This is the place to suggest ideas for Tinkers' Construct. Any and all suggestions are acceptable as long as the guidelines are met.
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.
A tool, that it decently exspensive that is good for everything (except fighting) You'd Need a Pick Head, Axe Head, Shovel Head, Tool Rod,
and a binding. (sorry about the order :P)
Create more modifiers.
Tools made from slime materials could be bouncy, creating stronger knockback against foes. Adding glowstone dust to a tool can cause it to give off light, giving the player a mobile light source when it's the active item currently held. Adding Ender Pearl to a tool can cause struck enemies to teleport a random distance in a random direction and cause blocks and items to instantly enter the player's inventory without dropping to the ground. That's especially useful when mining diamonds and such near lava. Adding snow to a tool will cause struck mobs to slow in movement and adding ice blocks will freeze a mob in place for a short while.
Ranged combat is also something that can be touched more on.
Special arrows can be made in TC by adding items as modifiers to arrows. Adding gunpowder to an arrow would make an explosive arrow that can instant-kill a mob it hits while creating a blast on contact with any surface that damages nearby blocks and mobs. Adding coal to an arrow would create flaming arrows which ignite whatever they hit whether it's a mob or a block. Adding glowstone dust to an arrow would make a torch arrow, which can light dark areas from a distance by placing a glowstone torch on contact with a surface or at a mob to make them more visible and into a mobile light source.
I am the complete opposite of the ranged weapons: the modifiers should be on the bows not the arrows. Bows should be made up of 3 parts, each like the pickaxes and modifiers like blaze should be the ones launching fire arrows.
Special abilities should be a bow that launches blocks. that way we can fling a torch up on a wall or glowstone to a ceiling. It also creates the wonderful situation of launching an anvil to a wall and crushing a creeper.
Biggest feature you should add: CROSS COMPATIBILITY WITH NATURA! I know both are being worked on by you and I should be able to use all the woods to make the blocks and frames and stuff.
I am the complete opposite of the ranged weapons: the modifiers should be on the bows not the arrows. Bows should be made up of 3 parts, each like the pickaxes and modifiers like blaze should be the ones launching fire arrows.
Special abilities should be a bow that launches blocks. that way we can fling a torch up on a wall or glowstone to a ceiling. It also creates the wonderful situation of launching an anvil to a wall and crushing a creeper.
Biggest feature you should add: CROSS COMPATIBILITY WITH NATURA! I know both are being worked on by you and I should be able to use all the woods to make the blocks and frames and stuff.
Not to be a jerk or anything, but there are a few problems there.
How would a bow made of three different parts work unless it's a compound bow, which is a little high-tech for vanilla minecraft? The basic bow is just a string and a body, not a lot of need for more parts than that. And let's not forget how strong the materials in Tinkers Construct are. Ever try bending a bow made from material stronger than diamonds? And as for the arrows, it's more likely that an archer would modify his arrows, not his bow, to perform special attacks. Think Hawkeye from The Avengers. Or Green Arrow. Their bows are high-performance, but it's their arrows themselves that have all the nifty gadgets and special effects in them. Adding modifiers to arrows instead of bows just makes more sense.
And instead of a bow that launches blocks (just picturing how Steve would fire a block half his size from a small bow is ridiculous), how about a new item actually designed to launch a moderately-sized block of material, like a catapult of sorts? It could act like a frying pan, placeable and with an inventory you can load with blocks. You aim and right-click to launch a block a distance.
And as for cross-compatibility with other mods, the creator mentioned IN THE VERY FIRST POST IN THIS THREAD that TC is an extension of vanilla minecraft and that OTHER MODS DO NOT EXIST for the purposes of this thread.
A tool, that it decently exspensive that is good for everything (except fighting){...}
{quote about retrievable daggers here}
Yeah or dagger with ropes that you can climb.....
There isn't quite much of a way to make 'decently expensive' tool as far as I've seen in TC. While multi-tools are nice, I'm not sure an omni-tool is appropriate. Especially since tools are practically infinite here.
While daggers with ropes as portable/temporary ladders is an interesting idea, thrown daggers are already retrievable. Just walk up to them like an arrow that missed. Leaving out a way to just get your dagger back with a click of the mouse adds some strategy to combat. Now you can't just throw a dagger again and again at mobs. You have to decide when to best use the ranged ability. I believe that balances the weapon quite nicely.
Create more modifiers.
{...}
Adding Ender Pearl to a tool can cause struck enemies to teleport a random distance in a random direction and cause blocks and items to instantly enter the player's inventory without dropping to the ground.
{...}
Ranged combat is also something that can be touched more on.
Special arrows can be made in TC by adding items as modifiers to arrows.
{...}
I'm not sure I want my enemies teleporting around randomly when I'm fighting them, endermen doing it are trouble enough! I know, "Then don't add the modifier, duh!" But if an ender modifier is added, I believe that a better use is to teleport the player like a use of the pearl. Implementation is up for discussion. I do like the idea of possibly adding drops directly to inventory, though.
I am the complete opposite of the ranged weapons: the modifiers should be on the bows not the arrows. Bows should be made up of 3 parts, each like the pickaxes and modifiers like blaze should be the ones launching fire arrows.
Special abilities should be a bow that launches blocks. that way we can fling a torch up on a wall or glowstone to a ceiling. It also creates the wonderful situation of launching an anvil to a wall and crushing a creeper.
{...}
{...}
How would a bow made of three different parts work unless it's a compound bow, which is a little high-tech for vanilla minecraft? {...} And as for the arrows, it's more likely that an archer would modify his arrows, not his bow, to perform special attacks. {...}Adding modifiers to arrows instead of bows just makes more sense.
And instead of a bow that launches blocks (just picturing how Steve would fire a block half his size from a small bow is ridiculous), how about a new item actually designed to launch a moderately-sized block of material, like a catapult of sorts?
{...}
I agree with Damien here. I would prefer the modifiers on my bow. Reasons:
1) Modifiers on the arrows would get expensive quite quickly. Especially if you had to add modifiers to individual arrows. Mods effecting a whole stack of arrows would mitigate the problem some, but heavy bow users seem penalized compared to melee fighters even in this case. (Not to mention the continued crafting of arrows! But that's a minecraft thing, not a TC thing.)
2) Switching the currently used bow seems much easier than dealing with switching between which arrow is being used.
3) Personal preference.
While modifiers on the arrows would probably fit the concept of this mod better, the mechanics of minecraft in general suggest modifiers on the bow would work better.
As for imagining Steve firing blocks half his size from a small bow? He can carry around hundreds of those blocks in his pockets. He can simply pick one up with stiff arms and relocate it almost at will. Shooting a block with a small bow makes sense. In minecraft. I tend to work off of something I call 'Minecraft Realism' which allows for more flexibility than standard 'Realism'.
Make Halberds a thing. It could be like, Axe Head, The rapier head, and tool rod. It could be like the Mattock, a Multitool! It could be a weapon, and an axe/hatchet!
Okay I'm going to talk about ranged weapons as thats what is on my mind at the moment.
The way I see it we have a couple of options with bows:
1)Enhance the Bow
This is nice as it means that we don't have to continue to make special arrows. The draw back I see is that this should be a tool, and assuming there are other ranged weapons, we might want standard enhancements to effect them all the same.
2)Enhance the arrows
This is nice as they can be stronger as they are consumable and possibly some cross mod compatibility. Issue is having to constantly craft new ones.
My recommendation is simple: Quiver. Make a quiver where we enhance it for things specific to the bow and we put arrows in it. Want multiple types of arrows? Carry more than one. Maybe hold the quiver and right click to use its arrows. Or a key-bind to cycle.
This also means that any ranged weapon can have an 'ammo holder' to keep standard enhancements on the weapons and others on the ammo.
So durability would go on the bow but fire damage on the quiver.
I'd also suggest that the ability to get an 'infinite' enhancement but it be expensive and weaker than a normal shot per shot. Maybe it takes a nether star and condensed ender pearl (9 ender pearls. Also acts as storage.). It'd be weaker than a normal arrow by half or more and couldn't get the enhancements of other ammo but you wouldn't have to carry extra items to use the weapon.
Ok suggestions for traps I think you asked for them on other thread.
Traps/protection ideas
1 I will call them jacks as they look like jacks only in block form.
A to make the block you need 3 log and they are carved into wooden spears then tied together with a binder in groups of 3 a modifyier could be poison and this block would last like 30 bumps. Upgrades would be an iron version where you have three iron spears made out of 1 iron block last 300. With an iron binder. So forth and so on.
2. A boom box trap. This is where a block will explode and launch player or critter up Into air without destroying surrounding blocks a wooden boombox last for 3 uses iron would last 30 or more. Boxes also need Tnt inside to work gunpowder only though in wood? To make you need chest stone pressure plate and something to make like planks or bars? The boom trap box also will be able look like any block it is touching you just need to look inside at interface.
3 bait sent box place inside a item and it will attract mobs for a set distance based on quailty of box colored smoke when its working. Examples of attact items would be raw meat for zombies arrows for skeletons a bucket of water for slimes(they seem to drown alot in them) heads for creepers, bucket of lava for magma cubes, gold for pigmen and etc
The Ability to dye different parts of tools so that you can have your own COMPLETELY unique tools. For example, I want a Manyullyn sword with a blue hilt, blue handle, and light gray handle (to look similar to the Master Sword). But I don't wanna use other metals because they would make my super sword not so super.
Also, since the ice and glowstone abilities hasn't been implemented yet I thought I had an idea for that. The ice ability should slow mobs and the glowstone should give tools Smite (as an opposite to necrotic bones' "evil" property)
Last thing is to add Hammers. Hammers could have a natural knockback effect and have strong but slow attacks (the slower attack could be similar to Mining Fatigue).
I am the complete opposite of the ranged weapons: the modifiers should be on the bows not the arrows. Bows should be made up of 3 parts, each like the pickaxes and modifiers like blaze should be the ones launching fire arrows.
Special abilities should be a bow that launches blocks. that way we can fling a torch up on a wall or glowstone to a ceiling. It also creates the wonderful situation of launching an anvil to a wall and crushing a creeper.
Biggest feature you should add: CROSS COMPATIBILITY WITH NATURA! I know both are being worked on by you and I should be able to use all the woods to make the blocks and frames and stuff.
agreed. imo forget crafting arrows from different materials, and stick with vanilla amunition. the modifiers should be placed on the bows, like youre doing with the swords and tools right now.
The Ability to dye different parts of tools so that you can have your own COMPLETELY unique tools. For example, I want a Manyullyn sword with a blue hilt, blue handle, and light gray handle (to look similar to the Master Sword). But I don't wanna use other metals because they would make my super sword not so super.
...
I like the idea of dyeing different tool/weapon parts. And on the note of appearance, I think the mossy modifier takes over the look of the tool/weapon a bit too much.
And as for cross-compatibility with other mods, the creator mentioned IN THE VERY FIRST POST IN THIS THREAD that TC is an extension of vanilla minecraft and that OTHER MODS DO NOT EXIST for the purposes of this thread.
Except that Natura is HIS mod, as much as I agree that mentioning RedPower and Gregwhatever is counter-productive. Compatibility with a Mod he recommends you play with that is made by him is a good suggestion. We can agree to disagree on this point, don't bother bringing this up as I'm not going to again.
Secondly, he suggested that he wanted a way to lodge torches in the walls, I was expanding on that.
As for the bows, there are two reasons why it should be the BOWS not the ARROWS
1) Customization of your weapons and tools are the biggest plus of this mod. This is the only mod of it's kind with this much complexity between everything and you add a personal attachment to your weapons. What would you rather have out of the following:
- Arrow crafting that requires a different system and different means of making damage. Also the different arrows will fill your inventory, not to mention there will be no specific way of changing what arrows you'd like to use. Wanted to use a fire arrow to kill the skeleton near your house? Too bad you just fired the explosive one, missed and there goes your wall.
- Bow customization would not only keep in the theme of the mod of customization of the tools and weapons but make the inventory work well too. Why settle for a wood bow when you an modify the bow with Cobalt, Paper and Obsidian? Maybe make a bow that does little damage, but launches a few different status effects? That's the point.
2) The system is already in place to customize weapons and tools. All he would have to do is add a "Bow" spot to the mod and add three slots: Body, handle and tips. He doesn't have to get all technical, this is all he needs.
As another note, people have been more into the bow customization over arrows too. As much as you wanna tell me that other mods don't exist in regards to this mod, bow customization is unique while custom arrows are not.
As for suggestions, here are some modifiers!
- Spider Eyes: Adding 25-50 spider eyes will add Poison damage to the weapons. While this is not effective versus zombies, spiders and skeletons, it will be effective versus being of the Nether. The benefit is that you have an enchantment for adding damage to beings of both worlds. Nether Mobs being immune to the fire enchantment and most hostile overworld mobs being immune to poison. This would compliment each other nicely, maybe make it so that you have to chose one or the other.
Benefit is that it gives use to spider eyes, while needing to get a ton of them for the enchantment.
- FermSpiderEye: Adds weakness shots to weapons. This would be more effective versus players in PVP, as well as the large mobs such as the Slime King and whatever else you are tossing in. Gives a use and need to craft fermented Spider Eyes.
HOWEVER, if Weakness isn't something you want applied on a sword, make it Bane of Arthropods.
-Smite: I was thinking of a way to add this to weapons. Maybe combining 2 glowstone and 2 zombie flesh into a "purified flesh" item that you can eat for 2 hunger points with no hunger effect. Putting 50 on a weapon gives Smite I, 100 Smite II and so on and so fourth. Gives a nice use for the loads of flesh I got, even if it is for eating.
Alternate recipe is 2 glowstone and 2 gold nuggets.
...
- Spider Eyes: Adding 25-50 spider eyes will add Poison damage to the weapons. While this is not effective versus zombies, spiders and skeletons, it will be effective versus being of the Nether. The benefit is that you have an enchantment for adding damage to beings of both worlds. Nether Mobs being immune to the fire enchantment and most hostile overworld mobs being immune to poison. This would compliment each other nicely, maybe make it so that you have to chose one or the other.
Benefit is that it gives use to spider eyes, while needing to get a ton of them for the enchantment.
- FermSpiderEye: Adds weakness shots to weapons. This would be more effective versus players in PVP, as well as the large mobs such as the Slime King and whatever else you are tossing in. Gives a use and need to craft fermented Spider Eyes.
HOWEVER, if Weakness isn't something you want applied on a sword, make it Bane of Arthropods.
-Smite: I was thinking of a way to add this to weapons. Maybe combining 2 glowstone and 2 zombie flesh into a "purified flesh" item that you can eat for 2 hunger points with no hunger effect. Putting 50 on a weapon gives Smite I, 100 Smite II and so on and so fourth. Gives a nice use for the loads of flesh I got, even if it is for eating.
Alternate recipe is 2 glowstone and 2 gold nuggets.
I actually think these ideas are pretty good, although I feel that adding potion effects permanently to weapons renders a portion of potion-making undesirable. I feel that the potion effects that are turned into modifiers should be severely limited so it doesn't make potion-making obsolete.
As for the smite section, that better be two glowstone dust if it's only healing 2 hunger containers. I presume it was two containers you were talking about, since each one is (in minecraft terms) two hunger points themselves.
My uses for rotten flesh, by the way? If I ever bother taming wolves(I'd love to, but they're too stupid for me to want following me around the minecraft world), they're great for healing them. I have also added a furnace recipe to cook rotten flesh into leather. I don't like killing the passive animals. =)
You could make it so you could put enhancers on books (but just one per book) and use an anvil to put enhancers on vanilla items. Or use it at a tool table to put it onto TC tools. (Vanilla tools wouldn't appear any different, because texture packs and stuff.)
TNT Enhancer
If you put 1 tnt and 8 gunpowder onto a tool (for digging) it would mine that block and all consecutive blocks of the SAME TYPE (without the corners). Put another on and it will do corners. Put yet ANOTHER on, and it will mine all of the consective blocks that can be mined with said tool.
Can also be put on knives, so when you throw them, they make an explosion depending on how many were on the knife. You would get your knife back, but with 10 or so durability gone.
Part diamond knife, part grenade.
Battle Grunt
The battle-sign appears to emit the noise of a grunting pig-man every now and then...
This is the place to suggest ideas for Tinkers' Construct. Any and all suggestions are acceptable as long as the guidelines are met.
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.
and a binding. (sorry about the order :P)
Yeah or dagger with ropes that you can climb.....
Tools made from slime materials could be bouncy, creating stronger knockback against foes. Adding glowstone dust to a tool can cause it to give off light, giving the player a mobile light source when it's the active item currently held. Adding Ender Pearl to a tool can cause struck enemies to teleport a random distance in a random direction and cause blocks and items to instantly enter the player's inventory without dropping to the ground. That's especially useful when mining diamonds and such near lava. Adding snow to a tool will cause struck mobs to slow in movement and adding ice blocks will freeze a mob in place for a short while.
Ranged combat is also something that can be touched more on.
Special arrows can be made in TC by adding items as modifiers to arrows. Adding gunpowder to an arrow would make an explosive arrow that can instant-kill a mob it hits while creating a blast on contact with any surface that damages nearby blocks and mobs. Adding coal to an arrow would create flaming arrows which ignite whatever they hit whether it's a mob or a block. Adding glowstone dust to an arrow would make a torch arrow, which can light dark areas from a distance by placing a glowstone torch on contact with a surface or at a mob to make them more visible and into a mobile light source.
Special abilities should be a bow that launches blocks. that way we can fling a torch up on a wall or glowstone to a ceiling. It also creates the wonderful situation of launching an anvil to a wall and crushing a creeper.
Biggest feature you should add: CROSS COMPATIBILITY WITH NATURA! I know both are being worked on by you and I should be able to use all the woods to make the blocks and frames and stuff.
Not to be a jerk or anything, but there are a few problems there.
How would a bow made of three different parts work unless it's a compound bow, which is a little high-tech for vanilla minecraft? The basic bow is just a string and a body, not a lot of need for more parts than that. And let's not forget how strong the materials in Tinkers Construct are. Ever try bending a bow made from material stronger than diamonds? And as for the arrows, it's more likely that an archer would modify his arrows, not his bow, to perform special attacks. Think Hawkeye from The Avengers. Or Green Arrow. Their bows are high-performance, but it's their arrows themselves that have all the nifty gadgets and special effects in them. Adding modifiers to arrows instead of bows just makes more sense.
And instead of a bow that launches blocks (just picturing how Steve would fire a block half his size from a small bow is ridiculous), how about a new item actually designed to launch a moderately-sized block of material, like a catapult of sorts? It could act like a frying pan, placeable and with an inventory you can load with blocks. You aim and right-click to launch a block a distance.
And as for cross-compatibility with other mods, the creator mentioned IN THE VERY FIRST POST IN THIS THREAD that TC is an extension of vanilla minecraft and that OTHER MODS DO NOT EXIST for the purposes of this thread.
There isn't quite much of a way to make 'decently expensive' tool as far as I've seen in TC. While multi-tools are nice, I'm not sure an omni-tool is appropriate. Especially since tools are practically infinite here.
While daggers with ropes as portable/temporary ladders is an interesting idea, thrown daggers are already retrievable. Just walk up to them like an arrow that missed. Leaving out a way to just get your dagger back with a click of the mouse adds some strategy to combat. Now you can't just throw a dagger again and again at mobs. You have to decide when to best use the ranged ability. I believe that balances the weapon quite nicely.
I'm not sure I want my enemies teleporting around randomly when I'm fighting them, endermen doing it are trouble enough! I know, "Then don't add the modifier, duh!" But if an ender modifier is added, I believe that a better use is to teleport the player like a use of the pearl. Implementation is up for discussion. I do like the idea of possibly adding drops directly to inventory, though.
I agree with Damien here. I would prefer the modifiers on my bow. Reasons:
1) Modifiers on the arrows would get expensive quite quickly. Especially if you had to add modifiers to individual arrows. Mods effecting a whole stack of arrows would mitigate the problem some, but heavy bow users seem penalized compared to melee fighters even in this case. (Not to mention the continued crafting of arrows! But that's a minecraft thing, not a TC thing.)
2) Switching the currently used bow seems much easier than dealing with switching between which arrow is being used.
3) Personal preference.
While modifiers on the arrows would probably fit the concept of this mod better, the mechanics of minecraft in general suggest modifiers on the bow would work better.
As for imagining Steve firing blocks half his size from a small bow? He can carry around hundreds of those blocks in his pockets. He can simply pick one up with stiff arms and relocate it almost at will. Shooting a block with a small bow makes sense. In minecraft. I tend to work off of something I call 'Minecraft Realism' which allows for more flexibility than standard 'Realism'.
The way I see it we have a couple of options with bows:
1)Enhance the Bow
This is nice as it means that we don't have to continue to make special arrows. The draw back I see is that this should be a tool, and assuming there are other ranged weapons, we might want standard enhancements to effect them all the same.
2)Enhance the arrows
This is nice as they can be stronger as they are consumable and possibly some cross mod compatibility. Issue is having to constantly craft new ones.
My recommendation is simple: Quiver. Make a quiver where we enhance it for things specific to the bow and we put arrows in it. Want multiple types of arrows? Carry more than one. Maybe hold the quiver and right click to use its arrows. Or a key-bind to cycle.
This also means that any ranged weapon can have an 'ammo holder' to keep standard enhancements on the weapons and others on the ammo.
So durability would go on the bow but fire damage on the quiver.
I'd also suggest that the ability to get an 'infinite' enhancement but it be expensive and weaker than a normal shot per shot. Maybe it takes a nether star and condensed ender pearl (9 ender pearls. Also acts as storage.). It'd be weaker than a normal arrow by half or more and couldn't get the enhancements of other ammo but you wouldn't have to carry extra items to use the weapon.
Traps/protection ideas
1 I will call them jacks as they look like jacks only in block form.
A to make the block you need 3 log and they are carved into wooden spears then tied together with a binder in groups of 3 a modifyier could be poison and this block would last like 30 bumps. Upgrades would be an iron version where you have three iron spears made out of 1 iron block last 300. With an iron binder. So forth and so on.
2. A boom box trap. This is where a block will explode and launch player or critter up Into air without destroying surrounding blocks a wooden boombox last for 3 uses iron would last 30 or more. Boxes also need Tnt inside to work gunpowder only though in wood? To make you need chest stone pressure plate and something to make like planks or bars? The boom trap box also will be able look like any block it is touching you just need to look inside at interface.
3 bait sent box place inside a item and it will attract mobs for a set distance based on quailty of box colored smoke when its working. Examples of attact items would be raw meat for zombies arrows for skeletons a bucket of water for slimes(they seem to drown alot in them) heads for creepers, bucket of lava for magma cubes, gold for pigmen and etc
That all I can think of atm
Also, since the ice and glowstone abilities hasn't been implemented yet I thought I had an idea for that. The ice ability should slow mobs and the glowstone should give tools Smite (as an opposite to necrotic bones' "evil" property)
Last thing is to add Hammers. Hammers could have a natural knockback effect and have strong but slow attacks (the slower attack could be similar to Mining Fatigue).
agreed. imo forget crafting arrows from different materials, and stick with vanilla amunition. the modifiers should be placed on the bows, like youre doing with the swords and tools right now.
I like the idea of dyeing different tool/weapon parts. And on the note of appearance, I think the mossy modifier takes over the look of the tool/weapon a bit too much.
Except that Natura is HIS mod, as much as I agree that mentioning RedPower and Gregwhatever is counter-productive. Compatibility with a Mod he recommends you play with that is made by him is a good suggestion. We can agree to disagree on this point, don't bother bringing this up as I'm not going to again.
Secondly, he suggested that he wanted a way to lodge torches in the walls, I was expanding on that.
As for the bows, there are two reasons why it should be the BOWS not the ARROWS
1) Customization of your weapons and tools are the biggest plus of this mod. This is the only mod of it's kind with this much complexity between everything and you add a personal attachment to your weapons. What would you rather have out of the following:
- Arrow crafting that requires a different system and different means of making damage. Also the different arrows will fill your inventory, not to mention there will be no specific way of changing what arrows you'd like to use. Wanted to use a fire arrow to kill the skeleton near your house? Too bad you just fired the explosive one, missed and there goes your wall.
- Bow customization would not only keep in the theme of the mod of customization of the tools and weapons but make the inventory work well too. Why settle for a wood bow when you an modify the bow with Cobalt, Paper and Obsidian? Maybe make a bow that does little damage, but launches a few different status effects? That's the point.
2) The system is already in place to customize weapons and tools. All he would have to do is add a "Bow" spot to the mod and add three slots: Body, handle and tips. He doesn't have to get all technical, this is all he needs.
As another note, people have been more into the bow customization over arrows too. As much as you wanna tell me that other mods don't exist in regards to this mod, bow customization is unique while custom arrows are not.
As for suggestions, here are some modifiers!
- Spider Eyes: Adding 25-50 spider eyes will add Poison damage to the weapons. While this is not effective versus zombies, spiders and skeletons, it will be effective versus being of the Nether. The benefit is that you have an enchantment for adding damage to beings of both worlds. Nether Mobs being immune to the fire enchantment and most hostile overworld mobs being immune to poison. This would compliment each other nicely, maybe make it so that you have to chose one or the other.
Benefit is that it gives use to spider eyes, while needing to get a ton of them for the enchantment.
- FermSpiderEye: Adds weakness shots to weapons. This would be more effective versus players in PVP, as well as the large mobs such as the Slime King and whatever else you are tossing in. Gives a use and need to craft fermented Spider Eyes.
HOWEVER, if Weakness isn't something you want applied on a sword, make it Bane of Arthropods.
-Smite: I was thinking of a way to add this to weapons. Maybe combining 2 glowstone and 2 zombie flesh into a "purified flesh" item that you can eat for 2 hunger points with no hunger effect. Putting 50 on a weapon gives Smite I, 100 Smite II and so on and so fourth. Gives a nice use for the loads of flesh I got, even if it is for eating.
Alternate recipe is 2 glowstone and 2 gold nuggets.
I actually think these ideas are pretty good, although I feel that adding potion effects permanently to weapons renders a portion of potion-making undesirable. I feel that the potion effects that are turned into modifiers should be severely limited so it doesn't make potion-making obsolete.
As for the smite section, that better be two glowstone dust if it's only healing 2 hunger containers. I presume it was two containers you were talking about, since each one is (in minecraft terms) two hunger points themselves.
My uses for rotten flesh, by the way? If I ever bother taming wolves(I'd love to, but they're too stupid for me to want following me around the minecraft world), they're great for healing them. I have also added a furnace recipe to cook rotten flesh into leather. I don't like killing the passive animals. =)
You could make it so you could put enhancers on books (but just one per book) and use an anvil to put enhancers on vanilla items. Or use it at a tool table to put it onto TC tools. (Vanilla tools wouldn't appear any different, because texture packs and stuff.)
TNT Enhancer
If you put 1 tnt and 8 gunpowder onto a tool (for digging) it would mine that block and all consecutive blocks of the SAME TYPE (without the corners). Put another on and it will do corners. Put yet ANOTHER on, and it will mine all of the consective blocks that can be mined with said tool.
Can also be put on knives, so when you throw them, they make an explosion depending on how many were on the knife. You would get your knife back, but with 10 or so durability gone.
Part diamond knife, part grenade.
Battle Grunt
The battle-sign appears to emit the noise of a grunting pig-man every now and then...
I also have a rotten-flesh-to-leather mod, however more uses to something I have a TON of it always nice.
since coal ore can be silk touched, how about smelting iron ore together with coal ore would produce steel?
hes already working on that. youll have to wait until minecraft 1.6 though, since there will be some changes, that would affect his armor system.