i would sugest making a review on materials traits, just as it is now, most of people just jump most of the material and only use high end ones, since most material trait vary very little, make more material bonus and less modifier, like a flint base head tool have a natural chance to smelt things when harvested or sets mobs on fire, nether rack seens to be complete liquid proof, so it dont suffer any penalities on the water, invert cactus, make it very little durable but give a huge boost on damage, but get less bonus as depleted (since a weapon full of spikes will hurt more than one with fewer), paper is light so lightfeather status to speed mining or swing, and so on.
Damage: Moderate Durability: Moderate Speed: Moderate Crafting: War Axe Head (Varies on Style Depending on the Texture)- cost 1.5 materials Tool rod- cost 0.5 materials ------------------------------------------------------------------------------------------------------------------------------------------- An all- around, Jack-of-all trades weapon with similar stats to the Longsword; except the Head of the weapon uses .5 more materials. Behaving very similarly to it's sword counterpart with similar speed, Durability and Damage. It's "special" is similar to the longsword to where it winds back, but rather than lunging forward the War Axe swings with deadly force and deals up to twice the damage
When adding higher level health canisters, also add (next to the left of the hearts) a numerical health value so it is easier to understand how much health you actually have. This should be applied when you reach "yellow hearts" because orange hearts are easy to understand but after that it may get a bit confusing how much you ACTUALLY have.
Pendents should should permanent potion effects but only to a maximum of a Lv. 1 potion. Ex. Gold Pendant gives Regen equal to 1/2 normal. Diamond Pendent gives Regen 1.
Gloves give armor but also give a permanent mining haste (the one that makes you swing tools faster instead of break blocks faster). They also provide a visual armor texture on the hands.
Face Guards (assuming that's what that is above the gloves) give lots of armor and doesn't aggro Endermen, however, similar to pumpkins, they hinder your visibility. They also provide a visual armor texture on the face.
Lastly, is support for more metals from other mods (personally I want Iron Wood TC Tools). I know you are working on other important stuff as well as compatibility on others, but I mostly just wanted to throw that out there just to put in your head for later rather than sooner.
Maybe armor similar to vanilla armor? you can make armor that can be modded such as auto-repair using moss and maybe new modders that increase protection similar to aqua infinity, feather falling, protection etc.
Could we have it so the Cactus and Ardite Plates can be used as modifiers to give our tools Spiny and Stonebound 2 respectively, similarly to how the Obsidian plate adds +1 reinforce to the tool
Could the Moss upgrade possibly be suspended on bows being drawn, like it is (I think) on tools being used? Having a bow attack interrupted / made feeble because the moss ticked is not only frustrating but potentially dangerous.
A larger UI for the Smeltery, When your working with the metals you are not always filling it up fully making it near impossible to monitor the exact amounts needed to make alloys. That and the Book's alloy combination seems to be off or something cause I don't know about these Input-Outputs...
Lastly, is support for more metals from other mods (personally I want Iron Wood TC Tools). I know you are working on other important stuff as well as compatibility on others, but I mostly just wanted to throw that out there just to put in your head for later rather than sooner.
ERMAHGERD YES!!!!11!!!!1!!ONE!!1!
But, seriously, nothing bugs me more than not being able to make TC tools, especially from big mods that I play with, such as the Aether II and Twilight Forest. Also, I played around with the Mine and Blade: Battlegear 2 Warcry mod, (by nerdboy, I believe), and as far as I can tell, TC tools are not supported for dual wield! This atrocity cannot remain! It would truly be a shame not to be able to dual wield one of your awesome tools, mDiyo. Otherwise, I probably will not use the dual wield system at all. I believe there is an API for this on Mine and Blade's github, but... I do not think I have the know-how to add TC tool support all by my (noobish) self.
Thanks in advance,
Type1Ninja
P.S. Yes, I read in the rules that for the purpose of this thread other mods to not exist, but there are not many ways for this mod to be truly improved besides mod support.
For when Thermal Expansion is updated (if it hasn't been already), can we possibly get a Buildcraft MJ version of charging?
I do not like the idea of having several methods of powering my machines, and often choose to go with having only one energy type. IC2 also bugs me, it never felt right.
Thermal Expansion has MJ batteries, and a charging machine for items, I don't see why the charging ability should be exclusive to IC2.
In another situation which depended on entirely new-content, I'd agree, but there's no good way to suggest an improvement to a feature in the mod that already relies on another mod to work without referencing another mod anyway. I'd post it in the other thread, but I'd get the feeling it'd be ultimately ignored there, too.
Alright, so I have a few ideas/suggestions so I will try to organize them as best as I can. It's a bit of a read, so I've put each section in spoilers to make it easier.
ABILITIES VS MODIFIERS
One thing I noticed early on was that there were quite a number of materials, but the only thing that separated most of them was their durability and handle modifiers (to me the only material ability that matters is reinforced). This unfortunately limits even some of the earlier/easiest materials to just a few. My idea to fix this would be to change some of the modifiers into material abilities and develop some new ones. For example, maybe removing blaze powder as a modifier and instead add the ability to netherrack and/or ardite. Or giving some materials more than one ability, albeit at lower values.
TIERED MATERIALS
Something vanilla Minecraft does poorly, but some mods do really well, is progression. In fact one of the reasons I enjoy this mod so much is because of how it progresses so far. However, I want to make it explicitly clear that a well tiered system will do wonders for this mod. My idea would be to have tiers of materials and modifiers. Tier 1 would be the most basic and easiest to find materials such as netherrack, iron, and stone (I really don't think alloys should be in this tier). Tier 2 would be materials that require two other materials to make - alloys in essence. Some may require completely new materials, like Manyullyn does now, while others may use tier 1 materials. Tier 3 would obviously be the highest tier and would be comprised of alloys that require either three new materials, or a combination of tier 1 and tier 2 materials. For some ideas, look up alloys and fantasy metals in Wikipedia. It has a comprehensive list of known alloys and fictional metals that may inspire some content for this mod.
The Smeltery should also need upgrades of its own to process some of the higher tiers of metals. What those would be exactly, I don;t know. I've thought a bit about it but unfortunately did not come up with anything except maybe including dross and/or slag somehow.
Also, make early game materials still be relevant later in the game. This will most definitely be a challenge, but an easy way (though it should not be the only way) would be to require some early game material parts for some of the other recipes, like the iron tough tool rods for the napsack.
SALVAGING/DISASSEMBLING
Its been mentioned a few times already but I'd thought I'd elaborate on the idea of salvaging or disassembling tools, weapons, etc made with Tinker's Construct. Especially with the tiered system I've discussed, being able to salvage some of my previous components to make a similar tool with one piece replaced with a new material will really help with a smooth progression. I hope I am not the only one that has done this, but here have been times where I have regretted adding a modifier to a tool or weapon. Not that it was an accident, but more that I realized another modifier would have benefited me more. I would like to see a gui where is displays all the modifiers a tool, etc has in a slot next to the placed weapon. The modifiers would be shown as the material needed to add the modifier and ordered vertically. Modifiers that are stackable will show up as phantom items. Next to each modifier slot there will be a 'salvage' button which will give a chance to return the item used to apply the modifier and renew a modifier slot on the item. I will leave the ratio up to you.
A similar process would apply to disassembling the tool as well. In a gui, the player will put the desired tool, etc in a slot and a button labeled 'disassemble' will appear. Clicking on it will disassemble the item, but only with a chance of returning each component and modifier.
And finally, add an API so that other people can add their own materials should they so choose.
When you are using the smeltery you can only make ingots by using an ingot cast, but the only way to make an ingot cast is to use a vanilla iron or gold ingot, which to me seems a bit off of the mods spirit, so perhaps a way to stamp the aluminum brass into an ingot
Rollback Post to RevisionRollBack
Minecraft is approximately 1/100 the volume of the sun, and approximately 100 times that of the earth.
hi, before continuing Randou and I note that I speak Spanish , I am forced to use the google translator to communicate , if by chance I make any spelling or drafting error diisculpas ask in advance .
New Weapons
Since I've always liked exotic weapons 2 of my favorite weapons are nunchucks and tonfa , and this is my idea :
Nunchucks : a weapon that can hit fast in an area hit stuns 3x3 ( combines the skills of the scythe and the rapier or the pan ) but their damage is even lower than the rapier and has poor durability requires 2 sticks and a string
Tonfa : a defensive weapon with decent speed , has 2 skills while holding down the left mouse button and then release it builds to a powerful blow that besides Knockback cause a lot of damage with the right button type gasps melee attacks ( only melee) , is manufactured with a normal stick and thick stick .
well that's my suggestion of weapons.
Materials.
another suggestion is more oriented materials , think they know the mod " Metallurgy " which has a variety of new metals my idea (if I admit is very ambitious ) is that you can combine both mods so they can make weapons with materials such as Mithril , Orichalcum and Adamantine, say some , these materials might not be as powerful as the Manyullyn , well maybe the adamantium whether it be as strong , but as of Metallurgy exotic metals have properties such as: the Tartarite which is a metal that protects you from fire , while burning enemies
Set armors.
last and if it's not too much to want to make a suggestion, create patterns to pads, and protective plates set of leather armor. My idea is simple , the leather armor is the only one that can be colored, but their defense is very poor, if it could be improved with some additional defenses could be as strong as iron armor ( or diamond if you prefer ) while preserving its colors for armor so have more personalized to suit the user
in advance thanks for reading and being patient with me
When you are using the smeltery you can only make ingots by using an ingot cast, but the only way to make an ingot cast is to use a vanilla iron or gold ingot, which to me seems a bit off of the mods spirit, so perhaps a way to stamp the aluminum brass into an ingot
You can use vanilla bricks (item of both types), ANY type of ingot, and seared bricks (item) to make the ingot cast, not just the ones you mentioned.
I want a item that allows you to have infinite modifyers for testing purposes or just for fun
I can see why you would want that, but that would defeat the purpose of the mod and would otherwise be extremely overpowered. It would quickly drain the fun out of the mod and take out all the fun from experimenting with different materials and modifiers. So yeah, that probably won't happen unless mDiyo feels that he has done all he could with the mod and no longer cares about adding an extremely overpowered thing like that.
Here is a mod Idea that would add to Tinkers' Construct. And It is with-in the Guidelines for suggestions.
The Golem Tinker
The Golem Tinker: “In a world where you are all alone, Golems are your biggest allies".
Let me state for the record they are not your typical minecraft iron or snow golems!!!!
Overview: The Golem Tinker allows you to collect essence from gathering normal resources. The essence is the foundation for creating your allies. The golems you create can do task that you assign them. They are your farmers, guardians, miners, hunters, breeders and even builders. They are as strong as the materials used to create them. It doesn't matter if its made from wood or stone, once you install the core your golem is up and running, waiting for your command. All you need is to place it on the ground.
The Golem size is one block tall. "They are your perfect pint size creations".
Golem Types:
Wood
Stone
Iron
Gold
Diamond
Emerald
Obsidian Any material from TC
(Note: The hit points are based off of material types)
Core Types and Abilities:
Basic (Nothing special just makes it work)
Lava ( Causes burning to foes, has higher resistance to burning)
Glowstone ( Make your golem give off light, lighting up the area around it)
Snow ( Able to throw snow balls unlike the current snowgolems, these will cause damage.)
Water (Sufficates foe with hits, has a higher resistance to drowning)
Ender (Uses Ender Pearl to craft and gives golem 1/2 the teleportation of an Enderman)
Dragon (Uses Ender Dragon Egg to craft and makes Golem x2 the size of normal golems and is twice as strong) Given Item: Tome of the Golem Tinker (Needed to activate golem work bench, but does not get used up when crafting). It is given to them in the players inventory. Just like the different volumes for TC.
Craft-able Items:
(Note: Golem parts are made from Essence Shards and materials, and can only be crafted using the golem workshop) (Again like in TC)
Golem Workbench ( Has a spot on it that requires the Tome to allow you to create golems) (Very similar to the tool station) Stencil Table Pattern Chest Parts Table Casting Forge Essence Grinder (Place dirt, wood, etc. in and it gives you pile of essence as well as essence shard). Blank Pattern Golem Wrench (Used to fix golems, it uses essence to fix them)
Essence Shards (cooking 3 piles of essence)
Head Casting
Core Frame
Core (Is a Enchant-able item)
Arm Casting
Legs Casting
Golem without core (Cannot place this Item on ground, but is stack-able in inventory based on type)
Activated Golem (Can be placed on ground to make golem, but is not stack-able item in inventory)
Crafting Recipes:
Castings are made from patterns like tool pieces in TC but use Essence Shards. For completed Golem Parts just surround the casting in the material you want to make the golem out of. For Golem parts made out of metals just pour liquid metal over the casting.
To install a core in a golem without one, just place the empty golem and the core they choose in any 2 spots next to each other on the Golem workbench with any modifiers.
Task:
Farming (Select type of plant to use i.e. Melon, wheat, etc. Pick size of farm plot i.e. 5x5, etc.) Guarding (Two types of guarding; Following and Area. When following the golem acts like a bodyguard, when told to stay the golem will defend an area. Golems have option for selecting mobs to attack i.e. skeletons on or off, etc. They will attack anything that hits you including other players.) Mining (Select size of strip mine or shaft mining) Hunt (Type of animal to slaughter with option to capture and bring back alive) Breed (Select type of animal to breed and how many times) Build (Build will give you the option for what type building from normal village to make i.e. Blacksmith, House, etc)
(Note After completion of task you can select golems inventory and gather your loot from mining)
Achievements:
True Golemancer : Is awarded when you make all the different types of golems and use all the different cores in the golem types. Example A wood golem for each type of core, and so on. Sock em Bop em Golem: Is awarded when your golem kills another players golem. Gepetto: Is awarded when you make your first wooden golem.
Check some of my work on YT.
THE WAR AXE
Texture 1-http://minecraft.nov.../Danish-War-Axe
Texture 2- http://minecraft.nov...Bearded-War-Axe
Damage: Moderate
Durability: Moderate
Speed: Moderate
Crafting:
War Axe Head (Varies on Style Depending on the Texture)- cost 1.5 materials
Tool rod- cost 0.5 materials
-------------------------------------------------------------------------------------------------------------------------------------------
An all- around, Jack-of-all trades weapon with similar stats to the Longsword; except the Head of the weapon uses .5 more materials. Behaving very similarly to it's sword counterpart with similar speed, Durability and Damage. It's "special" is similar to the longsword to where it winds back, but rather than lunging forward the War Axe swings with deadly force and deals up to twice the damage
When adding higher level health canisters, also add (next to the left of the hearts) a numerical health value so it is easier to understand how much health you actually have. This should be applied when you reach "yellow hearts" because orange hearts are easy to understand but after that it may get a bit confusing how much you ACTUALLY have.
Pendents should should permanent potion effects but only to a maximum of a Lv. 1 potion. Ex. Gold Pendant gives Regen equal to 1/2 normal. Diamond Pendent gives Regen 1.
Gloves give armor but also give a permanent mining haste (the one that makes you swing tools faster instead of break blocks faster). They also provide a visual armor texture on the hands.
Face Guards (assuming that's what that is above the gloves) give lots of armor and doesn't aggro Endermen, however, similar to pumpkins, they hinder your visibility. They also provide a visual armor texture on the face.
Lastly, is support for more metals from other mods (personally I want Iron Wood TC Tools). I know you are working on other important stuff as well as compatibility on others, but I mostly just wanted to throw that out there just to put in your head for later rather than sooner.
Could we have it so the Cactus and Ardite Plates can be used as modifiers to give our tools Spiny and Stonebound 2 respectively, similarly to how the Obsidian plate adds +1 reinforce to the tool
ERMAHGERD YES!!!!11!!!!1!!ONE!!1!
But, seriously, nothing bugs me more than not being able to make TC tools, especially from big mods that I play with, such as the Aether II and Twilight Forest. Also, I played around with the Mine and Blade: Battlegear 2 Warcry mod, (by nerdboy, I believe), and as far as I can tell, TC tools are not supported for dual wield! This atrocity cannot remain! It would truly be a shame not to be able to dual wield one of your awesome tools, mDiyo. Otherwise, I probably will not use the dual wield system at all. I believe there is an API for this on Mine and Blade's github, but... I do not think I have the know-how to add TC tool support all by my (noobish) self.
Thanks in advance,
Type1Ninja
P.S. Yes, I read in the rules that for the purpose of this thread other mods to not exist, but there are not many ways for this mod to be truly improved besides mod support.
I do not like the idea of having several methods of powering my machines, and often choose to go with having only one energy type. IC2 also bugs me, it never felt right.
Thermal Expansion has MJ batteries, and a charging machine for items, I don't see why the charging ability should be exclusive to IC2.
In another situation which depended on entirely new-content, I'd agree, but there's no good way to suggest an improvement to a feature in the mod that already relies on another mod to work without referencing another mod anyway. I'd post it in the other thread, but I'd get the feeling it'd be ultimately ignored there, too.
ABILITIES VS MODIFIERS
One thing I noticed early on was that there were quite a number of materials, but the only thing that separated most of them was their durability and handle modifiers (to me the only material ability that matters is reinforced). This unfortunately limits even some of the earlier/easiest materials to just a few. My idea to fix this would be to change some of the modifiers into material abilities and develop some new ones. For example, maybe removing blaze powder as a modifier and instead add the ability to netherrack and/or ardite. Or giving some materials more than one ability, albeit at lower values.
TIERED MATERIALS
Something vanilla Minecraft does poorly, but some mods do really well, is progression. In fact one of the reasons I enjoy this mod so much is because of how it progresses so far. However, I want to make it explicitly clear that a well tiered system will do wonders for this mod. My idea would be to have tiers of materials and modifiers. Tier 1 would be the most basic and easiest to find materials such as netherrack, iron, and stone (I really don't think alloys should be in this tier). Tier 2 would be materials that require two other materials to make - alloys in essence. Some may require completely new materials, like Manyullyn does now, while others may use tier 1 materials. Tier 3 would obviously be the highest tier and would be comprised of alloys that require either three new materials, or a combination of tier 1 and tier 2 materials. For some ideas, look up alloys and fantasy metals in Wikipedia. It has a comprehensive list of known alloys and fictional metals that may inspire some content for this mod.
The Smeltery should also need upgrades of its own to process some of the higher tiers of metals. What those would be exactly, I don;t know. I've thought a bit about it but unfortunately did not come up with anything except maybe including dross and/or slag somehow.
Also, make early game materials still be relevant later in the game. This will most definitely be a challenge, but an easy way (though it should not be the only way) would be to require some early game material parts for some of the other recipes, like the iron tough tool rods for the napsack.
SALVAGING/DISASSEMBLING
Its been mentioned a few times already but I'd thought I'd elaborate on the idea of salvaging or disassembling tools, weapons, etc made with Tinker's Construct. Especially with the tiered system I've discussed, being able to salvage some of my previous components to make a similar tool with one piece replaced with a new material will really help with a smooth progression. I hope I am not the only one that has done this, but here have been times where I have regretted adding a modifier to a tool or weapon. Not that it was an accident, but more that I realized another modifier would have benefited me more. I would like to see a gui where is displays all the modifiers a tool, etc has in a slot next to the placed weapon. The modifiers would be shown as the material needed to add the modifier and ordered vertically. Modifiers that are stackable will show up as phantom items. Next to each modifier slot there will be a 'salvage' button which will give a chance to return the item used to apply the modifier and renew a modifier slot on the item. I will leave the ratio up to you.
A similar process would apply to disassembling the tool as well. In a gui, the player will put the desired tool, etc in a slot and a button labeled 'disassemble' will appear. Clicking on it will disassemble the item, but only with a chance of returning each component and modifier.
And finally, add an API so that other people can add their own materials should they so choose.
Math FTW
Just breakdancing along...
Okay sure im a brony but DO YOU THINK I FLIPPIN CARE?! AM I PROUD OF IT?...Okay maybe but...DEAL WITH IT DANGIT!
New Weapons
Since I've always liked exotic weapons 2 of my favorite weapons are nunchucks and tonfa , and this is my idea :
Nunchucks : a weapon that can hit fast in an area hit stuns 3x3 ( combines the skills of the scythe and the rapier or the pan ) but their damage is even lower than the rapier and has poor durability requires 2 sticks and a string
Tonfa : a defensive weapon with decent speed , has 2 skills while holding down the left mouse button and then release it builds to a powerful blow that besides Knockback cause a lot of damage with the right button type gasps melee attacks ( only melee) , is manufactured with a normal stick and thick stick .
well that's my suggestion of weapons.
Materials.
another suggestion is more oriented materials , think they know the mod " Metallurgy " which has a variety of new metals my idea (if I admit is very ambitious ) is that you can combine both mods so they can make weapons with materials such as Mithril , Orichalcum and Adamantine, say some , these materials might not be as powerful as the Manyullyn , well maybe the adamantium whether it be as strong , but as of Metallurgy exotic metals have properties such as: the Tartarite which is a metal that protects you from fire , while burning enemies
Set armors.
last and if it's not too much to want to make a suggestion, create patterns to pads, and protective plates set of leather armor. My idea is simple , the leather armor is the only one that can be colored, but their defense is very poor, if it could be improved with some additional defenses could be as strong as iron armor ( or diamond if you prefer ) while preserving its colors for armor so have more personalized to suit the user
in advance thanks for reading and being patient with me
You can use vanilla bricks (item of both types), ANY type of ingot, and seared bricks (item) to make the ingot cast, not just the ones you mentioned.
I can see why you would want that, but that would defeat the purpose of the mod and would otherwise be extremely overpowered. It would quickly drain the fun out of the mod and take out all the fun from experimenting with different materials and modifiers. So yeah, that probably won't happen unless mDiyo feels that he has done all he could with the mod and no longer cares about adding an extremely overpowered thing like that.
recipe:
d: diamond
g: Gold
b: bronze
bgb
gdg
bgb
The Golem Tinker
The Golem Tinker: “In a world where you are all alone, Golems are your biggest allies".
Let me state for the record they are not your typical minecraft iron or snow golems!!!!
Overview: The Golem Tinker allows you to collect essence from gathering normal resources. The essence is the foundation for creating your allies. The golems you create can do task that you assign them. They are your farmers, guardians, miners, hunters, breeders and even builders. They are as strong as the materials used to create them. It doesn't matter if its made from wood or stone, once you install the core your golem is up and running, waiting for your command. All you need is to place it on the ground.
The Golem size is one block tall. "They are your perfect pint size creations".
Golem Types:
Wood
Stone
Iron
Gold
Diamond
Emerald
Obsidian
Any material from TC
(Note: The hit points are based off of material types)
Core Types and Abilities:
Basic (Nothing special just makes it work)
Lava ( Causes burning to foes, has higher resistance to burning)
Glowstone ( Make your golem give off light, lighting up the area around it)
Snow ( Able to throw snow balls unlike the current snowgolems, these will cause damage.)
Water (Sufficates foe with hits, has a higher resistance to drowning)
Ender (Uses Ender Pearl to craft and gives golem 1/2 the teleportation of an Enderman)
Dragon (Uses Ender Dragon Egg to craft and makes Golem x2 the size of normal golems and is twice as strong)
Given Item:
Tome of the Golem Tinker (Needed to activate golem work bench, but does not get used up when crafting). It is given to them in the players inventory. Just like the different volumes for TC.
Craft-able Items:
(Note: Golem parts are made from Essence Shards and materials, and can only be crafted using the golem workshop) (Again like in TC)
Golem Workbench ( Has a spot on it that requires the Tome to allow you to create golems) (Very similar to the tool station)
Stencil Table
Pattern Chest
Parts Table
Casting Forge
Essence Grinder (Place dirt, wood, etc. in and it gives you pile of essence as well as essence shard).
Blank Pattern
Golem Wrench (Used to fix golems, it uses essence to fix them)
Essence Shards (cooking 3 piles of essence)
Head Casting
Core Frame
Core (Is a Enchant-able item)
Arm Casting
Legs Casting
Golem without core (Cannot place this Item on ground, but is stack-able in inventory based on type)
Activated Golem (Can be placed on ground to make golem, but is not stack-able item in inventory)
Crafting Recipes:
Castings are made from patterns like tool pieces in TC but use Essence Shards. For completed Golem Parts just surround the casting in the material you want to make the golem out of. For Golem parts made out of metals just pour liquid metal over the casting.
To install a core in a golem without one, just place the empty golem and the core they choose in any 2 spots next to each other on the Golem workbench with any modifiers.
Task:
Farming (Select type of plant to use i.e. Melon, wheat, etc. Pick size of farm plot i.e. 5x5, etc.)
Guarding (Two types of guarding; Following and Area. When following the golem acts like a bodyguard, when told to stay the golem will defend an area. Golems have option for selecting mobs to attack i.e. skeletons on or off, etc. They will attack anything that hits you including other players.)
Mining (Select size of strip mine or shaft mining)
Hunt (Type of animal to slaughter with option to capture and bring back alive)
Breed (Select type of animal to breed and how many times)
Build (Build will give you the option for what type building from normal village to make i.e. Blacksmith, House, etc)
(Note After completion of task you can select golems inventory and gather your loot from mining)
Achievements:
True Golemancer : Is awarded when you make all the different types of golems and use all the different cores in the golem types. Example A wood golem for each type of core, and so on.
Sock em Bop em Golem: Is awarded when your golem kills another players golem.
Gepetto: Is awarded when you make your first wooden golem.