Excellent, and thank ya'. I figured out a ...less elegant solution: remove the folder from the project locally and commit. :|
However, if I ever do something silly like that again, I'll know how not to noobfix it.
Speaking of git, I'm about to move my mod over onto GitHub, once I've sorted some stuff out. In the meantime, I've designed a system for using ForgeGradle with Travis. If you'd like to try it, it's available here
You do good work, but fast work. There's no way I can keep up with this update pace. XD
But I will try, for great justice!
Also, YAIBK (yet another idea by Kimiro): Sugar block smelting to charcoal. For those of us who prefer large sugarcane farms for fuel. XD
Also, on the more future-y plans side of things, some sort of chemical processing system to let you produce stuff from other stuff, like using an exorbitant amount of cobblestone to make a single iron ore. Or wheat/hay blocks and water to produce urea, which could be used to make gunpowder. Or copper and sand to make redstone. Basically make everything renewable through massive time and/or resource investments. (Also, by eliminating the need for mob farms it could be considered a server-friendly upgrade.)
Edit: Slight oversight - the new storage blocks are craftable, but not UNcraftable. XD
Also the charcoal block doesn't burn like the coal block.
Oh nice, I'd never heard of Travis. I was considering setting up my little TurnKey Linux box for Jenkins, but this seems much less of a hastle. Your setup looks very slick, and I'll probably adopt it once I move to 1.7. I just don't want to change my 1.6 dev environment over to ForgeGradle yet.
Edit: Slight oversight - the new storage blocks are craftable, but not UNcraftable. XD
Also the charcoal block doesn't burn like the coal block.
I like renewable resources.
And wha...
I knew about the uncraftable thing - it's in the 'known issues' in the OP. The charcoal block not burning thing, that's odd. I used in a vanilla furnace just fine. It's registered with IFuelHandler so it should work. What were you trying to use it in?
Also, do those rotarycraft flakes work in the high oven yet? I tried digging around its source to find the OreDictionary entry but couldn't find it, so I just added "flakesIron" and "extractedIron" to the smelt list.
And wha...
I knew about the uncraftable thing - it's in the 'known issues' in the OP. The charcoal block not burning thing, that's odd. I used in a vanilla furnace just fine. It's registered with IFuelHandler so it should work. What were you trying to use it in?
Also, do those rotarycraft flakes work in the high oven yet? I tried digging around its source to find the OreDictionary entry but couldn't find it, so I just added "flakesIron" and "extractedIron" to the smelt list.
I like renewable resources too. <3
And what I meant was it doesn't burn as a block when placed in the world and lit on fire. It works fine as fuel. XD
It's a silly thing but I think it should burn up for the sake of consistency.
I'll be sure to check the flakes thing when I get a chance. I've been busy with my other favorite passtime: farming. ^^;
It's probably not oreDictionary'd though, I'd have to ask Reika (or you could). XD If it can't be done I'll just rig up some sort of sorting system to dump the flakes through a furnace first before hitting the HO.
New
-The High Oven now supports more smelting items. Outside of alloys, most smelting recipes from the Smeltery apply to the High Oven. This also includes things like stone.
-It now heats items at a relative scale to its internal temperature. Eg. The hotter it is, the faster it cooks. The cook rate and/or fuel consumption will need some adjusting. Currently, it's a bit OP in my opinion. Let me know what you think.
-It will now double ore output like the smeltery as long as it's not being used to process things like steel. Bugfix
-Fixed detection and consumption of mixing materials.
-Made gunpower/sugar blocks decraftable.
-Made charcoal block flammable in the world-space.
The Meaning of Life, the Universe, and Everything.
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Heh. The Steelworks dev cycle:
1.) Toops releases a new version.
2.) I add this new version to my minecraft and test it out in SSP.
3.) I report 3-10 new bugs or issues.
4.) Toops headkeyboards and says "D'oh!"
5.) Toops fixes the bugs/issues and releases a new version.
6.) I test it in SSP and, finding no outstanding issues, update my server and modpack.
7.) Toops and I play together on the server.
8.) I get new ideas and post them here.
9.) Toops reads ideas and goes "omgwtfbbqpwnzr get outta my head!"
10.) Toops quickly starts work on the next version.
GOTO 1
Adding pre3 to the pack and server~
XD
Also, the flakes in the high oven doesn't seem to work, but it's kind of a moot point anyways since it just adds an extra minor step. If you really want to make it work, the internal name (according to an NEI dump) is RotaryCraft,item.extracts,Reika.RotaryCraft.Base.ItemMulti. The items themselves are meta differentiated, so it might not be possible to add them without some really roundabout methods. The meta's of important flakes (ones that would be useful in the HO) are 25 (iron), 26 (gold), 30 (emerald) and 27 (redstone, maybe only if TE is installed) for the vanilla ones.
Mod ores are a different item ID (internal name: RotaryCraft,item.modextracts,Reika.RotaryCraft.Items.ItemModOre) and pretty much every 4th meta is a flake (though not every flake would need a liquid or use in the HO). Good ones to know: 3 (tin), 7 (copper), 19 (silver, also a different item is entered under the vanilla section as meta 32; they give different ingots when smelted but are the same thing really), 27 (aluminum), 119 (nether iron, gives iron when smelted), 123 (nether gold), 128 (nether redstone), 139 (nether emerald), 143 (nether tin), 147 (nether copper), 159 (nether silver), 167 (cobalt) and 171 (ardite).
Edit: Also, now that I think about it to a degree of depth, perhaps it might not be a good idea to have the HO double ores, since this is a suppliment to Tinkers, not a total replacement (kinda moot since I process almost all ores through RotaryCraft, but still). Just thinking that the HO, if given that ability, kinda renders the smeltery redundant.
Edit edit: Uh-oh...
Edit edit edit: Hurr-durr. Somehow Steelworks didn't make it into the modpack zip file. lawlz
Heh. The Steelworks dev cycle:
-snip-
Edit: Also, now that I think about it to a degree of depth, perhaps it might not be a good idea to have the HO double ores, since this is a suppliment to Tinkers, not a total replacement (kinda moot since I process almost all ores through RotaryCraft, but still). Just thinking that the HO, if given that ability, kinda renders the smeltery redundant.
Pretty much. *Hurries off update before Kimiro can even get another post in*
I thought much the same about the ore doubling, but it was requested a few times so I thought we'd try it out. I may ultimately make it a config option as the smeltery does, but leave it set to single output by default. Besides, I kinda like the tradeoff of speedy cooking versus increased output.
Hello first.
Second, I can´t click the Download link ):
Hello thar.
How silly of me! Fixed.
~~~~~~~~~~~~~~~~~
It also just occurred to me that I never explicitly mentioned that the High Oven can also melt down most iron and gold based items/blocks since like, prerelease 1 I think. So there's that.
would it be possible to code it as a ore multiplier?
Aye sir. It will be in the next release.
I think I'll nerf tweak the current fueling/heating/cooking rates a bit for default values. As it currently stands tossing in a single charcoal block can potentially cook well over a single stack of ores in around a minute. I'll tinker around a bit until I hit a sweet spot in those rates, then introduce some options in the config to tweak them even further. EDIT: This may come later for various reasons, none of which involve me being lazy and not feeling renovating and failsafeing... >_>
Also, speaking of that, I'm gonna see about adding in some support for Thermal Expansion ores and such. I assumed by simply using OreDictionary entries and relying on TCon's native TE3 support would work (which I already have in pre3), but you know what happens when you assume...
EDIT: Actually, upon reconsideration, when using normal charcoal vs iron, it seems pretty balanced. I'll probably just have to tweak the charcoal block's rates a bit - and also tweak some of the melting point temperatures of the non-metals.
EDIT2: Renovating the GUI a bit...
The temperature changes color by value. It doesn't do a smooth gradient yet. Probably going to remove the Ox, Re, and Pu in favor of some sort of icons like the tool station later. Lastly, there will be some other information that will be in the space between the mixers and fuel, which is ...well, I'll keep that a seeecret.
The Meaning of Life, the Universe, and Everything.
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Sorry for the double post, but if you're adding more slots, might I suggest having them tied to specific upgrade blocks (if the upgrade isn't part of the HO, the GUI doesn't have the slot)?
'Cause if you do it that way...
Blast Hardener - Allows adding mining levels to steel with additives, at the cost of durability. Accepts TNT, Gunpowder, Diamond or Obsidian.
Tempering Chamber - Improves steels innate Reinforcement level at the cost of mining levels. Accepts water (bottles, buckets, or other modded-in containers), snow, ice or clay.
Alloying Mixer - Adds the function of merging steel with other alloys or metals, trading levels of reinforcement for levels of the modifying metals traits, or adding one level of reinforced if the material has that (costing either mining levels or durability).
Linear Magnetic Induced Material Impregnation Array - Adding monoatomic gold (or whatever you end up calling it) replaces steels innate reinforcement with writable of the same level (so if you reinforced the steel using the Tempering Chamber to tier 4, then the final tool would have writable IV for each piece made of that steel [but would probably be little better than a stone pick for mining level]). Should cost something like... (ReinforcementLevel + 3)2, so Reinforced I would cost 16 magic gold dust, 2 would be 25, 3 would be 36. 4 would be 49. Would naturally cap at level 5 because that would use an entire stack of the magic dust. Using a tool made of max-writable steel would give you one with a whopping 18 modifier slots for a pick or 23 for a hammer.
Trace Element Doping - Accepts any standard Tinkers modifier that uses only a single item type (except nether star for obvious reasons; wouldn't suggest enabling the Flux Capacitor modifier either) to replace part of the finished tools durability for an inherent modifier of the type added - amount of durability would be based largely on the power of the modifier being added, for example 5 points for every redstone dust added, or 20% for adding moss, 8 points for each lapis, flat 200 for a lava crystal dealio. Adding modifiers with this would not use normal modifier slots.
Catalytic Iron Diffuser - Reverts the steel to iron if you screw up your mix. Uses a block of aluminum or 9 ingots worth. Nothing but the iron is returned, so it's a wasteful process. *Maybe* if TE is installed add a function to convert the wasted materials to slag.
Curie Field Adjustment - Using extremely powerful electromagnetic coils and some electrolytes (read: potatoes, carrots, apples or mundane potions) you impregnate the steel with a powerful magnetic flow that... Slightly improves the digging speed at no cost to the tool. ~5-10% gain in dig speed, or maybe make it a random gain between 1% and 50%.
Then here's the kicker: Make each upgrade block only work (ie. add its effect to the batch) if it's receiving a direct redstone signal (eg. lever on it) when the batch melts. One exception should be the Catalytic Iron Diffuser: It shouldn't add an extra slot to the GUI but instead enable you to melt aluminum in the standard melting slots to purge steel back to regular iron. It should still work based on redstone so you don't accidentally purge all your steel because you wanted to smelt some aluminum.
Sorry for the double post, but if you're adding more slots, might I suggest having them tied to specific upgrade blocks (if the upgrade isn't part of the HO, the GUI doesn't have the slot)?
'Cause if you do it that way...
Blast Hardener - Allows adding mining levels to steel with additives, at the cost of durability. Accepts TNT, Gunpowder, Diamond or Obsidian.
Tempering Chamber - Improves steels innate Reinforcement level at the cost of mining levels. Accepts water (bottles, buckets, or other modded-in containers), snow, ice or clay.
Alloying Mixer - Adds the function of merging steel with other alloys or metals, trading levels of reinforcement for levels of the modifying metals traits, or adding one level of reinforced if the material has that (costing either mining levels or durability).
Linear Magnetic Induced Material Impregnation Array - Adding monoatomic gold (or whatever you end up calling it) replaces steels innate reinforcement with writable of the same level (so if you reinforced the steel using the Tempering Chamber to tier 4, then the final tool would have writable IV for each piece made of that steel [but would probably be little better than a stone pick for mining level]). Should cost something like... (ReinforcementLevel + 3)2, so Reinforced I would cost 16 magic gold dust, 2 would be 25, 3 would be 36. 4 would be 49. Would naturally cap at level 5 because that would use an entire stack of the magic dust. Using a tool made of max-writable steel would give you one with a whopping 18 modifier slots for a pick or 23 for a hammer.
Trace Element Doping - Accepts any standard Tinkers modifier that uses only a single item type (except nether star for obvious reasons; wouldn't suggest enabling the Flux Capacitor modifier either) to replace part of the finished tools durability for an inherent modifier of the type added - amount of durability would be based largely on the power of the modifier being added, for example 5 points for every redstone dust added, or 20% for adding moss, 8 points for each lapis, flat 200 for a lava crystal dealio. Adding modifiers with this would not use normal modifier slots.
Catalytic Iron Diffuser - Reverts the steel to iron if you screw up your mix. Uses a block of aluminum or 9 ingots worth. Nothing but the iron is returned, so it's a wasteful process. *Maybe* if TE is installed add a function to convert the wasted materials to slag.
Curie Field Adjustment - Using extremely powerful electromagnetic coils and some electrolytes (read: potatoes, carrots, apples or mundane potions) you impregnate the steel with a powerful magnetic flow that... Slightly improves the digging speed at no cost to the tool. ~5-10% gain in dig speed, or maybe make it a random gain between 1% and 50%.
Then here's the kicker: Make each upgrade block only work (ie. add its effect to the batch) if it's receiving a direct redstone signal (eg. lever on it) when the batch melts. One exception should be the Catalytic Iron Diffuser: It shouldn't add an extra slot to the GUI but instead enable you to melt aluminum in the standard melting slots to purge steel back to regular iron. It should still work based on redstone so you don't accidentally purge all your steel because you wanted to smelt some aluminum.
</sillyness>
Oooo... I am interested in the Linear Magnetic Induced Material Impregnation Array. I love dem modifiers. I'd gladly get rid of some reinforcement for that.
Oh nice, I'd never heard of Travis. I was considering setting up my little TurnKey Linux box for Jenkins, but this seems much less of a hastle. Your setup looks very slick, and I'll probably adopt it once I move to 1.7. I just don't want to change my 1.6 dev environment over to ForgeGradle yet.
I'm not aware of a method for getting gradle to work for 1.6.4.... so all builds on the 1.6.4 branch would fail. But it should continue to work from 1.7.2 onwards. I'll get a short guide typed up soon.
... but if you're adding more slots, might I suggest having them tied to specific upgrade blocks (if the upgrade isn't part of the HO, the GUI doesn't have the slot)?
-snip-
Ah yes, that's right along the same thing I was thinking lately in regards to adding more slots. Great minds and all that. I'll probably have them positioned just above the player inventory and below the rest of the GUI.
Many of these sound fantastic. Some would need to be finely balanced and such, but good ideas, these.
At some point I'm going to need to read back through the entire topic and snag up all the relevant ~inspiration~ posts - particularly from you and xeronut - compile them into a single doc, then reevaluate everything and pour them into the google doc.
I'll pop onto the server this some time this weekend. It's been a busy and unusual week for me.
I'm not aware of a method for getting gradle to work for 1.6.4.... so all builds on the 1.6.4 branch would fail. But it should continue to work from 1.7.2 onwards. I'll get a short guide typed up soon.
Ah, right then. I'd seen from posts regarding 1.6.4 and gradle and had assumed it was a thing, but that's actually kind of a relief. Looking forward to the guide.
EDIT: inb4 reports: Caught and fixed the mix smelting bug where any fluid could be used to produce steel and pig iron under the right conditions. xD Also fixed a couple other minor things (hopefully) no one has noticed for the next release.
The Meaning of Life, the Universe, and Everything.
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Why this no get more posts? And btw, does this override the way to get steel normally from railcraft/TC? Or is this more efficient than the other ways?
Ok i'll admit it, I have no idea what I am doing. how do I make the high oven. Here is what I did: I placed a 3x3x4 structure made of scorched bricks with a 3x3 base( I did remember the controler), then I put on a lever where it is in the picture, nothing... what did I do wrong.
Why this no get more posts? And btw, does this override the way to get steel normally from railcraft/TC? Or is this more efficient than the other ways?
Greetings, adventurer Windikite! Your fearlessness and curiousity has lead you here on a dangerous quest for steel. Be not disappointed, oh conqueror of the wilds: you will find many posts ahead in your journeys in this corner of forumland and beyond!
Your need of steel will be satiated by the High Oven's efficiency over other methods. Many adventurers typically find themselves cooked in a pool of Nether lava or building complex industrial frameworks in order to obtain this reliable metal. Sadly, those adventurers already had access to better materials from which to make their tools by the time they were ready to produce steel. These methods, oh dear brave hunter, are not suitable for one with your cunning MccGyver-like ingenuity. No sir, this method simply requires access to a smeltery, clay for normal bricks, some trees, iron, and a bit of sand, gunpowder, and redstone. You will also find this method does not invalidate any other way to access steel.
Good luck, adventurer, and may the wind always be at your back and a trusty steel axe always at your side.
....I really should have noted sooner that the inside should be hollow! Sorry 'bout that.
EDIT: Furthermore, the structure can be as high as 8 blocks, which grants 6 cooking slots (the top and bottom layer are ignored in this respect, obviously). Also, currently the top and bottom layers cannot contain a drain, but this will be fixed soon.
EDIT2: Also note: if you break a block in the structure and replace it with, say, a drain, the controller will lose its temperature and stop functioning. To fix: replace the controller. I'd suggest draining any fluids first. This is a high-priority bug and will be required to be fixed before 0.0.1 stable.
The eminent thread of the giant enemy crab has been eliminated. Thanks to everyone who participated.
Mod updated. Links and info in OP,
As for that pig iron recipe:
Speaking of git, I'm about to move my mod over onto GitHub, once I've sorted some stuff out. In the meantime, I've designed a system for using ForgeGradle with Travis. If you'd like to try it, it's available here
You do good work, but fast work. There's no way I can keep up with this update pace. XD
But I will try, for great justice!
Also, YAIBK (yet another idea by Kimiro): Sugar block smelting to charcoal. For those of us who prefer large sugarcane farms for fuel. XD
Also, on the more future-y plans side of things, some sort of chemical processing system to let you produce stuff from other stuff, like using an exorbitant amount of cobblestone to make a single iron ore. Or wheat/hay blocks and water to produce urea, which could be used to make gunpowder. Or copper and sand to make redstone. Basically make everything renewable through massive time and/or resource investments. (Also, by eliminating the need for mob farms it could be considered a server-friendly upgrade.)
Edit: Slight oversight - the new storage blocks are craftable, but not UNcraftable. XD
Also the charcoal block doesn't burn like the coal block.
Oh nice, I'd never heard of Travis. I was considering setting up my little TurnKey Linux box for Jenkins, but this seems much less of a hastle. Your setup looks very slick, and I'll probably adopt it once I move to 1.7. I just don't want to change my 1.6 dev environment over to ForgeGradle yet.
I like renewable resources.
And wha...
I knew about the uncraftable thing - it's in the 'known issues' in the OP. The charcoal block not burning thing, that's odd. I used in a vanilla furnace just fine. It's registered with IFuelHandler so it should work. What were you trying to use it in?
Also, do those rotarycraft flakes work in the high oven yet? I tried digging around its source to find the OreDictionary entry but couldn't find it, so I just added "flakesIron" and "extractedIron" to the smelt list.
I like renewable resources too. <3
And what I meant was it doesn't burn as a block when placed in the world and lit on fire. It works fine as fuel. XD
It's a silly thing but I think it should burn up for the sake of consistency.
I'll be sure to check the flakes thing when I get a chance. I've been busy with my other favorite passtime: farming. ^^;
It's probably not oreDictionary'd though, I'd have to ask Reika (or you could). XD If it can't be done I'll just rig up some sort of sorting system to dump the flakes through a furnace first before hitting the HO.
I was happily editing the OP and the forum software decided to flip it on its ass and turn it inside out.
ლ(ಠ益ಠლ)
Seriously.
So while I fix it, here's what I was GOING to add:
TSteelworks 0.0.1 Prerelease 3 - [Download]
New
-The High Oven now supports more smelting items. Outside of alloys, most smelting recipes from the Smeltery apply to the High Oven. This also includes things like stone.
-It now heats items at a relative scale to its internal temperature. Eg. The hotter it is, the faster it cooks. The cook rate and/or fuel consumption will need some adjusting. Currently, it's a bit OP in my opinion. Let me know what you think.
-It will now double ore output like the smeltery as long as it's not being used to process things like steel.
Bugfix
-Fixed detection and consumption of mixing materials.
-Made gunpower/sugar blocks decraftable.
-Made charcoal block flammable in the world-space.
EDIT: Fixed OP and trimmed a little fat.
1.) Toops releases a new version.
2.) I add this new version to my minecraft and test it out in SSP.
3.) I report 3-10 new bugs or issues.
4.) Toops headkeyboards and says "D'oh!"
5.) Toops fixes the bugs/issues and releases a new version.
6.) I test it in SSP and, finding no outstanding issues, update my server and modpack.
7.) Toops and I play together on the server.
8.) I get new ideas and post them here.
9.) Toops reads ideas and goes "omgwtfbbqpwnzr get outta my head!"
10.) Toops quickly starts work on the next version.
GOTO 1
Adding pre3 to the pack and server~
XD
Also, the flakes in the high oven doesn't seem to work, but it's kind of a moot point anyways since it just adds an extra minor step. If you really want to make it work, the internal name (according to an NEI dump) is RotaryCraft,item.extracts,Reika.RotaryCraft.Base.ItemMulti. The items themselves are meta differentiated, so it might not be possible to add them without some really roundabout methods. The meta's of important flakes (ones that would be useful in the HO) are 25 (iron), 26 (gold), 30 (emerald) and 27 (redstone, maybe only if TE is installed) for the vanilla ones.
Mod ores are a different item ID (internal name: RotaryCraft,item.modextracts,Reika.RotaryCraft.Items.ItemModOre) and pretty much every 4th meta is a flake (though not every flake would need a liquid or use in the HO). Good ones to know: 3 (tin), 7 (copper), 19 (silver, also a different item is entered under the vanilla section as meta 32; they give different ingots when smelted but are the same thing really), 27 (aluminum), 119 (nether iron, gives iron when smelted), 123 (nether gold), 128 (nether redstone), 139 (nether emerald), 143 (nether tin), 147 (nether copper), 159 (nether silver), 167 (cobalt) and 171 (ardite).
Edit: Also, now that I think about it to a degree of depth, perhaps it might not be a good idea to have the HO double ores, since this is a suppliment to Tinkers, not a total replacement (kinda moot since I process almost all ores through RotaryCraft, but still). Just thinking that the HO, if given that ability, kinda renders the smeltery redundant.
Edit edit: Uh-oh...
Edit edit edit: Hurr-durr. Somehow Steelworks didn't make it into the modpack zip file. lawlz
Second, I can´t click the Download link ):
Pretty much. *Hurries off update before Kimiro can even get another post in*
I thought much the same about the ore doubling, but it was requested a few times so I thought we'd try it out. I may ultimately make it a config option as the smeltery does, but leave it set to single output by default. Besides, I kinda like the tradeoff of speedy cooking versus increased output.
Hello thar.
How silly of me! Fixed.
~~~~~~~~~~~~~~~~~
It also just occurred to me that I never explicitly mentioned that the High Oven can also melt down most iron and gold based items/blocks since like, prerelease 1 I think. So there's that.
Aye sir. It will be in the next release.
I think I'll
nerftweak the current fueling/heating/cooking rates a bit for default values. As it currently stands tossing in a single charcoal block can potentially cook well over a single stack of ores in around a minute. I'll tinker around a bit until I hit a sweet spot in those rates,then introduce some options in the config to tweak them even further.EDIT: This may come later for various reasons, none of which involve me being lazy and not feeling renovating and failsafeing... >_>Also, speaking of that, I'm gonna see about adding in some support for Thermal Expansion ores and such. I assumed by simply using OreDictionary entries and relying on TCon's native TE3 support would work (which I already have in pre3), but you know what happens when you assume...
EDIT: Actually, upon reconsideration, when using normal charcoal vs iron, it seems pretty balanced. I'll probably just have to tweak the charcoal block's rates a bit - and also tweak some of the melting point temperatures of the non-metals.
EDIT2: Renovating the GUI a bit...
The temperature changes color by value. It doesn't do a smooth gradient yet. Probably going to remove the Ox, Re, and Pu in favor of some sort of icons like the tool station later. Lastly, there will be some other information that will be in the space between the mixers and fuel, which is ...well, I'll keep that a seeecret.
'Cause if you do it that way...
Blast Hardener - Allows adding mining levels to steel with additives, at the cost of durability. Accepts TNT, Gunpowder, Diamond or Obsidian.
Tempering Chamber - Improves steels innate Reinforcement level at the cost of mining levels. Accepts water (bottles, buckets, or other modded-in containers), snow, ice or clay.
Alloying Mixer - Adds the function of merging steel with other alloys or metals, trading levels of reinforcement for levels of the modifying metals traits, or adding one level of reinforced if the material has that (costing either mining levels or durability).
Linear Magnetic Induced Material Impregnation Array - Adding monoatomic gold (or whatever you end up calling it) replaces steels innate reinforcement with writable of the same level (so if you reinforced the steel using the Tempering Chamber to tier 4, then the final tool would have writable IV for each piece made of that steel [but would probably be little better than a stone pick for mining level]). Should cost something like... (ReinforcementLevel + 3)2, so Reinforced I would cost 16 magic gold dust, 2 would be 25, 3 would be 36. 4 would be 49. Would naturally cap at level 5 because that would use an entire stack of the magic dust. Using a tool made of max-writable steel would give you one with a whopping 18 modifier slots for a pick or 23 for a hammer.
Trace Element Doping - Accepts any standard Tinkers modifier that uses only a single item type (except nether star for obvious reasons; wouldn't suggest enabling the Flux Capacitor modifier either) to replace part of the finished tools durability for an inherent modifier of the type added - amount of durability would be based largely on the power of the modifier being added, for example 5 points for every redstone dust added, or 20% for adding moss, 8 points for each lapis, flat 200 for a lava crystal dealio. Adding modifiers with this would not use normal modifier slots.
Catalytic Iron Diffuser - Reverts the steel to iron if you screw up your mix. Uses a block of aluminum or 9 ingots worth. Nothing but the iron is returned, so it's a wasteful process. *Maybe* if TE is installed add a function to convert the wasted materials to slag.
Curie Field Adjustment - Using extremely powerful electromagnetic coils and some electrolytes (read: potatoes, carrots, apples or mundane potions) you impregnate the steel with a powerful magnetic flow that... Slightly improves the digging speed at no cost to the tool. ~5-10% gain in dig speed, or maybe make it a random gain between 1% and 50%.
Then here's the kicker: Make each upgrade block only work (ie. add its effect to the batch) if it's receiving a direct redstone signal (eg. lever on it) when the batch melts. One exception should be the Catalytic Iron Diffuser: It shouldn't add an extra slot to the GUI but instead enable you to melt aluminum in the standard melting slots to purge steel back to regular iron. It should still work based on redstone so you don't accidentally purge all your steel because you wanted to smelt some aluminum.
</sillyness>
Oooo... I am interested in the Linear Magnetic Induced Material Impregnation Array. I love dem modifiers. I'd gladly get rid of some reinforcement for that.
I'm not aware of a method for getting gradle to work for 1.6.4.... so all builds on the 1.6.4 branch would fail. But it should continue to work from 1.7.2 onwards. I'll get a short guide typed up soon.
Ah yes, that's right along the same thing I was thinking lately in regards to adding more slots. Great minds and all that. I'll probably have them positioned just above the player inventory and below the rest of the GUI.
Many of these sound fantastic. Some would need to be finely balanced and such, but good ideas, these.
At some point I'm going to need to read back through the entire topic and snag up all the relevant ~inspiration~ posts - particularly from you and xeronut - compile them into a single doc, then reevaluate everything and pour them into the google doc.
I'll pop onto the server this some time this weekend. It's been a busy and unusual week for me.
Ah, right then. I'd seen from posts regarding 1.6.4 and gradle and had assumed it was a thing, but that's actually kind of a relief. Looking forward to the guide.
EDIT: inb4 reports: Caught and fixed the mix smelting bug where any fluid could be used to produce steel and pig iron under the right conditions. xD Also fixed a couple other minor things (hopefully) no one has noticed for the next release.
Also, dig the name change.
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Greetings, adventurer Windikite! Your fearlessness and curiousity has lead you here on a dangerous quest for steel. Be not disappointed, oh conqueror of the wilds: you will find many posts ahead in your journeys in this corner of forumland and beyond!
Your need of steel will be satiated by the High Oven's efficiency over other methods. Many adventurers typically find themselves cooked in a pool of Nether lava or building complex industrial frameworks in order to obtain this reliable metal. Sadly, those adventurers already had access to better materials from which to make their tools by the time they were ready to produce steel. These methods, oh dear brave hunter, are not suitable for one with your cunning MccGyver-like ingenuity. No sir, this method simply requires access to a smeltery, clay for normal bricks, some trees, iron, and a bit of sand, gunpowder, and redstone. You will also find this method does not invalidate any other way to access steel.
Good luck, adventurer, and may the wind always be at your back and a trusty steel axe always at your side.
Greetings, Ruyen of the Eclipse.
...
Okay, I throw in the towel. The gimmick ran dry, but you won't leave empty handed!
Here, have an outdated Batman meme.
....I really should have noted sooner that the inside should be hollow! Sorry 'bout that.
EDIT: Furthermore, the structure can be as high as 8 blocks, which grants 6 cooking slots (the top and bottom layer are ignored in this respect, obviously). Also, currently the top and bottom layers cannot contain a drain, but this will be fixed soon.
EDIT2: Also note: if you break a block in the structure and replace it with, say, a drain, the controller will lose its temperature and stop functioning. To fix: replace the controller. I'd suggest draining any fluids first. This is a high-priority bug and will be required to be fixed before 0.0.1 stable.