i dont know if this would be seen by the ticon mod maker but i want to just stress this out since its a good idea in theory and may make tinkers construct alot more awesome. so i was playing with tinkers construct with metallurgy and obviously with extra tic so i can use metals from metallurgy. as i looked through the list of metallurgy items i found that their icons were beyond awesome and making tinker stuffs using those metal makes them unappealing anymore. so the idea that i want to share was to somehow let you use some of the graphics from metallurgy when using metallurgy stuffs like damascus steel blade mixed with haderoth guard and steel handle. yknow mixin and matchin. just hoping though.
The maker of this mod wouldn't have to change anything to make that possible, you can actually do it yourself with a resourcepack, it would just be a lot of work.
i dont know if this would be seen by the ticon mod maker but i want to just stress this out since its a good idea in theory and may make tinkers construct alot more awesome. so i was playing with tinkers construct with metallurgy and obviously with extra tic so i can use metals from metallurgy. as i looked through the list of metallurgy items i found that their icons were beyond awesome and making tinker stuffs using those metal makes them unappealing anymore. so the idea that i want to share was to somehow let you use some of the graphics from metallurgy when using metallurgy stuffs like damascus steel blade mixed with haderoth guard and steel handle. yknow mixin and matchin. just hoping though.
I'm not affiliated with the Metallurgy or ExtraTiC team in any way, but I actually started on a resource pack that would make Tinker tools have Metallurgy style icons, with the different shapes for guards and sword blades and stuff. I ditched it after finishing most of the broadswords, then realizing that I would now have to make unique styles for almost every single tool (broadsword, axe, pickaxe, and shovel are the only ones that have vanilla basis for me to copypaste from) and that was way too much work.
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Timeless Modding is kinda dead but idk what to put here now
Perhaps a better solution would be a simple mod to make an item that uses a metallurgy ore for it's main component also use the metallurgy models and textures where available. That way a sword from tinkers construct that used a metallurgy metal for it's blade might show up looking like the equivalent Metallurgy sword instead of a standard tinkers construct sword. Obviously this wouldn't be perfect, but it would be "better". It also probably should be suggested on the extra TIC side rather than here I think. lol
I'm not affiliated with the Metallurgy or ExtraTiC team in any way, but I actually started on a resource pack that would make Tinker tools have Metallurgy style icons, with the different shapes for guards and sword blades and stuff. I ditched it after finishing most of the broadswords, then realizing that I would now have to make unique styles for almost every single tool (broadsword, axe, pickaxe, and shovel are the only ones that have vanilla basis for me to copypaste from) and that was way too much work.
I've actually been trying similar things, maybe we could get other people to help so we actually have a chance of getting it more or less finished.
Another thing: we have to retexture many of the modifiers as well, because most of them are based on the default Tinker's tool texture so they wouldn't work. For example, Sharpness is a layer of quartz around the end of the sword blade. That wouldn't work if you're using something like a desichalkos broadsword and the sword blade goes around the quartz.
Modifiers like lapis and emerald are fine because they appear as gems somewhere in the tool, so they work no matter what shape it is. We should change it so all the modifiers look like that (in different locations of course). So sharpness, instead of being a layer of quartz around the blade, would look like a small spiky quartz gem at the base of the blade. Diamond could go below the end of the rod on a pickaxe/axe/whatever. Fire aspect/autosmelt could just look like a fiery gem near the handle or something, idk. Now, some things, like moss and RF obviously can't be gems. RF could stay the way it is honestly, and moss could just be a small mossy grip on the handle of the tool.
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Timeless Modding is kinda dead but idk what to put here now
Currently using modpack with a few mods that influence Tinker's, but I've found that if you have moss on a tool, and it breaks, even after returning to full durability, the tool is still considered broken.
That's a bug. Tools with auto-repair stay broken until repaired to full. If you're maxing them and they stay broken, it's definitely unintended behavior, and likely caused by another mod.
i guess thats the same idea that i have so pretty redundant. about saying this thing on the actual extra tic guys yeah i already did that. just waiting for reply
Another thing: we have to retexture many of the modifiers as well, because most of them are based on the default Tinker's tool texture so they wouldn't work. For example, Sharpness is a layer of quartz around the end of the sword blade. That wouldn't work if you're using something like a desichalkos broadsword and the sword blade goes around the quartz.
Modifiers like lapis and emerald are fine because they appear as gems somewhere in the tool, so they work no matter what shape it is. We should change it so all the modifiers look like that (in different locations of course). So sharpness, instead of being a layer of quartz around the blade, would look like a small spiky quartz gem at the base of the blade. Diamond could go below the end of the rod on a pickaxe/axe/whatever. Fire aspect/autosmelt could just look like a fiery gem near the handle or something, idk. Now, some things, like moss and RF obviously can't be gems. RF could stay the way it is honestly, and moss could just be a small mossy grip on the handle of the tool.
i just want to suggestion something thats been bugging me and that is with bow and knockback mod. would it be possible to place the model of the mini piston in the middle of the bow but face the character than facing outward like a spring. also its awesome that someone is really taking their time to make something that ive wanted ever since i played with ticon and metallurgy. i just wish i could help but i do not know where to start so if you guys can teach me the ropes then i would be glad to help. and then some.
i just wish i could help but i do not know where to start so if you guys can teach me the ropes then i would be glad to help. and then some.
Just install paint.net, unzip the tconstruct jar with winrar or something, open the assets folder, look for a texture to edit, open it in paint.net and start pressing random buttons. You'll figure it out eventually.
Just install paint.net, unzip the tconstruct jar with winrar or something, open the assets folder, look for a texture to edit, open it in paint.net and start pressing random buttons. You'll figure it out eventually.
not the most efficient "showing the ropes" but cant be a picker am i huh? very well ill start on testing stuffs.
I am Trying to add this to my magic quest game but it keeps shutting down at the initialization point (phase 2). The crash page is here :http://paste.feed-the-beast.com/view/c21cb418. If anyone can give me a hand I love using tinkers but I can't seem to find why it is crashing
Sometimes i would get blood in the smeltery and idk how to get it out so i would break cntroller and put the smeltery controllder back.How do i get blood out of the smeltery without breaking the controller???
Sometimes i would get blood in the smeltery and idk how to get it out so i would break cntroller and put the smeltery controllder back.How do i get blood out of the smeltery without breaking the controller???
Or, even better, get some iron and emeralds and you can have pig iron, plus get rid of the blood. Win-win.
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The maker of this mod wouldn't have to change anything to make that possible, you can actually do it yourself with a resourcepack, it would just be a lot of work.
I'm not affiliated with the Metallurgy or ExtraTiC team in any way, but I actually started on a resource pack that would make Tinker tools have Metallurgy style icons, with the different shapes for guards and sword blades and stuff. I ditched it after finishing most of the broadswords, then realizing that I would now have to make unique styles for almost every single tool (broadsword, axe, pickaxe, and shovel are the only ones that have vanilla basis for me to copypaste from) and that was way too much work.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Perhaps a better solution would be a simple mod to make an item that uses a metallurgy ore for it's main component also use the metallurgy models and textures where available. That way a sword from tinkers construct that used a metallurgy metal for it's blade might show up looking like the equivalent Metallurgy sword instead of a standard tinkers construct sword. Obviously this wouldn't be perfect, but it would be "better". It also probably should be suggested on the extra TIC side rather than here I think. lol
I've actually been trying similar things, maybe we could get other people to help so we actually have a chance of getting it more or less finished.
Sounds good. I'll finish up the pickaxes later today, anyone else here want to help?
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Another thing: we have to retexture many of the modifiers as well, because most of them are based on the default Tinker's tool texture so they wouldn't work. For example, Sharpness is a layer of quartz around the end of the sword blade. That wouldn't work if you're using something like a desichalkos broadsword and the sword blade goes around the quartz.
Modifiers like lapis and emerald are fine because they appear as gems somewhere in the tool, so they work no matter what shape it is. We should change it so all the modifiers look like that (in different locations of course). So sharpness, instead of being a layer of quartz around the blade, would look like a small spiky quartz gem at the base of the blade. Diamond could go below the end of the rod on a pickaxe/axe/whatever. Fire aspect/autosmelt could just look like a fiery gem near the handle or something, idk. Now, some things, like moss and RF obviously can't be gems. RF could stay the way it is honestly, and moss could just be a small mossy grip on the handle of the tool.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
This is so much cooler than regular ExtraTiC
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
I've been making the toolparts smaller to make modifiers and casting look better. They also look less over the top that way.
You don't. You use as stencil to make your items with cactus.
Cactus tools are made in the part builder. Cactus green is made in furnaces.
Currently using modpack with a few mods that influence Tinker's, but I've found that if you have moss on a tool, and it breaks, even after returning to full durability, the tool is still considered broken.
That's a bug. Tools with auto-repair stay broken until repaired to full. If you're maxing them and they stay broken, it's definitely unintended behavior, and likely caused by another mod.
i guess thats the same idea that i have so pretty redundant. about saying this thing on the actual extra tic guys yeah i already did that. just waiting for reply
i just want to suggestion something thats been bugging me and that is with bow and knockback mod. would it be possible to place the model of the mini piston in the middle of the bow but face the character than facing outward like a spring. also its awesome that someone is really taking their time to make something that ive wanted ever since i played with ticon and metallurgy. i just wish i could help but i do not know where to start so if you guys can teach me the ropes then i would be glad to help. and then some.
Just install paint.net, unzip the tconstruct jar with winrar or something, open the assets folder, look for a texture to edit, open it in paint.net and start pressing random buttons. You'll figure it out eventually.
not the most efficient "showing the ropes" but cant be a picker am i huh? very well ill start on testing stuffs.
Feel free to message me if you need some help. You could also watch some of shadowclaimer's old streams:
I am Trying to add this to my magic quest game but it keeps shutting down at the initialization point (phase 2). The crash page is here :http://paste.feed-the-beast.com/view/c21cb418. If anyone can give me a hand I love using tinkers but I can't seem to find why it is crashing
Sometimes i would get blood in the smeltery and idk how to get it out so i would break cntroller and put the smeltery controllder back.How do i get blood out of the smeltery without breaking the controller???
Or, even better, get some iron and emeralds and you can have pig iron, plus get rid of the blood. Win-win.
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