--- If anyone has the time, PLEASE do a mod review, spotlight, let's play, etc. for me. This mod has a lot of potential I think but it's not really going anywhere due to lack of attention. ---
THIS IS NOT ANOTHER TOOLSET MOD, IT IS LIKE 1000 TIMES BETTER THAN TOOLSET MODS, JUST READ THE POST AND GIVE IT A TRY!
ProSthetics - This, in Minecraft terms, is the process of casting different metals and materials into new, better materials. Much like milk and cereal, where one is good without the other, they become something much greater together! This mod is just the core of something much larger, hopefully a community effort from other modders to make this mod much bigger!
The Pro --- This is the real action. Crushing materials, mixing dusts, smelting ingots, and customizing your battle-gear! All ProSthetisticians need two workstations; a crusher and a smelter. Both systems operate on any fuel (this means all fuels in vanilla Minecraft and any fuels added by other mods) and are used for the production process. In the crusher, crushable materials are pulverized into dust. What can be done with this dust? What CAN'T be done with it!? No, it's easier to say what it can do. It can be mixed with other dust.
Let's take a closer look.
Notice all of the information that diamond carries! There's so much information it is just so. . . INFORMATIVE! So much information, in fact, that there's an option to disable it in the config file. This information may seem a bit familiar. If it doesn't, it should. Durability at 1561 is the same as diamond tools! I'm not explaining the rest. Guff apologizes for misleading you, but that previous photo is a lie. In fact, that tool tip doesn't appear on anything but Dust Mixtures, Mixed Ingots, and items made with the latter!
Crushing any of the three materials in the inventory shown (not the hotbar) will yield a dust mixture with identical stats. Alternatively, for more variety you might try crushing cobblestone or obsidian. Just a though. Once you have some different dust mixtures, you can make more mixtures! Mixing different dusts together will yield some different, some same stats. Here's the breakdown:
Harvest level is the highest one of the combined dusts.
Durability is additive of all of the combined dusts.
Efficiency is average of all of the combined dusts.
Enchantability is additive of the combined dusts.
Damage is the highest available (if a sword is made, damage is 4 more).
The four armor stats is how many half shields they are worth; this will be the highest of the dusts.
Armor durability is additive.
Why does it work this way? Balance and physics, of course! Imagine taking two identical logs. If you start sanding down one log, it will eventually be nothing. Imagine stacking them up and then sanding. It will take twice as long! This is because they have the same durability and will take that long to wear them down to nothing. Makes sense, I think, without overpowering everything else. So combining two diamonds will give a diamond ingot (lol) with twice the durability, enchanting and armor durability of one diamond, but no reductions in efficiency or armor value!
Next is smelting. Let's take a look:
This smelter is special. It uses special temperature control in order to keep the dust mixtures from deteriorating or burning up. Not really, I just had to make it because the regular furnace wouldn't work the way I wanted it to. The ProSthetics smelter can smelt mixable materials (that being dusts or other mixable materials defined in other mods) into mixed ingots.
If you can't exactly remember the combination of dusts that you used to make a certain ingot, you might try using an Alchemizer to copy existing ingots. I make my mods compatible for a reason!
Here is a picture of Steve wearing a full set of alloy-cast armor and the tools are in the inventory.
The Aesthetics ---
Not only does ProSthetics allow the creation of an infinitely large amount of new materials, it also allows armor to be trimmed with dyes, including combinations!
Here's the process:
If you wish to remove the trim from a piece of armor, simply craft it with a piece of paper and the trim will be removed. Finally, one final picture to leave you:
I plan on adding cool new features if ProSthetics gets a good amount of popularity. I'm a very busy person working with six plus mods, doing schoolwork, keeping up my relationships, working on an album, and many other minor intricacies. If none of those ever get anywhere, then it's wasted effort. Same applies here. SO DOWNLOAD IT AND RECOMMEND IT TO EVERYONE AND HELP IT EXPAND.
Thanks to TheGremlin599 for his mod review!
Thanks to TheSmokingKoala for this quick mod showcase!
Thanks to Marvy'sTV for his mod review!
My downloads have moved to CurseForge.net. To get all downloads for now and future versions, click here! Old versions will remain here.
I will distribute this upon modder request, just ask me in comments or PM me. I'm not going to bother uploading it until someone will actually use it.
Installation --- 1. Download and install the required Forge version (it's in the title)
2. Download the recommended version of ProSthetics, or a past version if your Minecraft isn't up-to-date. 3. Drop ProSthetics into the .minecraft/mods folder. 4. Run Minecraft and enjoy ProSthetics!
Building Blocks ---
ProSthetics adds two new creation tags to the Building Blocks Mod Maker, provided it is installed. For those interested, they are:
crushable, itemID/blockID, tool material, armor material, red, green, blue
mixable, itemID/blockID, tool material, armor material, red, green, blue
Tool Material and Armor Material are materials that you have created with Building Blocks. For example:
tool material, SlimeT, 0, 10, 1.0, -3, 0
armor material, SlimeA, 1, 1, 1, 1, 1, 0
From there, you can tag slime balls as mixable or crushable, like so
mixable, 341, SlimeT, SlimeA, 130, 200, 115
crushable, 341, SlimeT, SlimeA, 130, 200, 115
Alternatively, metadata values can be tagged rather than the entire id, like this
mixable, 351:0, tool, armor, 0, 0, 0 - this will tag ONLY ink sacs as a pure black mixable item
crushable, 4:2, tool, armor, 215, 193, 133 - this will tag ONLY birch planks as a crushable
Items can not be tagged as both mixable and crushable. Tagging an item as mixable will allow it to be smelted into an ingot in the ProSthetics Smelter or mixed with other mixable materials. Tagging an item as crushable will allow it to be crushed into dust in the ProSthetics Crusher. If you have trouble, tell me. Since I made both mods, I will be the best person to ask.
If you find any bugs or have trouble, PLEASE contact me and I will help you resolve the issue. Also, crash reports help.
MOD PACK PERMISSIONS
Permission for mod packs is REQUIRED from EVERYONE that wishes to use my mods. Not optional. Without permission, the client will not start, and you will not be able to use my mods through the mod pack. I am not sorry I have to do this because those who didn't ask before aren't sorry for not asking. Nothing against those that did, though. I need all of this information filled out because it will allow me to enable your mod pack to use my mods. Everything must be official; if you change the name of your mod pack, I need to be notified so that I, too, can change it in my database. Please don't ask permission until you have an official name for it. Bonus to those who use this to ask permission:
Mod(s): Modpack Name:
Is pack non-profit: Why I want this mod: Link to Modpack:
Sorry I have to be so strict with this now, some people can't follow simple directions so I am cracking down on people using my mods now because of it.
@Notice I kindly ask that if you post this somewhere else that you post a link directly to this thread, you do not need my permission to link to the thread. However, direct download links without my permission will result in development of the mod being held until the link is removed, so think before you do it. I'm not tolerating this anymore, it's not that hard to link to the thread instead of stealing my traffic.
@Copyright -- This mod and code belongs to me, do not attempt to redistribute, copy, steal, mock, eat, destroy or otherwise market this as yours. If anyone sees this posted anywhere without my written permission, I ask that you notify me so that I can remedy this situation. Thank you. --
I like the idea! I've always felt that 4 sets of armor and weapons wasn't enough, and that there needed to be more tiers. If you have ever played divine rpg, you can see how their tiered system works, but it takes forever to get anything, and it throws off the armor values of added mods (i think because they decrease the armor value of vanilla materials, so they can fit more in on the high end). I can see how a kid or anyone unfamiliar with programming could easily put together their own custom materials with your Building Blocks Mod Maker, add some dusts for those materials, and than implement a unique armor and weapon system here.
1. I would personally like to leave my smelter going without having to watch it too closely. Maybe a workaround for this problem would be that it can output to an adjacent chest? Or with 1.5 they will have a hopper, but I'm not sure if that can Extract from furnace or smelter.
2. I think the design for the trim colors could be made to look more badass
Normally I would have tried to find a fix for the smelter and crusher beforehand, but items with tag data aren't supposed to be able to be stacked at all, so it's sort of something that has to be accepted. Things with tag data like enchanted books, dyed armor. As I stated, there will be more trim styles available (including custom trims, hopefully!) in the future. I may try to do the adjacent chest that you suggested, I suppose that will eliminate the problem. Just as well, if you can't craft items because of the non-stacking ingots (game thinks they are different), reloading the world has always worked for me.
New version is available. I found a major bug with the way the tools/armor were setup when I was integrating another mod to work with this one. Turns out that after a new tier was crafted, the stats were set universally. In other words, if you created a re-smelted gold pickaxe (crushed gold then smelted that dust only), it would set all of the stats of any existing PS pickaxes to the same stats. I'm sure we can see the problem there. In finding a fix for that, I discovered not only a new way to make dynamic mods, but also a new bug. I fixed the new bug and hopefully all of the dynamic stats should be saved and loaded properly for different created materials.
I changed the dusts to work on a total component setup. Realistically, if one mixes two parts red dye with two parts blue dye, one gets two parts purple. However, when I had it set up before, one could mix 2 red and 2 blue and the mod would count it as 1 purple. This goes the same for 1 red 1 blue = 1 purple. The problem with that is that, if one wants to add more to it later, the components would be recounted from zero. So 1 + 1 = 1 purple + 1 red + 1 blue = 3, but in reality it would by 4 (2 red + 2 blue = 4 components). This will allow for error correction in mixing dusts (if you mix a red dust with blue dust, and then mix in another red dust, it's the same as mixing red dusts, and then mixing in a blue dust with that result) for the user. There is still a bit of fault with it, so you should probably pass your "completed" dust through the grid one more time or else the game might not think they are the same and thus won't be usable in the same recipes.
Along with the new components system is a new coloring mixture. The total red, green, and blue colors are saved into the items. So, as I said, mixing dusts in a different order will result in the same color, and therefore the same item. This was just to make things not so specific and picky about what the crafting grid will accept.
I think that's everything. If anyone finds any issues or problems, please let me know as soon as possible so I can rectify the situation.
Well I have some news. I will not be updating my mods for a few days because, although forge is ready, there are still quite a few obscure methods in the new version. I am especially baffled at why Mojang did textures the way they did (it's seriously way more effing complex than it should have been) but regardless, it will probably take me a day or so to sift through all of that stuff to fix it and get it set up (I have to split the textures, too) and then another day or so to get a nice version of forge/mcp that is less obscure and easier to understand. So if you want to keep using this mod, just way one to three days to update. That is all.
Updated to Minecraft 1.5. Improved the crusher and smelter bugs where their results would still be created even if the recipe didn't match. On a different note, the .zip is highly unorganized so I wouldn't even bother opening it unless you know what you're doing.
Wow, this is pretty unique. And seems modern too without getting off minecraft's sort of theme. Excellent work.
Well thank you very much. Glad you like it.
I try to make my mods usable by other mods and tailored to the user as much as I can. Some of my friends give me credit for making mods that would actually work well in a vanilla update, so that's always nice to hear.