyo is still working on making it a stable block, and the problem may be solved in the future. For now, we just have to wait while bugs are pounded out of the block.
I do not expect people to go to the books when they encounter a problem. I expect them to go to the books for information.
What I expect when people enounter a problem with a mod, is to read the forum. Read the first post, the changelog, and the last few pages before shouting "It no workz no morez!!1!!1" That is what I expect, plain and simple.
You are right. It is not unreasonable for people to think something is suddenly broken. It is a valid reaction to the change that was made. What is not acceptable is the amount of people who can't fork over one to five minutes of their lives reading the post to find the solution (which is easily found, for this problem).
Again, yes. It was sudden and I think no less of people for first reaction thinking it's broken. I think less of people for incessently asking a question that should no longer need to be asked after the first fifty times it has been answer. In writing. For everyone to easily see.
Also minor bug report: Thaumium chunks have no name
The Thaumium trait: If one part of a tool is Thaumium, then the tool will have an extra modifier.
If the tool only requires two parts to make, and the whole tool is made of thaumium, then it will have two extra modifiers.
If the tool requires three or more parts to make and it has three or more thaumium parts, it will have two extra modifiers.
No, not a bug, mDiyo added some sort of hardness check to the tier 2 tools... They will only mine blocks of equal or lesser hardness to the block you initially mined. This was done to prevent the easy mining of obsidian exploit.
Darn, I was hoping that was going to stay in... An extra perk for either tossing a diamond upgrade on a hammer, or spending all the ingots needed to make said hammer out of better materials. I can see why it might be needed for things like reinforced stone, warded blocks, or other stuff not usually breakable... but still. When you aren't using a turtle or a quarry, obsidian just plain sucks to mine any large quantities, regardless of pick speed.
@Kraal. Reread or maybe actually read my post and you would see why I label it as un-intuitive. Simply put it works so differently compared to stencils that it easily causes confusion.
Darn, I was hoping that was going to stay in... An extra perk for either tossing a diamond upgrade on a hammer, or spending all the ingots needed to make said hammer out of better materials. I can see why it might be needed for things like reinforced stone, warded blocks, or other stuff not usually breakable... but still. When you aren't using a turtle or a quarry, obsidian just plain sucks to mine any large quantities, regardless of pick speed.
You can actually make a hammer that is quite effective at mining obsidian even with the new change. You could, for instance, make a dedicated obsidian crusher hammer. Give it a cobalt head, two ardite plates for the stonebound, and a manyullyn tough tool rod for the extra boost in handle modifier.
Fill that sucker with redstone modifiers.
Presto! I haven't tried this out, but it sounds like it should work wonders.
@Kraal. Reread or maybe actually read my post and you would see why I label it as un-intuitive. Simply put it works so differently compared to stencils that it easily causes confusion.
The issue with the casts is that they do not work like the stencils did aka simply being able to mass produce all the stencils on the stencil table. This is naturally un-intuitive because both stencils and casts are similar but work completely different causing confusion.
So yes it is a problem with the mod. This mod may not have a wiki but instead it has ingame info and regardless if the wiki was outdated for a mod, the main post, or simply no documentation at all if it is un-intuitive people will not figure it out very well and it is a problem with the mod and not the person.
After rereading your post, again (Yes, I really did your post. Do not accuse me of not doing so. I reread it several times while crafting my initial response even, and am doing so several times again while typing this one up), these are the two mentions of being unintuitive.
Perhaps you should reread or maybe actually read my post? You responded to the most glossed over response in my post, and ignored my main points. My comment on the change not being unintuitive was a side comment.
The main point and issue in your post, as I understand it, is not that the new method unintuitive. It's that it is confusing because it is a sudden change and there is a lack of information on the change. This is why I merely made a one sentence statement responding to why I thought it was intuitive. (Because, really, putting a metal plate in a table designed to cut a stencil out of wood? Now that is unintuitive. I find pouring the metal over an existing part a much more natural way of going about creating a cast)
The main point in my response to you was that hey, the mod is not the problem, since you are keen on blaming the mod, and that there actually is information on the change. Some of it was delayed, sure (the replies to questions and the in-game book change). But there was always the information in the first post. No excuse for not reading the changelog.
So yes it is a problem with the mod. This mod may not have a wiki but instead it has ingame info and regardless if the wiki was outdated for a mod, the main post, or simply no documentation at all if it is un-intuitive people will not figure it out very well and it is a problem with the mod and not the person.
Again. No. Not a problem with the mod. The mod has information abound on the subject. The new methods are far more natural. People are not reading. Not reading is not a problem of the mod. It is a problem of the people.
If people cannot understand:
- Casts are crafted by pouring Aluminum Brass or gold on tool parts or wood patterns.
(from the changelog!)
Or the various and numerous answers already given, then I don't know what to say.
You can actually make a hammer that is quite effective at mining obsidian even with the new change. You could, for instance, make a dedicated obsidian crusher hammer. Give it a cobalt head, two ardite plates for the stonebound, and a manyullyn tough tool rod for the extra boost in handle modifier.
Fill that sucker with redstone modifiers.
Presto! I haven't tried this out, but it sounds like it should work wonders.
After rereading your post, again (Yes, I really did your post. Do not accuse me of not doing so. I reread it several times while crafting my initial response even, and am doing so several times again while typing this one up), these are the two mentions of being unintuitive.
Perhaps you should reread or maybe actually read my post? You responded to the most glossed over response in my post, and ignored my main points. My comment on the change not being unintuitive was a side comment.
The main point and issue in your post, as I understand it, is not that the new method unintuitive. It's that it is confusing because it is a sudden change and there is a lack of information on the change. This is why I merely made a one sentence statement responding to why I thought it was intuitive. (Because, really, putting a metal plate in a table designed to cut a stencil out of wood? Now that is unintuitive. I find pouring the metal over an existing part a much more natural way of going about creating a cast)
The main point in my response to you was that hey, the mod is not the problem, since you are keen on blaming the mod, and that there actually is information on the change. Some of it was delayed, sure (the replies to questions and the in-game book change). But there was always the information in the first post. No excuse for not reading the changelog.
Again. No. Not a problem with the mod. The mod has information abound on the subject. The new methods are far more natural. People are not reading. Not reading is not a problem of the mod. It is a problem of the people.
If people cannot understand:
(from the changelog!)
Or the various and numerous answers already given, then I don't know what to say.
Let me define it again. I say it is the mod because the mod fails to be intuitive. It is not intuitive because even for new people its not obvious that it would work in that manner this is because you have stencils and then casts which are both similar, and by the time you get to casts you expect it to work the same as stencils but with metal. The point being that they share enough similarities that the differences cause confusion.
Some of us are smart enough to think through that it works this way or simply to go read real quick but for most it seems to be a issue as it keeps popping up.
My main reasoning though for it being the mods issue is that enough people have the same issue that you cannot simply say its the persons fault.
On topic a bit more I have twice now with both dev 7 and 10 had a issue with a smeltery made of seared glass simply stop allowing metal to be poured. Its a completely valid structure and the issue seems to only pop up on smp. It has 2 drains next to each other as well.
It will work fine and make a ton of metal blocks and then randomly simply stop pouring after pouring half a block and requires the controller being broken and put back, costing all the liquid inside to be gone.
Let's see how well I can answer this one for you.
Any part of a Tier 2 tool that costs 8 material to make is considered a 'head' for purposes of number calculations. Only the true head determines the mining level and repair material though (the hammer head, for instance). Head exclusive calculations seem to include mining speed and damage of a tool(ALL heads, the two plates and hammer head, are used for these calculations). They will also all effect durability of the tool.
Any part of the tool that costs 3 material is considered a 'handle' for purpose of durability calculation.
I do not know how the durability formula works. Hopefully this helps. A method I have used in teh past to create tools is to drop into a creative world, and try out a bunch of combinations until I get a tool that looks like it suits my purpose.
It kinda makes sense, though I do still wish there is a ingame explanation of how it works. :\
It kinda makes sense, though I do still wish there is a ingame explanation of how it works. :\
I'm not sure Diyo intends on putting a math formula into the book, seeing as how the T2 durability/damage/speed numbers aren't as cut and dry as multiplying the handle mod by the durability of the head.
You know what's funny? Seriously it's hilarious, you certainly need to try it out. The joke is your post and the punchline is the first post and outlined in bold.
Tell me if you get it someday.
Here is what is installed.
forge 7.8.1.737
CodeChickenCore 0.8.7.3
NEI 1.5.2.28
[1.5.2]ReiMinimap V3.3_06
Ars Magica 5.52.013
BuildCraft 3.7.1 (34)
ChickenChunks 1.3.2.14
Damage Indicators 2.7.0.1
EnderStorage 1.4.2.16
EE3 pre1h
ExtrabiomesXL 3.13.4
Iron Chest 5.2.9.454
Legend Gear 1.5.2
MystCraft 0.10.4.00
Natura 2.1 RC
NEI Plugins 1.0.9.3
Potions & More -
Railcraft 7.2.3.0
Thaumcraft 3.0.5h1
Thaumic Tinkerer 1.0.6
The Twilight Forest 1.18.2
Tinkers' Construct 1.3.6
I am most likely going to remove Buildcraft since i can process Ore with the Smeltery, and it yield almost 2 ingots. So if ther eis a conflict post it. if i am just missing something with the Smeltery then let me know. ANd yes i have the Drain Block, little hole on outside and thats where the Faucet is connected.
I love how everyone simply continues being an ass about this. If it was so completely easy to understand and it was intuitive in the way it was done people wouldn't be asking this. The problem is not with the people, its with the mod.
On another note I was trying to take a peak at the thauminium tools and get this when I put a sword blade into the tool forge.
Problem with the mod? That's a new one!
People are not paying attention to the books. Guess they are to lazy to read them. I found this mod when trying out Hexxit. Noticed that i spawned with a book. Right clicked my book and read it, It gave me the information on how to create the different tables. I made one of these tables and OMG i got a new book! Read that one also and MY GOD you can make a cool smeltery, Started working on the smeltery and another OMG a new book again! This book tell me how to make the tools!
This mod does not need a wiki, nor does it need anything outside whats already ingame. What it needs is people starting to actually pay attention to the books.
Haven't read the Dev books, But im assuming they are updated properly.
OMG! Maybe if you read a few pages back you would have the full view of why I say that and why its accurate.
The problem is the change and the books being updated are not in the same version therefore for the stable and quite a few of the dev versions it is not properly documented ingame. dev 10 adds an explanation on the ingot casts.
Your argument will probably be they should just update. Mine is that a stable release should of had all of its features properly documented ingame in the first place.
The issue with the casts is that they do not work like the stencils did aka simply being able to mass produce all the stencils on the stencil table. This is naturally un-intuitive because both stencils and casts are similar but work completely different causing confusion.
The issue with trying to create metal parts with stencils is due to the fact that the books did not describe that you could not or I should say did it very poorly after the change.
Another issue is all the people who do update and find a small but core change to the whole system and I know for myself that by the time I updated, got in game finally and played for awhile when I went to make a iron pickaxe I was like wtf why won't it work and it took me a second to remember the change. In short, I read the changelog, knew about the change, and still almost came asking why won't it work.
So yes it is a problem with the mod. This mod may not have a wiki but instead it has ingame info and regardless if the wiki was outdated for a mod, the main post, or simply no documentation at all if it is un-intuitive people will not figure it out very well and it is a problem with the mod and not the person.
I was manly talking about the Stable version. And since i havent tested the dev version much im only assuming the books are updated to fit the new stencil/cast mechanics.
This"Another issue is all the people who do update and find a small but core change to the whole system and I know for myself that by the time I updated, got in game finally and played for awhile when I went to make a iron pickaxe I was like wtf why won't it work and it took me a second to remember the change. In short, I read the changelog, knew about the change, and still almost came asking why won't it work."
I agree with you on this, changing core mechanics can be very confusing for people. When you are used to doing something one way and then it just changes, ofcourse you get confused.
This "Metal parts, including iron, have to be made with metal casts and the Smeltery. Casts are crafted by pouring Aluminum Brass/Gold on a tool part."
From the main post is a bit inaccurate for the stable version. Since you are able to make the different part casts in the normal stencil table.
When i get home from work ill read the books from the stable version once again and check the information in there.
In the beginning i only used the books to learn how to do my tools, and that has worked for me.
Indeed the fact the Books didnt contain additional data on how the new system worked was the disturbing part I had the same deal with Mystcraft, I did read the books for the data which begs the question since metals now need to be smelted how about the chunk materials... it seems they are still in the item ID list as of 1.3.6.7 or so I think
for the casting you need 1 your base template which you got through the stencil table make sure that you have the necessary materials, basic tools cost 1 the rods and bindings .5 ingots, high tier tools needs 3 for the rods and 8 for their major parts, now chuck in the smelter gold or aluminum or copper, place the wooden template for example a scythe head template, since the scythe head template takes 8 of the material thats the same amount of gold or aluminum brass material you need just to make the template give the smelter 4 gold ore (thats 8 ingots worth) if thats what you want to use or the equivalent amount of 8 aluminum brass ingots in the smelter then wait and drain. there you have a stencil ONLY a STENCIL the proper material you need to get the metals you need for the part itself for example iron get 8 iron ingots or 4 iron ore do the same.
Testing on mobs with 80 health now. Initial results look like a base diamond sword still does more damage than a pure manyullun one.
The lack of breaking is a perk, will give you that, but can get that well enough with a heavily enchanted thaumium sword with repair. The enchanting system never really irked me too badly since exp levels come quickly enough just from mining now and I'm still used to the old system of needing 50 levels without the air of books/anvil.
Rapiers still don't feel like much of an advantage on non-pvp servers due to the rarity of finding mobs in armor (most bosses and harder things usually have silly amounts of health instead of armor).
Extra modifiers, like burning, actually feel more like a negative since the enemy has an immunity period every time the flame ticks (1/2 health damage instead of full damage from weapon). So about all that makes sense on a weapon is sharpness, auto-repair, and luck.
Regardless, not asking for some huge increase in damage, but rather a minor one that places slightly more importance as to what the blade is made out of compared to other components. Not looking for super weapons, can find that in just about any other mod. Just looking to get a little more bang for my buck.
Maybe some new upgrades? Like:
Explosive upgrade - chance to deal explosive damage in 3x3 area (non griefing) when hitting a target. Gunpowder or fire charges.
Slowness upgrade - chance to make the target move slower.
Blindness upgrade - chance to cause blindness (1 second stun on mobs).
Smite upgrade
Other stuff that doesn't rely on ticking damage that could be obtained pre-nether.
Regarding armor upgrades, can I request one that reduces the effect of knockback? Because skeletons are annoying buggers.
Very much enjoying the mod otherwise. Even playing it without all the tech mods as a change of pace. Captures that vanilla feeling without the vanilla monotony.
People who are already comfortable with the mod, who have been working with it in the past, are not likely to think "I need to check the documentation" when a familiar feature doesn't work, they're likely to think "something's broken suddenly". This is not unreasonable (and it's not like this hasn't happened to many a mod over the course of development). Note that many or even most of the queries about the casting system lately are coming from people who already used the mod before - people who are accustomed to putting metals in the part builder and casts in the stencil table because that was how they learned the mod.
Going to the in-game documentation to learn the mod is all well and good. Expecting them to spontaneously go back and reread the very books they learned by when the mod's behavior changes isn't entirely fair. Again, updates have broken many mods in the history of Minecraft (and other games). That there's a bug is not an unreasonable conclusion as it stands.
Perhaps there should be some explanatory UI text if you try to craft metal parts old-style? Put iron in the tool station and some red text will come up (maybe turn the slot where the metal is placed red, too), informing the user that they need to use the smeltery for any metals; and ditto the stencil builder, popping up some warning text (maybe yellow for this one) explaining that they need to turn to the smeltery for anything but ingot casts. Just a quick one-sentence note, ending with a referral to the in-game books.
That way, instead of a feature people are used to just suddenly not working, their attention would be called to the changes. It would feel less like a bug and more like a deliberate change.
Scan back a page or two; mDiyo specifically does not want the tools to feel so disposable. Once you've outgrown them, treat them as mementos of the progress you've made, or stuff them somewhere out of sight, or destroy them if you must - whatever approach works for you.
Most of what you just explained was useless to me. i already knew everything but the material. i know that i will only make a cast, thats what i am trying to do. but i do thank you for the response.
Workerdrone i thank you as well you answered my question on the nose lol. time to go make some casts.
No, not a bug, mDiyo added some sort of hardness check to the tier 2 tools... They will only mine blocks of equal or lesser hardness to the block you initially mined. This was done to prevent the easy mining of obsidian exploit.
Let's see how well I can answer this one for you.
Any part of a Tier 2 tool that costs 8 material to make is considered a 'head' for purposes of number calculations. Only the true head determines the mining level and repair material though (the hammer head, for instance). Head exclusive calculations seem to include mining speed and damage of a tool(ALL heads, the two plates and hammer head, are used for these calculations). They will also all effect durability of the tool.
Any part of the tool that costs 3 material is considered a 'handle' for purpose of durability calculation.
I do not know how the durability formula works. Hopefully this helps. A method I have used in teh past to create tools is to drop into a creative world, and try out a bunch of combinations until I get a tool that looks like it suits my purpose.
It is very much so a WIP item. It is currently not really ready to be doing much of anything.
No. It is not a problem with the mod. The mod works wonderfully(discounting the buggy in-dev items, since this is not where our argument is).
The problem is mostly with people. Unintuitive? Since when is pouring cast material around an object to create a cast of it unintuitive? If I wanted a cast or a mould in real life, it's one of the things I'd try first.
Again, the problem is definately with people. As you and others have said, "People got used to the way it was and sudden change!" So it wasn't announced in giant blinking text that the casting system changed.
It was announced in the changelog(Always read a changlog before updating your mod! It has valuable information!). It is announced in bold at the top of the first post. It now has an in-game book instruction. It's been answered a whole lot on this thread.
Yes, people have a legitemate reason to think it's a bug! I agree with that people! What is really irking me is the seeming lack of ability for people to read. Most everyone's problems with the cast could have been easily solved, in less time than waiting for an answer here, by reading the first post(changelog or bolded text here), or searching the last few pages for an answer.
So, do not blame the mod for people's failure to spend one to five minutes actually (gasp!) reading for answers before blindly shouting "It no workz!!11!1"
I noticed that you are running a FTB pack. I do not remember which option the config defualts to, sorry. But since you are running a modpack made by someone else, it is highly likely that the option was disabled by the modpack maker. Is the pack running GregTech? It's much easier to use Diyo's config option than Greg's from what I've seen, and disabling the function in Diyo's mod is far more friendly than Greg's.
Another reason could be wanting to limit how much per ore block(and other items) you can get.
Nope, no way to do that.
The burning modifier is useful for cooking meat from mobs on drop instead of having to spend fuel cooking. If a cow/pig/chicken dies from fire then their meat will drop cooked. This is how it is supposed to work, anyway. I get my food elsewhere. Just make sure your weapon doesn't do so much damage it oneshots the animal, because that doesn't count as dying to fire.
It's also useful for the kiting method of combat. "Hit and run".
Smite and bane of arthropods already have equivalent modifiers. The hammer comes with an inherent Smite effect, even.
The pan "stuns" (slows) enemies for a short time after hitting them.
I believe the rapier is supposed to ignore the damage immunity period after a mob is hit.
The Scythe isn't explosive, but it does hit a wide range of mobs all at once(book says 3x3x3 area).
So, in conclusion, most of the stuff you've asked for in the new upgrades has some kind of an equivalent built into weapons or simulated by existing modifiers! Try reading the Materials and You Vol. II book. It has all the modifiers in it, and some are quite interesting and or useful. Pistons for extra knockback. Necrotic bones for lifesteal. Obsidian plates for reinforced. Weapons can definately be varied in what they are designed to do in game for you. When all is said and done on the server I am currently playing through, I think I will have three weapons on me. A hammer as my main weapon, a pan for when I want knockback/slow, and a scythe for managing large quantities of mobs at one time (darn you Zombie Awareness...darn you!).
Edit: The cactus material trait, spiny, is also worth looking into. When it has less durability, it does more damage but mines slower. Previously, this seemed to be a silly thing (along with it's counterpart stonebound). But with Tier 2, Factoring in Spiny and Stonebound into your tools can make for some interesting combinations.
Please use spoiler tags or pastebin for error logs.
It is no surprise to me that the drawbridge is crashing. Diyo is still working on making it a stable block, and the problem may be solved in the future. For now, we just have to wait while bugs are pounded out of the block.
I do not expect people to go to the books when they encounter a problem. I expect them to go to the books for information.
What I expect when people enounter a problem with a mod, is to read the forum. Read the first post, the changelog, and the last few pages before shouting "It no workz no morez!!1!!1" That is what I expect, plain and simple.
You are right. It is not unreasonable for people to think something is suddenly broken. It is a valid reaction to the change that was made. What is not acceptable is the amount of people who can't fork over one to five minutes of their lives reading the post to find the solution (which is easily found, for this problem).
Again, yes. It was sudden and I think no less of people for first reaction thinking it's broken. I think less of people for incessently asking a question that should no longer need to be asked after the first fifty times it has been answer. In writing. For everyone to easily see.
The Thaumium trait: If one part of a tool is Thaumium, then the tool will have an extra modifier.
If the tool only requires two parts to make, and the whole tool is made of thaumium, then it will have two extra modifiers.
If the tool requires three or more parts to make and it has three or more thaumium parts, it will have two extra modifiers.
Darn, I was hoping that was going to stay in... An extra perk for either tossing a diamond upgrade on a hammer, or spending all the ingots needed to make said hammer out of better materials. I can see why it might be needed for things like reinforced stone, warded blocks, or other stuff not usually breakable... but still. When you aren't using a turtle or a quarry, obsidian just plain sucks to mine any large quantities, regardless of pick speed.
You can actually make a hammer that is quite effective at mining obsidian even with the new change. You could, for instance, make a dedicated obsidian crusher hammer. Give it a cobalt head, two ardite plates for the stonebound, and a manyullyn tough tool rod for the extra boost in handle modifier.
Fill that sucker with redstone modifiers.
Presto! I haven't tried this out, but it sounds like it should work wonders.
After rereading your post, again (Yes, I really did your post. Do not accuse me of not doing so. I reread it several times while crafting my initial response even, and am doing so several times again while typing this one up), these are the two mentions of being unintuitive.
Perhaps you should reread or maybe actually read my post? You responded to the most glossed over response in my post, and ignored my main points. My comment on the change not being unintuitive was a side comment.
The main point and issue in your post, as I understand it, is not that the new method unintuitive. It's that it is confusing because it is a sudden change and there is a lack of information on the change. This is why I merely made a one sentence statement responding to why I thought it was intuitive. (Because, really, putting a metal plate in a table designed to cut a stencil out of wood? Now that is unintuitive. I find pouring the metal over an existing part a much more natural way of going about creating a cast)
The main point in my response to you was that hey, the mod is not the problem, since you are keen on blaming the mod, and that there actually is information on the change. Some of it was delayed, sure (the replies to questions and the in-game book change). But there was always the information in the first post. No excuse for not reading the changelog.
Again. No. Not a problem with the mod. The mod has information abound on the subject. The new methods are far more natural. People are not reading. Not reading is not a problem of the mod. It is a problem of the people.
If people cannot understand:
(from the changelog!)
Or the various and numerous answers already given, then I don't know what to say.
Let me define it again. I say it is the mod because the mod fails to be intuitive. It is not intuitive because even for new people its not obvious that it would work in that manner this is because you have stencils and then casts which are both similar, and by the time you get to casts you expect it to work the same as stencils but with metal. The point being that they share enough similarities that the differences cause confusion.
Some of us are smart enough to think through that it works this way or simply to go read real quick but for most it seems to be a issue as it keeps popping up.
My main reasoning though for it being the mods issue is that enough people have the same issue that you cannot simply say its the persons fault.
On topic a bit more I have twice now with both dev 7 and 10 had a issue with a smeltery made of seared glass simply stop allowing metal to be poured. Its a completely valid structure and the issue seems to only pop up on smp. It has 2 drains next to each other as well.
It will work fine and make a ton of metal blocks and then randomly simply stop pouring after pouring half a block and requires the controller being broken and put back, costing all the liquid inside to be gone.
It kinda makes sense, though I do still wish there is a ingame explanation of how it works. :\
I'm not sure Diyo intends on putting a math formula into the book, seeing as how the T2 durability/damage/speed numbers aren't as cut and dry as multiplying the handle mod by the durability of the head.