FryoKnight, on 03 July 2013 - 01:13 AM, said:
I do want to ask one thing though, mDiyo, could you maybe add something to tell what part is being used for what with the Tier 2 tools? ): I have some issues understanding what pieces are determining what the tool gets when crafted do to some of the pieces repeating or such, like the Hammer's 2 Plates makes me thing that is where the strength is coming from, though it is actually the Hammerhead that does that. @~@
Let's see how well I can answer this one for you.
Any part of a Tier 2 tool that costs 8 material to make is considered a 'head' for purposes of number calculations. Only the true head determines the mining level and repair material though (the hammer head, for instance). Head exclusive calculations seem to include mining speed and damage of a tool(ALL heads, the two plates and hammer head, are used for these calculations). They will also all effect durability of the tool.
Any part of the tool that costs 3 material is considered a 'handle' for purpose of durability calculation.
I do not know how the durability formula works. Hopefully this helps. A method I have used in teh past to create tools is to drop into a creative world, and try out a bunch of combinations until I get a tool that looks like it suits my purpose.
DoomX777, on 03 July 2013 - 06:29 AM, said:
just a quick question: does the glowstone aggregator work in the dev 10 version? if yes can someone tell me how it work?
It is very much so a WIP item. It is currently not really ready to be doing much of anything.
gsgrego, on 03 July 2013 - 08:58 AM, said:
No. It is not a problem with the mod. The mod works wonderfully(discounting the buggy in-dev items, since this is not where our argument is).
The problem is mostly with people. Unintuitive? Since when is pouring cast material around an object to create a cast of it unintuitive? If I wanted a cast or a mould in real life, it's one of the things I'd try first
Again, the problem is definately with people. As you and others have said, "People got used to the way it was and sudden change!" So it wasn't announced in giant blinking text that the casting system changed.
It was announced in the changelog(Always read a changlog before updating your mod! It has valuable information!
). It is announced in bold at the top of the first post. It now has an in-game book instruction. It's been answered a whole lot on this thread.
Yes, people have a legitemate reason to think it's a bug! I agree with that people! What is really irking me is the seeming lack of ability for people to read. Most everyone's problems with the cast could have been easily solved, in less time than waiting for an answer here, by reading the first post(changelog or bolded text here), or searching the last few pages for an answer.
So, do not
blame the mod for people's failure to spend one to five minutes actually (gasp!) reading for answers before blindly shouting "It no workz!!11!1"
bloodkeeper9, on 03 July 2013 - 12:54 PM, said:
Ah thanks it was turned off in config for some reason
I noticed that you are running a FTB pack. I do not remember which option the config defualts to, sorry. But since you are running a modpack made by someone else, it is highly likely that the option was disabled by the modpack maker. Is the pack running GregTech? It's much easier to use Diyo's config option than Greg's from what I've seen, and disabling the function in Diyo's mod is far more friendly than Greg's.
Another reason could be wanting to limit how much per ore block(and other items) you can get.
mr_engino, on 03 July 2013 - 01:23 PM, said:
I know you can repair, what I want to know if there is a way to recycle them to their original materials.
Nope, no way to do that.
Vagrant0, on 03 July 2013 - 02:04 PM, said:
The burning modifier is useful for cooking meat from mobs on drop instead of having to spend fuel cooking. If a cow/pig/chicken dies from fire then their meat will drop cooked. This is how it is supposed to work, anyway. I get my food elsewhere. Just make sure your weapon doesn't do so much damage it oneshots the animal, because that doesn't count as dying to fire.
It's also useful for the kiting method of combat. "Hit and run".
Smite and bane of arthropods already have equivalent modifiers. The hammer comes with an inherent Smite effect, even.
The pan "stuns" (slows) enemies for a short time after hitting them.
I believe the rapier is supposed to ignore the damage immunity period after a mob is hit.
The Scythe isn't explosive, but it does hit a wide range of mobs all at once(book says 3x3x3 area).
So, in conclusion, most of the stuff you've asked for in the new upgrades has some kind of an equivalent built into weapons or simulated by existing modifiers! Try reading the Materials and You Vol. II book. It has all the modifiers in it, and some are quite interesting and or useful. Pistons for extra knockback. Necrotic bones for lifesteal. Obsidian plates for reinforced. Weapons can definately be varied in what they are designed to do in game for you. When all is said and done on the server I am currently playing through, I think I will have three weapons on me. A hammer as my main weapon, a pan for when I want knockback/slow, and a scythe for managing large quantities of mobs at one time (darn you Zombie Awareness...darn you!).
Edit: The cactus material trait, spiny, is also worth looking into. When it has less durability, it does more damage but mines slower. Previously, this seemed to be a silly thing (along with it's counterpart stonebound). But with Tier 2, Factoring in Spiny and Stonebound into your tools can make for some interesting combinations.
garul, on 03 July 2013 - 03:15 PM, said:
Hey there. I really love the new drawbridge block and mostly it works. But when i put hv cables from IC2 in it and flip the switch minecraft crashes. I can imagine the drawbridge wasn't really intendet to lay down cables but for a long time now i dreamt about an electric fence thats made out of uninsultadet hv wires, witch i could raise from the ground. The drawbridge would be absolutely perfect for this. If it could place the wires without crahsing minecraft. So here is the crashlog:
*Wall of text attacks! Wall of text crits!*
I absolutely love this mod and i'd cry happy tears if the drawbridge could place cables :3
Please use spoiler tags or pastebin for error logs.
It is no surprise to me that the drawbridge is crashing. Diyo is still working on making it a stable block, and the problem may be solved in the future. For now, we just have to wait while bugs are pounded out of the block.
Shurhaian, on 03 July 2013 - 03:15 PM, said:
I do not expect people to go to the books when they encounter a problem. I expect them to go to the books for information.
What I expect when people enounter a problem with a mod, is to read the forum. Read the first post, the changelog, and the last few pages before shouting "It no workz no morez!!1!!1" That is what I expect, plain and simple.
You are right. It is not unreasonable for people to think something is suddenly broken. It is a valid reaction to the change that was made. What is not acceptable is the amount of people who can't fork over one to five minutes of their lives reading the post to find the solution (which is easily found, for this problem).
Again, yes. It was sudden and I think no less of people for first reaction thinking it's broken. I think less of people for incessently asking a question that should no longer need to be asked after the first fifty times it has been answer. In writing. For everyone to easily see.
Blockmaster139, on 03 July 2013 - 05:43 PM, said:
Woop thaumium! Now, what does that trait do?
Also minor bug report: Thaumium chunks have no name
The Thaumium trait: If one part of a tool is Thaumium, then the tool will have an extra modifier.
If the tool only requires two parts to make, and the whole tool is made of thaumium, then it will have two extra modifiers.
If the tool requires three or more parts to make and it has three or more thaumium parts, it will have two extra modifiers.