I love this mod! Goes petty well with InfiCraft. Maybe add compatibility between the two?
And i have a few Tool mod ideas:
Gunpowder: Chance to create a tiny explosion on kill Q's comment: I dunno about this. If it doesn't break blocks, then it'd be cool, but gunpowder doesn't go off by itself. It needs a source of ignition. Perhaps blaze powder, which would make it a higher-end modifier.
Blaze powder: Chance to ignite the enemy on hit (not was powerful as the lava crystal) Q's comment: I prefer the idea of using in conjunction with gunpowder.
Ender pearl: Chance to Teleport the enemy mob up to 7 blocks away randomly Q's comment: Possibly. I don't love the idea but I don't hate it either.
Ice/Snow block: Slows down the enemy by 25% Q's comment: Ice block only, and has chance to encase the mob in special ice that turns directly into air on evaporation, suffocating the mob That would be the most awesome way to do this.
Any food: Chance to feed you up on hit Q's comment: Why not just make necrotic gain you hunger bars from passive mobs and hearts from hostile mobs?
Cactus: Thorns enchantment effect if hit while blocking Q's comment: And add a bonus to damage dealt.
Flint: Sharpness 1-2 on weapon Q's comment: Me likey. Me likey a lot.
Water bucket: Chance to create a water source block on enemy on hit that dissapears instantly. Q's comment: The point of this is...?
Cannot wait for armor and bows update! Q's comment: Ditto!
I usually test things pretty well and start playing with the mod afterwards, but with a new mod like this things get pretty hectic. I have a few people in my channel that like to test, but they don't catch everything either.
I've fixed the bug with the top slot in the part crafter not consuming items.
YX33A: I meant to remove the broad axehead from the list it can hold. 'tis part of the tier 2 tools, consider it a preview.
Qwertygiy: I cannot confirm the pattern shaper bug; it works both in my test environment and in the real one. Is this on singleplayer, a server, something else? Perhaps you need to pick up and replace the table.
dryfclr5, Qwertygiy: Some of these aren't bad, some of them I have plans for, and some you've nailed the plans right on the head. The blaze powder suggestion is already implemented, and lava doesn't set enemies on fire; it just auto-smelts. The hunger bar suggestion I like.
Sharpness I would like to do with a whetstone instead of the tool station and modifiers. I'd also like a dullness modifier. Neither of these will take modifier slots. Sharpness will take your maximum durability, while dulling should be free. If you really do want a practice wooden sword, so be it.
This IS inficraft but it has a separate thread as this adds a lot of things
TConstruct violates the first tenant of InfiCraft: remove the dependency on wood. It's fair to put the two in the same group for now, but when you have wagons and gears everywhere...
Starfang42: Nuts, that was working perfectly when I tested it!
Got a couple bugs. The first is that stift-clicking on the tool builder doesn't use any materials (and subsequently fills every available slot in my inventory. I've got a couple dozen pickaxes waiting to decay right now). I'm using FTB so it might be something caused by inventory tweaks.
The second is that I'm getting the materials not being used with the part builder, but only if I use the top slot. Bottom slot is working as expected.
Edit: that was 1.0.3. Testing with 1.0.4 and will let you know if the first problem's still there.
Edit 2: Yeah, shift-clicking issue with the tool station's still present in 1.0.4
Qwertygiy: I cannot confirm the pattern shaper bug; it works both in my test environment and in the real one. Is this on singleplayer, a server, something else? Perhaps you need to pick up and replace the table.
In Singleplayer, but in a non-standard dimension (not MystCraft either) -- it's a not-quite-compatible-with-everything Forge dimension mod called Majikguy's Marvelous Moon Mod. I just tested -- when I move the table to the Overworld it works fine.
Going to the Nether now to test there.
EDIT: Doesn't work in the Nether either. I'm assuming they only work in the Overworld then.
Dimensional weirdness is interesting. I'll do my best, but it could take some time to fix. The affected parts are tool naming and pattern shaping in the stencil table. The shift-clicking is a different issue, shouldn't take too long, and is avoidable for the time being.
Edit: Nope, fixed the dimension weirdness already. I'll see about the shift-clicking.
Inventory management is a bit new to me, and it shows. Boo on bugs, yay for fixing them in slightly derpy ways!
AnonTheMouse: I will not be supporting balkon's weapon mod. I will be adding more weapons of my own however... Balkon's melee weaopns are all the same, more or less, and the others are highly specific to their recipes.
I will not be supporting balkon's weapon mod. I will be adding more weapons of my own however... Balkon's melee weaopns are all the same, more or less, and the others are highly specific to their recipes.
Umm...what? No. No they aren't. Even if you were looking at a very outdated version they aren't, but especially not with the current build.
Spears have extended range and can be thrown, at the cost of low knockback.
Halberds can switch between high-damage and high-knockback modes as needed.
Knives are cheaper and less powerful swords you can throw.
Battle axes have strong knockback and partially ignore armour.
Warhammers are fairly powerful, and can be used to quickly destroy blocks you don't care about getting drops from, as well as having a charge-up attack.
Flails don't even have any similarities to other weapons; They're like fishing polls that hurt instead of pulling things.
If you just don't want to support such a large number of weapons, or feel it would limit your creativity too much, you ought to just say so. I would respect that a lot more than your seeming to just be making up excuses.
When I said they're all the same, I meant it devolves into "run up to enemy, click until they die". The thrown weapons are different, I will give you that, but when you throw them they all look the same... The flail seems different on the outside but from a design perspective it's not any different. It has similar range and similar uses to other melee weapons.
What's more important than the mechanics is that they all feel the same. Can you really think of a time where you had different weapons for different situations? When I used the weapon mod it was always a knife/spear and one of the others, switch them out as you like.
When I said they're all the same, I meant it devolves into "run up to enemy, click until they die". The thrown weapons are different, I will give you that, but when you throw them they all look the same... The flail seems different on the outside but from a design perspective it's not any different. It has similar range and similar uses to other melee weapons.
What's more important than the mechanics is that they all feel the same. Can you really think of a time where you had different weapons for different situations? When I used the weapon mod it was always a knife/spear and one of the others, switch them out as you like.
I mean no disrespect, but you've added two new kinds of sword. That's still hitting things until they die. Yes, you can run and attack, or jump and attack, but that comes down to the player, and I personally use the same tactics with vanilla swords. As to your question, yes. I can honestly say that I have used different weapons for different situations. Battleaxe for cutting down lumber and Zombies/Pigmen/Magma Cubes with their armour, and either a combination of general purpose sword and either a spear (reach) or warhammer (knockback) to deal with Creepers so they aren't in exploding range so much, if I want to be able to block, or else a halberd and changing between damage and knockback modes as the situation requires if I'm pressed for space. Sometimes a charge-up hammer for Endermen, as they have a tendency to wuss-out and run away if I don't kill them quickly (I think it increases the damage to charge it up, and not just makes it an area attack, I've never really put that to the test).
I've gotten far enough into the mod that I can start evaluating the balance of things. Most things are okay, a few things were off though... like bronze. You are not supposed to have a bronze broadsword with over 800 base durability. Moss made tools never lose their durability instead of regenerate. It was... problematic.
If you need a reason to update, there's a bug with the stencil table that gives you extras.
MyLittleBurger: Eventually. I've enough tools at the moment.
AnonTheMouse: Utility uses, extra knockback, blocking, and extra range. I've a few plans for utility uses on tools (see frying pans), knockback is something I've done with the other swords and frying pans, blocking is a standard thing, and I have absolutely no response for the extra range. I may add spears and daggers, but not because of Balkon's mod, sorry.
There were more reasons, but the main one is still that all of his melee weapons feel the same when you use them. ^^;;
scottyaa275: Hammers are a Tier 2 tool. I could add them, but you'd have no way to obtain or repair them. Frying pans do need a bit of love in the texture department, I agree.
Tinker's Log #23:
Today I made something strange. It's round, wooden, and doesn't look like anything I've ever seen. Someone came by and said it was a "wheel" and that they were great fun to roll around. I wonder what else it could be used for?
Now mDiyo will make wheelbarrows, and then cars and motorcycles.
Rollback Post to RevisionRollBack
Sorry for any misspelling, the english isn't my native language.
I love your post on wheels. Let me guess, first you will be turning those into gears, allowing for a way to crush down ores into a form with less stone. This would then be turned into, maybe via the forge that you were posting about in the inficraft thread, a "pure" form of the metal, although it would take away some of the ore used in processing, maybe cutting it down to 75% of the amount of ore you put in. This "pure" metal would allow you to make stronger alloys and tools, since it wouldnt have that amount of other silicon and oxygen weakening it. Another use for these gears would be in the drills. The gears could be used to turn the drill head, whether it be an electric drill, a steam powered (from the pics of the steam furnace I saw) drill or a hand crank drill (as you said suggested you might be adding). Eventually there could also be buzzsaws, which you could make hand crank, steam powered, electrical, etc. and would act like a normal axe, only instead of giving wood blocks it could give 4 or 5 planks, plus maybe some sawdust, which you could use for fuels. Although at first I said I was making a guess at what you were adding, it turned into a post that is 75% suggestions, 25% guessing.
I wonder how many tiers you intend to make use of with the customizable tools and weapons that we can make with your mod, I would love to see how many possibilities that there will be as you continue developing it.
By the way, I had an idea about how armour could be customized, and it could get a little tricky to use, and it could probably allow this mod to make good use of ThaumCraft's mechanics too. I have been watching some animes for a while, and I have noticed that in some animes, certain gemstones that are enchanted could produce some interesting effects when you adorn them on armours. They could enhance magical power, boost your combat prowess, or the armour could provide additional protective qualities.
Using this mechanic, we could use some gemstones and adorn our armour with them to increase their enchantability, things like Emerald, Diamond, and the Ender Pearl from Vanilla Minecraft (and perhaps Nether Quartz in the upcoming Minecraft 1.5), or Ruby and Blue & Green Sapphire from RedPower 2, or even the Amber from ThaumCraft. Depending on what Gemstone you use could affect the quality of your enchantments on your armour when you use the Enchantment Table. However, you could probably go and enchant the Gemstones if you were to use ThaumCraft before you put them on your armour, which could produce very interesting new effects on your armour where it could do stuff like improving your physical abilities, enhancing your magical abilities, give an offensive boost, or provide you with additional protection. What do you think of that idea?
derik_william: I'm not really sure if you can since I haven't tried out this mod as of yet, but in RedPower 2, it adds a new mechanic to Cobblestone where you can place Cobblestone next to water to make it turn into Mossy Cobblestone after a while. That would probably be an effective way to get enough Mossy Cobblestone to make a Ball of Moss, should you have an effective way to generate an endless supply of Cobblestone.
Rollback Post to RevisionRollBack
Come visit my Scroll on Dragon Cave here: My DC Scroll
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)
I've fixed the bug with the top slot in the part crafter not consuming items.
YX33A: I meant to remove the broad axehead from the list it can hold. 'tis part of the tier 2 tools, consider it a preview.
Qwertygiy: I cannot confirm the pattern shaper bug; it works both in my test environment and in the real one. Is this on singleplayer, a server, something else? Perhaps you need to pick up and replace the table.
dryfclr5, Qwertygiy: Some of these aren't bad, some of them I have plans for, and some you've nailed the plans right on the head. The blaze powder suggestion is already implemented, and lava doesn't set enemies on fire; it just auto-smelts. The hunger bar suggestion I like.
Sharpness I would like to do with a whetstone instead of the tool station and modifiers. I'd also like a dullness modifier. Neither of these will take modifier slots. Sharpness will take your maximum durability, while dulling should be free. If you really do want a practice wooden sword, so be it.
TConstruct violates the first tenant of InfiCraft: remove the dependency on wood. It's fair to put the two in the same group for now, but when you have wagons and gears everywhere...
Starfang42: Nuts, that was working perfectly when I tested it!
The second is that I'm getting the materials not being used with the part builder, but only if I use the top slot. Bottom slot is working as expected.
Edit: that was 1.0.3. Testing with 1.0.4 and will let you know if the first problem's still there.
Edit 2: Yeah, shift-clicking issue with the tool station's still present in 1.0.4
EDIT: Also, if you added support for the additional weapon types (or at least some of them) that are in Balkon's Weapon Mod, that would be amazing.
In Singleplayer, but in a non-standard dimension (not MystCraft either) -- it's a not-quite-compatible-with-everything Forge dimension mod called Majikguy's Marvelous Moon Mod. I just tested -- when I move the table to the Overworld it works fine.
Going to the Nether now to test there.
EDIT: Doesn't work in the Nether either. I'm assuming they only work in the Overworld then.
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)
Edit: Nope, fixed the dimension weirdness already. I'll see about the shift-clicking.
I didn't even catch that about naming until you mentioned it. Yep, it's not working on the moon either
I'll download the bugfix as soon as it's all ready, but until then it's not too game-breaking or anything
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)
AnonTheMouse: I will not be supporting balkon's weapon mod. I will be adding more weapons of my own however... Balkon's melee weaopns are all the same, more or less, and the others are highly specific to their recipes.
Umm...what? No. No they aren't. Even if you were looking at a very outdated version they aren't, but especially not with the current build.
What's more important than the mechanics is that they all feel the same. Can you really think of a time where you had different weapons for different situations? When I used the weapon mod it was always a knife/spear and one of the others, switch them out as you like.
I mean no disrespect, but you've added two new kinds of sword. That's still hitting things until they die. Yes, you can run and attack, or jump and attack, but that comes down to the player, and I personally use the same tactics with vanilla swords. As to your question, yes. I can honestly say that I have used different weapons for different situations. Battleaxe for cutting down lumber and Zombies/Pigmen/Magma Cubes with their armour, and either a combination of general purpose sword and either a spear (reach) or warhammer (knockback) to deal with Creepers so they aren't in exploding range so much, if I want to be able to block, or else a halberd and changing between damage and knockback modes as the situation requires if I'm pressed for space. Sometimes a charge-up hammer for Endermen, as they have a tendency to wuss-out and run away if I don't kill them quickly (I think it increases the damage to charge it up, and not just makes it an area attack, I've never really put that to the test).
EDIT:
Also You should make it so the other types of cobblestone work In Crafting
Example: Light Cobblestone Dark Cobblestone Ect.
Also You should make frying pans ( When You Place Them ) Be the right color, Not Just White
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct
If you need a reason to update, there's a bug with the stencil table that gives you extras.
MyLittleBurger: Eventually. I've enough tools at the moment.
AnonTheMouse: Utility uses, extra knockback, blocking, and extra range. I've a few plans for utility uses on tools (see frying pans), knockback is something I've done with the other swords and frying pans, blocking is a standard thing, and I have absolutely no response for the extra range. I may add spears and daggers, but not because of Balkon's mod, sorry.
There were more reasons, but the main one is still that all of his melee weapons feel the same when you use them. ^^;;
scottyaa275: Hammers are a Tier 2 tool. I could add them, but you'd have no way to obtain or repair them. Frying pans do need a bit of love in the texture department, I agree.
Now mDiyo will make wheelbarrows, and then cars and motorcycles.
By the way, I had an idea about how armour could be customized, and it could get a little tricky to use, and it could probably allow this mod to make good use of ThaumCraft's mechanics too. I have been watching some animes for a while, and I have noticed that in some animes, certain gemstones that are enchanted could produce some interesting effects when you adorn them on armours. They could enhance magical power, boost your combat prowess, or the armour could provide additional protective qualities.
Using this mechanic, we could use some gemstones and adorn our armour with them to increase their enchantability, things like Emerald, Diamond, and the Ender Pearl from Vanilla Minecraft (and perhaps Nether Quartz in the upcoming Minecraft 1.5), or Ruby and Blue & Green Sapphire from RedPower 2, or even the Amber from ThaumCraft. Depending on what Gemstone you use could affect the quality of your enchantments on your armour when you use the Enchantment Table. However, you could probably go and enchant the Gemstones if you were to use ThaumCraft before you put them on your armour, which could produce very interesting new effects on your armour where it could do stuff like improving your physical abilities, enhancing your magical abilities, give an offensive boost, or provide you with additional protection. What do you think of that idea?
derik_william: I'm not really sure if you can since I haven't tried out this mod as of yet, but in RedPower 2, it adds a new mechanic to Cobblestone where you can place Cobblestone next to water to make it turn into Mossy Cobblestone after a while. That would probably be an effective way to get enough Mossy Cobblestone to make a Ball of Moss, should you have an effective way to generate an endless supply of Cobblestone.