What appears to be happening is that mDiyo was attempting to implement some sort of fancy flip animation for an invisibility modifier that can be activated via hotkey, and wound up causing the player to no-clip into blocks if the end point of the animation would put you in one. I can't think of any reason why he would want to add a modifier that would allow you to walk through blocks, since one of his biggest goals has always been balance. That's why there will never be tier III tools.
I have this glitch where i cant make some tools! I have been able to make the hammer so far, and that is all. I have all of the pieces in the correct place and everything. It also wont let me add moss to my hammer. I am running a B-Team 1.6.4 server, and that is where it is not working. Help someone?
The Meaning of Life, the Universe, and Everything.
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4/25/2012
Posts:
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Minecraft:
ShadowNotch11
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I see what you mean Master_Hill_ thanks for pointing that out, it does seem like thats what is happening lol my mistake. Either way nomatter how you look at it great mod and thanks mDiyo for making it, its the glue that holds together any great modpack.
No problem. I'm glad you got that fixed. Tinker's is one of my absolute favorite semi-vanilla feeling mods, and I'd hate for anyone not to be able to play around with it.
It is one of my favorite mods too, and it gives a use for lapis too!
It's also great for branch mining, and obtaining lots of cobble, fast.
I found a bug for the dev version
If you try to add some modifiers to the traveller's gears it might crash :
- stealth to goggles
- auto repair to vest
Hello. I speak English not good,but hear me please out. How to damage entities in a Smeltery? I smelted emeralds and iron, and want to kill a pig to get some blood for Pig Iron. I pushed pig in the smeltery, but nothing happen. Help me please, and pardon me for my bad English.
Hello. I speak English not good,but hear me please out. How to damage entities in a Smeltery? I smelted emeralds and iron, and want to kill a pig to get some blood for Pig Iron. I pushed pig in the smeltery, but nothing happen. Help me please, and pardon me for my bad English.
No worries you're perfectly understandable ^.^ To get blood you have to put a big animal (pigs are probably big enough, chickens are not) into the smeltery with some molten stuff in there. It won't work to have the animal just sitting in an empty smeltery, you have to still have something melted in there. Also you can get blood from yourself if you feel like taking a molten metal bath of death.
I see what you mean Master_Hill_ thanks for pointing that out, it does seem like thats what is happening lol my mistake. Either way nomatter how you look at it great mod and thanks mDiyo for making it, its the glue that holds together any great modpack.
Hello mDyio, i use the experimental version of Tinkers Construct build 22, and crash my game when i put 2 lily pad on tool forge. I don't know if Optifine caused this error, but the error is down below.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
java.lang.ArrayIndexOutOfBoundsException: 1
at tconstruct.library.armor.ArmorCore.getIcon(ArmorCore.java:145)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:386)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:467)
at tconstruct.client.gui.NewContainerGui.drawSlotInventory(NewContainerGui.java:433)
at tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:133)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
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)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at tconstruct.library.armor.ArmorCore.getIcon(ArmorCore.java:145)
at net.minecraft.client.renderer.entity.RenderItem.renderItemIntoGUI(RenderItem.java:386)
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:467)
at tconstruct.client.gui.NewContainerGui.drawSlotInventory(NewContainerGui.java:433)
at tconstruct.client.gui.NewContainerGui.func_73863_a(NewContainerGui.java:133)
No worries you're perfectly understandable ^.^ To get blood you have to put a big animal (pigs are probably big enough, chickens are not) into the smeltery with some molten stuff in there. It won't work to have the animal just sitting in an empty smeltery, you have to still have something melted in there. Also you can get blood from yourself if you feel like taking a molten metal bath of death.
Thanks, but pig just don't die! He runs in the smeltery, but take no damage.Some melted iron is in smeltery. When I return back home, I'll give you some screenshots, ok?
...one of his biggest goals has always been balance. That's why there will never be tier III tools.
Oh, I don't know. A tier 3 pick that does 100 hearts of damage on use might be balanced.
(do not right-click on a present from Jaded. I would not, could not, use that pick / I would not, could not ... )
===
Seriously though: Tools that mine a 3x3x3 (27 block) zone at a time might be valid. If a lumber axe can take down any arbitrary tree, then why not? It's not like a lumber axe is limited to 10 blocks of wood or less (all normal sized vanilla trees), it can cut down very large trees. It's already a tier 3 axe.
(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?
Oh, I don't know. A tier 3 pick that does 100 hearts of damage on use might be balanced.
(do not right-click on a present from Jaded. I would not, could not, use that pick / I would not, could not ... )
===
Seriously though: Tools that mine a 3x3x3 (27 block) zone at a time might be valid. If a lumber axe can take down any arbitrary tree, then why not? It's not like a lumber axe is limited to 10 blocks of wood or less (all normal sized vanilla trees), it can cut down very large trees. It's already a tier 3 axe.
You mistake what I mean by tiers. I'm using mDiyo's reference to tiers that is always made when people ask for Tier III tools.
Tier I is the basic set of tools that can be created with just the tool station and stencils. They mimic basic Vanilla equipment, and aren't notably powerful unless made with Tier II materials. Tier I is mostly confined to the Wood and Stone "ages" that mDiyo referred to in his video on the future of Tinker's.
Tier II tools require the smeltery to create, and host secondary abilities innate to the tool type, rather than simply being effective on a particular kind of block. They require more thought and resources to be put into their creation, and have much higher durability and efficiency than Tier I tools. Tier II tools tend to inhabit the Iron and End-game "ages."
Following this progression, Tier III tools would have to be more durable and efficient than Tier II tools without any modifiers, and would likely play host to incredibly potent abilities. The 3x3x3 mining tool you described could actually be classified as a Tier II tool, possibly a simple modifier. As to the Lumber Axe, it wouldn't make sense to have it cut only a portion of a tree, and would generally be impractical.
Experimental build 24 has been uploaded. This version is somewhat less buggy and has a bunch of balance changes to bows and materials in general. It's still a work in progress; features are missing or changed, but things are relatively stable here.
I'm still interested in any gameplay feedback if anyone wants to try out the new things. :3
Updates to Forge for 1.7.10 are underway. Work on 1.7 updating will begin again once I have something to work with.
Regarding tool tiers:
Tier 1 tools are the ones you can make on the Tool Station. They have 2-3 parts, only take a couple materials, and represent the standard tool types both in the base game and in mods. Material doesn't matter here; the way they're used does.
Tier 2 are the broad or heavy tools. They have increased range, damage, or other abilities that make them more useful as resource gathering devices. They let you destroy the world faster. Something missing in this tier is a building item.
Tier 3 would end up with very unique abilities. Each tier has to both be useful on its own and not invalidate the tiers below it. You might end up with a lance that lets you charge only in a straight line, a glove to let you build walls at range, or a holy undead-destruction sword that does no damage against creepers.
There are a few designs for this and they may end up in the game sooner or later.
Varnis54: You're missing Mantle. Grab it from the OP. We don't support Magic Launcher either.
linkinkov: I thought I fixed all of those! D:<
AngryPockets: Is the "mc1.6.4" in the filename not obvious?
Therisen1211: Update Forge.
Pbtopacio: No modder in their right mind would support a mod that changes so much about the game. With OptiFine installed you may as well be coding against an entirely different rendering engine and it's closed source to boot.
awsomedude1012: InfiTools was the precursor to this mod.
Enderpig11: You can't walk through things. Making the player thinner has some side effects.
Sloppy14: Attack of the B-Team has their config files set up in a way that disallows certain tool parts.
Plurp: Glue can be substituted in place of any slimeball recipe. It's also a nasty liquid to step in.
mircast: Not yet. My list of potential changes for the experimental version includes letting the tool forge alter modifier layers and add lore to items.
Leadcraft: Chickens have been dropping more items since 1.5.2. Cows did for awhile; a book recipe was added using stencils and string instead. I'll be moving it out to a tweak mod soon.
antonik_13k: The Smeltery needs liquid in it to do damage. Melt some iron and let the blood fly!
Whoa! I just got the 1.7 version and entered a new world, is this new to 1.7? Cuz it's totally awesome. my spawn was very close to a village, I spawned on top of a big hill in the savanah that overlooks the village, I was looking down at it trying to figure out if it had a black smith making it worthwhile to go down and raid when I saw something that looks sort of like it, but the ring was black. Went down there and it was most of a smeltery O_O Sure it doesn't have a tank or controller or drains, but the most annoying part of making a smeltery has been taken care of for me, it's beautiful TT_TT Have I just never noticed this before or was it added to 1.7?
Whoa! I just got the 1.7 version and entered a new world, is this new to 1.7? Cuz it's totally awesome. my spawn was very close to a village, I spawned on top of a big hill in the savanah that overlooks the village, I was looking down at it trying to figure out if it had a black smith making it worthwhile to go down and raid when I saw something that looks sort of like it, but the ring was black. Went down there and it was most of a smeltery O_O Sure it doesn't have a tank or controller or drains, but the most annoying part of making a smeltery has been taken care of for me, it's beautiful TT_TT Have I just never noticed this before or was it added to 1.7?
It's been around since at least 1.5.2; finding a partially-finished smeltery in a village is very rare, however.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
It's been around since at least 1.5.2; finding a partially-finished smeltery in a village is very rare, however.
That would be why I'd never seen it before, and all the goodies in the building next to it? TT_TT I'm so happy I could cry. And I almost don't wanna make it any taller because as it is the villagers tend to just walk in and then they can't get out XD Can you say free emeralds?
What appears to be happening is that mDiyo was attempting to implement some sort of fancy flip animation for an invisibility modifier that can be activated via hotkey, and wound up causing the player to no-clip into blocks if the end point of the animation would put you in one. I can't think of any reason why he would want to add a modifier that would allow you to walk through blocks, since one of his biggest goals has always been balance. That's why there will never be tier III tools.
It is one of my favorite mods too, and it gives a use for lapis too!
It's also great for branch mining, and obtaining lots of cobble, fast.
If you try to add some modifiers to the traveller's gears it might crash :
- stealth to goggles
- auto repair to vest
I only found 2 so far
No worries you're perfectly understandable ^.^ To get blood you have to put a big animal (pigs are probably big enough, chickens are not) into the smeltery with some molten stuff in there. It won't work to have the animal just sitting in an empty smeltery, you have to still have something melted in there. Also you can get blood from yourself if you feel like taking a molten metal bath of death.
Ooooh ok, I think I knew that, thanks.
Glad I could help!
Thanks, but pig just don't die! He runs in the smeltery, but take no damage.Some melted iron is in smeltery. When I return back home, I'll give you some screenshots, ok?
Excuse me,this was only a bug. Today all works.
Oh, I don't know. A tier 3 pick that does 100 hearts of damage on use might be balanced.
(do not right-click on a present from Jaded. I would not, could not, use that pick / I would not, could not ... )
===
Seriously though: Tools that mine a 3x3x3 (27 block) zone at a time might be valid. If a lumber axe can take down any arbitrary tree, then why not? It's not like a lumber axe is limited to 10 blocks of wood or less (all normal sized vanilla trees), it can cut down very large trees. It's already a tier 3 axe.
* 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?
You mistake what I mean by tiers. I'm using mDiyo's reference to tiers that is always made when people ask for Tier III tools.
Tier I is the basic set of tools that can be created with just the tool station and stencils. They mimic basic Vanilla equipment, and aren't notably powerful unless made with Tier II materials. Tier I is mostly confined to the Wood and Stone "ages" that mDiyo referred to in his video on the future of Tinker's.
Tier II tools require the smeltery to create, and host secondary abilities innate to the tool type, rather than simply being effective on a particular kind of block. They require more thought and resources to be put into their creation, and have much higher durability and efficiency than Tier I tools. Tier II tools tend to inhabit the Iron and End-game "ages."
Following this progression, Tier III tools would have to be more durable and efficient than Tier II tools without any modifiers, and would likely play host to incredibly potent abilities. The 3x3x3 mining tool you described could actually be classified as a Tier II tool, possibly a simple modifier. As to the Lumber Axe, it wouldn't make sense to have it cut only a portion of a tree, and would generally be impractical.
Experimental build 24 has been uploaded. This version is somewhat less buggy and has a bunch of balance changes to bows and materials in general. It's still a work in progress; features are missing or changed, but things are relatively stable here.
I'm still interested in any gameplay feedback if anyone wants to try out the new things. :3
Updates to Forge for 1.7.10 are underway. Work on 1.7 updating will begin again once I have something to work with.
Regarding tool tiers:
Tier 1 tools are the ones you can make on the Tool Station. They have 2-3 parts, only take a couple materials, and represent the standard tool types both in the base game and in mods. Material doesn't matter here; the way they're used does.
Tier 2 are the broad or heavy tools. They have increased range, damage, or other abilities that make them more useful as resource gathering devices. They let you destroy the world faster. Something missing in this tier is a building item.
Tier 3 would end up with very unique abilities. Each tier has to both be useful on its own and not invalidate the tiers below it. You might end up with a lance that lets you charge only in a straight line, a glove to let you build walls at range, or a holy undead-destruction sword that does no damage against creepers.
There are a few designs for this and they may end up in the game sooner or later.
Varnis54: You're missing Mantle. Grab it from the OP. We don't support Magic Launcher either.
linkinkov: I thought I fixed all of those! D:<
AngryPockets: Is the "mc1.6.4" in the filename not obvious?
Therisen1211: Update Forge.
Pbtopacio: No modder in their right mind would support a mod that changes so much about the game. With OptiFine installed you may as well be coding against an entirely different rendering engine and it's closed source to boot.
awsomedude1012: InfiTools was the precursor to this mod.
Enderpig11: You can't walk through things. Making the player thinner has some side effects.
Sloppy14: Attack of the B-Team has their config files set up in a way that disallows certain tool parts.
Plurp: Glue can be substituted in place of any slimeball recipe. It's also a nasty liquid to step in.
mircast: Not yet. My list of potential changes for the experimental version includes letting the tool forge alter modifier layers and add lore to items.
Leadcraft: Chickens have been dropping more items since 1.5.2. Cows did for awhile; a book recipe was added using stencils and string instead. I'll be moving it out to a tweak mod soon.
antonik_13k: The Smeltery needs liquid in it to do damage. Melt some iron and let the blood fly!
It's been around since at least 1.5.2; finding a partially-finished smeltery in a village is very rare, however.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
I think it's supposed to be rare, but so far every village I've found in 1.7 has had one.
That would be why I'd never seen it before, and all the goodies in the building next to it? TT_TT I'm so happy I could cry. And I almost don't wanna make it any taller because as it is the villagers tend to just walk in and then they can't get out XD Can you say free emeralds?