If you haven't heard of the mod Tinkers Construct - go play it now! It is an awesome mod that revolutionized some aspects of how tools work. It did however abandon the use of experience so I made a mod that currently adds a small toolset of the second tier tools (hammer, excavator) as well as a sword that does added damage based on the players experience. I wanted something that encouraged players to retain experience so that it has more value as well as a smaller mod to fit in a light pack.
The Tools
Currently there is a sword, a hammer, a pickaxe and an excavator equivalent in but I plan on adding more.
The tools generally mine faster as you gain more experience and some have other buffs for when the player has a certain number of levels.
The Hammer mines in a 3x3 area by default, but if you have over 20 levels and sneak, you can mine one block. The same is for the Earth Mover
The Sword does a flat amount of damage as well as bonus damage based on the players experience. (The data is in the tooltip).
The pickaxe has a custom fortune feature, as the player hits 25 experience levels and other multiples of 25, the pick will have a chance to spawn extra drops when mining. This currently caps at level 10. It works separately from the fortune enchantment so you are still able to enchant this pickaxe.
The Material
I decided to do something different than the average tool mod and added a tree that spawns gems in its core instead of adding yet another ore to the ground gen.
You can dig up through the middle of the tree to find the gems if you want to leave the scenery as it is. You will also need hardened sticks that drop from the leaves of the tree (currently in the place of saplings). The heads of the tools are all made separate from the handle and there is a special custom crafting mechanic. (please utilize nei at the moment for the head and handle recipes)
Tool Crafting
The tool heads need to be attached to the handle in the anvil, each component is made separately and then joined as follows
The other tools follow suit. (you don't need 6 handles, only one will be consumed)
Growing Trees
As of version 0.1.4a I have added in a sapling to grow the trees with. The saplings are a very rare drop from the leaves but due to the large number of leaves per tree you will likely get ~3-6 per tree.
The saplings don't work quite the same as the regular vanilla saplings but there are lots of config options regarding them to help the user decide how they like to run things.
The saplings take longer to grow than regular saplings, they use all 16 metadata for rudimentary age and have a chance to update each tick or with bonemeal.
The saplings by default don't produce trees that spawn with gems in their cores, this can be changed in the config.
Another choice is that you can randomize the chance of a tree spawning with the gems, there is currently a 1/3 chance of that happening if you enable the gem spawn.
There are also options for how many gem logs spawn on average per tree, in its core.
Config Options
I hope to give most things config options
Config options as of 0.1.4a are the following:
Magnanimous Tool material mining level, efficiency, damage, durability, enchantability
Overriding disabilities for the individual tools (you can chose to buff the hammer for example)
Enable the special features
sneak to mine one block with the hammer or earth mover
custom fortune on the pick
xp based speed boost on the tools
xp damage increase
Enable/disable all tools
Completely customize tree-gen and interaction with the saplings
lower/raise tree occurence
change likeliness of gem spawns
enable/disable trees spawning in flat worlds
enable/disable the use of bonemeal on saplings
enable/disable gems spawning in trees.
xp requirement for the sneak-single block harvest
For the Future
I plan to make as much configurable as I absolutely can, that means that any hard values you may see up above or in game will be modifiable
I will also add a sapling that will drop from the leaves and can grow the tree (the gem spawns are being considered).
I am adding the other tools from the set (sickle as well as the basic tools)
The idea is pretty awesome and unique, I'll be following this mod for sure. I like the idea of tools based on natural things rather than manufactured metals and alloys. Perhaps a minecraft nature revolution is on the horizon?
Woah! Pretty cool mod! I like the originality and the uniqueness of this mod!
Questions:
a. Purpose of this Mod?
b. What is Magnanimous?
Feedback:
a. I like the gems in the trees one! So original. 10/10.
b. I like the color and the textures!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
The idea is pretty awesome and unique, I'll be following this mod for sure. I like the idea of tools based on natural things rather than manufactured metals and alloys. Perhaps a minecraft nature revolution is on the horizon?
Woah! Pretty cool mod! I like the originality and the uniqueness of this mod!
Questions:
a. Purpose of this Mod?
b. What is Magnanimous?
Feedback:
a. I like the gems in the trees one! So original. 10/10.
b. I like the color and the textures!
I do hope to add in the full toolset pretty soon, I am currently trying to tidy things up behind the scenes so that I can implement more config options as I implement new features.
The idea was so that I could put it in a pack that encouraged you to spend more time out in the world instead of either in a mine or in a base. I wanted something that seemed somewhat magical without requiring any sort of crazy magic power systems or whatnot, just sticking to some of the basics that fit vanilla minecraft. I really like Tinkers Construct (why I gave it a shoutout in the original post), but especially with the new ranged weaponry it seems a little much for me. All I ever made was a manyullin hammer, pick and lumber axe.
The word "Magnanimous" means: very generous or forgiving, especially toward a rival or someone less powerful than oneself, free from petty resentfulness or vindictiveness. And some of the synonyms are: noble, chivalrous, altruistic etc. Mainly I like the word and it can be shortened to MagTools and still sound cool.
Hey man, first off I wanted to say great mod, but I also wanted to ask if you could help me revive a great weapon mod that's been dead for a while now.
Great mod anyways and I wanted to know if you could disable some tools in the config for those that don't use tinker's and feel like having one hammer in NEI seems out of place.
thanks anyways, hope you can expand this mod.
I am too busy right now to take on projects outside of the small mods I work on and the work for the Phoenix Team (https://www.patreon.com/Phoenixteam) but I will add in an option to disable the various features of the mod.
Great mod anyways and I wanted to know if you could disable some tools in the config for those that don't use tinker's and feel like having one hammer in NEI seems out of place.
You can now disable all of the tools in the mod (disabling a tool will also disable the head component for it)
This was harder than I had hoped it would be. The way the event subscription works is basically a last ditch method of changing the drop of the block and none of the info coming from the regular block methods reflects the changes. For example, the iron block drops iron chunks, and xp, but the block information that gets called will always say no xp, and one fixed drop of itself. Adding in compatibility would create too many edge cases unless I can find a legitimate way of getting it to work. Sorry :/
Anyways in 0.1.4a I have added many config options again and saplings - check the main post for more info!
Yes someone also reported this to me. I changed it so that they A: only generate in the overworld, and B: require at least some physical ground under them.
The problem with what I had was I do a calculation mapping out the terrain roughness and determining if a tree could survive there, because the tree's base is so big, all of the blocks don't *need* to be ground, it can just adapt downward, like I have it. The overworld returns something worthwhile for the top world block, but the aether doesn't because it has areas with nothing. Interesting bug indeed...
But I did push a fix for this the other day 1.7.10-0.1.5 has it.
Oh so there are saplings in the latest version? I misunderstood the info on the Curse page. I'm super excited to add this mod to my pack now, I really like the idea of randomizing gem spawn in trees in the config.
I am enjoying this mod, but I have discovered the logs and planks don't burn in a vanilla furnace. Is this intentional or a bug? Given how much wood you get from a single tree, It would be very nice if you could use that wood as fuel or make charcoal out of it.
I fixed the issue with the hammers breaking right away when you craft them, unfortunately as a side effect you can no longer change the name while making the tool (how the forge event works). I also removed the recipe that resulted in an item that wasn't passed through the game registry (which should fix some random crashes with other mods such as crafting table IV).
Next (when I get around to it), is finishing the axe, and adding a scythe.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
What are the modpack terms for this mod? May I be allowed to use it in my modpack? I see tinkers as a very cool mod but the weapons are just too OP and ruin the aspect of PvP. This would be a nice replacement for those who still would like to use hammers for mining and have a cool pickaxe with fortune.
Overview
If you haven't heard of the mod Tinkers Construct - go play it now! It is an awesome mod that revolutionized some aspects of how tools work. It did however abandon the use of experience so I made a mod that currently adds a small toolset of the second tier tools (hammer, excavator) as well as a sword that does added damage based on the players experience. I wanted something that encouraged players to retain experience so that it has more value as well as a smaller mod to fit in a light pack.
The Tools
Currently there is a sword, a hammer, a pickaxe and an excavator equivalent in but I plan on adding more.
The tools generally mine faster as you gain more experience and some have other buffs for when the player has a certain number of levels.
The Material
I decided to do something different than the average tool mod and added a tree that spawns gems in its core instead of adding yet another ore to the ground gen.
You can dig up through the middle of the tree to find the gems if you want to leave the scenery as it is. You will also need hardened sticks that drop from the leaves of the tree (currently in the place of saplings). The heads of the tools are all made separate from the handle and there is a special custom crafting mechanic. (please utilize nei at the moment for the head and handle recipes)
Tool Crafting
The tool heads need to be attached to the handle in the anvil, each component is made separately and then joined as follows
The other tools follow suit. (you don't need 6 handles, only one will be consumed)
Growing Trees
As of version 0.1.4a I have added in a sapling to grow the trees with. The saplings are a very rare drop from the leaves but due to the large number of leaves per tree you will likely get ~3-6 per tree.
The saplings don't work quite the same as the regular vanilla saplings but there are lots of config options regarding them to help the user decide how they like to run things.
The saplings take longer to grow than regular saplings, they use all 16 metadata for rudimentary age and have a chance to update each tick or with bonemeal.
The saplings by default don't produce trees that spawn with gems in their cores, this can be changed in the config.
Another choice is that you can randomize the chance of a tree spawning with the gems, there is currently a 1/3 chance of that happening if you enable the gem spawn.
There are also options for how many gem logs spawn on average per tree, in its core.
Config Options
I hope to give most things config options
Config options as of 0.1.4a are the following:
For the Future
Download
Config options for many different tool settings added on v0.1.3 - check the Main Post for details
Any feedback is appreciated
The idea is pretty awesome and unique, I'll be following this mod for sure. I like the idea of tools based on natural things rather than manufactured metals and alloys. Perhaps a minecraft nature revolution is on the horizon?
[center][url=
Woah! Pretty cool mod! I like the originality and the uniqueness of this mod!
Questions:
a. Purpose of this Mod?
b. What is Magnanimous?
Feedback:
a. I like the gems in the trees one! So original. 10/10.
b. I like the color and the textures!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
I do hope to add in the full toolset pretty soon, I am currently trying to tidy things up behind the scenes so that I can implement more config options as I implement new features.
The idea was so that I could put it in a pack that encouraged you to spend more time out in the world instead of either in a mine or in a base. I wanted something that seemed somewhat magical without requiring any sort of crazy magic power systems or whatnot, just sticking to some of the basics that fit vanilla minecraft. I really like Tinkers Construct (why I gave it a shoutout in the original post), but especially with the new ranged weaponry it seems a little much for me. All I ever made was a manyullin hammer, pick and lumber axe.
The word "Magnanimous" means: very generous or forgiving, especially toward a rival or someone less powerful than oneself, free from petty resentfulness or vindictiveness. And some of the synonyms are: noble, chivalrous, altruistic etc. Mainly I like the word and it can be shortened to MagTools and still sound cool.
Fortune from Magnanimous tools does not work with fortune ores.
I am too busy right now to take on projects outside of the small mods I work on and the work for the Phoenix Team (https://www.patreon.com/Phoenixteam) but I will add in an option to disable the various features of the mod.
Are you using Fortune Ores 1 or 2? and I checked how Demoxin uses the harvest event but I am not sure I can make compatibility with that.
Fortune ores 2, it';s fine if you can't.
You can now disable all of the tools in the mod (disabling a tool will also disable the head component for it)
This was harder than I had hoped it would be. The way the event subscription works is basically a last ditch method of changing the drop of the block and none of the info coming from the regular block methods reflects the changes. For example, the iron block drops iron chunks, and xp, but the block information that gets called will always say no xp, and one fixed drop of itself. Adding in compatibility would create too many edge cases unless I can find a legitimate way of getting it to work. Sorry :/
Anyways in 0.1.4a I have added many config options again and saplings - check the main post for more info!
Yes someone also reported this to me. I changed it so that they A: only generate in the overworld, and B: require at least some physical ground under them.
The problem with what I had was I do a calculation mapping out the terrain roughness and determining if a tree could survive there, because the tree's base is so big, all of the blocks don't *need* to be ground, it can just adapt downward, like I have it. The overworld returns something worthwhile for the top world block, but the aether doesn't because it has areas with nothing. Interesting bug indeed...
But I did push a fix for this the other day 1.7.10-0.1.5 has it.
Oh so there are saplings in the latest version? I misunderstood the info on the Curse page. I'm super excited to add this mod to my pack now, I really like the idea of randomizing gem spawn in trees in the config.
Formerly known as ORabbit around these parts.
I like the mod so far and been playing with it in Horizons: Daybreaker pack. Unfortunately running into an issue with the hammer dying after 1 use.
Update: Hmmm spawned a new one in and now works fine. Maybe it was the Matter Overdrive ore. I'll have to test.
I am enjoying this mod, but I have discovered the logs and planks don't burn in a vanilla furnace. Is this intentional or a bug? Given how much wood you get from a single tree, It would be very nice if you could use that wood as fuel or make charcoal out of it.
Formerly known as ORabbit around these parts.
I don't know why the hammers seem to be breaking on first use, but it's been happening to more people. Will look into.
And I'll be pushing a release that removed the recipe for an unregistered item, it breaks with the crafting table IV mod.
I fixed the issue with the hammers breaking right away when you craft them, unfortunately as a side effect you can no longer change the name while making the tool (how the forge event works). I also removed the recipe that resulted in an item that wasn't passed through the game registry (which should fix some random crashes with other mods such as crafting table IV).
Next (when I get around to it), is finishing the axe, and adding a scythe.
Scythe? Awesome!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
It seems every time I attack a slime with the sword my server crashes... very strange.
Is this dead?
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
What are the modpack terms for this mod? May I be allowed to use it in my modpack? I see tinkers as a very cool mod but the weapons are just too OP and ruin the aspect of PvP. This would be a nice replacement for those who still would like to use hammers for mining and have a cool pickaxe with fortune.