• 1

    posted a message on [1.6.4]Tinkers' Mechworks
    Mechworks has been updated to 1.7.10. Forge is still a bloody mess, but I'll take current bloody mess over 8 month old version. This version may be full of bugs... more testing is required. Have fun~
    Posted in: WIP Mods
  • 21

    posted a message on [1.6.4]Tinkers' Mechworks
    Tinkers' Mechworks

    Mechworks is an addon for Tinkers' Construct with some interesting mechanical tidbits.


    1.7.10 Downloads
    Mechworks - 0.2.8

    1.6.4 Downloads
    Mechworks - 0.1.6
    Tinkers' Construct is currently required.

    Changelog
    0.2.7
    -Added Filter's
    -Fixed various drawbridge duplication issues & crashes
    -Fixed spool repairing
    0.2.4
    - Fixed a crash involving signal buses
    - Fixed blocks hanging around when they shouldn't have
    0.1.6
    - Added filters
    - Fixed a strange bug with drawbridges creating duplicate copies of every TileEntity everywhere. Heisenbugs ho!
    0.1.4.2
    - Drawbridges should only drop one block
    0.1.4.1
    - Hotfix for advanced drawbridges
    0.1.4
    - Internal drawbridge code moved here instead of TConstruct
    - Pick block copies drawbridges in their entirety
    - Drawbridges function as an elevator

    Drawbridges: Place and retract any kind of block, including ones not normally moveable with pistons. They also hold their own inventory as items, meaning you can place drawbridges with drawbridges!

    Signaling buses and Terminals: A "wireless", 16 color redstone network designed to make compact redstone circuitry. Run it up walls, through your ceiling, and let the drawbridge scream!

    Filters: Sorting blocks that lets you differentiate items and mobs from each other.

    Developers:
    pillbox - Signaling buses
    Gyro - Filters
    mDiyo - Drawbridges

    Source code is available on Github under the MIT License.
    Posted in: WIP Mods
  • 1

    posted a message on Tinkers Construct
    It's so much more fun to make videos than it is to fix bugs. I find myself updating slowly, fixing bugs a couple at a time instead of knocking them all out. It also doesn't help that I'm still playing on 1.6.4, where mods are still stable. Bugs will get fixed... eventually.

    If anyone wants to fix things themselves, please do. https://github.com/SlimeKnights/TinkersConstruct

    juress: The FPS drop from Smelteries is a known bug. It only happens when something changes or you have a bazillion liquids in the main structure though.

    Texedo: Sure, I'll add enchantments. Just add a bit of redstone, throw on some lapis, a silky jewel...

    stoneinfocus: Tools are nigh indestructible on purpose. I would need a very good reason to add a config option to make them not so.

    Chibifain: Mechworks is in a transitional phase between 1.7.2 and 1.7.10. Give it time, it will come.

    TakerOfBoxes: The wings are made with 4 bronze, 2 gold, and an ender pearl.
    Posted in: Minecraft Mods
  • 4

    posted a message on Tinkers Construct
    I do not want to support 1.7.2. It's an outdated version of MInecraft with a bunch of rendering problems that were fixed in the very next patch, yet Forge was stuck on it for 8 months. The difference between the recommended and the latest version of Forge is large enough that it breaks a good deal of mods, the recommended version has the ore dictionary backwards compared to every other version, and there have been many other things that break mods throughout the time Forge spent on 1.7.2.

    I was planning on leaving well enough alone. The sheer number of people asking where 1.7.2 is, why it's not supported, and demanding backports was too much. The current links are for my sanity; the alternative is to report every single person that merely asks where 1.7.2 is as asking for backports.

    Besides, the 1.7.2 versions of TConstruct are full of memory leaks. Do you really want buggy mods that will eventually crash your game?
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers Construct
    RepoDraghon: My best guess is you have a corrupted download. Second guess would be one mod or another overwriting MC files and removing methods that TConstruct wants to access... the most likely culprit being NEI. I'd guess OptiFine after that.

    Could you do some additional testing and let me know what's conflicting?
    Posted in: Minecraft Mods
  • 5

    posted a message on New format - wasting space
    I have a 1600x900 monitor on a windows 7 PC, and what I'm seeing with the new format is completely unacceptable. Roughly 50% of the space on my computer screen has nothing on it but filler, and that's scrolled down in the middle of a forum post!


    The text is smaller on posts than it used to be. This adds more to the impression that everything is crammed into the center of the screen. The lack of contrast between the contents of a post and the outside makes it feel like everything runs together. The blue sidebar attracts attention and feels like it's supposed to be important, but is blank.


    Looking at this image, the brown navigation bar that tells you where in the forums you are is not apparent that it lets you move around the site. It looks like an information bar, something to ignore. There's more wasted space above the "Search Minecraft Forums" bar, and the twitter, facebook, Youtule(sic) boxes look cramped and shrunk too much.


    The feedback button on the bottom right is missing with adblock (possibly noscript, but I do have scripts allowed on here), and quite frankly the huge banner ad on top of the screen makes me think it's an unprofessional site out to make money at the expense of readability.

    Overall the site needs more contrast to make things more readable and it needs to use more than 50% of the screen on all computers, not just mobile devices.
    Posted in: Feedback Archive
  • 1

    posted a message on Tinkers Construct
    I've taken the 1.7.2 links off of the OP. Forge was terribly buggy for 1.7.2 and 1.7.10 should be along sometime soon.

    linkinkov: Try the experimental version.

    Archibald_McShane: First you ask if a bug is true, then you assume it is, then tell me to fix it? What if it's not an existing bug at all?
    Posted in: Minecraft Mods
  • 2

    posted a message on Tinkers Construct
    I have returned. It's been a week or so since I've been on here. I won't be able to respond to everyone and I need some time to readjust, read mail, unpack my bag o' survival gear...

    I am aware of both Minecraft 1.7.10 and a version of Forge for it. I'll see about getting things rolling sometime within the next couple days. In the meantime... have a couple of pictures from my trip!

    Posted in: Minecraft Mods
  • 2

    posted a message on Tinkers Construct
    KillaMike: The nether metals were nerfed because they were the only material people were making tools out of. The possible amount of modifiers on tools was increased relatively recently, so it felt fitting.

    SynfulChaot: The concept of oreberries was good. Implementation, not so much... they'll make a return in one form or another eventually.

    Knightnegro5: Go get a resource pack if you want different textures.

    xH3LLRAIZ3Rx: 1.7.2 is a buggy version of Minecraft that I would rather not code on.

    grimallq: 1.7.2 does use IDs. They may not be visible to normal people, but they do still exist.

    hbk827: There are settings in the config file for TConstruct that can get rid of vanilla tools. TConstruct tools aren't particularly harder than vanilla tools though; quite the opposite.

    Brontus12: The mod was designed as an extension of vanilla and was made to go with every mod.
    Posted in: Minecraft Mods
  • 2

    posted a message on Tinkers Construct
    My ninja training is going well. Now I just have to figure out how to disappear entirely...


    ...although I may have developed a liking for walking through things.


    Oh well. I guess I'll just toss some lilypads on my feet and stroll across the lake.
    Posted in: Minecraft Mods
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