Tinkers' Construct Overhaul
*** Original code by mDyio can be found here. ***
I've modified Tinkers' Construct for myself and a few friends and have enjoyed it for quite awhile now. I have finally decided to share the fruits of my labor. This mod is a complete rework of Tinkers' Construct.
Tinkers' Construct overhaul changes some fundamental functions of tools and re-balances tool usefulness.
A complete list of changes this mod makes:
Complete graphical rework.
Paper Stack has been renamed to Composite Scale.
The Frying Pan has been replaced with the Mace tool, which can hit through armor and stun the enemy.
The Battlesign has been replaced with the Buckler (shield) tool, which reduces damage taken. Shield bashing reduces enemy damage output for a short period.
Daggers are a lighter tool, enhancing the wielder's speed when equipped. Daggers also poison viable mobs on contact.
The broadsword offers extra passive damage resistance when equipped.
Shortbows have been renamed Crossbows and Arrows have been renamed Bolts.
The Mattock is now a throwing weapon while retaining all previous functions.
Cobalt and Manyullyn have been renamed.
New armor pieces have a chance to spawn in jungle and desert temples respectively.
Installation Instructions:
This mod is a replacement for Tinkers' Construct. In order to run correctly, any other version of Tinkers' Construct must be removed. Simply place TConOverhaul_1.6.4_X in your mods folder.
Changelog:
TConOverhaul_1.6.4_1.0.4
rune ore now generates in the overworld near lava
new armor type
wither drops updated
ender dragon drops updated
new chisel detailing: void essense -> Void Block
TConOverhaul_1.6.4_1.0.3
tools are no longer indestructable
small texture fix
TConOverhaul_1.6.4_1.0.2
Fixed arrow duplication glitch from vanilla tinkers'
Huge Thanks goes out to mDyio and his team for creating and maintaining such an amazing mod. None of my efforts would have been possible without their willingness to allow modders like myself to view their source code. This mod follows the licensing of Creative Commons 3.0.
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Join Date:
4/10/2012
Posts:
83
Minecraft:
thunder_nova
Member Details
Interesting, yet about the steel part, it would be more useful in a modpack if the iron itself is not smelted in a furnace as so. There are many modpacks that uses iron in a furnace. Perhaps creating a furnace using the same material as the smeltery in which will have 2 slots (a 3rd for heat source) for making mixed metals between a metal and a non-metalic solid such as coal and gunpowder. This will also add ideas to add your own materials or metal.
For shields and similar, you can also try adding a shield slot. It can be beneficial since you can make many types of shields with a different effect, such as battlesigns will reduce damage from zombies, spiked shield will have thorn, and so on.
I am a problem seeker, so I can solve them. When I see a problem, that I did, I try to fix it. When there are problems I can't fix, I ask for help. But when people wants to make problems, even unknowingly, I try to stop them. Sometimes I get hurt, but will stand up after I fall.
Interesting, yet about the steel part, it would be more useful in a modpack if the iron itself is not smelted in a furnace as so. There are many modpacks that uses iron in a furnace. Perhaps creating a furnace using the same material as the smeltery in which will have 2 slots (a 3rd for heat source) for making mixed metals between a metal and a non-metalic solid such as coal and gunpowder. This will also add ideas to add your own materials or metal.
For shields and similar, you can also try adding a shield slot. It can be beneficial since you can make many types of shields with a different effect, such as battlesigns will reduce damage from zombies, spiked shield will have thorn, and so on.
Interesting Ideas, I will consider changing the recipe for steel to avoid smelting recipe conflicts in the future.
So instead of downloading the source of TCon, changing a few lines, compiling it, and renaming it, couldn't you have, I dunno... actually made an addon that changed the things you needed?
This is not an addon. This is a copy of the Original mod with some things changed.
I would appreciate if you'd instead go to the original thread and download the actual mod.
While I disagree with the spirit of this modification to an already-popular Mod, I can no longer object, as this thread follows all the rules I currently know about.
I would change my mind if this particular branch of Tinker's begins to vary widely with the Main one.
I look forward to the future.
So instead of downloading the source of TCon, changing a few lines, compiling it, and renaming it, couldn't you have, I dunno... actually made an addon that changed the things you needed?
Could have, but this is just my personal version of the mod. I altered it for myself initially but was encouraged to share it so others may enjoy my tweaks.
This is not an addon. This is a copy/paste with only ~20 lines changed*. Do not use this thread. Instead go to the original thread and download the actual mod.
Mods, if this post is reported, Please view the Original Post of this thread and delete the thread. This modification of Tinker's Construct has been posted without linking to the License of the Original Product, violating the License of the Original Product. This is the case as of the posting date of this post. I will edit this post if it changes. Thanks for your time.
*This has been verified by downloading both files and comparing.
No where was it stated that this is an add-on. I have specified that this is merely another version of Tinkers' Construct and have attributed full credit to the original mod author mDiyo. I'm afraid your comparison is a bit faulty; I've added and changed several hundred lines of code (adding and editing fletching types in several different classes, adding / fitting in new entity iDs, adding several new armor types, ect..). Again I have no intention of gaining anything from this and attribute all credit to the original mod author. If this becomes any bit of a problem I'll take down this thread.
Edit: I appreciate your advice to link the license.
i would love to see a 1.7.10 version of this that also works with tsteelworks, ThaumicTinker and inuanaTinkerTweaks.
I have tried the mod in 1.6.4 and it is great but all the mods and modpacks are moving into 1.7.10 so it kills me to see great mods like this get lost in the move.
Keep up the work and don't worry about what others say.
I wish I dug deeper into the forums to find this. Seems like an interesting branch off of Tinkers. I think it would be nice having it as an addon though, or if not possible, having some aspects of it modular like Iguana's Tweaks has theirs I especially like the extra functionality and the new tools on here though, and I second having it work with addons in the future, because that would awesome.
Thanks for all the support! I will consider looking into addon compatibility in versions to come. As of right now, I regrettably have no time to work on updating TConOverhaul. I definitely intend to update this mod sometime in the future when I have the time to do so.
*** Original code by mDyio can be found here. ***
I've modified Tinkers' Construct for myself and a few friends and have enjoyed it for quite awhile now. I have finally decided to share the fruits of my labor. This mod is a complete rework of Tinkers' Construct.
Tinkers' Construct overhaul changes some fundamental functions of tools and re-balances tool usefulness.
A complete list of changes this mod makes:
My other mod: StapleTweaks_1.6.4_1.0.7
For shields and similar, you can also try adding a shield slot. It can be beneficial since you can make many types of shields with a different effect, such as battlesigns will reduce damage from zombies, spiked shield will have thorn, and so on.
Interesting Ideas, I will consider changing the recipe for steel to avoid smelting recipe conflicts in the future.
No, although I may add a frying pan as a standalone item for just that.
I would appreciate if you'd instead go to the original thread and download the actual mod.
While I disagree with the spirit of this modification to an already-popular Mod, I can no longer object, as this thread follows all the rules I currently know about.
I would change my mind if this particular branch of Tinker's begins to vary widely with the Main one.
I look forward to the future.
Could have, but this is just my personal version of the mod. I altered it for myself initially but was encouraged to share it so others may enjoy my tweaks.
No where was it stated that this is an add-on. I have specified that this is merely another version of Tinkers' Construct and have attributed full credit to the original mod author mDiyo. I'm afraid your comparison is a bit faulty; I've added and changed several hundred lines of code (adding and editing fletching types in several different classes, adding / fitting in new entity iDs, adding several new armor types, ect..). Again I have no intention of gaining anything from this and attribute all credit to the original mod author. If this becomes any bit of a problem I'll take down this thread.
Edit: I appreciate your advice to link the license.
As of right now no, I may look into this more in the future if it becomes more highly demanded.
I have tried the mod in 1.6.4 and it is great but all the mods and modpacks are moving into 1.7.10 so it kills me to see great mods like this get lost in the move.
Keep up the work and don't worry about what others say.