How do you set up the restrictions for modifiers gained on levels? I'd like to prevent the random level-ups from applying certain modifiers.
Ideally, I only want Haste, Jagged, Stonebound, Sharpness, Bane of Arthropods, Smite, Moss, or Unbreaking to be added on tool level up, because others tend to dictate how the tool must be used, and I want to make that decision on my own.
Autosmelt, specifically, isn't worth it on pickaxes, even with stacking with fortune, because many mods now have secondary materials you gain from specific ores and Autosmelt doesn't let you get those. Most mods that have this additional drop don't have alternate ores to compensate for Autosmelt. You'd be more likely to use Autosmelt with things like Clay, where you can get up to 7 bricks per clay block, Sand where you can get up to 4 glass per block, or for charcoal collection where one log can be as much as four charcoal.
How do you set up the restrictions for modifiers gained on levels? I'd like to prevent the random level-ups from applying certain modifiers.
Ideally, I only want Haste, Jagged, Stonebound, Sharpness, Bane of Arthropods, Smite, Moss, or Unbreaking to be added on tool level up, because others tend to dictate how the tool must be used, and I want to make that decision on my own.
Autosmelt, specifically, isn't worth it on pickaxes, even with stacking with fortune, because many mods now have secondary materials you gain from specific ores and Autosmelt doesn't let you get those. Most mods that have this additional drop don't have alternate ores to compensate for Autosmelt. You'd be more likely to use Autosmelt with things like Clay, where you can get up to 7 bricks per clay block, Sand where you can get up to 4 glass per block, or for charcoal collection where one log can be as much as four charcoal.
You have two options, depending on how much control you want. To disable modifiers entirely, there's a section for that right above the tool leveling section in main.cfg. For finer control (i.e.: disabling modifiers by tool type), you can enable the override module in Modules.cfg and use the BonusModifier config files.
How do I set up BonusModifier in the restrictions config file? Its not present by default.
You need to open Modules.cfg and set B:Override to true. After running the game once, you should see a whole bunch of new files in the Tinker Tweaks config folder. The files you need in particular are BonusModifierDefaults.cfg and BonusModifierOverride.cfg
You need to open Modules.cfg and set B:Override to true. After running the game once, you should see a whole bunch of new files in the Tinker Tweaks config folder. The files you need in particular are BonusModifierDefaults.cfg and BonusModifierOverride.cfg
You need to swap Bronze and Iron. Everyone knows Iron is better than Bronze because Iron's molecular structure is stronger. History shows we started using Iron for tools and weapons more than Bronze after we discovered how to create it because it lasted longer/was stronger. Also, you need to add a way to make Steel. As of right now, it's unobtainable (Unless using Nether Ores Mod or another mod to get Steel.). Something like 2 Coal and 1 Iron Ingot makes 1 Steel ingot.
The Hatchets need an XP support for the TreeCapacitor mod as well. I only get 1 XP per tree because it doesn't actually chop each log, only the bottom most one. It's hard to level up Hatchets with 1 XP per tree.
I'm running Iguana Tweaks on my Resonant Rise 3 mod pack and I can't create Slime Bow Limbs, even though the tooltip says I should be able to. I don't want to change anything in the configs, b/c every time the mod pack updates it overwrites it, and besides, the game already thinks Slime (Green, Blue and Pink) are viable crafting materials.
Probably just a nitpick, but the fired clay bucket's handling of lava bugs me a bit. In reality, fired ceramics tend to have a heat tolerance well above iron (fire clay can handle 3200˚F, as opposed to iron's 2800˚F). This is why ceramics are generally used in crucible linings, as well as the heat shielding in orbital re-entry vehicles. This means that, if anything, an iron bucket is more vulnerable to lava than the fired clay bucket.
I grant you, this mod is for difficulty's sake, so it's probably not something that needs fixing in this context, but I just felt I should mention the discrepancy, all the same.
I'm running Iguana Tweaks on my Resonant Rise 3 mod pack and I can't create Slime Bow Limbs, even though the tooltip says I should be able to. I don't want to change anything in the configs, b/c every time the mod pack updates it overwrites it, and besides, the game already thinks Slime (Green, Blue and Pink) are viable crafting materials.
Anyone know what I'm likely to be doing wrong?
Bump? I'm using a standard bow limb template in the Part Builder (it works with wood), and have tried Slimeballs, Slime cubes, Blue Slimeballs, and Congealed Blue Slime (the blue slime cube), none of which work.
@Minarch In Modules.cfg, set B:HarvestLevelTweaks to false. Note that this will also stop the diamond modifier from giving +1 mining level (not that I think you'd mind, but just so you're aware).
@Viperion_NZ Check restrictions.cfg and make sure slime bow limbs aren't mentioned anywhere. Material-part combinations in the first section are the ONLY parts that can be made from that material. Combinations in the second section CANNOT be made from that material.
Thanks, I'll check the file. However the in-game tooltip does list slime as a viable material, so I expect that slime won't be excluded. And if I do need to change the config, the next time the modpack updates it'll overwrite it again
I need help, after installing this i cant even use wooden tools? I even tried to make tinkers wooden tools but i cant even make them
That was intentional. The vanilla tools are disabled to ensure progression through Tinker's Construct. In TiC, the first-level tools you'll need to make are flint-level; using flint for the tool head, and wood for the handle and any bindings needed. Usually, a stencil's tooltip will tell you what you need to make a tool.
Bump? I'm using a standard bow limb template in the Part Builder (it works with wood), and have tried Slimeballs, Slime cubes, Blue Slimeballs, and Congealed Blue Slime (the blue slime cube), none of which work.
Try bumping your Forge version up to the latest recommended, 1448 (you're using 1445).
Seems to be a problem with missing text for the 'Stonebound' property
My five-point rating system: Yay, kay, meh, erm, gleh
How do you set up the restrictions for modifiers gained on levels? I'd like to prevent the random level-ups from applying certain modifiers.
Ideally, I only want Haste, Jagged, Stonebound, Sharpness, Bane of Arthropods, Smite, Moss, or Unbreaking to be added on tool level up, because others tend to dictate how the tool must be used, and I want to make that decision on my own.
Autosmelt, specifically, isn't worth it on pickaxes, even with stacking with fortune, because many mods now have secondary materials you gain from specific ores and Autosmelt doesn't let you get those. Most mods that have this additional drop don't have alternate ores to compensate for Autosmelt. You'd be more likely to use Autosmelt with things like Clay, where you can get up to 7 bricks per clay block, Sand where you can get up to 4 glass per block, or for charcoal collection where one log can be as much as four charcoal.
You have two options, depending on how much control you want. To disable modifiers entirely, there's a section for that right above the tool leveling section in main.cfg. For finer control (i.e.: disabling modifiers by tool type), you can enable the override module in Modules.cfg and use the BonusModifier config files.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
How do I set up BonusModifier in the restrictions config file? Its not present by default.
You need to open Modules.cfg and set B:Override to true. After running the game once, you should see a whole bunch of new files in the Tinker Tweaks config folder. The files you need in particular are BonusModifierDefaults.cfg and BonusModifierOverride.cfg
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Alrighty. It works. Thanks a bunch.
You need to swap Bronze and Iron. Everyone knows Iron is better than Bronze because Iron's molecular structure is stronger. History shows we started using Iron for tools and weapons more than Bronze after we discovered how to create it because it lasted longer/was stronger. Also, you need to add a way to make Steel. As of right now, it's unobtainable (Unless using Nether Ores Mod or another mod to get Steel.). Something like 2 Coal and 1 Iron Ingot makes 1 Steel ingot.
The Hatchets need an XP support for the TreeCapacitor mod as well. I only get 1 XP per tree because it doesn't actually chop each log, only the bottom most one. It's hard to level up Hatchets with 1 XP per tree.
EDIT: Using this mod for Minecraft Version 1.7.10
I really enjoy the weapon leveling system, it's a welcome addition!
But I'm experiencing what appears to be some sort of bug or incompatibility:
I can't repair my lumium arrows with lumium, even though that's the stated repair material.
My five-point rating system: Yay, kay, meh, erm, gleh
I'm running Iguana Tweaks on my Resonant Rise 3 mod pack and I can't create Slime Bow Limbs, even though the tooltip says I should be able to. I don't want to change anything in the configs, b/c every time the mod pack updates it overwrites it, and besides, the game already thinks Slime (Green, Blue and Pink) are viable crafting materials.
Anyone know what I'm likely to be doing wrong?
Probably just a nitpick, but the fired clay bucket's handling of lava bugs me a bit. In reality, fired ceramics tend to have a heat tolerance well above iron (fire clay can handle 3200˚F, as opposed to iron's 2800˚F). This is why ceramics are generally used in crucible linings, as well as the heat shielding in orbital re-entry vehicles. This means that, if anything, an iron bucket is more vulnerable to lava than the fired clay bucket.
I grant you, this mod is for difficulty's sake, so it's probably not something that needs fixing in this context, but I just felt I should mention the discrepancy, all the same.
Bump? I'm using a standard bow limb template in the Part Builder (it works with wood), and have tried Slimeballs, Slime cubes, Blue Slimeballs, and Congealed Blue Slime (the blue slime cube), none of which work.
Help?
@Minarch In Modules.cfg, set B:HarvestLevelTweaks to false. Note that this will also stop the diamond modifier from giving +1 mining level (not that I think you'd mind, but just so you're aware).
@Viperion_NZ Check restrictions.cfg and make sure slime bow limbs aren't mentioned anywhere. Material-part combinations in the first section are the ONLY parts that can be made from that material. Combinations in the second section CANNOT be made from that material.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Thanks, I'll check the file. However the in-game tooltip does list slime as a viable material, so I expect that slime won't be excluded. And if I do need to change the config, the next time the modpack updates it'll overwrite it again
Restrictions.cfg checked: They are listed in the first section and not listed in the second. So I should be ok? (But I'm not, obviously)
I need help, after installing this i cant even use wooden tools? I even tried to make tinkers wooden tools but i cant even make them
That was intentional. The vanilla tools are disabled to ensure progression through Tinker's Construct. In TiC, the first-level tools you'll need to make are flint-level; using flint for the tool head, and wood for the handle and any bindings needed. Usually, a stencil's tooltip will tell you what you need to make a tool.
I came back to delete my comment, as i have figured that out. Sorry for the unnecessary comment. (I will do a bit more in searching than for asking)
And of course Thank you.
Are the slime bow limbs listed in that first section? If they aren't, then you can't make them.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Slime Crystals.