Tomahawk- Cool, but how would you make it? Axe head, tool rod, and tool binding?
What do you mean?
Longbows- I think those will be added, as the current bows are called SHORTbows (not just bows- implying they plan to add Longbows)
Armor- Armor has finally been added! Check the main post!
Diamond Parts- Rrgh! Why is no one satisfied with diamonds as just a modifier?
Cause I want to have a diamond pick that uses obsidian parts (i.e. I want to make a pick axe head with an obsidian tool rod and perhaps paper binding with alot of redstone and quartz). Also really I din't know armor was added.
I think I found a solution to the "Dyeing Tools" problem. Instead of making dyeing tools like dyeing leather armor, simply make it like dyeing wool or clay. Restrict it to the 16 wool colors and as for textures, just add 16 (or less if re-using some other textures) more textures for those colors. The item used as a modifier would be either wool (like wrapping cloth around a tool handle) or stained clay (for more realistic durability use). I this this is the best way to solve that problem. Another way to make use of this is to instead "pre-dye" tool parts, and the tooltip on the part could specify whether or not its dyed (i.e. "Iron Tool Rod Dyed" or "Green Iron Tool Rod").
2. Um...you wouldn't use wool or leather to make tools, and I don't think stone or bone would make good armor. Firstly, how would you shape it? And for its brittleness, it's pretty heavy. Lose-lose situation. (That should probably be a thing- weight. E.g., iron armor slows you down a bit, but has great protection, while you can sprint at full speed in wool/leather/paper armor, at the cost of low defense/durability.)
3. Seems about right, I guess.
4. Ooh, silky cloth would be good as padding.
5. 2 pistons on Boots: Jump Boost. Redstone Lamp on Helmet: Headlights. Also, as most modifiers are simply replacements for enchanting, there would have to be Respiration (Reeds for a breathing tube?) and Aqua Affinity on Helmets, and Protection, Projectile Protection, Fire Protection, and Blast Protection on all Armor pieces. I agree with Cactus inherently having Thorns (and adding a cactus armor plate adds Thorns, sort of like Obsidian Plate adding Reinforced to any tool added to?), but I disagree that a flaming crystal would do much to help protect you from fire. If anything, it would make you more likely to burn.
6. You mean in arrows? Never noticed that, but that is weird.
7. Sabers? You mean Cutlass?
2. You're looking at this from real-world logic viewpoint. It doesn't apply to minecraft.
Stone/bone armor is supposed to be pretty bad, because it's easy to make (compared to iron armor requiring the smeltery and everything). It would still be better than no armor though.
Weight could be a thing, but I'm not sure how well that would work - the mechanic isn't there in vanilla. Not saying it as a bad thing, but weight would be a factor in balancing armors (I think).
5. I think a portable light source is difficult to code with how lighting is handled in minecraft. And again, from a minecraft point of view, adding a flaming crystal to armor makes perfect sense as fire protection.
6. Yes, that is the only tinker's tool that has weight so far.
7. Yeah, my bad. The components (and complete cutlasses) are available in creative, but you can't make the full guard pattern in the stencil table.
I have no idea if you're not taking suggestions anymore(seeing as it was asked at least 5 months ago), but it would be cool to have a tool rod made out of a crafting table or furnace or something along those lines.
1. Mask:
Adds more Armor, has pumpkin effect (overlay), allows looking at endermen without aggro. Mods include: water breathing, night vision, respiration.
2. Gloves:
Adds more Armor, increases punch strength and speed (depending on material). Mods include: normal weapon mods except beheading.
3. Belt:
Adds more Armor, gives ALL regular armor (helm, chest, pants, boots) reenforced buff, and allows hotbar to be saved upon death (does not include the belt itself). No mods.
4. Pendant:
Adds minimal Armor, gives permanent potion effects but at the cost of durability damage over time. Potion black list: Fire Resist (as it prevents ALL fire/lava damage), Invisibility (too OP), Water Breathing (mask does this).
5. Ring:
Adds no armor, has natural enchantments placed on them from creation, enchantment depends on material and material ability (obsidian makes protection II or III). Jewels can be placed in them to give additional effects (multiple effects or stronger single effect).
6. Heart Canister (higher tiers):
Simply require multiple lower tier canister and higher tier metal canisters AND more necrotic bones, jeweled apples and hearts.
Pendents and Rings cannot be made of non-metal material (although pendent could have a non-metal chains). Also, Knapsack is perfect so no upper tiers for it.
1 casting basin vs 1 bar mold, I was able to make 1 block of metal much quicker with the bar mold than the casting basin, only got about half way through the second block with the bar mold before the casting basin finished the first block, though.
More compatibility with other mods, like you could add DivineRPG, Thermal Expansion, IC2, Forestry, Steve's Carts, DartCraft, Metallurgy, Factorization, Biomes O' Plenty, Railcraft, Thaumcraft, and GregTech (if you stop arguing and work on fixing the iron bug) metals/gems/ores to work as materials and modifiers (like thaumcraft shards for charging with vis) and you can make the alloys in the smeltery. And add explosive arrows, which you use gunpowder as an arrow modifier and it will explode (but not destroy any blocks), but you can add more gunpowder to make the explosion stronger and destroy blocks.
There isn't quite much of a way to make 'decently expensive' tool as far as I've seen in TC. While multi-tools are nice, I'm not sure an omni-tool is appropriate. Especially since tools are practically infinite here.
While daggers with ropes as portable/temporary ladders is an interesting idea, thrown daggers are already retrievable. Just walk up to them like an arrow that missed. Leaving out a way to just get your dagger back with a click of the mouse adds some strategy to combat. Now you can't just throw a dagger again and again at mobs. You have to decide when to best use the ranged ability. I believe that balances the weapon quite nicely.
I'm not sure I want my enemies teleporting around randomly when I'm fighting them, endermen doing it are trouble enough! I know, "Then don't add the modifier, duh!" But if an ender modifier is added, I believe that a better use is to teleport the player like a use of the pearl. Implementation is up for discussion. I do like the idea of possibly adding drops directly to inventory, though.
I agree with Damien here. I would prefer the modifiers on my bow. Reasons:
1) Modifiers on the arrows would get expensive quite quickly. Especially if you had to add modifiers to individual arrows. Mods effecting a whole stack of arrows would mitigate the problem some, but heavy bow users seem penalized compared to melee fighters even in this case. (Not to mention the continued crafting of arrows! But that's a minecraft thing, not a TC thing.)
2) Switching the currently used bow seems much easier than dealing with switching between which arrow is being used.
3) Personal preference.
While modifiers on the arrows would probably fit the concept of this mod better, the mechanics of minecraft in general suggest modifiers on the bow would work better.
As for imagining Steve firing blocks half his size from a small bow? He can carry around hundreds of those blocks in his pockets. He can simply pick one up with stiff arms and relocate it almost at will. Shooting a block with a small bow makes sense. In minecraft. I tend to work off of something I call 'Minecraft Realism' which allows for more flexibility than standard 'Realism'.
I agree with this, but maybe we can change a few things
1)a sinew/glue to that is used to hold it together, slime would make it bend more, extending draw time, but adding distance. Blaze powder would make normal arrows ignite upon leaving the bow.
2) Strings would be nice, a heavy string to punch through armor, a light string to fire faster, etc.
3)And maybe more bow types in general.
I think that having cross bows would be awesome you would have to reload them with arrows every time you ran out but if you haven't run out then you could rapid fire arrows. The parts you would need are the cross bow stock two bowstring and two tool rods. Then you could add a new modifier that would be a chest or something so you could add more space but I think originally you should hold eight arrows and should be able to upgrade to twelve. To reload you would shift right click with the bow in hand and it would show the bow's inventory above of yours and maybe it would show you how many arrows you have like the armor bar when you have the cross bow in hand.
A change to the seared stone recipes in the smeltery. Instead of a block of cobblestone giving 8 mB of seared stone and having the seared brick cost 144 mB and the seared stone cost whatever it costs, have a block of cobblestone/stone give you 1000 mB of seared stone, have a block of seared stone cost 1000 mB, and have seared brick cost 250 mB. Just to have stuff make a little more sense.
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The physical embodiment of wrath and lust. Beware the wrathful succubus named Liara!
A change to the seared stone recipes in the smeltery. Instead of a block of cobblestone giving 8 mB of seared stone and having the seared brick cost 144 mB and the seared stone cost whatever it costs, have a block of cobblestone/stone give you 1000 mB of seared stone, have a block of seared stone cost 1000 mB, and have seared brick cost 250 mB. Just to have stuff make a little more sense.
Not that the idea isn't good, but doing something like that would make smelteries much too easy to make. The way it is now is more or less a good way to get rid of excess cobble and get something good in return. (truth be told, I hate that it needs 18, because it's completely out of the normal minecraft stack numbers (16,32,64, etc.)
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I may or may not play GT. I also might be playing it with TiC. Some Metallurgy and ExtraTiC could be in the mix too. I might have also dropped in some TE as well. Some AE and BC could possibly be on the list. And I maybe- just maybe - there's NEI to assist in short-term memory loss that I may or may not have.
Ok my suggestion is to have instead of one type of metal slime to have many different metal slimes all using the metal types from tinkers construct and the more durable of the metal the harder the slime is to kill so on and so forth
Suggestion- two new liquids: Molten Blaze and Molten Redstone.
Molten Blaze:
Created By: Melting Blaze Rods (2 "ingots") or Blaze Powder (1 "ingot"), or when a Blaze falls into the Smeltery . (Or was he pushed?...) (Maybe 6-ish "ingots"?)
Uses: Blaze Rods can be remade by pouring 2 "ingots" of Molten Blaze into a Tool Rod Cast. Eyes of Ender can be made by pouring 1 "ingot" of Molten Blaze over an Ender Pearl in a Casting Table. Pouring 9 "ingots" of Molten Blaze into a Casting Basin makes a...Block of Blaze? Blazing Block? Maybe just a Block of Solid Blaze, similar to want Molten Ender makes?
Other Uses: Maybe a new fiery alloy? Idk, I think the above would be enough for when it's first added (if it is added, obviously...does mDiyo even monitor this thread anymore?)
Molten Redstone:
Created By: Melting Redstone (1 "ingot"), Redstone Ore (10 "ingots"), or Redstone Block (9 "ingots") in the Smeltery.
Uses: Pouring 9 "ingots" of Molten Redstone into a Casting Basin makes a Redstone Block. Pouring 4 "ingots" of Molten Redstone over a block of Glowstone in a Casting Basin makes a Redstone Lamp. Pouring 2 "ingots" of Molten Redstone over a Gold/Silver Ingot in a Casting Table makes a Redstone Reception/Transmission Coil (more TE compat!)
An exosuit is being added that has absolutely no abilities when it's first made. I'd like suggestions on what some of the abilities should be. They can be anything from silly to amazing to downright hostile. The more modifiers, the merrier!
Vanilla enchantments and attributes will be covered. For reference:
Modifiers ( From most basic to most ridiculous. Just as a warning, be prepared.) -
Spiny - Causes damage to mobs on collision. This could be attributed to small spikes covering the suit itself
Materials - The material used could be what determines the damage of the spikes, and possibly the chance of the creature being injured upon collision.
Thick Shell - I know that you said Vanilla enhancements would be added, but something like this would be great, maybe for adding a percentile based deduction, or for increasing durability / repairing durability.
Claws - Adds an enchantable weapon, to the otherwise normal unarmed strike. Hitting a mob with your bare hands will now use the claws for the purpose of damage calculation. These claws can also be filled with poisons to inject small amounts of the vile liquid each hit, thus making the idea of poison making even more appealing!
Web - The Quintessential Super-Hero rip. Shoot web, connect to block, swing / pull / anything that makes sense here.
Extended Bone Structure - This is more bio-suit than exoskeleton features. I think that the idea of extending a hand to hit blocks far away could be useful.
Automated Defense Systems - So if the suit has a more Bio-esque feel, than something like this would be the pinnacle achievement. The prime idea of this being that it will defend the user whenever something hostile enters its range. "Defending" can be anything from telling the user that something hostile is near, to shooting bone pellets in the direction of the perceived threat.
A.C.D (Automatic Cake Dispenser) - Press a button. Cake is placed on ground. ........? Profit.
Flaming Feet - Taken from a classic horror story, what if your very feet burned with the heat of molten earth? This would cause damage as long as it is active, but would instantly smelt anything you walked over.
Pumped up Kicks - I went there. Bouncing as you walk. Amazing-ness.
That is all I have for now. If you want me to expound on anything or the like let me know! Hope you like the suggestions!
I've put together an initial bare-bones outline for armor abilities that may make more sense to me than other people. Still... feel free to suggest anything that's not on here.
I like that this mod somewhat makes the beginning more of a challenge, I turn off vanilla tool recipes, BUT there are some recipes which I need them for. Sorry but other mods DO exist in that aspect. But I dont want to be able to make these tools without TC methods. Perhaps you could add TC recipes for the vanilla tools and add a config option for the new recipe and to disable them ? Im using Minetweaker to pretty much do that for now, but it has some bugs.
I have a small suggestion that does not really impact the mod very much, but I think would be a neat feature.
My idea, is that in the smeltery multiblock, different liquids had different in game densities, so depending on how dense the substance is, it either goes sinks below the others, or rises to the top. This would only actualy impact which liquid came out first when you drain it.
This feature might also be useful when trying to automate the production of different substances using only one smeltery, but as I'm not that great at automating things, i don't think i could go into detail with that!
Thank you for spending your time reading my idea and I hope you take it into consideration!
Maximus
Cause I want to have a diamond pick that uses obsidian parts (i.e. I want to make a pick axe head with an obsidian tool rod and perhaps paper binding with alot of redstone and quartz). Also really I din't know armor was added.
2. You're looking at this from real-world logic viewpoint. It doesn't apply to minecraft.
Stone/bone armor is supposed to be pretty bad, because it's easy to make (compared to iron armor requiring the smeltery and everything). It would still be better than no armor though.
Weight could be a thing, but I'm not sure how well that would work - the mechanic isn't there in vanilla. Not saying it as a bad thing, but weight would be a factor in balancing armors (I think).
5. I think a portable light source is difficult to code with how lighting is handled in minecraft. And again, from a minecraft point of view, adding a flaming crystal to armor makes perfect sense as fire protection.
6. Yes, that is the only tinker's tool that has weight so far.
7. Yeah, my bad. The components (and complete cutlasses) are available in creative, but you can't make the full guard pattern in the stencil table.
1. Mask:
Adds more Armor, has pumpkin effect (overlay), allows looking at endermen without aggro. Mods include: water breathing, night vision, respiration.
2. Gloves:
Adds more Armor, increases punch strength and speed (depending on material). Mods include: normal weapon mods except beheading.
3. Belt:
Adds more Armor, gives ALL regular armor (helm, chest, pants, boots) reenforced buff, and allows hotbar to be saved upon death (does not include the belt itself). No mods.
4. Pendant:
Adds minimal Armor, gives permanent potion effects but at the cost of durability damage over time. Potion black list: Fire Resist (as it prevents ALL fire/lava damage), Invisibility (too OP), Water Breathing (mask does this).
5. Ring:
Adds no armor, has natural enchantments placed on them from creation, enchantment depends on material and material ability (obsidian makes protection II or III). Jewels can be placed in them to give additional effects (multiple effects or stronger single effect).
6. Heart Canister (higher tiers):
Simply require multiple lower tier canister and higher tier metal canisters AND more necrotic bones, jeweled apples and hearts.
Pendents and Rings cannot be made of non-metal material (although pendent could have a non-metal chains). Also, Knapsack is perfect so no upper tiers for it.
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
I agree with this, but maybe we can change a few things
1)a sinew/glue to that is used to hold it together, slime would make it bend more, extending draw time, but adding distance. Blaze powder would make normal arrows ignite upon leaving the bow.
2) Strings would be nice, a heavy string to punch through armor, a light string to fire faster, etc.
3)And maybe more bow types in general.
Molten Blaze:
Created By: Melting Blaze Rods (2 "ingots") or Blaze Powder (1 "ingot"), or when a Blaze falls into the Smeltery . (Or was he pushed?...) (Maybe 6-ish "ingots"?)
Uses: Blaze Rods can be remade by pouring 2 "ingots" of Molten Blaze into a Tool Rod Cast. Eyes of Ender can be made by pouring 1 "ingot" of Molten Blaze over an Ender Pearl in a Casting Table. Pouring 9 "ingots" of Molten Blaze into a Casting Basin makes a...Block of Blaze? Blazing Block? Maybe just a Block of Solid Blaze, similar to want Molten Ender makes?
Other Uses: Maybe a new fiery alloy? Idk, I think the above would be enough for when it's first added (if it is added, obviously...does mDiyo even monitor this thread anymore?)
Molten Redstone:
Created By: Melting Redstone (1 "ingot"), Redstone Ore (10 "ingots"), or Redstone Block (9 "ingots") in the Smeltery.
Uses: Pouring 9 "ingots" of Molten Redstone into a Casting Basin makes a Redstone Block. Pouring 4 "ingots" of Molten Redstone over a block of Glowstone in a Casting Basin makes a Redstone Lamp. Pouring 2 "ingots" of Molten Redstone over a Gold/Silver Ingot in a Casting Table makes a Redstone Reception/Transmission Coil (more TE compat!)
Vanilla enchantments and attributes will be covered. For reference:
Generic
- Protection
- Fire Protection
- Blast Protection
- Projectile Protection
- Thorns (Melee only)
- Max Health
- Knockback Resistance
- Attack Damage
- Movement Speed
- Mining Speed
- Armor plating
- Flat protection
- Magic Resistance
- Lightning Resistance
- Item Magnet
- Ender pearl tosser
- Self-repair
- Mount bonuses
- Passive Regeneration
- Decorative dyes or plates
- Auto-defense systems
Hands
- Climbing Claws
- Knockback enhancement
- Redstone touch
- Unarmed strike bonuses
Goggles
- Respiration
- Aqua Affinity
- Night vision
- Water vision
- Lantern
- Mob detection/attunement
- Minimap
- Telescope
- Pumpkin
Chestpiece
- Wings
- Amor (breeds animals)
Legs
- Knees (allows walking up sides of blocks)
- Jump Distance/Height
Shoes
- Feather Falling
- Double-jump
- Bouncy Shoes
- Rocket Boots
- Levi-shoes
- Ice skates
- Water-walking
- Lead boots
- Flaming Feet (Auto-smelt but damage player)
---Mod Compatibility---
- Thaumic Fields
- RF Charge
- Sonic Goggles
(This list is huuuuuge)
My idea, is that in the smeltery multiblock, different liquids had different in game densities, so depending on how dense the substance is, it either goes sinks below the others, or rises to the top. This would only actualy impact which liquid came out first when you drain it.
This feature might also be useful when trying to automate the production of different substances using only one smeltery, but as I'm not that great at automating things, i don't think i could go into detail with that!
Thank you for spending your time reading my idea and I hope you take it into consideration!
Maximus