http://forum.feed-the-beast.com/threads/quarry-minus.49648/1. no. Extra utilities is a discordant collection of balance issues and ridiculousness. I give you a potion generator, and raise you a pink generator. wtf is that about?
2. additionally, the "Ender" quarry is not a quarry, its a magic block replacing device. This might be good for lag, but seriously, I expect a quarry to make a big hole in the ground.
So, I reiterate, a mod that provides a quarry, and only a quarry, would be a hit.
This is scarily close to an idea I had long before I had even heard of tconstruct. I think this could also see some effects such as tempering and annealing, depending on how quickly you cool a part or how many times you reheat it.~snip~
Here's a new(ish) idea: Blacksmithing metal parts for Tinker's Construct.
There are 4 new main types of blocks:
Smithing Anvil (The metal level of the anvil determines what level of tools it can smith. This is the core of this TiCo addon. You can place 2 different item stacks on the anvil, one ingot stack (Up to 8 max), and one etc. slot (Single item slot, primarily for Tool Patterns to go here but with Minetweaker can be used for other functions). After heating the ingot to the right temperature (Be quick, this will cool down over time!), grab the hot item(s) with your tongs (Can grab two hot ingots at a time), and shift-right click on the anvil with the tongs to place the hot ingot(s) to prepare for smithing. Repeat until you have the right amount of ingots. You then right click the anvil (Satisfying 'clang!' sound included!) until the ingot(s) form into the new tool head.)
Smithing Forge (This heats up ingots to a specific melting point, take the ingot out too early, it's not workable and you have to reheat it. Too hot, and the metal melts. The metal level of the forge determines the maximum temperature of the item. Needs any furnace fuel to heat up)
Smithing Bellows (This item pushes the limits of the forge, and can allow you to heat up the forge faster at the cost of fuel. Funnily enough, it makes vanilla furnaces do the same too. Requires manual clicking, although the role of the bellows can be substituted by the Arcane Bellows from Thaumcraft.)
Smithing Basin (Made out of smeltery bricks, this container acts as a basic tank for fluids that don't float. However, with water in it, this block is useful for instantly cooling down hot tool heads or ingots when they're ready! You'll just need to top it up every now and then, and you'll be golden.)
New tools:
Smithing Hammer: Needs one Smithing Hammer head, a tool binding and a tool rod. This item is needed for smithing jobs (Described above in the Anvil area), and with a hard mode config enabled is needed alongside the chisel for making chiseled blocks.
Tongs: Needs 2 Tong Pincers and 2 Tool Rods. These items are needed to pick up hot ingots/tool parts (otherwise you'll be on fire whenever it's in your inventory). More functions are described in the Anvil area.
Handsaw: Needs a Handsaw Blade, a Tool Binding and a Tool Rod. Not needed for smithing jobs, but can be used to make custom handsaws for microblocks.
New weapons:
Spear: Needs a Spear Head, a tool binding and a tool rod. A new piercing weapon with a longer range than most swords, designed for use on horseback. Less armour piercing than a rapier but with blocking and longer range.
Mace: Needs a Mace head, a tool binding and a tool rod. Think a more weaponised version of the frying pan, plus a more devastating effect on unarmoured foes.
Many of those are added by Balkon's weapons mod.I like what you've got so far, but here are I couple of ideas I'd like to see.
First, I think that players should be able to throw spears by holding and releasing right click. An enemy hit by a thrown spear will take a massive amount of damage while a critical hit on an unarmored enemy results in an instant kill.
Second, I think you should add a couple more new weapons such as the halberd, flanged mace or morningstar, francisca (throwing axe), and scimitar/shamshir or kilij.
Insta-kill is pretty extreme, there is a reason mankind moved from spear to bow even at the relatively short range most hunting was carried out in.I like what you've got so far, but here are I couple of ideas I'd like to see.
First, I think that players should be able to throw spears by holding and releasing right click. An enemy hit by a thrown spear will take a massive amount of damage while a critical hit on an unarmored enemy results in an instant kill.
Second, I think you should add a couple more new weapons such as the halberd, flanged mace or morningstar, francisca (throwing axe), and scimitar/shamshir or kilij.
Yeah, I was kinda thinking of making it a compatibility function.Many of those are added by Balkon's weapons mod.
This is scarily close to an idea I had long before I had even heard of tconstruct. I think this could also see some effects such as tempering and annealing, depending on how quickly you cool a part or how many times you reheat it.
Oh, and a horse mounted spear is a lance, spears, lances, and pikes all have very different properties even if their basic appearance is similiar.
A spear should be quit durable with blocking and such, possibly thrown at very short range
A lance is light weight breaks easily but when used in a mounted charge can cause devastating damage
A pike really doesn't belong in minecraft.......
sounds interesting, though one of the upgrades needs to be a mute button......Dunno if this has been suggested yet or not, but a dream I had last night gave me a rather interesting idea, perhaps as part of Redstone Arsenal: flux-infused pet upgrades, and pet cyberization. Turn your regular old Fido the Dog into Fido the Cyberhound; he's faster, stronger, and more durable than his normal cousins. The same goes for your kitty! Turn your little, chest-sitting fluff ball into Whiskers the Wonder Cat, who valiantly hunts creepers with his lightning speed, keen senses, and flux-infused claws!
The advantages, other than the obvious ones, are that your pets would no longer require food, and have a small, protective force field around them that runs off RF, acting as high-strength armour. Instead of feeding your pets normal, organic food, you'd feed them Flux Treats, a stackable food that recharges their batteries and heals them a small amount. You can even apply a few (maybe three or so) upgrades to them to improve their strength, speed, durability, flux capacitance, and other such things. Plus, the better you make their initial cyberization parts, the better the result will be. Every point of damage they suffer, be it from combat or environmental hazards such as drowning, burning, or falling, costs their internal batteries 250 RF; healing wounds costs 100 RF per point healed, at a rate of +1 health per second, but this can be affected by upgrades.
I think the cyberization tiers would go a little something like this...
- Hardened: Uses invar as a primary crafting component. Your pet is 10% faster and deals +2 damage in combat. They're treated as having iron armour, and can hold 10,000 RF.
- Flux-Infused: Uses flux-infused electrum as a primary crafting component. Your pet gains +15% movement speed and +3 combat damage. Their armour level is now equivalent to diamond, and they can hold 25,000 RF. In addition, their force field gives them a small (2%) chance to ignore the damage from any attack.
- Resonant: Uses enderium as a primary crafting component. +20% movement speed and +4 combat damage. Their armour level is now 10% stronger than diamond, and they can hold 50,000 RF. Their chance to ignore attacks is raised to 3%.
- Cryotheum-Hardened Enderium: A new crafting component, created by processing enderium ingots in a fluid transposer filled with gelid cryotheum. +33% movement speed and +8 combat damage. Armour is now 30% stronger than diamond, and capacity is raised to 100,000 RF. Chance to ignore attacks is raised to 4%, and any ignored attack now refills their battery by 100 RF per point of damage ignored.
Dunno if this has been suggested yet or not, but a dream I had last night gave me a rather interesting idea, perhaps as part of Redstone Arsenal: flux-infused pet upgrades, and pet cyberization. Turn your regular old Fido the Dog into Fido the Cyberhound; he's faster, stronger, and more durable than his normal cousins. The same goes for your kitty! Turn your little, chest-sitting fluff ball into Whiskers the Wonder Cat, who valiantly hunts creepers with his lightning speed, keen senses, and flux-infused claws!
The advantages, other than the obvious ones, are that your pets would no longer require food, and have a small, protective force field around them that runs off RF, acting as high-strength armour. Instead of feeding your pets normal, organic food, you'd feed them Flux Treats, a stackable food that recharges their batteries and heals them a small amount. You can even apply a few (maybe three or so) upgrades to them to improve their strength, speed, durability, flux capacitance, and other such things. Plus, the better you make their initial cyberization parts, the better the result will be. Every point of damage they suffer, be it from combat or environmental hazards such as drowning, burning, or falling, costs their internal batteries 250 RF; healing wounds costs 100 RF per point healed, at a rate of +1 health per second, but this can be affected by upgrades.
I think the cyberization tiers would go a little something like this...
- Hardened: Uses invar as a primary crafting component. Your pet is 10% faster and deals +2 damage in combat. They're treated as having iron armour, and can hold 10,000 RF.
- Flux-Infused: Uses flux-infused electrum as a primary crafting component. Your pet gains +15% movement speed and +3 combat damage. Their armour level is now equivalent to diamond, and they can hold 25,000 RF. In addition, their force field gives them a small (2%) chance to ignore the damage from any attack.
- Resonant: Uses enderium as a primary crafting component. +20% movement speed and +4 combat damage. Their armour level is now 10% stronger than diamond, and they can hold 50,000 RF. Their chance to ignore attacks is raised to 3%.
- Cryotheum-Hardened Enderium: A new crafting component, created by processing enderium ingots in a fluid transposer filled with gelid cryotheum. +33% movement speed and +8 combat damage. Armour is now 30% stronger than diamond, and capacity is raised to 100,000 RF. Chance to ignore attacks is raised to 4%, and any ignored attack now refills their battery by 100 RF per point of damage ignored.