I didn't see in the instructions that obsidian was needed, and if it was there it was easily overlooked, especially since the diagram didn't show obsidian as part of the process. How much obsidian do I need to add into the recipe?
Read the smelting book, it explicitly states 5:2:2 aluminium:iron:obsidian
It's been a while since I last posted here. TiCon has really gotten huge since I first started playing with it.
(For the record, I did play with Tinker's Construct before it was cool - i.e. before DW20 spotlighted it. :P)
I have just a couple things to mention; this mod is incredible as-is, so these are things I could live without but would like to see.
1. The Battleaxe tool is treated as a TOOL, not a WEAPON, for the purposes of lapis and the tasty modifier. I would like this to be reversed. If you plan on arguing that it's supposed to be a tool, I'm going to preemptively strike down your argument: It's named "battleaxe," which implies it will be used in battles against mobile creatures, not just trees. The Lumber Axe is the axe tool. I don't resent the axe capabilities (they cut down on hotbar use, no pun intended! :D), but I always use it primarily as a weapon.
2. The RF-Use modifier doesn't apply to ammunition. I realize this is probably on purpose, but I want to be able to manufacture arrows using electricity. I honestly do not care how unrealistic it is. XD Perhaps a config setting would be nice for this (I haven't checked whether one exists, and I don't want to delete my carefully-set TiCon config file. If one exists, please tell me!).
As a side note on this one, it isn't listed as an armor mod in Mats. & You Volume 1 along with the rest of the modifiers, although moss is. It would be great to have this on armor as well.
3. Full updates to the Materials and You books, especially regarding mod compatibility. Even a separate book dedicated to compatibility would be nice. Crowdsourcing this one might be easier than doing it yourself...?
Updates to a wiki or a single post here or updates to some spreadsheet would work as well.
Finally, having those things on a 1.7.10 version would be fantastic. I see that 1.8.3 is meant to be the last stable update for this version, but that won't stop me from asking. Again, I can live without these things, they would just be nice to have.
Thanks for listening to my requests.
EDIT: A fourth request:
The ability to increase modifier count on armor using the same methods as on tools. Thanks again!
Grab ExtraTiC, or look on their thread. I think support for that is either planned, in development, or actually in. I know for sure that Metallurgy 3 is supported, though.
Almost no mod authors use 1.7.2. You should abandon it. XD
Really, though, almost no mods out there even support 1.7.2. There is no reason to stay on it; 1.7.10 is far more stable and therefore viable for mod authors.
Golden parts. Made the same way as Wood, Stone, and Paper ones. Lower durability then stone but higher then paper. Having at least 1 golden part on an item allows it to be enchanted in the enchanter, but it's restricted to enchants that cannot be obtained via modifiers (so this would allow weapons to get enchantment affects added by other mods), and there can only be 1 of these enchantments per golden part on the tool (so a hatchet with a single golden rod can only have 1, but a hammer made of all golden parts can have 4). Alternatively, instead of enchanting each part would instead add Smite.
New sword type: Katana. Higher swing speed then broadsword, but lower attack damage. Right-click is block. Requires a Sword Blade, Tool Rod, and Binding.
Ability to use leather as a binding, similar to how we can use sticks as a wooden tool rod replacement. Leather would be between Wood and Stone.
Dyed paper! Made by combining a dye of some sort and paper. Just changes the color of paper parts. Would be great for modded Adventure maps with premade Tinker's Construct items.
Allow Axes and Scythes to get Beheading. Seriously, why not? Sure, they're not weapons, but IRL they can cut peoples heads off.
Cast Iron material. Created by smelting carbonized iron, which is created by crafting together Iron Gravel and Coal. Less durable then Iron, but slightly better then Iron every other way (slightly faster swing speed on ).
How do you intend to "create" Iron Gravel"? I rarley find any ores in gravelform (a bit of aluminum and gold gravel, but that's usually all). Which would mean your "Cast Iron" would be useless for me :/
Golden parts. Made the same way as Wood, Stone, and Paper ones. Lower durability then stone but higher then paper. Having at least 1 golden part on an item allows it to be enchanted in the enchanter, but it's restricted to enchants that cannot be obtained via modifiers (so this would allow weapons to get enchantment affects added by other mods), and there can only be 1 of these enchantments per golden part on the tool (so a hatchet with a single golden rod can only have 1, but a hammer made of all golden parts can have 4). Alternatively, instead of enchanting each part would instead add Smite.
New sword type: Katana. Higher swing speed then broadsword, but lower attack damage. Right-click is block. Requires a Sword Blade, Tool Rod, and Binding.
Ability to use leather as a binding, similar to how we can use sticks as a wooden tool rod replacement. Leather would be between Wood and Stone.
Dyed paper! Made by combining a dye of some sort and paper. Just changes the color of paper parts. Would be great for modded Adventure maps with premade Tinker's Construct items.
Allow Axes and Scythes to get Beheading. Seriously, why not? Sure, they're not weapons, but IRL they can cut peoples heads off.
Cast Iron material. Created by smelting carbonized iron, which is created by crafting together Iron Gravel and Coal. Less durable then Iron, but slightly better then Iron every other way (slightly faster swing speed on ).
I think what you're looking for is steel, my friend. Several mods add it, including one specifically for Tinker's Construct; it's called Tinker's Steelworks. Steel isn't exactly like your cast iron - it mines at the level of alumite and does the same damage as manyullyn. I forget the durability, but I bet it's good XD If you're worried about this being unbalanced, don't worry; you need a high oven to make steel, and there's some other stuff you need besides iron and carbon to make it (just like in real life!).
Some other mods add steel as well, including Railcraft, which uses a decidedly different recipe.
Alright, I had the same problem, and found one possible reason. I looked through my crash log and found it was also referencing some code dealing with CofH core even though I didn't have that installed, so I added that in, and it worked. Not sure if it will work for you, but it seems it may be a dependency now...probably a bug. Hope this helps.
I think steel is definitely OP. It's arguably better than manyullyn and you can make it with just a smeltery very easily. Chain armour = molten steel.
To be fair, chainmail armor is fairly rare unless you have some mod or minetweaker script that adds a recipe for it. A single set is only enough for a few tier 1 tools, at most.
Most steel-making mods have it as a fairly expensive resource, anyway.
Of course, with Another One Bites the Dust (the addon), steel ore is added... XD
I'm not sure whether or not it spawns, but MFR's mining laser picks it up.
For one ingot of alumite, you need two ingot's worth of obsidian (the equivalent of one block of obsidian).
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Read the smelting book, it explicitly states 5:2:2 aluminium:iron:obsidian
I DID read it, don't get snippy. Besides I got my answer a few posts back.
Playing Skyfactory 2, looks like it has this bug too. Seems like its the lasted build is the issue.
I am having the same inability to craft slime parts, even after removing Iguana Tweaks...
Even when i have tinkers construct alone it still doesn't work
It's been a while since I last posted here. TiCon has really gotten huge since I first started playing with it.
(For the record, I did play with Tinker's Construct before it was cool - i.e. before DW20 spotlighted it. :P)
I have just a couple things to mention; this mod is incredible as-is, so these are things I could live without but would like to see.
1. The Battleaxe tool is treated as a TOOL, not a WEAPON, for the purposes of lapis and the tasty modifier. I would like this to be reversed. If you plan on arguing that it's supposed to be a tool, I'm going to preemptively strike down your argument: It's named "battleaxe," which implies it will be used in battles against mobile creatures, not just trees. The Lumber Axe is the axe tool. I don't resent the axe capabilities (they cut down on hotbar use, no pun intended! :D), but I always use it primarily as a weapon.
2. The RF-Use modifier doesn't apply to ammunition. I realize this is probably on purpose, but I want to be able to manufacture arrows using electricity. I honestly do not care how unrealistic it is. XD Perhaps a config setting would be nice for this (I haven't checked whether one exists, and I don't want to delete my carefully-set TiCon config file. If one exists, please tell me!).
As a side note on this one, it isn't listed as an armor mod in Mats. & You Volume 1 along with the rest of the modifiers, although moss is. It would be great to have this on armor as well.
3. Full updates to the Materials and You books, especially regarding mod compatibility. Even a separate book dedicated to compatibility would be nice. Crowdsourcing this one might be easier than doing it yourself...?
Updates to a wiki or a single post here or updates to some spreadsheet would work as well.
Finally, having those things on a 1.7.10 version would be fantastic. I see that 1.8.3 is meant to be the last stable update for this version, but that won't stop me from asking.
Again, I can live without these things, they would just be nice to have.
Thanks for listening to my requests.
EDIT: A fourth request:
The ability to increase modifier count on armor using the same methods as on tools. Thanks again!
does this mod support metallurgy 4?
Grab ExtraTiC, or look on their thread. I think support for that is either planned, in development, or actually in. I know for sure that Metallurgy 3 is supported, though.
I've been using it with M4 and ExtraTiC, and while it does work for tools and melee weapons, does not currently seem to work for bows and arrows.
Will you ever create a 1.7.2 version?
I'm pretty sure the answer is nein, nyet, and in several languages at once, no.
What might be keeping you in 1.7.2 anyway?
Almost no mod authors use 1.7.2. You should abandon it. XD
Really, though, almost no mods out there even support 1.7.2. There is no reason to stay on it; 1.7.10 is far more stable and therefore viable for mod authors.
A few ideas I had:
Golden parts. Made the same way as Wood, Stone, and Paper ones. Lower durability then stone but higher then paper. Having at least 1 golden part on an item allows it to be enchanted in the enchanter, but it's restricted to enchants that cannot be obtained via modifiers (so this would allow weapons to get enchantment affects added by other mods), and there can only be 1 of these enchantments per golden part on the tool (so a hatchet with a single golden rod can only have 1, but a hammer made of all golden parts can have 4). Alternatively, instead of enchanting each part would instead add Smite.
New sword type: Katana. Higher swing speed then broadsword, but lower attack damage. Right-click is block. Requires a Sword Blade, Tool Rod, and Binding.
Ability to use leather as a binding, similar to how we can use sticks as a wooden tool rod replacement. Leather would be between Wood and Stone.
Dyed paper! Made by combining a dye of some sort and paper. Just changes the color of paper parts. Would be great for modded Adventure maps with premade Tinker's Construct items.
Allow Axes and Scythes to get Beheading. Seriously, why not? Sure, they're not weapons, but IRL they can cut peoples heads off.
Cast Iron material. Created by smelting carbonized iron, which is created by crafting together Iron Gravel and Coal. Less durable then Iron, but slightly better then Iron every other way (slightly faster swing speed on ).
How do you intend to "create" Iron Gravel"? I rarley find any ores in gravelform (a bit of aluminum and gold gravel, but that's usually all). Which would mean your "Cast Iron" would be useless for me :/
I think what you're looking for is steel, my friend. Several mods add it, including one specifically for Tinker's Construct; it's called Tinker's Steelworks. Steel isn't exactly like your cast iron - it mines at the level of alumite and does the same damage as manyullyn. I forget the durability, but I bet it's good XD If you're worried about this being unbalanced, don't worry; you need a high oven to make steel, and there's some other stuff you need besides iron and carbon to make it (just like in real life!).
Some other mods add steel as well, including Railcraft, which uses a decidedly different recipe.
I think steel is definitely OP. It's arguably better than manyullyn and you can make it with just a smeltery very easily. Chain armour = molten steel.
You should REALLY consider adding the ability to smelt armor too!
You could smelt basic things like helmets, boots, chest pieces and legs, but you can also craft useful things.
Put a helmet into a casting table and pour glass on it to get a scubba-helmet.
Pour glue or slime onto a pair of shoes to make them sticky: Meaning those who wear them are less effected by knock-back and explosions.
Hazmat suits can be crafted with leather with seared brick poured on it and make it so one is less effected by poison.
These are just some basic ideas.
Time-travel mod request! (It's long over-due and would be fantastic!)
Alright, I had the same problem, and found one possible reason. I looked through my crash log and found it was also referencing some code dealing with CofH core even though I didn't have that installed, so I added that in, and it worked. Not sure if it will work for you, but it seems it may be a dependency now...probably a bug. Hope this helps.
To be fair, chainmail armor is fairly rare unless you have some mod or minetweaker script that adds a recipe for it. A single set is only enough for a few tier 1 tools, at most.
Most steel-making mods have it as a fairly expensive resource, anyway.
Of course, with Another One Bites the Dust (the addon), steel ore is added... XD
I'm not sure whether or not it spawns, but MFR's mining laser picks it up.