Tinkerer's construct balance ideas

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keybounce

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The whole point of a mod is to add more stuff to do.

Sure.
I love exploring mystcraft ages to look around at biomes that don't generate in the overworld.
I love being able to make strange new worlds, to seek out new life, and new civilizations. Etc.

TiC looks like a big game of min-max to me.

To me it sounds like Vanilla + IC2 and GT would be your kind of play, or just plain Vanilla.

I actually, on the advice of one player on my server, looked at GregTech. It was, at first, explained as "an industrial/automation mod where the costs were so high that the automation did not become a requirement, and it wasn't very clear that it gave a benefit." It clearly does give more things to do, and as she said, it would let her build things, and show off things that could not be done in vanilla.

After a little investigation, apparently it also alters normal vanilla recipe balance (wood output is cut in half), and there's a spat going on where "If you don't let me break vanilla's balance, I won't let you play" is the behavior. So I stopped looking, and decided against GregTech.

(I like wood-themed decorations actually.)

How many people are even using vanilla tools at all past a certain point in modded minecraft? It's almost a central understanding that mod's provide better tools that actually last versus the annoying vanilla tool system. Why are you even using mods if you don't like better options than vanilla?

What makes vanilla's tools annoying?
Better options?

Consider twilight forest. You can get stuff that is cheap, and as strong as diamond, but much shorter durability. Or stuff that is better than iron, but not as good as diamond, and needs finding a semi-uncommon material. Both come with useful, low to mid-ranged enchantments.

More options? Yes.
Balances as options to vanilla? Yes.
Balanced as something superior to vanilla? No.

Is there abuse in the TF? Sure, once you take out a Lich. Of course, the newer versions are adding more stuff that can use that "abuse".

(Ok, so moonworm queens are just abuse. I only use them in the forest.)

I play modded minecraft because I'm entirely sick of vanilla. As in, to the point that I would not be playing minecraft at all anymore if it weren't for mods.

I completely expect mods to change/obsolete as much of vanilla as possible. Otherwise I would be playing vanilla.

Have you looked at "Better than wolves" or "Terra-Firma-craft"? They both sound like exactly what you want.

You sound like you want to play a game that uses the minecraft engine but is otherwise a total conversion. Are you still playing "minecraft" then?


WARNING: WALL OF TEXT
No problem; I do WoT's also.

That would suck and result in having a billion different picks, and you can choose enchantments in Vanilla via books.

Vanilla books have a serious cost to acquire. Levels.

Have you played with the vanilla book system? I'm still learning the ins and outs, but as a brief summary:

Lets say you want efficiency 4 on a pick. Three ways to get this are to try to get it directly with high level enchants (wastes a lot of materials, gets you lots of enchants you didn't want), or trying to get e4 on a book (very similar), or get lots of e1 books and combine them. That's cheap. And, it gives you lots of other books, that can be combined.

Lets say you wanted a customized tool, say efficiency, unbreaking, fortune. If you get part of it from the enchanting table directly, you still need to add the rest from books. So you still need to get good book enchants.

But with book enchants, you are getting stuff for every possible item, not just specific tools. So you will go through lots and lots and LOTS of books. And, at the same time that you're looking for what you need to finish customizing that partially enchanted tool, you'll get other things as well -- probably duplicating part of what you got from the enchanting table.

And each time through the anvil, the cost of an item gets more and more expensive.

If you want stuff that can be obtained at level 1 in a book, great. It's cheap enough, and combines well.
But not everything can be gotten at level 1. And trying to get lots of stuff around level 15-20 to combine gets expensive. And some things only come mid-range or expensive.

But the point is, trying to get what you want in vanilla enchanting by books mean setting up a large operation to generate books for everything, until you have a good library and then have what you want lying around. And for some things, you will have to start with a mid-range attempt at an enchanting table, and then try to customize with books, with some duplication and expense.

Compare that to "50 redstone, done. 50 lapis, done. Next".

An Unbreaking 3, Efficiency 5, Fortune 3 diamond pickaxe is WAY better than a Manyullyn pickaxe, or a manyullyn pickaxe with Fortune 3. You can repair Vanilla tools, why would you not be able to repair TiC tools?

Enchanted vanilla tools have an ever-increasing level cost to repair, and eventually become unrepairable.

TiC tools have a constant cost to repair, and never become unrepairable.

Lets look at that example. In vanilla, if I recall the speeds right, wood=2, stone=4, iron=6, and diamond=8 (Checking the wiki ... yep, and gold=12).

OK. Lets compare vanilla diamond (speed 8, usage 1562), with efficiency 5, fortune 3, and unbreaking 3.

First, OMG, how hard was it to get that pick? That's about the best you can possibly get in vanilla. Efficiency 5 requires combining at least 2 picks or books. Unbreaking 3 on a diamond tool is actually easy enough to get as a level 20 enchantment (just under 50%), and fortune 3 isn't too bad as a diamond level 30 (about 1 in 5). But getting all the pieces to put together -- two e4 picks, one with F3, and one with U3 ... or lots and lots of books ...

Overall, if you can avoid silk touch, you can probably get this from 4 diamond enchants. Given the risk of silk touch (16% at level 30), you might need 5, but it's certainly doable. If you get two E4's and an F2 on your first two 30's, you can probably get the rest of what you need at 20's, but that takes some luck.

(E4 is 69%; F2 or F3 is 32%; U3 is 63%; all figures at level 30 and rounded).

Now, TiC ...

Diamond is speed 8. Cobalt is speed 11. (Why make a pure manyullym?)
Cobalt gives reinforced (unbreaking) 2. I think an obsidian plate adds reinforced (not in-game, going from notes), so you're at unbreaking 3.

Fortune 3 ... I've gotten that from 100 lapis. I haven't played with TiC enough to know if that's higher or lower than normal.

Two slots for lapis, one for obsidian reinforcement.
If it's not fast enough at speed 11, add in redstone -- 50 seems to give +4 to speed, so diamond is as fast as gold.

Grand total of 4 slots (2 lapis/fortune, 1 redstone/speed, one obsidian/unbreaking), which you get from a thaumium rod or paper binding. Or both, and just add in something else. Heck, add a diamond if you don't have enough durability, or moss if you never want to worry about the expense of cobalt for repair.

Compare that to the cost of 4 to 5 level 30 enchants, plus the 12 to 15 diamonds, plus the expense of combining those all on the anvil, plus the increased cost each time you need to repair it. Or tons of books getting all the enchants you need for all your equipment, not just your picks.

Which is better?

I believe one specific set of pieces gives unbreaking, which is extremely expensive. The rest do not give built in anything except for the things that make sense for the material (eg. Reinforced for Obsidian, Stonebound for stone, Spiny for Cacti).

Just looking at my partial notes:
Obsidian: reinforced 3 as a part, or +1 reinforced as a slot.
Cobalt: reinforced 2, high mining speed (tools), or high handle modifier (Weapon)
Alumite: Speed 8 (diamond), reinforced 2 (unbreaking 2), not that expensive.
Ardite: stonebound 2 (tools) with a great handle modifier.

You mean like a Quartz Grindstone? The smeltery requires lava, while the grindstone requires it to be crafted and cranked. Guise dis so op it need nerf.
Gimme a break.
What's a quartz grindstone?
 

Democretes

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Boring Wall O' Text
If we were comparing Vanilla to JUST TiC, you have a point, but we're not. This is a modpack. That means there's a million and oe ways to do everything. And in this modpack, it's trivial to set up an auto-enchanter and via Cow spawner, knocking out the books and the enchanting problems in one go.


The 12-15 diamond cost you predicted was just shot down to 3 since we're not going to waste that many diamonds since we now have books. Even if you did include the diamond cost, the amount of lapis it usually takes to get Fortune III on any TiC tool will get you there (roughly 400 for a guaranteed Fortune III) if you use the Alkahest.

This compared to the infastructure need just to get metal TiC tools is rather insignificant. Add the cost to go hunt down some cobalt in the nether, which is extrememely difficult now with heatsear spiders and nitro creepers in adition to lava lakes, and there you go, even as can be.

Now of course you're wondering "Why even bother with TiC if it's as hard as you say it is?". Here's the punch line, the system is better. Tools don't magically vanish in thin air. If you do by chance break it, you still have to add materials to fix it. Even with auto-repair, you can still break the pickaxe fairly easily especially if you mine a lot of items. Auto-repair is basically made so that you don't have to get a new pickaxe because you destroy a few blocks every once in a while. TiC's system is far superior to the vanilla tool system in every way shape and form. The big thing that TiC takes out from the Vanilla tool system is the random enchanting because once you add random anything to a game, it instantly loses any sense of strategy or skill to acquire and just becomes a cut above crap.
 
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Antice

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Vanilla enchantment mechanics are the worst thing ever imho. it is only designed to reward standing afk at a stupid mob grinder to grind levels so you can play the wheel of enchantments. in the hopes that something good comes out of it sooner rather than later (it tends to be later).
I prefer playing around, building shit and having fun at my computer, not have it stand there and churn cpu cycles on it's own so that i can get 20 more levels to gamble with. if i wanted that kind of game I would play any one of the hundred+ Facebook games out there that are based around that kind of "come back in 10 minutes for your reward" type of mechanic.

I don't want that as part of my minecraft experience. hence i love TiC, I love the way rewards are given for effort. it takes effort to get those 100 lapis, not too much effort, but not too little either. I enjoy the fact that i can infinitely repair my favourite pick. the one i have spent time and effort, as well as some careful considerations into in order to make it what i want it to be.
TiC is pretty well balanced compared to other mod stuff, there is still room to play around with tools and weapons from other mods, as well as miners and quarries.
 
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Mero

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Have you looked at "Better than wolves" or "Terra-Firma-craft"? They both sound like exactly what you want.

You sound like you want to play a game that uses the minecraft engine but is otherwise a total conversion. Are you still playing "minecraft" then?

I wouldn't touch Better than Wolves if I was getting paid to play it.

I have tried TerraFirma Craft.
After GenericB started his LP of it I decided to try it out.
I played it for about 3 weeks.
I can absolutely say that I do not like the mod at all.
It is far too much grind for me.
I am working 7 days a week again and am very limited in the time I have to actually relax and play games.
Spending hours upon hours grinding is not in any way whatsoever fun for me.

Yes, I play Modded Minecraft.
As in a Modified version on Unleashed modpack.
 

Symmetryc

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-Snippety Snip Snip-

You've got a couple things sorely wrong...
Vanilla tools are cheap as dirt to get, once you get a couple of villagers one Diamond pickaxe == 2 stacks of sugarcane. Next, Reinforced != Unbreaking. A Diamond pickaxe with Unbreaking 3 lasts 4 times as long as usual. A Cobalt pickaxe with Reinforced 2 only lasts about 1.3 times as long as usual. Every time you repair a TC tool, it's repair costs goes up. For example, I had a stone hammer. I used it all the time and I figured that it would be dirt cheap to repair too. After the first time it broke I used 1 cobble to get it to full, the second 2, the third 4, the fourth, 7, the fifth 11, etc. Now for Vanilla tools, if I create a Diamond pickaxe and rename it before I enchant it, it's repair cost will never go up. Furthermore, you need 450 Lapis in order to max out Luck, so I don't know where you got that 100 figure from.

And that is from just one of your posts, if all of them is filled with the same kind of crap I think it's safe to say that you have no idea of what mod you're talking about, but I won't make any rash assumptions. I'm just saying that you need to be a lot more informed about what you're saying before you say it otherwise you'll never get anywhere. I, personally, agree with your point that Tinker's Construct has some balance issues from a certain perspective, but the reason why everyone is tearing you apart is because you don't have a reasonable amount of knowledge of what you're talking about in order to convey your idea.
 
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Flipz

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*BEEP* This is your friendly neighborhood forum moderator, here to inform you that this thread may be monitored for quality control purposes. Oh, and also Be Nice.
Please resume civil discussion after the beep, thank you. *BEEP*
 

Symmetryc

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Don't they work on the exact same principle?

Unbreaking has a 10% chance per level to make the tool not use durability. I thought reinforced did the same thing.

It's a bit different. With Unbreaking, the tool has a 1/(lvl + 1) chance of not loosing durability, so Level 1 you lose durability 1/2 of the time, Level 2 you lose durability 1/3 of the time, etc.; essentially adding one more lifetime per level. Whereas with Reinforced you increase the life (expectancy) exponentially so you get very little gain with Reinforced I, II, III, etc. when vs. Unbreaking I, II, III, etc. but once you get to Reinforced X, it is on par with Unbreaking X. If you want the exact numbers for Reinforced, check out mDiyo on Twitch, he explains it in one of his videos, but I remember it being less than 40% more for Reinforced I, II, and III. Compare that to Unbreaking which has 100% more on only level I...
 
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ShneekeyTheLost

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Are TiCo tools more powerful than vanilla tools? Eventually... sure! But they are also something else which is far more important... they are more fun.

I absolutely despise, with a fiery passion, the vanilla enchanting system. It is kludgy, random, and just adds grinding time. It doesn't make it impossible to make the tool you really want, it just makes you spend more time at your mob grinder to do it. This is very boring and tedious.

TiCo causes you to expend a lot of resources to get precisely the enchants you want. 450 lapis, for example, is NOT trivial, particularly in the early and mid game environment. It is also hotly contested in usage with IC2's Tier 2-3 equipment, which also consume large quantities of Lapis. On the other hand, sitting at your mob grinder for several hours will, eventually, produce a looting book. In terms of actual resources, TiCo is far more expensive. Where TiCo is better, however, is in time management. You don't need to AFK for several hours to get things done.

Furthermore, TiCo permits you to build precisely the tool you want for the situation at hand. There are thousands of possibilities when it comes to tools. Which ones you produce depends on the resources available to you. If you don't have enough clay to make a smeltry, you're going to be stuck with non-metal tools. In that case, it is actually far more restrictive than vanilla. You can't make any iron tools without a smeltry, it just won't work. Which means a fairly substantive amount of clay to build one. Stacks of the stuff. You'll also need Lava to power the damn thing, meaning you'll need to already have some iron in the form of buckets.

But in this whole thing, it possesses something which GregTech tried for but, in my personal opinion, failed... fun. GregTech ended up with something like Dwarf Fortress's definition of !!FUN!!, TiCo's definition is far closer to mine.

The mechanic of making patterns, making molds by pouring your material around the item shape you are wanting to cast, the mechanics and possible automation of the smeltry itself... it's an interesting and entertaining process which doesn't have too many boring steps. Once you gain the ability to do something with it, the process of doing it is fairly straightforward. It doesn't punish you by requiring a dozen tools just to do something like make wire.

The ability to name your equipment is another dynamic which is just plain fun, and particularly for LPers, makes their episodes a lot more entertaining. Case in point: the DireVator! You can do this to some extent with vanilla anvils, as seen by Vech's Davion's Regards in Mindcrack UHC, but really this is something which TiCo makes a lot easier. You get to personalize your gear, which is awesome in many ways.
 

Azzanine

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So after playing around with Tinkerer's Construct a little, I'm a bit thrown by balance.

TC tools can be made from better materials, giving built-in efficiency.
Many have built-in unbreaking as well.

While you cannot toss them at enchanting tables, you can craft (guaranteed) things like silk touch, or improved efficiency; you can add fortune, etc.

And things you can't get in vanilla: Auto smelt.

And then there's self repair (moss), or work-station repair (more materials); no XP cost to make, upgrade, or maintain. The tool never goes poof.

With no downside.

For balance reasons, can the default number of "extra slots" on tools be dropped to either 1 (normal play), or zero (ultra hard mode play); extra slots would come from paper, thaumium, or adding mineral blocks to buy slots.

Simply put: There is no reason to make a vanilla tool at all with this mod installed.
That alone tells me that there is a serious balance problem.

===

Equally, the 2 to 1 bonus of using the smeltery results in no real reason to ever use a vanilla furnace, except to make one. Simply put, that bonus is too high. No, I don't know what to do for balancing that.

I'm not 100% sure, but I think that's the point of TiC dude... It's designed to render "vanilla" tools obsolete.

It's not really a serious balance issue TBH.

Also your furnace comment leads me to think you are trolling... You can't get a smeltery without the ability to smelt the grout and the smeltery only handles metals, I mean try and fill it with cobble to get smooth stone, it won't work.
That and you can say the same thing about all the other furnaces.

However I will state one potential balance issue. (if you could call it that)
I'd like to propose that the higher tier tools that the Tool forge allow you to make not be allowed to be made from stone. You could make a hammer with a Cobble head, paper binding, Green/blue slime handle enhanced with diamond (and an emerald of you have one) and you have a hammer that could go for days that can be repaired with cobble.
You can do quarry like mineing with a cobblestone budget which is a teeny bit broken, put one of those hammers in the hands of a dedicated miner and watch them put turtles and quarries to shame. Also the tool forge is not hard to reach in Unleashed as there is no GT metal block compression requirement, you can use a crafting bench. Of course I also haven't forgotten that you can use the casting basin to get those blocks.

That being said at least in the unleashed pack this is NOT a pressing concern as you have that force drill that can do the same thing only 10x better.
 

Democretes

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I'd like to propose that the higher tier tools that the Tool forge allow you to make not be allowed to be made from stone. You could make a hammer with a Cobble head, paper binding, Green/blue slime handle enhanced with diamond (and an emerald of you have one) and you have a hammer that could go for days that can be repaired with cobble.
This is not entirely true.
Would it be easy to repair? Quite so.
But it would have an extremely low durability and mining speed. You'd have to repair this hammer every few minutes if you were doing a lot of mining.
So in retrospect, this hammer is worthless. It's just a short term solution. You're better off making it out of good materials and slapping a couple auto-repairs on it with some obsidian plates.
 
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Ember Quill

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I mean try and fill it with cobble to get smooth stone, it won't work.
You can actually put cobble in a smeltery, however the result is definitely not smooth stone. I'm assuming you can pour it into casts to make stone tool parts, but when I tried dumping it in a casting basin it used up a lot more than one block of cobble and gave me something else entirely.

Anyway, If you look at the materials you invest in supposedly-overpowered TiC tools, it's actually fairly expensive. You need a LOT of lapis (which is fairly rare until you get some sort of automated mining setup) to get the equivalent of a Fortune enchantment. 100 lapis for Fortune I, 300 for Fortune II, and 450 for Fortune III. (Also keep in mind that every level of Fortune or any other TiC modifier uses up a slot, so Fortune III will use up all three slots)

The other effects work in much the same way. Yes, you can get "guaranteed enchantments," but they require a lot more resources to balance the lack of randomness. You can't get the auto-smelt until you kill a few blazes. The equivalent of Haste III requires 150 redstone and uses all three modifier slots. Durability increases require diamonds and emeralds. Extra modifier slots require you to either use a paper tool part (which does have its own downsides), or use up a nether star or a gold block and a diamond.

Simply put: There is no reason to make a vanilla tool at all with this mod installed.
That alone tells me that there is a serious balance problem.
Not true. I used vanilla iron tools for a while before I found a lava source to fuel my smeltery. And even once I had found a lava source, I needed to find aluminum (which is actually pretty hard to find) to create tool part casts. I'm pretty sure that vanilla iron tools beat any TiC tool that can be made without a fully-functioning smeltery (since all metal tool parts now require it).

Equally, the 2 to 1 bonus of using the smeltery results in no real reason to ever use a vanilla furnace, except to make one. Simply put, that bonus is too high. No, I don't know what to do for balancing that.
Even without TiC there was pretty much no reason to use a vanilla furnace other than to smelt the results of your first ever mining trip so you could build a TE or IC2 ore processing setup and and whatever power generation that requires. With clockwork engines powering TE machines, the vanilla furnace was obsolete after my very first mining trip back in my 1.4.7 world. Even without TE, as soon as you have five iron ingots, the vanilla furnace is made obsolete by IC2's iron furnace. The smeltery is actually even slightly more balanced than other mods' furnaces, in that it only really works on metals. You can't cook up smooth stone or charcoal or food in a smeltery.

The only part of this mod that I'd actually consider "unbalanced" would be the steel recipe it adds. TiC steel tools are incredibly awesome, too awesome to simply cost a couple iron ingots and some coal to make. (Never mind, wrong mod lol) But everything else is actually fairly well balanced.

Well, as much as it's possible for anything to be "balanced" in a sandbox game anyway...
 

Zjarek_S

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Vanilla enchantment mechanics are the worst thing ever imho. it is only designed to reward standing afk at a stupid mob grinder to grind levels so you can play the wheel of enchantments. in the hopes that something good comes out of it sooner rather than later (it tends to be later).
I prefer playing around, building shit and having fun at my computer, not have it stand there and churn cpu cycles on it's own so that i can get 20 more levels to gamble with. if i wanted that kind of game I would play any one of the hundred+ Facebook games out there that are based around that kind of "come back in 10 minutes for your reward" type of mechanic.


QFT. I wonder why people think that GT is grindy, vanilla enchanting is a lot worse. With GT at least you have progression, in vanilla you build afk farms as an end goal to build good tools. Mob farms are one of the most interesting things to make in vanilla, but using them is not fun. TiC provide a lot better road to getting tools, beginning progression is slower (iron tools require you to get smeltery first and getting enough copper and aluminum with TiC generation isn't that easy), but it replaces the grindy parts with exploration, specially in Nether.

@Ember Quill: TiC doesn't add steel recipe.
 

MigukNamja

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You know... that would actually be pretty interesting. Normally I end up using a wooden and stone pickaxe before going to a TiCo pick with either iron or (if I can get it) steel... but if those were disabled, I could still do it, but it would require a bit more wooden infrastructure first.

I think I'm gonna have to try this next time. Thanks for the tip!

I did this the last 2 worlds and had a blast. Getting my first TiC tool took punching quite a few trees and getting an iron tool in TiC took/takes way longer than vanilla iron tools due to having to build the smeltery, which requires a fair amount of clay and sand, either of which may not be easy to get in quantity depending upon your start area. Yet, that made it all the more worthwhile when I crested the payoff curve and started making alloy tools with enchantments/enhancements on them.

As for balance, TiC is no more imbalanced than IC2, MPS. and perhaps TC3. I used to go for a diamond drill with a lappack as my first tool upgrade, TiC has a much more interesting progression than the older IC2 content and it just feels better smelting the metal myself, pouring the cast, assembling the parts, etc.,. Very cool.
 

Ember Quill

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@Ember Quill: TiC doesn't add steel recipe.
Whoops, it turns out that's from Basic Components (which is included with Calclavia's MFFS, I believe). Thanks for pointing that out. I take back what I said about the steel recipe before.

I can't remember whether Calclavia's MFFS is included in FTB Unleashed or whether I added it in myself (I added several mods to my Unleashed instance). If it did come as part of the modpack, perhaps that recipe should be disabled somehow, otherwise steel is just WAY too easy to get.
 

RedBoss

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Whoops, it turns out that's from Basic Components (which is included with Calclavia's MFFS, I believe). Thanks for pointing that out. I take back what I said about the steel recipe before.

I can't remember whether Calclavia's MFFS is included in FTB Unleashed or whether I added it in myself (I added several mods to my Unleashed instance). If it did come as part of the modpack, perhaps that recipe should be disabled somehow, otherwise steel is just WAY too easy to get.
Also fortune and haste on the tools occupy only 1 slot and can be upgraded to the highest tier available.
 

Antice

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I did this the last 2 worlds and had a blast. Getting my first TiC tool took punching quite a few trees and getting an iron tool in TiC took/takes way longer than vanilla iron tools due to having to build the smeltery, which requires a fair amount of clay and sand, either of which may not be easy to get in quantity depending upon your start area. Yet, that made it all the more worthwhile when I crested the payoff curve and started making alloy tools with enchantments/enhancements on them.

As for balance, TiC is no more imbalanced than IC2, MPS. and perhaps TC3. I used to go for a diamond drill with a lappack as my first tool upgrade, TiC has a much more interesting progression than the older IC2 content and it just feels better smelting the metal myself, pouring the cast, assembling the parts, etc.,. Very cool.


I have skipped past the vanilla tools myself the last 3 worlds i started. gave me a reason to build a smallish log and stone fort to keep creepers at bay while i worked on getting a smeltery operational. Once i have the smeltery up, i have found that you can make a second set of the special bricks for the smeltery by smelting stone in it. takes some time to get enough charred bricks, but with some automation and a hopper you can get there without too much work. also. glass, clear glass. the smeltery is quite useful for several rather nice decorative block types.
 

Hydra

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The Vanilla stuff sucks. TiC replaced Vanilla tools with ones that are fun to make and fun to use. Hands off TiC!
 

SatanicSanta

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The Vanilla stuff sucks. TiC replaced Vanilla tools with ones that are fun to make and fun to use. Hands off TiC!
true, but vanilla tools are still necessary to make decent tools in tinkers, assuming you don't find a village with a billion tinkers huts (like there seems to be).


Sent from a rich kids phone that I stole. (I'll regift it soon)
 
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