I think weapons/tools made of gems would be interesting, and considering there are some in the forge ore dictionary there should be enough to go around.
Maybe some special fuel is needed to turn the gems "liquid" or you can need a tier 2 crafting station.
I meant to put glowstone dust. I am an avid potion maker, but poison potions are a very underused and one spider eye makes 3 potions.
I also have a rotten-flesh-to-leather mod, however more uses to something I have a TON of it always nice.
Okay, I will trust that judgement, since I myself am not an avid potion maker. Something about being in the nether with ghasts just bothers me. (Stop blowing up my world! I'm looking at you too, creepers. >=( )
Yes, that is true. I should think up more ideas for rotten flesh...
I think weapons/tools made of gems would be interesting, and considering there are some in the forge ore dictionary there should be enough to go around.
Maybe some special fuel is needed to turn the gems "liquid" or you can need a tier 2 crafting station.
I like this idea. Though gems make more sense as a modifier or part of an alloy in respect to the concept of the mod.
Edit: As an almost completely unrelated topic, I am not receiving daily digest emails of the topics I am following, and my settings imply that I should be getting them. Does anyone know why, off hand?
Does anyone know of a mod that shows JUST THE COORDINATES? I'm fine if it shows FPS, but thats all. And it's gotta be for 1.5.2 or 1.5.1
I found a few, but they're all outdated. Or they have to much info and it's just like having F3. OR it's really sloppy and not in English. Any help here? This would help for MINEZ
i would like to suggest, to move back to slime rods as the highest handle modifier material for tools and weapons.
its kind of boring, to have one single material in manyullyn (i hope i spelled that right), thats the best for everything. its more interesting, if you want to get the maximum durability values out of your tools, that you would have to hunt down slimes for the handle, and ores for the blades or tool heads separately.
maybe there would be a possibility, to include a tier 3 slime crystal, thats crafted with magma cream.
the modifier of manyullyn could be either reduced slightly and the red slime crystal to 2.0 modifier, or it would have something slightly higher like 2.1.
Does anyone know of a mod that shows JUST THE COORDINATES? I'm fine if it shows FPS, but thats all. And it's gotta be for 1.5.2 or 1.5.1
I found a few, but they're all outdated. Or they have to much info and it's just like having F3. OR it's really sloppy and not in English. Any help here? This would help for MINEZ
im more interested in what notch was thinking, when choosing x and z coordinates for the horizontal plane. it weirds me out every time. who does that?
Mod effects:
Jump Ability: this is touched on by the Rapier (which I think would be the best candidate right now anyway) Adding a feather could be the material. it would have 1/3/5 tiers depending on how much you wanted to split it up.
it would be 2 parts: The ability to "spring jump" (the longer you hold, the higher you go up to a cap) and the appropriate fall damage negation
example: I can jump 4 blocks high, I can now fall 4 blocks with no ill effects, but if I fall in a ravine I still take heavy damage.
you could add a Super Tier that allows for full fall damage negation, which would probably require a "super feather" (diamond/gold/emerald+feather(s)) This could go on weapons or armor. you could even split the effects (jumping on weapons/tools with negation on armor)
New Types:
Amulets: This would allow you to add 1/2/3 modifiers,which ever would be balanced, to your character globally as long as there in your Bar. If an effect would be overpowered on them (perhaps tool regeneration ect) it could have diminished effect on an amulet or not be compatible. This would be more for a place to put custom effects (light production, night vision, water breathing, feather falling, special damage negation, life leach etc etc) with higher compatibility with none-tinker armor (since it can't be added until 1.6 according to the thread :c). Most amulets would probably be crafted with string (strong, string + slime for stronger effects etc etc) and Gems (Lapis/emerald/slime crystals).
Throwing style Weapons in addition to adding the Bow to supported weapon types.
Knives that did little/no damage in melee but could be used as ammo,
Spears would be a heavier version(perhaps doing more damage but only stacking to 16).
Small Fire arms:single shot before reload, no arc, high damage spike.
These would be subject to traditional weapon mods, as well as perhaps some custom ones (Stack Size up to 64, Range, Arc, Travel Time, explosion radius). since staking/making mutiples might be annoying, you could make them take no ammo but have low durability and repairing the weapon when it breaks would be "Reloading it", since you have the mechanics in for this already. this would put them on par with there Melee cousins.
Stationary Weapons (the trap idea earlier in this thread sounded Excellent!).
Cannon:low arc, high damage
catapults:high arc, Area of effect projectiles
These would be placed like the frying pan.
I would like these to be able to have Potion effects. For example, shooting a catapult that does AoE weakness, or even healing into a large battle with the undead which would support allies and harm nasty zombies)
Ground weapons I would add would be:
Lance: charge attacks(speed boost, damage on impact), long range, Slow effect when walking. (maybe slow negated by being mounted in 1.6 ~.^)
Shield: Bashing attack, stun, Damage negation against projectiles, Low damage. Used to get into close range safely or for hasty retreats. shield could come in Sizes with diffrent levels of negation (small/normal/tower) with Tower having a Slow effect.
Berserk Claymore: increased damage taken, innate strength effect. Activating attack speed boost that cost Health
The idea of using a sword, while being able to keep a shield "on hand" seems to add a lot of paladin type excursions.
I'll look through and add more things later I can't wait until armor is added.
Edit - One of the things I don't like is that I can only press metals out into ingots, adding a Block type Casting would help my production lines so very much. if it's not being added later please consider implementing it into the current smelter system! I would also appreciate an alternate fuel source, such as the more traditional coal for the smelter . If there are ways to do this already I apologize for missing them.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/28/2013
Posts:
50
Member Details
Larger Smelteries
I think it would be great to be able to build smeltieries with a larger base. 4x4 and 5x5 at least. 6x6 and 7x7 would be epic.
Other Alloys
I know you mentioned that for the purpose of suggestions, other mods "do not exist." That being said, support for alloys from some of the other mods would be a welcome addition. Electrum, brass, and invar come to mind.
Decorative Casts
It would be wonderful to start incorporating some wall, floor, and ceiling decorations. Or even full blocks and multiblock decorations (i.e. statues).
"Smelt" Stone
With decorative casts and blocks, stone may need to be something that can be smelted down.
This is an amazing mod, by the way. Thanks for the wonderful work you have done.
Other Alloys
I know you mentioned that for the purpose of suggestions, other mods "do not exist." That being said, support for alloys from some of the other mods would be a welcome addition. Electrum, brass, and invar come to mind.
I concur, Brass especially. Notably(according to texts by the ancient Carthaginian and Roman texts)Hannibal, the scurge of the Roman military during the second punic war, wore a Brass helmet while in battle. Granted brass would not make very durable weapons/armor, could be like TC's version of Golden tools ( it could be made with 50% copper and 50% tin in a smeltery).
A friend of mine had a suggestion, and I thought it was interesting enough to warrant a post here. His name is DeathRtH, should he be credited. The suggestion was as follows;
One or both of these two options would be, in our opinions, a welcome addition to the mod.
A: Remove the modifiers from your tool/weapon, destroying the modifier items, but allowing all used modifier slots to be open for reuse again.
B:Destroy the tool/weapon, gaining back the items used to modify it.
Both or either of these could either be a guaranteed option, a percentage chance to have it happen, or even maybe give it a 10% chance to destroy the entire thing in the process. Either way, it is a very well done mod, and we both never play Minecraft without it, even if we use no other mods, simply for the depth it adds and all the fun we have making unique tools and weapons.
Does anyone know of a mod that shows JUST THE COORDINATES? I'm fine if it shows FPS, but thats all. And it's gotta be for 1.5.2 or 1.5.1
I found a few, but they're all outdated. Or they have to much info and it's just like having F3. OR it's really sloppy and not in English. Any help here? This would help for MINEZ
What's My Light Level and Lunatrius's InGame Info XML are both customizable to show just the coords of where you are.
i would like to suggest, to move back to slime rods as the highest handle modifier material for tools and weapons.
its kind of boring, to have one single material in manyullyn (i hope i spelled that right), thats the best for everything. its more interesting, if you want to get the maximum durability values out of your tools, that you would have to hunt down slimes for the handle, and ores for the blades or tool heads separately.
maybe there would be a possibility, to include a tier 3 slime crystal, thats crafted with magma cream.
the modifier of manyullyn could be either reduced slightly and the red slime crystal to 2.0 modifier, or it would have something slightly higher like 2.1.
im more interested in what notch was thinking, when choosing x and z coordinates for the horizontal plane. it weirds me out every time. who does that?
If we look at the x-y-z Cartesian plane, you'll notice that y is indeed still the 'up-down' axis, and z is 'depth' axis, make x and z the horizontal plane. Sure, it can be rearranged how you like, but it actually isn't even close to odd the way it is now.
As for Manyullyn being the best? Not necessarily. It doesn't have a material ability. You can pick Manyullyn for it's high handle modifier, or you could pick, say, Ardite for a respectable x2 handle mod along with stonebound 3, or cobalt for reinforced 2 with a slight reduction in handle mod to x1.75. Obsidian can give you reinforced 3 if you can swallow the x0.8 handle mod.
It's all how you look at it. You can have flat durability from manyullyn or you can go for material abilities. It's not a surprise that slime handles fall behind. They are early game items. Green slime is even mid-game. If you don't find diamond, green slime is required to get to nether metals/alloys, since it is the only other way to get obsidian for Alumite.
Larger Smelteries
I think it would be great to be able to build smeltieries with a larger base. 4x4 and 5x5 at least. 6x6 and 7x7 would be epic.
... Decorative Casts
It would be wonderful to start incorporating some wall, floor, and ceiling decorations. Or even full blocks and multiblock decorations (i.e. statues).
...
I like the idea of smelteries being expandable in both the horizontal and vertical directions. It would make for more aesthetically possible setups.
As for decorative casts, new ways to decorate would not be bad, but I personally would leave it on a lower priority right now.
...
One or both of these two options would be, in our opinions, a welcome addition to the mod.
A: Remove the modifiers from your tool/weapon, destroying the modifier items, but allowing all used modifier slots to be open for reuse again.
B:Destroy the tool/weapon, gaining back the items used to modify it.
...
This. This is a great idea. I think that should not be a possibility though. You've altered the mod material so much to modify a weapon/tool that if you tried to reclaim it, all you would have is pile of unusable stuff.
I'm not sure how to balance A). I don't think the destruction of the modifiers or the chance of destroying the item is enough. I feel there should be some sort of constant penalty that stops you from re-modifying a tool whenever you want for a new mining situation. Permanently decreased durability? That's the only idea I have now.
Edits: Typos, slightly wrong info, entirely missed point to make
I feel the moss is too weak when the IC2 battery option is there, and rubbed in the face of users when they open the book even without IC2 installed, IC2 is an expansive resource intensive mod that actually is still in an unstable beta, so it makes less sense to give such a bonus outside of the mods ability when it clashes on so many levels anyway, mainly aspects of both mods making aspects of the other redundant.
Solution, Changing how moss works, I read you wanted to make it possible to grow your own, so change the item to use moss into a more expensive modifier, which instead of auto repairing allows you to use farmed moss to repair a tool in the tool bench making it an equivalent to going back and instantly recharging a tool off solar power (using farmed moss grown by water and light). Though people will probably be upset by on the fly recharging going, so maybe both being an option or for balance an either or deal.
Suggestion for the Modifier to allow moss to be used in place of metal, an Item crafted like the silky glob, using wither star, necrotic bone, diamond and maybe a crafted heart canister. Trying to represent Death, Life, hardening, healing and cost.
Tried to check for plans before posting this. Sorry. Since I had the idea I thought I'd leave it.
Some people don't play with IC2. I am one of them. I enjoy having an auto repair on my tools, as it means I do not have to carry around extra repair material, or a station to repair. Nor do I have to return to a base to repair.
I am confused a bit by your post. First you say that the mossy modifier is too weak, but then go on to suggest a change that makes it worse than it is now, particularly in the area of convenience and of expense. I honestly believe that moss is balanced well enough as it is. You practically must use up (atleast) two modifier slots to get any useful auto-repair going on, and if your tool breaks before repairing? Moss can't help it. Not only that, but without a mod that adds mossy cobble recipes, it can be hard enough as it is to find it.
Why change moss to be the equivalent of taking the tool material and the tool to a tool station? For more initial expense?
Guidelines for Suggestions
- Suggestions should be detailed or unique. The more detail, the better.
- The mod is designed as an extension of vanilla and custom maps.
- Any new content should have a minimum of overlap with old.
- The most important part is how the thing works. ---> - For the purposes of suggestions, other mods do not exist. <---
- References to other games should be explained in detail.
- Saying you have an idea and giving the name of a real object is not a valid suggestion.
(Emphasis mine) If Gregtech ruins everything, the simple solution to this problem is to not use the mod. I have not looked very far into the mod, but Custom Stuff 2 will let you add and change recipes of your own. If you want to continue using Gregtech, but can't stand their changed recipes, change them again or add new ones that will get around the problem. Look into mods or solutions like Custom Stuff 2.
This thread is for suggestions for Tinkers Construct. Not for compatibility between mods. I understand that there might be are mods out there that 'ruin' TC in one way or another, but this is the wrong thread.
I don't use IC2 either, it doesn't make sense to, that's my point, I tried to be clear.
And how if you could farm up moss like wheat would tossing it into a table with your broken tool to repair it be weaker, as you point out for the current moss mod to be useful you need to take up 2 modifiers yet with IC2 you can just have the one go back to base toss the weapon in a bat box attached to a solar panel to constantly negate all wear constantly for free, at a higher initial cost.
The Moss acting as the power, instead of needing to make more alloy at an increasing repair cost. Trying to create a balanced equivalent which a suitable start up cost in comparison to a modifier that is limited to a mod that limited in use if you wish to use this one but shown as default in the book.
Clearly it's a stupid idea and I can't explain myself, Sorry I just thought I'd try.
Please don't think that your idea was stupid. Your idea is completely valid. I apologize if I sounded overly critical. I have a hard time balancing my 'tone' between super serious and really silly on the internet. I can only seem to get one or the other, even if I'm usually meaning to hit the middle of that spectrum. This is how ideas grow and become better though. Back and forth discussion, some arguments, and ideas get refined, clarified. They change and grow, often for the better. Keep trying, it's how we get anywhere in this world. Especially in the face of obstacles.
Why did I say I think using farmed moss as a repair material instead of auto-repairing was weaker? Because of the actions needed, and your very high initial cost. Manually repairing with moss is much less convenient than the current auto-repair. It requires you either carry around the tool station and moss, have frequent repair bases dotting your above & underground landscape, more return trips than one would like to repair, or carrying around more tools than should be necessary. It requires the continued collection of yet another resource to keep your tools up and running.
The very high initial cost (Nether star!) is very inhibiting, especially for players who are not interested in fighting the wither, or just have the kind of luck that seems to prohibit wither skelly skulls from dropping. Needing a nether star, and a diamond makes the mossy modifier much more end-game, when it should really be more of a mid-game modifier. As it is now, you can only put it on a tool or two anyway unless you are a dungeon magnet. Or have a mod installed that gives alternate mossy cobble avenues.
Auto-repair being better is, in my eyes, a matter of initial cost and convenience. Not availability of a farmed resource. I much prefer my weapon or tool to slowly repair itself than have to constantly repair it myself. In the face of the IC2 integration? It might seem much less useful. But like I stated above, and mDiyo has posted in the guidelines, other mods don't exist in terms of suggestions on this thread. Without looking at the IC2 integration, how do you think the mossy modifier holds its own in just Tinkers Construct? That's the important question.
I am not trying to sound mean, or overly critical, or anything like that. Your idea certainly has merit. I prefer moss the way it is currently, though, and believe that your idea needs some reworking. The beautiful thing about ideas is that they can change, and that comments, like mine, on others' ideas are mostly just opinion. It is my opinion that auto-repair is an overall better method. It is your opinion that it isn't (from you suggestion, that's what I'm getting). That's why people talk and discuss and argue. To make ideas better, and hopefully reach some sort of ground where everyone is mostly happy with the idea. Again, your idea isn't stupid. It is incredibly difficult to get points and ideas across on the internet. We are creatures that rely on non-verbal ques and verbal-ques that we can't see over text, ques that are sometimes much more important than the words themselves. Which is why you seem to think I was bashing your idea when, had we been talking in person, would have caught a much different tone from my response.
mDio, if I might make a suggestion between the accessibility of Copper and Iron, Iron; although it s a better material than copper; seems to be easier to find than copper, thus copper is taking less of an "early game tool material" role and is becoming less and less important and only being used as a material you combine with aluminum to get the casts (since as far as I can tell, people rarely make Bronze- ) I believe Iron either needs to become nerfed or needs to become rarer and Copper needs an upgrade
EDIT- Bronze is also included due to it's lack of use, why not "bump up" it as well
Gold - being a heavy metal - would be a good candidate for some form of knockback modifier. But that's not what I'm here for - you added heart canisters recently? Instead of adding another health bar that grows for each heart canister added, how about an overlay of gold hearts that covers the original health bar? As the "gold hearts" decline, the "red hearts" are visible underneath, that kind of thing. Not much of an idea, more a style suggestion, but hey. Or maybe you'd make them blue. I don't know.
Extra hearts are an overlay already. They are an orange color.
Clay could be used as aqua affinity modifier
and could you pls add the sticks of the different woods to the blank pattern recipe? or is it supposed to be like this?
In the main thread, mDiyo has stated that this does still need to be fixed.
There needs to be a Six-shooter. it would be crafted with a tool rod, a crossbar and a tool binding, it would fire six shots before needing to reload, by consuming one oreberry cluster. the reloading would work by Showing a bow like animation where you have to "Charge" The gun, but firing the gun itself would be instant, shots do not Arc, but lose Damage based on distance traveled, Bullet disappears at 0 damage, the base damage of a sixshooter is 1 heart, buffed by materials used.
Iron oreberry: Basic ammunition adds 1 heart to base damage
Gold oreberry: compleately removes damage dealt by shots, but stuns enemies compleately for a short period
Copper oreberry:Shots do not degrade over distance, but no bonus damage is added
Tin oreberry: Adds no bonus damage, but adds temporary weakness to enemies
Aluminum oreberry: adds 1/2 heart damage, Shots ricochet once according to angle fired.
Silver oreberry: Fires Inacurately at first but then bullets home in on enemies. adds 1/2 hearts of damage.
Aluminum/Brass nugget: Requires six to load, shots degrade quickly but adds 2 hearts to damage.
I did go looking for the overlay file, though, to make sure it was actually there after putting it in, and I can see not only an orange overlay, but an orange, yellow, lime, blue, lilac, pink, cyan ~AND~ a white overlay. I have a feeling that in the future that's gonna mean about 9 health bars including your base health. 20*9 is about 180 health, right? That ~rocks~.
More likely different colors for different conditions.
You're probably undoubtedly right, but still, that'd be ~really~ cool, I can't be the only one that thinks that? =P
Oddly enough, I never understood people's fascination with big numbers when it comes to games. If everything scales, it doesn't matter if you have 18 hit points or 18,000.
Maybe some special fuel is needed to turn the gems "liquid" or you can need a tier 2 crafting station.
Okay, I will trust that judgement, since I myself am not an avid potion maker. Something about being in the nether with ghasts just bothers me. (Stop blowing up my world! I'm looking at you too, creepers. >=( )
Yes, that is true. I should think up more ideas for rotten flesh...
I like this idea. Though gems make more sense as a modifier or part of an alloy in respect to the concept of the mod.
Edit: As an almost completely unrelated topic, I am not receiving daily digest emails of the topics I am following, and my settings imply that I should be getting them. Does anyone know why, off hand?
I found a few, but they're all outdated. Or they have to much info and it's just like having F3. OR it's really sloppy and not in English. Any help here? This would help for MINEZ
its kind of boring, to have one single material in manyullyn (i hope i spelled that right), thats the best for everything. its more interesting, if you want to get the maximum durability values out of your tools, that you would have to hunt down slimes for the handle, and ores for the blades or tool heads separately.
maybe there would be a possibility, to include a tier 3 slime crystal, thats crafted with magma cream.
the modifier of manyullyn could be either reduced slightly and the red slime crystal to 2.0 modifier, or it would have something slightly higher like 2.1.
im more interested in what notch was thinking, when choosing x and z coordinates for the horizontal plane. it weirds me out every time. who does that?
Jump Ability: this is touched on by the Rapier (which I think would be the best candidate right now anyway) Adding a feather could be the material. it would have 1/3/5 tiers depending on how much you wanted to split it up.
it would be 2 parts: The ability to "spring jump" (the longer you hold, the higher you go up to a cap) and the appropriate fall damage negation
example: I can jump 4 blocks high, I can now fall 4 blocks with no ill effects, but if I fall in a ravine I still take heavy damage.
you could add a Super Tier that allows for full fall damage negation, which would probably require a "super feather" (diamond/gold/emerald+feather(s)) This could go on weapons or armor. you could even split the effects (jumping on weapons/tools with negation on armor)
New Types:
Amulets: This would allow you to add 1/2/3 modifiers,which ever would be balanced, to your character globally as long as there in your Bar. If an effect would be overpowered on them (perhaps tool regeneration ect) it could have diminished effect on an amulet or not be compatible. This would be more for a place to put custom effects (light production, night vision, water breathing, feather falling, special damage negation, life leach etc etc) with higher compatibility with none-tinker armor (since it can't be added until 1.6 according to the thread :c). Most amulets would probably be crafted with string (strong, string + slime for stronger effects etc etc) and Gems (Lapis/emerald/slime crystals).
Throwing style Weapons in addition to adding the Bow to supported weapon types.
Knives that did little/no damage in melee but could be used as ammo,
Spears would be a heavier version(perhaps doing more damage but only stacking to 16).
Small Fire arms:single shot before reload, no arc, high damage spike.
These would be subject to traditional weapon mods, as well as perhaps some custom ones (Stack Size up to 64, Range, Arc, Travel Time, explosion radius). since staking/making mutiples might be annoying, you could make them take no ammo but have low durability and repairing the weapon when it breaks would be "Reloading it", since you have the mechanics in for this already. this would put them on par with there Melee cousins.
Stationary Weapons (the trap idea earlier in this thread sounded Excellent!).
Cannon:low arc, high damage
catapults:high arc, Area of effect projectiles
These would be placed like the frying pan.
I would like these to be able to have Potion effects. For example, shooting a catapult that does AoE weakness, or even healing into a large battle with the undead which would support allies and harm nasty zombies)
Ground weapons I would add would be:
Lance: charge attacks(speed boost, damage on impact), long range, Slow effect when walking. (maybe slow negated by being mounted in 1.6 ~.^)
Shield: Bashing attack, stun, Damage negation against projectiles, Low damage. Used to get into close range safely or for hasty retreats. shield could come in Sizes with diffrent levels of negation (small/normal/tower) with Tower having a Slow effect.
Berserk Claymore: increased damage taken, innate strength effect. Activating attack speed boost that cost Health
The idea of using a sword, while being able to keep a shield "on hand" seems to add a lot of paladin type excursions.
I'll look through and add more things later I can't wait until armor is added.
Edit - One of the things I don't like is that I can only press metals out into ingots, adding a Block type Casting would help my production lines so very much. if it's not being added later please consider implementing it into the current smelter system! I would also appreciate an alternate fuel source, such as the more traditional coal for the smelter . If there are ways to do this already I apologize for missing them.
I think it would be great to be able to build smeltieries with a larger base. 4x4 and 5x5 at least. 6x6 and 7x7 would be epic.
Other Alloys
I know you mentioned that for the purpose of suggestions, other mods "do not exist." That being said, support for alloys from some of the other mods would be a welcome addition. Electrum, brass, and invar come to mind.
Decorative Casts
It would be wonderful to start incorporating some wall, floor, and ceiling decorations. Or even full blocks and multiblock decorations (i.e. statues).
"Smelt" Stone
With decorative casts and blocks, stone may need to be something that can be smelted down.
This is an amazing mod, by the way. Thanks for the wonderful work you have done.
I concur, Brass especially. Notably (according to texts by the ancient Carthaginian and Roman texts) Hannibal, the scurge of the Roman military during the second punic war, wore a Brass helmet while in battle. Granted brass would not make very durable weapons/armor, could be like TC's version of Golden tools ( it could be made with 50% copper and 50% tin in a smeltery).
One or both of these two options would be, in our opinions, a welcome addition to the mod.
A: Remove the modifiers from your tool/weapon, destroying the modifier items, but allowing all used modifier slots to be open for reuse again.
B:Destroy the tool/weapon, gaining back the items used to modify it.
Both or either of these could either be a guaranteed option, a percentage chance to have it happen, or even maybe give it a 10% chance to destroy the entire thing in the process. Either way, it is a very well done mod, and we both never play Minecraft without it, even if we use no other mods, simply for the depth it adds and all the fun we have making unique tools and weapons.
What's My Light Level and Lunatrius's InGame Info XML are both customizable to show just the coords of where you are.
If we look at the x-y-z Cartesian plane, you'll notice that y is indeed still the 'up-down' axis, and z is 'depth' axis, make x and z the horizontal plane. Sure, it can be rearranged how you like, but it actually isn't even close to odd the way it is now.
As for Manyullyn being the best? Not necessarily. It doesn't have a material ability. You can pick Manyullyn for it's high handle modifier, or you could pick, say, Ardite for a respectable x2 handle mod along with stonebound 3, or cobalt for reinforced 2 with a slight reduction in handle mod to x1.75. Obsidian can give you reinforced 3 if you can swallow the x0.8 handle mod.
It's all how you look at it. You can have flat durability from manyullyn or you can go for material abilities. It's not a surprise that slime handles fall behind. They are early game items. Green slime is even mid-game. If you don't find diamond, green slime is required to get to nether metals/alloys, since it is the only other way to get obsidian for Alumite.
I like the idea of smelteries being expandable in both the horizontal and vertical directions. It would make for more aesthetically possible setups.
As for decorative casts, new ways to decorate would not be bad, but I personally would leave it on a lower priority right now.
This. This is a great idea. I think that should not be a possibility though. You've altered the mod material so much to modify a weapon/tool that if you tried to reclaim it, all you would have is pile of unusable stuff.
I'm not sure how to balance A). I don't think the destruction of the modifiers or the chance of destroying the item is enough. I feel there should be some sort of constant penalty that stops you from re-modifying a tool whenever you want for a new mining situation. Permanently decreased durability? That's the only idea I have now.
Edits: Typos, slightly wrong info, entirely missed point to make
Some people don't play with IC2. I am one of them. I enjoy having an auto repair on my tools, as it means I do not have to carry around extra repair material, or a station to repair. Nor do I have to return to a base to repair.
I am confused a bit by your post. First you say that the mossy modifier is too weak, but then go on to suggest a change that makes it worse than it is now, particularly in the area of convenience and of expense. I honestly believe that moss is balanced well enough as it is. You practically must use up (atleast) two modifier slots to get any useful auto-repair going on, and if your tool breaks before repairing? Moss can't help it. Not only that, but without a mod that adds mossy cobble recipes, it can be hard enough as it is to find it.
Why change moss to be the equivalent of taking the tool material and the tool to a tool station? For more initial expense?
(Emphasis mine) If Gregtech ruins everything, the simple solution to this problem is to not use the mod. I have not looked very far into the mod, but Custom Stuff 2 will let you add and change recipes of your own. If you want to continue using Gregtech, but can't stand their changed recipes, change them again or add new ones that will get around the problem. Look into mods or solutions like Custom Stuff 2.
This thread is for suggestions for Tinkers Construct. Not for compatibility between mods. I understand that there
might beare mods out there that 'ruin' TC in one way or another, but this is the wrong thread.Please don't think that your idea was stupid. Your idea is completely valid. I apologize if I sounded overly critical. I have a hard time balancing my 'tone' between super serious and really silly on the internet. I can only seem to get one or the other, even if I'm usually meaning to hit the middle of that spectrum. This is how ideas grow and become better though. Back and forth discussion, some arguments, and ideas get refined, clarified. They change and grow, often for the better. Keep trying, it's how we get anywhere in this world. Especially in the face of obstacles.
Why did I say I think using farmed moss as a repair material instead of auto-repairing was weaker? Because of the actions needed, and your very high initial cost. Manually repairing with moss is much less convenient than the current auto-repair. It requires you either carry around the tool station and moss, have frequent repair bases dotting your above & underground landscape, more return trips than one would like to repair, or carrying around more tools than should be necessary. It requires the continued collection of yet another resource to keep your tools up and running.
The very high initial cost (Nether star!) is very inhibiting, especially for players who are not interested in fighting the wither, or just have the kind of luck that seems to prohibit wither skelly skulls from dropping. Needing a nether star, and a diamond makes the mossy modifier much more end-game, when it should really be more of a mid-game modifier. As it is now, you can only put it on a tool or two anyway unless you are a dungeon magnet. Or have a mod installed that gives alternate mossy cobble avenues.
Auto-repair being better is, in my eyes, a matter of initial cost and convenience. Not availability of a farmed resource. I much prefer my weapon or tool to slowly repair itself than have to constantly repair it myself. In the face of the IC2 integration? It might seem much less useful. But like I stated above, and mDiyo has posted in the guidelines, other mods don't exist in terms of suggestions on this thread. Without looking at the IC2 integration, how do you think the mossy modifier holds its own in just Tinkers Construct? That's the important question.
I am not trying to sound mean, or overly critical, or anything like that. Your idea certainly has merit. I prefer moss the way it is currently, though, and believe that your idea needs some reworking. The beautiful thing about ideas is that they can change, and that comments, like mine, on others' ideas are mostly just opinion. It is my opinion that auto-repair is an overall better method. It is your opinion that it isn't (from you suggestion, that's what I'm getting). That's why people talk and discuss and argue. To make ideas better, and hopefully reach some sort of ground where everyone is mostly happy with the idea. Again, your idea isn't stupid. It is incredibly difficult to get points and ideas across on the internet. We are creatures that rely on non-verbal ques and verbal-ques that we can't see over text, ques that are sometimes much more important than the words themselves. Which is why you seem to think I was bashing your idea when, had we been talking in person, would have caught a much different tone from my response.
Keep trying.
Iron; although it s a better material than copper; seems to be easier to find than copper, thus copper is taking less of an "early game tool material" role and is becoming less and less important and only being used as a material you combine with aluminum to get the casts (since as far as I can tell, people rarely make Bronze- ) I believe Iron either needs to become nerfed or needs to become rarer and Copper needs an upgrade
EDIT- Bronze is also included due to it's lack of use, why not "bump up" it as well
Extra hearts are an overlay already. They are an orange color.
In the main thread, mDiyo has stated that this does still need to be fixed.
Lol. Glad the solution was simple. =)
Iron oreberry: Basic ammunition adds 1 heart to base damage
Gold oreberry: compleately removes damage dealt by shots, but stuns enemies compleately for a short period
Copper oreberry:Shots do not degrade over distance, but no bonus damage is added
Tin oreberry: Adds no bonus damage, but adds temporary weakness to enemies
Aluminum oreberry: adds 1/2 heart damage, Shots ricochet once according to angle fired.
Silver oreberry: Fires Inacurately at first but then bullets home in on enemies. adds 1/2 hearts of damage.
Aluminum/Brass nugget: Requires six to load, shots degrade quickly but adds 2 hearts to damage.
More likely different colors for different conditions.
Equipping clocks and compasses in the accessories slot of the Armor GUI!
I would LOVE it if I could just see what the flipping time is without taking up a slot in my hotbar!
Oddly enough, I never understood people's fascination with big numbers when it comes to games. If everything scales, it doesn't matter if you have 18 hit points or 18,000.