Metallurgy is a mod to expand Minecraft's tech tree with adding over 50 new materials, plus machines, armoury and tools.
As this is the forth installment maintained by Team Metallurgy, you can check the older post for Metallurgy 3 and older version
Requirements:
- Forge 1.7.10 (Build 1208)
- MetallurgyCore 4.0.4+
Downloads:
Change Log:
- Adds Nuggets for Metallurgy Metals.
- Fixes a crash on Server due to missing classes.
- Updated API.
4.0.7.95
- Adds Abstractor (WIP).
- Fixes typos in config file with armour and tools stats (Modpack authors double check your configs).
- Updates Italian Localization (Thanks TheVikingWarrior).
- Updates Korean Localization (Thanks puyo061, and SniperElisia).
- Fixes Localization with UBC ore names.
- Fixes the sided input in crusher and alloyer.
- Adds Closet (WIP).
- Fixes ores Retrogen.
4.0.6.80
- Added Korean Localization, Thanks puyo061.
- Fixed Damascus Steel's Rails recipe.
- Updated Chinese Localization, Thanks sb023612.
- Optimized Memory usage of ore particles .
4.0.5.75
- Added Pre Registered fluids check.
- Fixed OreDictionary compatibitly with Mithril, and Adamantine.
- Added Extra Recipes for Gunpowder, Iron dust, Blazerods, Ender perls, and Rails.
- Added Midasium touch Recipes (Midasium dust + any dust = Gold dust).
- Added Fertilizer.
- Added Configurations for Tool Stats/Recipes, Armour Stats/Recipes, Shears Recipes, and Buckets Recipes.
- Fixed Utility Ores drop rates, and experience dropping.
- Updated Chinese Localization, Thanks sb023612, and crafteverywhere.
- Added Tar, and included it in ore dictionary for slimeballs.
- Added Utility storage blocks.
- Added Charcoal storage block.
- Fixed the issue with pulling stuff form the forge.
- Updated Russian Localization, Thanks Adaptivity.
- Updated Italian Localization, Thanks TheVikingWarrior.
- Added Explosives (WIP).
- Updated Ukrainian Localization, Thanks ivanmasley.
- Added Metal blocks as beacon base.
- Added Botania's Exoflame support, Thanks EXTER7.
- Fixed Alloy mixing in crafting grid to use OreDictionary correctly.
4.0.4.43
- Added Molten Metals
- Fixes mining speed with lower level pick on a high level ore
4.0.3.36
- Bumped to forge 1180 for 1.7.10.
- Fixed Alloyer ore Dictionary support.
- Corrected smelting recipes.
- Fixed Tool recipes to use ore dictionary sticks.
- Added Botania Support.
- Added Underground Biomes Construct support.
- Fixed tools speed.
- Updated Italian, Ukrainian, and Russian localization.
- Added Dutch Localization.
- Added API.
- Added Alias support.
4.0.2.8
- Reverted to Forge 1060 to ensure compatibility with the Recommended version.
- Fixed Ore Generation.
- Updated Ukrainian Localization.
- Added recipes to use Metallurgy ingots for creating Shears and Buckets.
4.0.2.5
- Fixed data files aren't found in some cases.
- Changed the Machines internal names, update with caution, as it will remove the machines if updating from an older version.
4.0.2.4
- Updated Italian Localization (Thanks TheVikingWarrior).
- Updated Russain Localization (Thanks Adaptivity).
- Added Chinese Localization (Thanks sb023612).
- Added Smelting recipes for Vanilla dusts.
- Adds hardness for machines, fixes instant breaking.
- The Forge is now operational.
- Fixed alloying recipes with recipe inputs having spaces in their name (Example: Shadow Iron).
- Switched Tools and Armour recipes to Ore Dictionary.
- Fixed the Axe recipe.
- Removed smelting ingots to ingots recipe.
- Fixed the alloyer NEI recipes lookup.
- Updated Ukrainian Localization (Thanks ivanmasley).
- Fixed the alloyer creating alloys with one ingredient in both slots.
4.0.1.52
- Initial 1.7.2 release
Screenshots:


FAQ:
Currently we are going with new design as the team lost Shadow.
Will you re-add more tier of crushers, alloyers, etc.?
The machine tiers are gone, so there will be only one machine per functionally. for example the current crusher will be the same, so no need to remove it and upgrade with more metals.
There is a wiki for mod?
We will provide a wiki before actually releasing the mod.
Will abstractors, expanded chest, mint, lanterns, taetarite enchanter, fertilizer, (Put your Metallurgy 3 feature here) will reappear?
We have plans for everything that is in Metallurgy 3, you guys have to wait and see, everything will be revealed in time

What is alloyer for? I can mix dust like in Metallurgy 3...
The alloyer yields more quantity and it is required to combine higher metals together like Tartarite.
Will there be 1.6.4 version of Metallurgy 4
Metallurgy 4 will NOT be backported to 1.6.4, and we recommend that you use Metallurgy 3 for 1.6.4
What is the modpack policy for Metallurgy?
You can add Metallurgy to your pack, just add credit to the team, and a link back to this page or the curse page
Compatibilty
- Chisel with MetallurgyChisel
- Thaumcraft with Witching Gadgets by BluSunrize
- Tinkers' Construct with ExtraTiC
- UndergroundsBiomes Construct
- Various mods with AOBD by ganymedes01
Credits
- Development - Team Metallurgy
- Blocks, and Items textures - Team Metallurgy
- Machine Textures - Rhino Kneel
- Abstractor and cabinet - T10a
- FAQ - Wulfyk
More info to come soon
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Only Thaumcraft is true. All the other is a heresy)
I writted: "Viz AND thaumium (ingots) as resource material. This makes Thaumium to be spend more.
Thaumium-edged traveling trunk is a cool stuff to have. Fill the papers, for one to me to own, please)
The balance of game IS that once you have some of thaumium you do not need lot of it: thanks to the repair enchentment. All you need, to handle well Viz and nodes. What i suggest for the balance of game IS it's own way of repairing items of thaumium, well, yes, thaumium anvil, or thaumium forge or something. So, repair enchantment IS for the voidmetal only, and thaumium items repaired by the special device, that uses thaumium ingots as resource. Using Terra essence, i think? It is always a headache, to get rid of it)
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Macdonalds or KFC could help?)))
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There is some feature with the display cases, i found discomforting. You could put it on the wall, on the floor or on the table, but when you putting them on the floor (half block height) - they are too low, and when you putting them on the table they are too high. (one and half block height). Is there any way to place them horizontally, to make upper side be just one block height? this position is perfect for observing items, displayed inside - just like in museum horizontal showcase.
Or is it an idea for separate item - glass showcases?)
Another idea are about something, that is good for nine by nine people))) I mean, sometimes architecture is pretty depended on symmetry, and there is no way to place a double bed - it looks ugly, when unsymmetrical to the whole room. What about a single-person WIDE BED? it will take three blocks wide, two blocks length, but in fact will take only half of block range at the each side of the middle. Wide bed could be nice for those who build something just little more pretentious then miner quarters.
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In addition, i could say, that katanas are really good at cutting naked people, but after it met first holland cuirases, sold by sailors to the japans, that caused lot of grief to the weaponsmiths) Katana is a good sword, but nothing special at all. Just... a blade, not a legend or myth) Sharp, but fragile.
The only good is a self-sharpening ability of blade, so it could have in-built jagged ability. As well, as bonus damage versus non-armored creatures.
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It is smeltery and casting what allows to craft first black-gunpowdered bronze cannons. As well, as first harquebuses, muskets and blunderbusses. Lot of gunpowder falls from creepers. I believe, that inventive mind of Tinker would never stops at primitive bows, reasoning it with "keeping the atmosphere of game unchanged". Damn it, there is nothing more atmosphere-killing then Tinker, wielded a bow, when there is so much gunpowder.
Mod needs some flintlocks, much more then all that misc and armor stuff. Or it can be some arbalestas, something like crossbow, but shooting some bullets - that could be explosive. Add some Thermal expansion integration - and arbalest could shoot now all those florbs)))))
Well, but i am voting for flintlocks. At least, cause casting and firearms-crafting is very relative......
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If it is not a single minecart, but a chance to compose a full flying trains - this could be very, very cool)
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I can do that. ))) Thanx, that was very helpful)
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But to me metallurgy seems for now like bunch of different digouts without much use. Tools? Well, they are not much differs in fact - i mean hi-tier ones) Mod needs something to work with, some ore processing stuff. And metal processing. For now it is something pretty straightforward. What for i need all that steel or damascus, if i have orichalk-platinum alloy? What should i do with it? Well, Tinkers construct integration saves situation a little, but...
I think, some limitations could save the mod. Like, if you want to work with fantasy metals - you need firstly some special tools. Like prometeum anvil. igneus tongs and so on. The craft could be more difficult - if TC is all about smelting and casting, metallurgy could be all about smithing and hammering, i believe? And really hard hammering could require really strong anvils and special fetiches around forge.... Just imagine: you laying the head of tool on the crafting grid of anvil, then start hammering it. ( hitting left-clicking with hammer in hand). When head of tool ready, pick it with tongs, and drop to the water barrel. Or spider blood barrel. Or creeper ichor barrel. And so on.... Different tools of different metals could give nice bonuses - like igneus pickaxe could transmute netherrack to netherbrick instantly. Could the shadowsteel armor protect its wearer from the withering? I do believe, that adamantine group weapons so hard, it could halve the armor of victum, due to armorpiercing. And mithril so magical by nature, that it could get even co-exclusive enchantments together. Like protection, and fire protection. It is just some of ideas. The main idea is to add something own, special. Not just primitive "Fortune III" or "Efficiency IV"
Brass-electrum chests was good, nice alteration to ironchests mod. More decorations are needed - multimetal bars, candelabras of all kinds, doors, lanterns, tables, dishes) The really nice feature could be quicksilver and bronze wall-mounted MIRRORS, as decoration stuff. If they will reflect the player - this could be something not implemented yet to minecraft i believe. All the decoration stuff could help)
Entities could go as well: different golems. Like black steel golems. Or damascus steel golems. Or shadowsteel golems. ) Some of them could have iron maiden construction at base - to hunt the creepers specially: swallow in one hit and let creeper to explode inside, no harming environment. It is Hephaestus was known as father of automatons - and he was blacksmith and metallurgist) Automaton horse? Automaton dog? ) Yeeeee.......
Armor. Lots of armor types - is a true potential of this mod: all the other mods about tools, energy and so on. No one really popular mod cares much about armors - just specialized, like modular powersuits and gravisuite. Both are addons to the IC2 (well, MP starts as it) and shows, how much people like to put on something fancy). Armorsmithing could be a really cool feature of this mod)
Metallurgy itself is pretty blank for now, but it has a wild potential. What i am suggesting is to morph straightforward childish mod that add bunch of non-requested tools, to the full adult mod with it's own workshop, crafting and processing mechanisms, repairing ANY item, using metal dusts, even, own system of research maybe?
P.S. And about existing: Alloyer could use lava, and different catalysts. Abstractor is something that is really good idea. Grinder could use handheld power, like one from Applied energistics, this adds some balance. And once again: suggesting is easy. I just hope my ideas could inspire modder, not insult him.
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