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A Minecraft mod that adds TFC Style Forging to 1.12+

Home Page: https://minecraft.curseforge.com/projects/tinkers-forging

License: GNU General Public License v3.0

Java 99.35% Python 0.65%

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tinkers-forging's Issues

Unlit Charcoal piles not returning items [BUG]

When charcoal is placed in a pile, and then broken, it will always drop 1 charcoal regardless of how many were used to make the pile. However, if the charcoal is placed in the stone forge, lit, and then broken, it returns all the pieces it has.

Add support for Charcoal Pit's Fire Starter item

Heya,

really loving this mod so far. I'm using it in combination with Charcoal Pit to get a pretty close to TFC experience.

Charcoal Pit adds a fire starter item that lets you set things on fire and activate its bloomery.
Would it be possible to get support for it so that it could set a charcoal forge on fire? Not sure if that would be on this mods side, or charcoal pits.

Cheers,
SC

[Feature Request]Stone anvils

Hi. What are your thoughts on (re)implementing a stone anvil? Its default construction could follow the hammer right-click mechanic from TFC or have a crafting recipe similar to the current anvils. Perhaps there would be a configurable chance that it breaks during use to encourage the player to invest in a better setup. Ideally for my uses there would be Underground Biomes compatibility or, even better, a config option to set a list of valid blocks to form from.

[Suggestion] CraftTweaker | removeItemHeat

Config opportunity to disable heating before ingots are useable

Description
There is no option to change temperature of iron ingots.
A CraftTweaker Option would help Modpack Makers to set the values new.

Example:
Anvil.removeItemHeat(minecraft:iron_ingot); //delete the item
Anvil.addItemHeat(minecraft:iron_ingot, 100, 1600); //adds it with new values

Stay in Contact
Discord: #7574 Xarmat

Anvil Tier Changes

Hey would it possible to change an anvils given tier? I am currently making a modpack with a massively overhauled tool/gathering system and just learned that even after turning off respecting tiers the anvil still respects material tiers.

takes too long to create the world

This problem occurred in version 1.1.0 and above, using my modpack (about 250 mods), when I don't add tinkersforging or use version 1.0.7, it takes about 1min30s to 2min30s to create and enter a new world.(Although I have used RoguelikeDungeons which will load new chunks), when I used version 1.1.0/1.1.1/1.1.2, this time was extended to more than 5min.I don't quite understand why In this way, I can only provide you with the log, this is the log when I add the tinkersforging1.1.2 version.

forge 14.23.5.2825
latest.log

Casted ingot with TC don't stack

Thank you for making this mod it really makes TC interesting again.

My only issue is that if I want to use TC casting instead of the forges in your mod, the ingots do not stack. It makes it impossible to forge tool/armor parts that need more than 1-2 ingots.

I tried to use redstone to sync the casting with more smeltery drains and managed to get 2-3 ingots stack but that is not enough for the large plate or other bigger parts.

Am I missing something?

heat requirements bug or wrong values?

so it would seem that the book list ingots at the wrong temp that they are workable or the waila mod intergration is displaying the wrong working tempertures

[Request] CraftTweaker support for forge

Heya,
was wondering if it would be possible to get crafttweaker support for the forge, to add custom recipes. For example being able to place sticks inside the forge to get torches.

Problem with sponge?

i notice this message on the server console when i interact in any way with the brick furnace, i don't know if this is a problem of the mod or if it's sponge fault

[Server] Server thread/INFO [Sponge]: Container was not captured. No ClickInventoryEvent will be fired! Container: class com.alcatrazescapee.tinkersforging.common.container.ContainerForge PacketState: SecondaryInventoryClickState

i don't know if the following is a direct consequences of this problem but even if the ingot is at max temp i can't work it in the anvil

can't craft non vanilla tool heads

I'm using tinkers to register materials, but with the tools module dissabled. The hammer head for each material is craftable, but all other generated tool heads are not.
I've made recipes to craft tools from embers with craft tweaker that use your tool heads, but can't make the actual tool heads. :(
Could you please add these recipes, or add some form of custom recipe support?

Thank you so so much for this mod! I've been wishing for a crafting system like this<3

Other mod Weapons/tools

Hey i was wondering if there was a way to add other weapons and tools to the forge. The big one that I am looking at doing this with is Spartan Weapons. It would be cool to be able to add those tools or some of them depending on which ones to the forge.

[Request] Cooling with Water

Allow ingots to be placed in water to strip their NBT tags, cooling them down to room temperature.
This would make ingots stack again and give more control.

Thermal foundation materials not detected

almost all materials register, except platinum, signalum, enderium, and lumium
recipes for the heads show up, but they have no ingots as a valid input
side question: is there documentation anywhere on adding materials manually through the configuration file? can’t seem to get it to work, tried modid:item:meta, modid:item@meta, and modid:item;meta, but none seem to work
latest mod builds

Forging minigame unforgiving.

Current implementation of the forging mini game can be a quite unforgiving when it comes to hitting the target indicator. I've had a couple of cases in testing where i may end up only a few pixels off, coupled with having to reheat the metal constantly the game gets tedious very quickly.

A possible solution could be to make this a target range rather than value. While a global option would be easiest to implement a per material setting could add some more depth by making early game materials like copper and bronze easy to work with and higher tier materials much harder to forge.

Make the anvil remember the last operation

When I try to make multiple batches of the same item, the anvil constantly reset the item to make.
For example, if I wanna make 5 pickaxe heads, everytime that I make one, the anvil goes to the hammer recipe, and I need to change to the pickaxe head again.

Ingots on server are instantly Brilliant White.

Trying to use Tinkers' Forging on a multiplayer server, but it seems not to display values correctly. When putting an iron ingot into the Brick Forge, for example, the item flickers constantly as if it was continually entering and leaving the Brick Forge inventory. It also displays it's heat as "Brilliant White", despite not having been touched.

All seared bricks that get poured out of a smeltery have this same problem, and therefore cannot be stacked.

Despite these ingots being seemingly very hot, attempting to pound them into shape on the anvil still says "This item is not hot enough to work!", leading me to think that this is just a visual error (Though the flickering is still unexplainable)

Switching to advanced mode shows the true temperature:

Photo Here

Here, in the charcoal pit, the item does slowly increase in temperature. In the brick forge, it rapidly increases in temperature every time it flickers.

AlcatrazCore 1.0.3
Tinkers' Forging 1.0.1
Tinkers' Construct 1.12.2-2.11.0.106
Forge 14.23.5.2796
Multiplayer server.

Pig Iron tooltip displays melting temperature but calls it working temperature.

I put images here:

https://imgur.com/a/Z5MZNaY

Basically, the book states that Pig Iron has a working temp of 250C and a melting temp of 400C, but the tooltip when you heat Pig Iron states that it has a 400C working temp. If one doesn't check the book, their ingot is going to accidentally just melt when they think it's at working temperature. This may be true for some other ingots, but I haven't checked.

Also, as you can see, taking the ingot sometimes leaves a "ghost ingot" inside the brick forge. Clicking on the ghost ingot deletes it, though.

I do love the mod, though! Keep it up.

override?

players still use the original tinker methods and ignore this mod completely, why is it broken?

[Suggestion] Disable Heat

Config opportunity to disable heating before ingots are useable

Description
Give Modpack Makers the opportunity to disable the heat feature and allow players to craft parts without heating them.

Story / Immersion
I use Tinkers Forging in my modpack, but only Forging requires heat to perform.
So my foundry (made by Mudular Machinery), don't heat things up and also Thaumcraft "Infernal Furnace" (for magic forging) dose not.

Config Options:

  • Add an option to turn off heating completely
    -- tinkersforging:forge still functional, but has no main use any more

Stay in Contact
Discord: #7574 Xarmat

Request Crucible

A block, could use the vanilla model for Cauldron could use the same texture, and then it just depends how advanced you wish to make it, but in the most simple form it could sit on top of the lite charcoal pit, to work, and would take up to 4 items in to make a new item, like in tfc, theirs is based on % and works kind of as liquids, but more its internal numbers, but even if its just items for items, that would be amazing. With Craft Tweaker support. To make Alloys. It could also smelt ores but then I am not sure how you would want to do the outputs. I just am hopping for a tfc way of making alloys.

Heat Retention

Whoops.

Anyway, can there a config or -something- to have ingots hold their heat for a bit longer?

Is nothing supposed to be disabled?

Every other part of tinkers construct is still enabled...like..default forging. It makes the anvil useless. How do I fix this? I want to use this mod instead of the normal forging so bad.

[Suggestion] Turn off Puzzle Bar

No crafting puzzle bar

Description
The puzzle mini game is fun for the first 3-6 times, but get soon board when a player has to create 20 Item Sets for a mod pack army or must perform many crafting tasks.
It would be nice to have an option to turn it off, so the player has to punch the ingots, but without looking on the mine game bar.
Note: I try the config option to reduce the difficulty, set to the minimum difficult still often need punching the red line in one direction.

Config Options:

  • Option to deactivate the Mini Game Bar in the GUI

Stay in Contact
Discord: #7574 Xarmat

Iron ingots need to be white* rather than yellow*

Minecraft 1.12.2

Forge version 14.23.5.2847

Mod version 1.1.4

Config is default

Mod list: https://www.modlister.com/user/Mummelpuffin

Issue: Iron ingots never get hot enough. I never get a tooltip indicating that they're ready (even well beyond the supposed temperature they need to reach) and attempting to use the ingots on an anvil just gets me a "item not hot enough to work" message.

Edit: It appears that the actual issue is the temperature iron is documented to work at. It isn't workable until it's White* while the guidebook says it needs to be Yellow*. It also cools off in something like eight seconds from brilliant white which is absurd, and actually it can't melt, either. More specifically, with advanced temperature on, the ingot reaches 1499 Celsius and never climbs higher despite a melting temp of 2441 degrees. You do realize that Tinkers' Construct itself doesn't require nearly that high a temperature to melt iron, right?
Also there are temperature stages that the guide doesn't mention at all, like faint red and the aforementioned brilliant white. Kind of a mess.

Remove No Tree Punching tool recipes if compat enabled

Your other mod, Tinker's Forging, creates new knife, saw, and mattock heads for various materials but no new tools made from them show up. For example, I see all the vanilla material versions of the NTP tools but not any for copper, steel, etc; even though those tool heads are able to be created in the forge.

Trying to right click containers while holding charcoal places charcoal instead of opening container

Heya,

placing charcoal on the ground seems to have a higher priority than interacting with inventories.
In the first case i tried to right click the clay vessel from charcoal pit, but it placed the charcoal on the ground instead (without opening the inventory UI at all).
clay vessel

Here is an example with a primal core shelf that doesn't have a UI, but instead the charcoal should just be placed on it when right clicking. Instead it places the charcoal on the ground.
shelf

Count Support for Anvil CraftTweaker Support

Vanilla Tinkers Forging recipes require specific amounts of ingots in order to create a component, but trying to use NBT tags (ex. minecraft:iron_ingot.withTag({Item: {Count: 2}}) ) doesn't actually work and thus there's no way to make certain recipes more expensive than others, unless there's something I'm missing. IIngredient methods, like .amount(x) also do not work.

Higher Temps

Would it be possible to add another forge that can burn at higher heat levels using lava? Or the ability to adjust the max temp of the brick forge.

[Feature Request] Base Metals suite support

I would love to see built in support for Base Metals tools and armor. Going further and including tools and armor from the rest of their mods like Modern Metals and such would be even better.

[Suggestion] Intuitive HUD reading

Intuitive HUD reading

Description
After I played several hours I got a twist in my mind because of the crafting symbols in the puzzle mini game.
As an European I read from left to right, but the mod shows the crafting tasks from right to left.
Every time I use the anvil, I realise it and get thrown out of the game immersion.

Solutions

  • Change the behaviour to "left to right"
  • Optional: Give a config option for cultures there are using "right to left" spelling

Notes:
Its just about the 3 Symbols in a row, the other stuff in the GUI is fine.

Stay in Contact
Discord: #7574 Xarmat

Unable to place charcoal pile

Hello there,
as the title say, i can't make any charcoal pile, and the brick furnace included in the mod isn't heating ingots with any fuel (coal, lava, charcoal, wood...)
I'm using many mods, maybe the problem come from one of them.
In fact, i'm not seeing any indication of heat on the ingots.
Can you help me to solve this problem ?
Thanks a lot, your mod seems awesome !

Hope to fix issue with sponge

I had read the issue #22 and send to this issue to spongeforge. They said that Sponge can't do any extra transformations on mod classes, but the mod author can inadvertently support Sponge by modifying their code here to instead be written as: SpongePowered/SpongeForge#2900 (comment)

I ask you to fix this issue; I really like thinkers forging :) , and it is a pity that I can not add it to my server.

[Suggestion][CraftTweaker] Durability for Tools

Replaceable "Tool" Item with durability decrease for CraftTweaker

Description
Give Modpack Makers the opportunity to set a "tool" to be used for the crafting process and reduce tool durability.

Functionality

  • Add Tool in recipe: This Item is required to perform the crafting
    -- Anvil.addRecipe(minecraft:cobblestone, minecraft:stone, minecraft:wooden_axe, "hit_any", "draw_second_last", "punch_last");

  • Add extra durability cost when crafting task is performed:
    -- Anvil.addRecipe(minecraft:cobblestone, minecraft:stone, minecraft:wooden_axe,8, "hit_any", "draw_second_last", "punch_last");

  • Set default durability for forging hammers based on material used

Config Options:

  • Add Tool to "global tool list": Can be used in all recipes
    -- format: item, tier
    -- minecraft:iron_shovel, 2 (adds shovel with Tier 2 as global tool)

  • each hit in the anvil will cost "set among" durability from the tool (when item has no durability, it will be ignored)
    -- "0" turns off this mechanic

Notes:

  • ZenScript example with basic description, generated in "scripts" folder
  • Usable "oredict"

Stay in Contact
Discord: #7574 Xarmat

[Feature Request] No Tree Punching metal tool part forging

From what I understand this mod replaces the metalworking that was removed from No Tree Punching. While I like Tinkers Forging's mechanics I think that it would be a good idea to have the same process for creating the NTP tools, including the knife, saw, and mattock.

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