[Tinkers Construct] The Ultimate Tools

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Zerro

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Jul 29, 2019
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Greetings,

So I've finally gotten Manyullyn and I was wondering if I should just use the Manyullyn to make all the pieces for each tool to make the ultimate tools, or should I use a combination of Manyullyn with other ores/items for other parts to make the ultimate tools?

Thanks
 

Staxed

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Jul 29, 2019
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So many different ideas :\

Quick Question: Are there any drawbacks to making the item have a battery opposed to regular damage values?


That question is answered in the linked thread as well :D

But no, there are no drawbacks that I'm aware of, they are actually better using a battery because then you don't have to waste a modifier slot for moss or durability.
 
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snooder

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Jul 29, 2019
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So many different ideas :\

Quick Question: Are there any drawbacks to making the item have a battery opposed to regular damage values?

Nope. Battery is by far the better option. First because it can be charged more easily and quickly. Second, because (at least in Unleashed 1.1.3) the electric modifier seems to be bugged and tools with electric on it don't drain charge at all, ever. So you don't even need to charge it and it will stay effective forever. Third, because you can do a nifty trick where you get a Stonebound tool or Jagged weapon down to low durability for extra speed/damage, then put electric on it, and the weapon will keep the speed/damage bonus but never break because it will use electricity instead.
 

PeggleFrank

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Jul 29, 2019
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They are actually better using a battery because then you don't have to waste a modifier slot for moss or durability.

Um... you do know that the electric upgrade requires a modifier slot, right? You aren't really saving any slots by using it over moss.
 

KillerRamer

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Jul 29, 2019
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Um... you do know that the electric upgrade requires a modifier slot, right? You aren't really saving any slots by using it over moss.

Eh you can stack moss to give it a boost in recharge but, yeah better off going electric if you were thinking about putting more than one piece of moss on a tool in the first place.
 
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Azzanine

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Jul 29, 2019
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Eh you can stack moss to give it a boost in recharge but, yeah better off going electric if you were thinking about putting more than one piece of moss on a tool in the first place.

As far as FTB mod packs go moss is easy to get early game. When Ic2 is installed the battery upgrade shifts the tier of moss.
Moss stone has many methods of production and to me seems like an early game method of maintaining your tool, speaking mainly of that wheat+bucket+cobble one (not sure what mod adds that). I put it on my noob stone starter tools.
But without Ic2 and or the mossy cobble recipes repair becomes higher tier as you need to hunt for dungeons.
If you have the battery upgrade there is probably little need to add repair except for those instances where you don't realize the charge is gone and you start damaging the tool (that or if it in turn recharges the battery).
 

KillerRamer

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Jul 29, 2019
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As far as FTB mod packs go moss is easy to get early game. When Ic2 is installed the battery upgrade shifts the tier of moss.
Moss stone has many methods of production and to me seems like an early game method of maintaining your tool, speaking mainly of that wheat+bucket+cobble one (not sure what mod adds that). I put it on my noob stone starter tools.
But without Ic2 and or the mossy cobble recipes repair becomes higher tier as you need to hunt for dungeons.
If you have the battery upgrade there is probably little need to add repair except for those instances where you don't realize the charge is gone and you start damaging the tool (that or if it in turn recharges the battery).

This is true, moss is easy. But honestly so is the electric charge. Cut down a couple of mfr trees and you got a good amount of rubber, when dart craft is involved you get more electric circuits for the craft, and tin+ copper? Tinkers solves the problem with bushes. I kinda view them being the same in terms of challenge of crafting.

As for modpacks with tinkers, I'm not sure how many do but generally it seems they go into most modpacks in a bundle if tinkers is installed. However their are probably other modpacks that have tinkers without ic2

FTB wise thought, they have been together in the packs that are available. So I kinda lump them together.

Powerwise for tools with the charge, it's best to have something like an electric jetpack or a gravichest. Something to the nature. Actually now that I think about it, I think modular suits might work aswell. Not completely sure. But most mods have thankfully made a bit of a way to keep tabs on our power so we can say "hey we should stop using our tools now."
 

Azzanine

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Jul 29, 2019
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This is true, moss is easy. But honestly so is the electric charge. Cut down a couple of mfr trees and you got a good amount of rubber, when dart craft is involved you get more electric circuits for the craft, and tin+ copper? Tinkers solves the problem with bushes. I kinda view them being the same in terms of challenge of crafting.

As for modpacks with tinkers, I'm not sure how many do but generally it seems they go into most modpacks in a bundle if tinkers is installed. However their are probably other modpacks that have tinkers without ic2

FTB wise thought, they have been together in the packs that are available. So I kinda lump them together.

Powerwise for tools with the charge, it's best to have something like an electric jetpack or a gravichest. Something to the nature. Actually now that I think about it, I think modular suits might work aswell. Not completely sure. But most mods have thankfully made a bit of a way to keep tabs on our power so we can say "hey we should stop using our tools now."

I suppose they are in the same tier but Electric modifier is only good once you have the infrastructure to handle charging it. Moss will work (slowly) without a EU generation source so IMO it's preferable in the start game. Also Electric requires you to go to redstone level, repair can be mostly done on the surface. Then again so can Electric if you find a lucky villager trade for redstone.
 

snooder

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Jul 29, 2019
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I suppose they are in the same tier but Electric modifier is only good once you have the infrastructure to handle charging it. Moss will work (slowly) without a EU generation source so IMO it's preferable in the start game. Also Electric requires you to go to redstone level, repair can be mostly done on the surface. Then again so can Electric if you find a lucky villager trade for redstone.

Early game, you shouldn't be putting either repair or electric on your tools at all. You'll be replacing them really soon and wasting the modifier slot on repairing a tool you'll only likely get low durability on once or twice isn't worth it. Better off just using plentiful amounts of stone/flint to repair the thing. Maybe you'll want electric on a stonebound tool to get the extra speed bonus, but that's a mid-game option for when you have iron/alumite tools. My opinion is, by the time you have a smeltery up, you should also have at least a batbox and geothermal generator.