Hi there, I love the look of you mod, but I think I found a bug while trying to use it, or maybe I just wasn't doing it right. When I try to craft a basic crusher (furnace in the middle, sticks on top, bottom, left, right, and cobble in the corners) it didn't make a crusher in the crafting table output. Is this a bug or did I just get the recipe wrong?
Umm... The basic crusher's gone now, you make a normal crusher instead. NEI will help you with the recipe.
can u work on fixing the lag? the whole game keeps lagging because of the mod and I like the mod AND I WOULD LIKE IT BETTER IF YOU WOULD PLEEEEEEEEEEEEEEEEEEASE GET RID OF THE LAG OK????????????????????????????????????????????????????????????????????????
1. Please be more polite when asking to fix things, otherwise you might just be ignored.
2. MoridinIshamel has the answer.
Will the next update allow you to configure the properties of the tools & armour, as well as specifically disabling certain alloys, and disabled items & blocks removed from NEI?
Also, new feature (possibly mid-long term): The ability to create metallurgical packs. Think flan's mod, but instead of guns and vehicles, tools, armour, metal blocks and ores, and custom alloying as well as custom utilities! All of which can use the ore dictionary! This way, if it's implemented (All of your metals, alloys and utility stuff come with the base mod and can be disabled in the config), unless players want it, you can avoid complaints of 'omg too many metals not enough stuffs!', and let the player decide what packs they want to use!
^ That's pretty much why I only enabled Base, Precious, Utility & only 3 fantasy ores (Mithril, Orichalcum & Adamantine) in my 1.7.10 pack, every other metal seems to be fairly useless.
and yeah, configuring metals back would be useful too. But this mod is a rewrite of the old version, so we need to be patient while they add all the stuff back from M3.
Currently it's made available for other mods that need to melt metallurgy metals for their own uses, that way no need to recreate molten stuff as it takes memory and block slot
So you could create recipes for say, Tinker's Construct Smelteries or Thermal Expansion Magma Crucibles for these molten metals using Modtweaker, right?
I was asking about changing recipes that DON'T use vanilla methods. For example, I might want to be able to alloy Mithril and Adamantine together to get Steel. My question is concerned with whether there will be such support within the future, possibly found within Metallurgy's configuration file.
I'm not sure if ModTweaker is exactly what I'm looking for, as I only want to change/remove non-vanilla-method recipes.
It's a lot like lead, except non toxic and as such forms very basic tools, around about the quality of gold, with less enchantability. However, it alloys with copper to create Bismuth Bronze, equal to bronze in durability but forms tools that mine faster than bronze at the same ore level. Incredibly useful if you're stockpiling all your tin to make machines as well as iron, since we all know IC2 Experimental loves hoarding your iron. And tin.
Hello all!
This is my idea/request for new mod, that might be called The Forge: Smithing (or just The Smithing).
Pretty much it's a mod that changes the way tools work. First off: the categories:
1. Anvils
2. Furnaces
3. Tools & Items
1. Anvils.
The anvils are the main core of the mod. These allow you to make the metal tool heads or metal plates (for armour) by use of whacking the anvil in the world repetitively. This mod disables standard tool recipes, and replaces them with it's own. They also have the same functionality as vanilla anvils in a separate GUI. You begin with a stone anvil, made either with some cobblestone or chiselled out in the world, and you have a basic stone anvil.This can smith any copper metal tool. Next up is copper, that can smith bronze tools, then bronze, that can smith up to iron items, then iron, which can forge up to steel items, then steel, which can forge nearly anything. You choose the recipe the anvil uses by placing the ingot(s) in the pattern you want, and either pull out the finished material vanilla style (with the hammer in a slot & takes damage) or whack it with the hammer (which takes damage) until it's done! The patterns follow the standard Minecraft shapes.
2. Furnaces.
This mod disables the recipe for the normal furnace, and creates a new multi-block structure: the Forge. This, when fed ores, smelt it into ingots/tool parts, with the appropriate casts inserted, otherwise it will be stored in an internal fluid tank. The forge cannot accept standard furnace recipes. For mod compatibility, the Forge controller substitutes the furnace in any recipe needing it. Also (unrelated to smithing) is a campfire, an easy to make block that cooks food, as well as an iron oven that cooks multiple food items.
3. Tools & Items.
This mod adds new tools & items (of course). The hammer is needed to operate anvil recipes, and needs to be upgraded to the metal level of the metal you are forging (copper hammer for copper, bronze hammer for bronze, & so on) that can be placed in any anvil, as long as the anvil can accept the type of materials you're using. No point in using an iron hammer on a stone anvil! Tool heads are the end result of shaping ingots into the parts, as well as being cast in the furnace. You craft these with two sticks to make your tools! Plates are made in an anvil and are used to make armour, also an anvil recipe.
New tool types: (Copper or better)
- Handsaw: Basically a smith-able version of a Forge Multipart handsaw.
- Sickle: Cut out a 3x3 area of grass/leaves with a single mouse click!
- Prospector's Pick: Useless in normal worlds, it's only actually useful in worlds with Custom Ore Gen installed. It scans an area around you, and gives a report on what might be there. It doesn't say the direction is is from you or how far away it is, all it says is that ore is there and this is it's name. It will give false negatives but not false positives, so keep searching!
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Umm... The basic crusher's gone now, you make a normal crusher instead. NEI will help you with the recipe.
0
I think that the molten metals be made and used in the Smeltery with the Extra TiC addon.
0
1
1. Please be more polite when asking to fix things, otherwise you might just be ignored.
2. MoridinIshamel has the answer.
1
Also, new feature (possibly mid-long term): The ability to create metallurgical packs. Think flan's mod, but instead of guns and vehicles, tools, armour, metal blocks and ores, and custom alloying as well as custom utilities! All of which can use the ore dictionary! This way, if it's implemented (All of your metals, alloys and utility stuff come with the base mod and can be disabled in the config), unless players want it, you can avoid complaints of 'omg too many metals not enough stuffs!', and let the player decide what packs they want to use!
0
How isn't it working? be a bit more specific, is it a crash, bug or what?
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edit: They do, but for some reason Iron doesn't 't harden in the ingot, block or nugget caster.
also, some items have missing textures. Is it because I disabled some modules or is it a bug?
disabled modules are: Fishery, Magic, and "World Plus".
1
and yeah, configuring metals back would be useful too. But this mod is a rewrite of the old version, so we need to be patient while they add all the stuff back from M3.
0
This. Just this.
0
I kinda meant that for people to use with modtweaker stuff, but that's cool.
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So you could create recipes for say, Tinker's Construct Smelteries or Thermal Expansion Magma Crucibles for these molten metals using Modtweaker, right?
0
I tried to disable the Fantasy, End and Nether metals in the config, and somehow they all are still there ingame? Help? Or is this a bug?
1
Isn't that pretty much what modtweaker is?
1
It's a lot like lead, except non toxic and as such forms very basic tools, around about the quality of gold, with less enchantability. However, it alloys with copper to create Bismuth Bronze, equal to bronze in durability but forms tools that mine faster than bronze at the same ore level. Incredibly useful if you're stockpiling all your tin to make machines as well as iron, since we all know IC2 Experimental loves hoarding your iron. And tin.
EDIT: And copper. Hmm...
0
This is my idea/request for new mod, that might be called The Forge: Smithing (or just The Smithing).
Pretty much it's a mod that changes the way tools work. First off: the categories:
1. Anvils
2. Furnaces
3. Tools & Items
1. Anvils.
The anvils are the main core of the mod. These allow you to make the metal tool heads or metal plates (for armour) by use of whacking the anvil in the world repetitively. This mod disables standard tool recipes, and replaces them with it's own. They also have the same functionality as vanilla anvils in a separate GUI. You begin with a stone anvil, made either with some cobblestone or chiselled out in the world, and you have a basic stone anvil.This can smith any copper metal tool. Next up is copper, that can smith bronze tools, then bronze, that can smith up to iron items, then iron, which can forge up to steel items, then steel, which can forge nearly anything. You choose the recipe the anvil uses by placing the ingot(s) in the pattern you want, and either pull out the finished material vanilla style (with the hammer in a slot & takes damage) or whack it with the hammer (which takes damage) until it's done! The patterns follow the standard Minecraft shapes.
2. Furnaces.
This mod disables the recipe for the normal furnace, and creates a new multi-block structure: the Forge. This, when fed ores, smelt it into ingots/tool parts, with the appropriate casts inserted, otherwise it will be stored in an internal fluid tank. The forge cannot accept standard furnace recipes. For mod compatibility, the Forge controller substitutes the furnace in any recipe needing it. Also (unrelated to smithing) is a campfire, an easy to make block that cooks food, as well as an iron oven that cooks multiple food items.
3. Tools & Items.
This mod adds new tools & items (of course). The hammer is needed to operate anvil recipes, and needs to be upgraded to the metal level of the metal you are forging (copper hammer for copper, bronze hammer for bronze, & so on) that can be placed in any anvil, as long as the anvil can accept the type of materials you're using. No point in using an iron hammer on a stone anvil! Tool heads are the end result of shaping ingots into the parts, as well as being cast in the furnace. You craft these with two sticks to make your tools! Plates are made in an anvil and are used to make armour, also an anvil recipe.
New tool types: (Copper or better)
- Handsaw: Basically a smith-able version of a Forge Multipart handsaw.
- Sickle: Cut out a 3x3 area of grass/leaves with a single mouse click!
- Prospector's Pick: Useless in normal worlds, it's only actually useful in worlds with Custom Ore Gen installed. It scans an area around you, and gives a report on what might be there. It doesn't say the direction is is from you or how far away it is, all it says is that ore is there and this is it's name. It will give false negatives but not false positives, so keep searching!
So, what do you think of this idea?