The latest versions are incomplete. Non-nether ores (and likely their respective oreberries) won't be returning. Wait for more updates for other missing features to return, like the books.
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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/
The latest versions are incomplete. Non-nether ores (and likely their respective oreberries) won't be returning. Wait for more updates for other missing features to return, like the books.
I dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.
I dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.
Yeah. I used gold for all of my casts, doesn't really take too much honestly.
Just as with any other MC game I still end up having way, wayyyy too much iron by the end of the day. Seriously I'm drowning in iron, stacks of the stuff.
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I am playing the Crundee Craft modpack on ATlauncher, but this issue is one I have had across my modpacks, when I create tinkers arrows and fire them I get a graphics of Crossed arrows.... it looks bizarre....anyone know a solution? My resource pack is a mixture of sphanx/crundeecraft/Chroma Hills. Using just the basic wooden tinkers bow and wooden flint tinkers arrows......
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So I figured out it's the texture pack.....the arrows textures from Sphax is the culprit, when I turn off all resource packs they look normal again......anyone know where the arrows are located in resourcepack for tinkers? I am happy to just delete and use default.....that or if anyone knows a good
add on high res pack for tinkers where arrows look good..
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Maybe Tinker's Construct 2 should have a seperate thread? 200+ pages is a long lifetime for a page on here, and this is really two entirely different conversations going at once here, which is a bit confusing, and I'm not seeing people stopping using the 1.7.10 version for a long time yet.
Maybe Tinker's Construct 2 should have a seperate thread? 200+ pages is a long lifetime for a page on here, and this is really two entirely different conversations going at once here, which is a bit confusing, and I'm not seeing people stopping using the 1.7.10 version for a long time yet.
look at how many pages the thaumcraft thread has, or better yet, go over to the ic2 forums and look at how many pages the gregtech mod has. that mod has had the same thread for all of its versions since GT 1. plus new threads for the same mod might cause forum bloat or something
look at how many pages the thaumcraft thread has, or better yet, go over to the ic2 forums and look at how many pages the gregtech mod has. that mod has had the same thread for all of its versions since GT 1. plus new threads for the same mod might cause forum bloat or something
This is still majorly confusing in those cases as well, but the 1.7.10/1.9 devide is a lot bigger than most others, and makes things even more confusing, because there are clear reasons to still use both. I've seen a few mods that have 4+ threads going, and if anyone were actually worried about the size of this forum, then locked threads would disappear after a while.
Changelogs are on the corresponding releases on curseforge. For beta/full releases they're also on curse directly.
Resolved issues are issues that are already fixed, but not in a beta/full release yet (but can be in alpha releases, since those don't show up by default)
Changelogs are on the corresponding releases on curseforge. For beta/full releases they're also on curse directly.
Resolved issues are issues that are already fixed, but not in a beta/full release yet (but can be in alpha releases, since those don't show up by default)
Is in-game book going to be added after everything else is ported? Also easy method to learn what all the new stuff like splintering does?
Yes. Currently, I think if you hover over the trait in the part builder when making parts, you can see what effect ithe has.
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/
I dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.
oreberries made it really easy to circumvent the entire material progression. with the standart configs they werent exactly rare.
you just had to find some tin and copper berries long before you were able to mine tin, and threw it into the smeltery to jump from a flint pickaxe head directly to bronze and be able to mine obsidian.
I've been trying to find a 1.9 mod that isn't Extra Utilities that provides blast proof glass or glowing glass or both in one. I was wondering if Tinkers' could add them to the list of Smeltery made items. I was thinking use of Obsidian and Nether Quartz to make a block of the blast proof glass with a black stained glass-like appearance. The ability to melt Glowstone and sand (maybe heat sand from Natura if that mod returns) or Nether Quartz to make glowing glass. Add Glowstone to the Obsidian and Nether Quartz to make glowing blast proof glass (same appearance or turn it to a gray stained glass-like appearance to show that it's been diluted). I'm not into Hard Mode games so maybe a config to make it easier/harder to make the above?
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My Avatar? Supergirl. No, I'm not joking, that's really her. The artist is Michael Turner, cover of Superman/Batman #12. Look it up to get a better (larger) view of her.
oreberries made it really easy to circumvent the entire material progression. with the standart configs they werent exactly rare.
you just had to find some tin and copper berries long before you were able to mine tin, and threw it into the smeltery to jump from a flint pickaxe head directly to bronze and be able to mine obsidian.
So, the player skips wood AND stone tools by somehow getting into caves deep enough for oreberries, finds two types of berries, one of which is the third rarest and spawns only pretty low down, and then makes a smeltary, and then waits for them to grow, and produce berries, at least nine times each.
Sounds much harder than making a stone pickaxe, mining iron/copper & tin/Certus Quartz/insertequivilentmininglevelhere and making a pickaxe out of it.
The standard configs didn't make them rare, but they were not common enough that this could ever be an actual problem, and anyway, an iron-level pickaxe is not exactly manyulin or beating the ender dragon.
dude you didn't fully read stone's comment. He said jump from flint to smeltry (basically using a stone pickaxe). Which means that there isn't a need to use iron to make a pick.
The latest versions are incomplete. Non-nether ores (and likely their respective oreberries) won't be returning. Wait for more updates for other missing features to return, like the books.
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 dunno if this is a good thing. I never used the ore berries, although I plan to in my current world, and since Thermal Expansion adds the same ores to Overworld gen, removing the TCon ores in the Overworld is actually a good thing as it lowers ore density, which can get overwhelming with several mods that generate the same stuff. However, for 1.8-1.9 worlds, since Thermal Expansion isn't updated to it, this will likely make these resources very hard to find. Also, what about Aluminum? It's only really necessary for Aluminum Brass to make casts in my opinion, but I can see it having great potential in 1.9 versions as having a lightweight modifier with a reasonable amount of durability, making it a fast-swinging material ideal for weapons, but not so great for tools as it would have a low mining level. Other than that, are we going to have to use gold for casts? I may do that anyway as my last world I ended up with something like a barrel and a half full of gold.
Yeah. I used gold for all of my casts, doesn't really take too much honestly.
Just as with any other MC game I still end up having way, wayyyy too much iron by the end of the day. Seriously I'm drowning in iron, stacks of the stuff.
I am playing the Crundee Craft modpack on ATlauncher, but this issue is one I have had across my modpacks, when I create tinkers arrows and fire them I get a graphics of Crossed arrows.... it looks bizarre....anyone know a solution? My resource pack is a mixture of sphanx/crundeecraft/Chroma Hills. Using just the basic wooden tinkers bow and wooden flint tinkers arrows......
I used to have that issue too. Just had to update mine but it was a different modpack.
So I figured out it's the texture pack.....the arrows textures from Sphax is the culprit, when I turn off all resource packs they look normal again......anyone know where the arrows are located in resourcepack for tinkers? I am happy to just delete and use default.....that or if anyone knows a good
add on high res pack for tinkers where arrows look good..
oh i tried it, so many bugs there, i return'ed back to comfortable 1710
Maybe Tinker's Construct 2 should have a seperate thread? 200+ pages is a long lifetime for a page on here, and this is really two entirely different conversations going at once here, which is a bit confusing, and I'm not seeing people stopping using the 1.7.10 version for a long time yet.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
look at how many pages the thaumcraft thread has, or better yet, go over to the ic2 forums and look at how many pages the gregtech mod has. that mod has had the same thread for all of its versions since GT 1. plus new threads for the same mod might cause forum bloat or something
This is still majorly confusing in those cases as well, but the 1.7.10/1.9 devide is a lot bigger than most others, and makes things even more confusing, because there are clear reasons to still use both. I've seen a few mods that have 4+ threads going, and if anyone were actually worried about the size of this forum, then locked threads would disappear after a while.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Changelogs are on the corresponding releases on curseforge. For beta/full releases they're also on curse directly.
Resolved issues are issues that are already fixed, but not in a beta/full release yet (but can be in alpha releases, since those don't show up by default)
Is in-game book going to be added after everything else is ported? Also easy method to learn what all the new stuff like splintering does?
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.
Yes. Currently, I think if you hover over the trait in the part builder when making parts, you can see what effect ithe has.
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/
The ranged weapons are not even in the 1.8 or 1.9 versions.
In 1.7.10, I don't think so, but you can configure all materials to have a zero for every stat when used in a bow.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
oreberries made it really easy to circumvent the entire material progression. with the standart configs they werent exactly rare.
you just had to find some tin and copper berries long before you were able to mine tin, and threw it into the smeltery to jump from a flint pickaxe head directly to bronze and be able to mine obsidian.
Are there still creative modifiers?
i think someone mentioned it. yes.
I've been trying to find a 1.9 mod that isn't Extra Utilities that provides blast proof glass or glowing glass or both in one. I was wondering if Tinkers' could add them to the list of Smeltery made items. I was thinking use of Obsidian and Nether Quartz to make a block of the blast proof glass with a black stained glass-like appearance. The ability to melt Glowstone and sand (maybe heat sand from Natura if that mod returns) or Nether Quartz to make glowing glass. Add Glowstone to the Obsidian and Nether Quartz to make glowing blast proof glass (same appearance or turn it to a gray stained glass-like appearance to show that it's been diluted). I'm not into Hard Mode games so maybe a config to make it easier/harder to make the above?
So, the player skips wood AND stone tools by somehow getting into caves deep enough for oreberries, finds two types of berries, one of which is the third rarest and spawns only pretty low down, and then makes a smeltary, and then waits for them to grow, and produce berries, at least nine times each.
Sounds much harder than making a stone pickaxe, mining iron/copper & tin/Certus Quartz/insertequivilentmininglevelhere and making a pickaxe out of it.
The standard configs didn't make them rare, but they were not common enough that this could ever be an actual problem, and anyway, an iron-level pickaxe is not exactly manyulin or beating the ender dragon.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
dude you didn't fully read stone's comment. He said jump from flint to smeltry (basically using a stone pickaxe). Which means that there isn't a need to use iron to make a pick.
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.