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natnif36

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Jul 29, 2019
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And.
If GT convenience smelting block recipes are on.
And one fortune+autos melts an ingot block, such as an iron/gd/osmium/steel block, it will give MORE than 9 I gots back. With fortune 2 I was getting 27 per iron, 18 per gold, style and osmium.
Doesn't work on copper.
Untested on tin.

What's more interesting than the bug is why, osmium, steel works, yet copper doesn't.
Strange indeed.
 

whizzball1

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Jul 29, 2019
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And.
If GT convenience smelting block recipes are on.
And one fortune+autos melts an ingot block, such as an iron/gd/osmium/steel block, it will give MORE than 9 I gots back. With fortune 2 I was getting 27 per iron, 18 per gold, style and osmium.
Doesn't work on copper.
Untested on tin.

What's more interesting than the bug is why, osmium, steel works, yet copper doesn't.
Strange indeed.
Gregtech (yup, bug smashing man) adds recipes for smelting blocks back into their respective parts.
So for example, Steel Blocks can be smelted into Steel.
Copper Blocks, I don't know.
But that's the gist of it.
 

MFINN23

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Jul 29, 2019
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Rapier does less damage cause it bypasses armor, broadswords are "defensive" weapons and longswords are "offensive" weapons. I think you can figure it out from there.
So the broadsword does less damage than the longsword?
 

Shakie666

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Jul 29, 2019
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So the broadsword does less damage than the longsword?
No, they do the same damage. Its just the broadsword blocks with right mose button like a regular sword, whereas the longsword gets a special attack that does something that I can't remember.
 
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MFINN23

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Jul 29, 2019
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No, they do the same damage. Its just the broadsword blocks with right mose button like a regular sword, whereas the longsword gets a special attack that does something that I can't remember.
Thank you sir, I'll make a broadsword then.
 

YX33A

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Jul 29, 2019
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Thank you sir, I'll make a broadsword then.
The long sword does extra damage while sprinting. The Broad Sword is a normal minecraft sword, basically. The Longsword is a more offensive weapon, as it deals extra damage while running at foes, and has a lunge ability which moves you forward(and likely allows for the damage boost) when you right click. The Rapier is more of a specialist weapon as it has low durability, and lower base damage. It bypasses armor(sidenote: most hostiles have a armor value so it's pretty handy for that) and can strike really fast by reducing mob invincibility between strikes. Right click feature allows you to jump backwards, which is kind of handy for some things, but not as much against the average mob.
Personally I prefer the frying pan. Stun feature is handy.
 
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MFINN23

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Jul 29, 2019
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Damn gotta try out the frying pan now too lol. Fuck it I'll just make all the weapons.
 

Daemonblue

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Jul 29, 2019
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The longsword's right click charge can be used as a jump boost. If you have it fully charged, jump, and then let it go you can jump upward by about 3-4 blocks. You can also use it to clear some gaps depending on your height.
 

Lambert2191

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The longsword's right click charge can be used as a jump boost. If you have it fully charged, jump, and then let it go you can jump upward by about 3-4 blocks. You can also use it to clear some gaps depending on your height.
the gap thing is a HUGE leap... like even if you're only jumping from the same level you can clear a gap of about 7m easily
 

puschkin

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Jul 29, 2019
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after testing a stonebound pick with max durability i wanted to try to improve my weapon in the same way.
my first test with spiny on a broadsword results in a 14.5 Hearts damage electric weapon. although it states it decreases the attack speed it's not really noticeable while playing. it could even go up to 19 Hearts, if i didnt use two Nectrotic modifiers and Looting. The Wither is no problem with full armor. any body with even stronger weapons?
i'll test the other weapon types now :)
----
after some thinking....
it seems you get +2 modifiers if you use paper binding and paper rod, so probably ardite binding and handle will also stack. in this case my propose for the fastest pick is:

green slime head (for 1500 dura, 300 more than many)
ardite binding (for stonebound 3)
ardite handle (for stonebound 3 again, also 2x handle modifier which is quite good considering we increase the stonebound by two)
diamond (+500 dura)
emerald (+50% dura)
then waste all durability and install electric modifier.
2 free modifiers (my pick: smelting, fortune)

for the highest damage i think two spiny modifiers are not useful, because using cactus as a handle would reduce the durability by more then two.
using 3550 durability with spiny 1 grands me 9 hearts of bonus damage -> 1 heart for 400 dura. with a green slime head my base dmg is reduced by 2 hearts, but my dura increased by 300*2.5+50%...a lot?!
the diamond (1.75 hearts) and the emerald modifier are definitely more effective then sharpness (1.5 hearts).

*tested* sounds stupid, but the strongest weapon is a broadsword (more dura and base dmg than the rest) is made of:

green slime head
cactus binding
many rod
diamond
emerald
electric modifier
2 free modifiers
=21 hearts of dmg (+3 with nether quarz)

i'm sure not many will believe me, until they try ;) also, grass frenzy!!!!!!!111
 

Daemonblue

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Jul 29, 2019
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Stonebound doesn't stack for starters. It can show up more than once on a tool if you use, say, stone and ardite, but only the highest one will count. Where do you get the 300x2.5? If the slime head is 300 more than many head then the only modifier I can think of for increased dur that would matter would be the emerald for a total of 450 more dur.

Edit: Derp, you're also adding in the handle modifier. The question the would the emerald upgrade increase base durability or post-handle durability. This would be the difference of 1125 or 900.
 

rymmie1981

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Jul 29, 2019
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In my experience, emeralds are counted last even if you add durability such as diamond after you add the emerald.
 

puschkin

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Jul 29, 2019
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how you know stonebound doesnt stack? you tried it? well i didn't, i only know that paper stacks and thats what i said :)
unfortunately the bonus mining speed is not displayed in the tool table, but it works just like spiny so maybe i test spiny/spiny tomorrow.

reguarding durability:
basically durability is ((head durability*handle modifier*item modifier)+diamond modifier)*emerald modifier

the item modifier is default 1 but for the rapier its 0.8 and the broadsword 1.2 for the throwing knifes also quite small... basically broadsword > longsword > rapier
in the case of slime blade and many rod, broadsword its: (1500*2.5*1.2+500)*1.5 =7500 if we want to calculate spiny bonus dmg we divide by 400 (note that 1 dura has to remain so you might have to substract one).
the result would be 18.6 hearts... the item says 19 hearts at 60/7500 dura, either its rounded or 400 is not completely accurate.
 

Daemonblue

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Jul 29, 2019
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Earlier in the thread I did a comparison of stonebound picks and found out it doesn't stack. If you make it with all ardite you only get the stonebound 3, if you make it with ardite and stone you'll see stonebound 1 and 3, but only stonebound 3 will make any difference in the speed.
 

puschkin

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Jul 29, 2019
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yea, i read the thread, but i wasn't sure if you really tested it.
i had a second look on the mods jar-file and from my understanding (which is far from perfect) i think paper, spiny and stonebound basically add up the "level" of the modifier on all 3 (or 2) tool parts and divide by 3 (or 2, respectively). in the case of the reinforced modifier the highest modifier is picked. the "binding" tool part determines the modifier.
but honestly on a pick, one stonebound modifier is more than enough to reach an insane speed and a second spiny results in a too small dura as i stated earlier.

also i found that the amount of dura necessary for one heart of bonus dmg with 1 x spiny modifier is 390, with 2 x spiny modifier is 195 and 3 x spiny modifier is 130, precisely.
for stonebound i can't test it, but i understand it like this: 1 x stonebound modifier is 300, with 2 x stonebound modifier is 150 and 3 x stonebound modifier is 100.
for stonebound of tools with just two parts, it should be like this: 1 x stonebound modifier is 200 and 2 x stonebound modifier is 100.
as a result different combinations of head/binding/handle for a pickaxe result in the following (invisible) bonus mining speeds
many/ardite/many +17
slime/ardite/many +21
ardite/ardite/ardite +24
many/ardite/ardite +28
slime/ardite/ardite +35
all including diamond/emerald modifiers and at lowest durability.
adding the bonus value to the basse speed we get:
many/ardite/many +26
slime/ardite/many +22.5
ardite/ardite/ardite +32
many/ardite/ardite +37
slime/ardite/ardite +36.5

since the "slowest" one already insta harvests stone i'm not sure if you can see a difference.
i picked the slowest...unlucky guy :'(
 

Daemonblue

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Jul 29, 2019
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The tests were on a block from Gregtech that takes a diamond pick 10 seconds to mine. With a many head, ardite binding, and many rod someone else's test showed 3 seconds to mine it, with my many head, stone binding, and ardite rod it took a little over 4 seconds.
 

Zjarek_S

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Jul 29, 2019
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The tests were on a block from Gregtech that takes a diamond pick 10 seconds to mine. With a many head, ardite binding, and many rod someone else's test showed 3 seconds to mine it, with my many head, stone binding, and ardite rod it took a little over 4 seconds.

It was my test and it was with many head, ardite binding and ardite rod. With many rod it was about 6 seconds IIRC.

Edit: I recommend upgrading TConstruct to new development version. I've only tested hammer so far and it is awesome, but don't use it in your base (full ardite except many hammer head).

Edit2: Fragment from git commit as new modifiers aren't documented in book yet:
+ ItemStack piston = new ItemStack(Block.pistonBase);
+ tb.registerToolMod(new ModPiston(new ItemStack[] { piston }, 3, 1));
+ tb.registerToolMod(new ModPiston(new ItemStack[] { piston, piston }, 3, 2));
+
+ tb.registerToolMod(new ModInteger(new ItemStack[] { new ItemStack(Block.obsidian), new ItemStack(Item.enderPearl) }, 13, "Beheading", 1, "\u00a7d", "Beheading"));
+
+ ItemStack holySoil = new ItemStack(craftedSoil, 1, 4);
+ tb.registerToolMod(new ModSmite("Smite", new ItemStack[] { holySoil }, 14, 1));
+ tb.registerToolMod(new ModSmite("Smite", new ItemStack[] { holySoil, holySoil }, 14, 2));
+
+ ItemStack spidereyeball = new ItemStack(Item.fermentedSpiderEye);
+ tb.registerToolMod(new ModAntiSpider("Anti-Spider", new ItemStack[] { spidereyeball }, 15, 1));
+ tb.registerToolMod(new ModAntiSpider("Anti-Spider", new ItemStack[] { spidereyeball, spidereyeball }, 15, 2));
+
+ ItemStack obsidianPlate = new ItemStack(heavyPlate, 1, 6);
+ tb.registerToolMod(new ModReinforced( new ItemStack[] { obsidianPlate }, 16, 1));
 

natnif36

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Jul 29, 2019
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If we put electric on these tools, does the stonebound increase the eu cost, as redstone would?
Or does stonebound not increase the eu cost?