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New in Tinkers' Construct 3

KnightMiner edited this page Feb 3, 2023 · 33 revisions

This page is a summary of all the changes in Tinkers' Construct 3 for 1.16 & 1.18, compared to Tinkers' Construct 2 for 1.12. 1.16+ is still an ongoing process, so this page will be updated periodically.

Note that not everything on this page is fully implemented. Unimplemented features will be marked as planned. For information about implemented features, see the roadmap.

Table of Contents

World

Tool Making

Multiblocks

Other

World

This section discusses changes to the world module

Ore Gen

  • Tinkers once again provides copper ore (1.16)
    • 1.18 uses vanilla copper ore instead
    • Copper is the only overworld ore we add
  • Cobalt ore returns
    • Instead of just alloying into manyullyn, cobalt has a few more alloys now
    • Cobalt is also used in crafting some special smeltery components
  • Teantium ore (planned)
    • New end ore found in the outer islands
    • Requires netherite harvest tier
    • If mined with regular tools, explodes
    • To successfully mine, need to use the melting modifier
    • Can be processed into soulsteel and shaluth, but cannot be used directly
  • Ardite ore has been removed
    • Potentially moved to Natura, but not used in Tinkers in either case
    • Manyullyn specifically is now alloyed from cobalt and molten debris (ancient debris)

Slime Islands

  • All slime types have unique names
    • Green slime is often called earth slime, or just generically slime (vanilla)
    • Blue slime is called sky slime
    • Orange slime is called ichor
    • Purple slime is called ender slime
    • Magma cream is often considered a fifth slime type, so is blood
  • New earth slime islands
    • Spawn in the overworld ocean
    • Loaded with earth slimes (vanilla slimes) and the new greenheart slimy trees
    • Spawn in blue or green dirt variants, all types with green foliage
    • Earth slimes spawn with various types of helmets rarely, including iron, leather, and even turtle shells
  • Sky slime islands
    • Spawn in the sky as before, though probably a bit less commonly
    • Congealed slime trees replaced with new skyroot slimy wood tree
    • Spawn in blue or green dirt variants, all types with blue foliage
    • Sky slimes have overcome their weakness of falling off the island by bouncing
    • Skyslimes may spawn with plate helmets or travelers goggles
  • Nether slime islands renamed to blood islands
    • Spawn with orange dirt and red foliage
    • "Trees" are called bloodshrooms, a huge fungus variant obtained from red slimy nylium
    • Bloodshrooms grow ichor instead of shroomlights
    • Remain a good source of magma cubes, now including a lake of liquid magma cream
  • Purple slimes islands got tired of the dumb blue slimes, so they migrated to the end to start their own society
    • They actually prefer the name enderslime now
    • Enderslime mobs can be found now, who teleport for attacking and defense
    • Enderslimes are the most advanced of the slimes, they may even start building larger structures in the future
    • Enderslimes may spawn wearing slimeskull disguises
  • Slimy Saplings
    • As mentioned earlier, saplings now have slimy wood instead of congealed slime for the stems
    • Slimy wood has a hard outer bark layer and a squishy inner slimy wood layer, meaning the effective tool changes when stripping
    • Slimeballs are still dropped from the leaves, except on bloodshrooms, where slime generates in place of shroomlights
    • Slimy saplings can now be melted in a smeltery for liquid slime of the proper type
  • Clay Islands
    • Slime island variant spawning with normal grass
    • Lake filled with clay and sand

Geodes

Geodes only exist in 1.18.

  • Earthslime Geode
    • Spawns at low elevation underground in the overworld
    • Contains earthslime crystals which can be melted into liquid earthslime and smelted into slimeballs
  • Skyslime Geode
    • Spawns at high elevation underground in the overworld
    • Contains skyslime crystals which can be melted into liquid skyslime and smelted into skyslime balls
  • Ichor Geode
    • Spawns at high elevations in the nether
    • Contains ichor crystals which can be smelted into ichor balls
  • Enderslime Geode
    • Spawns at island height in the outer end islands
    • Contains enderslime crystals which can be melted into liquid enderslime and enderslime balls

Tool Making

This page describes some of the new content related to tools mechanics, including parts, materials, and modifiers. later in the section it has a full list of tools planned for Tinkers' Construct 3.

Tool Tables

Improved part builder

  • Stencil table and part builder were merged into one block
  • Instead of crafting patterns and using those, the part builder has a UI similar to the stone cutter to craft parts
  • Crafted from 2 patterns and 2 wooden planks

Improved tinkering

  • Tinker Station
    • New name for the tool station
    • Has only 3 slots (no crafting large tools), and a similar UI to the classic 1.7 UI
    • Can rename tools only on creation
    • Tool station is crafted using 4 planks and 3 patterns
  • Reworked Tool Forge into Tinker's Anvil
    • Simply sounds cooler
    • Contains 5 slots, like the 1.12 UI
    • Can rename tools during any modification
    • Recipe requires 3 metal alloy blocks and 4 seared bricks
  • Renaming tools (planned)
    • Only will be able to rename a tool when first crafted
    • After the initial craft, an anvil will be required to rename tools

Modifier Worktable

  • New table to allow modifying modifiers on a tool
  • Current recipes include reordering modifiers, hiding modifiers, removing modifiers, configuring the slimestaff, and extracting modifiers onto crystals

Improved Crafting Station

  • Can be crafted from a pattern and either a crafting station or any wooden table
  • Alternatively, can be crafted from a pattern and a log to use the log texture on the legs

Improved station tabs

  • Any two station blocks together will now form tabs, instead of requiring a crafting station
  • Multiple of the same block can be tabs, for example placing 2 crafting stations together gives tabs to switch between them
  • At most 6 tabs can exist in the UI

Reworked repair kits

  • Replaces the sharpening kits
  • No more mining level change, that is left to modifiers such as diamond and netherite
  • Still repair on the go

Materials

Material tiers

  • Materials now come in more clearly defined tiers, and all are divided into general, weapon, harvest, or special materials
  • Tier 1:
    • Starting tool tier
    • Includes wood, stone, flint, bone, copper, and bamboo
    • In the nether, this tier uses nether woods, basalt, blackstone, and necrotic bones
    • In the end, this tier consists of chorus
  • Tier 2
    • Requires ores or the melter to obtain materials
    • Includes iron, slimewood, seared stone, and bloodbone
    • In the nether, this tier includes scorched stone
    • The emerald modifier will also upgrade a tool to tier 2
  • Tier 3:
    • Requires alloying to obtain materials
    • Includes nahuatl, slimesteel, tinker's bronze, pig iron, and rose gold
    • In the nether, this tier includes cobalt and blazing bone
    • In the end, this tier includes end stone
    • The diamond modifier will also upgrade a tool to tier 3
  • Tier 4:
    • Requires nether access to obtain materials
    • Includes manyullyn, hepatizon, queen's slime, soulsteel, and chromata (upcoming)
    • In the end (upcoming), this tier includes hollow, shaluth, soulsteel, re'dur, and bamboom
    • The netherite modifier will also upgrade a tool to tier 4, requires either the diamond or emerald modifier
  • Tier 5 (upcoming):
    • Requires end access to obtain materials
    • Includes KnightSlime, Ebonite, Alexandrite, and Matthium
    • The Gardite modifier will also upgrade a tool to tier 5, requires either netherite or worldbound

Stat updates

  • Handles reworked:
    • No longer have a flat durability boost
    • Have 4 multipliers: durability, attack speed, attack damage, and mining speed
    • Most materials only have 2 multipliers set, though later game materials will set at most 3
  • Bindings reworked:
    • Bindings no longer have any stats
    • Instead, the purpose of bindings are to let you choose the trait you wish without concern for material tiers
  • Bow Limb reworked:
    • Now include durability, velocity, drawspeed, and accuracy
    • Now have useful bow traits
  • Bow Grips:
    • New part type exclusive to bows
    • Include melee damage, accuracy, and durability multiplier
  • Bowstrings
    • Now have traits instead of just being texture variants

Part Cleanup

  • Many parts that only got used once were removed in favor of reusing parts
  • Currently, there are two types of handles: small (tool) and tough
  • For bindings, tools use just tool bindings and large plates, no more tough bindings
  • Sword guards are replaced with tool handles
  • Tool heads ideally will be used in at least two tools. For example, the axe head is used on the axe and the mattock

Modifiers

For a full list of modifiers and traits, see this spreadsheet

Modifier types

  • Modifiers are now divided into 5 categories:
    • Upgrades: Classic modifiers common to TiC 1 and TiC 2. Requires upgrade slots
    • Abilities: Stronger and more unique modifiers, such as silk touch or luck. Requires ability slots
    • Defense: Special modifier type available on armor or shields
    • Slotless: Modifiers that can be applied without any slot restriction
    • Traits: Additional modifiers applied based on the construction of the tool, typically material or tool traits

Trait rebalancing

  • Tool traits are rebalanced
  • All parts share the same trait, instead of heads often having unique traits
  • Traits on average will be a bit weaker than 1.12 to prevent discouraging use of a material due to trait
  • Some traits from 1.12 got moved to modifiers, and some new traits got added

Notable modifier changes

  • Reinforced V no longer grants unbreakable
    • Bonus is now based on the vanilla formula, which makes the first levels stronger
    • Unbreakable has been moved to an ability, with Reinforced V as a prerequisite
  • Emerald now grants bonuses to conditional modifiers
  • Haste is a bit stronger to be more in line with the efficiency enchantment
  • Autosmelt and luck currently do not have special interactions
    • Likely we will leave out the interactions, as the main use (multiplying ingots) is coming to vanilla in 1.17
  • Embossments were removed, but a similar mechanic will return with the soul forge
  • Modifier recipes changed. Look for recipes in JEI, do not make issues about modifiers being missing because the recipe changed
  • Removing modifiers is possible using a wet sponge. A nicer UI to remove modifiers is planned.

Tools

Small

These tools are available from tier 1 and onwards.

  • Pickaxe:
    • Adding expanders now increases the tool's depth to 1x1x3, then to 1x3x3
    • Starts with Piercing I, in exchange for a lower damage stat
  • Pickadze: (1.18+)
    • New tool that is a cross between a pickaxe and a shovel, mining both dirts and stones
    • Cannot break blocks above a gold harvest level
    • Adding expanders now increases the tool's height to 3 and then to 5
    • Starts with Bane of Sssss I
  • Mattock:
    • Replaces the shovel, effective on dirts and logs
      • 1.16: Effective on woods, but all woods are mined at a 65% rate
      • 1.18: Fully effective on logs and other plant like blocks. Mines other woods at a flat 200% hand speed
    • Adding expanders grants the tool vein mining, first at a range of 1 then a range of 2
    • Does bonus knockback (1.16) or causes slowness on enemies (1.18)
    • 1.16 only: Makes paths instead of hoeing, effective on all blocks the shovel could break
  • Hand Axe:
    • Rebalanced to be closer to the vanilla axe, making it a strong weapon
    • Adding expanders first increases it to a cross shape, then a 3x3 rectangle
  • Kama:
    • Adding expanders first increases it to a half sphere cross shape, then a 3x3x2 half sphere
    • Faster than a sword, but lower attack damage
    • 1.16 only: Gained the ability to hoe blocks, making it a fully effective farming tool
    • 1.18 only: Has a smaller version of the scythe AOE attack
  • Sword
    • Renamed from broadsword since its the only remaining sword
    • Best damage per second of all weapons, due to average attack speed and damage
  • Dagger:
    • Fast weapon with low damage, but can attack on right click for use in the offhand.
    • Effective on hoe blocks such as leaves and nether wart.
    • Replaces the rapier
  • Flint and Bronze:
    • Tinkers' Construct version of flint and steel
    • Can receive durability based and melee modifiers, along with interaction based abilities
    • Expanders increase area of effect, along with the unique fire primer modifier

Broad

These tools require the Tinker's Anvil to craft, a tier 3 component. Tool parts will possibly use of the Part Forge in the future. All broad tools are two handed, meaning the offhand is unavailable while using unless the offhanded modifier is applied.

  • Sledge Hammer:
    • Area starts at 3x3, expanders increase to 3x5 then 5x5
    • Effective against undead, starting with Smite II
  • Vein Hammer:
    • Breaks a vein of ores within 2 blocks, expands up to 4 blocks with expanders
    • One of the fastest broad weapons
    • Effective against armor, starting with Piercing II
  • Excavator:
    • Area starts at 3x3, expanders increase to 3x5 then 5x5
    • Starts with Knockback II
  • Broad Axe:
    • Replaces the lumber axe.
    • Tree logic works in a column, meaning a large tree takes 4 hits to break
    • Expanders increase max tree base size
    • When targeting non-logs, has a 1x1x6 area of effect, expandable up to 3x6x2
    • High damage, but really slow
  • Cleaver:
    • Now has sweep attack
    • Will possibly allow blocking in the future
  • Scythe:
    • Retains area attack
    • Can now hoe the ground

Slime Staff

Slime staffs are a new type of tool for taking advantage of ability modifiers. Each staff starts with at least 2 ability slots, and can use interaction modifiers on both left and right click. The modifier worktable is used for choosing when the modifiers apply. They also act as handheld armor, allowing some additional modifiers, and some unique modifiers for unique projectile types. Staffs come in 4 variants:

  • Skyslime Staff:
    • Crafted from skyroot, skyslime crystals, and rose gold
    • Has 5 upgrade slots and 2 ability slot
  • Earthslime Staff:
    • Crafted from greenheart, earthslime crystals, and cobalt
    • Has 2 upgrade slots, 3 defense slots, and 2 ability slots
  • Ichor Staff:
    • Crafted from bloodshroom, ichor crystals, and cobalt
    • Has 2 upgrade slots and 3 ability slots
  • Enderslime Staff (upcoming):
    • Crafted from soulsteel, earthslime crystals, and hollow
    • Has 5 soul slots and 2 ability slots
    • Starts with reach

Armor

Armor has some different rules for how modifiers apply. All armor is crafted in the crafting station with one recipe per variant instead of being multipart.

  • Armor: Available in three sets: travelers gear, plate armor, and slimesuit.
  • Shield: Available in three variants: travelers shield, plate shield, and slimestaff.

This feature replaces slime boots, notably using the bouncy modifier.

Ranged

These weapons make use of drawspeed and projectile behavior. All ranged weapons are not yet implemented, so designs are subject to change.

  • Crossbow:
    • Launches vanilla mod added arrows, along with fireworks (possibly requiring a modifier to do so)
    • Rebalanced to be closer to the vanilla crossbow
    • Will be crafted as a small tool, first form of bow available
    • Likely will be able to dual wield using the dual wielding modifier
  • Longbow:
    • Two handed variant of the crossbow
    • Allows much greater accuracy and more damage at the cost of slower drawspeed
  • Fluid Cannon:
    • Ranged weapon that fires molten metal as a weapon
  • Sling:
    • Slimeslings reimagined as a tinker tool. More info to come.
  • Flail:
    • New ranged weapon with a projectile you toss then pull back
    • Deals damage both when launching and when returning
    • Behavior will be similar to a fishing rod
  • Spear:
    • Cross between a boomerang and a cleaver
    • Works in melee as a high reach weapon
    • Can be thrown for a ranged attack
    • Takes the role of the vanilla trident

Treasure

The following tools will be included as treasure tools. These instead of having materials will be found as loot from mobs or dungeons with randomized stats. It is currently undecided whether this feature will be an addon or part of the main mod.

  • Battle Sign:
    • Cross between a shield and a melee weapon
    • Found in piglin territories as a weapon of the strongest piglin brutes, along with rarely a zombie piglin
  • War Pick:
    • Cross between a pickaxe and a melee weapon
    • Found in strongholds along with rarely as the weapon of a husk
  • Trident:
    • Cross between a throwing weapon and a melee weapon
    • Found in ocean monuments and rarely as the weapon of a drowned
    • May or may not replace the spear

Removed Tools

These tools are not returning in Tinkers Construct 3.

  • Arrows:
    • We cannot get the design for Tinkers arrows to work, and vanilla arrows are a lot more interesting now.
    • The way modifiers function (large material costs) conflicts with the idea of disposable ammo
    • Some of the old traits may return as custom arrow types
    • Vanilla arrows will be made easier to craft, such as creating tipped arrows in the casting table
  • Bolts:
    • Bolt crafting sucked, both in explaining to people and the mess of edge cases it caused in code
    • We don't see much need to keep separate ammo types when vanilla has arrows for both
    • Expect to be able to use fireworks on Tinkers' Construct crossbows as well.
  • Shurikens
    • Shurikens had the same ammo problems as arrows and bolts
    • Being replaced with boomerangs (for a full Tinkers tool) or the new shuriken gadget (see the Additions section)
  • Longswords
    • Were basically a reskin of the sword with minor stat changes that most people just used for the leap ability
    • Leap returned as a slime sling variant
  • Shortbows
    • Was just different stats compared to the longbow
    • Crossbow fits well as a small bow variant, and longbow as a broad variant, so shortbows felt like the least interesting bow variant
    • The Tinkers' Things addon adds in short bows as weaker bows that do not cause slowness while drawing back
  • Rapiers
    • Ended up being too similar to the dagger
    • The armor pierce ability was too weak against monsters, and too strong against players. The piercing modifier should be a good compromise, or the vein hammer for maximum piercing
  • Shovels
    • Was just weaker than mattocks with no advantage
    • Pickadzes were added as another alternative
    • The Tinkers' Things addon adds in shovels as a tool with a lot of upgrae slots

Multiblocks

This section is about new features related to the smeltery or smeltery mechanics, and also other multiblocks

New features

Added the melter

  • Mini 2 block smeltery. Can run off solid or liquid fuel
  • You may remember this from Tinkers' Complement

Added sand casts:

  • Replace clay casts as the single use cast
  • Blank cast can be crafted from sand
  • Placing a blank cast in a casting table, then pressing a tool part in the top shapes the cast

Added composite casting recipes

  • Composite materials are made by pouring a liquid on a solid tool part of a different material
  • One example is blazing bone, from pouring blazing blood on necrotic bones
  • Composite recipes existed in 1.12 and before, though the name is new

New peripherals

  • Seared Ladder
    • Climbable seared block to prevent molten player
  • Seared Chute
    • Smeltery item input and output
  • Seared Duct
    • Filtered version of the seared drain

Smeltery variants

  • Foundry
    • Nether smeltery variant
    • Aids in nether survival, crafted from basalt/gravel, magma cream, and soul sand
    • Requires the frame and floor corners to build, but has increased capacity
    • Cannot alloy and lower ore multiplier, but ores give byproducts
  • Sublimery (upcoming)
    • Upside down smeltery made from slimestone
    • Only can hold gasses, no liquids

Recipe changes

Smeltery recipe changed

  • The smeltery controller now requires casting molten copper
  • Seared drains include copper as part of their recipe
  • These changes are to encourage use of the melter before jumping to a smeltery

Changed seared stone recipe

  • Seared stone can no longer be obtained by melting down cobblestone
  • Instead, seared stone can be casted from pouring molten clay on stone
  • While this change does make giant smelteries more expensive, the foundry should be cheaper to produce (basalt and magma cream)

Fluid values (1.18)

Many fluid values were changed to enforce an integer ratio between units of items and a bucket.

  • Metals are now 90mb per ingot instead of 144mb, making 810mb a block and 100 nuggets a bucket
  • Gems are now 100mb, as that makes 900mb a block and 10 gems a bucket
  • Bricks are now 250mb, making 4 bricks a bucket
  • Glass panes are now 250mb, making 4 glass panes a block or bucket

Ore Multiplication (1.18+)

1.18+ changed how ores drop, so the rate of ore multiplication changed.

  • Melter and smeltery give 33% extra for metals, meaning 3 nuggets per raw ore
  • Full ore blocks melted in the smeltery yield 200% that of raw ores
  • For gems, melter and smeltery give 100% extra, meaning 2 gems per ore
  • Foundry gives 3 nuggets of byproduct instead of bonus ore, or 1 gem of byproduct for gems

Mechanics

Smeltery fuel consumption changed

  • Smeltery fuel consumption is now based on the number of blocks in the structure
    • This means building cube smelteries will be more fuel efficient than tall and thin structures
    • This also means smaller smelteries may be better if you don't need ton of fuel storage
  • Smelteries now require fuel to melt entities and to alloy
    • This means a smeltery with no fuel can store liquids without accidently alloys
  • Based on these changes, you might find it useful to make two smelteries:
    • One small one for melting and alloying
    • One large one for liquid storage

Melting recipes improvements

  • Separated time from temperature
    • Temperature requirement remain consistent across a material, so if a fuel can melt nuggets it can melt ingots
    • Time varies based on fluid volume and a few other factors such as ores
  • There are now three different fuel choices for melting
    • Solid fuels are only available in the melter, producing the lowest temperature of 800 C
    • Lava is back as the standard fuel of 1000 C
    • Molten Blaze is available from absorbing down blazes, granting up to 1500 C.
      • Note this is not blaze rods, its the actual blaze mob you must place in a smeltery
      • If placing mobs in the smeltery is not the challenge for you, there is also a melting modifier available

Alloy improvements

  • Alloying now has a temperature property, so some recipes can require a hotter fuel

Smeltery structure

  • Smeltery can now be up to 16x16x65, or 14x14x64 internal
  • All multiblock checking code for the smeltery got reviewed to improve the efficiency
  • Smeltery structures should overall cause less lag from structure checks

Soul Forge

  • New multiblock
  • Forges souls
  • More info to follow

Other

This page discusses some of the new features that do not fit in any other section

Additions

Copper Cans

  • Fluid container that holds exactly 1 ingot of fluid
  • Stackable up to 16

Soul Glass

  • Nether clear glass variant
  • Only available by casting

Clear Glass Panes

  • Clear glass, stained clear glass, seared glass, and soul glass are all available as panes

Better JEI support

  • Entity melting is now shown in JEI, along with the new recipe type for making sand casts

Shurikens

  • Throwable item crafted from flint or quartz
  • Single use, not a full Tinkers tool
  • Intended to be disposable weapons to keep monsters at bay for an escape

Recipes

  • All recipes have been moved to JSON, allowing them to easily be added using data packs
  • Some new recipe types exist
    • Casting recipes come in many variants
    • Molding recipes are the new recipe type for making sand casts

Removals

Wooden Hoppers

  • I (KnightMiner) does not really like wooden hoppers
  • A lot of wooden hopper mods exist

Slime boots

  • The original variants of slime boots in each color was replaced by the bouncy modifier on armor
  • Ender slimeboots can still be crafted as part of the slime suit, they have bouncy for free, along with leaping and higher upgrade slots

Content moved to Natura

  • The devs of Tinkers Construct and Natura discussed whether some content should be moved between mods
  • It was decided that the following features would be moved to Natura:
    • Stone ladders and torches
    • Brownstone
    • Drying racks and jerky
    • Punji sticks
  • Note that Natura may not release on all the versions that Tinkers will. However, these features were removed from Tinkers' in the first place as they did not fit the design.

Pink slime

  • Was the fallback for mixing slimes towards the end of 1.12.
  • Decided it was a bit too awkward of a mechanic
  • In 1.16, there is no more mixing slime, so items must use fully one color to be crafted in general

Tinker Tank

  • Removed due to content overlap
  • The commonly used purpose of the tank, preventing accidental alloys, is now handled by a smeltery or foundry with no fuel.
  • The closest multiblock to the original seared tank is a foundry with no fuel tank, as it considers all blocks for fluid capacity