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Jyro117

[TFC 0.77.22] Strongcraft (v0.1.4)

51 posts in this topic

This addon is not compatible with Terrabow 0.7.1, do not run side by side with it. (Terrabow is rewritten and included in this addon).

***Make sure to backup your world before installing this mod on an existing world.***

What is this addon?

Strongcraft is an addon package split into features which add functionality or change functionality of TFC. The goal is a fairly large addon, but instead of tackling it directly I will be working on parts of it and slowly build up to the real mod. I have a number of ideas I would like to work. I will look at the suggestion forum for inspiration and may include some ideas I like. Depending on how much I stick to the original suggestion I will probably give credit to whoever wrote the suggestion.

Downloads:

Strongcraft - Version 0.1.4 - MC 1.6.2, TFC B77, built on Forge 871

 

Please make sure to delete old Strongcraft configuration files when upgrading (ensures latest changes are applied).

 

All features under 0-Developmental or 1-Experimental are disabled by default. If you wish to enable them, simply edit the strongcraft.cfg and set the value beside the feature to true.

 

Change Log:

Version 0.1.4

  • Fixed arrowheads from not being crafted on anvil (appears recipe was removed somewhere...)
  • Updated arrow damage to be 150% the value of javelins instead of 100%.
  • Tested with 0.77.21 and 0.77.22

Version 0.1.3a

  • Removed unused textures
  • Changed bone and stone arrows to use sticks instead. This allows you to craft arrows prior to metal tools.

Version 0.1.3

  • Added some configuration parameters for Terrabow.
  • Fixed display issue with anvil recipes (were shown in reverse order)
  • Fixed issue when placing sticks on certain blocks
  • Added initial implementation of encumbrance

Version 0.1.2

  • Fixed wood stick piles to not break instantly, they still break quickly
  • Added new textures for Finished Wooden Shafts

Version 0.1.1

  • Initial release

 

Old Versions:

Strongcraft - Version 0.1.3a - MC 1.6.2, TFC B77, built on Forge 871

Strongcraft - Version 0.1.3 - MC 1.6.2, TFC B77, built on Forge 871

Strongcraft - Version 0.1.2 - MC 1.6.2, TFC B77, built on Forge 871

Strongcraft - Version 0.1.1 - MC 1.6.2, TFC B77, built on Forge 871

Strongcraft Config - For Version 0.1.1 - 0.1.2

 

Install:

 

Place the strongcraft-[version].zip into the mod folder of your Minecraft install.

Unzip the config zip, place the files into the config folder of your Minecraft install. (They will be generated if missing, but everything defaults to being turned off).

 

Features & Config:

 

This addon is split into multiple groups of functionality, in the strongcraft.cfg you can enable and disable features of this addon as you like. Some features require others in order to work and will be loaded even if you set them to disabled. Below is a list of features for the addon and descriptions for each one as well as which features they depend on. Each feature comes with its own configuration file, currently the only settings are to specify item or block ids if they conflict with other mods.

 

Thanks to Moress for providing new textures for Terrabow's Finished Wooden Shafts.

 

Terrabow

3-Stable

Depends on: Materials

This feature adds additional bows and arrow types to the game. It also includes a skill factor which changes how the bow deals damage to enemies.

 

Mechanics

Vanilla Arrows can be converted into stone arrows, Vanilla Bows can be converted into primitive bows:

post-5008-0-49111300-1382825345_thumb.pn               post-5008-0-79466700-1382825345_thumb.pn

 

Bone Arrowheads

post-5008-0-97485400-1382825344_thumb.pn

 

Stone Arrowheads are simply made with Knapping

post-5008-0-63509300-1382825371_thumb.pn

 

Metal Arrowheads require an Arrow Head Plan and a Metal Rod on the Anvil, they make an Arrowhead Pile which is then crafted into arrowheads

post-5008-0-01179200-1382825344_thumb.pn                   post-5008-0-54425100-1382825344.png

 

Feathers can be used for arrows, but Arrow Fletching is a more conservative way to create arrows and can be using instead of feathers

post-5008-0-53515100-1382825343_thumb.pn

 

An arrow is crafted with: An Arrowhead, a Footed Shaft (or sticks for stone/bone), Glue Bottle, and a Feather or Arrow Fletching.

post-5008-0-97071900-1382825342_thumb.pn

 

Glue is made from boiling a Swim Bladder Bottle on a fire for a fairly long time.

post-5008-0-30281500-1382825356_thumb.pn

 

Swim Bladder Bottle is made from a Water Bottle and a Fish Bladder

post-5008-0-14914300-1382825372_thumb.pn

 

A Swim Bladder is from a Raw Fish and Knife

post-5008-0-91023000-1382825371_thumb.pn

 

To make a Footed Shaft, you need a Hand Plane and a Rough Footed Shaft. A Hand Plane is made with a Plane Blade and Stick

post-5008-0-29991600-1382825346_thumb.pn             post-5008-0-83341200-1382825356_thumb.pn

 

A Plane Blade is crafted on an Anvil with an ingot and a Plane Blade Plan

post-5008-0-80616600-1382825358_thumb.pn

 

A Rough Footed Shaft is made with Glue Bottle, A Softwood Rough Shaft and a Hardwood Rough Shaft

post-5008-0-77229200-1382825359_thumb.pn

 

Rough Shafts are made by cutting planks with a saw

post-5008-0-27283500-1382825360_thumb.pn

 

Finished Shafts are used to make Composite Bows, which are made with a Hand Plane and Rough Shaft

Longbow Bodies are used to make Longbows, which are made with Logs and a Saw.

 (Types of wood affect the durability of both Long and Composite bows)

post-5008-0-03270400-1382825346_thumb.pn               post-5008-0-76226300-1382825357_thumb.pn

 

Primitive Bows are crafted just like Vanilla bows

Longbows are crafted with a Hand Plane, Longbow Body, and String/Yarn

Composite Bows are crafted with two types of finished wood (one type on top and bottom, other type in middle), Leather in the middle, String/Yarn and Glue Bottle

post-5008-0-25509600-1382825359_thumb.pn               post-5008-0-24676100-1382825357_thumb.pn               post-5008-0-24425800-1382825345_thumb.pn

 

Current Features

§  3 Bows: Primitive, Longbow & Composite

§  Current bow dynamically displays estimated full-power damage to mobs.

§  Bow damage lowers slightly with loss of durability.

§  Bow damage scales slightly based on character level, has diminishing returns.

§  Damage with arrows is roughly 50-70% of damage of a sword for same type of material.

§  Arrows rarely break. (Likely change in future)

§  15 Arrows: 13 TFC Metals, Stone & Bone

§  Arrows indicate the amount of damage they add to a bow.

§  2 Anvil Plans: Plane Blade and Arrowhead

§  New Metal Tool: Hand Plane

§  Longbows and composite bows have variable durability based on the "quality" of the woods that produced them.

§  Higher level bows also have increased base damage and arrow speed.

 

Planned Features

§  Tweak bows to also have more random factor in range (mostly for lower tiers)

§  Change level-based damage to 'skill-based' accuracy

§  The idea is the more you shoot arrows which actually deal damage to mobs, the higher your skill with bows will become.

§  If you don't maintain the skill, over time your accuracy may slowly decrease. The idea is not to make you grind mobs, but to give you a reason to practice with a bow. This could lead to the idea of making arrow target blocks.

§  Will likely use sub-linear scaling for accuracy (the more you train the better, but after a while the benefit becomes negligible).

§  Re-add configuration parameters

§  Consider replacing Footed Shaft with Sticks for arrows, but they would make poorer quality arrows.

 

Ore Search

2-Unstable

Depends on: Materials

This feature adds a very large number of new items. The objective is to create a feature which will assist players with the general problem of finding ores. The goal for this feature is to not make ore finding trivial, but instead to provide some level of hints to players about where ores could be. Moreover, this feature is intended to only be used to determine if ore is near you, but not to provide information about where exactly it is. However, it has the possibility to fail, and when successful, only basic hints are provided when the material is found.

 

Mechanics

 

A staff is a onetime use. Only one staff can be activated at a time per world, meaning if someone is performing a search nobody else can be searching at the same time (performance reasons).

 

There are two staff types for each gem type they are crafted with a metal rod or stick, a glass block, and a gem like the following:

post-5008-0-59959600-1382825360.png                       post-5008-0-71079800-1382825367.png

 

 

Each staff indicates what ore/mineral it will search for in the tooltip:

post-5008-0-28500200-1382825368_thumb.pn

 

Agate

Native Copper & Lignite

Amethyst

Tetrahedrite & Bituminous Coal

Beryl

Native Silver & Kaolinite

Diamond

Garnierite & Graphite

Emerald

Native Platinum & Kimberlite

Garnet

Cassiterite & Sylvite

Jade

Bismuthinite & Olivine

Jasper

Limonite & Cryolite

Opal

Magnetite & Borax

Ruby

Hematite & Cinnabar

Sapphire

Sphalerite & Saltpeter

Topaz

Native Gold & Sulfur

Tourmaline

 

Malachite & Gypsum

 

Gem quality and the metal tier used for the staff affects 4 properties of each:

· How far away does the staff search (higher quality gems and better metals increase the range)

· How deeply the staff searches (higher quality gems and better metals increase the search depth)

· How accurate the results of the search are (higher quality games result in more detailed searches)

· How detailed the results are presented to the player (higher quality metals provide more information in the results)

 

There is a cap on the results, meaning using highest tiers of metal and gems together can be fairly when searching, but they do provide the largest and most accurate results.

 

Current Features

 

· Combine gems with rods or sticks to create an ore searching staff.

· The quality of gem and the quality of the rod determine the accuracy and range of the staff.

· Only one staff may be used at a time, as the 'magic' is being drained from the universe when used and cannot be over used.

· On a successful use, the staff shatters into dust and is lost forever (a really long time).

· The crafting configuration determines if the staff is searching for metals or minerals. (Refer to mechanics section).

 

Planned Features

 

· Rebalance and fixes if needed.

 

Healing Fire

3-Stable

This feature adds additional bows and arrow types to the game. It also includes a skill factor which changes how the bow deals damage to enemies.

 

Current Features

 

· Firepits now heal nearby entities for a percentage of total health over time.

· Healing has limited range.

· Healing is based on range and fire temperature.

· Standing on fire will make you catch on fire.

 

Planned Features

 

· Rebalance healing based on feedback

· Change fires to require sticks to be burned before you can use logs (i.e. change how temp works)

· Sticks burn hotter than the equivalent logs, but burn significantly shorter

 

 

Material

2-Unstable

This feature adds a number of additional items which are used in various recipes for other features. Any items which are used by more than one feature will be added to this feature.

 

Crafting a metal rod requires a double ingot and a metal rod plan on an anvil

post-5008-0-30885900-1382825358_thumb.pn

 

Current Features

 

· Adds sticks of different types and crafting them into all the original items.

· Allows crafting of metal rods and plan for crafting metal rod.

 

Planned Features

 

· None at this time.

 

 

Storage

2-Unstable

Depends on: Materials

The goal for this feature is to remove chests (in their current form) entirely from the game. Instead items/resources must be placed. Chests will still exist but have extremely limited storage space and requirements.

 

Mechanics

Sticks can be placed on the ground by shift right-click with them. Right-click picks them up, or breaking the block will drop them all.

The stick piles look like this:

post-5008-0-23344200-1382825371_thumb.pn

 

Current Features

 

· Sticks piles, can place up to 256 sticks in a pile of sticks.

 

Planned Features

 

· Plank piles, can place up to 64 planks in a pile of planks.

· Evaluate ways to place more than 1 stick at a time.

· Revisit chests for limited storage

 

 

Encumbrance

1-Experimental

This feature focuses on making you think more about items and carrying them. This feature of the addon does make it harder than normal, but it is more to add depth than be annoying (or I at least hope so).

 

Mechanics

You can carry a number of items before you will have any affect on your characters movement. As you exceed your characters limit your movement will slow as well as your jump height will decrease. This means if you are exceeding the limit of how much your character can carry you might not be able to jump up blocks.

 

Your inventory is limited by a certain volume. When carrying too many items, anything which doesn't fit into the inventory will be dropped. 

 

The weight you can carry before you will the effects of its weight increases as you level. Additionally, as you level the amount you are slowed by additional weight also decreases. The slowest you can move is 25% of your normal speed.

 

The size you can carry is fixed and does not change as you level (since your inventory only holds so much).

 

Current Features

  • Inventory limited on size.
  • Movement limited when carrying too much weight.
  • Your character's ability to carry more weight increases as you level.
  • You can view your current Speed, Mass and Volume in the debug screen.

Planned Features

  • Allow some configuration of parameters to enable customized values.
  • Included armor into weight calculations.
  • Visually show weight/size and how it affects your character. (Either with bars/text/or something interesting?)
  • Limit the kinds of tools you can carry.
    • includes all tools/weapons/bows/arrow stacks/fishing rod/shears/etc

    • having a sheath in your inventory removes 1 sword from tool limit (not stackable)

    • having a scabbard in your inventory removes 1 knife from the tool limit (not stackable)

    • having a quiver in your inventory removes 1 arrow stack from the tool limit (not stackable)

    • having a belt in your inventory removes 1 of any: axe, shovel, pick, propick, mace.

    • items not part of tool limit: hammer, chisel, spindle.

    • items without a limit remover: hoe, saw, scythe, bow, javelin.

  • ​Maybe add equipable backpacks to allow growth in the volume of items you can carry.

 

 

Some info about Stability on features:

0-Developmental

Unusable, unlikely to work. Focus on creating basic functionality; this is mostly to show work in progress. Bug fixes are ignored.

1-Experimental

Compatibility not assured, may break between releases. May be removed unexpectedly and potentially corrupt worlds. Focus on adding, changing and removing functionality. Bug fixing is low priority.

2-Unstable

May break between releases, has not been fully tested to ensure no corruptions. Focus on adding and changing features, and in rare cases removing functionality. Bug fixing is high priority.

3-Stable

Unlikely to break between releases, has been tested to rarely cause corruptions. Focus on adding functionality, only changing functionality when required. Bug fixing is high priority.

4-Releasable

Stable, well tested, and unlikely break between releases. Focus is on bug fixing changes only. If functionality needs to be changed will revert to stable status.

5-Mature

Stable, well tested and compatibility between releases is ensured (to the best of my ability). Has gone full release without any major bug reports.

 

What is next?

I'm thinking of waiting until next TFC update before tackling anything more (except bug fixes of course).

 

Features I wish to add in the 'near' future are simply as follows, details are intentionally light:

  • Fertilzers (Based on some of the unused ores/minerals with bonemeal)
  • Additional Equipment (Mostly armor slots, likely a shield mod, more types of armor (cloth/studded leather, scale, lamellar, mail, etc) maybe add jewelry with 'magically' attributes)
  • More threats to survival (Could be new mobs, world events, food decay, etc.)
  • Make more items placeable in the world (limit chest functionality)
  • Consider adding tar/pitch pools, lighting it on fire with arrows, fire starter or flint and steel... let your mind run wild.
  • Salt water/salt preserving food be an actual thing.
  • Wootz Steel tier above Red/Blue

None of the above is a promise by any means, but simply concepts I feel fit in with the theme of the mod and my addon.

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Looks great so far.  Except now all my ideas for my addon are gone.... hehehe well done

I really like this this one though...... Would be epic to have tar pools, and use it for burning ect. Could have pitch ditches as traps, a pitch fueled lantern that you could hold and would display light.... :D

 

 

  • Consider adding tar/pitch pools, lighting it on fire with arrows, fire starter or flint and steel... let your mind run wild.
  • Salt water/salt preserving food be an actual thing.
  •  
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I'm definitely keeping an eye on this one. Thanks!

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Wootz stell should be in level with Black Steel.

I think that Wootz Steel, Platinum, and Black Steel Would be used to make Damascus Steel Which is a higher level level than Blue/Red Steel.

But this mod has much potential and the current and planned features sound very good.

And is it just me or is smithing broken for this mod?

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Damascus is a method of layering metals and adding pitch from a swamp, often containing large ammounts of methane in the water. Real Damascus is a lost art, but you can apply the same technology to any metal, You could make a "Damascus Bronze" blade if you simply knew the layering portent and temperature of the center layers. It's not rocket surgery.

 

Also, English is a words to use.

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I've heard that some use twisting layered metal to form Damascus steel. After 8 or so repetitions of folding and welding, they twist the welded metal, pound it flat, fold & weld it once more, then pound it flat again. It make a very interesting effect.

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Played with this mod for a bit...very sexy. Nice work you did. Though the damage on the bows seems very low. 

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Wootz stell should be in level with Black Steel.

I think that Wootz Steel, Platinum, and Black Steel Would be used to make Damascus Steel Which is a higher level level than Blue/Red Steel.

But this mod has much potential and the current and planned features sound very good.

And is it just me or is smithing broken for this mod?

 

Can you describe what is not working for smithing? Also in the strongcraft.cfg is everything set to true? I'm pretty sure I tested the smithing before releasing and it worked then, but maybe I missed something. (I can never remember if I tested it before release or earlier). Also some talk about Wootz Steel below.

 

 

Damascus is a method of layering metals and adding pitch from a swamp, often containing large ammounts of methane in the water. Real Damascus is a lost art, but you can apply the same technology to any metal, You could make a "Damascus Bronze" blade if you simply knew the layering portent and temperature of the center layers. It's not rocket surgery.

 

Also, English is a words to use.

 

From what I read Damascus is a closely related process to Wootz Steel, but is actually different. At least one source I had mentioned it was based on steel being forged in an area with high concentrations of Tungsten in the soil. I did consider looking into seeing how High Speed Steel could be included as a new high tier metal but not sure it would be 'convincing' to be forged around the time frame of the mod. More details about how I would go about Wootz below.

 

I've heard that some use twisting layered metal to form Damascus steel. After 8 or so repetitions of folding and welding, they twist the welded metal, pound it flat, fold & weld it once more, then pound it flat again. It make a very interesting effect.

 

As far as we know, that is thought of how some people think it might have been created, but the properties of this method aren't the same as Damascus steel produced from the earlier era. Blacksmiths nowadays aren't really sure how exactly it was originally forged, as there is debate if it really is some special method of twisting layered metal. It is hard to say because it sounds mostly like speculation... An example of how to make something that looks like Damascus steel was actually shown here in forging a 'real' assassin's creed hidden blade: http://www.youtube.com/watch?v=mISNOvuzn60

 

Played with this mod for a bit...very sexy. Nice work you did. Though the damage on the bows seems very low. 

 

Damage with bows is intentionally scaled low, possibly too low. I'm hesitant to scale it higher because I don't want to make it so that people won't use melee weapons. Right now with black steel+ it should take about 3 arrows to kill a mob. Your base damage with bows scales with level, so if you are a low level that will have an affect on how much damage you deal with arrows.

 

 

Just to give an idea (and maybe get feedback on) the process for forging Wootz Steel is a fairly long and difficult one. The idea is for the metal to be about blue/red for efficiency/damage but have a very long durability. I.e. you invest a lot of time into forging it to get a tool which lasts a very long time. Reports say that Wootz Steel was able to hold its edge for years so having a tool that lasts a very long time before breaking fits into that category. I don't want to make it replace red/blue steel as I think those fit well into the top tier, but as a different type of top tier metal.

 

Step 1:

Crafting table:

Kapok leaves (3 along the top of the crafting table).

Ground up magnetite ore (3 along the middle of the crafting table).

Avaram Senna Wood twig bundles (2 on each side of the bottom row on the crafting table)

Crucible in the middle

 

Crafts into Raw Wootz Steel Crucible.

 

Avaram Senna Wood twigs are harvested from non-regrowing bushes found near the coast in dry biomes. Each bush drops 2-3 twigs, 4 twigs make a twig bundle.

 

Step 2:

Heating the crucible to brilliant white on a forge where the forge temperature is near its hottest value for 20-30 minutes (basically you need to pound away on a bellows for 20-30 minutes while feeding coal to keep it insanely hot).

When its done it will change into Wootz Steel Crucible, it then needs to be taken off and let cool completely (will take a while to cool).

You then shatter the Wootz Steel Crucible on an anvil to get a Wootz Steel Egg.

 

Step 3:

On a fire pit at a low temperature:

Heat the egg, but keep it in the dark red temperature for 30ish minutes. Overheating on the fire too long will turn it into a Steel Egg (which can only be crafted into a steel ingot).

Once the egg has been heated for a while it changes into a Malleable Wootz Steel Egg, at this point you need to take it take it to an anvil and beat on it. Each time adds a bit of 'work' to the time.

It is very sensitive to heat and work, so you need to be very careful about making sure it doesn't cool too much at any point or it will revert into a Steel Egg (again, can only be crafted into a steel ingot).

You will basically have to go back and forth between anvil and fire pit until it has been 'worked' enough, then it will change into a wootz steel ingot. This can then be forged into tools/weapons, I don't think I will include armor because as far as I know nobody made armor out of this stuff.

 

The total process (once you have the materials) should be about 1.5-2 hours per ingot, it comes at a very high cost of consuming a crucible per ingot (absurd I know). However, it makes up for it by creating nearly indestructible tools/weapons (think 10x red/blue steel).

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maybe you sould place a modifiyer for your Bows so that we can judge the damage we want.

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maybe you sould place a modifiyer for your Bows so that we can judge the damage we want.

 

It is currently planned to make things like that configurable, but I would prefer to find a good default value so people don't feel the need to tune it up or down.

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Smithing Rods and Arrows don't seem to  work for me

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Smithing Rods and Arrows don't seem to  work for me

 

It looks like the smithing for the items displays the hits in reverse order, even though the tooltips are correct. I will look into fixing this next release (for now the actions have to be performed in reverse order).

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Can you change it so that Stone and Bone arrows use sticks instead of footed shafts?

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Can you make stone and bone arrows available before you acquire metals?

 

Edit: Person above me said that.

Edited by Technoderp
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Can you change it so that Stone and Bone arrows use sticks instead of footed shafts?

 

I noticed that as well, I am thinking of adding the option to use sticks to craft a weaker version of the arrows. I will likely update it later this weekend.

 

Edit:

 

After thinking about it, I decided to simply change stone/bone to use sticks instead of footed shafts. I don't feel doubling the type of arrows really provides any benefit and stone/bone arrows are fairly weak anyways. It makes to use non-metal arrows when arrow damage isn't important (shooting mobs from a safe distance), but metal arrows are key when damage needs to be maximized (pvp). Additionally, when you get to the later stages of the game you can use metal all the time because it is easy to get an excessive amount of metal.

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I cant make the rod or arrowheads, when i place the items in the anvil interface not even the tooltips for hits appear.
Im trying to make a bronze metal rod on a bronze anvil with a bismuth bronze hammer.
 

Posted Image
 
This is essentially what i see, im using 0.77.21 downloaded via the Technic Launcher.
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I cant make the rod or arrowheads, when i place the items in the anvil interface not even the tooltips for hits appear.

Im trying to make a bronze metal rod on a bronze anvil with a bismuth bronze hammer.

 

Posted Image
 
This is essentially what i see, im using 0.77.21 downloaded via the Technic Launcher.

 

 

Metal Rods are created with double ingots, not single :)

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Seems interesting. Perhaps for the stick piles you could Shift-right click to place the pile, but after that, you right click with a stick(or sticks) in your hand to place one stick. To place a stack of sticks, you shift-right clikc and it will place all the sticks in your hand on the ground. Right-clicking with an empty hand or something other than a stick will remove one stick at a time, and breaking or shift-right clicking with an empty hand or something other than a stick will drop all the sticks from the pile.

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Metal Rods are created with double ingots, not single :)

Ok, well i just made myself look really stupid ...Herp derp ...  :rolleyes:

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But arrows still not craft metal rod.

 

 

(Google translate)

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But arrows still not craft metal rod.

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Are you sure using double ingot to craft rod and rods for arrowheads?

 

Александр, вы используете двойные слитки для создания стержней, а потом стержни для наконечников (как описано в шапке темы)?

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Seems interesting. Perhaps for the stick piles you could Shift-right click to place the pile, but after that, you right click with a stick(or sticks) in your hand to place one stick. To place a stack of sticks, you shift-right clikc and it will place all the sticks in your hand on the ground. Right-clicking with an empty hand or something other than a stick will remove one stick at a time, and breaking or shift-right clicking with an empty hand or something other than a stick will drop all the sticks from the pile.

 

I like your suggestion as it does improve the functionality for picking up/placing large numbers of sticks. I will keep this in mind when I update again.

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Are you sure using double ingot to craft rod and rods for arrowheads?

 

Александр, вы используете двойные слитки для создания стержней, а потом стержни для наконечников (как описано в шапке темы)?

Of course 

Posted Image

 

And still do, to stick to search for ore not explode :) It is very necessary =)

 

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(http://www.youtube.com/watch?v=22jWkdTAQuo)

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Can you buff the arrows? It took me 15 full charged Wrought Iron shots with a composite bow to kill a skeleton in copper armor.

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