TiC tools made using ThermalExpansion metals should require Thermal Foundation instead of Thermal Expansion, for people that don't really want a tech-based instance but still want Thermal Foundation tools from Tinkers Construct.
I'd like to suggest tool salvaging. At a tool forge, there should be a tab (e.g. short bow, modify, battlesign) for salvaging. Tool forges could salvage things they could craft with, for example a tool station could only salvage wood, stone etc. Also, make mobs at a certain local difficulty spawn with TC tools.
1) First of all, do away with the innate armor pen that the rapiers have. Give it a regular attack power except maybe with 1 HP guaranteed damage for a regular hit.
2) Allow Holding right-click on the rapier puts you into riposte mode.
3) When in riposte mode: Double tapping to the side executes a dodge, and double tapping to the front executes a dash and lunge attack. Each of these maneuvers has both advantages and penalties. For example, dodging gives you weakness, but only for a tiny amount of time (e.g. 1 second). Lunging has a slightly longer reach than a regular attack and penetrates armor, but also puts you into slowness.
In this way, you can improve your defensive power by dodging, or fight heavily armored foes by lunging.
Cleaver:
1) The cleaver is big enough to act as a shield but also slow enough that it's not an effective one
2) The cleaver has slightly longer reach than a regular sword
3) Holding right click while sprinting slows you down to walking speed, but it also gives a chance to deflect projectiles
4) Swinging while holding right-click executes a sweeping attack that knocks back multiple foes. Your weapon's knockback is increased by one level during this attack. You're also slowed for a limited duration of time.
Hammer:
1) Not primarily a weapon, but the hammer has a special property
2) Hammer blow: Holding right click readies the hammer up to swing. When the hammer is ready, clicking (while still holding right-click) lunges the player forward and they execute a ground AOE attack that puts everyone in the AOE radius into slowness (2 seconds)
Broadsword:
1) The broadsword is balanced and defensive.
2) Holding right-click puts the broadsword into defense mode. 50% of incoming damage is negated, but the user is only slowed down slightly (rather than greatly) when moving in defensive mode.
3) Moving in defensive mode inflicts weakness. Weakness is dispelled 2 seconds after player leaves defensive mode.
Longsword:
1) Has a slightly better base damage than the rapier.
2) Has slightly better reach than most weapons (just like the cleaver does)
3) Supports riposte mode like the rapier, but has no armor-penetrating lunge attack. Lunging will simply dash at the target.
Battleaxe:
1) Innately an AOE weapon. Deals damage in a narrow cone during regular attacks.
2) Holding Right-click charges up the axe. No movement penalty is applied while the axe is charging.
3) Left clicking while standing (charged axe) executes a whirling attack that damages everything around the wielder.
4) Left clicking while sprinting (charged axe) executes an attack that does 3 times the damage of a regular attack on a single target in front of it.
3) Slowness (2 seconds) is added after any of the special attacks is used.
Scythe:
Similar to the battleaxe in all ways, but has lesser damage (the Scythe is more of a harvesting tool than a weapon)
Bows:
1) Bows now work differently. Holding right click puts the bow into ready mode and begins nocking the arrow, letting go of right-click unreadies the bow (as opposed to firing).
2) When a bow is at any state of readiness (right-click held down), the player can click to fire the arrow.
3) If the player holds both right-click and left-click down the bow will auto-fire as soon as its fully charged. This means the bow user can fire arrows at maximum efficiency.
4) Shortbow has an innately shorter nocking time
5) Longbow shots have higher velocity and imparts an extra level of knockback onto its shots, but suffer from a longer nocking time
6) Crossbow works similar to how it does now (it auto-reloads) but the player can still hold left+rightclick to have the bow fire as fast as it can at full charge.
7) Readying and unreadying now have local user animations (if possible). When a bow is readied or partially readied, the user slowly puts it away but can move at a normal speed during this time. If they ready it before it's completely unreadied they can nock the arrow faster than if the bow was fully unreadied.
I would love to be able to get another endgame-tier material, because nowadays it's manyullyn this, manyullyn that. Maybe not as great as tartarite, but something equally awesome as manyullyn.
Suggestions
Appearance: I think the Beheading on the rapier looks very weird. It's a triangular "thing" on the tip of the blade. Also, the Moss AND the Flux (Electric) modifiers cover your clean tools. I added Life Steal because it's both practical and beautiful on a cleaver, and added Flux. Boom. Also, maybe introduce dyed leather. It can be compatible with other mods' dyes. You need 3 dyed leather of your choice, put the guard/rod/binding/plate in the middle square of the Crafting Station, and put the dyed leather like a glass bottle formation. One of the earlier comments suggested this, so I'm elaborating.
Modifiers: Maybe a combination of the Moss AND the Flux. It's a solar panel, crafted from a daylight sensor in the middle and 3 iron ingots underneath, so it uses EU or RF like Flux, but generates its own energy.
-Slime Upgrade (Absorption): Add a slime plate to the weapon, it absorbs 50% damage. If you're blocking, that's 75% in total. A little blue/green sphere on the guard.
-Cactus Upgrade (Thorny): Add a Compressed Cactus (6 cactus on the bottom, 2 iron ingots on each side and a gold nugget in the top), it adds Thorns. A cactus spike on the edge of the hilt.
-Explosion Upgrade: Add gunpowder. It works when you block and get hit, so an explosion occurs, not damaging you or the blocks, but entities nearby. It doesn't work when you're attacking though.
-Modifier Remover: Made from a Mundane Potion (spider eye + water bottles), two pieces of netherquartz on each sides and a diamond on top. You can remove the modifier, but it doesn't give you the material back.
-Lightener: Made from 8 feathers surrounding the middle, and a glowstone dust in the middle. It takes a modifier every 5, but every five makes it swing faster. On cleavers 3 modifier-ful gets rid of the Mining Fatigue. On anything else it makes for shorter stun time. (Doesn't work on rapiers.)
New Materials: Maybe make molten (or liquifacted) coal, which you can smelt with iron ore (or ingots) to make 2 steel ingots.
-Maybe an alloy, made from 2 diamonds, 1 manyullyn and 1 steel. Does same damage as Manyullyn, but triple durability, however it is rubbish at mining.
New Weapons: I'm not satisfied with the current weapons. Add a throwing ability to the battleaxe (ctrl + q), and make a War Axe (like a battleaxe but one-sided, as well as new swords like ******* swords, throwable swords that do 1.5x damage as a dagger made from the same material, maybe Excalibur, like the Infi-Miner and Bane of Pigs, and a sword which looks like the Cutlass but curves OUTSIDE, so it has AoE up and down, so when there's a creeper and a small slime in one line, you swing at the creeper and kill the small slime too.
EDIT: Whoops, that shows up as *******, it's basically medium-sized swords.
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How about a iron nail cast that can be placed upon a wall? It would appear as a small indent coming out of the wall, and would thereafter work like an item frame, but with no signs of a frame or the nail. Shift clicking it could also change blocks and items from 3D to flat.
Arrows lightable by putting 1 String on an arrow, making a Material Unlit Fire Arrow. Put a flint and steel in, and make a Material Fire Arrow. Sets fire to what block or entity it hits. For arrowheads, make a Large Arrowhead with three material. These require a Tough Rod and Large Fletching, crafted in a Tool Station. They make Large-headed Arrows and require a Longbow. Large-headed Arrows can be tipped with fire. Small arrows to be fired from the Low Power Bow. Made with half of the cost of a regular arrow. Maybe a regular arrow crafting recipe with 1/2 of the output. Also, maybe a poisoned arrow. I'll gloss over that right now, though.
Bows
A new bow. Called the Low Power Bow, it uses Small Arrows. New bow: Compound. Fires arrows the distance of a Longbow with the draw time of a Shortbow. Damage of a Longbow. Requires one Pulley, one material cost, two Bow Limbs, and one Long Bowstring (6 Mtrl). Crafted in a Tool Forge. Also, the Compact Crossbow. Half of the draw time of a Crossbow, half damage. Made in Tool Station w/ one Compound Crossbow Limb, Compound Crossbow Body and Bowstring. Compound parts crafted with 1/2 the cost of a reg. Crossbow. Uses Makeshift Bolts, made with one Bolt Tip and one Tool Rod.
Part Two: Extra Ranged Weaponry
The Quickdraw Dagger. Made with one Knife Blade, Mini Guard, and one tool rod. The Mini Guard is found in village chests and does nothing to the overall durability. Very high durability. Tooltip, "You're going to assassinate somebody?"
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Although it's been covered by others, the method seems to be overlooked: The aesthetics of weapons and tools are severely compromised by the butt-ugly modifiers and even just the tool materials. I'm tired of seeing all tools and weapons end up either blue or purple blobs and so it seems is everyone else.
Metal Pigments: A simple method of recoloring metal tool parts by applying a dye (or new unspecified dye item) to the cast on the casting table before pouring molten metal into it.
Transparent Modifier: A block of Clear Glass + Modifier item on an assembled tool will render that particular modifier invisible from the tool's sprite. (E.g. Clear Glass + Lapis on a Cleaver = Ugly blue balls gone)
Dapo, you can use tinker's crafting table to apply modifiers to tools and the armor, since the armor uses 3+ slots for some of their enchants. I've also used that method for quickly adding lapis/redstone/quartz to my tools, since you can surround a tool with blocks and get it done quick.
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Thing that I was curious about for ages is potion launcher. In creative tabs there is test item with no use as of right now. Are there any plans on it, or it is kind of abandoned thing?
and you could add titanium ingots that are stronger than alumite and as rare as emerald and can only be found on levels 9 and down and can be only mined with tools higher than iron also it has 3000 uses and has a hardness of 100 and it's block can only be blown up by a blue wither skull or a custom fireball and the titanium has a blast resistance of 9001 or (OVER 9000!!!)
and you could add titanium ingots that are stronger than alumite and as rare as emerald and can only be found on levels 9 and down and can be only mined with tools higher than iron also it has 3000 uses and has a hardness of 100 and it's block can only be blown up by a blue wither skull or a custom fireball and the titanium has a blast resistance of 9001 or (OVER 9000!!!)
Titanium and its stats are added by Mariculture. If Titanium was added, it'd have the same stats.
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You should add a new Cast, when you pour steel into it, it would get you a chain link. Then you could use chain links to make a tinkers' construct version of chain-mail, that you could add modifiers to. That's all Iv got, but I think that would be cool.
-Serious over-haul in the balance department. I mean really, the ability to deal 200 damage is just broken, 40 maybe 50 should be the highest you
can get and only is you spend an obscene amount of materials. 20-30 should be the norm. EDIT: btw, what current makes it broken is the modifiers
not bace tools, so you can leave those alone.
-Add Khopech, their primary purpose was to get around shields and other defenses as well to disarm and were fairly good at parying.
-Small % to disarm when blocking
-Slightly less effective then a broad sword at blocking
-As for defense nullification, it would need to open a small window of time in-which armor is ignored and not just completely by-pass it like rapiers
(which should only ignore a % of armor in my opinion)
-I thought up a way this could be done; When an entity is hit with the khopech it receives a short potion effect that when it runs out it makes
armor act as if it isn't there (possibly another poison effect). The length of the poison effect(s) need to be balanced.
-Also, small bug report. I don't think the bigger weapons aren't counted as weapons by the game because the sword pedestal from bibleocraft won't
accept them.
The bigger weapons are probably too big for the pedestal.
Careful now...
PM me if you ever need textures!
Oh, also, a way to hide modifiers visually because they can look derpy sometimes and I also just like the look of the plan weapons.
TiC tools made using ThermalExpansion metals should require Thermal Foundation instead of Thermal Expansion, for people that don't really want a tech-based instance but still want Thermal Foundation tools from Tinkers Construct.
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I'd like to suggest tool salvaging. At a tool forge, there should be a tab (e.g. short bow, modify, battlesign) for salvaging. Tool forges could salvage things they could craft with, for example a tool station could only salvage wood, stone etc. Also, make mobs at a certain local difficulty spawn with TC tools.
This mod is not compatible with mods that use the Player API and the SmartMoving mod can give Player API support?
I'd like to see the weapons reworked.
Rapier
1) First of all, do away with the innate armor pen that the rapiers have. Give it a regular attack power except maybe with 1 HP guaranteed damage for a regular hit.
2) Allow Holding right-click on the rapier puts you into riposte mode.
3) When in riposte mode: Double tapping to the side executes a dodge, and double tapping to the front executes a dash and lunge attack. Each of these maneuvers has both advantages and penalties. For example, dodging gives you weakness, but only for a tiny amount of time (e.g. 1 second). Lunging has a slightly longer reach than a regular attack and penetrates armor, but also puts you into slowness.
In this way, you can improve your defensive power by dodging, or fight heavily armored foes by lunging.
Cleaver:
1) The cleaver is big enough to act as a shield but also slow enough that it's not an effective one
2) The cleaver has slightly longer reach than a regular sword
3) Holding right click while sprinting slows you down to walking speed, but it also gives a chance to deflect projectiles
4) Swinging while holding right-click executes a sweeping attack that knocks back multiple foes. Your weapon's knockback is increased by one level during this attack. You're also slowed for a limited duration of time.
Hammer:
1) Not primarily a weapon, but the hammer has a special property
2) Hammer blow: Holding right click readies the hammer up to swing. When the hammer is ready, clicking (while still holding right-click) lunges the player forward and they execute a ground AOE attack that puts everyone in the AOE radius into slowness (2 seconds)
Broadsword:
1) The broadsword is balanced and defensive.
2) Holding right-click puts the broadsword into defense mode. 50% of incoming damage is negated, but the user is only slowed down slightly (rather than greatly) when moving in defensive mode.
3) Moving in defensive mode inflicts weakness. Weakness is dispelled 2 seconds after player leaves defensive mode.
Longsword:
1) Has a slightly better base damage than the rapier.
2) Has slightly better reach than most weapons (just like the cleaver does)
3) Supports riposte mode like the rapier, but has no armor-penetrating lunge attack. Lunging will simply dash at the target.
Battleaxe:
1) Innately an AOE weapon. Deals damage in a narrow cone during regular attacks.
2) Holding Right-click charges up the axe. No movement penalty is applied while the axe is charging.
3) Left clicking while standing (charged axe) executes a whirling attack that damages everything around the wielder.
4) Left clicking while sprinting (charged axe) executes an attack that does 3 times the damage of a regular attack on a single target in front of it.
3) Slowness (2 seconds) is added after any of the special attacks is used.
Scythe:
Similar to the battleaxe in all ways, but has lesser damage (the Scythe is more of a harvesting tool than a weapon)
Bows:
1) Bows now work differently. Holding right click puts the bow into ready mode and begins nocking the arrow, letting go of right-click unreadies the bow (as opposed to firing).
2) When a bow is at any state of readiness (right-click held down), the player can click to fire the arrow.
3) If the player holds both right-click and left-click down the bow will auto-fire as soon as its fully charged. This means the bow user can fire arrows at maximum efficiency.
4) Shortbow has an innately shorter nocking time
5) Longbow shots have higher velocity and imparts an extra level of knockback onto its shots, but suffer from a longer nocking time
6) Crossbow works similar to how it does now (it auto-reloads) but the player can still hold left+rightclick to have the bow fire as fast as it can at full charge.
7) Readying and unreadying now have local user animations (if possible). When a bow is readied or partially readied, the user slowly puts it away but can move at a normal speed during this time. If they ready it before it's completely unreadied they can nock the arrow faster than if the bow was fully unreadied.
I would love to be able to get another endgame-tier material, because nowadays it's manyullyn this, manyullyn that. Maybe not as great as tartarite, but something equally awesome as manyullyn.
Suggestions
Appearance: I think the Beheading on the rapier looks very weird. It's a triangular "thing" on the tip of the blade. Also, the Moss AND the Flux (Electric) modifiers cover your clean tools. I added Life Steal because it's both practical and beautiful on a cleaver, and added Flux. Boom. Also, maybe introduce dyed leather. It can be compatible with other mods' dyes. You need 3 dyed leather of your choice, put the guard/rod/binding/plate in the middle square of the Crafting Station, and put the dyed leather like a glass bottle formation. One of the earlier comments suggested this, so I'm elaborating.
Modifiers: Maybe a combination of the Moss AND the Flux. It's a solar panel, crafted from a daylight sensor in the middle and 3 iron ingots underneath, so it uses EU or RF like Flux, but generates its own energy.
-Slime Upgrade (Absorption): Add a slime plate to the weapon, it absorbs 50% damage. If you're blocking, that's 75% in total. A little blue/green sphere on the guard.
-Cactus Upgrade (Thorny): Add a Compressed Cactus (6 cactus on the bottom, 2 iron ingots on each side and a gold nugget in the top), it adds Thorns. A cactus spike on the edge of the hilt.
-Explosion Upgrade: Add gunpowder. It works when you block and get hit, so an explosion occurs, not damaging you or the blocks, but entities nearby. It doesn't work when you're attacking though.
-Modifier Remover: Made from a Mundane Potion (spider eye + water bottles), two pieces of netherquartz on each sides and a diamond on top. You can remove the modifier, but it doesn't give you the material back.
-Lightener: Made from 8 feathers surrounding the middle, and a glowstone dust in the middle. It takes a modifier every 5, but every five makes it swing faster. On cleavers 3 modifier-ful gets rid of the Mining Fatigue. On anything else it makes for shorter stun time. (Doesn't work on rapiers.)
New Materials: Maybe make molten (or liquifacted) coal, which you can smelt with iron ore (or ingots) to make 2 steel ingots.
-Maybe an alloy, made from 2 diamonds, 1 manyullyn and 1 steel. Does same damage as Manyullyn, but triple durability, however it is rubbish at mining.
New Weapons: I'm not satisfied with the current weapons. Add a throwing ability to the battleaxe (ctrl + q), and make a War Axe (like a battleaxe but one-sided, as well as new swords like ******* swords, throwable swords that do 1.5x damage as a dagger made from the same material, maybe Excalibur, like the Infi-Miner and Bane of Pigs, and a sword which looks like the Cutlass but curves OUTSIDE, so it has AoE up and down, so when there's a creeper and a small slime in one line, you swing at the creeper and kill the small slime too.
EDIT: Whoops, that shows up as *******, it's basically medium-sized swords.
How about a iron nail cast that can be placed upon a wall? It would appear as a small indent coming out of the wall, and would thereafter work like an item frame, but with no signs of a frame or the nail. Shift clicking it could also change blocks and items from 3D to flat.
Ranger's Weaponry
For the ranged warrior
Part One: Bows and Arrows
Arrows
Arrows lightable by putting 1 String on an arrow, making a Material Unlit Fire Arrow. Put a flint and steel in, and make a Material Fire Arrow. Sets fire to what block or entity it hits. For arrowheads, make a Large Arrowhead with three material. These require a Tough Rod and Large Fletching, crafted in a Tool Station. They make Large-headed Arrows and require a Longbow. Large-headed Arrows can be tipped with fire. Small arrows to be fired from the Low Power Bow. Made with half of the cost of a regular arrow. Maybe a regular arrow crafting recipe with 1/2 of the output. Also, maybe a poisoned arrow. I'll gloss over that right now, though.
Bows
A new bow. Called the Low Power Bow, it uses Small Arrows. New bow: Compound. Fires arrows the distance of a Longbow with the draw time of a Shortbow. Damage of a Longbow. Requires one Pulley, one material cost, two Bow Limbs, and one Long Bowstring (6 Mtrl). Crafted in a Tool Forge. Also, the Compact Crossbow. Half of the draw time of a Crossbow, half damage. Made in Tool Station w/ one Compound Crossbow Limb, Compound Crossbow Body and Bowstring. Compound parts crafted with 1/2 the cost of a reg. Crossbow. Uses Makeshift Bolts, made with one Bolt Tip and one Tool Rod.
Part Two: Extra Ranged Weaponry
The Quickdraw Dagger. Made with one Knife Blade, Mini Guard, and one tool rod. The Mini Guard is found in village chests and does nothing to the overall durability. Very high durability. Tooltip, "You're going to assassinate somebody?"
Prone to updatesss. Check back sssoon.
Although it's been covered by others, the method seems to be overlooked: The aesthetics of weapons and tools are severely compromised by the butt-ugly modifiers and even just the tool materials. I'm tired of seeing all tools and weapons end up either blue or purple blobs and so it seems is everyone else.
Metal Pigments: A simple method of recoloring metal tool parts by applying a dye (or new unspecified dye item) to the cast on the casting table before pouring molten metal into it.
Transparent Modifier: A block of Clear Glass + Modifier item on an assembled tool will render that particular modifier invisible from the tool's sprite. (E.g. Clear Glass + Lapis on a Cleaver = Ugly blue balls gone)
Dapo, you can use tinker's crafting table to apply modifiers to tools and the armor, since the armor uses 3+ slots for some of their enchants. I've also used that method for quickly adding lapis/redstone/quartz to my tools, since you can surround a tool with blocks and get it done quick.
Got some suggestions here (some are a bit obscure)
Spear - armor piercing?
Tomahawk - throwable axe
Staff/pole weapon - three tough rods, increased knockback
Blowgun - ranged weapon using darts as ammo
Pistol sword - sword with ranged capabilities (right-click fires a bullet)
Boomerang - thrown and automatically returning weapon
Thing that I was curious about for ages is potion launcher. In creative tabs there is test item with no use as of right now. Are there any plans on it, or it is kind of abandoned thing?
Love the mod, keep up the good work.
Wanna chat? Just send me a message, I like chatting!
a multi tool... with a sharp shovel tip like this with a pickaxe/hoe and a axe at the side of the pickaxe\hoe
and you could add titanium ingots that are stronger than alumite and as rare as emerald and can only be found on levels 9 and down and can be only mined with tools higher than iron also it has 3000 uses and has a hardness of 100 and it's block can only be blown up by a blue wither skull or a custom fireball and the titanium has a blast resistance of 9001 or (OVER 9000!!!)
Titanium and its stats are added by Mariculture. If Titanium was added, it'd have the same stats.
Long story short,
You know TInkers Construct crafting system for tools?
Add it to armor.
Now the long story.
I would suggest that you add the ability to make armor in exactly the same manner as you already have for tools.
Which I will describe for an example
Molds.
Same as the casts, but goes in the casting basin for blocks instead of the table.
Just like tools,
in order to cast metals in molds you first have to make a wood mold,
make a stone piece with that mold,
and then pour casting material around the stone piece.
I know that Tinkers Construct has "armor" in and of its self.
But it does NOT have the same crafting system as Tinkers Construct tools.
You can find my pack on the ATLauncher here.
You should add a new Cast, when you pour steel into it, it would get you a chain link. Then you could use chain links to make a tinkers' construct version of chain-mail, that you could add modifiers to. That's all Iv got, but I think that would be cool.
I would like if smelteries could melt chisel variants of certain blocks (I encountered this recently in my survival world)
GENERATION 36: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
Check out my Survival World: http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2485381-minecraft-world-ssp-eternity-by-milesmanmusic6