Tinkers Construct 1.8.9 thoughts...

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DREVL

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Jul 10, 2013
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3 modifiers is your cap. Paper is not an option. Materials do not have explicit modifier names (Reinforced is replaced with Something vague lol) No moss repair. New variable system for the tools (everything is percentages and I don't know what any of it means). TC bench craftible blocks are tabbed in the GUI if they are connected. Patterns are better organized and utilized in the pattern box, but it does not include casts like it used too. Smeltery looks better, but takes twice as long to output metals (cooling takes 3 times as long as it used to.)
 
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epidemia78

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Jul 29, 2019
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Why? Do you feel that the op passed strong judgement on anything in particular?


I like the added modifiers from paper and thaumium, and dont really want to wait around for the smeltery to pour. Im fine with his other ideas though.
 

Pyure

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Aug 14, 2013
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I like the added modifiers from paper and thaumium, and dont really want to wait around for the smeltery to pour. Im fine with his other ideas though.
I may have misread this. I assumed 1.8.9 was already in some sort of alpha phase and the OP was providing thoughts on the changes rather than posting ideas. Woops :)
 

Azzanine

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Jul 29, 2019
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Yep, but mossy was replaced by using wooden parts. The modifiers are a tad vauge, but I found that "Ecological" slowly repairs your tool at the expense of potentially taking bit of damage per use, the damage is negligible but that damage sound will do your head in.
Stone adds "Cheap" which makes it repair fir less but has overall horrible stats.
Flint has "Crude" that does more damage on un-armored targets and has decent stats for early game.
"Magnetic" gives your tools a slight pull after harvesting a block.

Tbh I think the lack of modifiers makes you think about the materials more. It's not a matter of just building modifier materials and stacking it out with damage or speed. The other materials will matter more now.

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Pyure

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Yep, but mossy was replaced by using wooden parts. The modifiers are a tad vauge, but I found that "Ecological" slowly repairs your tool at the expense of potentially taking bit of damage per use, the damage is negligible but that damage sound will do your head in.
Stone adds "Cheap" which makes it repair fir less but has overall horrible stats.
Flint has "Crude" that does more damage on un-armored targets and has decent stats for early game.
"Magnetic" gives your tools a slight pull after harvesting a block.
At a roughest glance, this sounds like a positive step.
 
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Azzanine

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At a roughest glance, this sounds like a positive step.
While I may agree I don't think this will sit well with those who liked how strong TiCo tools could get.
This could be seen as a pointless nerf.

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Pyure

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While I may agree I don't think this will sit well with those who liked how strong TiCo tools could get.
This could be seen as a pointless nerf.

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Oh of course. I think I mentioned this exact scenario already today in a similar thread.

Its bad enough if you make something OP, but if you take away an OP thing, that's a crime.

Personally, I could care less about something being nerfed if it was never the original vision of the project in the first place. You can't please everyone, so pick your target audience and please them. And screw everyone else.
 

Celestialphoenix

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Tartarus.. I mean at work. Same thing really.
Theres also 'knightslime' with an 'unnatural' modifier that boosts mining speed based on how much its mining level exceeds the level of the block.
Obsidian level tools will mine stone faster than an otherwise identical iron tool.

Slap on a diamond= instant diamond level is gone :), replaced with sharpening kit(name??) that'll change the mining level to the material of said kit.
(I think this can drop levels too- so stone kit on a iron tool will go exactly as expected.)​
 

GreenZombie

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Jul 29, 2019
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I was intent on either removing, or not including, TiC in my MC 1.8+ worlds. It really was too damned OP and its "Day 1" ore doubling, and cheap, zero cost repair, 3x3 and capitator tools made the progression in so many other mods redundant.
I'm still not sure I want to include it, but it seems a lot of my concerns have been dealt with.

Tell me that the stupid villager melting, cruel horse melting, literal pig iron and other such inanities are also gone...
Also some attempt to preserve basic minecraft physics: melt obsidian yields lava, lava + water yields cobble or stone depending, etc.
 
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Golrith

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Nov 11, 2012
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In 1.7.10 I've personally changed the recipes and textures of the smeltery so it's made from Steel, and doesn't ore double. The structure then provides your access to the tools and liquid metals. Other mods are needed for ore multiplication. To me, this stops the smeltery making everything else obsolete. I'm also changing it so gears can only be made from the Smeltery, so there's constant requirement to use it beyond just tools.
 

Pyure

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To me, this stops the smeltery making everything else obsolete. I'm also changing it so gears can only be made from the Smeltery, so there's constant requirement to use it beyond just tools.
Loved the rest of your idea, but this one here irritates me about infinity expert, which does the same thing. I've been using my ancient smeltery to make gears since day 1. I now have lasers and fission and stuff. I don't want to use antiquated tools to make gears anymore. There should be later-game options for such so I can tear that thing down (or at least move it to a low-traffic area)
 

GreenZombie

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Loved the rest of your idea, but this one here irritates me about infinity expert, which does the same thing. I've been using my ancient smeltery to make gears since day 1. I now have lasers and fission and stuff. I don't want to use antiquated tools to make gears anymore. There should be later-game options for such so I can tear that thing down (or at least move it to a low-traffic area)

I don't know - an Iron gear is an iron gear and should always require casting. Generally high precision gears also come with exotic materials, so diamond / carbon composite gears should require laser cutting tables.
 

Pyure

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I don't know - an Iron gear is an iron gear and should always require casting.
I'm on board with this, what's lacking is any technological improvements to casting. 21st century metal casting is different than 15th century, and tinkers resembles the latter more than the former.

I keep meaning to look into the fluid transposer minetweakability to see if I can use TC casts in that. That would make tons of sense for mid/late game casting.
 

Lethosos

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Jul 29, 2019
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Actually, metal casting hasn't changed too much. We use sand casting for the big stuff still.

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Pyure

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Actually, metal casting hasn't changed too much. We use sand casting for the big stuff still.

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https://en.wikipedia.org/wiki/Casting_(metalworking)

I had that on hand in case anyone said "metal casting hasn't changed too much" :p

The key thing here is "too much." That's a subjective term. I don't care where anyone else's baseline for "too much" is, my concern is that we're proposing a system whereby metal casting, from the dawn of metallurgy until the information age, doesn't change "at all."