I don't want to mess with your creatitvity mDiyo. I very excited for what is coming to this mod, the traveler gear is indeed awesome. One thing I noticed is that the boot model has toes. And steve doesn't have toes. xD
The belt texture is glitching a bit when worn with other armors than the traveler gear. Also, maybe change the wings to look more like the new wings in extra utilities from the angel ring. Your wing model is fancy but it is quite detailed and I think it would blend better if it was just a plane and not a 3D model.
I don't want to mess with your creatitvity mDiyo. I very excited for what is coming to this mod, the traveler gear is indeed awesome. One thing I noticed is that the boot model has toes. And steve doesn't have toes. xD
The belt texture is glitching a bit when worn with other armors than the traveler gear. Also, maybe change the wings to look more like the new wings in extra utilities from the angel ring. Your wing model is fancy but it is quite detailed and I think it would blend better if it was just a plane and not a 3D model.
So do the vanilla armor boots, otherwise how do you know they're boots? Think about it, have you ever questioned that the vanilla armor boots have toes? Why wouldn't any modded armor boots have toes when the vanilla armor does? Just, ya know, suspend disbelief.
I stated before that yes I did try using it in the part builder with a stencil, no dice. It can't be melted down ether.
Ok well then that's weird because it's supposed to work in the parts builder. Sounds like a bug to me but I am far from an expert, in fact I'm not even a novice, so don't take my word for it. Still that's odd. Maybe put a picture of the netherrack and the stencil in the parts builder with nothing available to take?
For the new clothing you made mDiyo, I'd think that not adding more protection to it would be fine. You might want to allow other types of protection though, like fire protection, using blaze for the modifier. And maybe a reinforced modifier like the tools have so its more durable.
So do the vanilla armor boots, otherwise how do you know they're boots? Think about it, have you ever questioned that the vanilla armor boots have toes? Why wouldn't any modded armor boots have toes when the vanilla armor does? Just, ya know, suspend disbelief.
Sure the item icon has toes. What I mean is that the model for say, diamond boots, when rendered in the player model is just a cube. Simplistic like minecraft should be. But the traveler gear boots model has toes and simple vanilla armor boots do not.
Sure the item icon has toes. What I mean is that the model for say, diamond boots, when rendered in the player model is just a cube. Simplistic like minecraft should be. But the traveler gear boots model has toes and simple vanilla armor boots do not.
I stated before that yes I did try using it in the part builder with a stencil, no dice. It can't be melted down ether.
Some packs mess with the configs, check to make sure the line "Enable mod netherrack tools" is true in the TinkersWorkshop.txt file under "difficulty changes."
Stone Rod (2 stone) receipt of forgemultipart is the same as TinkersConstruct and TinkersContruct rod dominates.
For ForgeMultipart - saw we need the rod from Multipart -> how this can be solved?
I didn´t found any config to solve this. Solution could be, that TCon receipt work only with cobble and Multipart with stone, but this depends on dev..
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Es gibt nichts Gutes, ausser man tut es (Erich Kästner)
Stone Rod (2 stone) receipt of forgemultipart is the same as TinkersConstruct and TinkersContruct rod dominates.
For ForgeMultipart - saw we need the rod from Multipart -> how this can be solved?
I didn´t found any config to solve this. Solution could be, that TCon receipt work only with cobble and Multipart with stone, but this depends on dev..
Well that's unfortunate, you could try asking for the multipart mod to accept alternative stone rods. In the mean time why not just creative in the rod and throw away the required materials to simulate making it without cheating?
Stone Rod (2 stone) receipt of forgemultipart is the same as TinkersConstruct and TinkersContruct rod dominates.
For ForgeMultipart - saw we need the rod from Multipart -> how this can be solved?
I didn´t found any config to solve this. Solution could be, that TCon receipt work only with cobble and Multipart with stone, but this depends on dev..
Odd, OreDict usually registers those as the same thing, so this shouldn't be an issue.
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I dont know if theres already a way to do this but I'm sure most servers aren't going to want exo armor to noclip and will end up banning all the exo armor in response. Is there or could there be a way to shut off or ban only certain crafting recipies for the armor? At the same time though it's a great thing to have for single player and would be really cool to have around.
Well that's unfortunate, you could try asking for the multipart mod to accept alternative stone rods. In the mean time why not just creative in the rod and throw away the required materials to simulate making it without cheating?
Wouldn't an option to disable the crafting of stone tools rods from two stone blocks make more sense? The tool rods can be crafted in the tool station without the need of a shaped crafting recipe.
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Great mod! I've been playing with it for what seems like forever, and it just keeps getting better.
Over the past few months I've been writing down some ideas/suggestions, and I wanted to humbly submit a few of them for your consideration. I apologize for the Wall of Text, but I've bolded enough for you to get an idea of my suggestions, as a sort of inline TL;DR. Without further ado:
A "Keep Tool on Death" Modifier/Trait: In my opinion, losing everything when you die was designed for Vanilla (where the most you'll lose is some diamonds and enchants), not modded minecraft. Making matters worse, Tinker's Construct is arguably the most punishing when death costs you everything: With the amount of effort (and love) people pour into their TC tools, losing all of that is, for me at least, invariably the single-worst part of dying. Here are some (hopefully balanced) examples:
Material: Soulglass ("Soulwrought" Trait): Tools with at least one part made of "Soulglass" (an alloy of Soul Sand and Blood) gain the Soulwrought trait---they are partly forged from your very spirit, and stay with your spirit (not your body) on death.
Modifier: Heart Canister ("Life [X]" Trait): Give your tool an extra "life" by attaching a Heart Canister to it. On death, the Heart Canister is expended (freeing up a modifier slot for you to add it again), but the tool stays in your inventory. Higher-tier Heart Canisters would provide more "lives"---perhaps "Life 2" for Yellow, "Life 3" for Green, and "Life" (infinite) for Nether Star + Green.
In both cases, there's a cost---either the loss of a modifier slot, or the need to replace a Paper/Thaumium/Ardite part with Soulglass.
Traits that Depend on Circumstance: Places/Times/Tasks: Much like the give/take of Stonebound and Jagged, how about Traits that make weapons/tools more effective in certain circumstances, and less effective in others? This would encourage creating a bunch of specialized tools to switch between, rather than sticking with one "uber-tool". Some examples:
Material: Ice/Snow ("Frostforged" Trait): Frostforged tools mine faster and deal more damage in hot environments. In cold environments, they cost little to no durability to use.
Nether Brick ("Hellforged") creates tools of the opposite sort: more effective in cold environments, more durable in hot environments.
Material: Mossy Cobblestone ("Primal" Trait): Primal tools work extremely quickly on natural materials (Stone, Dirt, etc.), but are slow to mine crafted blocks/materials---they're better for mining, but worse for building.
Grout ("Industrious") creates tools of the opposite sort: better at mining "unnatural" blocks, but slower against natural materials.
Modifier: Copper Rod ("Stormy" Trait): By attaching a lightning rod, your tool will randomly call down bolts of lightning during thunderstorms, either to strike enemies or to destroy blocks. (Useful on arrows... and if another mod gives you the power to create storms...)
Modifier: Cloud ("Skybound" Trait): Deals more damage and mines more quickly while the player is not touching the ground (i.e. jumping for critical hits, or mining underwater, or flying, etc.).
Material: Nightweave ("Darkbound" Trait): Molten Tin poured over a piece of Black Wool will give a block of Nightweave, which can be crafted at a normal Part Builder to create Nightweave parts. Darkbound tools are better at night, and weaker during the day.
"Dayweave" ("Lightbound"), made by pouring Molten Gold over White Wool, creates tools of the opposite sort: better while working under the Sun.
Material: Lead ("Deepbound" Trait): Deepbound tools depend on your y-level: The closer to bedrock you are, the more powerful the tool becomes.
Material: Seared Stone ("Worldbound" Trait): Comprised of three ingredients rarely found together in any dimension other than the Overworld, Seared Stone gives tools the Worldbound trait: They're better in the Overworld, but weaker everywhere else.
Stable Knapsacks: A lot of players (myself included, and DW20 mentioned the issue in a recent ep) have stopped using Knapsacks in lieu of ExtraUtilities' Golden Bags, or ChickenBones' Ender Pouches, because (A) they don't play well with gravestones or other mods that try to mitigate the loss of everything on death---Knapsacks, alone, will spew items everywhere regardless---and, (B) they often desync on a server glitch/rollback/crash, causing either dupes and/or losses between items in inventory and those in the knapsack. This is a shame, because of the three options I mentioned, Knapsacks are by far the best!
Ender-Style Storage? I'm no coder, so I'm not sure why Golden Bags/Ender Pouches don't have the same desync issues that Knapsacks do... but I'm sure you do! Is there a way to increase the "stability" of items in knapsacks (both at death and with server sync issues) by modeling them after one of these mods?
Hopefully at least some of this proved helpful/useful/interesting! If not... well, uhh, read ... it ... again...?
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Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting (for fun or for pay), conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.
I'm not sure where I'm supposed to report this because Natura's page is locked, so I'm putting it here.
Anyone else notice a longtime bug from Natura?
For a long time now the glowshrooms from the nether have been bugged in Natura. When they grow they turn into green glowshrooms regardless of the mushroom they spawned from. I believe it probably has something to do with metadata (if I am using the correct term it looks something like 2042:1) The green glowshrooms are 2042 for example and the blue and purple ones are 2042:1 and 2042:2 respectively. Its been a bug for as long as I have played natura (years) and It annoys the hell out of me because I find it difficult to farm imps without glowshroom stew. Also the stew doesn't give you the bowl back when you feed it to an imp, but I can live with that ; P even if it is a feature.
Wouldn't an option to disable the crafting of stone tools rods from two stone blocks make more sense? The tool rods can be crafted in the tool station without the need of a shaped crafting recipe.
Stone rods aren't only used for tool crafting. They are also used for making stone torches and ladders, so removing them would have more of an effect than that. Not to mention the fact that this is entirely the fault of forge multipart for not accepting ore dictionary in its recipes.
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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.
Stone rods aren't only used for tool crafting. They are also used for making stone torches and ladders, so removing them would have more of an effect than that. Not to mention the fact that this is entirely the fault of forge multipart for not accepting ore dictionary in its recipes.
No that person was suggesting removing the *crafting* of stone rods via a crafting table, leaving only the ability to make them via the, well s/he said tool station but I'm pretty sure it's actually the parts builder. I think you may actually get more rods that way anyway so *shrug* seems like an ok idea to me, especially if it's just optional. Though I agree it is really the fault and responsibility of forge multipart.
I know that this is said as fixed in the change log, but I'm getting lag spikes when I only have the bow charging/charged. I want to know if anyone else is still getting this, or if I need to delete the config or something else like that. I had the version that was said it was fixed in the change log.
Well that's unfortunate, you could try asking for the multipart mod to accept alternative stone rods. In the mean time why not just creative in the rod and throw away the required materials to simulate making it without cheating?
On a server its not so easy to cheat for everybody ;-)
Wouldn't an option to disable the crafting of stone tools rods from two stone blocks make more sense? The tool rods can be crafted in the tool station without the need of a shaped crafting recipe.
This is also a nice solution :-)
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Es gibt nichts Gutes, ausser man tut es (Erich Kästner)
It is a work-in-progress. These things take time.
The belt texture is glitching a bit when worn with other armors than the traveler gear. Also, maybe change the wings to look more like the new wings in extra utilities from the angel ring. Your wing model is fancy but it is quite detailed and I think it would blend better if it was just a plane and not a 3D model.
So do the vanilla armor boots, otherwise how do you know they're boots? Think about it, have you ever questioned that the vanilla armor boots have toes? Why wouldn't any modded armor boots have toes when the vanilla armor does? Just, ya know, suspend disbelief.
Ok well then that's weird because it's supposed to work in the parts builder. Sounds like a bug to me but I am far from an expert, in fact I'm not even a novice, so don't take my word for it. Still that's odd. Maybe put a picture of the netherrack and the stencil in the parts builder with nothing available to take?
Sure the item icon has toes. What I mean is that the model for say, diamond boots, when rendered in the player model is just a cube. Simplistic like minecraft should be. But the traveler gear boots model has toes and simple vanilla armor boots do not.
Oh...uh...carry on then >.>;
Some packs mess with the configs, check to make sure the line "Enable mod netherrack tools" is true in the TinkersWorkshop.txt file under "difficulty changes."
Stone Rod (2 stone) receipt of forgemultipart is the same as TinkersConstruct and TinkersContruct rod dominates.
For ForgeMultipart - saw we need the rod from Multipart -> how this can be solved?
I didn´t found any config to solve this. Solution could be, that TCon receipt work only with cobble and Multipart with stone, but this depends on dev..
Well that's unfortunate, you could try asking for the multipart mod to accept alternative stone rods. In the mean time why not just creative in the rod and throw away the required materials to simulate making it without cheating?
Odd, OreDict usually registers those as the same thing, so this shouldn't be an issue.
Wouldn't an option to disable the crafting of stone tools rods from two stone blocks make more sense? The tool rods can be crafted in the tool station without the need of a shaped crafting recipe.
Over the past few months I've been writing down some ideas/suggestions, and I wanted to humbly submit a few of them for your consideration. I apologize for the Wall of Text, but I've bolded enough for you to get an idea of my suggestions, as a sort of inline TL;DR. Without further ado:
And I have already consumed the 10 red ones first so that's not the problem.
Oh and I am using the 1.6.4 version 1.5.5.7
That goes on the suggestion thread, not here.
Anyone else notice a longtime bug from Natura?
For a long time now the glowshrooms from the nether have been bugged in Natura. When they grow they turn into green glowshrooms regardless of the mushroom they spawned from. I believe it probably has something to do with metadata (if I am using the correct term it looks something like 2042:1) The green glowshrooms are 2042 for example and the blue and purple ones are 2042:1 and 2042:2 respectively. Its been a bug for as long as I have played natura (years) and It annoys the hell out of me because I find it difficult to farm imps without glowshroom stew. Also the stew doesn't give you the bowl back when you feed it to an imp, but I can live with that ; P even if it is a feature.
No that person was suggesting removing the *crafting* of stone rods via a crafting table, leaving only the ability to make them via the, well s/he said tool station but I'm pretty sure it's actually the parts builder. I think you may actually get more rods that way anyway so *shrug* seems like an ok idea to me, especially if it's just optional. Though I agree it is really the fault and responsibility of forge multipart.
On a server its not so easy to cheat for everybody ;-)
Multipart rod and Tinkers get different IDs, so OreDict seems don´t work
This is also a nice solution :-)