So Riggs.. R-Toops if I may.. I read your Google Docs stuff. Blew my face of, it did. Man, talk about ambitious - you have some killer ideas in there! I read it riiiight before I went to work last night (3rd shifter, woo!) so I had all night to think about things to suggest that may make you not like code anymore (like meee!). If this interests you, please let me know where the proper channel would be so I may do so. I may not be able to actually do anything to help, but I'm pretty good at not shutting up (if I do say so myself).
You may, and it's preferable. I've tried to change my username on the forums but it simply won't work. Not that I dislike this name, but I've grown accustomed to plain ol' Toops. I've got a really strange and irrelevant story about this name, though...
Anyhow, I'll take all the ideas you and anyone else can throw at me. I don't want to limit my perspective. That's not to say everything will be implemented, but some of the best ideas are derivative of several others in tandem. Right now, anyone can post a comment on the Google doc. General comments can be added with the Comment button at the top right, or you can comment on a given section by highlighting the text > right click > Comment. I realize that's not sufficient, and sometime this weekend... maybe tonight ...I'll create an IRC channel. I'll probably leave my client on and idling most of the time, so feel free to poke, prod, ping, finger, spam, or wet trout me. I've also got a special little AI bot I created years ago who, well...
Generally speaking, I work Monday~Friday, 7am~4pm CST. So outside of that I may poke my head in and say random and absurd things.
so I had all night to think about things to suggest that may make you not like code anymore
I dunno, last time I was issued such a challenge it resulted in a dynamic weather and particle effects system. (not in Minecraft, though)
Its interesting seeing what ideas you guys are coming up with for the accessories that you guys are thinking of. I got some questions though: Are you planning on making them renderable on the player's model when worn for everyone to see? Or will it just be in the player's inventory?
Ideally, I would like to make them render visibly on the player. Actually, I would consider this necessary - I rather like the idea of entering a little bout of PVP and being able to get an general idea of what you're up against at a glance. Plus, what's the point of bling if you can't flaunt it? ;D
Also, zombies wearing gold chains and a clock? Totally worth it.
That said, there's a couple of factors going into play here. First and foremost, there's been mumblings of mDiyo removing the extra armor slots. If that happens, no biggie. I can just readd them. Second, and less notable: when we eventually move onto 1.8 with the new multi-skins setup, I'm aware that anything I do before then in regards to rendering will probably need to be completely redone. That's OK though - I need the practice.
Also, zombies wearing gold chains and a clock? Totally worth it.
Flocking this. Boooyyyeeeeeeee.
I'll have to sit down tonight & put some of these ideas to paper. There *is* one idea I want to toss your way but not on the doc. If I can coagulate it, I'll PM it. I think it's neat, but oh what a nightmare that'd be to implement haha.
With your username problem, I think it is pretty easy. If you haven't changed it on here before, I think you can do it very easily.
Aye sir, tried it with no success. It essentially just refreshes the page after hitting Save Changes.
The Save Changes button is a lie I tell ya'. A big stinkin' lie!
Nothing significant to report at the moment, so instead, I present you a picture of a kitten using a kitten-sized computer.
The Meaning of Life, the Universe, and Everything.
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Very nice. XD
But I foresee one minor problem: If a mod adds craftable chainmail (like the Craftable Chainmail mod or M&B Battlegear 2), then the entire thing becomes a moot point. Any way you could add a config to disable chainmail smelting or would that be on mDiyo's end?
Also, this is kind of random, but steel isn't just an alloy, it's also a complex crystalline structure. The initial materials play a huge role in the final product (as a bonus, this is one of the few places charcoal would work better than coal, due to impurities like sulfur), but it's how the steel is handled that determines it's ultimate resilience, tensile and shear strength and even corrosion resistance. From what I've gleaned, the molten phase is almost always performed under a nitrogen atmosphere (and when it's not that, near-vacuum), the materials are as precisely measured as is feasable, and following the initial melt the composition is tweaked with various additives (other metals like manganese, more carbon, sometimes even oxidizers or reducers to remove impurities like the aforementioned sulfur - all determined by the final use for the metal). As well, once it's cast steel shouldn't be re-melted or it would essentially revert to iron with some worthless carbon-iron-misc slag on top.
So yeah... ^^;
If I might make one suggestion, perhaps require some additives like gunpowder (oxidizer), redstone (reducer), sand (molten glass floats on molten iron and acts as a catch-all for impurities) and maybe require the use of charcoal specifically or you might get impurities (random chance?) with coal resulting in either impure, lower-grade steel or even a foundry explosion. In an ideal world you'd have to "roast" the iron first, preferably in nugget form, to purify it before it goes into steel production. Finally, in terms of material consumption, I'd suggest 100% chance of consuming 1-2 sand if working with raw iron (or ore), or 33% if working with roasted. 49% chance of either using gunpowder or redstone (they'd be mutually exclusive, I mean) with a 2% chance of using neither. When using charcoal as a carbon source, it should always produce regular steel, but if using coal have a chance of working (making steel properly), slagging (rendering the entire batch as slag), low-grade steel (basically iron in all but color) or foundry explosion (coal often contains water and some other nasties that can violently boil or combust; this is why coal coking is a thing [one of the few things I like about RailCraft]). Probably an 20-60-19-1 split on that one.
I dunno. Considering steel's place on the tech tree versus it's near-counterpart alumite (which, indirectly, requires diamonds to produce), requiring a fair bit of work and attention to detail seems pretty fair to me, especially considering a steel tool can dig virtually every block in the game, as well as having massive durability and the Reinforced II trait.
But yeah... Just some insight and suggestions. ^^; *Slinks back into the shadows*
This is the lines of what I wanted to do initially, but fleshed out better.
There's not much I can do about realistically recasting steel, since it's already a TCon mechanic -- let's just assume steel maintains its properties in a world where sand can be found floating mid-air, and pig iron requires actual pigs.
I especially like the idea of...
If I might make one suggestion, perhaps require some additives like gunpowder (oxidizer), redstone (reducer), sand (molten glass floats on molten iron and acts as a catch-all for impurities) and maybe require the use of charcoal specifically or you might get impurities (random chance?)
I think that's just swell. The numbers sound pretty good as well. After I get that working, I'll definitely change the fuel source back over to charcoal. I liked the idea of using it initially, and only switched over to lava as a matter of convenience (due to lifting the smeltery code). I'd probably just drop using normal coal all together, as I like the idea of it requiring the extra step. Instead of the low-grade steel production possibility, we'll just have it produce normal iron - no sense in adding extra items and fluids when it's essentially just a copy. Of course, if that's what the people want - that's what they'll get!
On the topic of chainmail: I could just remove any recipes added for it, and replace them with steel chain links. :3
I appreciate the feedback: truly inspiring. I have visions of guis floating in my noggin.
---
In other news, I've decided to branch the mod for 1.7 already. Here's what I'm gonna do: Continue to work on the high oven with the above suggestions in mind, and finish it up for the 1.6 release. All the extra items, materials, mechanics, etc etc etc will begin in the 1.7 development. I've got good reason. If you look at the github, you'll see the 1.6 branch has already been stripped down to high oven only, while the master branch contains everything else. You can get a sneakpeak at some of the working features by peaking in the resources folder. :>
Suggestion: With you already having planned the shurikens, maybe make them have more use.
Haha, that'd be pretty cool. Two animated spinning blades of major death. Could be used as a chainsaw.... wait a minute. We're making chains. Uh-huh. I'll keep your idea in mind, and about 4 others just popped into my head. ...Okay, I'll just leave it at that. Focus, Toops, focus!
It had begun!
Thinking about adding a list of potential materials to use for those each slots outside of the standard ore dictionary entries. We'll keep it strictly vanilla/tconstruct for now. Thoughts?
In the 1.7 branch news...
(technically this is on 1.6, but as I mentioned, this stuff will be in 1.7 only)
It had begun!
Thinking about adding a list of potential materials to use for those each slots outside of the standard ore dictionary entries. We'll keep it strictly vanilla/tconstruct for now. Thoughts?
This is epic. XD
I wonder what else you could make in here, though. o-o
Cause in the words of the great Professor Farnsworth...
(Also, the captcha on uploading that was, and I kid you not, "rofl copter".)
Also also, since steel is becoming more readily available, any love for some other steel-based awesomeness like modifiers and stuff? o:
Perhaps a steel modifier allows you to reforge your tool, and strip/add modifiers.
But if you're not careful, modifiers get lost( not bones/nether star/ gold block + diamond) or decreased ( 450 lapis to 350)
Great... Thanks to you, now Toops will forever have a Farnsworth voice in my brain, and I'm going to mentally preface all of his update posts with, 'Good news, everyone!'
Great... Thanks to you, now Toops will forever have a Farnsworth voice in my brain, and I'm going to mentally preface all of his update posts with, 'Good news, everyone!'
The fact that at least one person will do this now makes the 3 hours in Photoshop worth it. (Not really... More like 28 seconds with IrfanView.)
Perhaps a steel modifier allows you to reforge your tool, and strip/add modifiers. But if you're not careful, modifiers get lost( not bones/nether star/ gold block + diamond) or decreased ( 450 lapis to 350)
It'd be neat to have some pro-con modifiers like...
*** Any Tool or Weapon ***
- Structural Enhancement - 2x Reinforcement per application, -33% dig speed (block of steel)
- Enhancement Slot - +1 Modifier, -250 durability, (stacks up to 3 times, 8 steel cast into a special "mounting point" cast)
- Soul Bindings - Auto-repairs (~2x faster than the equivalent moss upgrade), but it costs you hunger and/or health (leather and steel crafted to make studded leather bindings, studded bindings with a necrotic bone for the modifier, stackable)
- Necrotic Bindings - Gains durability from hitting mobs rather than losing it, but it decays slowly over time while not in use(incompatible with Soul Bindings and Moss; rotten flesh and studded bindings, stackable)
- Soulforged - Doesn't drop when you die, but you can't remove it from your inventory (nether star and studded bindings, non-stackable)
*** Tool Only ***
- Pneumatic Upgrade - +25% digspeed, gives a permanent nausea debuff as long as the tool is held (like the Cleaver and it's mining fatigue debuff; perhaps added with a piston and a steel plate)
- Recoil Canceller - cancels out the same tier of Pneumatic Upgrade debuff, -300 durability per (stackable, water bucket and a steel ingot [as a liquid motion canceller, similar to the system used in some models of shotgun])
- Multi-Tool Attachment (Axe, Pick, Shovel etc.) - Adds the function of the added tool bit, but halves the digspeed ('cause a shovel-axe-pick-hoe would be kind of awkward to use; probably requires a steel mounting point and the appropriate tool bit of any material, stacks with different tool bits only)
- Tempered Edge - +2 mining level, -25% durability (craft a Quencher and a Heater from a water bucket and a lava bucket each surrounded by 4 steel, use those in the modifier slots; stackable)
- Bayonet - Makes the tool on par with a sword for damage, but loses 40% of the tools digspeed (non-stacking, requires "mount" and a sword blade)
*** Weapon Only ***
- Barbed Edge - +1 damage, -50 durability (stackable, two steel nuggets would do it)
- Sharded Edge - +7 damage, -5000 durability (only usable once for obvious reasons, probably a requires a steel ingot and some obsidian)
- Honed Edge - +4 damage vs. zombies, -8 damage vs. skeletons (steel sharpening block [cast from 8 steel], stackable)
- Bludgeoning Edge - +4 damage vs. skeletons, -8 damage vs. zombies (steel plate)
- Weighted - +4 damage, but gives weakness equal to the same tier (making each tier only +3 damage overall) as the upgrade and it lasts 10 seconds per tier after the weapon is unequipped (stackable, two steel plates) (ever swung a claymore? you're arms feel that one in the morning)
- Ender Edge - Random chance (~2% per tier) of 1-shotting any mob struck, but no drops or experience are given if this happens (end-infused steel block? pour a steel ingot over a block of endstone, like making brownstone?)
- Razor Filaments - Does random splash damage (1-3 per tier) to all mobs in range, including the wielder (stackable, maybe uses cast steel "bowstrings"?)
Perhaps a steel modifier allows you to reforge your tool, and strip/add modifiers.
I've thought about this as one use for monoatomic gold actually. I'll need to find out if it's possible first, but if it is, I think essentially by using a block of monoatomic gold (+ 1 emerald?) it'll completely remove a modifier and free up its modifier slot.
It'd be neat to have some pro-con modifiers like...
I already like your logic. Continue.
*** Any Tool or Weapon ***
- Structural Enhancement - 2x Reinforcement per application, -33% dig speed (block of steel)
I could see that. Maybe a steel plate instead, akin to how obsidian plates are used.
- Enhancement Slot - +1 Modifier, -250 durability, (stacks up to 3 times, 8 steel cast into a special "mounting point" cast)
I dig, I dig. Maybe the penalty should be a *little* harsher.
- Soul Bindings - Auto-repairs (~2x faster than the equivalent moss upgrade), but it costs you hunger and/or health (leather and steel crafted to make studded leather bindings, studded bindings with a necrotic bone for the modifier, stackable)
That's pretty nifty. Not sure about the 'recipe' exactly - this applies to anything using leather, I'll explain why in a bit.
- Necrotic Bindings - Gains durability from hitting mobs rather than losing it, but it decays slowly over time while not in use(incompatible with Soul Bindings and Moss; rotten flesh and studded bindings, stackable)
Haha, I can see the name of the modifier now: Grim Touch.
- Soulforged - Doesn't drop when you die, but you can't remove it from your inventory (nether star and studded bindings, non-stackable)
Hmmm. Maybe.
*** Tool Only ***
- Pneumatic Upgrade - +25% digspeed, gives a permanent nausea debuff as long as the tool is held (like the Cleaver and it's mining fatigue debuff; perhaps added with a piston and a steel plate)
- Recoil Canceller - cancels out the same tier of Pneumatic Upgrade debuff, -300 durability per (stackable, water bucket and a steel ingot [as a liquid motion canceller, similar to the system used in some models of shotgun])
Consider it done.
- Multi-Tool Attachment (Axe, Pick, Shovel etc.) - Adds the function of the added tool bit, but halves the digspeed ('cause a shovel-axe-pick-hoe would be kind of awkward to use; probably requires a steel mounting point and the appropriate tool bit of any material, stacks with different tool bits only)
This... I have mixed feelings about. On one hand: it sounds legit, on the other: I'm not sure if it's possible.
- Tempered Edge - +2 mining level, -25% durability (craft a Quencher and a Heater from a water bucket and a lava bucket each surrounded by 4 steel, use those in the modifier slots; stackable)
This is part of what the grinding bench will be for.
- Bayonet - Makes the tool on par with a sword for damage, but loses 40% of the tools digspeed (non-stacking, requires "mount" and a sword blade)
This.
*** Weapon Only ***
- Barbed Edge - +1 damage, -50 durability (stackable, two steel nuggets would do it)
- Sharded Edge - +7 damage, -5000 durability (only usable once for obvious reasons, probably a requires a steel ingot and some obsidian)
Grinding bench. I'd like to do a system where, when using tools/weapons on the grinding bench, you actually have to time it just right. Like, if you've ever played just about any golf videogame ever - consider how you usually 'swing' the club - then you'll get the idea of what I'd like do to here. There would be certain sweet spots where you stop the grinding and a progressive level of 'edge' is applied. If you grind too long, it breaks the tool. If you don't hit a sweet spot exactly, it begins to use another modifier slot.
So, let's just say, for example, I'm sharpening a sword. The gauge looks like this:
======O======O=====OX
X is obviously the breaking point, O is a sweet spot, but won't be as blatantly obvious: a nice color gradient from green to red should do the trick. Anyhow, let's say I stop right....
======O==HERE==O=====OX
Then +1.5 attack damage is added, occupying 2 modifier slots.
Of course the actual values of attack damage would be higher, I'm just using these values as an exacting example. I'm not sure how this will actually work out in Minecraft, given latency issues, but we'll see.
- Honed Edge - +4 damage vs. zombies, -8 damage vs. skeletons (steel sharpening block [cast from 8 steel], stackable)
- Bludgeoning Edge - +4 damage vs. skeletons, -8 damage vs. zombies (steel plate)
Hmmm.
- Weighted ... (ever swung a claymore? you're arms feel that one in the morning)
Next time I duke it out with a Highlander, I'll be sure to ask about that.
- Ender Edge - Random chance (~2% per tier) of 1-shotting any mob struck, but no drops or experience are given if this happens (end-infused steel block? pour a steel ingot over a block of endstone, like making brownstone?)
I like the idea of randomly teleporting them away better.
Seems like the effect might be better as a ring 'modifier', with a flat rate of, oh, I dunno, 10%, sending them within a radius of say, 15 blocks?
- Razor Filaments - Does random splash damage (1-3 per tier) to all mobs in range, including the wielder (stackable, maybe uses cast steel "bowstrings"?)
Awesome.
I've already got something in mind for leather (the textures have been on github for a while): placing leather on a tanning rack renders tanned leather. It should take at least 3x longer than the other drying rack recipes. In any case, you can craft a single piece of tanned leather into 9 tanned leather straps. Those tanned leather can be used for bowstring (yes, we do need leather whips in Minecraft), tool bindings, and the straps can be used as a modifier. Ideally, I think they should increase the tool's handle modifier stat, but if that's not possible, then ....well, I haven't gotten that far yet. But seriously, I want leather straps on my tool handles. I'm tired of getting blisters, and everyone else just acts like 'live with it'.
As always, your (and everyone else) input is invaluable and greatly appreciated. This mod would (probably) suck without you folks.
EDIT: Just wanted to make note of a few things. First, the components used for the modifiers mentioned above will of course need more consideration. I actually wanted to use monoatomic gold for most of any modifier-related stuff I'll add in. So for example, instead of using just a straight necrotic bone, you'll have to coat it in monoatomic gold first. That sort of thing.
Second, I don't want to add in any items or blocks that only have one single purpose. It's always frustrated me when that happens. There might be a _sacred few_ exceptions, but those will be rare and very expensive.
Third, I'd like to do more with the high oven, especially considering the changes I'm about to make in regards to producing steel as we've discussed above a few posts. What the could be, I'm not sure. However, I've had the idea of doing something a little different in regards to producing monoatomic gold since I thought of adding it in the first place. My idea is that, essentially, you have to build a lightning rod atop the oven using iron or steel 'fence' and a gold block as a cap. When lightning sticks it, it is sent directly into the high oven, which then converts gold fluid to monoatomic gold. Of course I'll probably have to do something to increase the likelyhood of the lightning rod being stuck during a storm, but that's the idea. Also, make sure you don't have any other type of liquid in the high oven: extremely bad things could happen.
Third, steel pigs. I now know what I want to do with them. When a pig with a saddle 'dies' in molten steel, they'll be replaced by a steel pig statue type block thing. In order to bring it to life, it has to be struck by lightning or a similar effect. Frankenpig. Though, I dub it Warpig.
I really need to update that google doc. Only so much time in a day...
EDIT2: Smelting any enchanted metal-based armor or vanilla weapon in the high oven yields liquid thaumium if thaumcraft is installed. [OK] [Retry] [Abort] ?
EDIT3: Another potential modifier: Hopper. Effect name: Suction. Effect: Draws dropped items in to the player at about the same range as XP orbs.
I think I'll also add in options to replace a handful of recipes to a more TConstruct-based approach, such as changing the iron ingot in the piston recipe to an iron tool rod, and similar for the likes of iron bars. There will be a section call TConify and TSteelify. TConify will have stuff like what I mentioned above, while TSteelify will have options like the already-present flint&steel option, as well as (just examples!) changing vanilla cauldrons and anvils to use steel instead. I think it could be a neat rebalancing. I'm not trying to GT it up, but merely offering the option where it makes sense. Again. this is purely a config thing and all replacement options, save for chainmail recipes, will be set to false by default.
- Pneumatic Upgrade - +25% digspeed, gives a permanent nausea debuff as long as the tool is held (like the Cleaver and it's mining fatigue debuff; perhaps added with a piston and a steel plate
I don't think anyone will ever consider nausea worth any modifier. Seriously, Mojang can die in a fire for even coding it so modders can make us all hate existence. Please don't use it.
Two things:
- The ender edge was meant to be a random teleport, but I wasn't sure if it was feasable. Idealy it should have the possibility of teleporting them into solid blocks though. XD
- Monoatomic gold? Google searches turn up conspiracies about reptile people and alchemy, lol.
Also, I like the idea of enchanted metal armor -> Thaumium, but it'd be nice if it gave something else if you don't have Thaumcraft, like say it melts down to normal metal + liquid essence, which can then be poured into glass bottles to make bottles o' enchanting. (One "ingot" of essence to 1 bottle?):3
Oh! And with regards to the lightning rod idea, if you're gonna add that you should add some sort of multi-block rain-inducing machine. Something that could run off of gunpowder and various dusts (redstone if just Tinkers, anything with "dust" in it's name otherwise) to force a rainstorm. And....
[Rod Tip Height above 64]/4 in 100 chance of it generating a strike as long as it's raining, per 2400 ticks.]
That's the formula I used for my unreleased Natures' Wrath mod. It gives a good balance of requiring 4 blocks of height to give a 1% chance of forcing a strike every 2 minutes, to a maximum of 48% at the map height (in a default-heighted map anyways). Considering the primary use of that was generating the end-tier metal resource from a specially constructed "lump" of gold, iron, diamond blocks and capacitance slime... You might want to adjust the frequency. XD
Edit: Also, red-green is fine for most of the world, but what about us colorblind folks? Config option to make it whatever colors you like?
I don't think anyone will ever consider nausea worth any modifier. Seriously, Mojang can die in a fire for even coding it so modders can make us all hate existence. Please don't use it.
Hence the recoil canceller upgrade. Basically it turns the nausea into a durability downgrade. Considering how powerful that amount of digspeed is, the fact is needs 2 slots to have no visible downside (beyond some durability loss) seems pretty fair to me.
You may, and it's preferable. I've tried to change my username on the forums but it simply won't work. Not that I dislike this name, but I've grown accustomed to plain ol' Toops. I've got a really strange and irrelevant story about this name, though...
Anyhow, I'll take all the ideas you and anyone else can throw at me. I don't want to limit my perspective. That's not to say everything will be implemented, but some of the best ideas are derivative of several others in tandem. Right now, anyone can post a comment on the Google doc. General comments can be added with the Comment button at the top right, or you can comment on a given section by highlighting the text > right click > Comment. I realize that's not sufficient, and sometime this weekend... maybe tonight ...I'll create an IRC channel. I'll probably leave my client on and idling most of the time, so feel free to poke, prod, ping, finger, spam, or wet trout me. I've also got a special little AI bot I created years ago who, well...
Generally speaking, I work Monday~Friday, 7am~4pm CST. So outside of that I may poke my head in and say random and absurd things.
I dunno, last time I was issued such a challenge it resulted in a dynamic weather and particle effects system. (not in Minecraft, though)
Also, zombies wearing gold chains and a clock? Totally worth it.
That said, there's a couple of factors going into play here. First and foremost, there's been mumblings of mDiyo removing the extra armor slots. If that happens, no biggie. I can just readd them. Second, and less notable: when we eventually move onto 1.8 with the new multi-skins setup, I'm aware that anything I do before then in regards to rendering will probably need to be completely redone. That's OK though - I need the practice.
Flocking this. Boooyyyeeeeeeee.
I'll have to sit down tonight & put some of these ideas to paper. There *is* one idea I want to toss your way but not on the doc. If I can coagulate it, I'll PM it. I think it's neat, but oh what a nightmare that'd be to implement haha.
Aye sir, tried it with no success. It essentially just refreshes the page after hitting Save Changes.
The Save Changes button is a lie I tell ya'. A big stinkin' lie!
Nothing significant to report at the moment, so instead, I present you a picture of a kitten using a kitten-sized computer.
But I foresee one minor problem: If a mod adds craftable chainmail (like the Craftable Chainmail mod or M&B Battlegear 2), then the entire thing becomes a moot point. Any way you could add a config to disable chainmail smelting or would that be on mDiyo's end?
Also, this is kind of random, but steel isn't just an alloy, it's also a complex crystalline structure. The initial materials play a huge role in the final product (as a bonus, this is one of the few places charcoal would work better than coal, due to impurities like sulfur), but it's how the steel is handled that determines it's ultimate resilience, tensile and shear strength and even corrosion resistance. From what I've gleaned, the molten phase is almost always performed under a nitrogen atmosphere (and when it's not that, near-vacuum), the materials are as precisely measured as is feasable, and following the initial melt the composition is tweaked with various additives (other metals like manganese, more carbon, sometimes even oxidizers or reducers to remove impurities like the aforementioned sulfur - all determined by the final use for the metal). As well, once it's cast steel shouldn't be re-melted or it would essentially revert to iron with some worthless carbon-iron-misc slag on top.
So yeah... ^^;
If I might make one suggestion, perhaps require some additives like gunpowder (oxidizer), redstone (reducer), sand (molten glass floats on molten iron and acts as a catch-all for impurities) and maybe require the use of charcoal specifically or you might get impurities (random chance?) with coal resulting in either impure, lower-grade steel or even a foundry explosion. In an ideal world you'd have to "roast" the iron first, preferably in nugget form, to purify it before it goes into steel production. Finally, in terms of material consumption, I'd suggest 100% chance of consuming 1-2 sand if working with raw iron (or ore), or 33% if working with roasted. 49% chance of either using gunpowder or redstone (they'd be mutually exclusive, I mean) with a 2% chance of using neither. When using charcoal as a carbon source, it should always produce regular steel, but if using coal have a chance of working (making steel properly), slagging (rendering the entire batch as slag), low-grade steel (basically iron in all but color) or foundry explosion (coal often contains water and some other nasties that can violently boil or combust; this is why coal coking is a thing [one of the few things I like about RailCraft]). Probably an 20-60-19-1 split on that one.
I dunno. Considering steel's place on the tech tree versus it's near-counterpart alumite (which, indirectly, requires diamonds to produce), requiring a fair bit of work and attention to detail seems pretty fair to me, especially considering a steel tool can dig virtually every block in the game, as well as having massive durability and the Reinforced II trait.
But yeah... Just some insight and suggestions. ^^; *Slinks back into the shadows*
This is the lines of what I wanted to do initially, but fleshed out better.
There's not much I can do about realistically recasting steel, since it's already a TCon mechanic -- let's just assume steel maintains its properties in a world where sand can be found floating mid-air, and pig iron requires actual pigs.
I especially like the idea of...
I think that's just swell. The numbers sound pretty good as well. After I get that working, I'll definitely change the fuel source back over to charcoal. I liked the idea of using it initially, and only switched over to lava as a matter of convenience (due to lifting the smeltery code). I'd probably just drop using normal coal all together, as I like the idea of it requiring the extra step. Instead of the low-grade steel production possibility, we'll just have it produce normal iron - no sense in adding extra items and fluids when it's essentially just a copy. Of course, if that's what the people want - that's what they'll get!
On the topic of chainmail: I could just remove any recipes added for it, and replace them with steel chain links. :3
I appreciate the feedback: truly inspiring. I have visions of guis floating in my noggin.
---
In other news, I've decided to branch the mod for 1.7 already. Here's what I'm gonna do: Continue to work on the high oven with the above suggestions in mind, and finish it up for the 1.6 release. All the extra items, materials, mechanics, etc etc etc will begin in the 1.7 development. I've got good reason. If you look at the github, you'll see the 1.6 branch has already been stripped down to high oven only, while the master branch contains everything else. You can get a sneakpeak at some of the working features by peaking in the resources folder. :>
Haha, that'd be pretty cool. Two animated spinning blades of major death. Could be used as a chainsaw.... wait a minute. We're making chains. Uh-huh. I'll keep your idea in mind, and about 4 others just popped into my head. ...Okay, I'll just leave it at that. Focus, Toops, focus!
It had begun!
Thinking about adding a list of potential materials to use for those each slots outside of the standard ore dictionary entries. We'll keep it strictly vanilla/tconstruct for now. Thoughts?
In the 1.7 branch news...
This is epic. XD
I wonder what else you could make in here, though. o-o
Cause in the words of the great Professor Farnsworth...
(Also, the captcha on uploading that was, and I kid you not, "rofl copter".)
Also also, since steel is becoming more readily available, any love for some other steel-based awesomeness like modifiers and stuff? o:
But if you're not careful, modifiers get lost( not bones/nether star/ gold block + diamond) or decreased ( 450 lapis to 350)
Librari is: The Wizard formerly known as Genshou
The fact that at least one person will do this now makes the 3 hours in Photoshop worth it.
(Not really... More like 28 seconds with IrfanView.)
It'd be neat to have some pro-con modifiers like...
*** Any Tool or Weapon ***
- Structural Enhancement - 2x Reinforcement per application, -33% dig speed (block of steel)
- Enhancement Slot - +1 Modifier, -250 durability, (stacks up to 3 times, 8 steel cast into a special "mounting point" cast)
- Soul Bindings - Auto-repairs (~2x faster than the equivalent moss upgrade), but it costs you hunger and/or health (leather and steel crafted to make studded leather bindings, studded bindings with a necrotic bone for the modifier, stackable)
- Necrotic Bindings - Gains durability from hitting mobs rather than losing it, but it decays slowly over time while not in use(incompatible with Soul Bindings and Moss; rotten flesh and studded bindings, stackable)
- Soulforged - Doesn't drop when you die, but you can't remove it from your inventory (nether star and studded bindings, non-stackable)
*** Tool Only ***
- Pneumatic Upgrade - +25% digspeed, gives a permanent nausea debuff as long as the tool is held (like the Cleaver and it's mining fatigue debuff; perhaps added with a piston and a steel plate)
- Recoil Canceller - cancels out the same tier of Pneumatic Upgrade debuff, -300 durability per (stackable, water bucket and a steel ingot [as a liquid motion canceller, similar to the system used in some models of shotgun])
- Multi-Tool Attachment (Axe, Pick, Shovel etc.) - Adds the function of the added tool bit, but halves the digspeed ('cause a shovel-axe-pick-hoe would be kind of awkward to use; probably requires a steel mounting point and the appropriate tool bit of any material, stacks with different tool bits only)
- Tempered Edge - +2 mining level, -25% durability (craft a Quencher and a Heater from a water bucket and a lava bucket each surrounded by 4 steel, use those in the modifier slots; stackable)
- Bayonet - Makes the tool on par with a sword for damage, but loses 40% of the tools digspeed (non-stacking, requires "mount" and a sword blade)
*** Weapon Only ***
- Barbed Edge - +1 damage, -50 durability (stackable, two steel nuggets would do it)
- Sharded Edge - +7 damage, -5000 durability (only usable once for obvious reasons, probably a requires a steel ingot and some obsidian)
- Honed Edge - +4 damage vs. zombies, -8 damage vs. skeletons (steel sharpening block [cast from 8 steel], stackable)
- Bludgeoning Edge - +4 damage vs. skeletons, -8 damage vs. zombies (steel plate)
- Weighted - +4 damage, but gives weakness equal to the same tier (making each tier only +3 damage overall) as the upgrade and it lasts 10 seconds per tier after the weapon is unequipped (stackable, two steel plates) (ever swung a claymore? you're arms feel that one in the morning)
- Ender Edge - Random chance (~2% per tier) of 1-shotting any mob struck, but no drops or experience are given if this happens (end-infused steel block? pour a steel ingot over a block of endstone, like making brownstone?)
- Razor Filaments - Does random splash damage (1-3 per tier) to all mobs in range, including the wielder (stackable, maybe uses cast steel "bowstrings"?)
Just thinking outloud anyways. ^^;
Frog really does taste just like chicken!
I've thought about this as one use for monoatomic gold actually. I'll need to find out if it's possible first, but if it is, I think essentially by using a block of monoatomic gold (+ 1 emerald?) it'll completely remove a modifier and free up its modifier slot.
I already like your logic. Continue.
I could see that. Maybe a steel plate instead, akin to how obsidian plates are used.
I dig, I dig. Maybe the penalty should be a *little* harsher.
That's pretty nifty. Not sure about the 'recipe' exactly - this applies to anything using leather, I'll explain why in a bit.
Haha, I can see the name of the modifier now: Grim Touch.
Hmmm. Maybe.
Consider it done.
This... I have mixed feelings about. On one hand: it sounds legit, on the other: I'm not sure if it's possible.
This is part of what the grinding bench will be for.
This.
Grinding bench. I'd like to do a system where, when using tools/weapons on the grinding bench, you actually have to time it just right. Like, if you've ever played just about any golf videogame ever - consider how you usually 'swing' the club - then you'll get the idea of what I'd like do to here. There would be certain sweet spots where you stop the grinding and a progressive level of 'edge' is applied. If you grind too long, it breaks the tool. If you don't hit a sweet spot exactly, it begins to use another modifier slot.
So, let's just say, for example, I'm sharpening a sword. The gauge looks like this:
======O======O=====OX
X is obviously the breaking point, O is a sweet spot, but won't be as blatantly obvious: a nice color gradient from green to red should do the trick. Anyhow, let's say I stop right....
======O==HERE==O=====OX
Then +1.5 attack damage is added, occupying 2 modifier slots.
Of course the actual values of attack damage would be higher, I'm just using these values as an exacting example. I'm not sure how this will actually work out in Minecraft, given latency issues, but we'll see.
Hmmm.
Next time I duke it out with a Highlander, I'll be sure to ask about that.
I like the idea of randomly teleporting them away better.
Seems like the effect might be better as a ring 'modifier', with a flat rate of, oh, I dunno, 10%, sending them within a radius of say, 15 blocks?
Awesome.
I've already got something in mind for leather (the textures have been on github for a while): placing leather on a tanning rack renders tanned leather. It should take at least 3x longer than the other drying rack recipes. In any case, you can craft a single piece of tanned leather into 9 tanned leather straps. Those tanned leather can be used for bowstring (yes, we do need leather whips in Minecraft), tool bindings, and the straps can be used as a modifier. Ideally, I think they should increase the tool's handle modifier stat, but if that's not possible, then ....well, I haven't gotten that far yet. But seriously, I want leather straps on my tool handles. I'm tired of getting blisters, and everyone else just acts like 'live with it'.
As always, your (and everyone else) input is invaluable and greatly appreciated. This mod would (probably) suck without you folks.
EDIT: Just wanted to make note of a few things. First, the components used for the modifiers mentioned above will of course need more consideration. I actually wanted to use monoatomic gold for most of any modifier-related stuff I'll add in. So for example, instead of using just a straight necrotic bone, you'll have to coat it in monoatomic gold first. That sort of thing.
Second, I don't want to add in any items or blocks that only have one single purpose. It's always frustrated me when that happens. There might be a _sacred few_ exceptions, but those will be rare and very expensive.
Third, I'd like to do more with the high oven, especially considering the changes I'm about to make in regards to producing steel as we've discussed above a few posts. What the could be, I'm not sure. However, I've had the idea of doing something a little different in regards to producing monoatomic gold since I thought of adding it in the first place. My idea is that, essentially, you have to build a lightning rod atop the oven using iron or steel 'fence' and a gold block as a cap. When lightning sticks it, it is sent directly into the high oven, which then converts gold fluid to monoatomic gold. Of course I'll probably have to do something to increase the likelyhood of the lightning rod being stuck during a storm, but that's the idea. Also, make sure you don't have any other type of liquid in the high oven: extremely bad things could happen.
Third, steel pigs. I now know what I want to do with them. When a pig with a saddle 'dies' in molten steel, they'll be replaced by a steel pig statue type block thing. In order to bring it to life, it has to be struck by lightning or a similar effect. Frankenpig. Though, I dub it Warpig.
I really need to update that google doc. Only so much time in a day...
EDIT2: Smelting any enchanted metal-based armor or vanilla weapon in the high oven yields liquid thaumium if thaumcraft is installed. [OK] [Retry] [Abort] ?
EDIT3: Another potential modifier: Hopper. Effect name: Suction. Effect: Draws dropped items in to the player at about the same range as XP orbs.
I think I'll also add in options to replace a handful of recipes to a more TConstruct-based approach, such as changing the iron ingot in the piston recipe to an iron tool rod, and similar for the likes of iron bars. There will be a section call TConify and TSteelify. TConify will have stuff like what I mentioned above, while TSteelify will have options like the already-present flint&steel option, as well as (just examples!) changing vanilla cauldrons and anvils to use steel instead. I think it could be a neat rebalancing. I'm not trying to GT it up, but merely offering the option where it makes sense. Again. this is purely a config thing and all replacement options, save for chainmail recipes, will be set to false by default.
I don't think anyone will ever consider nausea worth any modifier. Seriously, Mojang can die in a fire for even coding it so modders can make us all hate existence. Please don't use it.
Librari is: The Wizard formerly known as Genshou
Two things:
- The ender edge was meant to be a random teleport, but I wasn't sure if it was feasable. Idealy it should have the possibility of teleporting them into solid blocks though. XD
- Monoatomic gold? Google searches turn up conspiracies about reptile people and alchemy, lol.
Also, I like the idea of enchanted metal armor -> Thaumium, but it'd be nice if it gave something else if you don't have Thaumcraft, like say it melts down to normal metal + liquid essence, which can then be poured into glass bottles to make bottles o' enchanting. (One "ingot" of essence to 1 bottle?):3
Oh! And with regards to the lightning rod idea, if you're gonna add that you should add some sort of multi-block rain-inducing machine. Something that could run off of gunpowder and various dusts (redstone if just Tinkers, anything with "dust" in it's name otherwise) to force a rainstorm. And....
[Rod Tip Height above 64]/4 in 100 chance of it generating a strike as long as it's raining, per 2400 ticks.]
That's the formula I used for my unreleased Natures' Wrath mod. It gives a good balance of requiring 4 blocks of height to give a 1% chance of forcing a strike every 2 minutes, to a maximum of 48% at the map height (in a default-heighted map anyways). Considering the primary use of that was generating the end-tier metal resource from a specially constructed "lump" of gold, iron, diamond blocks and capacitance slime... You might want to adjust the frequency. XD
Edit: Also, red-green is fine for most of the world, but what about us colorblind folks? Config option to make it whatever colors you like?
Hence the recoil canceller upgrade. Basically it turns the nausea into a durability downgrade. Considering how powerful that amount of digspeed is, the fact is needs 2 slots to have no visible downside (beyond some durability loss) seems pretty fair to me.