mDiyo, there are three things that I feel would definitely improve Tinkers Construct:
- Casts for Shards and Nuggets (so as not to waste the small amounts of liquid ores)
- A receipe for Steel (TC adds steel parts, so it would be more complete to remove the other-mod dependency for it)
- A clear way to add liquids from containers and buckets back into the smeltery
There is a mattock( axe/shovel/hoe) though its not as fast as either of those.
The mattock is nice and versatile tool, its my main all purpose axe/hoe, but the shovel part doesn't work well with sand or gravel, only works fine on dirt, it would be nice to have a better combined tool, I have I think Mekanism that adds Paxel in but I don't want to create vanilla ones they offer, I want a real Tinkers Construct version, and maybe a Tier 3 edition of it, that would be amazing, mining without having to switch between my Hammer and my Excavator every time...
---- Minecraft Crash Report ---- // Ooh. Shiny. Time: 08/02/14 19:48 Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: tconstruct/library/tools/ToolCore at cpw.mods.fml.common.LoadController.transition(LoadController.java:156) at cpw.mods.fml.common.Loader.loadMods(Loader.java:523) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) at net.minecraft.launchwrapper.Launch.main(Launch.java:27) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at magic.launcher.Launcher.main(SourceFile:207) Caused by: java.lang.NoClassDefFoundError: tconstruct/library/tools/ToolCore at tconstruct.TConstruct.preInit(TConstruct.java:88) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545) at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112) at cpw.mods.fml.common.Loader.loadMods(Loader.java:522) ... 15 more Caused by: java.lang.ClassNotFoundException: tconstruct.library.tools.ToolCore at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 42 more Caused by: java.lang.NoClassDefFoundError: cofh/api/energy/IEnergyContainerItem at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178) ... 44 more Caused by: java.lang.ClassNotFoundException: cofh.api.energy.IEnergyContainerItem at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 48 more Caused by: java.lang.NullPointerException A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.6.4 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_45, Oracle Corporation Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 781376320 bytes (745 MB) / 921698304 bytes (879 MB) up to 932708352 bytes (889 MB) JVM Flags: 3 total; -Xms1000m -Xmx1000m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 19 mods loaded, 19 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized mod_bspkrsCore{v3.04(1.6.4)} [bspkrsCore] (BspkrsCore-1.6.4.zip) Unloaded->Constructed->Pre-initialized TConstruct{1.6.X_1.5.2.1} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.2.2.jar) Unloaded->Constructed->Errored jammyfurniture{4.5} [Jammy Furniture Mod] (Jammy Furniture Mod.zip) Unloaded->Constructed->Pre-initialized ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized mod_TooManyItems{1.6.4 2013-09-20} [mod_TooManyItems] (TooManyItems2013_09_20_1.6.4.zip) Unloaded->Constructed->Pre-initialized FlansMod{4.1} [Flans Mod] (FlansMod-4.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Core{4.1.1} [BuildCraft] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Builders{4.1.1} [BC Builders] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Energy{4.1.1} [BC Energy] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Factory{4.1.1} [BC Factory] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Transport{4.1.1} [BC Transport] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BuildCraft|Silicon{4.1.1} [BC Silicon] (buildcraft-A-1.6.2-4.1.1.jar) Unloaded->Constructed->Pre-initialized BC2{1.0.0} [Bosscraft 2] (Bosscraft2 (1.0.2).zip) Unloaded->Constructed->Pre-initialized Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized TConstruct Environment: Sane and ready for action. Bugs may be reported.
What do you mean by incompatible? What kind of issues would that give? I've been using them together for a long time, and it's working for me?
By incompatable, any bugs that arise from using optifine are waved off unless the bug can be reproduced without it. Optifine has crashed numerous times because it changed vanilla rendering code and when TConstruct had tried to call rendering code, it either wasn't there or was changed, causing a crash. It's unintentional, but impossible to support because that would require 1) knowing everything that optifine changed and 2) supporting EVERY version of optifine in that regard because one version could change things and another could revert them, or change them in another way
mDiyo, there are three things that I feel would definitely improve Tinkers Construct: - Casts for Shards and Nuggets (so as not to waste the small amounts of liquid ores) - A receipe for Steel (TC adds steel parts, so it would be more complete to remove the other-mod dependency for it) - A clear way to add liquids from containers and buckets back into the smeltery
1) Already planned
2) Already in. Melt down Chainmail
3) Already in. Tanks keep their inventory and you can use a faucet to put liquids into the smeltery if a drain is on the top layer. Liquid pipes can also use a drain on any level
1) Already planned
2) Already in. Melt down Chainmail
3) Already in. Tanks keep their inventory and you can use a faucet to put liquids into the smeltery if a drain is on the top layer. Liquid pipes can also use a drain on any level
1) Great
2) I knew, but I was hoping for a receipe that used ingots and stuff.....
3) I tried that but it didn't work, Screenshot:
**EDIT** I see the problem. the top layer with the drain is not a smeltery layer. It needs to be a full layer, not just a single block
Yes I do have a controller, but it's inside the basement (hence the door next to the glass). So, you'd say that if I replace one block of the top layer with a drain in the same orientation, and then put the tank next to it with a faucet, then that should work? That's surely worth a try! I just copied this setup from a screenshot that someone posted in this topic before me.
Edit: It worked! I created a test world and made a test setup, and succeeded! Thank you very much! Screenshot:
1. i have no idea what you just posted 2. i want more tiers cuz this mod is freakin awesome, i mean, seriously, come on, more customisable weapons, more stuff to make the weapons with, and unique abilities for all of them, you can't argue really, can you?
More tiers would imbalance the mod. Manyullyn/cobalt tiers are already very powerful, maybe even borderline 'overpowered' in mods that seek to provide players with a balanced gameplay experience. Tinker's construct is essentially perfect where it is in terms of power. Though last I checked it's possible to use some overpowered settings (e.g. rapiers that have enough stacks of necrotic/life tap to make the player nigh-invincible). You dont need to give players the ability to make picks and hammers that mine stone like as if it wasnt even there, or cleavers that do 30HP damage on every hit. More tiers would mean increasing tool power to that level or close to it.
To all those suggesting the use of Flux capacitors in Pickaxes and such, have you considered the fact that not everyone plays using technology-introducing mods such as Thermal Expansion? Take the Hexxit modpack for instance.
The beauty of many mods in minecraft is that they're designed to be able to be run as standalone mods but often play well with each other, or in some cases enhance each other. I doubt if such a thing were to be added, it would be mandatory to be running a tech mod to enjoy the basic Tinker's Construct experience.
And as to your issues Lenyntaka, as long as you have Optifine installed, there are going to be issues with your Minecraft. Tinker's Construct is incompatible with Optifine, and likely always will be. As mDiyo has said, incompatibilities with Optifine aren't too much of a concern, and this is reasonable considering the fact that Optifine runs amock with its base class edits for rendering.
I run Tinker's Construct with Optifine and don't have any apparent problems, except a bug I experienced a few versions ago (still havent updated because its part of a modpack) with the 2nd lava tank preventing ores from smelting, though I dont know if that's caused by Optifine. I doubt it.
@zeroangelmk1:
My point was that so many people make the assumption that everyone (or nearly everyone) posting here plays Tinker's Construct with mods that introduce technology, which is poor practice. It's never a good idea to make any sort of assumption when it comes to what mods someone plays.
I'm running into a really bad lag problem with the Smeltery.
Whenever I pour liquids into a basin or a cast, my framerate gets jumpy and drops. For each time I use a basin or cast, it gets progressively worse. This lag persists after I'm done using the smeltery, even if I completely tear it down. I can only get rid of the lag by restarting the game entirely.
Has anyone else experienced this and gotten out of it?
For some reason this only happens on my main world. I made a creative world to try and debunk some things and I never got any lag from the smeltery. This really has me stumped.
EDIT: It only happens when liquids within my smeltery are extracted or interacted with in some way. Even simply placing lava in a tank causes the lag, The only way to stop the lag is by destroying the block that interacted with the liquid, whether or not it's still in it.
It says something's wrong with ToolCore.class. I looked in my download and found one. Is there one in your TConstruct? Navigate to tconstruct/library/tools/ after opening the .jar.
If there's no ToolCore.class, I'm sure someone can provide you with one to put in there. No idea why it would be missing though. Do you have a bad internet connection? It may not be downloading correctly.
A lot of people seem to be suggesting adding a Flux Capacitor to tools, and I have to wonder why. Personally the last time I tried it with the IC2 battery I found that I ran out of EUs rather quickly, far faster in fact than the actual durability of the tool, I was quite surprised as I'd assumed it would have the same lifetime as the tool itself (which is what would have made it really useful) however it was only a few moments until I found myself using the tools actual durability instead. Ever since I've just put Moss on my tools, the regenerative properties pretty much mean that I never actually break the tool, as far as I can tell the tool regenerates based on a percentage of the overall durability (correct me if I'm wrong please) which means higher durability tools tend to heal faster than you use them.
From my perspective, early game you shouldn't bother with electricity or moss, as your tools are going to be pretty easy to repair, given that you always have tons of stone, and Iron isn't all that rare. Once you start hitting the heavy metals however, I suggest adding Moss and an Emerald, perhaps diamond if you have it. Diamond is +500 durability and it increases the mining level by 2 tiers if I recall correctly, and Emerald increases the durability by 1.5x the total amount (diamond included). Moss then makes it regen fast enough that you don't need to worry about wasting materials repairing it.
I wouldn't bother with redstone until you hit end game materials, simply because it's pretty wasteful to spend 200 units of redstone on a pick you're going to outgrow within a few days.
As for the "best combination of modifiers" I don't really think there is any one "best". What I tend to want is usually pretty situational, with one exception, I almost always want my shovel to be silk touch. Most of the time however I tend to like a combination of Moss, Redstone, and Lapis on my pick, and Moss, Quartz, and Lapis on my sword (usually a rapier), my axe is usually just moss and redstone, though sometimes I'll add silk touch, My shovel is almost always Moss, Redstone, and Silk Touch.
For combinations of materials it depends on the mods I have. If I have Thaumcraft I almost always use a Thaumium tool rod, because it gives an extra modifier, my bindings and guards are paper for the same reason. If I don't have Thaumcraft I usually use a Tool rod of the same material as the main bod (pick head, or sword blade, etc). If you're building a Tier 3 tool then you can usually get away with three thaumium Pieces, which actually is better than using a Thaumium and a Paper because 3 Thaumium Pieces gets you 2 modifiers (if the tool is only 2 pieces however, such as a shovel or axe, then making it entirely out of Thaumium still nets you the 2 extra modifiers), otherwise you can often get away with at least one paper, and on some of them two. Due to their inherently high durability having 2 paper pieces doesn't cost you too much as long as you add moss.
The flux capacator is because te allows you co carry additional batteries up to 1 million rf iirc., also with the flux you can max out the ardite speed bonus.
Though if you are not mining a tunnel with your pick, repair is fine, and you can focus on its speed/luck.
And the best combination of modifiers really depends on what mods you are playing with, and what the tool is to be used for.
Get a cleaver, add gold block + diamond & nether star, and stack on beheading for a awesome mob head getter.
(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?
well, i move the file from downloads (curse you windows 8) to my mods folder (my personalized mods folder, not the forge mods folder) then added it to the profile with magic launcher, yes i have an aweful internet connection, usualy 1 or 2 bars, it only at 3 bars as i post this, so i looked in the folder and it was there, as sure as night follows day i have that folder, how confusing, an other ideas as to why its not working, because its not a conflict, i've tried it without any other mods and it still does it
EDIT: i also found this in the crash report : cofh/api/energy/IEnergyContainerItem. what does this mean
All I can assume is that your internet connection is causing some of the .class files in the mod to not download. I'm not sure I can help you with that, sorry.
What do you mean by incompatible? What kind of issues would that give? I've been using them together for a long time, and it's working for me?
- Casts for Shards and Nuggets (so as not to waste the small amounts of liquid ores)
- A receipe for Steel (TC adds steel parts, so it would be more complete to remove the other-mod dependency for it)
- A clear way to add liquids from containers and buckets back into the smeltery
The mattock is nice and versatile tool, its my main all purpose axe/hoe, but the shovel part doesn't work well with sand or gravel, only works fine on dirt, it would be nice to have a better combined tool, I have I think Mekanism that adds Paxel in but I don't want to create vanilla ones they offer, I want a real Tinkers Construct version, and maybe a Tier 3 edition of it, that would be amazing, mining without having to switch between my Hammer and my Excavator every time...
Redownload Tinker's Construct
By incompatable, any bugs that arise from using optifine are waved off unless the bug can be reproduced without it. Optifine has crashed numerous times because it changed vanilla rendering code and when TConstruct had tried to call rendering code, it either wasn't there or was changed, causing a crash. It's unintentional, but impossible to support because that would require 1) knowing everything that optifine changed and 2) supporting EVERY version of optifine in that regard because one version could change things and another could revert them, or change them in another way
1) Already planned
2) Already in. Melt down Chainmail
3) Already in. Tanks keep their inventory and you can use a faucet to put liquids into the smeltery if a drain is on the top layer. Liquid pipes can also use a drain on any level
Put the crashlog into spoiler tags or onto pastebin.com and link it here
1) Great
2) I knew, but I was hoping for a receipe that used ingots and stuff.....
3) I tried that but it didn't work, Screenshot:
Do you have a smeltery controller down there?
**EDIT** I see the problem. the top layer with the drain is not a smeltery layer. It needs to be a full layer, not just a single block
Yes I do have a controller, but it's inside the basement (hence the door next to the glass). So, you'd say that if I replace one block of the top layer with a drain in the same orientation, and then put the tank next to it with a faucet, then that should work? That's surely worth a try! I just copied this setup from a screenshot that someone posted in this topic before me.
Edit: It worked! I created a test world and made a test setup, and succeeded! Thank you very much! Screenshot:
More tiers would imbalance the mod. Manyullyn/cobalt tiers are already very powerful, maybe even borderline 'overpowered' in mods that seek to provide players with a balanced gameplay experience. Tinker's construct is essentially perfect where it is in terms of power. Though last I checked it's possible to use some overpowered settings (e.g. rapiers that have enough stacks of necrotic/life tap to make the player nigh-invincible). You dont need to give players the ability to make picks and hammers that mine stone like as if it wasnt even there, or cleavers that do 30HP damage on every hit. More tiers would mean increasing tool power to that level or close to it.
The beauty of many mods in minecraft is that they're designed to be able to be run as standalone mods but often play well with each other, or in some cases enhance each other. I doubt if such a thing were to be added, it would be mandatory to be running a tech mod to enjoy the basic Tinker's Construct experience.
I run Tinker's Construct with Optifine and don't have any apparent problems, except a bug I experienced a few versions ago (still havent updated because its part of a modpack) with the 2nd lava tank preventing ores from smelting, though I dont know if that's caused by Optifine. I doubt it.
Thanks for your time
My point was that so many people make the assumption that everyone (or nearly everyone) posting here plays Tinker's Construct with mods that introduce technology, which is poor practice. It's never a good idea to make any sort of assumption when it comes to what mods someone plays.
EDIT: It only happens when liquids within my smeltery are extracted or interacted with in some way. Even simply placing lava in a tank causes the lag, The only way to stop the lag is by destroying the block that interacted with the liquid, whether or not it's still in it.
Class files from Tinkers Construct are missing. That means you either have a corrupt file or you've completely borked installation.
What are you doing with Tinkers Construct after you download it?
Librari is: The Wizard formerly known as Genshou
If there's no ToolCore.class, I'm sure someone can provide you with one to put in there. No idea why it would be missing though. Do you have a bad internet connection? It may not be downloading correctly.
From my perspective, early game you shouldn't bother with electricity or moss, as your tools are going to be pretty easy to repair, given that you always have tons of stone, and Iron isn't all that rare. Once you start hitting the heavy metals however, I suggest adding Moss and an Emerald, perhaps diamond if you have it. Diamond is +500 durability and it increases the mining level by 2 tiers if I recall correctly, and Emerald increases the durability by 1.5x the total amount (diamond included). Moss then makes it regen fast enough that you don't need to worry about wasting materials repairing it.
I wouldn't bother with redstone until you hit end game materials, simply because it's pretty wasteful to spend 200 units of redstone on a pick you're going to outgrow within a few days.
As for the "best combination of modifiers" I don't really think there is any one "best". What I tend to want is usually pretty situational, with one exception, I almost always want my shovel to be silk touch. Most of the time however I tend to like a combination of Moss, Redstone, and Lapis on my pick, and Moss, Quartz, and Lapis on my sword (usually a rapier), my axe is usually just moss and redstone, though sometimes I'll add silk touch, My shovel is almost always Moss, Redstone, and Silk Touch.
For combinations of materials it depends on the mods I have. If I have Thaumcraft I almost always use a Thaumium tool rod, because it gives an extra modifier, my bindings and guards are paper for the same reason. If I don't have Thaumcraft I usually use a Tool rod of the same material as the main bod (pick head, or sword blade, etc). If you're building a Tier 3 tool then you can usually get away with three thaumium Pieces, which actually is better than using a Thaumium and a Paper because 3 Thaumium Pieces gets you 2 modifiers (if the tool is only 2 pieces however, such as a shovel or axe, then making it entirely out of Thaumium still nets you the 2 extra modifiers), otherwise you can often get away with at least one paper, and on some of them two. Due to their inherently high durability having 2 paper pieces doesn't cost you too much as long as you add moss.
Though if you are not mining a tunnel with your pick, repair is fine, and you can focus on its speed/luck.
And the best combination of modifiers really depends on what mods you are playing with, and what the tool is to be used for.
Get a cleaver, add gold block + diamond & nether star, and stack on beheading for a awesome mob head getter.
That's a matter of opinion.
Each upgrade has less effect. At some point, the benefit of another slot in redstone will be less than the benefit of a slot in something else.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?