If anyone has an idea on this, or a better place to ask this question, I'd love to hear it.
I want to make the head of the hammer thicker using a Resource Pack, but adding model data to the hammer.tcon.json file just causes it to fail. Is what I'm trying to do even possible, or is TiC just not built for this?
Here's my hammer.tcon.json. I made with Blockbench.
Going with only one material is not the way to go.
Some materials added by other mods would be what you want.
For the blade I personally recommend Obsidian because it is easy to get for me. Very easy. A very accessable material with quite high stats.
The plates is where I would add modifier heavy materials. Mine were netherrack and electrum for relative modifyablility and high damage to non-hell mobs. Electrum had the neat effect of eventually charging up. As both it could one-shot everything with 20hp without critting if I recall correctly.
If you want very high damage you will need a good modifier material though and add quartz until you can't see that stuff anymore.
Good luck on you quest to create the strongest weapon @EnderConstructor
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Going with only one material is not the way to go.
Some materials added by other mods would be what you want.
For the blade I personally recommend Obsidian because it is easy to get for me. Very easy. A very accessable material with quite high stats.
The plates is where I would add modifier heavy materials. Mine were netherrack and electrum for relative modifyablility and high damage to non-hell mobs. Electrum had the neat effect of eventually charging up. As both it could one-shot everything with 20hp without critting if I recall correctly.
If you want very high damage you will need a good modifier material though and add quartz until you can't see that stuff anymore.
Good luck on you quest to create the strongest weapon @EnderConstructor
Now that is awesome, I always thought obsidian should have pretty high damage, considering how sharp it is. If you've ever seen obsidian blades, they are hella sharp.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
In the End i Made A Manyullyn Cleaver with 1 paper rod and i have Beheading VI on it. Its quite good since it one shots mobs because of the Cold-Blooded tooltip. Also i got half a stack of creeper heads because of the 60% chance it has to get them.
Hey guys, I'm not sure if this has been asked or if its being planned or what but when I played Tinkers probaly back when MDiyo was still making it but there was a feature that allowed you to disable vanilla tools and force you to use the early game materials like bones/flint, I couldn't see this in the configs, so has it been removed? or is it planned to be readded at a later date oooor am I blind?
Please and thanks!
I think that's still in, if not, might be a new Tinker Tweaks-esque mod that does this. I'd like to see it for the harder packs, to add some difficulty.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
the kama shouldnt be able to plow the ground? i know that the mattock do that but i think the kama should do that too. Also there is a modifer that do the same thing that sweeping edge?
I love this mod, the one thing I want to do is make a mod pack for me and my kids to play we make little challenges to do so we can all have fun trying things together. so what I am wanting to make is a complete tinkers challenge I want to render vanilla tools useless, I want them to use the tinkers tools. there use to be a line in the config file that allowed you to do this but in the latest file there is not a way to do this. can someone please help below I have posted the current 1.12.2 config file can someone please look at his file and see if you can find this line.
new Config
# Configuration file
~CONFIG_VERSION: 0.1
clientside {
# If true all of Tinkers' blocks with contents (tables, basin, drying racks,...) will render their contents in the world
B:renderInventoryInWorld=true
# If true use a null render layer when building the models to render tables. Fixes an issue with chisel, but the config is provide in case it breaks something.
B:renderInventoryNullLayer=true
# If true tools will show additional info in their tooltips
B:extraTooltips=true
# If true all variants of the different tables will be listed in creative. Set to false to only have the oak variant for all tables.
B:listAllTables=true
# If true all material variants of the different parts, tools,... will be listed in creative. Set to false to only have the first found material for all items (usually wood).
B:listAllMaterials=true
# If true tools will enable the forge bucket model on startup and then turn itself off. This is only there so that a fresh install gets the buckets turned on by default.
B:enableForgeBucketModel=false
# REQUIRES DEBUG MODULE. Will do nothing if debug module is disabled. If true the texture map will be dumped into the run directory, just like old forge did.
B:dumpTextureMap=false
}
gameplay {
# Fortune increases drops after harvesting a block with autosmelt
B:AutosmeltFortuneInteraction=true
# Adds a recipe that allows you to craft 3 gravel into a flint
B:addFlintRecipe=true
# Adds a recipe that allows you to get leather from drying cooked meat
B:addLeatherDryingRecipe=true
# Allows the creation of bricks from molten clay
B:allowBrickCasting=true
# Pattern and Part chests keep their inventory when harvested.
B:chestsKeepInventory=true
# Allows to craft all tool parts of all materials in the part builder, including materials that normally have to be cast with a smeltery.
B:craftCastableMaterials=false
# Blacklist of TE classnames for the crafting station to connect to. Mainly for compatibility.
S:craftingStationBlacklist <
de.ellpeck.actuallyadditions.mod.tile.TileEntityItemViewer
>
# Allows the creation of obsidian in the smeltery, using a bucket of lava and water.
B:obsidianAlloy=true
# Preferred mod ID for oredictionary outputs. Top most mod ID will be the preferred output ID, and if none is found the first output stack is used.
S:orePreference <
minecraft
tconstruct
thermalfoundation
forestry
immersiveengineering
embers
ic2
>
# Determines the ratio of ore to ingot, or in other words how many ingots you get out of an ore. This ratio applies to all ores (including poor and dense). The ratio can be any decimal, including 1.5 and the like, but can't go below 1. THIS ALSO AFFECTS MELTING TEMPERATURE!
D:oreToIngotRatio=2.0
# Enables all items, even if the Module needed to obtain them is not active
B:registerAllItems=false
# Allows to reuse stencils in the stencil table to turn them into other stencils
B:reuseStencils=true
# Players who enter the world for the first time get a Tinkers' Book
B:spawnWithBook=true
}
worldgen {
# If true slime islands will generate
B:generateSlimeIslands=true
# If true slime islands generate in superflat worlds
B:generateIslandsInSuperflat=false
# One in every X chunks will contain a slime island
I:slimeIslandRate=730
# One in every X chunks will contain a magma island in the nether
I:magmaIslandRate=100
# Prevents generation of slime islands in the listed dimensions
I:slimeIslandBlacklist <
-1
1
>
# If true, slime islands wont generate in dimensions which aren't of type surface. This means they wont generate in modded cave dimensions like the deep dark.
B:slimeIslandsOnlyGenerateInSurfaceWorlds=true
# If true, cobalt ore will generate in the nether
B:genCobalt=true
# If true, ardite ore will generate in the nether
B:genArdite=true
# Approx Ores per chunk
I:cobaltRate=20
I:arditeRate=20
}
Thaumcraft 6 is currently out in beta. Any plans to have cross mob compatibility with it again for materials? Namely just Thaumium and Void Metal, but I could see special traits added for Greatwood, Silverwood, and other materials to.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
If anyone has an idea on this, or a better place to ask this question, I'd love to hear it.
I want to make the head of the hammer thicker using a Resource Pack, but adding model data to the hammer.tcon.json file just causes it to fail. Is what I'm trying to do even possible, or is TiC just not built for this?
Here's my hammer.tcon.json. I made with Blockbench.
Also, I'd feel bad if I didn't throw out a massive thank you to all the TiC developers for making such an incredible mod. You guys are awesome.
The prismarine large plate, according to the tinkers book thing, is supposed to add aquadynamic. But on a hammer, the large plate adds jagged instead.
Going with only one material is not the way to go.
Some materials added by other mods would be what you want.
For the blade I personally recommend Obsidian because it is easy to get for me. Very easy. A very accessable material with quite high stats.
The plates is where I would add modifier heavy materials. Mine were netherrack and electrum for relative modifyablility and high damage to non-hell mobs. Electrum had the neat effect of eventually charging up. As both it could one-shot everything with 20hp without critting if I recall correctly.
If you want very high damage you will need a good modifier material though and add quartz until you can't see that stuff anymore.
Good luck on you quest to create the strongest weapon @EnderConstructor
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Now that is awesome, I always thought obsidian should have pretty high damage, considering how sharp it is. If you've ever seen obsidian blades, they are hella sharp.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
In the End i Made A Manyullyn Cleaver with 1 paper rod and i have Beheading VI on it. Its quite good since it one shots mobs because of the Cold-Blooded tooltip. Also i got half a stack of creeper heads because of the 60% chance it has to get them.
Blaze heads?
Ok, what kind of mods are you using?!
And farm? On which principles? Smack it? Water surely can't be counted on, neither can rain.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Love this mod. Glad to see it's still being ported to newer versions.
anyone knows the recipe with ingots and emeralds to make pig iron without leftovers? i know that the jei said the amount of molten iron/emerald
There is a way to change the amount of starting modifers? i want change it to be 5 modiffer per tool
In the new mod, you still need blood. I checked with JEI.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Is there a discord for TiC?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
(fixed link)
https://discord.gg/njGrvuh
I must agree with Robijnvogel
Wrong discord xD
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
My bad, oops.
Fixed link:
https://discord.gg/njGrvuh
I think that's still in, if not, might be a new Tinker Tweaks-esque mod that does this. I'd like to see it for the harder packs, to add some difficulty.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
the kama shouldnt be able to plow the ground? i know that the mattock do that but i think the kama should do that too. Also there is a modifer that do the same thing that sweeping edge?
I love this mod, the one thing I want to do is make a mod pack for me and my kids to play we make little challenges to do so we can all have fun trying things together. so what I am wanting to make is a complete tinkers challenge I want to render vanilla tools useless, I want them to use the tinkers tools. there use to be a line in the config file that allowed you to do this but in the latest file there is not a way to do this. can someone please help below I have posted the current 1.12.2 config file can someone please look at his file and see if you can find this line.
new Config
# Configuration file
~CONFIG_VERSION: 0.1
clientside {
# If true all of Tinkers' blocks with contents (tables, basin, drying racks,...) will render their contents in the world
B:renderInventoryInWorld=true
# If true use a null render layer when building the models to render tables. Fixes an issue with chisel, but the config is provide in case it breaks something.
B:renderInventoryNullLayer=true
# If true tools will show additional info in their tooltips
B:extraTooltips=true
# If true all variants of the different tables will be listed in creative. Set to false to only have the oak variant for all tables.
B:listAllTables=true
# If true all material variants of the different parts, tools,... will be listed in creative. Set to false to only have the first found material for all items (usually wood).
B:listAllMaterials=true
# If true tools will enable the forge bucket model on startup and then turn itself off. This is only there so that a fresh install gets the buckets turned on by default.
B:enableForgeBucketModel=false
# REQUIRES DEBUG MODULE. Will do nothing if debug module is disabled. If true the texture map will be dumped into the run directory, just like old forge did.
B:dumpTextureMap=false
}
gameplay {
# Fortune increases drops after harvesting a block with autosmelt
B:AutosmeltFortuneInteraction=true
# Adds a recipe that allows you to craft 3 gravel into a flint
B:addFlintRecipe=true
# Adds a recipe that allows you to get leather from drying cooked meat
B:addLeatherDryingRecipe=true
# Allows the creation of bricks from molten clay
B:allowBrickCasting=true
# Pattern and Part chests keep their inventory when harvested.
B:chestsKeepInventory=true
# Allows to craft all tool parts of all materials in the part builder, including materials that normally have to be cast with a smeltery.
B:craftCastableMaterials=false
# Blacklist of TE classnames for the crafting station to connect to. Mainly for compatibility.
S:craftingStationBlacklist <
de.ellpeck.actuallyadditions.mod.tile.TileEntityItemViewer
>
# Adds single-use clay casts.
B:enableClayCasts=true
# Allows the creation of obsidian in the smeltery, using a bucket of lava and water.
B:obsidianAlloy=true
# Preferred mod ID for oredictionary outputs. Top most mod ID will be the preferred output ID, and if none is found the first output stack is used.
S:orePreference <
minecraft
tconstruct
thermalfoundation
forestry
immersiveengineering
embers
ic2
>
# Determines the ratio of ore to ingot, or in other words how many ingots you get out of an ore. This ratio applies to all ores (including poor and dense). The ratio can be any decimal, including 1.5 and the like, but can't go below 1. THIS ALSO AFFECTS MELTING TEMPERATURE!
D:oreToIngotRatio=2.0
# Enables all items, even if the Module needed to obtain them is not active
B:registerAllItems=false
# Allows to reuse stencils in the stencil table to turn them into other stencils
B:reuseStencils=true
# Players who enter the world for the first time get a Tinkers' Book
B:spawnWithBook=true
}
worldgen {
# If true slime islands will generate
B:generateSlimeIslands=true
# If true slime islands generate in superflat worlds
B:generateIslandsInSuperflat=false
# One in every X chunks will contain a slime island
I:slimeIslandRate=730
# One in every X chunks will contain a magma island in the nether
I:magmaIslandRate=100
# Prevents generation of slime islands in the listed dimensions
I:slimeIslandBlacklist <
-1
1
>
# If true, slime islands wont generate in dimensions which aren't of type surface. This means they wont generate in modded cave dimensions like the deep dark.
B:slimeIslandsOnlyGenerateInSurfaceWorlds=true
# If true, cobalt ore will generate in the nether
B:genCobalt=true
# If true, ardite ore will generate in the nether
B:genArdite=true
# Approx Ores per chunk
I:cobaltRate=20
I:arditeRate=20
}
Thaumcraft 6 is currently out in beta. Any plans to have cross mob compatibility with it again for materials? Namely just Thaumium and Void Metal, but I could see special traits added for Greatwood, Silverwood, and other materials to.
If regular is Vanilla then what flavor is your Minecraft?
Any plans to add the javelins or throwing knives back into the mod? Those were nice. So was the armor from 1.7
armor was add-on