Glad you mentioned it, Worg. First I must note the numbers I'm throwing out aren't exact, they're just examples and need to be balanced based on TE's mechanics. Originally, I figured the output would be random based on percentages defined by slag tier, with regular slag being somewhere in the 20% range, rich slag at 10%. Then, my thoughts were leaning toward the quality of slag output would increase based on the height of the oven. So at 9x3: regular slag 10%, no other slag output. At 9x4: regular slag 20%, rich slag 5%. At 9x5: slag 30%, rich slag 10% ...etc. There would of course be a capping point.
So, thoughts? If anyone wants to toss out some numbers, I'm welcoming suggestions.
If it gives TE3 Rich Slag in addition to normal, the ability to gain ore tripling from the Rich Slag is a extra incentive to use this.
I'm something of a TE3 n00b, so I'm only just discovering Rich Slag/Cinnabar. I was so impressed by it, I expanded my base by 5 chunks and am in process of overhauling all ore processing for it. I no longer use Macerators.. in fact, now that I think of it, I'm having issues justifying IC2 on my server at all. Mid-sentence revelations make me feel so scatterbrained sometimes.
Mr. T - if you read this, might I make the suggestion to limit any slag produced in your furnace to regular or, rarely, Rich Slag please? A cinnabar machine honestly seems a bit over the top considering how easy it is to get as it is. WTF am I yammering about a nerf for?!? Le sigh.
...might I make the suggestion to limit any slag produced in your furnace to regular or, rarely, Rich Slag please? A cinnabar machine honestly seems a bit over the top considering how easy it is to get as it is.
See previous post?
Of course it should also go without saying whatever the default output values are will be configurable.
On a related note, I think I've just figured out a nifty way to integrate slag output - a slag collector block which would be a high oven component akin to a smeltery drain. Without thermal expansion installed, the block wouldn't be available, but with TE, it would automatically pump any slag into an adjacent chest or item duct. ...Yus... I like this idea...
Anyway, I've got it semi-working as a multiblock structure now, achieved by pretty much ripping off and stripping down the smeltery logic. More importantly, I've got everything set up to be SMP-ready. I didn't want to continue working without a good understanding on minecraft's network code and packet handling. Finally getting into the fun stuff.
I'd rather focus on a blast furnace. For now, to avoid confusion, let's call it a Tinker's Furnace. I believe seared bricks + obsidian ingots (cast from a smeltery) should be the basic components - no nether materials required. I'll prototype it as a single block 'machine' but ultimately I'd like it to be at least a 3x3 multiblock structure. I don't want to get in over my head too quickly. If it's built directly next to a smeltery with a drain, it should automatically pump the molten steel directly into the smeltery, otherwise it produces a solid block/ingot. This way I can get away with being a little lazy in regards for hooking up drains/casting channels/faucets, etc. At least for now.
I have not read the rest of the posts yet, but I wanted to address the idea of needing obsidian to make your Tinker's Furnace. One of the concepts behind TConst is to get away from vanilla tools. You won't be able to get obsidian without making a diamond pickaxe unless you collect chain mail to melt down to make steel. I bypass the diamond pickaxe altogether and I used to use the green slime pickaxe head to get my fist obsidian to make Alumite but that pickaxe no longer mines obsidian so steel is the only way to get obsidian now without defaulting back to vanilla tools. With that in mind I would have to suggest an alternative to using obsidian in the recipe for your furnace. Perhaps seared bricks in the casting basin with some kind of alloy poured onto it (like the brownstone road)?
I have not read the rest of the posts yet, but I wanted to address the idea of needing obsidian to make your Tinker's Furnace. One of the concepts behind TConst is to get away from vanilla tools. You won't be able to get obsidian without making a diamond pickaxe unless you collect chain mail to melt down to make steel. I bypass the diamond pickaxe altogether and I used to use the green slime pickaxe head to get my fist obsidian to make Alumite but that pickaxe no longer mines obsidian so steel is the only way to get obsidian now without defaulting back to vanilla tools. With that in mind I would have to suggest an alternative to using obsidian in the recipe for your furnace. Perhaps seared bricks in the casting basin with some kind of alloy poured onto it (like the brownstone road)?
Cant you make obsidian in the smeltery with water and lava?
Or use one diamond as a modifer on a early game pick?
I have not read the rest of the posts yet, but I wanted to address the idea of needing obsidian to make your Tinker's Furnace.
Aye, and you are correct sir. it's already been addressed. For now, one simply coats a vanilla (clay) brick with seared stone liquid, producing a scorched brick. The recipes for the high oven components are identical to the smeltery components, but with scorched brick instead.
This may be changed in the future, but we'll roll with it for now and see how the feedback is.
Yeah, steel version of Exo armor is sex. Can it have modifiers if you use this addon with TiC dev version? It's pretty solid really, I've had no issues with it and I've been using it since D2 came out (on D3 now I believe).
Also, I wanted to let you know that once this is up and working, I'll be disabling all other forms of steel creation from my server (save melting down steel/chain armors) specifically to give this the attention it deserves. Sure, I'm using Manamana stuff now, but steel tools are very useful for things like Autonomous Activators (mob traps, ore processing) and at least on my server, if ever there is an option to use steel instead of iron in a recipe (Big Reactors, lookin' at you), I go with it simply because it's probably worth the extra effort. Why make cool toys if no one plays with them eh?
No pressure :3 We appreciate you work! Unless of course your mod kills our worlds and gives us herpes. Then, like, take a long walk off a short cliff. But thanks for trying anyway!
I'm honestly not entirely certain that it'll require the dev version, since I -think- most of the framework was already up before then. That said, I'm always using the most current source as reference, so I'll just have to throw it against both versions and see what sticks. Either way, I've got it set up so that it can be disabled in the config, so there's always that.
I'm not going to focus on the steel exo-armor a ton at the moment - it works fine enough, but I'm holding back on doing anything dramatic in regards to differentiation from the normal exo-armor until it's in a more finalized state. I think the reasoning behind that is pretty obvious.
@xeronut: I feel you on that. With TE3 for example, I've always enabled the steel recipes option for machine frames, etc, since it just seemed to make more sense. I'm also in the process of making chain link patterns and casts, so that chainmail can be crafted with steel chain links. I've got some other ideas using chains too, such as flails (tool rod, length of chain, morningstar), chainmail gauntlets to fill in that glove slot that's always bugged me, and perhaps even neck-chains with amulets that provide some sort of boost. All of this would be crafted in a tinkers' way, of course, which means, for example, you wanted to make some bone chains to hang flesh blocks from around your house because you're some sort of deranged psychopath - you could. I judge not.
I've been slowly compiling a design doc during my lunch breaks at work. I'll post it up sometime after my tablet charges. I believe it'll demonstrate some cohesion in regards to what I'm planning. It might excite.
We appreciate you work! Unless of course your mod kills our worlds and gives us herpes. Then, like, take a long walk off a short cliff. But thanks for trying anyway!
I'm also in the process of making chain link patterns and casts, so that chainmail can be crafted with steel chain links. I've got some other ideas using chains too, such as flails (tool rod, length of chain, morningstar), chainmail gauntlets to fill in that glove slot that's always bugged me, and perhaps even neck-chains with amulets that provide some sort of boost. All of this would be crafted in a tinkers' way, of course, which means, for example, you wanted to make some bone chains to hang flesh blocks from around your house because you're some sort of deranged psychopath - you could. I judge not.
I really like that flail idea.. and while on topic, I'd like to put in a suggestion for the Vampire Killer whip from Castlevania. If only there were a way to increase the range on melee attacks (or, controlled-distance ranged attacks) where you could simulate the length of a whip/flail extension. It would seem a bit goofy for it to be sword/punch range, and unless you're Dhalsim or some shiz you probably wouldn't want to edit default melee range to accommodate a proper whip dynamic. This all being said, a flail at least would be easier to implement because you're not trying to smack fools across the room with it. Hmmm.. wonder if there's a way to hold left-mouse to extend the weapon further.. times like these make me wish I liked coding and could do it without the not-liking-coding thing. Yeah.
-edit- A suggestion for distinction between flail/morningstar and whip - large ball (spiked cube, like a cactus!) for the flail's construction recipe, tiny one for whip?
-edit 2- Neck chains.. so with you making steel and with aluminum already an underused part of TiC, you know what this means!?! I can finally make THIS. Spinner sold/animated separately.
Just throwing this out there.. you could also make the ring patterns from your chain armor idea useable to create jewelry.. I think there's a slot for those in TiC armor UI. Might be beyond the scope of your mod, but maybe if you lay the framework for it by allowing other materials than steel formable in the link mold (I recommend all of the TiC-handled ores, then maybe add other mods' ores if you're bored) and hooking the rings/necklaces etc so they are slottable in the TiC Armor UI, some schmoe could fill in the blanks at a later date? I'd imagine it could work similarly to Mariculture's jewelry (and Jewelrycraft's, well, everything) but would be unified in one mod and UI system. I'm probably getting ahead of myself, and probably you too, seeing as you're doing the actual work. I am an ungrateful *******.
*Deep breaths*
Okay, so I FINALLY figured out how to get github going. It was such a pain in my ass. Ended up reformatting the project, scouring google for auth errors and fast forward issues, formatting the project again, slamming fist to desk, roid raging on some innocent bystanders, flipping a card table occupied by 6 dogs smoking cigars and playing blackjack, and undergoing a fit of temporary blindness due to high blood pressure. The result? Success. Seriously though, it took way longer to figure out than should be legally allowed. At least in terms of importing an existing project...
The only serious bug I have remaining to squash is a duplication bug that occurs when you pull items back out of the high oven. Probably a minor oversight. When I get that fixed it'll be ready to serve up the download. I'm in the process of refactoring a lot of code in naming scheme and also to be even more reliant on TCon doing all the heavy lifting. So that is to say I'm trimming the fat. Don't mind the redundancies.
@xeronut: Ah yes, ye olde Vampire Killer. I think a little consecrated soil is in order. We may just go such a route. I'm already pretty sure I know how to get flails and whips working logically: simply hijack some fishing rod code. It would need some heavy modification obviously, but the idea is there. If we do whips, it may just be two lengths of chain (and/or bowstring?), and some modifiers would be at the tip of the whip visually. I also like the idea of the flail head being a cube instead of a sphere.
Edit: I know. A binding at the tip of the whip. How rad is that.
Come to think of it, should probably add in a tanned leather item (regular leather > drying rack > tanned leather) to be used for some tool parts. Hmmm... BDSM in Minecraft. Who'dathunkit.
Yes, rings fosho. In fact, maybe I'll just change the chainlink pattern name to ring. Makes sense to me at least. I had to pull up the tcon inventory gui to make sure I wasn't hallucinating necklaces being in there. The necklaces and rings wouldn't have modifiers per-se, but instead fitted with gems that would have different (somewhat minor) effects.
I'm thinking something like the following examples:
Diamond: +1 armor
Lava Crystal: Minor reduction in damage taken from lava
Mossy Emerald (moss ball + emerald, duh): repair 1 effect on worn armor
Essence Star (essence berries around a netherstar): minor xp boost
Heart of the Wither (heart + necrotic bone + netherstar): immunity to wither status
Stuff like that. Since there's only 1 necklace slot and 1 ring slot, it shouldn't be terribly overpowered.
Oh, the belt slot...hmmmm....okay, stop. Stop.
But yeah, I fully intend to open up the api so others can add in materials. Additionally, I'd like to go ahead and make textures for all the usual materials so that naturally, chains can be crafted/cast from anything.
I can finally make THIS. Spinner sold/animated separately.
Why the FLOCK did I not think of fishing rod code?!? Hell, I think Special Mobs already adds a randomly-named fishing rod "weapon", something like "Beastmaster's Whip" or somesuch. Sigh. Also, big +1 for thinking of the soil - when I read this in your post I automatically thought of either a Witchery or Blood Magic rite to autobuild the weapon by tossing the ingredients into a circle of Consecrated Soil & burning netherrack bricks or something. Like built-in Smite II or III, offset by slower attack speed/weapon drawback.
As for your proposed modifiers, they all look good! If I could make a few suggestions:
Diamond - noice.
Lava Crystal - maybe fire immunity but lava stays the same? Or if lava damage changes, maybe it nullifies every other instance of damage (halving damage)
Mossy Emerald - Nice! Though if I could suggest a nerf (sorry), have it only repair armor that already has Mossy on it. Having a catch-all Moss on a ring would negate the need to have it on the items themselves, which would sort of poo on the already precarious "balance" of TiC by pidgeonholing a powerful modifier to one or two slots (new jewelry) while removing the need for them on what they were originally meant for. Then again, flock it - OP FTW!
Essence Star - awesome idea! Though I'd recommend not using a Nether Star for it.. it's too expensive an item to do something you can just camp essence bush farms to accomplish. More XP drops from enemies just gives an alternative to doing the same thing as farming bushes. Maybe a Bluey Emerald/Faux Sapphire (lapis surrounding emerald/diamond), then essence berries surrounding THAT? I 'unno.
Heart of the Wither - I like that just the way it is. makes it feel like Mega Man, having to kill the enemy and absorbing its skills.
In addition:
Eye of Ender - chance to 'phase out' (dodge) X% of the time on attack, maybe 2X% for projectiles. Hopefully not anything too goofy powerful to preserve other mods' integrity?
Sour Eyeball - Slimeball + Spider Eye, could give random Poison I/II proc on attack. When I think of this mechanic, I think of weapon procs on Ranger Epic weapons from EverQuest. Ahh.. I feel old.
Flint - random bleeding DoT proc
Brick/Nether Brick - knockback on (unarmed) attack? Yes, a brick attached to a ring would look goofy, but if someone punched you with that, you get punted. Also, it could stack with the 7x Piston Hammer you KNOW everyone already has. What's 1X more?! A piston attached to a ring though? Preposterous.
Blue Slimeball/Blue Slime Brick, or a heart - healing effect. Nice way to facilitate coop play by implementing a Cauterize-style ability a la Borderlands. Not sure if this would be OP if you use it with powerful weapons, but meh - Mossy Emeraid, 'nuff said.
As for belts - I'll just leavethesehere.-edit- Oh and one more thing - I've heard some of the same stories from people using Github for the first time. They feel your pain. Or is it you feeling theirs? Eh.
Like built-in Smite II or III, offset by slower attack speed/weapon drawback.
Ha! That brings the Castlevania concept full-circle. Always a frame late to the draw against that friggin' bat outta no where.
As for your proposed modifiers, they all look good! If I could make a few suggestions:
Go on.
Lava Crystal - maybe fire immunity but lava stays the same? Or if lava damage changes, maybe it nullifies every other instance of damage (halving damage)
Perhaps 1/4 or so reduction in all heat-based damage?
Mossy Emerald - Nice! Though if I could suggest a nerf (sorry), have it only repair armor that already has Mossy on it. Having a catch-all Moss on a ring would negate the need to have it on the items themselves, which would sort of poo on the already precarious "balance" of TiC by pidgeonholing a powerful modifier to one or two slots (new jewelry) while removing the need for them on what they were originally meant for. Then again, flock it - OP FTW!
Good points you raise there. I honestly didn't know you could put moss on the armor, but even if that's not a currently implemented I'm sure it will be. So with that in mind, we could go with an even more minor trickle rate of repair, or perhaps something different all together. It was just an example after all.
Essence Star - awesome idea! Though I'd recommend not using a Nether Star for it.. it's too expensive an item to do something you can just camp essence bush farms to accomplish. More XP drops from enemies just gives an alternative to doing the same thing as farming bushes. Maybe a Bluey Emerald/Faux Sapphire (lapis surrounding emerald/diamond).
Agreed and agreed. Then agreed some more.
Heart of the Wither - I like that just the way it is. makes it feel like Mega Man, having to kill the enemy and absorbing its skills.
<3 megaman
Eye of Ender - chance to 'phase out' (dodge) X% of the time on attack, maybe 2X% for projectiles. Hopefully not anything too goofy powerful to preserve other mods' integrity?
Ahaha, I just thought of actually randomly teleporting the player within a radius of say, 5 blocks or so, complete with particle effect. By X% chance of course. Maybe only against projectiles. I really like this.
Sour Eyeball - Slimeball + Spider Eye, could give random Poison I/II proc on attack. When I think of this mechanic, I think of weapon procs on Ranger Epic weapons from EverQuest. Ahh.. I feel old.
Getting close to 30 myself, I feel your disgust. Anyhow, I dig. Maybe melee only. Gotta be close enough to get that crap on you, (On a side note, something I want to add in is shurikens. They wouldn't compare to arrows in terms of damage, but I thought of using poison potions as a modifier on them for the deviousness.)
Flint - random bleeding DoT proc
Rather cheap cost, and other than poison I don't think there's a vanilla equivalent other than hunger, which of course only effects players, but on the note (!) perhaps something that would actually be pretty awesome: that is, an effect that saps hunger. Delicious.
Brick/Nether Brick - knockback on (unarmed) attack? Yes, a brick attached to a ring would look goofy, but if someone punched you with that, you get punted. Also, it could stack with the 7x Piston Hammer you KNOW everyone already has. What's 1X more?! A piston attached to a ring though? Preposterous.
I lol'd. That would be a perfectly good idea were it not for gauntlets. But what if the tables were turned? What if that preposterously positioned piston pendously projecting from your person pushed your perpetrator into a pit upon the punch? (In other words, piston necklace = knockback I autocounter) Might needs to be a little pricier...
Edit: And as a counter measure, perhaps obsidian plate = negate knockback?
Blue Slimeball/Blue Slime Brick, or a heart - healing effect. Nice way to facilitate coop play by implementing a Cauterize-style ability a la Borderlands. Not sure if this would be OP if you use it with powerful weapons, but meh - Mossy Emeraid, 'nuff said.
Yeah, actually the first thing I thought of was a Bleeding Heart (blood ball + heart) for a regen effect. But it just seemed to scream hunger workaround. Then again, one time I spent an hour in The End collecting enderperls without food using a sword with a necrotic bone. So uh, yeah. We'll see.
Some of the more powerful effects could come with a negative effect for balance, such as -hearts, -armor, -hunger saturation, +inflicted damage, -mining speed, and so on.
Many of these depend on exactly how customizable potion and enchantment effects can be - for simplicity's sake. I've yet to actually investigate. Then again, I'm pretty sure it's possible to add custom enchantments anyway, so uhhh...
I've heard some of the same stories from people using Github for the first time.
The bad thing is, the nightmare isn't even over yet. I got it uploaded at last, but I've run into other issues. I'll spare the details, and instead spend some time in a room with a moose until I get it figured out.
Oh crap - meant to say weapon, not armor. Sorry >< I've done precious little with the Exo armor from the Dev versions of TiC - in fact the only exo armor I've used was from 1.5.2.4 I think? I summoned it and was in awe at how much of a gamechanger it is. Then I got a Modular Powersuit and Exo armor ended up in the Admin Chest.
Random teleport with projectiles sounds better, really, so long as the Shadow Step effect doesn't disorient users. The only thing that kept me from suggesting your effect was that if you're doing battle at, say, Y12 where I usually cave around lava lakes (or pretty much half of everywhere in the Nether) will it TP you into said death sludge? Or, if fighting near a ravine (or half of the Erebus) will you fall down go boom if a zombie pops you? If this can be avoided with a check to never spawn you over lava or always spawn on smooth stone, dirt etc. within 5 block radius, then great.
Disgust is a perfect word. My 30s have been pretty baller so far (way better than my 20's.. sweet Lord Farquaad what a mistake those were), but I'm often reminded just how old I am often by people younger than me. Time is a steel-toed boot, ever slowly but steadily swinging up from the turf in a FIFA-grade penalty kick to the giggleberries. Death is not contact; death is when the pain finally subsides.
Giggleberry bushes? Oh lawd, the nightmares.
Yeah, one flint is pretty cheap for a DoT proc. I put that in there as a follow-up to the Sour Eyeball suggestion.
I like the obby plate idea! And a piston necklace is just begging to be nicknamed The Chestburster. I'll have to make a custom texture for the piston top for effect.
I agree with balancing out the powerful item effects. In fact, you suggested above perhaps removing max health to balance some of them - this would give people even more incentive to make the heart canisters. Only allowing 10 canisters in the equip slot means you use your negative-health modifier very wisely (and definitely not on more than one piece of equipment unless you're well-armored or a combat pimp). Does Forge allow for fewer than 10 hearts max health by default? I use nohero's More Health mod with 3 hearts to start, so no issues there, but it'd suck to have to install another mod just to have fewer than 10 hearts.
As for your hunger workaround, I like it a lot. Hmmm.. maybe you could have it interact with the Necrotic Bone modifier on weapons so that it merely keeps hunger at bay by itself, but when used in conjunction with a Vampiric weapon it steals hunger from the enemy while refilling your own. Sure, not a terribly active effect.. ehh that one might need some time to brew.
Github.. sigh. On behalf of everyone reading but not posting, thank you for putting so much effort into making this mod. Careful with that moose bru.. I've never seen them in action myself,
Enderstep checking for block validity before teleport? Why, ! I see it more as a PVP thing anyhow, but still.
Chestburster? Classic.
Not entirely sure about the whole max health thing. It'll take some investimagatin'.
Okay, so, now onto the meat & potatoes. I've finally resolved all my github woes. It now works like a charm. I'm uncertain if I could replicate my actions to get it going, but it works so I pray I don't have to go through it again. I've fixed the duplication bug I mentioned earlier, but ran into another: casting channels aren't playing nice with my drains. Le sigh. But I'm on it. Please forgive my perfectionism, I know it's stalling a release but I'd much rather have everything working right and without issue than half ass in and burn someone's world down. So I test everything ad-nauseum.
In the meanwhile, I have something else to show. Remember that design doc I mentioned earlier? Well, turns out it didn't save properly. So I rewrote a large portion of it this evening. It's on my Google Drive now. I've enabled comments as well.
Enjoy.
Enderstep checking for block validity before teleport? Why, ! I see it more as a PVP thing anyhow, but still.
Chestburster? Classic.
Not entirely sure about the whole max health thing. It'll take some investimagatin'.
Okay, so, now onto the meat & potatoes. I've finally resolved all my github woes. It now works like a charm. I'm uncertain if I could replicate my actions to get it going, but it works so I pray I don't have to go through it again. I've fixed the duplication bug I mentioned earlier, but ran into another: casting channels aren't playing nice with my drains. Le sigh. But I'm on it. Please forgive my perfectionism, I know it's stalling a release but I'd much rather have everything working right and without issue than half ass in and burn someone's world down. So I test everything ad-nauseum.
In the meanwhile, I have something else to show. Remember that design doc I mentioned earlier? Well, turns out it didn't save properly. So I rewrote a large portion of it this evening. It's on my Google Drive now. I've enabled comments as well.
Enjoy.
Will either of the ovens start fires nearby if there is wood/grass around, adding a bit of danger to working with high temperatures without care?
Enderstep checking for block validity before teleport? Why, ! I see it more as a PVP thing anyhow, but still.
Chestburster? Classic.
Not entirely sure about the whole max health thing. It'll take some investimagatin'.
Okay, so, now onto the meat & potatoes. I've finally resolved all my github woes. It now works like a charm. I'm uncertain if I could replicate my actions to get it going, but it works so I pray I don't have to go through it again. I've fixed the duplication bug I mentioned earlier, but ran into another: casting channels aren't playing nice with my drains. Le sigh. But I'm on it. Please forgive my perfectionism, I know it's stalling a release but I'd much rather have everything working right and without issue than half ass in and burn someone's world down. So I test everything ad-nauseum.
In the meanwhile, I have something else to show. Remember that design doc I mentioned earlier? Well, turns out it didn't save properly. So I rewrote a large portion of it this evening. It's on my Google Drive now. I've enabled comments as well.
Enjoy.
There is no rush - this project is ultimately for your own satisfaction, so whatever standard you hold your work to will suffice just fine with us. It's free fun FFS, all is bueno.
If you don't feel like you could replicate your Github triumph, it's all the more reason to cherish the setup you have. Any setup worth its weight in (bah, word filter - what I meant to say was fresh, glistening bull urine) should only need to be done once anyway, I think. Hopefully your current setup doesn't need to be recreated because a) that's a lot of work and c) my previous sentence would make me look like a total wank.
Mmm design doc. Over the course of this week Imma have a peek at it. Lots of overtime on the menu, and it'll probably be Friday (mmmmaaaaybe Thursday) before I can get Me Time. This thread and XtraBlocks are the most fun to be had on these forums, I swear.
Will either of the ovens start fires nearby if there is wood/grass around, adding a bit of danger to working with high temperatures without care?
I like your train of thought. Actually, I've thought about this a bit, but hadn't expanded on it much. So quoth that doc I mentioned earlier: (In the blacksmith forge) Heating most materials beyond their limit causes them to liquify, which then spreads (not what you want!) - that is to say, the item turns into a liquid block, and molten steel is absurdly hot, so it's basically like plopping lava right in front of you. As for the high oven: sure, why not make it a fire hazard. I would kind of imagine it being like building a fireplace in your house using the standard netherrack method: watch the wood, etc.
There is no rush - this project is ultimately for your own satisfaction, so whatever standard you hold your work to will suffice just fine with us. It's free fun FFS, all is bueno. ... This thread and XtraBlocks are the most fun to be had on these forums, I swear.
So, thoughts? If anyone wants to toss out some numbers, I'm welcoming suggestions.
I'm something of a TE3 n00b, so I'm only just discovering Rich Slag/Cinnabar. I was so impressed by it, I expanded my base by 5 chunks and am in process of overhauling all ore processing for it. I no longer use Macerators.. in fact, now that I think of it, I'm having issues justifying IC2 on my server at all. Mid-sentence revelations make me feel so scatterbrained sometimes.
Mr. T - if you read this, might I make the suggestion to limit any slag produced in your furnace to regular or, rarely, Rich Slag please? A cinnabar machine honestly seems a bit over the top considering how easy it is to get as it is. WTF am I yammering about a nerf for?!? Le sigh.
Bravo good sir, bravo. You truly have outdone yourself.
See previous post?
Of course it should also go without saying whatever the default output values are will be configurable.
On a related note, I think I've just figured out a nifty way to integrate slag output - a slag collector block which would be a high oven component akin to a smeltery drain. Without thermal expansion installed, the block wouldn't be available, but with TE, it would automatically pump any slag into an adjacent chest or item duct. ...Yus... I like this idea...
Every time I fire up eclipse, I feel that. Danke.
Anyway, I've got it semi-working as a multiblock structure now, achieved by pretty much ripping off and stripping down the smeltery logic. More importantly, I've got everything set up to be SMP-ready. I didn't want to continue working without a good understanding on minecraft's network code and packet handling. Finally getting into the fun stuff.
Mmm-mmmm. That is a tasty burger.
I have not read the rest of the posts yet, but I wanted to address the idea of needing obsidian to make your Tinker's Furnace. One of the concepts behind TConst is to get away from vanilla tools. You won't be able to get obsidian without making a diamond pickaxe unless you collect chain mail to melt down to make steel. I bypass the diamond pickaxe altogether and I used to use the green slime pickaxe head to get my fist obsidian to make Alumite but that pickaxe no longer mines obsidian so steel is the only way to get obsidian now without defaulting back to vanilla tools. With that in mind I would have to suggest an alternative to using obsidian in the recipe for your furnace. Perhaps seared bricks in the casting basin with some kind of alloy poured onto it (like the brownstone road)?
Cant you make obsidian in the smeltery with water and lava?
Or use one diamond as a modifer on a early game pick?
Aye, and you are correct sir. it's already been addressed. For now, one simply coats a vanilla (clay) brick with seared stone liquid, producing a scorched brick. The recipes for the high oven components are identical to the smeltery components, but with scorched brick instead.
This may be changed in the future, but we'll roll with it for now and see how the feedback is.
As a sneak peak:
Is that exo armor?
Will we need the tinkers dev version?
Yeah, steel version of Exo armor is sex. Can it have modifiers if you use this addon with TiC dev version? It's pretty solid really, I've had no issues with it and I've been using it since D2 came out (on D3 now I believe).
Also, I wanted to let you know that once this is up and working, I'll be disabling all other forms of steel creation from my server (save melting down steel/chain armors) specifically to give this the attention it deserves. Sure, I'm using Manamana stuff now, but steel tools are very useful for things like Autonomous Activators (mob traps, ore processing) and at least on my server, if ever there is an option to use steel instead of iron in a recipe (Big Reactors, lookin' at you), I go with it simply because it's probably worth the extra effort. Why make cool toys if no one plays with them eh?
No pressure :3 We appreciate you work! Unless of course your mod kills our worlds and gives us herpes. Then, like, take a long walk off a short cliff. But thanks for trying anyway!
I'm not going to focus on the steel exo-armor a ton at the moment - it works fine enough, but I'm holding back on doing anything dramatic in regards to differentiation from the normal exo-armor until it's in a more finalized state. I think the reasoning behind that is pretty obvious.
@xeronut: I feel you on that. With TE3 for example, I've always enabled the steel recipes option for machine frames, etc, since it just seemed to make more sense. I'm also in the process of making chain link patterns and casts, so that chainmail can be crafted with steel chain links. I've got some other ideas using chains too, such as flails (tool rod, length of chain, morningstar), chainmail gauntlets to fill in that glove slot that's always bugged me, and perhaps even neck-chains with amulets that provide some sort of boost. All of this would be crafted in a tinkers' way, of course, which means, for example, you wanted to make some bone chains to hang flesh blocks from around your house because you're some sort of deranged psychopath - you could. I judge not.
I've been slowly compiling a design doc during my lunch breaks at work. I'll post it up sometime after my tablet charges. I believe it'll demonstrate some cohesion in regards to what I'm planning. It might excite.
I lol'd hard.
I really like that flail idea.. and while on topic, I'd like to put in a suggestion for the Vampire Killer whip from Castlevania. If only there were a way to increase the range on melee attacks (or, controlled-distance ranged attacks) where you could simulate the length of a whip/flail extension. It would seem a bit goofy for it to be sword/punch range, and unless you're Dhalsim or some shiz you probably wouldn't want to edit default melee range to accommodate a proper whip dynamic. This all being said, a flail at least would be easier to implement because you're not trying to smack fools across the room with it. Hmmm.. wonder if there's a way to hold left-mouse to extend the weapon further.. times like these make me wish I liked coding and could do it without the not-liking-coding thing. Yeah.
-edit- A suggestion for distinction between flail/morningstar and whip - large ball (spiked cube, like a cactus!) for the flail's construction recipe, tiny one for whip?
-edit 2- Neck chains.. so with you making steel and with aluminum already an underused part of TiC, you know what this means!?! I can finally make THIS. Spinner sold/animated separately.
Just throwing this out there.. you could also make the ring patterns from your chain armor idea useable to create jewelry.. I think there's a slot for those in TiC armor UI. Might be beyond the scope of your mod, but maybe if you lay the framework for it by allowing other materials than steel formable in the link mold (I recommend all of the TiC-handled ores, then maybe add other mods' ores if you're bored) and hooking the rings/necklaces etc so they are slottable in the TiC Armor UI, some schmoe could fill in the blanks at a later date? I'd imagine it could work similarly to Mariculture's jewelry (and Jewelrycraft's, well, everything) but would be unified in one mod and UI system. I'm probably getting ahead of myself, and probably you too, seeing as you're doing the actual work. I am an ungrateful *******.
Okay, so I FINALLY figured out how to get github going. It was such a pain in my ass. Ended up reformatting the project, scouring google for auth errors and fast forward issues, formatting the project again, slamming fist to desk, roid raging on some innocent bystanders, flipping a card table occupied by 6 dogs smoking cigars and playing blackjack, and undergoing a fit of temporary blindness due to high blood pressure. The result? Success. Seriously though, it took way longer to figure out than should be legally allowed. At least in terms of importing an existing project...
The only serious bug I have remaining to squash is a duplication bug that occurs when you pull items back out of the high oven. Probably a minor oversight. When I get that fixed it'll be ready to serve up the download. I'm in the process of refactoring a lot of code in naming scheme and also to be even more reliant on TCon doing all the heavy lifting. So that is to say I'm trimming the fat. Don't mind the redundancies.
@xeronut: Ah yes, ye olde Vampire Killer. I think a little consecrated soil is in order. We may just go such a route. I'm already pretty sure I know how to get flails and whips working logically: simply hijack some fishing rod code. It would need some heavy modification obviously, but the idea is there. If we do whips, it may just be two lengths of chain (and/or bowstring?), and some modifiers would be at the tip of the whip visually. I also like the idea of the flail head being a cube instead of a sphere.
Edit: I know. A binding at the tip of the whip. How rad is that.
Come to think of it, should probably add in a tanned leather item (regular leather > drying rack > tanned leather) to be used for some tool parts. Hmmm... BDSM in Minecraft. Who'dathunkit.
Yes, rings fosho. In fact, maybe I'll just change the chainlink pattern name to ring. Makes sense to me at least. I had to pull up the tcon inventory gui to make sure I wasn't hallucinating necklaces being in there. The necklaces and rings wouldn't have modifiers per-se, but instead fitted with gems that would have different (somewhat minor) effects.
I'm thinking something like the following examples:
Diamond: +1 armor
Lava Crystal: Minor reduction in damage taken from lava
Mossy Emerald (moss ball + emerald, duh): repair 1 effect on worn armor
Essence Star (essence berries around a netherstar): minor xp boost
Heart of the Wither (heart + necrotic bone + netherstar): immunity to wither status
Stuff like that. Since there's only 1 necklace slot and 1 ring slot, it shouldn't be terribly overpowered.
Oh, the belt slot...hmmmm....okay, stop. Stop.
But yeah, I fully intend to open up the api so others can add in materials. Additionally, I'd like to go ahead and make textures for all the usual materials so that naturally, chains can be crafted/cast from anything.
Yes.
Why the FLOCK did I not think of fishing rod code?!? Hell, I think Special Mobs already adds a randomly-named fishing rod "weapon", something like "Beastmaster's Whip" or somesuch. Sigh. Also, big +1 for thinking of the soil - when I read this in your post I automatically thought of either a Witchery or Blood Magic rite to autobuild the weapon by tossing the ingredients into a circle of Consecrated Soil & burning netherrack bricks or something. Like built-in Smite II or III, offset by slower attack speed/weapon drawback.
As for your proposed modifiers, they all look good! If I could make a few suggestions:
Diamond - noice.
Lava Crystal - maybe fire immunity but lava stays the same? Or if lava damage changes, maybe it nullifies every other instance of damage (halving damage)
Mossy Emerald - Nice! Though if I could suggest a nerf (sorry), have it only repair armor that already has Mossy on it. Having a catch-all Moss on a ring would negate the need to have it on the items themselves, which would sort of poo on the already precarious "balance" of TiC by pidgeonholing a powerful modifier to one or two slots (new jewelry) while removing the need for them on what they were originally meant for. Then again, flock it - OP FTW!
Essence Star - awesome idea! Though I'd recommend not using a Nether Star for it.. it's too expensive an item to do something you can just camp essence bush farms to accomplish. More XP drops from enemies just gives an alternative to doing the same thing as farming bushes. Maybe a Bluey Emerald/Faux Sapphire (lapis surrounding emerald/diamond), then essence berries surrounding THAT? I 'unno.
Heart of the Wither - I like that just the way it is. makes it feel like Mega Man, having to kill the enemy and absorbing its skills.
In addition:
Eye of Ender - chance to 'phase out' (dodge) X% of the time on attack, maybe 2X% for projectiles. Hopefully not anything too goofy powerful to preserve other mods' integrity?
Sour Eyeball - Slimeball + Spider Eye, could give random Poison I/II proc on attack. When I think of this mechanic, I think of weapon procs on Ranger Epic weapons from EverQuest. Ahh.. I feel old.
Flint - random bleeding DoT proc
Brick/Nether Brick - knockback on (unarmed) attack? Yes, a brick attached to a ring would look goofy, but if someone punched you with that, you get punted. Also, it could stack with the 7x Piston Hammer you KNOW everyone already has. What's 1X more?! A piston attached to a ring though? Preposterous.
Blue Slimeball/Blue Slime Brick, or a heart - healing effect. Nice way to facilitate coop play by implementing a Cauterize-style ability a la Borderlands. Not sure if this would be OP if you use it with powerful weapons, but meh - Mossy Emeraid, 'nuff said.
As for belts - I'll just leave these here.-edit- Oh and one more thing - I've heard some of the same stories from people using Github for the first time. They feel your pain. Or is it you feeling theirs? Eh.
Ha! That brings the Castlevania concept full-circle. Always a frame late to the draw against that friggin' bat outta no where.
Go on.
Perhaps 1/4 or so reduction in all heat-based damage?
Good points you raise there. I honestly didn't know you could put moss on the armor, but even if that's not a currently implemented I'm sure it will be. So with that in mind, we could go with an even more minor trickle rate of repair, or perhaps something different all together. It was just an example after all.
Agreed and agreed. Then agreed some more.
<3 megaman
Ahaha, I just thought of actually randomly teleporting the player within a radius of say, 5 blocks or so, complete with particle effect. By X% chance of course. Maybe only against projectiles. I really like this.
Getting close to 30 myself, I feel your disgust. Anyhow, I dig. Maybe melee only. Gotta be close enough to get that crap on you, (On a side note, something I want to add in is shurikens. They wouldn't compare to arrows in terms of damage, but I thought of using poison potions as a modifier on them for the deviousness.)
Rather cheap cost, and other than poison I don't think there's a vanilla equivalent other than hunger, which of course only effects players, but on the note (!) perhaps something that would actually be pretty awesome: that is, an effect that saps hunger. Delicious.
I lol'd. That would be a perfectly good idea were it not for gauntlets. But what if the tables were turned? What if that preposterously positioned piston pendously projecting from your person pushed your perpetrator into a pit upon the punch? (In other words, piston necklace = knockback I autocounter) Might needs to be a little pricier...
Edit: And as a counter measure, perhaps obsidian plate = negate knockback?
Yeah, actually the first thing I thought of was a Bleeding Heart (blood ball + heart) for a regen effect. But it just seemed to scream hunger workaround. Then again, one time I spent an hour in The End collecting enderperls without food using a sword with a necrotic bone. So uh, yeah. We'll see.
Some of the more powerful effects could come with a negative effect for balance, such as -hearts, -armor, -hunger saturation, +inflicted damage, -mining speed, and so on.
Many of these depend on exactly how customizable potion and enchantment effects can be - for simplicity's sake. I've yet to actually investigate. Then again, I'm pretty sure it's possible to add custom enchantments anyway, so uhhh...
Exactly.
The bad thing is, the nightmare isn't even over yet. I got it uploaded at last, but I've run into other issues. I'll spare the details, and instead spend some time in a room with a moose until I get it figured out.
Oh crap - meant to say weapon, not armor. Sorry >< I've done precious little with the Exo armor from the Dev versions of TiC - in fact the only exo armor I've used was from 1.5.2.4 I think? I summoned it and was in awe at how much of a gamechanger it is. Then I got a Modular Powersuit and Exo armor ended up in the Admin Chest.
Random teleport with projectiles sounds better, really, so long as the Shadow Step effect doesn't disorient users. The only thing that kept me from suggesting your effect was that if you're doing battle at, say, Y12 where I usually cave around lava lakes (or pretty much half of everywhere in the Nether) will it TP you into said death sludge? Or, if fighting near a ravine (or half of the Erebus) will you fall down go boom if a zombie pops you? If this can be avoided with a check to never spawn you over lava or always spawn on smooth stone, dirt etc. within 5 block radius, then great.
Disgust is a perfect word. My 30s have been pretty baller so far (way better than my 20's.. sweet Lord Farquaad what a mistake those were), but I'm often reminded just how old I am often by people younger than me. Time is a steel-toed boot, ever slowly but steadily swinging up from the turf in a FIFA-grade penalty kick to the giggleberries. Death is not contact; death is when the pain finally subsides.
Giggleberry bushes? Oh lawd, the nightmares.
Yeah, one flint is pretty cheap for a DoT proc. I put that in there as a follow-up to the Sour Eyeball suggestion.
I like the obby plate idea! And a piston necklace is just begging to be nicknamed The Chestburster. I'll have to make a custom texture for the piston top for effect.
I agree with balancing out the powerful item effects. In fact, you suggested above perhaps removing max health to balance some of them - this would give people even more incentive to make the heart canisters. Only allowing 10 canisters in the equip slot means you use your negative-health modifier very wisely (and definitely not on more than one piece of equipment unless you're well-armored or a combat pimp). Does Forge allow for fewer than 10 hearts max health by default? I use nohero's More Health mod with 3 hearts to start, so no issues there, but it'd suck to have to install another mod just to have fewer than 10 hearts.
As for your hunger workaround, I like it a lot. Hmmm.. maybe you could have it interact with the Necrotic Bone modifier on weapons so that it merely keeps hunger at bay by itself, but when used in conjunction with a Vampiric weapon it steals hunger from the enemy while refilling your own. Sure, not a terribly active effect.. ehh that one might need some time to brew.
Github.. sigh. On behalf of everyone reading but not posting, thank you for putting so much effort into making this mod. Careful with that moose bru.. I've never seen them in action myself,
That gives me such an evil idea I scare myself.
Enderstep checking for block validity before teleport? Why, ! I see it more as a PVP thing anyhow, but still.
Chestburster? Classic.
Not entirely sure about the whole max health thing. It'll take some investimagatin'.
Okay, so, now onto the meat & potatoes. I've finally resolved all my github woes. It now works like a charm. I'm uncertain if I could replicate my actions to get it going, but it works so I pray I don't have to go through it again. I've fixed the duplication bug I mentioned earlier, but ran into another: casting channels aren't playing nice with my drains. Le sigh. But I'm on it. Please forgive my perfectionism, I know it's stalling a release but I'd much rather have everything working right and without issue than half ass in and burn someone's world down. So I test everything ad-nauseum.
In the meanwhile, I have something else to show. Remember that design doc I mentioned earlier? Well, turns out it didn't save properly. So I rewrote a large portion of it this evening. It's on my Google Drive now. I've enabled comments as well.
Enjoy.
Will either of the ovens start fires nearby if there is wood/grass around, adding a bit of danger to working with high temperatures without care?
There is no rush - this project is ultimately for your own satisfaction, so whatever standard you hold your work to will suffice just fine with us. It's free fun FFS, all is bueno.
If you don't feel like you could replicate your Github triumph, it's all the more reason to cherish the setup you have. Any setup worth its weight in (bah, word filter - what I meant to say was fresh, glistening bull urine) should only need to be done once anyway, I think. Hopefully your current setup doesn't need to be recreated because a) that's a lot of work and c) my previous sentence would make me look like a total wank.
Mmm design doc. Over the course of this week Imma have a peek at it. Lots of overtime on the menu, and it'll probably be Friday (mmmmaaaaybe Thursday) before I can get Me Time. This thread and XtraBlocks are the most fun to be had on these forums, I swear.
I like your train of thought. Actually, I've thought about this a bit, but hadn't expanded on it much. So quoth that doc I mentioned earlier: (In the blacksmith forge) Heating most materials beyond their limit causes them to liquify, which then spreads (not what you want!) - that is to say, the item turns into a liquid block, and molten steel is absurdly hot, so it's basically like plopping lava right in front of you. As for the high oven: sure, why not make it a fire hazard. I would kind of imagine it being like building a fireplace in your house using the standard netherrack method: watch the wood, etc.