Hello, I would like to add some idea for the ranged ( bow ) weapon:
Parts:
- Fibre ( string )
- Arrow Head
- Arrow Tail
- Arrow Rod
- Large Arrow Limb
- Long Arrow Limb
Tools:
- Bow: 1 fibre, 2 Arrow Limb
A normal Minecraft Bow
- Long Bow: 1 fibre, 2 long Arrow Limb Pros:
- Deal Additional Damage
- Arrow Speeds are faster ( when shot )
- Special: Tri-Arrow ( shoot 3 arrow at a same time )
Cons:
- slower draw speed
- Ballista: 2 fibres, 2 heavy arrow limbs pros:
- Deal 2x Damage the arrow
- Special: Ultra Shot ( shoot 5 arrow in wide form. defy gravity for the first 16 blocks )
Arrows always made of 3 parts:
- Arrow head = determines the damage. some head can deal status effect to enemy. e.g lava crystal head will burn enemy on hit
- Arrow Rod = determines the retrieval chance when hit an enemy. iron arrow are stronger than wood arrow. which mean they have more retrieval chance when hitting an enemy
- Arrow Tail = determines the arrow speed
I definitely think that these ideas are great with one addition: A modifier that allows for increased draw speed. As it stands, it's difficult to justify using a bow very often in Minecraft, especially when cave mining (which is when I most often run into mobs), but retrievable arrows (even if you'd eventually lose them) and increased draw speed would certainly increase their usefulness and would just be fun in general.
- i dont know how diffucult this is to implement, but it would be awesome, if you could add an item for the new armor gui, like a portable crafting table, that expands the 2 by 2 crafting grid in the player inventory to a 3 by 3.
I definitely think that these ideas are great with one addition: A modifier that allows for increased draw speed. As it stands, it's difficult to justify using a bow very often in Minecraft, especially when cave mining (which is when I most often run into mobs), but retrievable arrows (even if you'd eventually lose them) and increased draw speed would certainly increase their usefulness and would just be fun in general.
- im still against the idea of customizing the ammunition. its more consistent with the rest of the mod, if the customization was in the bow instead of the arrows. the idea of this mod is, to craft a tool or weapon, that is your tool, that you can build up and get attached to.
like a bow crafted out of 3 parts. handle, body and the tips, where the bowstring is attached. then give these parts the usual modifiers like
-> durability modifier (handle)
-> durability and base damage (body)
-> extra modifiers, like spiny, or stonebound (increases the drawing speed with lower durability of the bow), or writable through the tips, similar to the plates on tier 2 tools, or the handguards on swords.
-> redstone could increase drawing speed of the bow
-> lapis add looting
-> one of these fire crystal thingies could cause the arrows to light a 3 by 3 area on fire, upon impact
-> blaze powder sets enemies on fire like on the swords
-> a torch attached to the bow, causes torches to be placed, where the arrow lands
-> glowstone adds smite
-> spider eyes add poison to the arrows
-> silver oreberries for extra damage against endermen
-> feathers make the arrows fly further, without being affected by gravity
-> clay or snowballs, add a slow effect
-> slime adds knockback (because it makes the arrows bouncy)
-> gun powder makes arrows explosive
the mechanic for explosive arrows could work like for redstone, lapis and nether quarz. so you can precisely adjust, how explosive your arrows are supposed to be.
example: for 1 modifier, you could go up to 100 gun powder. but maybe you dont want your arrows to be too destructive and wreck the landscape, so you just put like 10 gunpowder on your weapon, for less destructive explosions, but a little bit of extra aoe damage.
up until now, we had no reason, not to cap out one of the modifiers like redstone, lapis or quartz, since there is no real drawback. gunpowder would add an interesting mechanic imo.
i think tools could use more of these kind of modifiers, where its not neccessary to max them out, but to kind of find the sweet spot, where the tool or weapon works best for you.
anyway, there is potential for a ton of customization already in the weapon itself. custom ammunition might make things needlessly complicated. for example, how does custom ammunition interact with infinity? if infinity supplies you with vanilla ammunition, then your bow wont use your fancy custom made arrows. if it gives you infinite custom ammunition, then it might be crazy, because strong and resource intensive ammunition would make infinity a must have. and which type of ammunition will it give you, if you have multiple types in your inventory? how do you switch between different arrows? this might be a nightmare to code and balance.
- i also propose to change the piston for something else on swords, to add knockback. because currently, it looks pretty silly with a small piston on the sword. maybe gunpoweder for the knockback? or how about slime? its bouncy.
so does the spider eye. it would look cooler, if it was an actual eye, crafted on the hand guard in a manner, similar to the emerald. centered on the weapon.
- also, mdiyo. how do you feel about a level system for tools? in a manner, that tools gain some sort of xp, the more they are used (loose durability).
instead of 3 modifiers, every new tool or weapon would start out with only 1 modifier. (unless you craft paper parts in there). and the more you use the tool, the more it grows, and tiers of modifier slots are unlocked, as it levels. the idea is, that the player really can bond with a tool and build it up over time, crafting stronger and stronger enhancements on it in the tool station, the more hes using it.
example: upon creation of a pure iron pickaxe, you can add one modifier to your tool. so you put lapis on there, until you get fortune 1, but not further.
if youre using your tool enough, it will reach a point, where an additional modifier slot is unlocked. you can now decide, if you want to bump your fortune up to level 2, with more lapis, or put a new modifier on there. and so forth.
edit.: ok, since i already wasted this space. patterns should be one-time use only. because currently there is absolutely no reason to ever craft a cast, other than the ingot cast. patterns are cheap and easy, while aluminum brass casts are more complicated to produce. this would be enough of a reason. but also, if you already crafted a pattern, there is no reason to additionally craft the same cast.
you just smelt any metal and every alloy into ingots, and use the ingots with the wooden patterns, to craft your tools. many people, including me even just automate this process of crafting the ingots.
if patterns would just break with every use, then casts would have the advantage of only having to be crafted once. they would save you the hassle of crafting a new pattern, every time you need a new tool.
How about the ability to make quivers and better bows.Any arrow put in these quivers take whatever damage the quiver was tinkered with (like fire from blaze powder,slow/ice for adding ice or snow into your quiver, and thunder from a new item)The way you make your bow is made up of three parts like the other tools but with string as one slot and needs wood or slime in it(real bows need to be flexable and metals are not that flexable).and you could tinker it like any other weapon but with elemental damage. The bow could be tinkered to have better damage, faster charge speed, and ability to teleport to whereever you shoot the arrow like a enderpearl or hitting a enemy teleports them a height based on how much enderpearls you put in.
A claymore in late game that has a better chance to "behead" your enemies(drop mob heads more) so hunting down wither skeletons isnt much of a pain.
Maybe the ability to make a katana?It has low durability, does average damge, but makes the enemy "bleed" which causes damage and death.
Wither heads could be used to tinker weapons to make the weapons give the wither effect to enemies?
Lastly, in mid to late game, the ability to make a crossbow, which needs more parts then other tools and weapons(maybe 6?). This weapon would be powerful and has longer range then the bow but, like real life, slow to load. could have most of the same attachments as the bow but instead of faster to charge, its faster to load unlike the other weapons, this weapon will need wood or cacti in it. Like the bow, it would also need string
Im not good at making suggestions but this will do
Not sure how often you read this thread, but just thought of a simple suggestion for you.
Instead of having an EU modifier, why not make it an Universal Electricity modifier, so that we are not restricted to having IC2 to power our tools. In addition, that might(?) make it so we can power the tools using our Modular Power Suits, which I atleast tend to use over IC2 armour anyways.
has 2 tough tool rods, 2 hammer heads, and a tough tool binding.
Had extreme slowing effect like the pan, may have a large amount of knockback. Slings slowly but has even higher dmg then the breaker blade.
-Modifiers- quartz and flint together adds spikes to the hammer increasing dmg, Fire charge adds a small explosion when hitting a mob( does not effect the player), lapis, blaze powder, and moss all are the same.
2. Lance
Uses a rapier and longsword blade, along with tough tool rod
When horses are added in the next non-snapshot update, lances are a special weapon that works only while riding
Has reduced usage while not riding, such as having slowness and or mining fatigue.
Has a mechanic that like drawing a bow on horseback, speeds up, then resets when a entity is hit.
Extended range while on horseback
-Modifiers- are all the same
3. Armor sets
adds a separate forge for this
allows you to create customized armor pieces
lets you customize each aspect of it, such as adding blaze powder adds fire protection diamonds add more durability and or dmg reduction.
each part of the set costs an larger amount of materials, and can create something much better then vanilla armor.
4.Claws
haste similar yet faster than rapier
Uses 3 knife blades and a new handle pattern
Must be made twice then combined in the tool forge
innately makes drop more, due to having there insides ripped out
-Modifiers- All are the same, except that redstone can further raise the haste.
5.Glaive
Longsword blade and 2 tool rods
Longer reach, beheading
-modifiers- Same, except quartz increases dmg faster then on normal weapons.
6. Record Chucker
Throws records in a straight line
all so adds a record bag that holds nothing but records
since we already have graveyard soil. chiseling different types of gravestones, would be cool. maybe some overgrown with moss (gravestone + moss ball?), some a little damaged, or crooked.
also, i want to get back to the idea of player and mob statues^^. just want to build a real spooky graveyard.
Putting a whole stack or whatever amount of redstone, lapis, quartz, etc., into the material slot and applying it to the tool will put the entire stack of materials onto the tool instead of having to continuously add on the material you want by dragging the tool from slot to slot hundreds of times..
Perhaps adding lapis to the battleaxe gives looting instead of fortune, as fortune on an axe doesn't have any effect (not getting extra wood as far as I know ), and from what I inferred the tool is intended as a "heavy offensive weapon", as well as a tool. {Edit: in conjuction with auto-smelt= a lot of charcoal, does luck increase both chance for mob drops and drops from mining? anyone know? I will try to test and report any results}
Also, I couldn't get the AoE to work with said tool (using version included in FTB 1.5ngt v0.6.) What I assumed was that this would apply splash damage to mobs, similiar to the mechanics of the zephyr sword from thaumcraft3. Perhaps this only applies AoE to use on trees? {edit: in newer version, materials and you entry makes no reference to AoE attack and clearly states AoE applies to harvesting wood, disregard this comment. Also, for this topic, Thaumcraft3 doesn't exist =p. For AoE attack, use scythe which does receive looting from lapis}
Not sure what holding right-click does besides draw the weapon back and make a sound when released. I was intending to use one as a way to harvest multiple mobs from a mob farm at once. Also, not sure if knockback is working on it. I don't know if this is different in newer version, but haven't seen any mention in the changelog. {Edit: In newer version holding right click gives an awesome effect, and materials and you entry states this effect is still TBD}
A tool rack or other place-able block to display retired tools and tools not being currently used would be cool. Perhaps different types, ranging from simple pegs that could be placed against another block and hold a tool, a lockable display case with glass cover for SMP, or some grand display plated with gold and encrusted with diamond for my beloved supertools.
Finally, as a Gallade fan, how about some elbow blade type weapons that can attack at close range at a rapid pace and allow you to focus your fighting skills and innate psychic powers into a short range projectile type attack (spam left click for melee, charge right click for projectile, absolutely no knockback so the hits keep connecting) a la close combat and psycho cut. ;P {edit: i will not clarify this any, its up to the mod author to determine if this is even close to a valid idea, and if so I would trust his creativity over my admittedly silly request of ripping off another game entirely. And apparently according to posts on the main TC forum, his avatar may just be Gardevoir, perhaps I just had my hopes up =p}
Overall, I love the mod and everything about it. Keep up the good work. Can't wait to see what you have in store for us in the future. =D
Feet:
Heavy Boots (Hopefully you can figure these out)
-???
Light Boots
-???
Some type of weight system would be implemented, where more weight=less movement speed, but armor pieces with high weight would balance it with high defense values.
For ranged weapons:
Recurve Bow (Medium Damage, Medium Firing Speed)
-Curved Rod x2
-Bowstring
Longbow (High Damage, Low Firing Speed)
-Rod
-Curved Rod
-Bowstring
Crossbow/Repeater (Low Damage, High Firing Speed)
-Curved Rod
-Mechanism
-Bowstring
The quiver would be craftable with wood, string and leather, and would have 18 slots for arrows, which would be customizable as well
Light Arrow (Light Damage, Retrievable)
-Small Head
-Rod
-Fletch
Heavy Arrow (Heavy Damage, Non-Retrievable)
-Broadhead
-Rod
-Fletch
Modifiers could add things like Explosive (gunpowder), Flaming (Blaze Powder), Poisonous (Spider Eye). Potion Arrows would be filled by crafting them w/ a potion, (returning the glass bottle) and if a splash potion is used, it becomes Volatile, and causes a weak explosion along with a potion effect.
Spears:
-Crafted with 2 Though Tool Rods, 1 Spear Head and 1 Though Binding.
-The spear have more reach than other weapons, but same damage and durability as the Battleaxe.
-Special Ability: Stab.
The Stab is an Middle-Range hability. Just like a bow, as more it charges, more is its damage. The Stab range is up to 3 blocks longer as the common attack, and when fully charged, it can deal double of the Spear's common attack damage, but it takes double as the bow to charge. (The Stab also have the knockback of a Battleaxe, and its armor-piercing)
-Stabbing will give the player SLOWNESS stat for 3 seconds.
Javelins:
-Crafted with 2 Tool Rods, 1 Binding and 1 Spear Head.
-Same reach as the spear
-Durability of a knife
-Damage of a Broadsword
-Special Ability: Throw. Yeah. Thats it. Just like the knife.
Perhaps adding lapis to the battleaxe gives looting instead of fortune, as fortune on an axe doesn't have any effect (not getting extra wood as far as I know), and from what I inferred the tool is intended as a "heavy offensive weapon", as well as a tool.
Also, I couldn't get the AoE to work with said tool (using version included in FTB 1.5ngt v0.6.) What I assumed was that this would apply splash damage to mobs, similiar to the mechanics of the zephyr sword from thaumcraft3. Perhaps this only applies AoE to use on trees? Not sure what holding right-click does besides draw the weapon back and make a sound when released. I was intending to use one as a way to harvest multiple mobs from a mob farm at once. Also, not sure if knockback is working on it. I don't know if this is different in newer version, but haven't seen any mention in the changelog.
A tool rack or other place-able block to display retired tools and tools not being currently used would be cool. Perhaps different types, ranging from simple pegs that could be placed against another block and hold a tool, a lockable display case with glass cover for SMP, or some grand display plated with gold and encrusted with diamond for my beloved supertools.
Finally, as a Gallade fan, how about some elbow blade type weapons that can attack at close range at a rapid pace and allow you to focus your fighting skills and innate psychic powers into a short range projectile type attack (spam left click for melee, charge right click for projectile, absolutely no knockback so the hits keep connecting) a la close combat and psycho cut. ;P
Overall, I love the mod and everything about it. Keep up the good work. Can't wait to see what you have in store for us in the future. =D
this might take some work, but ive got 2 suggestions.
first, reducing all 3 of the books into one single book, where chapters are added while you progress in the mod. instead of having an extra book for materials or mighty smelting, it would all be added to the first book.
second. since this is going to make the book pretty big, it would be nice if the index would contain links to the chapters. so we can directly jump to the chapter were looking for.
either way, at least the linking should be possible, and very appreciated. ive seen it done in other mods.
Three books are perfectly fine, and I actually wouldn't mind FOUR books.
- Beginner Book (crafting and such)
On creation of a Tool Table:
- Tool Description Book (All the different tool types)
On creation of a Parts Builder:
- Modifiers/Materials (Because I have to flip through multiple pages of tool tips to get to the materials and such fir information)
For blunt weapons, Lead gives a much heftier swing with the added mass, instead of just the quartz for sharpness. (possibly better knockback?)
And on top of that, it would meld with other mods without hardly throwing things out of whack, seeing as tin, silver, and copper already are around.
Thoughts?
I definitely think that these ideas are great with one addition: A modifier that allows for increased draw speed. As it stands, it's difficult to justify using a bow very often in Minecraft, especially when cave mining (which is when I most often run into mobs), but retrievable arrows (even if you'd eventually lose them) and increased draw speed would certainly increase their usefulness and would just be fun in general.
- im still against the idea of customizing the ammunition. its more consistent with the rest of the mod, if the customization was in the bow instead of the arrows. the idea of this mod is, to craft a tool or weapon, that is your tool, that you can build up and get attached to.
like a bow crafted out of 3 parts. handle, body and the tips, where the bowstring is attached. then give these parts the usual modifiers like
-> durability modifier (handle)
-> durability and base damage (body)
-> extra modifiers, like spiny, or stonebound (increases the drawing speed with lower durability of the bow), or writable through the tips, similar to the plates on tier 2 tools, or the handguards on swords.
-> redstone could increase drawing speed of the bow
-> lapis add looting
-> one of these fire crystal thingies could cause the arrows to light a 3 by 3 area on fire, upon impact
-> blaze powder sets enemies on fire like on the swords
-> a torch attached to the bow, causes torches to be placed, where the arrow lands
-> glowstone adds smite
-> spider eyes add poison to the arrows
-> silver oreberries for extra damage against endermen
-> feathers make the arrows fly further, without being affected by gravity
-> clay or snowballs, add a slow effect
-> slime adds knockback (because it makes the arrows bouncy)
-> gun powder makes arrows explosive
the mechanic for explosive arrows could work like for redstone, lapis and nether quarz. so you can precisely adjust, how explosive your arrows are supposed to be.
example: for 1 modifier, you could go up to 100 gun powder. but maybe you dont want your arrows to be too destructive and wreck the landscape, so you just put like 10 gunpowder on your weapon, for less destructive explosions, but a little bit of extra aoe damage.
up until now, we had no reason, not to cap out one of the modifiers like redstone, lapis or quartz, since there is no real drawback. gunpowder would add an interesting mechanic imo.
i think tools could use more of these kind of modifiers, where its not neccessary to max them out, but to kind of find the sweet spot, where the tool or weapon works best for you.
anyway, there is potential for a ton of customization already in the weapon itself. custom ammunition might make things needlessly complicated. for example, how does custom ammunition interact with infinity? if infinity supplies you with vanilla ammunition, then your bow wont use your fancy custom made arrows. if it gives you infinite custom ammunition, then it might be crazy, because strong and resource intensive ammunition would make infinity a must have. and which type of ammunition will it give you, if you have multiple types in your inventory? how do you switch between different arrows? this might be a nightmare to code and balance.
- i also propose to change the piston for something else on swords, to add knockback. because currently, it looks pretty silly with a small piston on the sword. maybe gunpoweder for the knockback? or how about slime? its bouncy.
so does the spider eye. it would look cooler, if it was an actual eye, crafted on the hand guard in a manner, similar to the emerald. centered on the weapon.
- also, mdiyo. how do you feel about a level system for tools? in a manner, that tools gain some sort of xp, the more they are used (loose durability).
instead of 3 modifiers, every new tool or weapon would start out with only 1 modifier. (unless you craft paper parts in there). and the more you use the tool, the more it grows, and tiers of modifier slots are unlocked, as it levels. the idea is, that the player really can bond with a tool and build it up over time, crafting stronger and stronger enhancements on it in the tool station, the more hes using it.
example: upon creation of a pure iron pickaxe, you can add one modifier to your tool. so you put lapis on there, until you get fortune 1, but not further.
if youre using your tool enough, it will reach a point, where an additional modifier slot is unlocked. you can now decide, if you want to bump your fortune up to level 2, with more lapis, or put a new modifier on there. and so forth.
edit.: ok, since i already wasted this space. patterns should be one-time use only. because currently there is absolutely no reason to ever craft a cast, other than the ingot cast. patterns are cheap and easy, while aluminum brass casts are more complicated to produce. this would be enough of a reason. but also, if you already crafted a pattern, there is no reason to additionally craft the same cast.
you just smelt any metal and every alloy into ingots, and use the ingots with the wooden patterns, to craft your tools. many people, including me even just automate this process of crafting the ingots.
if patterns would just break with every use, then casts would have the advantage of only having to be crafted once. they would save you the hassle of crafting a new pattern, every time you need a new tool.
uh, doesnt vanilla already allow looting on a bow?
edit.: just crafted a looting 3 bow in creative on the anvil, with a book. so it works in vanilla.
A claymore in late game that has a better chance to "behead" your enemies(drop mob heads more) so hunting down wither skeletons isnt much of a pain.
Maybe the ability to make a katana?It has low durability, does average damge, but makes the enemy "bleed" which causes damage and death.
Wither heads could be used to tinker weapons to make the weapons give the wither effect to enemies?
Lastly, in mid to late game, the ability to make a crossbow, which needs more parts then other tools and weapons(maybe 6?). This weapon would be powerful and has longer range then the bow but, like real life, slow to load. could have most of the same attachments as the bow but instead of faster to charge, its faster to load unlike the other weapons, this weapon will need wood or cacti in it. Like the bow, it would also need string
Im not good at making suggestions but this will do
Instead of having an EU modifier, why not make it an Universal Electricity modifier, so that we are not restricted to having IC2 to power our tools. In addition, that might(?) make it so we can power the tools using our Modular Power Suits, which I atleast tend to use over IC2 armour anyways.
you can add any enchantment to anything in creative with anvils, you HAVE to try in survival if not its not tested
well, dang. i dont have a looting book in survival, to test it. either way, i dont see a problem with looting being available on ranged weapons.
Tools-
1. Sledge/Warhammer
5.Glaive
also, i want to get back to the idea of player and mob statues^^. just want to build a real spooky graveyard.
use /gamemode 0 to get to survival
Also, I couldn't get the AoE to work with said tool (using version included in FTB 1.5ngt v0.6.) What I assumed was that this would apply splash damage to mobs, similiar to the mechanics of the zephyr sword from thaumcraft3. Perhaps this only applies AoE to use on trees? {edit: in newer version, materials and you entry makes no reference to AoE attack and clearly states AoE applies to harvesting wood, disregard this comment. Also, for this topic, Thaumcraft3 doesn't exist =p. For AoE attack, use scythe which does receive looting from lapis}
Not sure what holding right-click does besides draw the weapon back and make a sound when released. I was intending to use one as a way to harvest multiple mobs from a mob farm at once. Also, not sure if knockback is working on it. I don't know if this is different in newer version, but haven't seen any mention in the changelog. {Edit: In newer version holding right click gives an awesome effect, and materials and you entry states this effect is still TBD}
A tool rack or other place-able block to display retired tools and tools not being currently used would be cool. Perhaps different types, ranging from simple pegs that could be placed against another block and hold a tool, a lockable display case with glass cover for SMP, or some grand display plated with gold and encrusted with diamond for my beloved supertools.
Finally, as a Gallade fan, how about some elbow blade type weapons that can attack at close range at a rapid pace and allow you to focus your fighting skills and innate psychic powers into a short range projectile type attack (spam left click for melee, charge right click for projectile, absolutely no knockback so the hits keep connecting) a la close combat and psycho cut. ;P {edit: i will not clarify this any, its up to the mod author to determine if this is even close to a valid idea, and if so I would trust his creativity over my admittedly silly request of ripping off another game entirely. And apparently according to posts on the main TC forum, his avatar may just be Gardevoir, perhaps I just had my hopes up =p}
Overall, I love the mod and everything about it. Keep up the good work. Can't wait to see what you have in store for us in the future. =D
Different types of armor for each slot, so:
Head:
Helmet (Heavy)
-Crest
-Helm
-Chinguard
Mask (Light)
-Faceguard
-Helm
-Chinguard
Headgear (Medium)
-Crest
-Helm
-Faceguard
Body:
Heavy Chestplate (Heavy)
-Breastplate
-Backplate
-Shoulderguard
Plate Tunic (Light)
-Shoulderguard
-Plate
-Binding
Light Chestplate (Medium)
-Breastplate
-Shoulderguard
-Binding
Legs:
Leggings (Heavy)
-Leg Guard
-Strap
Greaves (Light)
-Plate
-Strap
Feet:
Heavy Boots (Hopefully you can figure these out)
-???
Light Boots
-???
Some type of weight system would be implemented, where more weight=less movement speed, but armor pieces with high weight would balance it with high defense values.
For ranged weapons:
Recurve Bow (Medium Damage, Medium Firing Speed)
-Curved Rod x2
-Bowstring
Longbow (High Damage, Low Firing Speed)
-Rod
-Curved Rod
-Bowstring
Crossbow/Repeater (Low Damage, High Firing Speed)
-Curved Rod
-Mechanism
-Bowstring
The quiver would be craftable with wood, string and leather, and would have 18 slots for arrows, which would be customizable as well
Light Arrow (Light Damage, Retrievable)
-Small Head
-Rod
-Fletch
Heavy Arrow (Heavy Damage, Non-Retrievable)
-Broadhead
-Rod
-Fletch
Potion Arrow (Light Damage, Potion Effect, Non-Retrievable)
-Glass Bottle
-Rod
-Fletch
Modifiers could add things like Explosive (gunpowder), Flaming (Blaze Powder), Poisonous (Spider Eye). Potion Arrows would be filled by crafting them w/ a potion, (returning the glass bottle) and if a splash potion is used, it becomes Volatile, and causes a weak explosion along with a potion effect.
THE END.
-Crafted with 2 Though Tool Rods, 1 Spear Head and 1 Though Binding.
-The spear have more reach than other weapons, but same damage and durability as the Battleaxe.
-Special Ability: Stab.
The Stab is an Middle-Range hability. Just like a bow, as more it charges, more is its damage. The Stab range is up to 3 blocks longer as the common attack, and when fully charged, it can deal double of the Spear's common attack damage, but it takes double as the bow to charge. (The Stab also have the knockback of a Battleaxe, and its armor-piercing)
-Stabbing will give the player SLOWNESS stat for 3 seconds.
Javelins:
-Crafted with 2 Tool Rods, 1 Binding and 1 Spear Head.
-Same reach as the spear
-Durability of a knife
-Damage of a Broadsword
-Special Ability: Throw. Yeah. Thats it. Just like the knife.
P.S: Im sorry for bad english xD
Maybe thats because it calls BATTLEAXE.
first, reducing all 3 of the books into one single book, where chapters are added while you progress in the mod. instead of having an extra book for materials or mighty smelting, it would all be added to the first book.
second. since this is going to make the book pretty big, it would be nice if the index would contain links to the chapters. so we can directly jump to the chapter were looking for.
either way, at least the linking should be possible, and very appreciated. ive seen it done in other mods.
- Beginner Book (crafting and such)
On creation of a Tool Table:
- Tool Description Book (All the different tool types)
On creation of a Parts Builder:
- Modifiers/Materials (Because I have to flip through multiple pages of tool tips to get to the materials and such fir information)
On creation of Smeltery Brick Block:
- Forges
Then give us an option to burn to books.