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!!!
it would add wery wery wery many tools, ower a million...so it would not be a good thing and why are you using TMI? it sucks use NEI if you want something better, even shows recipis.
Well, as far as armour is concerned, (and i know it isnt coming for a fair while) i would suggest the pieces being:
Breastplate, selects the defense
Backplate, selects the durability modifier
And Shoulderpads, which would apply material modifications.
And, seeing as stone, obsidian, and netherrack are all usable as tool parts, why not endstone? It could provide level two stonebound, have a decent durability, but low handle modifier.
And for armour, once implimented, it could provide a pleasant amount of blast resistance.
Also material-wise,
silver, which could come with Smite as an inbuilt effect, but have low durability.
And an alloy of gold and silver, Electrum, with a... Destabilising effect on endermen. For additional damage, but mediocre durability at best.
for bow parts, i would suggest the limbs, as a single item, a grip, for additional modifiers, and string. The bow materials would have to be limited though, because a stone bow wouldnt work, at all...
Also, one more topping for my rant, Machetes, that would both cut vines, and leaves very fast, but also make a good weapon, made from a knife blade, and tool rod, with no crossbar,
Just an idea I had, for adding something to the IC2 electric modifier; Why not add some way for the tool to automatically generate EU?
(Note: all these suggestions would be non-stackable modifiers. You can put more then one on the tool, even if they're the same type, but each will take up a modifier slot)
For example, maybe you could add a generator with a circuit to add the Generator modifier. This would allow the tool to accept fuel (or just coal and charcoal) in a tool station, which the tool would then generate at a rate of, let's say 5 eu/t (it should be less then a generator placed as a block, possibly much less, maybe 2.5 or 3 eu/t?)
A solar panel would be obvious, being simply a solar panel with a circuit, and the tool generates 0.5 eu/t in sunshine.
A watermill (You should get the idea of recipes by now) would generate something like 0.25 eu/t while the player is partially immersed in water, and either .5 or 1 eu/t when completely immersed. (No, this doesn't make sense, but neither do a lot of things in minecraft)
A windmill could generate some random amount of eu/t based on your height in the world. Also, if it's not too laggy or difficult to implement, it would also be cool if this factored in blocks nearby as well, with more blocks meaning less yield..
And, for the highest tier generator, you could combine a tool with a nuclear reactor and advanced circuit for the nuclear upgrade. This would operate more or less the same as the generator, but generate more eu/t and run off of uranium cells, generating 5,000,000 eu total per cell.
Also, once armor is implemented, there is of course also the option for kinetic generators on your feet.
Because I love this mod so far, and want to see it grow in a way that doesn't make me run in terror, I have a few simple but (I think) vital suggestions. This is critical, but it is because I like the mod a lot.
1. Don't make the mod too busy. Mods that are overambitious without planning end up being huge perplexing behemoths with an enormous array of options that represent only lateral movement. I believe in having many options, and
the combinatorial power of TC is great, but there should be a *reason* to choose each thing. Just filling out an enormous tree of options can create a crisis of too many options that is worse than having too few. The use of rarer and rarer materials is part of a logical progression, but that should be carefully considered, too. There are only so many reasonable steps between vanilla iron and vanilla diamond that need to be filled in, and only so many steps above diamond that anyone should ever fill in. I'm not yet prepared to say that I think the number of options currently in the mod is too many, but certainly adding even a small portion of the ideas suggested in this thread without thinning some of the others out would result in irritation and anxiety among players the same way it works with consumers and the famous "Paradox of Choice."
2. The mechanics of the mod are very poorly (or not at all) explained in either documentation or in-game items. After a few hours of playing with it, I'm still baffled by some of the seemingly mysterious behaviors of the smelter, especially when it has many types of ore inside. Either make the machines more straightforward (my personal preference) or at least document them in a way that leaves no confusion as to how they work. If TC was the only mod on a server, it might be OK to just figure it all out by exploration/trial & error, but as it is, *no* mod creator anywhere should have illusions about writing the only mod someone will use.
3. The extra inventory slots are especially confusing, since they can accept any item, have no explanation (that I could find anyway) and appear not to do anything regardless of what I put in them. I guess this really goes with #2.
4. Fix bugs before adding content- but that's just my suggestion to anybody writing software (including myself, though I'm guilty of not doing otherwise.)
Creative unbreaking crystal:
A crystal that can only be obtained in creative mode.
It will add unbreaking 10 to the tool, making it never break.
Modifier gear:
It is very rare and very hard to get.
You may or may not be able to craft it.
It adds 1 modifier slot to the tool and it can stack.
It has a chance of failing to add a modifier, depending on how many times you used it on the tool.
Uncrafting table:
The tier 1 uncrafting table is very cheap, about as expensive as a tier 1 block.
Putting a tool in it will destroy the tool, returning 33% of the resources you used on it.
It only works on tier 1 tools.
The tier 2 uncrafting table is more expensive, about as expensive as a tier 2 block.
When you put a tool in it, you have 2 options:
You can destroy the tool, returning 66% of the resources you used on it.
Or you can clear all the modifiers, returning 50% of the resources you used it it and a tool without any modifiers.
It works on tier 1 and 2 tools.
The tier 3 uncrafting table is very expensive.
You have 3 options when you put a tool in it.
You can destroy the tool as always, getting back 90% of the items.
You can clear all the modifiers, getting back 85% of the items.
Or you can clear individual modifiers, getting back 75% of the items.
It will work on all the tools from this mod.
i would just have to say flat out then gointo more detail.... bows and armor.
with bows it has already been discussed as i have seen with bow modifiers and all that and i think probably the parts for the bow would be the draw-back string, the limbs, and the grip/arrowrest.
with armors its a bit more complicated, like it there we need to be more modifiers for like overall defense or running speed or night vision and stuff like that. and that the armors would be made out of the outside plating and the inside plating, and maybe the armor texture would have the inside plating material appear a bit.
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.
He answers most of his questions on his thread. He does look at it
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
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
Agreed, use 2 lapis blocks, it speeds things up quite a bit but still...
Something I've missed from RedPower since moving onto 1.5.2 was the Athame. It wasn't very popular, or used very often, but it was honestly one of my favorite starting-game weapons.
So, my suggestion: On the order of stonebound or reinforced, include a modifier for weapons that make them more effective against certain mob types. In this case, a weapon made of Silver is much better against Endermen, but much poorer against other mobs. Something along those lines.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/12/2013
Posts:
62
Member Details
I have an idea for a ranged weapon it should be a blowgun and it should be able to shoot 4 times as fast as a bow and half the distance of a bow and the material of the blow gun shouldn't matter it just increases the durability it should be made with two stencils a mouthpiece with 0.5 cost and a dart chamber with the price of 1 and the darts should use a stencil called a dart stencil it should cost 0.5 to make 4 unattuned darts which would have a 50% chance of just flying in a random direction they should become a normal dart when they are put in a crafting grid with a feather and should have a 0% chance of miss-flying you should be able to put necrotic bones in a smeltery and get 1600mb of poison and if you put a dart on the casting table it should require 100mb of poison to make the dart a poison dart with wither 1 for 5 seconds and you can redo the process up to wither 4 for 5 seconds and the poison in liquid form should give you poison 4 and hunger 4 the wooden, gold and iron darts should break on contact but the gold darts should do critical damage if shot at a low angle and the diamond darts should be retrievable the blow gun should be able to be modified with up to 300 feathers for a distance up to 100m in a straight line without dipping and spider eyes to increase the length of poison darts up to 10 seconds.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/12/2013
Posts:
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Member Details
I also think that the tinkerer gloves should have the ability to automatically pick up blocks from two blocks away or less and should allow you to hit faster with swords and other melee weapons and pull back bows faster.
The tinkerer boots should make you run 2 times as fast and walk 50% faster and allow you to jump 2 blocks high and allow you to swim 50% faster and let you stand in fire.
The backpack should not interfere with your normal inventory but when you press o it should have the space of a chest above your inventory to expand it.
The tinkerer goggles should allow you to see a tooltip on all tinkerer blocks stating what they are and info about them while looking at them(not just in inventory) and should allow you to see all the stats of the tools in your inventory.
The recipes are like this with l's being leather and e's being empty spaces and s's being nether stars
eee
Gloves lsl
ele
lll
Backpack lsl
lll
eee
Goggles lll
ses
eee
Boots ses
lel
The items should have no durability and each give the equivalent of leather armor.
i have an idea on how to make a better kind of string to new bows if you are going to add that.
you would have that flame string from the nether spiders (i am terriible at remembering names on things) and if you drop it on some sort of special liwuid, you know hit q and it goes into it it would turn into a stronger type of string and the liquid would have an random chance of turning to water when you do this, i have no idea if this suggestion is good or realy bad so i just post it (sorry for my grammar)
will you add tools for the aether 2 mod when it updates from 1.5.1 to 1.5.2? they are workning on it so i think it is updated soon, if aether is installed you could add a new effect that makes boath mining and damage get better and better the more damaged the tool is if the tool have an zanite part, same with the other things from aether if you dont know what mod it is her's a link: http://www.minecraftforum.net/topic/1842350-151-alpha-aether-ii-genesis-of-the-void-v102-bug-fixes/
ok since he is going to add armour, he needs a few ideas for it...
he can put pockets into leggins so you can keep some stuff that does not take much space, because pockets are small.
you can keep small stuff in pockets like diamonds, emeralds, string, seeds...
also, for helmet, you can put some enchant that gives nightvision for short duration when used (since constant duration would be OP)
and maybe that have cooldown on it. or maybe to add ability to punch enemys, that are in close-range, with head (i know it sounds kinda silly :D)
for chestplate, when used, fires a hook with rope that connects with targeted block and pull you forward to that location, that could also pull mobs to you (useful against creepers xD).
I would like to suggest an electric modifier either for universal electricity mods or buildcraft/thermal expansion. A lot of mods have a power system, so it's odd that there is only an electric modifier for industrial craft 2.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
maybe you coud have a pipe to move the hot metals and posble vanila liquids
this wood be made of sherdbreck and look a bit like the shered fosets but other then that thay wood work like buildcraft liquid pipes
With the addition of the tier two items with a crazy amount of durability and the fact that modifiers take forever to fill I think some additions to this system needs to be done.
Auto fill/ Level up button that if you have the materials available fully repairs or levels up/fills a modifier. If not possible consider a repair/modifier table that works differently than the current one or create new items that are faster/more efficient to modify or repair with for example a redstone ??? that fills 50 redstone that is made from 5 redstone blocks but overall something is needed. Clicking back and forth is simply not fun when you need to do it all the time.
If 1 is not possible at the very least allow repair with blocks aka iron or bronze blocks.
This is needed badly. Spending minutes to repair a item or add a modifier is not fun when what you want to be doing is building, mining or exploring and have to repeat this for multiple items and for every new item.
it would add wery wery wery many tools, ower a million...so it would not be a good thing and why are you using TMI? it sucks use NEI if you want something better, even shows recipis.
Breastplate, selects the defense
Backplate, selects the durability modifier
And Shoulderpads, which would apply material modifications.
And, seeing as stone, obsidian, and netherrack are all usable as tool parts, why not endstone? It could provide level two stonebound, have a decent durability, but low handle modifier.
And for armour, once implimented, it could provide a pleasant amount of blast resistance.
Also material-wise,
silver, which could come with Smite as an inbuilt effect, but have low durability.
And an alloy of gold and silver, Electrum, with a... Destabilising effect on endermen. For additional damage, but mediocre durability at best.
for bow parts, i would suggest the limbs, as a single item, a grip, for additional modifiers, and string. The bow materials would have to be limited though, because a stone bow wouldnt work, at all...
Also, one more topping for my rant, Machetes, that would both cut vines, and leaves very fast, but also make a good weapon, made from a knife blade, and tool rod, with no crossbar,
/rant
(Note: all these suggestions would be non-stackable modifiers. You can put more then one on the tool, even if they're the same type, but each will take up a modifier slot)
For example, maybe you could add a generator with a circuit to add the Generator modifier. This would allow the tool to accept fuel (or just coal and charcoal) in a tool station, which the tool would then generate at a rate of, let's say 5 eu/t (it should be less then a generator placed as a block, possibly much less, maybe 2.5 or 3 eu/t?)
A solar panel would be obvious, being simply a solar panel with a circuit, and the tool generates 0.5 eu/t in sunshine.
A watermill (You should get the idea of recipes by now) would generate something like 0.25 eu/t while the player is partially immersed in water, and either .5 or 1 eu/t when completely immersed. (No, this doesn't make sense, but neither do a lot of things in minecraft)
A windmill could generate some random amount of eu/t based on your height in the world. Also, if it's not too laggy or difficult to implement, it would also be cool if this factored in blocks nearby as well, with more blocks meaning less yield..
And, for the highest tier generator, you could combine a tool with a nuclear reactor and advanced circuit for the nuclear upgrade. This would operate more or less the same as the generator, but generate more eu/t and run off of uranium cells, generating 5,000,000 eu total per cell.
Also, once armor is implemented, there is of course also the option for kinetic generators on your feet.
1. Don't make the mod too busy. Mods that are overambitious without planning end up being huge perplexing behemoths with an enormous array of options that represent only lateral movement. I believe in having many options, and
the combinatorial power of TC is great, but there should be a *reason* to choose each thing. Just filling out an enormous tree of options can create a crisis of too many options that is worse than having too few. The use of rarer and rarer materials is part of a logical progression, but that should be carefully considered, too. There are only so many reasonable steps between vanilla iron and vanilla diamond that need to be filled in, and only so many steps above diamond that anyone should ever fill in. I'm not yet prepared to say that I think the number of options currently in the mod is too many, but certainly adding even a small portion of the ideas suggested in this thread without thinning some of the others out would result in irritation and anxiety among players the same way it works with consumers and the famous "Paradox of Choice."
2. The mechanics of the mod are very poorly (or not at all) explained in either documentation or in-game items. After a few hours of playing with it, I'm still baffled by some of the seemingly mysterious behaviors of the smelter, especially when it has many types of ore inside. Either make the machines more straightforward (my personal preference) or at least document them in a way that leaves no confusion as to how they work. If TC was the only mod on a server, it might be OK to just figure it all out by exploration/trial & error, but as it is, *no* mod creator anywhere should have illusions about writing the only mod someone will use.
3. The extra inventory slots are especially confusing, since they can accept any item, have no explanation (that I could find anyway) and appear not to do anything regardless of what I put in them. I guess this really goes with #2.
4. Fix bugs before adding content- but that's just my suggestion to anybody writing software (including myself, though I'm guilty of not doing otherwise.)
Creative unbreaking crystal:
A crystal that can only be obtained in creative mode.
It will add unbreaking 10 to the tool, making it never break.
Modifier gear:
It is very rare and very hard to get.
You may or may not be able to craft it.
It adds 1 modifier slot to the tool and it can stack.
It has a chance of failing to add a modifier, depending on how many times you used it on the tool.
Uncrafting table:
The tier 1 uncrafting table is very cheap, about as expensive as a tier 1 block.
Putting a tool in it will destroy the tool, returning 33% of the resources you used on it.
It only works on tier 1 tools.
The tier 2 uncrafting table is more expensive, about as expensive as a tier 2 block.
When you put a tool in it, you have 2 options:
You can destroy the tool, returning 66% of the resources you used on it.
Or you can clear all the modifiers, returning 50% of the resources you used it it and a tool without any modifiers.
It works on tier 1 and 2 tools.
The tier 3 uncrafting table is very expensive.
You have 3 options when you put a tool in it.
You can destroy the tool as always, getting back 90% of the items.
You can clear all the modifiers, getting back 85% of the items.
Or you can clear individual modifiers, getting back 75% of the items.
It will work on all the tools from this mod.
with bows it has already been discussed as i have seen with bow modifiers and all that and i think probably the parts for the bow would be the draw-back string, the limbs, and the grip/arrowrest.
with armors its a bit more complicated, like it there we need to be more modifiers for like overall defense or running speed or night vision and stuff like that. and that the armors would be made out of the outside plating and the inside plating, and maybe the armor texture would have the inside plating material appear a bit.
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 )
Cons:
- Extremely slow draw speed
- slower moving speed
NOTE: to use Special just shift Right-Click
Arrows:
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
yeah..... unless mDiyo implemented a quiver for additional space for arrows only
Agreed, use 2 lapis blocks, it speeds things up quite a bit but still...
GlowingRedSkills
So, my suggestion: On the order of stonebound or reinforced, include a modifier for weapons that make them more effective against certain mob types. In this case, a weapon made of Silver is much better against Endermen, but much poorer against other mobs. Something along those lines.
The tinkerer boots should make you run 2 times as fast and walk 50% faster and allow you to jump 2 blocks high and allow you to swim 50% faster and let you stand in fire.
The backpack should not interfere with your normal inventory but when you press o it should have the space of a chest above your inventory to expand it.
The tinkerer goggles should allow you to see a tooltip on all tinkerer blocks stating what they are and info about them while looking at them(not just in inventory) and should allow you to see all the stats of the tools in your inventory.
The recipes are like this with l's being leather and e's being empty spaces and s's being nether stars
eee
Gloves lsl
ele
lll
Backpack lsl
lll
eee
Goggles lll
ses
eee
Boots ses
lel
The items should have no durability and each give the equivalent of leather armor.
you would have that flame string from the nether spiders (i am terriible at remembering names on things) and if you drop it on some sort of special liwuid, you know hit q and it goes into it it would turn into a stronger type of string and the liquid would have an random chance of turning to water when you do this, i have no idea if this suggestion is good or realy bad so i just post it (sorry for my grammar)
he can put pockets into leggins so you can keep some stuff that does not take much space, because pockets are small.
you can keep small stuff in pockets like diamonds, emeralds, string, seeds...
also, for helmet, you can put some enchant that gives nightvision for short duration when used (since constant duration would be OP)
and maybe that have cooldown on it. or maybe to add ability to punch enemys, that are in close-range, with head (i know it sounds kinda silly :D)
for chestplate, when used, fires a hook with rope that connects with targeted block and pull you forward to that location, that could also pull mobs to you (useful against creepers xD).
this wood be made of sherdbreck and look a bit like the shered fosets but other then that thay wood work like buildcraft liquid pipes