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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    Is there a way to make the ore clusters work with Tinkers' Construct?


    There is a config option to register clusters as 'dust' int the oreDict. This will allow them to be smelted by Tinker's, but it can lead to some odd recipes with other mods.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from gua12ab»

    ~snip~



    I have already added throwing knives, although they are not complete yet, they will be receiving effects from enchantments. So adding darts feels a little redundant.
    The glove is an interesting concept, that I will take into consideration. :)

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from Violet_Wyvern»

    ~snip~



    There is a config option to add additional dimensions in which dungeons can be generated. Otherwise, DT will only generate in the Overworld and Nether to avoid conflicts.

    I might add a command/creative only item to find structures, in the future, but exploration is part of the fun.
    However, my structures are generated on a fuzzy grid pattern, making them fairly easy to find if you move in straight lines.

    (Don't worry about it, your English was better than some.)

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from user-9618823»

    Is there really no resource for this mod other than the books and curse? A somewhat detailed page would be nice but oh well...


    My deliberate intention behind limited information is so that you can have fun finding out what you can do, and still find new things in months to come. You might even come across something awesome, that I never considered, if you nurture your imagination. So complain all you want, but I have given you all the information you need to know and the rest is for your own sense of accomplishment.


    TL:DR - Work for it.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from Benlog8»

    Hello,

    I can not make alchemy work. I tried with the normal cauldron, alchemical one, with fire under, water in, stirring with sword, hand, hoe, nothing works.

    I tried the the leather + slime recipe with 3 rotten flesh + 2 sugar.


    Can I have some help please?


    Alchemy Cauldron over a heat source, such as fire.
    Fill with water, if the recipe calls for it.
    Throw the ingredients into the cauldron - you will need to stand above or away, to prevent picking them back up.
    Right-click with your spoon (shovel).

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    ~snip~




    This is a known issue, though I have no idea why - still looking into it.


    Quote from cheeklbreeki»

    ~snip~



    Check your keybinds.


    Quote from cheeklbreeki»

    Hey are you the mod author?


    Yes?

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from MohawkyMagoo»
    ~snip~


    This is a known issue and just a mis-type in the piston glove recipe/advancement. Won't affect gameplay. Will be fixed when I get round to updating.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from Dbarger1432025»

    ~snip~


    I do plan to add a config for this. Haven't gotten round to it, because of real life.
    I am aware that the forge GUI says there is no config - that is because I never set DT up to use the config GUI. The config file can be accessed/edited in your .minecraft folder in %AppData%

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from cmmpcmd»

    Suggestion: Config option to set dims that structures spawn in. This would allow modpack authors to specify dims that they want them in like if they just wanted them in hunting dim or the like.


    This is already a thing. Has been for a while.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from canpz»

    intends to make a support for the Baubles Mod?
    sorry for my English


    I do not intend to add support for Baubles. Though I do understand why a few people have requested this, it is not something that I want for DT due to the way it would change balance.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from Emberwyck»

    The ability to turn off the rpg sitting thing and configure what you can sit on within the mod settings in game would be fantastic. This thing killed me so many times while trying to eat or place blocks in skyblock and in twilight forest to the point where, before I managed to find the information about the config file and how to do turn it off there (as I'm quite new) I considered just uninstalling the whole mod out of my tekxit pack to get rid of that one thing.


    A config for what you can and can't sit on would cause issues and there is already an option to disable it in the config file

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    It's in the config file

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    1. Crossbow was removed almost two years ago, and replaced with the Potshot
    2. Go to the project page on curse and read the description

    3. Go to the project page on curse and read the description

    4. Check your keybinds and press the assigned key with a DT shield in hand, while looking at a target

    5. Entities receive increased damage while under the effect of Frostburn, the amount is slightly higher for each level of Frostburn

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics
    Quote from Thomas2324»

    ~snip~


    Sounds like you are doing it right. Could be a mod conflict.
    I am going away for a couple of weeks, but I will have a look into it when I get back.

    Posted in: Minecraft Mods
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    posted a message on [1.12.1] [1.12] -- Dungeon Tactics

    I have a config for that - enable the option to register DT's ore clusters as dust, and Tinker's should know what to do with them, however, this can lead to some janky behaviour from other mods (mostly just some odd recipes, but I have done my best to eliminate this).
    It would be helpful if you suggest to Tinker's to add smelting for "clusterIron", "clusterGold", etc. as their smeltery doesn't seem to have compatibility for anything registered as a cluster in the OreDictionary.

    Posted in: Minecraft Mods
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