The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2014
Posts:
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Minecraft:
TyoAtrosa
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you don't have to have base metals but it does add a lot to it, other than that i do recommend a few other mods to add more challenge or more content as tinkers tools can get very powerful very quickly, even to the point of one shotting all regular enemies at the later stages. other than that it just depends on what else you want to do with it. tinkers fits very well with a large variety of mods so i would just try things out.
you don't have to have base metals but it does add a lot to it, other than that i do recommend a few other mods to add more challenge or more content as tinkers tools can get very powerful very quickly, even to the point of one shotting all regular enemies at the later stages. other than that it just depends on what else you want to do with it. tinkers fits very well with a large variety of mods so i would just try things out.
Thanks, I'd be happy for some suggestions. I don't play much myself and don't follow the mod scene, my job is to just put the server up
I don't even play without Optifine anymore... but whenever they're both in the pack together, I have periodic lagspikes-of-death which makes the game basically unplayable as they happen frequently in combat =/
No, I mean when I'm in combat (and occasionally while just walking around), I get lagspikes that often end with a rapidfire spike of taking repetitive hits all at once that kill me more often than not. Have been trying to look up ways to reduce combat lag specifically but without much success... Wish I could narrow down what exactly is 'breaking' but don't have much experience using monitoring tools other than just F3 and shift+F3
Optifine and TiC are Incompatible, and will always be unless optifine adds compatibility on there side. the problem is with optifines code.
Ummm... I use Optifine all the time and as far as I know it has never caused a problem with Tinkers. Maybe I'm just lucky? Or perhaps my specific settings don't interfere with Tinkers... I do set a lot of things to non-default settings in Optifine.
I don't even play without Optifine anymore... but whenever they're both in the pack together, I have periodic lagspikes-of-death which makes the game basically unplayable as they happen frequently in combat =/
Just turn Fast Render off, it helps.
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The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2014
Posts:
63
Minecraft:
TyoAtrosa
Member Details
it's not a bit incompatibilty, mainly big lag spikes in certain situations, mainly if using Fast Math and Fast Render (which also causes occasional z-fighting). i use them together as well and only occasionally might get a crash on chunk loading, but they are rare.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2014
Posts:
63
Minecraft:
TyoAtrosa
Member Details
just optifine right now, just for clear water and a few tweaks, not so much performance as on my pc i never got much of a boost.. so far 1.9.4 doesn't have a lot to go by but has better performance than previous versions anyways.
Hmm, after a short glance through the code, it looks like it might be possible to add new casts and specific mb amounts to casting recipes by calling TiC methods directly. Before I dig deeper is that a terrible or impossible idea?
I'm making a mod that adds a new metal—cast iron—that is intended to be more efficient when cast than when used raw. For example, while you can make 3 cast iron plates from 3 ingots normally (1 ingot per plate), casting yields 1 plate per 6 nuggets instead. So, ideally, I'd like to just tell Tinkers Construct that 1 cast iron plate equals 6 nuggets (rather than 1 ingot).
And, I'd like to add casts for my mod's custom items.
Really, TiC seems like it could, potentially, be a perfect fit for my mod, but I'm not yet sure if the integration I mentioned is possible. Anyone know for sure if it is or not?
i have to say, i just love the electrum modifier. thats really fun and creative. even though i had to install 2 extra mods to make it.
i cant wait to see this on a bow.
the shuriken could probably use a little bit of tweaking and use the most expensive material (determined by highest mining level?) as repair material. it feels a bit cheesy to make that thing with materials like manyullyn, steel, lead etc. and make the one blade that defines the repair material out of bone.^^ since bone is a good weapon material, youre not even losing out on anything.
Hmm, after a short glance through the code, it looks like it might be possible to add new casts and specific mb amounts to casting recipes by calling TiC methods directly. Before I dig deeper is that a terrible or impossible idea?
I'm making a mod that adds a new metal—cast iron—that is intended to be more efficient when cast than when used raw. For example, while you can make 3 cast iron plates from 3 ingots normally (1 ingot per plate), casting yields 1 plate per 6 nuggets instead. So, ideally, I'd like to just tell Tinkers Construct that 1 cast iron plate equals 6 nuggets (rather than 1 ingot).
And, I'd like to add casts for my mod's custom items.
Really, TiC seems like it could, potentially, be a perfect fit for my mod, but I'm not yet sure if the integration I mentioned is possible. Anyone know for sure if it is or not?
it should be possible. it was defnitely possible in 1.7.10
i installed the foundry mod for 1.9 to get access to more materials and orespawn for my tools. it uses some custom casts, like casts for gears and metal plates. it adds casts for these items to the tinker smeltery.
unless youre talking about the cast material itself, which is gold by default. in that case i dont know.
i dont know if the material already has a modifier, or if this is even possible, but i think i had kindof a cool idea what uranium would do.
basically a mob or player hit by a uranium weapon would get debuffed. the debuff would trigger when the entity dies. he would just freeze up and be put on a two second fuse like a creeper after which he explodes and deals damage to everything around him. enemies that are hit by this explosion also get the debuff which also gets triggered in the event that they die, so it can possibly spread to even more players or mobs.
under the right circumstances this could really create this uncontrolled chain reaction, that radioactive materials like uranium and plutonium are associated with. (fire it into a bunch of chickens and watch what happens).
it would probably work best on a ranged weapon like shuriken, or missile like arrows and crossbow bolts if they make a return at some point.
i dont know if the material already has a modifier, or if this is even possible, but i think i had kindof a cool idea what uranium would do.
basically a mob or player hit by a uranium weapon would get debuffed. the debuff would trigger when the entity dies. he would just freeze up and be put on a two second fuse like a creeper after which he explodes and deals damage to everything around him. enemies that are hit by this explosion also get the debuff which also gets triggered in the event that they die, so it can possibly spread to even more players or mobs.
under the right circumstances this could really create this uncontrolled chain reaction, that radioactive materials like uranium and plutonium are associated with. (fire it into a bunch of chickens and watch what happens).
it would probably work best on a ranged weapon like shuriken, or missile like arrows and crossbow bolts if they make a return at some point.
It sounds awesome, the name could be Fission, or Nuclear.
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Why isn't there a chest for casts? I know I can use a regular chest but it seems odd to me that there's one for patterns and another one for tool parts but nothing for casts
Hello, If I may request something, Is it possible to shrink the size of the shuriken when it's held? I feel like it's a tab too big.
Just looking for some quick advice.
My son just discovered and really enjoys Tinker's Construct and wants me to put up a survival server for him running it.
From browsing the thread it seems like I need TC2 and Base Metals, are there any other mods 'essential' to running a TC2 survival server?
you don't have to have base metals but it does add a lot to it, other than that i do recommend a few other mods to add more challenge or more content as tinkers tools can get very powerful very quickly, even to the point of one shotting all regular enemies at the later stages. other than that it just depends on what else you want to do with it. tinkers fits very well with a large variety of mods so i would just try things out.
Thanks, I'd be happy for some suggestions. I don't play much myself and don't follow the mod scene, my job is to just put the server up
Also increase teh size of the cleaver XD
Does TiC still disagree with Optifine?
I don't even play without Optifine anymore... but whenever they're both in the pack together, I have periodic lagspikes-of-death which makes the game basically unplayable as they happen frequently in combat =/
No, I mean when I'm in combat (and occasionally while just walking around), I get lagspikes that often end with a rapidfire spike of taking repetitive hits all at once that kill me more often than not. Have been trying to look up ways to reduce combat lag specifically but without much success... Wish I could narrow down what exactly is 'breaking' but don't have much experience using monitoring tools other than just F3 and shift+F3
Optifine and TiC are Incompatible, and will always be unless optifine adds compatibility on there side. the problem is with optifines code.
Ummm... I use Optifine all the time and as far as I know it has never caused a problem with Tinkers. Maybe I'm just lucky? Or perhaps my specific settings don't interfere with Tinkers... I do set a lot of things to non-default settings in Optifine.
Just turn Fast Render off, it helps.
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it's not a bit incompatibilty, mainly big lag spikes in certain situations, mainly if using Fast Math and Fast Render (which also causes occasional z-fighting). i use them together as well and only occasionally might get a crash on chunk loading, but they are rare.
just optifine right now, just for clear water and a few tweaks, not so much performance as on my pc i never got much of a boost.. so far 1.9.4 doesn't have a lot to go by but has better performance than previous versions anyways.
Then would just need fried egg and Bread parts and we could have a complete breakfast in one tool!
Pig-iron head + Chese-bio-plastic plate + Egg-collagen handle + Stale-French-baguette plate = Breakfast Hammer!
Hmm, after a short glance through the code, it looks like it might be possible to add new casts and specific mb amounts to casting recipes by calling TiC methods directly. Before I dig deeper is that a terrible or impossible idea?
I'm making a mod that adds a new metal—cast iron—that is intended to be more efficient when cast than when used raw. For example, while you can make 3 cast iron plates from 3 ingots normally (1 ingot per plate), casting yields 1 plate per 6 nuggets instead. So, ideally, I'd like to just tell Tinkers Construct that 1 cast iron plate equals 6 nuggets (rather than 1 ingot).
And, I'd like to add casts for my mod's custom items.
Really, TiC seems like it could, potentially, be a perfect fit for my mod, but I'm not yet sure if the integration I mentioned is possible. Anyone know for sure if it is or not?
i have to say, i just love the electrum modifier. thats really fun and creative. even though i had to install 2 extra mods to make it.
i cant wait to see this on a bow.
the shuriken could probably use a little bit of tweaking and use the most expensive material (determined by highest mining level?) as repair material. it feels a bit cheesy to make that thing with materials like manyullyn, steel, lead etc. and make the one blade that defines the repair material out of bone.^^ since bone is a good weapon material, youre not even losing out on anything.
it should be possible. it was defnitely possible in 1.7.10
i installed the foundry mod for 1.9 to get access to more materials and orespawn for my tools. it uses some custom casts, like casts for gears and metal plates. it adds casts for these items to the tinker smeltery.
unless youre talking about the cast material itself, which is gold by default. in that case i dont know.
i dont know if the material already has a modifier, or if this is even possible, but i think i had kindof a cool idea what uranium would do.
basically a mob or player hit by a uranium weapon would get debuffed. the debuff would trigger when the entity dies. he would just freeze up and be put on a two second fuse like a creeper after which he explodes and deals damage to everything around him. enemies that are hit by this explosion also get the debuff which also gets triggered in the event that they die, so it can possibly spread to even more players or mobs.
under the right circumstances this could really create this uncontrolled chain reaction, that radioactive materials like uranium and plutonium are associated with. (fire it into a bunch of chickens and watch what happens).
it would probably work best on a ranged weapon like shuriken, or missile like arrows and crossbow bolts if they make a return at some point.
It sounds awesome, the name could be Fission, or Nuclear.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
Why isn't there a chest for casts? I know I can use a regular chest but it seems odd to me that there's one for patterns and another one for tool parts but nothing for casts