Guidelines for Suggestions
- The mod is designed as an extension of vanilla and custom maps.
- The most important part is how the thing works.
Here is an idea I originally posted, by mistake, on the FTB forum.
I got introduced to TiC from the UHS modpack, which has TiC in it.
As a quick background: Ultra Hard Survival is an attempt to make vanilla minecraft ultra hard.
The first problem: Once we got past the basics, TiC tools/weapons are so overpowered compared to vanilla minecraft that there was never a reason to make anything vanilla. TiC no longer complements vanilla, or even gives alternatives to vanilla tools; it completely replaces them.
The short solution: Have TiC tools/weapons default to _one_ mod slot, not three. You can get more with paper, or thaumium, or the diamond/emerald combo; perhaps allowing that twice instead of once.
For "Hard" mode, as a config option, TiC should permit defaulting to zero mod slots without paper/thaumium.
The bigger implication: The number of default config slots should be a config option.
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The second problem: The raw cost of a tool. Vanilla pick-axe, for example, needs two sticks and three ingots; TiC pick-axe needs two sticks and one ingot. So it costs less to make tools.
The third problem: The smeltery doubles ore outputs. Worldgen now puts down massive more amounts of ore. So you are now flooded in cheap ores.
Between cheaper ores, and cheaper costs, this imbalances any sense of rarity that vanilla ore has.
Note that fixing both of these issues -- requiring tools to use more materials, and eliminating the doubling of the smeltery -- means that the new nether ores are now generated far too few, and need more deposits per nether chunk.
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The fourth problem: The mechanic of the smeltery. Yes, it's a "getting started" cost to build the thing. But once you've got it built, all it is is a painful delay and tedium mechanic on building the parts. A way to use some crafting table to combine ingots into alloy ingots, or combine 9 ingots into a block, or turn ingots into parts and shards, without having to smelt them, would be much nicer, even if that still required building a smeltery (just having it operate as a special, instant crafting table.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Alright, so I have a few ideas/suggestions so I will try to organize them as best as I can. It's a bit of a read, so I've put each section in spoilers to make it easier.
ABILITIES VS MODIFIERS
One thing I noticed early on was that there were quite a number of materials, but the only thing that separated most of them was their durability and handle modifiers (to me the only material ability that matters is reinforced). This unfortunately limits even some of the earlier/easiest materials to just a few. My idea to fix this would be to change some of the modifiers into material abilities and develop some new ones. For example, maybe removing blaze powder as a modifier and instead add the ability to netherrack and/or ardite. Or giving some materials more than one ability, albeit at lower values.
TIERED MATERIALS
Something vanilla Minecraft does poorly, but some mods do really well, is progression. In fact one of the reasons I enjoy this mod so much is because of how it progresses so far. However, I want to make it explicitly clear that a well tiered system will do wonders for this mod. My idea would be to have tiers of materials and modifiers. Tier 1 would be the most basic and easiest to find materials such as netherrack, iron, and stone (I really don't think alloys should be in this tier). Tier 2 would be materials that require two other materials to make - alloys in essence. Some may require completely new materials, like Manyullyn does now, while others may use tier 1 materials. Tier 3 would obviously be the highest tier and would be comprised of alloys that require either three new materials, or a combination of tier 1 and tier 2 materials. For some ideas, look up alloys and fantasy metals in Wikipedia. It has a comprehensive list of known alloys and fictional metals that may inspire some content for this mod.
The Smeltery should also need upgrades of its own to process some of the higher tiers of metals. What those would be exactly, I don;t know. I've thought a bit about it but unfortunately did not come up with anything except maybe including dross and/or slag somehow.
Also, make early game materials still be relevant later in the game. This will most definitely be a challenge, but an easy way (though it should not be the only way) would be to require some early game material parts for some of the other recipes, like the iron tough tool rods for the napsack.
SALVAGING/DISASSEMBLING
Its been mentioned a few times already but I'd thought I'd elaborate on the idea of salvaging or disassembling tools, weapons, etc made with Tinker's Construct. Especially with the tiered system I've discussed, being able to salvage some of my previous components to make a similar tool with one piece replaced with a new material will really help with a smooth progression. I hope I am not the only one that has done this, but here have been times where I have regretted adding a modifier to a tool or weapon. Not that it was an accident, but more that I realized another modifier would have benefited me more. I would like to see a gui where is displays all the modifiers a tool, etc has in a slot next to the placed weapon. The modifiers would be shown as the material needed to add the modifier and ordered vertically. Modifiers that are stackable will show up as phantom items. Next to each modifier slot there will be a 'salvage' button which will give a chance to return the item used to apply the modifier and renew a modifier slot on the item. I will leave the ratio up to you.
A similar process would apply to disassembling the tool as well. In a gui, the player will put the desired tool, etc in a slot and a button labeled 'disassemble' will appear. Clicking on it will disassemble the item, but only with a chance of returning each component and modifier.
And finally, add an API so that other people can add their own materials should they so choose.
we have an API look at the forum thread and the mod is open source if you want a hook add it in a PR
hi, before continuing Randou and I note that I speak Spanish , I am forced to use the google translator to communicate , if by chance I make any spelling or drafting error diisculpas ask in advance .
New Weapons
Since I've always liked exotic weapons 2 of my favorite weapons are nunchucks and tonfa , and this is my idea :
Nunchucks : a weapon that can hit fast in an area hit stuns 3x3 ( combines the skills of the scythe and the rapier or the pan ) but their damage is even lower than the rapier and has poor durability requires 2 sticks and a string
Tonfa : a defensive weapon with decent speed , has 2 skills while holding down the left mouse button and then release it builds to a powerful blow that besides Knockback cause a lot of damage with the right button type gasps melee attacks ( only melee) , is manufactured with a normal stick and thick stick .
well that's my suggestion of weapons.
Materials.
another suggestion is more oriented materials , think they know the mod " Metallurgy " which has a variety of new metals my idea (if I admit is very ambitious ) is that you can combine both mods so they can make weapons with materials such as Mithril , Orichalcum and Adamantine, say some , these materials might not be as powerful as the Manyullyn , well maybe the adamantium whether it be as strong , but as of Metallurgy exotic metals have properties such as: the Tartarite which is a metal that protects you from fire , while burning enemies
Set armors.
last and if it's not too much to want to make a suggestion, create patterns to pads, and protective plates set of leather armor. My idea is simple , the leather armor is the only one that can be colored, but their defense is very poor, if it could be improved with some additional defenses could be as strong as iron armor ( or diamond if you prefer ) while preserving its colors for armor so have more personalized to suit the user
in advance thanks for reading and being patient with me
For the matter of Armour, why not have a silk under laying that can be made from a silk that you gather from silk worms and used in a loom/weaver? This could also be used as an alternative to standard leather armour. It would also be interesting for there to be more mobs than a villager and a blue slim/king. They could be a passive mob that uses a special collection tool.
Next, there could be a type of anvil that you use casted plates on to work into the armour components. Since the armour would be too overpowered with the whole indestructible thing, you should have to craft with the plates like how vanilla uses ingots in the same pattern. This means it will take nine times as many ingots, meaning that a total of 216 would be needed to make a full set of armour.
But back to the anvil idea. For the anvil, it will need to be made with a material equal to or higher than the one desired for shaping in terms of mining strength. The same should be said for the already implemented hammers. Since i have noticed that like yourself, many others like to interact with entities in world, rather than a GUI, so i propose the use of the hammer in world. A cast can be used to beat it into with the hammer. With the addition of the hammer and anvil, this would mean there would be: 216(Armour)+27(Hammer)+31(anvil) equaling a total of 274 ingots necessary to craft a full set of armour, ultimately balancing the armour for in order to get the highest tier, one must find 274 cobalt and aradite, of which is no easy task.
The armour must then be attached to the under lay in some other crafting device(imagination on your part being required(Too late at night for me)).
Then, for the modifiers, apart from the standard wishy-washy vanilla protection stuff, there should be gimmicks like experimental pistons on the boots that can be used as springs for fall absorption and increased jump height. There could also be a toggleable light made from glowstone lamps for the helmet like a miner's helm with a light for caving.
I myself enjoy gimmicks and such novelty items and accessories and have always wanted a form of autonomous, or controllable, defense system. If you have ever seen the Gundam franchise, i would like to see something similar to the bit and fangs systems. Of course, this is just an idea that is a bit far removed from the mods core setting. However, crafting could be done through the use of additional plates imbued with the mystic powers of the end.
Also, something along the lines of a craftable minion such as a golem would be an interesting idea. It would be even more so if it could be attached/de-attached to the armour, similar to what i just suggested.
I would also like to see a large variety of traps too. MDiyo, you sir have created some of my most detested mobs in the nether, yet have made some of the most interesting changes to this game that have become a big part of my FTB experience. So, what i'm trying to say is........Let's take the fight back to the monsters with explosives!
But on that note i have rambled for far way too long. If you have taken the time to read this, i thank you for said time and would be much appreciated to see these ideas help to inspire new, marvelous inventions.
It's a pain to get lava early in the game and when you have no mod for liquid transportation it will be a pain in the latr game, too.
So I suggest to add some different controllers for the smelterys that you can replace with others to upgrade it.
...
Another suggetsion would be to not only add a option in the config to remove all the vanilla tool recipes ( I think that's already there)
Tinkers' (for 1.6) recently got, or soon will have, casting channels. You can use these to feed Lava from an additional tank into the smeltery tank. mDiyo does it in his UHS+
The config does have the means to remove the vanilla tools. However the replacement items for the Tech mods come from a different mod.
Rollback Post to RevisionRollBack
mDiyo: That is my goal. Make a Bacon Mushroom Burger!
there shouldn't be a modifier limit if you are in creative mode, or there should be an option in the config to have unlimited modifiers (disabled by default, of course). When adding a modifier you should be able to click and hold to have it be added multiple times (depending on the current limit of the modifier), I just find the regular way to add them to be a slow and tedious process.
there shouldn't be a modifier limit if you are in creative mode, or there should be an option in the config to have unlimited modifiers (disabled by default, of course). When adding a modifier you should be able to click and hold to have it be added multiple times (depending on the current limit of the modifier), I just find the regular way to add them to be a slow and tedious process.
Or a creative only item that allows you to have unlimited modifiers. Though I personally don't see the point, but many others may find use in it.
I think you should add a glowstone dust modifier. The modifier causes your weapon to glow while holding it, which could be very useful at night or in caves. 25 glowstone dust would get you Light I, 50 would get you Light II, etc. With each tier, the radius of illuminated blocks increases. I suppose it could also/alternatively be used on the armor, after content for armor is added.
Also I think a Spear would be nice. It would work essentially like a Dagger (you can melee or throw it) but it does about twice the damage a dagger of the same tier does. It'd be made with a Spear Head, a Tool Binding, and a Tool Rod. If there were to be an "upgraded" version (eg, like a cleaver, battleaxe, excavator) it could be called a Lance.
Thanks for reading. Hope you add this. Like the mod. Etc.
mdiyo would you be interested in adding a way to make steel besides chainmail? chainmail is pretty hard to get a hold of and steel is pretty useful. unless you guys know of a way to get steel without needing a mountain for emeralds for trading.
mdiyo would you be interested in adding a way to make steel besides chainmail? chainmail is pretty hard to get a hold of and steel is pretty useful. unless you guys know of a way to get steel without needing a mountain for emeralds for trading.
You can just smelt iron in a furnace. Unless that's a different mod in Hexxit. But I'm pretty sure it's TConstruct.
that would definitely be to easy to get steel in TC probably a hexxit thing
Yeah, but how else would you get it? IRL, steel is made from about 3/4 iron and 1/4 carbon. Carbon is found in coal. Ergo, it would make most sense to infuse iron with carbon by burning it with coal. I guess you could combine molten iron with molten coal, but molten coal makes no sense in my opinion. So, if you have a better idea of how to combine carbon and iron, please say it, because I do agree that that is too easy.
Magnet / Sticky Modifier
What often bugs me when using the larger tools (Hammer, Excavator etc.) is that the blocks you mine fly all over the place. Sometimes you'll miss blocks, sometimes there's lava nearby and you'll loose those blocks forever. A modifier that automatically places those in your Inventory would be a nice quality of live improvement.
Someting like a Sticky Piston would make sense (makes the blocks stick to your tool). If you want it to be a little more expensive you could also use an Ender Pearl (ports it into your inventory)
Obsidian should require the smeltery
Pretty self explanatory: You already need to smelt iron which is way softer than obsidian, so imo it doesn't really make sense that you can just stencil obsidian.
Sticky Piston modifier: yes, good idea.
Obsidian Needs a Cast: yes, obsidian is way harder than iron, so yeah, you shouldn't be able to just stencil it.
Mace- made with a Mace Head and a Tool Rod. Does basically the same damage as a sword, but heavily damages armor. Sorry, to clear that up: it doesn't ignore armor, armor still reduces damage, but it depletes more armor durability than a sword of the same tier would.
I'm not exactly sure what it should be called, but my next few ideas are gonna require an item called a cable, or wire, rope, whatever. You can probably think of a good name for it, mDiyo. But it can be made from string, leather, and vines, and it is used to make the Bow (replacing bowstring), Flail, Fishing Rod, and Whip.
Flail- works basically like a Mace, but as a ranged form. Right clicking will make a sort of ball-and-chain swing where your crosshairs were pointing when you right clicked. It heavily damages armor like a Mace. Made from a Mace Head, Cable (or whatever it's called), and Tool Rod. Modifiers are just basic modifiers: diamond tipped, looting, etc.
Fishing Rod- the vanilla Fishing Rod, but in TConstruct. Made from a Tool Rod, Cable, and Hook. Hooks can be made from most materials (wood, iron, flint, whatever). Modifiers: adding a carrot or apple allows you to control a mob with it. Other normal modifiers, like Repairing and Looting, can also be added.
Shears- made from two Shear Blades, which can be made from all the normal tool materials. Normal modifiers.
Whip- can be used as a weapon if right clicked, not much damage, but lots of knockback. Special ability: "defuses" creepers (resets their explosion timer if they're about to blow up). Can also be used to control rideable mobs, without the risk of the carrot/apple being "eaten". Made with a Cable and Tool Rod.
EDIT: Some changes and additions for ideas.
-Cable in Flail can be replaced with a Chain to make stronger. Chains can be made out of various metals and alloys, and must be made with a cast.
-New Ore: Silver. A bit above Iron in strength. Instakills wolves (reference to silver hurting werewolves). Can be combined about 1/2 and 1/2 with Gold to make Electrum.
-New Alloy: Electrum. Lasts as long as Silver, but mines quickly like Gold.
Note to Modders: I am aware many of my ideas will be turned down because you don't like them or think they'd be too difficult. This is your mod (duh) and I will not be offended in the least if you ignore/change my ideas. Not sure if you care, just thought I'd mention that in case some of you are kind, emotional human beings who take my feelings into account. Jk.
Okay, I did some research, and apparently the Steel I was thinking about is from Artifice. The only way to get Steel in TConstrcut is by melting down chain mail.
Selectable Textures For Both The Tool Parts And Modifiers.
Cycle through multiple different textures by using buttons in the Tool Station (like in the villager trading menu).
Is purely aesthetic and servers no "functional" purpose.
Great for Custom Maps that want a more RPG feel to it, or just want more unique looking tools.
Also would allow modifiers to become invisible by selecting an empty texture.
Dying Tools
Melting Dye into the metal would change the color but can only be dyed the 16 base colors (for simplicities sake).
Aesthetic and serves no functional purpose.
Does not work on completed Tools or even Tools Parts. Must be done beforehand.
When a dye is melted down, it only gives one ingots worth of dye (allowing one to only dye what they want and not an entire batch would become lost due to mis-dying)
Armor (Stats/Functions)
1. Heavy Armor
Slows wearer (debuff dependent on material)
Huge Defense bonus
Natural Projectile Protection due to thick plating
2. Light Armor
Weight is similar to vanilla armor (meaning it doesn't slow you)
Defense Bonus is scales similar to vanilla (meaning Iron Light Armor is same as Vanilla Iron Armor)
Versatile: allows the benefit of getting majority of modifiers of both Heavy and Cloth Armor
3. Cloth Armor
Defense Bonus is smaller than Vanilla by 1 AP (which is alot)
Natural Light Weight: allows wearer a base bonus to speed (meaning wearing a FULL set of Cloth Armor makes you faster)
Also naturally protects you from Enchantments (Reduces damage taken from enchanted equipment)
New Tool: Magic Wands and other Magical Tools/Items
Before its stated, I know other mods have wands and other magical stuffs but that doesn't mean it should stop anyone else from having a little bit of magic in theirs. Besides my idea is only to make a tool for battle and not other misc. things. Meaning I'm not asking for a Wand of Equal Trade or other things like that.
Crafted in a New Tool Station that is more "Magical" (could be similar to/ require an enchanting table as it would involve "enchanting")
Wands require the Tools Parts: Tool Rod and 2 (new)Wand Heads for the top and bottom of the Wand.
Wand is then given an "enchantment" that makes it whatever type of wand you want. Meaning this would be how you get your Fire Wand or Thunder Wand.
Wands require "recharging" in the new Tool Station as the durability is the amount of magic left in it.
Broken Wands do not revert to the state before they got their spell (meaning a broken Fire Wand can't become an Ice Wand)
Magic from the wand can cause de-buffs, depending on what type of wand it is (meaning Ice Wands can provide a Slowness De-buff, but it isn't guaranteed)
Some wands can be made to only cause de-buffs (like a Wand of Poison, or Wand of Weakness).
Modifiers increase the effectiveness of the wands, as well as range and Area of Effect.
Higher Tier magic is harder to obtain and require more work. Meaning that a Wand of Withering is harder to obtain than a Wand of Poisoning (seeing as Wither effect is basically a tier 2 poison effect)
I hope you like my ideas, and would like some feedback if you liked at least one of my ideas. Love the mod, and will keep suggesting new ideas to help it grow better and better.
Selectable Textures For Both The Tool Parts And Modifiers.
Cycle through multiple different textures by using buttons in the Tool Station (like in the villager trading menu).
Is purely aesthetic and servers no "functional" purpose.
Great for Custom Maps that want a more RPG feel to it, or just want more unique looking tools.
Also would allow modifiers to become invisible by selecting an empty texture.
Dying Tools
Melting Dye into the metal would change the color but can only be dyed the 16 base colors (for simplicities sake).
Aesthetic and serves no functional purpose.
Does not work on completed Tools or even Tools Parts. Must be done beforehand.
When a dye is melted down, it only gives one ingots worth of dye (allowing one to only dye what they want and not an entire batch would become lost due to mis-dying)
Armor (Stats/Functions)
1. Heavy Armor
Slows wearer (debuff dependent on material)
Huge Defense bonus
Natural Projectile Protection due to thick plating
2. Light Armor
Weight is similar to vanilla armor (meaning it doesn't slow you)
Defense Bonus is scales similar to vanilla (meaning Iron Light Armor is same as Vanilla Iron Armor)
Versatile: allows the benefit of getting majority of modifiers of both Heavy and Cloth Armor
3. Cloth Armor
Defense Bonus is smaller than Vanilla by 1 AP (which is alot)
Natural Light Weight: allows wearer a base bonus to speed (meaning wearing a FULL set of Cloth Armor makes you faster)
Also naturally protects you from Enchantments (Reduces damage taken from enchanted equipment)
New Tool: Magic Wands and other Magical Tools/Items
Before its stated, I know other mods have wands and other magical stuffs but that doesn't mean it should stop anyone else from having a little bit of magic in theirs. Besides my idea is only to make a tool for battle and not other misc. things. Meaning I'm not asking for a Wand of Equal Trade or other things like that.
Crafted in a New Tool Station that is more "Magical" (could be similar to/ require an enchanting table as it would involve "enchanting")
Wands require the Tools Parts: Tool Rod and 2 (new)Wand Heads for the top and bottom of the Wand.
Wand is then given an "enchantment" that makes it whatever type of wand you want. Meaning this would be how you get your Fire Wand or Thunder Wand.
Wands require "recharging" in the new Tool Station as the durability is the amount of magic left in it.
Broken Wands do not revert to the state before they got their spell (meaning a broken Fire Wand can't become an Ice Wand)
Magic from the wand can cause de-buffs, depending on what type of wand it is (meaning Ice Wands can provide a Slowness De-buff, but it isn't guaranteed)
Some wands can be made to only cause de-buffs (like a Wand of Poison, or Wand of Weakness).
Modifiers increase the effectiveness of the wands, as well as range and Area of Effect.
Higher Tier magic is harder to obtain and require more work. Meaning that a Wand of Withering is harder to obtain than a Wand of Poisoning (seeing as Wither effect is basically a tier 2 poison effect)
I hope you like my ideas, and would like some feedback if you liked at least one of my ideas. Love the mod, and will keep suggesting new ideas to help it grow better and better.
We are actively working on armor. ALL of our tools can be re-textured via resource packs. unfortunately it is not feasible to dye tools as it will greatly increase the download size, and each texture would need to be manually generated. We are not planning on doing anything magical at this time.
thanks for the armor suggestions, i'll make sure the members of the team working on armor take a look at these
Villager trades for bushes seems to be broken.
I can only ever get out the two "cheapest" trades.
Looking at the code for this and the logic for how trades work it seems that a simple hack/fix might be to make the two more expensive trades require sticky pistons instead of pistons.
It seems that because the trade item and the trade good are always piston and flavor of bush the four trades are always deemed to be the same trade by the code that determines if a given trade is "better" than another trade. Do it is only ever presenting the 2 "cheapest" trades.
Great mod! The only thing I can think of is a modifier that works like unbreaking. You would use metals and the tool to get it (I know you have it as a thing right when you make a tool, but it would be cool as a modifier. And make the obsidian tools last longer.
Villager trades for bushes seems to be broken.
I can only ever get out the two "cheapest" trades.
Looking at the code for this and the logic for how trades work it seems that a simple hack/fix might be to make the two more expensive trades require sticky pistons instead of pistons.
It seems that because the trade item and the trade good are always piston and flavor of bush the four trades are always deemed to be the same trade by the code that determines if a given trade is "better" than another trade. Do it is only ever presenting the 2 "cheapest" trades.
I am indeed one of the developers, and I have added the fishing rod to my ToDo list for 1.7 We are actively working on armor. ALL of our tools can be re-textured via resource packs. unfortunately it is not feasible to dye tools as it will greatly increase the download size, and each texture would need to be manually generated. We are not planning on doing anything magical at this time.
thanks for the armor suggestions, i'll make sure the members of the team working on armor take a look at these
Villager trades for bushes seems to be broken.
I can only ever get out the two "cheapest" trades.
Looking at the code for this and the logic for how trades work it seems that a simple hack/fix might be to make the two more expensive trades require sticky pistons instead of pistons.
It seems that because the trade item and the trade good are always piston and flavor of bush the four trades are always deemed to be the same trade by the code that determines if a given trade is "better" than another trade. Do it is only ever presenting the 2 "cheapest" trades.
A. this is natura stuff unless you are referring to the oreberrys, and B. problems go in the main thread not the suggestion thread.
Great mod! The only thing I can think of is a modifier that works like unbreaking. You would use metals and the tool to get it (I know you have it as a thing right when you make a tool, but it would be cool as a modifier. And make the obsidian tools last longer.
The bushes are Natura.
Sounds cool!
There are modifiers to make tools have higher durabilities such as diamonds, and the purpose of higher tier materials is specifically higher durability/ more modifiers
Here is an idea I originally posted, by mistake, on the FTB forum.
I got introduced to TiC from the UHS modpack, which has TiC in it.
As a quick background: Ultra Hard Survival is an attempt to make vanilla minecraft ultra hard.
The first problem: Once we got past the basics, TiC tools/weapons are so overpowered compared to vanilla minecraft that there was never a reason to make anything vanilla. TiC no longer complements vanilla, or even gives alternatives to vanilla tools; it completely replaces them.
The short solution: Have TiC tools/weapons default to _one_ mod slot, not three. You can get more with paper, or thaumium, or the diamond/emerald combo; perhaps allowing that twice instead of once.
For "Hard" mode, as a config option, TiC should permit defaulting to zero mod slots without paper/thaumium.
The bigger implication: The number of default config slots should be a config option.
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The second problem: The raw cost of a tool. Vanilla pick-axe, for example, needs two sticks and three ingots; TiC pick-axe needs two sticks and one ingot. So it costs less to make tools.
The third problem: The smeltery doubles ore outputs. Worldgen now puts down massive more amounts of ore. So you are now flooded in cheap ores.
Between cheaper ores, and cheaper costs, this imbalances any sense of rarity that vanilla ore has.
Note that fixing both of these issues -- requiring tools to use more materials, and eliminating the doubling of the smeltery -- means that the new nether ores are now generated far too few, and need more deposits per nether chunk.
---
The fourth problem: The mechanic of the smeltery. Yes, it's a "getting started" cost to build the thing. But once you've got it built, all it is is a painful delay and tedium mechanic on building the parts. A way to use some crafting table to combine ingots into alloy ingots, or combine 9 ingots into a block, or turn ingots into parts and shards, without having to smelt them, would be much nicer, even if that still required building a smeltery (just having it operate as a special, instant crafting table.)
The thread on the FTB forum: http://forum.feed-th...ce-ideas.29887/
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
we have an API look at the forum thread and the mod is open source if you want a hook add it in a PR
we are working on adding armor to the mod
ProgWML6
Next, there could be a type of anvil that you use casted plates on to work into the armour components. Since the armour would be too overpowered with the whole indestructible thing, you should have to craft with the plates like how vanilla uses ingots in the same pattern. This means it will take nine times as many ingots, meaning that a total of 216 would be needed to make a full set of armour.
But back to the anvil idea. For the anvil, it will need to be made with a material equal to or higher than the one desired for shaping in terms of mining strength. The same should be said for the already implemented hammers. Since i have noticed that like yourself, many others like to interact with entities in world, rather than a GUI, so i propose the use of the hammer in world. A cast can be used to beat it into with the hammer. With the addition of the hammer and anvil, this would mean there would be: 216(Armour)+27(Hammer)+31(anvil) equaling a total of 274 ingots necessary to craft a full set of armour, ultimately balancing the armour for in order to get the highest tier, one must find 274 cobalt and aradite, of which is no easy task.
The armour must then be attached to the under lay in some other crafting device(imagination on your part being required(Too late at night for me)).
Then, for the modifiers, apart from the standard wishy-washy vanilla protection stuff, there should be gimmicks like experimental pistons on the boots that can be used as springs for fall absorption and increased jump height. There could also be a toggleable light made from glowstone lamps for the helmet like a miner's helm with a light for caving.
I myself enjoy gimmicks and such novelty items and accessories and have always wanted a form of autonomous, or controllable, defense system. If you have ever seen the Gundam franchise, i would like to see something similar to the bit and fangs systems. Of course, this is just an idea that is a bit far removed from the mods core setting. However, crafting could be done through the use of additional plates imbued with the mystic powers of the end.
Also, something along the lines of a craftable minion such as a golem would be an interesting idea. It would be even more so if it could be attached/de-attached to the armour, similar to what i just suggested.
I would also like to see a large variety of traps too. MDiyo, you sir have created some of my most detested mobs in the nether, yet have made some of the most interesting changes to this game that have become a big part of my FTB experience. So, what i'm trying to say is........Let's take the fight back to the monsters with explosives!
But on that note i have rambled for far way too long. If you have taken the time to read this, i thank you for said time and would be much appreciated to see these ideas help to inspire new, marvelous inventions.
Tinkers' (for 1.6) recently got, or soon will have, casting channels. You can use these to feed Lava from an additional tank into the smeltery tank. mDiyo does it in his UHS+
The config does have the means to remove the vanilla tools. However the replacement items for the Tech mods come from a different mod.
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Or a creative only item that allows you to have unlimited modifiers. Though I personally don't see the point, but many others may find use in it.
Also I think a Spear would be nice. It would work essentially like a Dagger (you can melee or throw it) but it does about twice the damage a dagger of the same tier does. It'd be made with a Spear Head, a Tool Binding, and a Tool Rod. If there were to be an "upgraded" version (eg, like a cleaver, battleaxe, excavator) it could be called a Lance.
Thanks for reading. Hope you add this. Like the mod. Etc.
You can just smelt iron in a furnace. Unless that's a different mod in Hexxit. But I'm pretty sure it's TConstruct.
Yeah, but how else would you get it? IRL, steel is made from about 3/4 iron and 1/4 carbon. Carbon is found in coal. Ergo, it would make most sense to infuse iron with carbon by burning it with coal. I guess you could combine molten iron with molten coal, but molten coal makes no sense in my opinion. So, if you have a better idea of how to combine carbon and iron, please say it, because I do agree that that is too easy.
Sticky Piston modifier: yes, good idea.
Obsidian Needs a Cast: yes, obsidian is way harder than iron, so yeah, you shouldn't be able to just stencil it.
Mace- made with a Mace Head and a Tool Rod. Does basically the same damage as a sword, but heavily damages armor. Sorry, to clear that up: it doesn't ignore armor, armor still reduces damage, but it depletes more armor durability than a sword of the same tier would.
I'm not exactly sure what it should be called, but my next few ideas are gonna require an item called a cable, or wire, rope, whatever. You can probably think of a good name for it, mDiyo. But it can be made from string, leather, and vines, and it is used to make the Bow (replacing bowstring), Flail, Fishing Rod, and Whip.
Flail- works basically like a Mace, but as a ranged form. Right clicking will make a sort of ball-and-chain swing where your crosshairs were pointing when you right clicked. It heavily damages armor like a Mace. Made from a Mace Head, Cable (or whatever it's called), and Tool Rod. Modifiers are just basic modifiers: diamond tipped, looting, etc.
Fishing Rod- the vanilla Fishing Rod, but in TConstruct. Made from a Tool Rod, Cable, and Hook. Hooks can be made from most materials (wood, iron, flint, whatever). Modifiers: adding a carrot or apple allows you to control a mob with it. Other normal modifiers, like Repairing and Looting, can also be added.
Shears- made from two Shear Blades, which can be made from all the normal tool materials. Normal modifiers.
Whip- can be used as a weapon if right clicked, not much damage, but lots of knockback. Special ability: "defuses" creepers (resets their explosion timer if they're about to blow up). Can also be used to control rideable mobs, without the risk of the carrot/apple being "eaten". Made with a Cable and Tool Rod.
EDIT: Some changes and additions for ideas.
-Cable in Flail can be replaced with a Chain to make stronger. Chains can be made out of various metals and alloys, and must be made with a cast.
-New Ore: Silver. A bit above Iron in strength. Instakills wolves (reference to silver hurting werewolves). Can be combined about 1/2 and 1/2 with Gold to make Electrum.
-New Alloy: Electrum. Lasts as long as Silver, but mines quickly like Gold.
Note to Modders: I am aware many of my ideas will be turned down because you don't like them or think they'd be too difficult. This is your mod (duh) and I will not be offended in the least if you ignore/change my ideas. Not sure if you care, just thought I'd mention that in case some of you are kind, emotional human beings who take my feelings into account. Jk.
ProgWML6
Oh yeah, forgot about the new fishing content. Btw, are you one of the dev guys?
Selectable Textures For Both The Tool Parts And Modifiers.
1. Heavy Armor
Before its stated, I know other mods have wands and other magical stuffs but that doesn't mean it should stop anyone else from having a little bit of magic in theirs. Besides my idea is only to make a tool for battle and not other misc. things. Meaning I'm not asking for a Wand of Equal Trade or other things like that.
thanks for the armor suggestions, i'll make sure the members of the team working on armor take a look at these
ProgWML6
I can only ever get out the two "cheapest" trades.
Looking at the code for this and the logic for how trades work it seems that a simple hack/fix might be to make the two more expensive trades require sticky pistons instead of pistons.
It seems that because the trade item and the trade good are always piston and flavor of bush the four trades are always deemed to be the same trade by the code that determines if a given trade is "better" than another trade. Do it is only ever presenting the 2 "cheapest" trades.
The bushes are Natura.
Sounds cool!
ProgWML6