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I came into this mod thinking
"HOLY CRAP! Theres going to be steampunk customizable golems in this mod!"
I was dissapointed, but it's still a great mod.
Speaking of steampunk golems that are customizable...
Currently, i see this mod as something to completely customize everything.
I know how hard it would be to make armor on this though, but still, being able to create your own constructs, and armor and tools and weapons, this mod would grow to the highest level of awesome.
Interesting, a Pull Cart. It makes me think of the ones that the Pioneers would use, only this one has a chest in it. I like the concept mDiyo. It would probably make it so we can bring a few extra stuff on our travels, or make it so we have to take fewer trips in trying to relocate all of our items from our old House to the new one. I bet it would be great if these could be pulled by Cows, and they would follow us anywhere we go while they are towing a Pull Cart along with them, that would make transporting stuff even more convenient.
There's a bug/exploit with the part builder...the chunks (shards) doesn't work in the bottom left square but does in the top left corner. However, the exploit is that whatever chunk/shard is used never exhausts...
Also, shift clicking in the tool builder gives excess amount of tools.
DarkWerr: It was obviously a joke. Cars, what on earth were you thinking? It's not like I'm going to get up to steam engines or anything...
yannymishchuk: Support seems to be growing by the day. I'm doing my best to create this whole thing in a way that I will enjoy. Everyone else is just along for the ride.
InfiCraft came around because blocks couldn't possibly be made into tools. Out of all the possible names, that one sounded the best. Then I started shoving more stuff under the same roof...
ethanwdp0500: The stencil table is rough and not intuitive. It's not the best part of the mod, but to do it properly would've taken a lot more time.
ethanwdp0500: InfiTools was a mess of a monster of a mod inside. It was taking more effort to maintain it than all of the other mods combined.
Psychopathic_Disease: They work just fine for others I've talked to, as well as myself. Perhaps you're installing one of the things Mo' Creatures needs in the wrong order and it magically works because Mo' Creatures doesn't need all of Forge?
I got my problem fixed. It wasn't a problem with your mod or anything. It was a fault on my part. Probably should have checked that out before I posted.
The Meaning of Life, the Universe, and Everything.
It seems that when Im in the part builder if I shift click the stone head(or any item) the cobble that I needed to make it is still there. so you are able to make multiple heads from one cobblestone block
I was going to spend today making tool racks and working on the armor stands, but the bugs... well, let's see if I can't do both.
Mr_boness: I stopped shooting for "awesome" some time ago. Now I'm shooting for "complete experience" or "the best". There will be some things that are less customizable than others; it depends on how specific the use is and what's sensible.
As for steampunk robots... later. ;D
Xalithar_Daskel: Cows, horses, oxen. I will be adding a few mobs next update. Some people have referred to it as Oregon Trailcraft.
brady4ever259: I added a FAQ to the first post about EU charging. In short, update your IC2 version, and En is the term I picked for electric charge. The tools will be compatible with Universal Electricity and RP2 charging stations later.
You may need to pick up and replace your part crafter with this update. The problem's fixed, the old one may be keeping junk data around.
I've decided that I'm going to be adding substantial things with each update to Tinker's Construct. Unlike InfiCraft, where it updated every day with fixes and little things, TConstruct will have large chunks of content delivered one piece at a time. That should give me some time to test, balance, and polish what I make.
As always, mods are a WiP. We make things, they change, we make more, they change again...
Instead of a to-do list, how about a development outline? There's a whole lot less pressure and I can jump around in the outline at will.
Any surprise will be negated by sheer force of greatness I can stuff in it. The devil's in the details, a poorly created mod with everything I have planned would be worse than nothing. Besides, I can't reveal all of my plans, now can I?
whow that seems like a very very cool plan. I am looking forward to the new features. The tinkering with the tools by itself was a great idea. But with all that stuff added in the future Tinkers Construct has the potential to become on of the must have mods.
Keep it going and if you ever need a tester or some coding work done, let me know
Holy Cow great balls of fire! I was actually thinking of having Golems that could be customized by how they could be assembled! It would be so awesome if we could give the Golems a tool that they could use and tell them what to do with the Tool, or give them a weapon to improve their fighting abilities after telling them what and/or who to kill, that would be amazing!
By the way, if you really want to tinker around with Steam in a later update, you can make it so this mod can use Railcraft's steam, it would be pretty cool, and your pipes could work in a similar way to BuildCraft's pipes, but with your own design.
As for the Crusher, Grinder, and Mill, I really look forward to having a way to possibly double the production of Materials from Ores and make it so we can make new items that we can use to give new modifiers to our Tools, Weapons, and Armor (in a future update of this mod).
EDIT: I almost forgot to tell you this, but I found a bug in version 1.0.6 of this mod. If you break the Pattern Chest with any patterns inside of it, you won't get back any of your patterns that you stored inside of it.
Railcraft's steam has nothing to do with fluid dynamics and has everything to do with interfacing with other mods. It's incomplete at best. It certainly looks like steam, but I would guess that inside it doesn't work at all like that.
The mill is a food processing machine. It turns wheat to flour, among other things. The crusher and grinder will certainly double your ores as fast as the smeltery reduces them to less. Heheh...
The pattern chest is definitely not dropping its contents, strange. I'll have a fix up later.
Edit: I was going to work on pullcarts or adding some modifiers, but I think I've worked out the custom renderer. That will take some time...
This mod is the most amazing thing ever. I love creating personalized items.
I did notice that mattocks don't seem to be effective against sand, though. D:
Also, what difference does the crossbar material make other than the color? Only differences I've noticed are that paper crossbars add an extra modifier slot and shoddy crossbars will make the tool shoddy.
ins: It's not based off of BTW. I want steam power, steam is useless without mechanical power, BTW is not a Forge mod so I can't use that... some of the ideas are the same, I'm sure. The custom renderer is what will allow me to add unlimited tool sprites and complete control over things. Metallurgy support, bows, freaky flying pickaxes of doom, you name it.
SpitefulFox: The accessories (crossbar, guards, tool binding) don't have an effect on durability or mining level. Not all tools have them, so it's unfair to give bonuses to those that do. What they can do is add traits to the tool, like shoddy or writable or reinforced.
Mattocks are farming tools. Pick up a real one; they don't dig through soft things very well. They'll tear right through pumpkins or vines though.
Ah, I see. I was mistakenly under the impression that the mattock was supposed to be a Hoe+Shovel+Axe combo tool. Makes sense, though. It's more of an improved farming tool for clearing farm space than an all-purpose block breaker.