DarkCloud: I'll try Slime Crystals, although that doesn't make a ton of sense
(Quoting myself for the win...)
YES - it's Slime Crystals you need to use! Because nothing makes sense more than taking a flexible material like slime, and making it rigid in order to make bow limbs... which pretty much by definition need to flex...
YES - it's Slime Crystals you need to use! Because nothing makes sense more than taking a flexible material like slime, and making it rigid in order to make bow limbs... which pretty much by definition need to flex...
Thanks for the suggestion!
To be fair, crystalline structures can be flexible, depending on material.
Loving all the configuration and customization I can do with this mod! Would it be possible in a future update to add lines for material effects in the configs, so we could do things such as put ignite on twilight forest fiery tools or autorepair on thaumcraft void tools? Even if we can only choose from the preset ones, would be a really neat feature. I love how metallurgy nether weapons and tools keep their effects in their tinker's versions.
I'm running a server with the Tinkers tweaks, and I disabled the tweak that would make vanilla tools or anything non T-Construct not work, but all these tools still give me this note. Why it no work?
I'm running a server with the Tinkers tweaks, and I disabled the tweak that would make vanilla tools or anything non T-Construct not work, but all these tools still give me this note. Why it no work?
Are you sure you disabled it for both your personal config file AND the server's config file?
Adding heads to increase mining level does not work, and hasn't for a long time. I don't know how or why but there is no way to add a mob head to any fully repaired tinkers construct tool, not with an open modifier not without one, not with a crafting table, bench, tool station, tool forge, no way, no how.
Anyone else is free to prove me wrong, but from a long time playing this mod with Tinkers including using it in modpacks like Sky Factory 2 and Crundee Craft I've never been able to add a head to bump up mining level.
Adding heads to increase mining level does not work, and hasn't for a long time. I don't know how or why but there is no way to add a mob head to any fully repaired tinkers construct tool, not with an open modifier not without one, not with a crafting table, bench, tool station, tool forge, no way, no how.
Anyone else is free to prove me wrong, but from a long time playing this mod with Tinkers including using it in modpacks like Sky Factory 2 and Crundee Craft I've never been able to add a head to bump up mining level.
Which version do you using? (tinkers and Iguana)
As far as I know a head boost only one Level. Is has a maximum level but this not mean that you can boost flint tools directly to ardite level.
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
As far as I know a head boost only one Level. Is has a maximum level but this not mean that you can boost flint tools directly to ardite level.
Latest version for 1.7 for both Tinkers and IG Tweaks, default options, only thing changed is non-tinker tools can still mine. Tried boosting a wooden tinkers pickaxe to copper with a zombie head, doesn't work.
Latest version for 1.7 for both Tinkers and IG Tweaks, default options, only thing changed is non-tinker tools can still mine. Tried boosting a wooden tinkers pickaxe to copper with a zombie head, doesn't work.
Works well with Tinkers 1.8.6b and Iguana 1.2.5 but not on wooden Tools. Flint works and all the metal tools too.
If not you messed up with your config.
Got a quick question here: I really like using this mod, but for progression reasons in other mods, I would really like to use the vanilla tools provided by Minecraft in their original state. I've messed a bit with the configuration files, but to no avail. I was just wondering if anyone could point me in the right direction.
Got a quick question here: I really like using this mod, but for progression reasons in other mods, I would really like to use the vanilla tools provided by Minecraft in their original state. I've messed a bit with the configuration files, but to no avail. I was just wondering if anyone could point me in the right direction.
Thanks, and take care!
In the tweaks section of main.cfg, set all of the "B:disableRegular(Tool)" options to false. Additionally, make sure that in TinkersConstruct.cfg, both B:"Remove Vanilla Tool Effectiveness" and B:"Remove Vanilla Tool Recipes" are set to false.
Good morning Unapologeticromantic, thanks for the response!
Strangely enough, even with all those options set as you specified, vanilla tools are still affected. Could it be that some other mod I have installed is having an impact on this mod?
Thanks!
Edit: I did a simplified test run with just Tinkers Construct and this mod, yet I still ran into the same issue. It's almost like the configuration files aren't being loaded.
I was wondering why the mining drills from immersive engineering do not register in tooloverride.cfg, it is probably IE's doing but in-game they are recognized as having redstone and obsidian levels respectively in the tooltip. So Tinkertweaks must be aware of their existence.
Hi, I don't know whether it's a bug or I'm doing something wrong, but even if "allowPartReuse" is set to true, the game won't let me reshape tool parts. What I'm doing is putting the desired pattern in the pattern slot of the Part Builder, and the component to be recycled in the material slot. I tried moving them around, but there's never any output. Thanks in advance to whoever can help me.
Here's the list of mods I'm using, they're all updated to the latest version:
Extra trees
Extra utilities
Flat signs
Forestry
Forge multipart
GeoStrata
Gilded games util
iChunUtil
InfiniBows
InGameModConfigs
JABBA
JourneyMap
Magic bees
Malisis core
Malisis doors
Mantle
Mariculture deluxe
Morph
Mr. Crayfish's furniture mod
Natura
NEI addons
NEI integration
NEI
NotEnoughKeys
OpenBlocks
OpenModsLib
Optifine
Plant mega pack
Railcraft
Tinkers' Construct
Thaumcraft
Thaumic Exploration
Thaumic Tinkerer
The Erebus
Treecapitator
Twilight Forest
Version checker
WAILA
WAILA harvestability
Ztones
Can I see your config file? And are you sure you're using the correct material for that specified pattern? You can check what materials are usable for that pattern. There's also the limit of how much the original tool part is worth (1.5, 1, .5) of a material. Perhaps the tool head you're trying to apply it too doesn't meet this requirement?
Uh, yes.
DarkCloud: I'll try Slime Crystals, although that doesn't make a ton of sense
(Quoting myself for the win...)
YES - it's Slime Crystals you need to use! Because nothing makes sense more than taking a flexible material like slime, and making it rigid in order to make bow limbs... which pretty much by definition need to flex...
Thanks for the suggestion!
To be fair, crystalline structures can be flexible, depending on material.
Loving all the configuration and customization I can do with this mod! Would it be possible in a future update to add lines for material effects in the configs, so we could do things such as put ignite on twilight forest fiery tools or autorepair on thaumcraft void tools? Even if we can only choose from the preset ones, would be a really neat feature. I love how metallurgy nether weapons and tools keep their effects in their tinker's versions.
I'm running a server with the Tinkers tweaks, and I disabled the tweak that would make vanilla tools or anything non T-Construct not work, but all these tools still give me this note. Why it no work?
Are you sure you disabled it for both your personal config file AND the server's config file?
Adding heads to increase mining level does not work, and hasn't for a long time. I don't know how or why but there is no way to add a mob head to any fully repaired tinkers construct tool, not with an open modifier not without one, not with a crafting table, bench, tool station, tool forge, no way, no how.
Anyone else is free to prove me wrong, but from a long time playing this mod with Tinkers including using it in modpacks like Sky Factory 2 and Crundee Craft I've never been able to add a head to bump up mining level.
Which version do you using? (tinkers and Iguana)
As far as I know a head boost only one Level. Is has a maximum level but this not mean that you can boost flint tools directly to ardite level.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Latest version for 1.7 for both Tinkers and IG Tweaks, default options, only thing changed is non-tinker tools can still mine. Tried boosting a wooden tinkers pickaxe to copper with a zombie head, doesn't work.
Works well with Tinkers 1.8.6b and Iguana 1.2.5 but not on wooden Tools. Flint works and all the metal tools too.
If not you messed up with your config.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Good evening everyone!
Got a quick question here: I really like using this mod, but for progression reasons in other mods, I would really like to use the vanilla tools provided by Minecraft in their original state. I've messed a bit with the configuration files, but to no avail. I was just wondering if anyone could point me in the right direction.
Thanks, and take care!
In the tweaks section of main.cfg, set all of the "B:disableRegular(Tool)" options to false. Additionally, make sure that in TinkersConstruct.cfg, both B:"Remove Vanilla Tool Effectiveness" and B:"Remove Vanilla Tool Recipes" are set to false.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Good morning Unapologeticromantic, thanks for the response!
Strangely enough, even with all those options set as you specified, vanilla tools are still affected. Could it be that some other mod I have installed is having an impact on this mod?
Thanks!
Edit: I did a simplified test run with just Tinkers Construct and this mod, yet I still ran into the same issue. It's almost like the configuration files aren't being loaded.
Hello Apoclaydon, thanks for the response!
I have done that multiple times now with no changes, unfortunately.
I was wondering why the mining drills from immersive engineering do not register in tooloverride.cfg, it is probably IE's doing but in-game they are recognized as having redstone and obsidian levels respectively in the tooltip. So Tinkertweaks must be aware of their existence.
Sorry - wrong forum, please delete
Can I see your config file? And are you sure you're using the correct material for that specified pattern? You can check what materials are usable for that pattern. There's also the limit of how much the original tool part is worth (1.5, 1, .5) of a material. Perhaps the tool head you're trying to apply it too doesn't meet this requirement?
Override Module
I need help can someone if not the maker help me with this
What specifically do you need help with? Enabling it, or a particular feature?
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
feature
I could explain it over here but it would be easier if we could talk
maybe over team view are skype or any other way of talking to one to another