forked from TAIGA/TAIGA
826ab1cf3a01dadae2a5d5a204fa557f7134eac6

* Developement tests for nbt data in traits * Lot of trait changes and better balancing * Traits reworked a bit, new traits added. * First correction of NBT Data in Trait (Soulbound). Is shown twice. Still needs corrections. * Few fixes in traits and new trait "catcher" * Small fix, needs workaround * fixed some catch issues * Fixed Catcher and Reviving Traits, new Trait: Souleater. Updated build.gradle for new TiC Version. * Splitted SoulEater to get the bad touch to an extra trait "Cursed". Added method for using nbt more easily. Changed declaration names of fluids * Some minor changes in Traits, Registry and Utils. * Iron_nugget is replaced with oreDict Item when not loaded via TAIGA. * Beginning of new material integration. Lot of names changed, lot more work to do here. Many null pointer exceptions and no changes of values up to now. * Some Small changes in names, registry and recipes * Some weird stuff I don't remember :D * fixed some things I missed while merging * Rollback to something * More Stuff * fixed some merging stuff * Fixed some misspelled names. Actually working with lots of restrictions. * Rearranged alloys, tried to add blocks / ingots for non-tinker-materials, but they won't work. * Again tried to fix the melting issue, but non-tinker materials still are not able to be casted as a block, ingot or nugget... * Fixed integration of materials without tools. * changed IMC to direct lib calls * removed more IMC, removed redundant code * some reformatting * Alloy integration reworked, needs to be balanced. * updated deps, renamed some func's, added duplicate material check * some more renaming * some reformatting, fixed wrong import, fixed string cmp's * Added images for blocks, ingots, nuggets and dust. Json changes do not work yet. * some reformatting * Removed old json files. Placeholder needed. * Fixed block json, items not working yet. * Fixed my own derp (missing json files) * Reduced materials to ensure unique traits for most of them. Still 30 though, but reduced by 20 more :'( RIP * Changed some generator stuff, not working properly right now! * rewrote offset generation, added some debug command, fixed some stuff * fixed on-surface-generation, made dependencies more flexible * reverted gen-weight back to its normal value * Meteor generator implemented. * fixed generating on ground * optimized a thing * Replaced Uru with Osram, replaced Meteorite with Uru, added Meteorite again for Hull-Material and late game alloy. * Some changes in generation of ores, not ready yet. * Added Cobble Meteorite. Added debug command. Implemented rest of ore generation. Some minor fixes left for generation including balancing. * Some changes for ore generation. Added 2 separate Generic Blocks for meteorite and their cobble variant. * some cleanup in Generator class, added meteor world save handler * Added Textures. Added blockstates and item models. Fixed fluid rendering. * renamed world save data file to be little more specific, removed a unused method * some preps for the upcoming release * First attempt of well balancing material stats. Renamed TiberiumX to Triberium. * Final changes... ready for beta testing * Added missing alloys. * Corrected balancing of ore generation. Still WIP * removed some last debug out * one last reformat
Tinkers Alloying Addon(TAIGA)
TAIGA is an addon for Tinkers Construct. It aims to find new minable ores, new alloys and a bunch of new tinker traits for them.
Included:
- 16 new meltable Ores with 4 new hardness levels (5,6,7,8)
- 16 alloys in combination with new molten ores and molten items
- actual 27 new Traits with random, funny, positive or negative effects
- two new types of burnable items (e.g. lignite) and a bunch of other alloy-essential items
- additional Gold and Iron (slagged), for the use in a lot of other mods. Iron is always too rare...
- some new additional Blocks. Most of them just with an optical use - atm
Download
Dependencies
Necessary:
- Tinkers Construct for 1.10.2 + associated version of mantle
- Minecraft Forge 1.10.2
Latest tests done with:
What's going on?
What does the mod add?
- There are 16 kinds of new ores, seperated in 4 categories each: Arcane, solide, ethere and ratio metals.
- You are just able to combine some of them as neigbours in a "circle": Arcane <> Solide <> Ethere <> Ratio <> Arcane - you gonna check JEI for Recipes!
- The hardness of the new tool depends on their parents. Not every alloy is hard enough, to mine the next alloy-level.
- At the moment I am up for ideas for better category-like traits!
How to start?
- Just start how you would usually start with Tinkers Construct. Go out, farm and mine until you find cobalt for high tier tools.
- From that point, you are able to mine harder materials and combine them to new alloys.
Hardness of each new ore in case you gonna ask...
- Low Level: Tiberium, Bismuth
- Cobalt (4): Prometheum, Eternite, Violium
- Titanite (5): Titanite, Rubium, Mythril, Mindorite
- Meteorite (6): Meteorite, Arcanite, Palladium, Karmesine
- Vibranium (7): Vibranium, Ignitite
- Adamantite (8): Adamantite
- It is up to you to find out which alloy you need to get to highest tier.
Balancing, more traits, more alloys, more ores:
- At the moment I have no idea how well balanced my mod is.
- I hope you give me a lot of good feedback, so I can balance it better!!!
- PLEASE send me requests for new traits, ores and alloy-ides. Especially ideas for a better system of my 4 categories!
Where to request or report issues:
- Github, CurseForge or via mail
More? Join our community on mumble (ofsg.eu) for questions or to have a nice chat with us!
Description
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