1.12
1.11
1.10
1.9
1.8.9
1.7.10
Howdy, I have a problem, and was told it was due to Tinkers.
http://pastebin.com/Jt9jPjmb
Lately the only problem i been having while playing with tinkers construct for 1.10.2 is that my pickaxe is gimped do to other mods not having there blocks set properly.
I use a Paper pickaxe head, Paper binding, knightslime handle, with obsidian sharpening kit & 5 reinforced plates.
The problem i have is when mods don't set there blocks tool type/level that should be gathered with a pick the mining speed is insanely longer then a vannila stone tool....
though if the blocks have the proper tool req/mining level my pick can cut through then like a hot knife through butter. Unless its Cobalt level blocks which is to be expected. I just hope the all the other mods one day start to update there blocks to better solve this issue O_o
Idk if this is a bug or not; I was messing around with the extra modifier creative item and noticed that all modifiers have a cap, except for knockback. I not have a warhammer with a knockback of LXIII and it just seems ridiculous.
Knockback 63? Wow, that is ridiculous.
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Don't click this link, HE is haunting it...
It's intended. It caps at level 99.
Before you post something on the Tinkers' Construct thread... please read this.
If you have a crash log, READ it before posting it (and if you do, use spoilers). Some stuff should be obvious to where it comes from. Try reproducing the same thing with only Tinkers' Construct or Mantle on vanilla Forge (please do make sure that you're using the latest TiC and Mantle versions). If it still does happen, report it to the issue tracker (Yes, you have to sign up... but it's not that hard).
Last but not least, please do not ask for unsupported versions (1.7.10, 1.8.9) or ask for non-existent ones (1.8)!
So, anyone got an answer on what I can do to fix my issue?
Hi, I'm kinda new to all this and was wondering if bows and crossbows have been disabled in 1.10.2 or if something went wrong because they don't actually show up as a craftable weapon in the game. I've searched online, but haven't found any info about this, so I decided to post here for help
not yet in in 1.10.2
Okay, that's all I needed to hear. Thanks!
Pretty sure that episode uses TC 1.7.10, I mean, it uses forgecraft, right? Last I checked that thing was on 1.7.10
Edit: Of course, I could be wrong. I usually don't watch direwolf and I just saw forgecraft in passing when looking at some 1.7.10 modpacks
Really? I stand corrected.
...
Kinda curious, but if they're at 1.11, how do they have TC? Do they get to test experimental builds, or do they get permission from mod makers then port(? is that the correct term?) the mod to the higher versions themselves?
You can build the experimental versions yourself, just make sure you know what you're doing since you'll be screwing with your PATH variables and such.
Before you post something on the Tinkers' Construct thread... please read this.
If you have a crash log, READ it before posting it (and if you do, use spoilers). Some stuff should be obvious to where it comes from. Try reproducing the same thing with only Tinkers' Construct or Mantle on vanilla Forge (please do make sure that you're using the latest TiC and Mantle versions). If it still does happen, report it to the issue tracker (Yes, you have to sign up... but it's not that hard).
Last but not least, please do not ask for unsupported versions (1.7.10, 1.8.9) or ask for non-existent ones (1.8)!
Does anyone know of any method of turning off specific tool parts like for example a wooden shovel head?
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.
Why not just not use it?
cause some time when playing with other players you need to take away things you don't want them to use....
Kaisoul more or less says it. But I am making a modpack and I don't really want players to use wooden tool heads as opposed to flint or something better.
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.
i still love paper pick head, paper binding, knightslime handle /w obsidian sharpening kit & 5 reinforced plates till my worlds tech level & powergen is high enough.
Could Modtweaker help?
i doubt it would unless it has tinkers' part builder support.
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.
so i use substratum for metal adding and i notice that there are quite a few metals that were in extra tic that dont have tic2 support, along with brand new metals like chromium.
so im here to offer ideas for traits for these metals:
chromium: Glossy- multiplies base stat bonus but decreases bonus the more damaged it becomes: (because chrome gets scratched. would synergize well with copper parts and mending moss)
enderium: Jumper- teleports a chunk distance towards any entity when right clicked, or teleports away a distance if the tool blocks. (in the case of an arrow, the arrow itself would function more like an enderpearl)
signalium: Boosted- gathers RF the more its used, right click on machine to transmit rf. (similar to how electrum stores energy but instead of it doing damage it just is used as a way to quickly charge machines. maybe the RF can also be a durability buffer?)
lumium: Bright- gives off light, kinda like it was a dynamic light source
platinum: Alchemic Perfection- causes extremely rare drops (diamond from coal, gold from lead, quartz from the weird stones, etc)
invar: Confusion- makes mobs wander aimlessly (because in"var"sion, inversion, yeah)
now i dont know if here on tic is where im supposed to offer ideas or if im supposed to substratum' page instead, but im just offering my two cents