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Mod support suggestions #12

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RCXcrafter opened this issue Aug 17, 2021 · 27 comments
Open

Mod support suggestions #12

RCXcrafter opened this issue Aug 17, 2021 · 27 comments

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@RCXcrafter
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RCXcrafter commented Aug 17, 2021

This issue lists which mods I'm considering adding compatibility for and which ones I've decided not to add compatibility for. You can suggest new materials by commenting on this issue or on curseforge or discord.
If a mod is in this list it doesn't mean you can't suggest something for it, just know that the mod itself has already been suggested.

Won't add

  • Ice and Fire
  • The Abyss
  • Thermal Foundation (They have their own tinkers integration already)
  • Twilight Forest (They have their own tinkers integration already)
  • Mystical Agriculture

Unsure/need to look into these

  • Better End
  • Druidcraft
  • Applied Energistics
  • Refined Storage
  • Blood Magic
  • Mana and Artifice
  • Advent of Ascension
  • Silent's Mechanisms

Probably will add/need to think more about how this will be implemented

  • Malum

Will add/currently in progress

  • Currently none

Already added

  • Create
  • Eidolon
  • Aquaculture
  • Mystical World
  • Astral Sorcery
  • Industrial Foregoing
  • The Undergarden
  • Mekanism
  • Psi
  • Quark
  • Thermal Foundation (only wrench modifier, no materials)
  • Occultism
  • Immersive Engineering (only wrench modifier, no materials)
  • Pretty Pipes
  • Botania
  • Mythic Botany
  • Draconic Evolution
  • Mythic Botany
  • Redstone Arsenal
  • Ars Nouveau
  • Avaritia
@FilJ00
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FilJ00 commented Aug 23, 2021

If you'll go for blood magic maybe you could make ability to harvest souls into TC weapons?
Also, would it be possible to make starmetal tools, instead of having flat buff in the night, be affected by the players attunement? Also that there could be complex ability that could make any tool be affected by it?
And with botania I think making tools able to be repaired with mana would be very in line with the mod itself? Also, would you consider adding also alfsteel from mythic botany if you decide to implement botania?

@RCXcrafter
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I'll take that into consideration, I don't know enough about blood magic yet to say much more about it.
I don't know much about astral sorcery's attunement mechanics so I'll have to look more into those to see what kind of effects I could give them.
Making botania materials repair with mana would make sense since that's what they do in botania but since mana is so cheap it makes durability trivial and it would overpower pretty much everything in tinkers construct that's balanced around durability.
I'll take a look a mythic botany for compatibility as well.

@FilJ00
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FilJ00 commented Aug 24, 2021

I'll take that into consideration, I don't know enough about blood magic yet to say much more about it.

Thanks for taking it under consideration non the less. 😄

Making botania materials repair with mana would make sense since that's what they do in botania but since mana is so cheap it makes durability trivial and it would overpower pretty much everything in tinkers construct that's balanced around durability.
Maybe it can be mitigated with adjusting mana to durability ratio right? Idk if that's possible in current beta of TiC but maybe it could be done that the more of botania parts are in the tool, the better that ratio is? I.e one part would give tool botanic I, two parts botanic II, sth like that?

I'll take a look a mythic botany for compatibility as well.

Thanks. I don't think it will be that much different from basic botany, so if you'll do botany, why not mythic botany too?

@RCXcrafter
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I can change the mana to durability ratio and I can make the trait leveling but I think the increased mana consumption will be annoying in early game as you might not want to drain your mana tablet so much while still being too easy late game since you can generate more mana than you need with the right setup.

@pikachu99
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How about: Enviromental Tech, Forbidden and Arcanus, BYG, BOP, Ars Nouveau, Extreme Reactors

@RCXcrafter
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As far as I can see biomes o plenty and environmental tech don't really have anything I could turn into a material, is there anything specific you'd like to be added?

@pikachu99
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maybe the gems/crystals from the mods.

@StarshadowMelody
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Vampirism might not have the most obvious things you can do with it as far as TC compat, but considering TC has a blood liquid, and Vampires, y'know, drink blood... might be something that can be done there. I don't think you should be able to hurt yourself in the smeltery and then drink your own blood though, since you can't drink other vampire's blood in that mod- pigs would be fair game though.

@JuicyCosmos
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There are some mods out there that utilitze titanium. It would be cool to implement titanium as a material since irl it's quite widely used; it's lightweight and semi-hard.

@rowanthemodder
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Immersive engineering and pretty pipes have a hammer and wrench respectively that could be a useful modifier, both mods are already supported material wise though.

@Funnymeme1
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Funnymeme1 commented Nov 10, 2021

Maybe for botania materials you could have some sort of counterpart to Overslime?

@RCXcrafter
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Immersive engineering and pretty pipes have a hammer and wrench respectively that could be a useful modifier, both mods are already supported material wise though.

I'll take a look at adding modifiers for those.

Maybe for botania materials you could have some sort of counterpart to Overslime?

The botania metals will have a trait that gives them a chance to use mana from your inventory instead of durability when used. An overslime alternative could be intresting too but I've already decided on what I'm going to do with them.

@Warhand
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Warhand commented May 14, 2022

Blue skies, Beyond earth, and upgraded netherite support for 1.18.2 would be great.

@Noobkingroblox
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Man i love this mod

@Kenpari
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Kenpari commented May 29, 2022

As far as I can see biomes o plenty and environmental tech don't really have anything I could turn into a material, is there anything specific you'd like to be added?

Not the original guy, but I'd like to second Biomes O Plenty compatibility.

I think Rose Quartz in particular would make an interesting, and potentially very aesthetically beautiful material for tools. I understand Rose Quartz is already a material in Materialis as added by Create. I don't know the specifics, though, as I don't use Create. As for why it's interesting, I think that lies in that it's a nether-exclusive material, found in fairly rare clusters in a specific BoP nether biome growing on netherrack. Unless I'm mistaken, as well, I think it's nonrenewable, as in the netherrack it generates on doesn't grow new clusters.

Flesh, if not morbid and disgusting, could also make for a potentially interesting material. I don't know what kind of effect it might add, but Flesh itself is such a uniquely appalling block...

Those are all the ideas I have, though. I think Rose Quartz is the most compelling, exemplified by the fact another mod already has Materialis compatibility for it.

@KnightMiner
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KnightMiner commented May 29, 2022

For the record, Biomes O Plenty devs made it clear their rose quartz is not the same thing as Create's rose quartz when I mentioned the idea of tagging them the same to them.

That said, rose quartz is really common, close to amethyst levels of commonness once you find the biome.

@RCXcrafter
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I took a look at biomes o plenty and I do agree that its version of rose quartz is quite different from the create version. Though I think for the sake of the tool material it might be fine to allow both versions to be used so I'll consider adding it

@mlysle
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mlysle commented Aug 13, 2022

Could you take a look at ProjectE? It only adds 2 materials (red and dark matter). I believe a similar mod added TC compatability to it in the past.

@drakray
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drakray commented Sep 30, 2022

AssortedCore, adds a lot of metals(most are already supported), but also adds Ruby, Sapphire, Peridot and Topaz
Could be used as head material or special modifier maybe

Mining Master also adds gems which could be used as modifier

@nielskoetsier1
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nielskoetsier1 commented Oct 8, 2022

can you add the tinkers construct materials and tool parts for this modppack?
link: https://www.curseforge.com/minecraft/modpacks/survivaladventures
it adds too many materials to 1.16.5 forge to put it in one single comment.

@SpeedyZ500
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SpeedyZ500 commented Dec 9, 2022

Could you add support for the Alloymancy mod, (https://www.curseforge.com/minecraft/mc-mods/allomancy) it uses a different pewter recipe than many other mods, of course it would be amazing if you could make it so it used the canonical ratios for the alloys from Brandon Sanderson’s book series Mistborn in the tinkers smelter, but if you chose to add compatibility I wouldn’t expect you to do so.

The mod adds chromium, nicrosil, cadmium, bendalloy, pewter(as a tin lead alloy), aluminum, Duralumin, steel, zinc, lead, tin, silver, electrum, brass, bronze.

The mod also adds metal flakes, which are used to fuel the powers.

@KnightMiner
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KnightMiner commented Dec 9, 2022

Changing alloys like pewter would be on Tinkers side, not on Materialis. I suggest opening an issue with Eidolon about supporting tin if present and one with Tinkers as well. Elucent mentioned to me in the past the only reason he did not use tin for the alloy was to avoid adding too many ores, but would be happy to support it automatically if present.

As far as ratios, thats not really worth fussing over. Best to use consistent ratios with other mods as gameplay is far more important than lore, hence brass being 1 to 1 even though mistborn brass is not.

@Gonbuto
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Gonbuto commented Aug 6, 2023

Could you add support for Roots Classic Mod?
https://www.curseforge.com/minecraft/mc-mods/roots-classic
This mod is a Port version of Roots Mod which was supported in 1.12.2.

@Rexzeon
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Rexzeon commented Sep 9, 2023

could you add support for mowzies mobs
https://www.curseforge.com/minecraft/mc-mods/mowzies-mobs

@TylerFurrison
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I would suggest AE2 since there were a few materials like Charged Certus that used to be possible. Charged Certus for example would give a "shocking" effect to melee or ranged attacks.

@SoggyRice
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how about Extra Utilities Reborn?

https://www.curseforge.com/minecraft/mc-mods/extra-utilities-reborn

@slightlyslanted22
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you could likely do Alchemistry where they add a great many of elements that have physical form, so just pick your favourites like Uranium (radioactive) or other such elements that can have some pretty interesting effects like lead can poison, anyways just some ideas.
Another possibility is Ender IO which adds dark steel and i believe a couple more materials but not entirely sure
And my last suggestion is unstable ingots which have to be crafted then immediatly put in the tinker table or maybe melted down(melts within seconds) and casted as the consequences of holding unused unstable ingots cause the beholder to explode

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