There needs to be a Six-shooter. it would be crafted with a tool rod, a crossbar and a tool binding, it would fire six shots before needing to reload, by consuming one oreberry cluster. the reloading would work by Showing a bow like animation where you have to "Charge" The gun, but firing the gun itself would be instant, shots do not Arc, but lose Damage based on distance traveled, Bullet disappears at 0 damage, the base damage of a sixshooter is 1 heart, buffed by materials used.
Iron oreberry: Basic ammunition adds 1 heart to base damage
Gold oreberry: compleately removes damage dealt by shots, but stuns enemies compleately for a short period
Copper oreberry:Shots do not degrade over distance, but no bonus damage is added
Tin oreberry: Adds no bonus damage, but adds temporary weakness to enemies
Aluminum oreberry: adds 1/2 heart damage, Shots ricochet once according to angle fired.
Silver oreberry: Fires Inacurately at first but then bullets home in on enemies. adds 1/2 hearts of damage.
Aluminum/Brass nugget: Requires six to load, shots degrade quickly but adds 2 hearts to damage.
Although it is a very good idea... guns just don't fit into the theme of this mod and minecraft itself...
Now moving my suggestions to the world of tools... starting with the Mattock. Mattocks should be turn from a makeshift multi-tool of axe, shovel and hoe to any combination of pickaxe, shovel, axe and hoe. I got this idea from looking at the Roman Mattock, the Ligo (Supposed to be a picture here but couldn't find a good one...), which was a sort of pickaxe/hoe/excavating tool (shovel) but wasn't as adept at all the jobs as those tools that were more specialized for the specific jobs (such as the Dolabra pickaxe, http://images3.wikia...7/AH3936-1-.jpg ). The appearance and orientation of all that tool heads on the Mattock would be determined by which one was placed first, second, and third; maybe the first would be laced where the Axe head is on the Mattock implemented now, the second would be where the shovel head is, and third would be where the hoe head is. Maybe you could make it so that the player can have only two tool heads if he/she so desires... I'd imagine that it wouldn't be much different coding in than what you did with all the combinations of material customization of the tools......... Just another idea from the mind of ShadowPredator.
NOther idea: Use potions as modifiers. Maybe even a way to mix potions and ores to create new ores. For example:
Iron+Potion of Weakness=Wither-Iron (Gives Wither-Debuff on hit)
Iron+Potion of Speed= Mercuryum (Increases movespeed when worn)
Diamond + Potion of Fire-Resistance= Burning Diamond (Fire Resistance)
Maybe adding new metals to Natura could do something cool. Maybe ender metals. Or you could add some kind of new modifier like portable storage for tools. Then you can upgrade with metals.
Maybe adding new metals to Natura could do something cool. Maybe ender metals. Or you could add some kind of new modifier like portable storage for tools. Then you can upgrade with metals.
Metals are more of a Tinkers Construct thing, not Natura. Or is that what you meant? It would be interesting to see how an ender metal would be implemented though.
I apologize if this has already been discussed, but would be possible to disable the vanilla recipes for the tools? Perhaps a setting in the config file that allows users to choose this option, thus forcing them to utilize TC for the creation of tools. I am currently doing a play through in which I'm self-enforcing the rule, and I know that other players have done the same, but it would be nice to have a setting that keeps you from being able to 'cheat' on yourself. (Much like the NEI config setting that disallows you to change to cheat mode.)
Also, I looked through the config file and did not see anything which I could construe as already being a config setting for this concept. So, if I missed it, please let me know. Thanks!
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I apologize if this has already been discussed, but would be possible to disable the vanilla recipes for the tools? Perhaps a setting in the config file that allows users to choose this option, thus forcing them to utilize TC for the creation of tools. I am currently doing a play through in which I'm self-enforcing the rule, and I know that other players have done the same, but it would be nice to have a setting that keeps you from being able to 'cheat' on yourself. (Much like the NEI config setting that disallows you to change to cheat mode.)
Also, I looked through the config file and did not see anything which I could construe as already being a config setting for this concept. So, if I missed it, please let me know. Thanks!
There are actually a couple mods out there designed specifically for removing any recipe you want to remove. A quick google search of:
minecraft recipe remover
should give that right to ya.
I just saw that you screwed around with the nether and pretty much made the Skylands.
How about a Tinker's Dimension?
That way you can totally make it so that it continues it's adventuring themes and you can create a "post nether" game direction that encourages even more exploration?
Plus when biomes came out, I lost floating islands. I want them back.
Just throwing it out there that maybe someone with good artistic talents and is affiliated with John Smith's Texture pack, or knows it's style, can make an 32x add-on for Tinker's? Or maybe someone knows someone who can? Then it can get posted under the Sphax texture download for more variety. And yes, I love JST... I can't help but suggest it no matter what.
I'm starting to think mDio not actually reading the posts on this thread... hmmmmmmm...
Never the less, I still am bursting with bad ideas for this mod so lets begin person is crazy/stupid enough to read this;
The first order of business is the tool binding situation with the Axes, Pickaxes, Mattocks and Shovels. In this mod for those who are unaware, Axes, and shovels do not have the tool binding within their recipes while Pickaxes and Mattocks do. While I do understand mDio's reasoning for this, in reality an Axe or a Shovel haxe no less binding to their shaft (tool rod) than Pickaxes and Mattocks. Either Picks and Mattocks need the tool binding taken out of their recipes or have it added into the recipes of the Axe and Shovel.
Now that Thermal Expansion has its own charging table or whatever, is there any chance that we could get an alt recipe for the charging modifier that works with Minecraft Joules?
I rarely use IC2 so it would be really nice.
I have a sneaking suspicion that you don't read this thread because of all the terrible/complex ideas, but here's hoping mine gets through...
Like in InfiTools, a different ID for each tool so its easier to get in TMI?
Make a Wikia site with all the different recepies?
Add armor, hoes and Paxel (Pickaxe, axe and shovel combined)
Add some of the items and ores into villager trading?
Ender Pattern Chests?
[...]
If we look at the x-y-z Cartesian plane, you'll notice that y is indeed still the 'up-down' axis, and z is 'depth' axis, make x and z the horizontal plane. Sure, it can be rearranged how you like, but it actually isn't even close to odd the way it is now.
[...]
the mathematical convention is, that x, and y are forming the horizontal plane, z is the vertical axis.
of course, you can basically do it whichever way you like. you can name the axis a, b and c, or whatever. but its still really weird and normally no one does that.
as for the modifiers, i always thought they where applying to the tool bindings only. didnt know, the handle gave the tool additional abilities beyond the durability multiplier.
Like in InfiTools, a different ID for each tool so its easier to get in TMI?
Make a Wikia site with all the different recepies?
Add armor, hoes and Paxel (Pickaxe, axe and shovel combined)
Add some of the items and ores into villager trading?
Ender Pattern Chests?
Thank You!!!
A different ID for each combination of a certain tool? Is that what you mean? If so, then that takes up far too many item ID's. I have no trouble grabbing any of the tools from NEI. I don't use TMI, so I don't know how different it is.
All information is planned to be given ingame, in the books you should have been getting.
Armor is not currently on the list. mDiyo is waiting atleast till MC 1.6. The mattock can be used as a hoe.
the mathematical convention is, that x, and y are forming the horizontal plane, z is the vertical axis.
of course, you can basically do it whichever way you like. you can name the axis a, b and c, or whatever. but its still really weird and normally no one does that.
as for the modifiers, i always thought they where applying to the tool bindings only. didnt know, the handle gave the tool additional abilities beyond the durability multiplier.
...
A quick look online shows you are right, my apologies. In all of my math classes, even in college, the y axis was always used as the vertical coordinate.
Still, like you said, it's only convention. I don't think simply shuffling around the x-y-z axis makes representation really weird. Just takes a minute to orient the mind around the new orientation.
Yes, the handle modifier only applies to the handle on a tool. All that the bindings/guards give to a tool is the material ability. So it is pointless right now to use a material for a binding that does not give an ability.
Mdiyo, above all, this is an incredible mod. The only thing that bothers me is the way the tool modifier is set up. When I want to make myself a Fortune III Pickaxe with 450 Lapis lazuli, I have to spend a great deal of time dragging the tool from the 'input' box to the 'output' box, and it has become slightly annoying. If you could somehow fix this, I would be forever grateful. The only way I can think of to easily solve it, would be by adding a button, of sorts. Instead of dragging and dropping your tool, the tool station would have a button on the gui that adds the modifier to the tool, thus saving time and unnecessary effort. Best wishes to you, Mdiyo
- Tanning rack for converting zombie skin to leather 1/2 success rate. Can build on this for tanned leather armor which has been cured with various mixtures of items that would have better defense, durability, built in effects, ect. Think what you're doing with tools, now applied to armor (armor table).
Although it is a very good idea... guns just don't fit into the theme of this mod and minecraft itself...
Now moving my suggestions to the world of tools... starting with the Mattock. Mattocks should be turn from a makeshift multi-tool of axe, shovel and hoe to any combination of pickaxe, shovel, axe and hoe. I got this idea from looking at the Roman Mattock, the Ligo (Supposed to be a picture here but couldn't find a good one...), which was a sort of pickaxe/hoe/excavating tool (shovel) but wasn't as adept at all the jobs as those tools that were more specialized for the specific jobs (such as the Dolabra pickaxe, http://images3.wikia...7/AH3936-1-.jpg ). The appearance and orientation of all that tool heads on the Mattock would be determined by which one was placed first, second, and third; maybe the first would be laced where the Axe head is on the Mattock implemented now, the second would be where the shovel head is, and third would be where the hoe head is. Maybe you could make it so that the player can have only two tool heads if he/she so desires... I'd imagine that it wouldn't be much different coding in than what you did with all the combinations of material customization of the tools.........
Just another idea from the mind of ShadowPredator.
Iron+Potion of Weakness=Wither-Iron (Gives Wither-Debuff on hit)
Iron+Potion of Speed= Mercuryum (Increases movespeed when worn)
Diamond + Potion of Fire-Resistance= Burning Diamond (Fire Resistance)
Metals are more of a Tinkers Construct thing, not Natura. Or is that what you meant? It would be interesting to see how an ender metal would be implemented though.
Also, I looked through the config file and did not see anything which I could construe as already being a config setting for this concept. So, if I missed it, please let me know. Thanks!
http://www.youtube.com/user/konceptum1
There are actually a couple mods out there designed specifically for removing any recipe you want to remove. A quick google search of:
minecraft recipe remover
should give that right to ya.
I concur, having an option either in-game or in the config as a True/False statement would be spectacular.
Traps could vary on how you make them
Good Idea, but maybe it would be built in a cart builder or something
How about a Tinker's Dimension?
That way you can totally make it so that it continues it's adventuring themes and you can create a "post nether" game direction that encourages even more exploration?
Plus when biomes came out, I lost floating islands. I want them back.
Never the less, I still am bursting with bad ideas for this mod so lets begin person is crazy/stupid enough to read this;
The first order of business is the tool binding situation with the Axes, Pickaxes, Mattocks and Shovels. In this mod for those who are unaware, Axes, and shovels do not have the tool binding within their recipes while Pickaxes and Mattocks do. While I do understand mDio's reasoning for this, in reality an Axe or a Shovel haxe no less binding to their shaft (tool rod) than Pickaxes and Mattocks. Either Picks and Mattocks need the tool binding taken out of their recipes or have it added into the recipes of the Axe and Shovel.
I rarely use IC2 so it would be really nice.
I have a sneaking suspicion that you don't read this thread because of all the terrible/complex ideas, but here's hoping mine gets through...
Like in InfiTools, a different ID for each tool so its easier to get in TMI?
Make a Wikia site with all the different recepies?
Add armor, hoes and Paxel (Pickaxe, axe and shovel combined)
Add some of the items and ores into villager trading?
Ender Pattern Chests?
Thank You!!!
GlowingRedSkills
the mathematical convention is, that x, and y are forming the horizontal plane, z is the vertical axis.
of course, you can basically do it whichever way you like. you can name the axis a, b and c, or whatever. but its still really weird and normally no one does that.
as for the modifiers, i always thought they where applying to the tool bindings only. didnt know, the handle gave the tool additional abilities beyond the durability multiplier.
cant blame him. i keep skipping your posts, because the italic, and small text size makes them really anoying and hard to read.
A different ID for each combination of a certain tool? Is that what you mean? If so, then that takes up far too many item ID's. I have no trouble grabbing any of the tools from NEI. I don't use TMI, so I don't know how different it is.
All information is planned to be given ingame, in the books you should have been getting.
Armor is not currently on the list. mDiyo is waiting atleast till MC 1.6. The mattock can be used as a hoe.
A quick look online shows you are right, my apologies. In all of my math classes, even in college, the y axis was always used as the vertical coordinate.
Still, like you said, it's only convention. I don't think simply shuffling around the x-y-z axis makes representation really weird. Just takes a minute to orient the mind around the new orientation.
Yes, the handle modifier only applies to the handle on a tool. All that the bindings/guards give to a tool is the material ability. So it is pointless right now to use a material for a binding that does not give an ability.
- Tanning rack for converting zombie skin to leather 1/2 success rate. Can build on this for tanned leather armor which has been cured with various mixtures of items that would have better defense, durability, built in effects, ect. Think what you're doing with tools, now applied to armor (armor table).