Getting started in Magic Farm 2

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Yusunoha

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Jul 29, 2019
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the changes have been done by Iguana Tweaks for Tinker's Construct
you can find the topic of the mod over here http://www.minecraftforum.net/topic/1953828-16x-iguana-tweaks-for-tinkers-construct/
I copied over some of the important parts

iguana_man said:
FEATURES
Tools and weapons gain xp as you use them and "level up"
Weapons gain XP when hitting mobs (amount based on damage, reduced for animals)
Bows gain XP when it's arrows hit mobs (amount based on damage, reduced for animals)
Bows also gain a small amount of XP from melee attacks
Tools gain XP for breaking blocks they are made to break (wood for axes, stone for picks, etc)
Tools start with no base modifiers and no way to add them (unless it has paper/thaumium parts)
Levels 1, 3 and 5 give an extra modifier
Every level gives a random improvement
Modular system, you can enable/disable parts or the whole thing

Ability to swap parts of existing tools
>> The tool must be fully repaired to change parts <<
Never throw tools away again, always upgrade the parts to save your XP and levels
Can be done in the tool station, tool forge or normal crafting window
Maximum two parts can be swapped at one time

Alternative crafting options for many Tinker's Construct crafting mechanics
Tools can be built, repaired and upgraded using the normal crafting window
Parts can be made with a wood pattern and material (non-metal only)
Patterns can be crafted on their own to change the pattern
Blank patterns can be crafted with 4 sticks in a square
Each of the above features can be disabled in the config

Restrictions on the parts you can make with certain materials
WOOD: Only rod, binding, shovel head, knife blade, arrow head
STONE: No restrictions but parts can only be used to make metal casts
FLINT: Only pickaxe head, axe head, shovel head, knife blade, chisel, arrow head
BONE: Only rod, axe head, shovel head, knife blade, arrow head
SLIME / PAPER / CACTUS: Only binding and tool rod
* Stone tools cannot be made. Again, those parts are only for casts.
Ability to make stone tools can be re-enabled in the config
Can restrict/unrestrict parts in the config

New pickaxe mining levels (dependant on the head material)
0 Wood/Stone/Netherrack/Paper/Slime/Cactus
1 Flint/Bone
2 Copper
3 Iron/Thaumium
4 Bronze/Steel
5 Obsidian/Alumite
6 Ardite
7 Cobalt
8 Manyullyn
* The required material to progress to a tier always requires material only harvestable by the previous tier's tools.

Required harvest levels changed
0 Stone
1 Coal/Copper/Aluminum/Tetrahedrite/Bauxite/Zinc
2 Iron/Cassiterite/Pyrite/Silver
3 Tin/Gold/Lapis/Steel/Galena/Nickel/Invar/Electrum/Sphalerite
4 Obsidian/Diamond/Emerald/Redstone/Gems/Cinnabar/Quartz/Tungstate/Sodalite
5 Ardite/Uranium/Olivine/Sheldonite/Osmium/Platinum
6 Cobalt/Iridium/Cooperite/Titanium
7 Manyullyn
* Some of the listed materials are only available when added by other mods

Pickaxe boost required mode
Pickaxes will only be able to mine up to the same material level as it's pickaxe head part
For example an pickaxe with an copper pickaxe head can only mine up to copper ore
To mine the next tier, you will need to boost the pick with a mob head or XP
The "Boost XP" tooltip shows how close you are to boosting with XP
Adding a mob head is a simple as attaching it to the tool as a modifier
Each head has a limit to the tier of material it can boost
Skeleton/Zombie: Copper picks or lower
Creeper: Iron picks or lower
Enderman: Bronze picks or lower
Wither skeleton: Obsidian picks or lower
To mine Cobalt you will need to modify an Ardite pick with a nether star
When you upgrade your pick head the mob head modifiers will be removed
On by default but can be disabled in the config

Recipes for vanilla tools removed
Depends on what tinker's parts are disabled
For example, if you cannot make a wooden axe head and rod you cannot make a vanilla wood axe
Disabled tools are also removed from bonus chest generation

New item: Clay Bucket
Made with the normal bucket pattern, except with clay instead of iron
Needs to be fired (cooked) in a furnace
If used to carry lava, it will be destroyed when the lava is placed

Gravel no longer randomly drops flint
Flint is now crafted using 4 gravel

Added harvest level tooltips on pickaxes and hammers
The tool builder/station GUI's now show correct data too

Added tooltips to wood patterns
Tells you which materials can be used to make that part

Added tooltips to parts
Shows various info (mining speed, durability, and so on) about the part
Info will only be shown if it will affect a tool made with that part

Config option to limit the number of times you can repair a tool
Inactive by default but the option is available in the config

Config option to scale how much a tool is repaired based on number of previous repairs
Inactive by default but the option is available in the config
The more you repair a tool the more material you will need to repair it

Config option to modify the repair speed of moss
Inactive by default but the option is available in the config
I recommend setting this to "1" if you use the repair restriction option above

Config options to modify the harvest speed and durability of all materials
You can set a percentage for each (example, make all materials have 50% harvest speed)

Config options to set the required harvest level of any block
See config for instructions

Tool tips on mob heads used for "Heads required mode"
Shows the max tool material the head can be used to boost
Only show if "Heads required mode" is active

New heads: Enderman, Blaze and Zombie Pigman
Only drop if "Heads required mode" is active
The rendering on the zombie pigman head is a little strange

Mobs drop heads on death
Heads have been added as a drop from the above mobs
The default rate is 5% (1 in 20) but this can be configured
Head drops added by other mods are removed

Cleaver and beheading modifier effect reduced
By default cleavers two levels of beheading (not shown)
Each level of beheading add 2% to the drop chance
Can be configured in the config file

Adding extra modifiers in "Heads required mode"
The following change only apply when "Heads required mode" is active
An extra modifier can only be added by modifying a tool with a blaze and zombie pigman head

Silky Jewel recipe changed
Now requires gold ingots (was nuggets) and an emerald block (was 1 emerald)

Electric modifier now takes 2 modifier slots
Because it was overpowered imo, I may change this in future

Ability to reform non-metal parts in the part builder
Example: Turn a stone binding into a stone tool rod

New command - /leveluptool
Levels up the tool you are currently holding, unless it is at max already

New command - /toolxp <value>
Sets the xp of the tool you are holding to the value you choose

STARTING GUIDE
Starting off
The first thing you will notice is that the only tools you can make with wood are shovels, bows and battlesigns. You will need to hunt down some bone or flint to make pickaxe and axe heads. Bone and flint tools have been nerfed somewhat and are on a par with vanilla stone tools, only with slightly less durability. Wood as a material has also been nerfed dramatically.

Getting flint
To make getting flint from gravel less tedious, you can put 4 pieces of gravel next to each other in the crafting grid to get one flint. Gravel blocks no longer drop flint randomly. When digging gravel you will always get back gravel.

Making weapons
Until you smelt copper, you will not be able to make a sword. Don't panic as you can still make a flint axe and a bow to defend yourself. Once you have dug out some copper and aluminum with your flint tools and have access to a smeltery, you can upgrade your tool set and make your first sword.

Getting lava for the smeltery
You will need to craft a clay bucket (3 clay in the usual pattern) and fire (cook) it in a furnace to bring lava to the smeltery. When used to carry lava, the clay bucket is one use only and will be destroyed upon placing the lava.

A note on stone parts and tools
Stone can still be used to make all parts but those parts cannot be used to make tools. However, you will need them to pour aluminum brass over, to make the casts needed to mould metal parts. If you don't understand how to do this, refer to a Tinker's Construct guide on making metal tools - the process has not changed.

Changing parts of existing tools
Gone are the old days of making new tools with each new material and throwing away the old one. You can now change the parts of existing tools using the tool station or tool forge like you would add an upgrade (see screenshots for an example). You should do this every time because doing so, you will not lose any modifiers, xp or levels the tool has gained so far.

Leveling tools
Tinker's construct tools now gain xp either hitting mobs or breaking blocks. The tool's current XP and chance to level up will be shown on it's tooltip (see screenshots for an example). Leveling up a tools gives benefits such as opening up new modifier slots, as well as giving random bonuses.

Leveling pickaxes
When you make your first copper pickaxe, you will notice that you cannot mine anything new with it. From this tier onwards picks can only mine upto the level of the material they are made of. In order to mine the next tier of material you will either need to harness the power of a mob head or boost the pickaxe with XP (shown as "Boost XP" in the tooltip).

Using a mob head
An alterative to leveling up your pickaxe is to use the power of a mob head to boost it's mining capability. Copper pickaxes need a skeleton or zombie head, so go kill a few mobs and get hold of one. The default chance for a head to drop is 5%, so on average you should get one every 20 mobs killed. Add the head as a modifier to the pickaxe and the mining level will be boosted (see screenshots for an example). You do not need a free modifier slot to add a mob head.

*** The features described in the above few paragraphs can be disabled in the config if you do not like them. Disabling pickaxeBoostRequired means that tools will be able to mine the next tier material as soon as they are made ***

The iron age
Once boosted, copper pickaxes can mine iron. Since you can now defend yourself propely you should be able to go deeper into the caves and find some iron, and upgrade your tool set once more. You will need to modifiy your iron pick with a creeper head or gain enough boost XP for it to gain a mining boost. Once you have done this you can mine tin and gold.

The bronze age
Back at your smeltery, three copper combined with one tin in the smeltery will mix to give you a bronze alloy. You will need a enderman head or more boost XP to access the potential of your bronze pick. With a bronze pickaxe, you can mine obsidian and diamonds for the first time. The next tool set you will want to make will either be obsidian or alumite (check the Tinker's Construct book in game for the alloy mix).

Into the Nether
Alumite and obsidian requires a wither skeleton skull modifier, after which you can mine the first nether metal - Ardite. Ardite tools - which require a nether star (or more boost XP) to boost mining level - are needed to mine the other nether ore, cobalt. Finally Ardite and Cobalt can be combined to make the top tier tool material - Manyullyn.
 

PhilHibbs

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Getting flint
To make getting flint from gravel less tedious, you can put 4 pieces of gravel next to each other in the crafting grid to get one flint. Gravel blocks no longer drop flint randomly. When digging gravel you will always get back gravel.
This may be the default in Iguana Tweaks, but it is not true in Magic Farm 2, gravel and flint behaves like vanilla, and four gravel is a different crafting recipe (gravel bricks or something like that).
 

PhilHibbs

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I started in an area that had no gravel, but I found some by travelling a long way and nearly died of hunger on the way back. Gravel: solved, I can make basic tools! However I haven't found any mud yet, so no hoe for me. Is there any other way of getting food other than punching leaves or finding berry bushes? (I have 4 Maloberries yay!) Berry bushes seem extremely slow in growing and fruiting, is that nerfed in Magic Farm? p.s. I'm not complaining! It's a hard pack, and I'm not sure if it's for me or not, but I am having fun.

Useful tip: find a Volcano biome, and use the ash to make coal to make torches.
 
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Odovbold

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Mud hoe from BoP.[DOUBLEPOST=1387118098][/DOUBLEPOST]


Magic Farm is a conversion pack. It plays more like an rpg. It will not be to everyone's taste.
I'm talking about the "Iguana Tweaks for Tinker's Construct" mod, not the Magic Farm 2 modpack
 

tedyhere

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This may be the default in Iguana Tweaks, but it is not true in Magic Farm 2, gravel and flint behaves like vanilla, and four gravel is a different crafting recipe (gravel bricks or something like that).

Because of Extra Utilities adding a gravel recipe using 4 gravel the flint recipe is now shapeless.
 

Drawde

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I haven't played the new version yet (waiting for my new computer), but I believe you could make thaumium hoes in the original. If you managed to find any thaumium.
 

Yusunoha

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This may be the default in Iguana Tweaks, but it is not true in Magic Farm 2, gravel and flint behaves like vanilla, and four gravel is a different crafting recipe (gravel bricks or something like that).

I believe jaded commented on this in her stream yesterday. gravel in a 2x2 grid will produce the gravel bricks, but 4 pieces of gravel in any other unshaped crafting will produce the flint
 

PhilHibbs

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My problem with the pack is that it's too sensitive to a lucky or unlucky starting spawn. If you have gravel and mud, you're sorted and don't need to even die once. Miss out on those resources, and you're doomed. Am I missing something? Is there any way to reliably make a decent amount of food without mud and gravel? A recipe for making mud would have helped.

*Edit* It seems odd that the best biome to find for food is a desert, as there are loads of those little cactus fruits and they are easy to spot!
 
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joshie

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Make a sifter, and throw dirt, tall grass, wood, grass, saplings, or raw/rotten meat on it(though probs not good idea to throw away your food) :p.
 
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PhilHibbs

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Thanks for the Sifter tip. That's quite fun. Fishing is quite time consuming though and I can't make an automatic fisher yet.

Can anyone tell me how I replace tool heads? *EDIT* Got it, tool must be repaired first.
 
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