The Meaning of Life, the Universe, and Everything.
Join Date:
10/29/2011
Posts:
1,660
Minecraft:
Qwertygiy
Member Details
Tinker's Construct Recovery Addon
This mod is a little add-on mod for mDiyo's awesome modular tool mod, Tinker's Construct. It has two purposes: to let you get back some of your used materials, and to let you melt down metal bits from other mods. This mod doesn't take up any item or block IDs, or add any new tool parts.
Feature list:
Melt down uncombined tool parts (pickaxe heads, crossbars, rods, etc.) made of metal, stone, netherrack, or obsidian in the smeltery
Craft any single uncombined tool part in a crafting table to get a shard of its material (you will lose some material for things that take a full ingot/piece to make)
Craft a single seared brick block to get back the 4 seared brick items used to make it
Use GregTech aluminium interchangeably with TConstruct aluminum (configurable)
Melt down metal dusts from IC2, ThermalExpansion, RailCraft, GregTech, Metallurgy, etc. This feature is included in TConstruct itself
Melt down small metal dusts (1/4th normal dust) from GregTech
Melt down metal plates from GregTech or Universal Electricity
Melt down tin, copper, iron, gold, and pig iron (steel) Nether Ores
Melt down IC2 Refined Iron into Liquid Iron (configurable)
Melt down regular brass to Liquid Aluminum Brass (configurable, disabled by default)
Melting down non-ingot steel (dusts, nether ore, and plates) can be disabled
Macerate (IC2) or pulverize (TE) tool parts, if corresponding dusts are found
Non-feature list [things you can't do]:
Uncraft or melt completed tools
Smelt down tool bits in a furnace
Uncraft smeltery controllers, drains, casting tables, etc.
Uncraft chiseled bricks, or vanilla bricks
Melt down Refined Iron into Steel
Make Steel without the help of other mods or melting down chainmail armor
Known Bugs:
Melting down items shows a full block in the smeltery instead of just a little slab. I don't know how to fix this yet, but it's much better than the random stuff you'd get if I didn't make it do that.
You can't melt down refined iron ingots yet even if refined iron to iron is enabled. Fixed as of 1.2.0.
You can't melt down brass ingots yet even if brass to aluminum brass is enabled. Fixed as of 1.2.0.
Nether Ores all smelt into iron. Fixed as of 1.2.1.
Download and Installation
First, you need to install Tinker's Construct version 1.3.4 or higher, and make sure it's working properly. If you haven't done this already, why are you here?
Second, download the addon and place the zip file in the /mods folder, the same as you did with the TConstruct jar file.
Moved configuration file to the subfolder (/config/KBI/TConstruct) it was meant to be in
Fixed version number still saying 1.1.0
Version 1.1.0 -> 1.2.0:
Added smelting of refined iron and brass ingots, if configured
Removed regular dust smelting; I didn't realize there was already support for that
Added IC2 macerator recipes for tool parts; will only work if there's an existing dust for that material, so it works best with GregTech
Added TE pulverizer recipes; exactly the same as macerator recipes
Version 1.0.0 -> 1.1.0:
Changed tool part melting time to match the size of the tool part being melted
Added ability to melt any dustCopper, dustTin, dustCobalt, etc. Each dust equals one ingot
Added ability to melt GregTech's dustSmallCopper, dustSmallTin, dustSmallCobalt (if he adds it), etc. Each dust equals 1/4th ingot
Added ability to melt PowerCrystal's nether ores that match existing metals; each ore equals 4 ingots
Added ability to melt GregTech and Universal Electricity's metal plates; each plate equals one ingot
Added ability to use GregTech and TConstruct aluminum interchangeably; this is configurable
Added configuration option for melting steel dust and plates, in case of GregTech balance breaking
Added ability to melt down brass into aluminum brass (configurable, disabled by default)
Copyright
Feel free to do whatever you want to with this. Crack it open and view the source code, use it to learn reflection, or how to use the TConstruct API, and make your own mod off of it, directly or indirectly. Include it in modpacks. The only caveat is that you can't state or imply that anyone but me made this addon, and you can't just lump it in with TConstruct itself (so that if I screw up, mDiyo doesn't take the blame). If you redistribute it, please clarify somewhere that you include both TConstruct and the Recovery Addon (like listing both in a mod list). Failure to do so may result in hostile mobs waving rapiers and battlesigns at you for your oversight. Credit to me is not required but highly appreciated.
Thanks! I've been mucking about with some code, but computer trouble and more interest in actually playing the game has kept me from working on too much mod stuff. More Music Discs: Rewritten is not forgotten but I ran into issues with NBTdata so I scrapped my first attempt at it and worked on simpler stuff.
1.2 update news (yes, already!): I looked closer at the source code, and it turns out TConstruct already registers simple dustMetal oredict smelting, so I'll get rid of those bits of code. I've also worked out a fix for refined iron/brass ingots not being smeltable even when configured. (Heck, it's not even really a fix, it's an oops-I-forgot-earlier-so-let-me-type-that-code-now.) The big thing holding me up at the moment, is IC2's API giving me reflection headaches, meaning I may have to include a subsection of the IC2 API and risk things blowing up 2 weeks from now. (sigh)
Good job, especially with the Metallurgy compatibility!!! Been looking for an addon to introduce that, I guess this is the one
Don't get too excited; I haven't added any new metals to TConstruct, just let you melt down most simple things other mods add that are made of those metals.
That part, where I do add new stuff, will come later in a separate addon if I can get the code straight. I can't promise I can. But I'm probably going to try.
I've found a bug: smelting nether ores always creates liquid iron (tested on nether gold and tin ore). Smelting overworld ores works ok, the same as smelting nether ores in a normal furnace.
MC 1.5.2
TC 1.3.4.1
Nether Ores 2.1.4-71
... and many other mods.
I've found a bug: smelting nether ores always creates liquid iron (tested on nether gold and tin ore). Smelting overworld ores works ok, the same as smelting nether ores in a normal furnace.
MC 1.5.2
TC 1.3.4.1
Nether Ores 2.1.4-71
... and many other mods.
This is indeed my fault. I copy-pasted the nether iron ore code and forgot to change the number identifying which metal to melt to. A fix for melting Nether Copper, Nether Tin, and Nether Gold should be up very soon.
EDIT:
Version 1.2.0 -> 1.2.1:
Fixed melting non-Iron Nether Ores into Iron
Moved configuration file to the subfolder (/config/KBI/TConstruct) it was meant to be in
any chance to pull apart assembled tools in the future ? cause im just recycling all old tools
Probably not, though I am thinking about adding a handheld tool that lets you rip a random modifier of any undamaged (repaired counts as undamaged) tool held in the first slot of your inventory (leftmost in the toolbar, hotkey #1) and has a configurable chance of returning the material used in the modifier. It would probably be around 80%. This is only if I can figure out the probably-pretty-complex coding involved.
I have always had 1 issue with TC, and that being there are still the vanilla tools and mod tools in game.
If only there were something to remove them.
I have always had 1 issue with TC, and that being there are still the vanilla tools and mod tools in game.
If only there were something to remove them.
I could disable vanilla-style tools, but then everything that uses them in recipes would be broken. But... hmmm... I could do a work-around for this with tool parts instead of tools... replacing gold with aluminum, maybe, and diamond with alumite...
EDIT: We have no aluminum tools, heh. Oops. How about bronze then?
That's actually a pretty darn good idea and I will work on that once I have my coding computer back. If there are, for example, any Forestry carpenter recipes that use vanilla-style tools, then they'll probably be unobtainable without cheating in the proper item, but any crafting table recipes using vanilla tools will use TConstruct parts instead, and crafting table recipes creating vanilla tools will be removed.
I could disable vanilla-style tools, but then everything that uses them in recipes would be broken. But... hmmm... I could do a work-around for this with tool parts instead of tools... replacing gold with aluminum, maybe, and diamond with alumite...
That's actually a pretty darn good idea and I will work on that once I have my coding computer back. If there are, for example, any Forestry carpenter recipes that use vanilla-style tools, then they'll probably be unobtainable without cheating in the proper item, but any crafting table recipes using vanilla tools will use TConstruct parts instead, and crafting table recipes creating vanilla tools will be removed.
Why not just extend the item classes the vanilla tools use, and replace the vanilla item instances (store instance to existing Item class, set itemsList[thatId] to null, then register your item at that Id) with your own that have no effectiveness against any block? The items all still exist in their current form and no mod breaks, but they're useless.
Why not just extend the item classes the vanilla tools use, and replace the vanilla item instances (store instance to existing Item class, set itemsList[thatId] to null, then register your item at that Id) with your own that have no effectiveness against any block? The items all still exist in their current form and no mod breaks, but they're useless.
Because I intend to overwrite basic mod-added tools, too, like bronze and steel tools, if not EVERYTHING that extends those item classes, and some mods will throw you a crash error if you overwrite their items.
Plus, with the idea of replacing them with tool parts, it makes a bit more sense, game-wise. Would you rather attach this hunk of diamond with a stick in it to the side of your robot assassin (i.e. ComputerCraft turtle) or attach instead a razor-sharp alumite blade?
How about instead of disabling the vanilla tool recipes just make them so when you hold them you get mining slowness level 100 so they become useless but are still craftable.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/4/2013
Posts:
58
Member Details
I am having a problem with de-constructing tool bits. I know you can use the crafting table to get back a chunk, but its not working in dev 69. Haven't tried it in RC2 yet as I just downloaded it, and it will take me another two+ hours to finally get in some minecraft play with the new version. Has anyone else seen this happening?
This mod is a little add-on mod for mDiyo's awesome modular tool mod, Tinker's Construct. It has two purposes: to let you get back some of your used materials, and to let you melt down metal bits from other mods. This mod doesn't take up any item or block IDs, or add any new tool parts.
Feature list:
Melt down metal dusts from IC2, ThermalExpansion, RailCraft, GregTech, Metallurgy, etc.This feature is included in TConstruct itselfNon-feature list [things you can't do]:
Known Bugs:
Download and Installation
First, you need to install Tinker's Construct version 1.3.4 or higher, and make sure it's working properly. If you haven't done this already, why are you here?
Second, download the addon and place the zip file in the /mods folder, the same as you did with the TConstruct jar file.
Current Download: Version 1.2.1
Old Downloads:
Version 1.2.0
Version 1.1.0
Version 1.0.0
Changelog
Version 1.2.0 -> 1.2.1:
Version 1.1.0 -> 1.2.0:
Version 1.0.0 -> 1.1.0:
Copyright
Feel free to do whatever you want to with this. Crack it open and view the source code, use it to learn reflection, or how to use the TConstruct API, and make your own mod off of it, directly or indirectly. Include it in modpacks. The only caveat is that you can't state or imply that anyone but me made this addon, and you can't just lump it in with TConstruct itself (so that if I screw up, mDiyo doesn't take the blame). If you redistribute it, please clarify somewhere that you include both TConstruct and the Recovery Addon (like listing both in a mod list). Failure to do so may result in hostile mobs waving rapiers and battlesigns at you for your oversight. Credit to me is not required but highly appreciated.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Farewell everyone o/
Thanks! I've been mucking about with some code, but computer trouble and more interest in actually playing the game has kept me from working on too much mod stuff. More Music Discs: Rewritten is not forgotten but I ran into issues with NBTdata so I scrapped my first attempt at it and worked on simpler stuff.
1.2 update news (yes, already!): I looked closer at the source code, and it turns out TConstruct already registers simple dustMetal oredict smelting, so I'll get rid of those bits of code. I've also worked out a fix for refined iron/brass ingots not being smeltable even when configured. (Heck, it's not even really a fix, it's an oops-I-forgot-earlier-so-let-me-type-that-code-now.) The big thing holding me up at the moment, is IC2's API giving me reflection headaches, meaning I may have to include a subsection of the IC2 API and risk things blowing up 2 weeks from now. (sigh)
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Version 1.1.0 -> 1.2.0:
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Website: http://lightningpig333.com
Don't get too excited; I haven't added any new metals to TConstruct, just let you melt down most simple things other mods add that are made of those metals.
That part, where I do add new stuff, will come later in a separate addon if I can get the code straight. I can't promise I can. But I'm probably going to try.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
MC 1.5.2
TC 1.3.4.1
Nether Ores 2.1.4-71
... and many other mods.
This is indeed my fault. I copy-pasted the nether iron ore code and forgot to change the number identifying which metal to melt to. A fix for melting Nether Copper, Nether Tin, and Nether Gold should be up very soon.
EDIT:
Version 1.2.0 -> 1.2.1:
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
This, and support for the new tier 2 tools, will be done as soon as my coding computer is online again.
Probably not, though I am thinking about adding a handheld tool that lets you rip a random modifier of any undamaged (repaired counts as undamaged) tool held in the first slot of your inventory (leftmost in the toolbar, hotkey #1) and has a configurable chance of returning the material used in the modifier. It would probably be around 80%. This is only if I can figure out the probably-pretty-complex coding involved.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
If only there were something to remove them.
I could disable vanilla-style tools, but then everything that uses them in recipes would be broken. But... hmmm... I could do a work-around for this with tool parts instead of tools... replacing gold with aluminum, maybe, and diamond with alumite...
EDIT: We have no aluminum tools, heh. Oops. How about bronze then?
That's actually a pretty darn good idea and I will work on that once I have my coding computer back. If there are, for example, any Forestry carpenter recipes that use vanilla-style tools, then they'll probably be unobtainable without cheating in the proper item, but any crafting table recipes using vanilla tools will use TConstruct parts instead, and crafting table recipes creating vanilla tools will be removed.
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)
Why not just extend the item classes the vanilla tools use, and replace the vanilla item instances (store instance to existing Item class, set itemsList[thatId] to null, then register your item at that Id) with your own that have no effectiveness against any block? The items all still exist in their current form and no mod breaks, but they're useless.
Because I intend to overwrite basic mod-added tools, too, like bronze and steel tools, if not EVERYTHING that extends those item classes, and some mods will throw you a crash error if you overwrite their items.
Plus, with the idea of replacing them with tool parts, it makes a bit more sense, game-wise. Would you rather attach this hunk of diamond with a stick in it to the side of your robot assassin (i.e. ComputerCraft turtle) or attach instead a razor-sharp alumite blade?
KBI Enriched Gravel Mod -- sift out nuggets and chunks and make gravel useful! (Outdated)
Tinker's Construct Recovery Addon -- get back some of your half-used tool materials! (Outdated)