This mod basically adds knew ores and lots of new weapons to the game. It would be ideal for the new cave update because there will be more ores in the game. It doesn't seem too hard to implement in the game and the new weapons will make the game a lot more fun. Basically if you dont know the mod, you make a big multiblock structure furnace and you put ores into it, you can then mix ores to make alloys to get stronger weapons and have separate parts of the weapon such as a bone handle and a diamond head or a slime handle and a iron head(the list goes on) and the material each part is made of makes it do different things like dig faster, last longer etc. It will also make mining so much better because theres a hammer which digs a 3x3 area. This mod just suits minecraft perfectly so please add it to the bass game
It sounds like some of the features could be compatible with the current style of the game. If the smithing table is used to upgrade other items, such as in another thread I suggested maybe iron could be used to upgrade leather armor to studded leather armor, then maybe an upgrade system would be viable. But, I do not think it would be very extensive, at least not in the current state of the game.
As for the hammer, I've heard of this suggestion before, and I don't think they would implement the 3x3 mining feature. That allows you to mine 9x faster than a pickaxe, rendering it wholly obsolete. Even if the hammer destroys half the ore you mine to attempt some semblance of balance, that just means players would whip out a pickaxe only at the sight of a desired our, then go back to absolutely leveling hundreds of blocks a minute with the hammer.
What can this do that existing tools (mostly diamond/netherite) and enchantments can't, besides the 3x3 mining, which will probably never be put into the game, and to warrant adding who knows how many ores into the game (I've watched modded playthroughs and like half the underground is ores (maybe an exaggeration, but then consider ores that you expose by mining other ores, which effectively makes them more common); if you think that mining 3000+ ores in one sitting is a lot... I'd probably mine 10 times that, at least if I don't get tired of actually doing nothing but mining ores, which currently takes up about 1/10 of the time I spend caving).
Inventory space is also a concern, not just the total space but the number of slots; say each ore can take up one slot, you'll probably have like 20 slots available so that's 20 types of ore, and more common ores like coal and iron often take up more (I arrange my in inventory so each slot has one resource in it so I only pick them up, starting with 3 slots for iron, 1 for gold, redstone, lapis, and the rest being coal, as shown here. Assuming I only mine coal and iron and don;t find a dungeon or mineshaft I'll probably fill more than 3 slots with iron before the coal slots fill up). Sure, there are ender chests (and shulker boxes) and compacting resources into blocks for 9x the storage (this is from the same play session shown before) but those only go so far since they aren't "active" inventory space (i.e. items can be picked up directly into your inventory but you must stop to transfer them into an ender chest/shulker box).
In regards to the tool system, it breaks down the material tiers to the tool-part level so that you can fine-tune overall tool stats. An iron pick with a wooden handle rather than an iron handle would, for example, have more durability. Different materials are usually similar to the vanilla tier materials, but they elongate the overall tool-tier system to not only include a couple new materials (cobalt, for example) but also create additional tiers between diamond and cobalt (ie, obsidian).
The tinker system also includes an enchanting-alternative ability system that fully replaces vanilla/magic-based enchanting, where each tool material has a special set of properties that are applied according to the tool part used. For example, Wood has the property called Ecological that repairs durability over time without the need for experience (like mending) or material input (like the Ardite property of Stonebound). In past versions, Wood also had the Splinters property where using the tool would randomly do damage to the player. Some materials were essentially targeted strictly for combat and had properties to reflect this, others were targeted strictly to non-combat use and the rest were a mixture. A few were also added in just for wacky fun, such as sponge (which essentially made your tool sound like a squeaky toy each time you used it) and pigiron (which spawned in bacon from time to time or allowed you to convert tool durability to hunger/saturation).
I don't think this would fit well into the Vanilla game, but I suppose Mojang could use it as a complementary system that specifically excluded tools from the enchanting system or sort of extended "enchantability" to a suite of tools that traditionally don't have a proper connection to the original enchanting system.
This mod basically adds knew ores and lots of new weapons to the game. It would be ideal for the new cave update because there will be more ores in the game.
This is a verbatim copy of what newbie suggesters do. I'm not trying to be nasty but this idea is just absolutely covered from head to toe in newbie mistakes that kill the suggestion. Adding more of something doesn't automatically mean "good". And "add this mod" ideas usually fall flat without getting back up. There's a reason why mods are mods and don't work their way into the main game.
It doesn't seem too hard to implement in the game and the new weapons will make the game a lot more fun.
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Uh no. Going "this will be more fun because there's more" is a common fallacy here. More doesn't automatically equal "fun". More is just more. Each addition should be unique and offer something, not exist just so we can say "there's more".
Basically if you dont know the mod, you make a big multiblock structure furnace and you put ores into it, you can then mix ores to make alloys to get stronger weapons and have separate parts of the weapon such as a bone handle and a diamond head or a slime handle and a iron head(the list goes on) and the material each part is made of makes it do different things like dig faster, last longer etc. It will also make mining so much better because theres a hammer which digs a 3x3 area. This mod just suits minecraft perfectly so please add it to the bass game
It really doesn't suit the game perfectly. I think you just like the mod so much that you're overlooking a ton of things. This sounds like it offers more than we really need. I'm not seeing what objectively good things this offers other than "there's more".
As someone that enjoyed tinkers but got bored of it over time and moved on from 1.12.2 to 1.13 out of boredom even though I could have given up on Minecraft but instead I stick around and do Fabric in 1.13+ stuff. The 100s of materials aren't worth it. They all just like a single tier tool/armour mod feel like they fit in-between iron and diamond, and anything above Diamond was good for durability but just felt like wasted tiers and the 1 to 20 health of mobs makes Tinkers feel good for material accessibility but not worth it compared to 100 health and tiers to build up to defeating many that are within that aren't bosses.
The 'you build your tool part' is a great feature but like with many things if I want to build it quick and move on or not fix it then that's what I'll go for. Moving things into slots is fine and the effort the devs put in I still respect but I don't always want to mix obsidian, cobalt, ardite or cactus I just want to get a material and move on. That or I'd go for a powered tool and use a mod like Redstone Tools like I would moss but also get the Vanilla like feel.
Otherwise with ores if I don't count say cobble, endstone, sponge, 2 slime types (100s of other materials) I could use Copper, Tin, Zinc, Bronze, Brass, Platinum and more but they just aren't that fun or only get used for alloys and tools which is fine or otherwise nothing that amazing but eh for accessibility it's good. But without more dimensions, biomes or more Y levels (which I'm not big on higher Y levels as it's more digging, time and annoying me with peformance requirements to play the game rather than being impressed with large mountains or it being more 'realistic' which I prefer gamey experiences and so they would need new locations or biome ore balancing to make it work)
The tools/weapon types are great but I found only the Cleaver useful for beheading (which is the same as looting) and it being heavy weapon, the rest like the bow/crossbow and projectiles are fine but I found the bow very odd (obviously it's been balanced since I just haven't used it when it has so I can't say anything about that). The rapier/longsword/broadsword are fine for play styles but armour piercing, a long jump and the typical sword while something I felt like using less and less over time. Otherwise splash/linger potions, tnt, axes, swords, pickaxes, while not amazing when talking about weapons do have some cooldown or factors, tinkers ones do give more variety and cool weapons and provides more depth (piercing, heavy, fast, low damage and more) with shorter and longer cooldowns or differences between heavy and light but eh I go mid-range so I felt no need unless it was for beheading so I was fine with the high damage and slow animations.
The upgrades are also yes good but many are the same, sharpness, smite, bane of anthropods, fortune/looting, knockback, thorns, upgrade the pick to diamond. There probably is more and many that branch out besides enchantments but the core ones are while better than a diamond sword and sharpness V I found I still got to about 1 hitting a spider but not 1 hitting a zombie/skeleton so I just felt no difference if 10 damage over 16 is going to do the same thing with 2 hits until I reach 20 damage and only have to worry about Witches at 26 or Enderman at 40 with more hits. The 3x3 & 5x5 on hammers and excavators I miss and get mods for those types of features with a hammer/excavator mod and not having the rest of what I don't use of tinkers take up memory to load into the game that I never use.
The smeltery is cool but in Vanilla you don't need lots of iron (depends on what you do in the game but for many simple things you don't need that much). Also I get the enjoyment from a Pulveriser than a need to 64 clay, sand and gravel just to make bricks which I find annoying. The melting of ingots part is cool and the upgrading of it is fine but like with many multi-blocks I either struggle with them or hate them due to the space they take up and how much time I have to put into making it. 1 block space machines I prefer.
Finally hundreds of ores doesn't change the game if like the tools part they all feel like 5th iron or a 2nd diamond stat range material, it's just 'look at all this stuff' versus 'why are so many of these like 1 to 3 stats higher than what Vanilla already adds'. Also having used tool, tech and magic mods that add ores, you could just make the materials from Vanilla materials and it's much quicker and also less time to waste. While sure if you like mining go for it but if you don't have say many dimensions or restricted ores to biomes (like Harder Ores) it's easy to get Copper & Tin along with Iron and you have the same 3 materials already in the Stone/iron range, sure if you use them for other things it's fine but for only your tools/armour why bother if it's the same tier and not enough depth like being forced to fight a boss to pass.
Sure you don't always need that but without say upgrading with XP like with IguanaTweaks or other means it just feels eh. Over time the complexity is good and it shows in other games but I have gotten bored with it and prefer other things to do.
It's not like OreSpawn or other games where a lot more is expanded, you don't fight bosses in tinkers that require tough weapons. There is the King Blue Slimes sure but nothing really worth high damage. The customisation and material accessibility is great don't get me wrong but if the stats are just 100s of materials between a 1 to 20 damage range it feels weak compared to 20 materials in a 100 damage range for example and that's where I find it falls flat. Also while using Dirt or Stone armour is accessible it is still leather range and getting Iron is easy unless the game is skyblock or tweaked in such a way or it has a special ability to be convincing enough to use it.
I haven't used tinkers since I got bored with 1.12.2 and moved to 1.13+ out of a need to somehow stick with the game and find other things to interest me instead or doing simpler things I'd rather do.
Tinkers is a brilliant mod but it also has similar to Vanilla/Vanilla balanced because the mod devs choose to (which Forge mods try to do, not just going, here get a crazy thing end game or without much clear direction and work it out). But otherwise it does repeat a fair amount of what Vanilla already does just instead of enchantments it has materials you put into upgrades, more tools and so on. It's like other games design sure but it's not that different when you look at it.
No support. I love Tinkers, but it wouldn't really work with the way Minecraft is designed to produce a "balanced" experience unless you removed or reworked Enchanting. The amount of stuff it adds works great in mods, but it would be seriously overkill in Vanilla Minecraft.
That said, I do think we can pull some features of Tinker's into Minecraft, mainly weapon variants. This opens up room for new treasure pools and items which perform unique functions--for example, you could find a Broken Cleaver as a rare reward in Bastion chests or as a reward/drop from some new content, which you could then repair at a Smithing Table with a Netherite Ingot to produce a Netherite Cleaver, which would act as the only direct means of obtaining mob heads in Vanilla Minecraft outside of the one-in-a-million event of getting a Charged Creeper to blow up whatever it is you want. This could be paired with adding all NPC mob heads into the game as obtainable drops without relying on commands.
I would suggest running with ideas like that rather than just a straight conversion of Tinker's into Vanilla Minecraft
This mod basically adds knew ores and lots of new weapons to the game. It would be ideal for the new cave update because there will be more ores in the game. It doesn't seem too hard to implement in the game and the new weapons will make the game a lot more fun. Basically if you dont know the mod, you make a big multiblock structure furnace and you put ores into it, you can then mix ores to make alloys to get stronger weapons and have separate parts of the weapon such as a bone handle and a diamond head or a slime handle and a iron head(the list goes on) and the material each part is made of makes it do different things like dig faster, last longer etc. It will also make mining so much better because theres a hammer which digs a 3x3 area. This mod just suits minecraft perfectly so please add it to the bass game
It sounds like some of the features could be compatible with the current style of the game. If the smithing table is used to upgrade other items, such as in another thread I suggested maybe iron could be used to upgrade leather armor to studded leather armor, then maybe an upgrade system would be viable. But, I do not think it would be very extensive, at least not in the current state of the game.
As for the hammer, I've heard of this suggestion before, and I don't think they would implement the 3x3 mining feature. That allows you to mine 9x faster than a pickaxe, rendering it wholly obsolete. Even if the hammer destroys half the ore you mine to attempt some semblance of balance, that just means players would whip out a pickaxe only at the sight of a desired our, then go back to absolutely leveling hundreds of blocks a minute with the hammer.
What can this do that existing tools (mostly diamond/netherite) and enchantments can't, besides the 3x3 mining, which will probably never be put into the game, and to warrant adding who knows how many ores into the game (I've watched modded playthroughs and like half the underground is ores (maybe an exaggeration, but then consider ores that you expose by mining other ores, which effectively makes them more common); if you think that mining 3000+ ores in one sitting is a lot... I'd probably mine 10 times that, at least if I don't get tired of actually doing nothing but mining ores, which currently takes up about 1/10 of the time I spend caving).
Inventory space is also a concern, not just the total space but the number of slots; say each ore can take up one slot, you'll probably have like 20 slots available so that's 20 types of ore, and more common ores like coal and iron often take up more (I arrange my in inventory so each slot has one resource in it so I only pick them up, starting with 3 slots for iron, 1 for gold, redstone, lapis, and the rest being coal, as shown here. Assuming I only mine coal and iron and don;t find a dungeon or mineshaft I'll probably fill more than 3 slots with iron before the coal slots fill up). Sure, there are ender chests (and shulker boxes) and compacting resources into blocks for 9x the storage (this is from the same play session shown before) but those only go so far since they aren't "active" inventory space (i.e. items can be picked up directly into your inventory but you must stop to transfer them into an ender chest/shulker box).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
In regards to the tool system, it breaks down the material tiers to the tool-part level so that you can fine-tune overall tool stats. An iron pick with a wooden handle rather than an iron handle would, for example, have more durability. Different materials are usually similar to the vanilla tier materials, but they elongate the overall tool-tier system to not only include a couple new materials (cobalt, for example) but also create additional tiers between diamond and cobalt (ie, obsidian).
The tinker system also includes an enchanting-alternative ability system that fully replaces vanilla/magic-based enchanting, where each tool material has a special set of properties that are applied according to the tool part used. For example, Wood has the property called Ecological that repairs durability over time without the need for experience (like mending) or material input (like the Ardite property of Stonebound). In past versions, Wood also had the Splinters property where using the tool would randomly do damage to the player. Some materials were essentially targeted strictly for combat and had properties to reflect this, others were targeted strictly to non-combat use and the rest were a mixture. A few were also added in just for wacky fun, such as sponge (which essentially made your tool sound like a squeaky toy each time you used it) and pigiron (which spawned in bacon from time to time or allowed you to convert tool durability to hunger/saturation).
I don't think this would fit well into the Vanilla game, but I suppose Mojang could use it as a complementary system that specifically excluded tools from the enchanting system or sort of extended "enchantability" to a suite of tools that traditionally don't have a proper connection to the original enchanting system.
This is a verbatim copy of what newbie suggesters do. I'm not trying to be nasty but this idea is just absolutely covered from head to toe in newbie mistakes that kill the suggestion. Adding more of something doesn't automatically mean "good". And "add this mod" ideas usually fall flat without getting back up. There's a reason why mods are mods and don't work their way into the main game.
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Uh no. Going "this will be more fun because there's more" is a common fallacy here. More doesn't automatically equal "fun". More is just more. Each addition should be unique and offer something, not exist just so we can say "there's more".
It really doesn't suit the game perfectly. I think you just like the mod so much that you're overlooking a ton of things. This sounds like it offers more than we really need. I'm not seeing what objectively good things this offers other than "there's more".
As someone that enjoyed tinkers but got bored of it over time and moved on from 1.12.2 to 1.13 out of boredom even though I could have given up on Minecraft but instead I stick around and do Fabric in 1.13+ stuff. The 100s of materials aren't worth it. They all just like a single tier tool/armour mod feel like they fit in-between iron and diamond, and anything above Diamond was good for durability but just felt like wasted tiers and the 1 to 20 health of mobs makes Tinkers feel good for material accessibility but not worth it compared to 100 health and tiers to build up to defeating many that are within that aren't bosses.
The 'you build your tool part' is a great feature but like with many things if I want to build it quick and move on or not fix it then that's what I'll go for. Moving things into slots is fine and the effort the devs put in I still respect but I don't always want to mix obsidian, cobalt, ardite or cactus I just want to get a material and move on. That or I'd go for a powered tool and use a mod like Redstone Tools like I would moss but also get the Vanilla like feel.
Otherwise with ores if I don't count say cobble, endstone, sponge, 2 slime types (100s of other materials) I could use Copper, Tin, Zinc, Bronze, Brass, Platinum and more but they just aren't that fun or only get used for alloys and tools which is fine or otherwise nothing that amazing but eh for accessibility it's good. But without more dimensions, biomes or more Y levels (which I'm not big on higher Y levels as it's more digging, time and annoying me with peformance requirements to play the game rather than being impressed with large mountains or it being more 'realistic' which I prefer gamey experiences and so they would need new locations or biome ore balancing to make it work)
The tools/weapon types are great but I found only the Cleaver useful for beheading (which is the same as looting) and it being heavy weapon, the rest like the bow/crossbow and projectiles are fine but I found the bow very odd (obviously it's been balanced since I just haven't used it when it has so I can't say anything about that). The rapier/longsword/broadsword are fine for play styles but armour piercing, a long jump and the typical sword while something I felt like using less and less over time. Otherwise splash/linger potions, tnt, axes, swords, pickaxes, while not amazing when talking about weapons do have some cooldown or factors, tinkers ones do give more variety and cool weapons and provides more depth (piercing, heavy, fast, low damage and more) with shorter and longer cooldowns or differences between heavy and light but eh I go mid-range so I felt no need unless it was for beheading so I was fine with the high damage and slow animations.
The upgrades are also yes good but many are the same, sharpness, smite, bane of anthropods, fortune/looting, knockback, thorns, upgrade the pick to diamond. There probably is more and many that branch out besides enchantments but the core ones are while better than a diamond sword and sharpness V I found I still got to about 1 hitting a spider but not 1 hitting a zombie/skeleton so I just felt no difference if 10 damage over 16 is going to do the same thing with 2 hits until I reach 20 damage and only have to worry about Witches at 26 or Enderman at 40 with more hits. The 3x3 & 5x5 on hammers and excavators I miss and get mods for those types of features with a hammer/excavator mod and not having the rest of what I don't use of tinkers take up memory to load into the game that I never use.
The smeltery is cool but in Vanilla you don't need lots of iron (depends on what you do in the game but for many simple things you don't need that much). Also I get the enjoyment from a Pulveriser than a need to 64 clay, sand and gravel just to make bricks which I find annoying. The melting of ingots part is cool and the upgrading of it is fine but like with many multi-blocks I either struggle with them or hate them due to the space they take up and how much time I have to put into making it. 1 block space machines I prefer.
Finally hundreds of ores doesn't change the game if like the tools part they all feel like 5th iron or a 2nd diamond stat range material, it's just 'look at all this stuff' versus 'why are so many of these like 1 to 3 stats higher than what Vanilla already adds'. Also having used tool, tech and magic mods that add ores, you could just make the materials from Vanilla materials and it's much quicker and also less time to waste. While sure if you like mining go for it but if you don't have say many dimensions or restricted ores to biomes (like Harder Ores) it's easy to get Copper & Tin along with Iron and you have the same 3 materials already in the Stone/iron range, sure if you use them for other things it's fine but for only your tools/armour why bother if it's the same tier and not enough depth like being forced to fight a boss to pass.
Sure you don't always need that but without say upgrading with XP like with IguanaTweaks or other means it just feels eh. Over time the complexity is good and it shows in other games but I have gotten bored with it and prefer other things to do.
It's not like OreSpawn or other games where a lot more is expanded, you don't fight bosses in tinkers that require tough weapons. There is the King Blue Slimes sure but nothing really worth high damage. The customisation and material accessibility is great don't get me wrong but if the stats are just 100s of materials between a 1 to 20 damage range it feels weak compared to 20 materials in a 100 damage range for example and that's where I find it falls flat. Also while using Dirt or Stone armour is accessible it is still leather range and getting Iron is easy unless the game is skyblock or tweaked in such a way or it has a special ability to be convincing enough to use it.
I haven't used tinkers since I got bored with 1.12.2 and moved to 1.13+ out of a need to somehow stick with the game and find other things to interest me instead or doing simpler things I'd rather do.
Tinkers is a brilliant mod but it also has similar to Vanilla/Vanilla balanced because the mod devs choose to (which Forge mods try to do, not just going, here get a crazy thing end game or without much clear direction and work it out). But otherwise it does repeat a fair amount of what Vanilla already does just instead of enchantments it has materials you put into upgrades, more tools and so on. It's like other games design sure but it's not that different when you look at it.
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No support. I love Tinkers, but it wouldn't really work with the way Minecraft is designed to produce a "balanced" experience unless you removed or reworked Enchanting. The amount of stuff it adds works great in mods, but it would be seriously overkill in Vanilla Minecraft.
That said, I do think we can pull some features of Tinker's into Minecraft, mainly weapon variants. This opens up room for new treasure pools and items which perform unique functions--for example, you could find a Broken Cleaver as a rare reward in Bastion chests or as a reward/drop from some new content, which you could then repair at a Smithing Table with a Netherite Ingot to produce a Netherite Cleaver, which would act as the only direct means of obtaining mob heads in Vanilla Minecraft outside of the one-in-a-million event of getting a Charged Creeper to blow up whatever it is you want. This could be paired with adding all NPC mob heads into the game as obtainable drops without relying on commands.
I would suggest running with ideas like that rather than just a straight conversion of Tinker's into Vanilla Minecraft