Armor is a new concept for Tinkers' Construct. Here's some of my thoughts: Some of the kinks are still being worked out with the design and how people interact with these armor sets. A lot of people are trying to repair the slime suit with ender slime... we'll probably make it repair at a 1/4 rate compared to the mob part they're made of. I call armor 'a specialized tool to protect your hide', and the few sets we have reflect this. Modifiers are where armor shines, not what they're made out of. The only set of modifiers that was explained was the default abilities and slimeskulls... I can't wait for the next video to show off what these can really do. Ability and Defense slots are on the same power scale: powerful, exclusionary, and the mechanic replaces incompatible enchants. Defense is more specialized than abilities and tuned for armor, but may end up on other tools like shields. Vanilla protection is way too strong... and boring. Melee protection is much more interesting as it covers anything that says "I got hit by a leg swing or a sword", and all six types of protection have secondary effects. The entire slime suit's power level is based on Elytra. Who needs armor when you're a flying creeper with pockets bouncing off of everything? Slimeskulls are such a fun idea. It combines the idea of a tool part and sympathetic magic to become the creatures that you're hunting.
The one problem I have with the idea that "vanilla Protection is overpowered" and the way you answered it, is that the end result is something that you have to put far more effort and resources in to get something that's ultimately not as good as just enchanting vanilla Netherite armor. Maybe if the values were equal to the specialized X-Protection enchantments, at 8% damage reduction per rank within their special category, that would be one thing. It would still be a bit underwhelming, but at least it wouldn't be *absolutely* inferior to vanilla armor. However, you went with 4% damage reduction per rank, the same as what base Protection gives without restrictions, while keeping the category restrictions of the X-Protection enchantments. Since Plate armor pieces with both Diamond and Netherite upgrades have equal base stats to regular Netherite armor, and cost a considerable amount of additional debris to make the manyullyn for them, and on top of that the upgrades are more complicated to acquire than just enchanting normally... Well, you do the math.
TL;DR version: it doesn't matter if you think vanilla is overpowered, if your modded version is inferior to vanilla then there's no reason for people to care that it exists. Especially when you're competing with other mods that add things that are actually *better than* vanilla. I'm still going to try your armor out anyways though, because TC has a really cool system and who knows, maybe the math calculates differently and it's better than it looks. Once, at least.
Nice to see Tinkers getting armor in the base TiCon itself rather than needing add-on mod. Hopefully E6 will get to this version soon. Regardless of whether I'll use it or not, playing around with it would be interesting.
Shame that the old tinkers' armory isn't at 1.16.5 yet. I like that system a lot more than this one. Hopefully they update the armory mod to fit in somewhat to this system here.
Today, Construct's Armory 1.16 is now in alpha. It's still lacking a bit of in-game documentation, but nothing that the mod's Google Sheets can't solve.
As much as I'd like a version of the tinker's armoury addon, this is nice to have. Though I feel the effects of the skulls could use a buff compared to most modded armours, or perhaps that can be saved for an armoury addon. Either way, tis nice.
I'm not sure what the power cap is on the armors, but adding all five extra upgrades makes them pretty powerful. Tinkers has some serious endgame gear for mods that are at least slightly balanced,
A propos creeper hat use. I once played with my friends on moded, half-rp smp, and we have something that can be called mini coldwar between two major factions on server. I was allied to one of them, but wasn't their official member. It was 1.12, we have construct armory and TAIGA installed, alongside tinkers... And maybe tinkers tool leveling? I don't remember properly. Back to the point. I created like 10 different armors for different environments, using mostly metals from other mods (f. e. plague metal from Rats), and I created one from this explosive nether metal TAIGA added in nether (for anyone who haven't played TAIGA before, it was pretty common in nether, but when you mined ore it had a chance to blow up, initializing chain reaction, pretty dangerous. It's main alloy was pretty stable and useful tho). If I'm remember properly it had similar ability to creeper mask, but it couldn't be activated via button, it's activation was automatic, random chance when you take dmg. Or maybe it wasn't and I was just bluffing. Well, it doesn't matter since I never used it. But when I was dealing with other faction within their town I was pretty sure they will not kill me, cause every dmg I took might have also blown their builds. So, creeper mask may be used as potential treat in similar servers. Sorry for errors, still learning.
I thought that it's gonna be Tinker Armory : the official version, but it seems that I was wrong. The enchantment game are truly insane. I do wonder how long until the meta gamer sets the absolute best for anything
The Encyclopedia of Tinkering was a neat addition... but if I'm remembering correctly from playing Ocean Block a little bit ago it removes the parts in the books about how to construct the different Tinker's buildings, it would be great to still have those chapters in the book so that you don't have to make another set of books for all the different things on top of the encyclopedia. Of course this is less of a problem if you have the Akashic tomb in your pack but I don't think they really want to rely on other mods. Side note, since we can't just craft the reinforcement plates I feel it would be a little better to have a cast for them instead of having to place something down then pour over top, if the thing you were pouring over didn't also have a blank cast then it wouldn't be an issue but you can't just continuous pour because you'll end up with a lot of blank wasted casts between placing.
You know the encyclopedia is not a combined book? Its a reference book. The other books contain tutorial information that you only need to learn once. The encyclopedia is a reference guide that you might need to read a bunch. If you forget tutorial information, i would much rather have it be easier to find rather than having to scroll through a giant index with 30 sections. I advise using lecterns. You can put books on them to access more easily.
Use a hopper into the casting table, it places the item before it casts...at least it did for me. And don't worry about an output hopper pulling it out before it casts, it won't pull it out until it has been casted, then it pulls it out...once again at least it did when I tried it.
@@RyuyaS17135 I had a pipe pulling the finished product out and just had it auto pouring in. When I tried to auto insert it never was fast enough. Maybe it would be better with a clock set to slightly slower than the insert. Still think I would prefer a cast to just avoid that with all the ones you need to make for armor, tools, and weapons if you want to use that upgrade. I'll try again next time I'm in a pack with it.
Man, I'm not going to say it's bad, it's awesome! finally armor! but I really liked the samurai look of constructs armor, I understand that construct and construct armor are 2 different mods by 2 different people but, did it have to be made looking exactly like default Minecraft armor, the weapons are all so unique and the armor are just... reskins... :(
been playing enigmatica 6 and ive only just realised it uses the version right before this one so i dont get any of the new armors :( this looks awesome though
Hey, I got a question, how do I repair slime boots? They broke up and now in the durability part says, "Broken," and I don't know what I should do to fix them, thank you beforehand!
If anyone knows how to repair broken slime boots for 1.16.5 please let me know,, enderslime balls, enderslime crystals and congealed blocks dont work on either the table or anvil, there isnt any repair kit for just slime gear either, only for the alloys and wood, cant seem to find anything about it anywhere online :/, currently playing create: Above and beyond (1.16.5)
ANYONE NOT KNOWINH HOW TO MAKE YOUR FIRST CAST OF THE ARMOR PLATING If you are confused because JEI doesnt tell you how to get a mold or something. Place blocks of sand on the thing you use to make patterns out of wood. But place it on the others slot and just the sand. There it will appear.
Seems like a whole lot of effort for very little reward... which is what all of Tinker's has become after 1.12.2 They are adding all this early game weak armor stuff... when all we really want are the old crossbows and shurikens back.
This feels a bit weak. When playing modpacks, netrite is usaly not even close to the strongest option and these things seem weaker then enchated netherite while still requring you to go to then end to get them. Meaning the armor part will be compl,etly uselss for modpacks, unless you want to make something super spezliced for 1 certain enviorment. But that would require so much more armor sets to compete. It will need really good abilitys and upgrades to be usable really. Really cool if you use modspacks without any real mods making things harder thou.
Its almost like Tinkers Construct is not trying to be the strongest mod out there, and is instead making a mod that is fun to play and is balanced close to vanilla. Weird. If you want super OP armor and tools, Tinkers Construct is the wrong mod for you, go install your 2x netherite mod and your power drills that mine a 7x7 area.
Armor is a new concept for Tinkers' Construct. Here's some of my thoughts:
Some of the kinks are still being worked out with the design and how people interact with these armor sets. A lot of people are trying to repair the slime suit with ender slime... we'll probably make it repair at a 1/4 rate compared to the mob part they're made of.
I call armor 'a specialized tool to protect your hide', and the few sets we have reflect this. Modifiers are where armor shines, not what they're made out of. The only set of modifiers that was explained was the default abilities and slimeskulls... I can't wait for the next video to show off what these can really do.
Ability and Defense slots are on the same power scale: powerful, exclusionary, and the mechanic replaces incompatible enchants. Defense is more specialized than abilities and tuned for armor, but may end up on other tools like shields.
Vanilla protection is way too strong... and boring. Melee protection is much more interesting as it covers anything that says "I got hit by a leg swing or a sword", and all six types of protection have secondary effects.
The entire slime suit's power level is based on Elytra. Who needs armor when you're a flying creeper with pockets bouncing off of everything?
Slimeskulls are such a fun idea. It combines the idea of a tool part and sympathetic magic to become the creatures that you're hunting.
Are you planning to make a tinkers bow? All the other modded bows are kinda dogwater.
@@Kraus- Bows, spears, and armor are the most requested features for Tinkers that are also on the roadmap.
how do i know what key to press to fire fire balls cuz idk the key of it and it dosnt say it anywhere
The one problem I have with the idea that "vanilla Protection is overpowered" and the way you answered it, is that the end result is something that you have to put far more effort and resources in to get something that's ultimately not as good as just enchanting vanilla Netherite armor.
Maybe if the values were equal to the specialized X-Protection enchantments, at 8% damage reduction per rank within their special category, that would be one thing. It would still be a bit underwhelming, but at least it wouldn't be *absolutely* inferior to vanilla armor. However, you went with 4% damage reduction per rank, the same as what base Protection gives without restrictions, while keeping the category restrictions of the X-Protection enchantments.
Since Plate armor pieces with both Diamond and Netherite upgrades have equal base stats to regular Netherite armor, and cost a considerable amount of additional debris to make the manyullyn for them, and on top of that the upgrades are more complicated to acquire than just enchanting normally... Well, you do the math.
TL;DR version: it doesn't matter if you think vanilla is overpowered, if your modded version is inferior to vanilla then there's no reason for people to care that it exists. Especially when you're competing with other mods that add things that are actually *better than* vanilla.
I'm still going to try your armor out anyways though, because TC has a really cool system and who knows, maybe the math calculates differently and it's better than it looks. Once, at least.
Incredibly refreshing to see mod reviews by a chill guy. Informative and detailed with no forced TH-camr energy, what's not to like?
I wish they would of brought Construct's Armory to 1.16.5
Nice to see Tinkers getting armor in the base TiCon itself rather than needing add-on mod. Hopefully E6 will get to this version soon. Regardless of whether I'll use it or not, playing around with it would be interesting.
Shame that the old tinkers' armory isn't at 1.16.5 yet. I like that system a lot more than this one. Hopefully they update the armory mod to fit in somewhat to this system here.
Today, Construct's Armory 1.16 is now in alpha. It's still lacking a bit of in-game documentation, but nothing that the mod's Google Sheets can't solve.
My friend added this to his modpack, you dont know HOW excited i was to learn it, IM ALL IN IF IT REQUIRES TINKERS CONTRUCT
As much as I'd like a version of the tinker's armoury addon, this is nice to have. Though I feel the effects of the skulls could use a buff compared to most modded armours, or perhaps that can be saved for an armoury addon. Either way, tis nice.
I'm not sure what the power cap is on the armors, but adding all five extra upgrades makes them pretty powerful. Tinkers has some serious endgame gear for mods that are at least slightly balanced,
A propos creeper hat use. I once played with my friends on moded, half-rp smp, and we have something that can be called mini coldwar between two major factions on server. I was allied to one of them, but wasn't their official member. It was 1.12, we have construct armory and TAIGA installed, alongside tinkers... And maybe tinkers tool leveling? I don't remember properly. Back to the point. I created like 10 different armors for different environments, using mostly metals from other mods (f. e. plague metal from Rats), and I created one from this explosive nether metal TAIGA added in nether (for anyone who haven't played TAIGA before, it was pretty common in nether, but when you mined ore it had a chance to blow up, initializing chain reaction, pretty dangerous. It's main alloy was pretty stable and useful tho). If I'm remember properly it had similar ability to creeper mask, but it couldn't be activated via button, it's activation was automatic, random chance when you take dmg. Or maybe it wasn't and I was just bluffing. Well, it doesn't matter since I never used it. But when I was dealing with other faction within their town I was pretty sure they will not kill me, cause every dmg I took might have also blown their builds. So, creeper mask may be used as potential treat in similar servers.
Sorry for errors, still learning.
These armours are so cool! I'm so happy you did a tutorial for this
Will you do a detailed dive into every modifier and ability later down the line? I'd really appreciate that
He said at the end of the video that a future episode will cover that
As would i!
Yup.
@@MischiefofMice i guess it isnt coming out but i've got a quick question, is it possible to add defense slots to armors?
Thanks a bunch for the bit by bit. I pulled a few mods out of my pack now that I know Tinkers can do it all lol.
I thought that it's gonna be Tinker Armory : the official version, but it seems that I was wrong. The enchantment game are truly insane. I do wonder how long until the meta gamer sets the absolute best for anything
Ooh boy armor! Doesn't make me less upset about the removal of the frying pan and battle sign, but they're nice!
was today years old when i realized that tinkers added their new armor
The Encyclopedia of Tinkering was a neat addition... but if I'm remembering correctly from playing Ocean Block a little bit ago it removes the parts in the books about how to construct the different Tinker's buildings, it would be great to still have those chapters in the book so that you don't have to make another set of books for all the different things on top of the encyclopedia. Of course this is less of a problem if you have the Akashic tomb in your pack but I don't think they really want to rely on other mods.
Side note, since we can't just craft the reinforcement plates I feel it would be a little better to have a cast for them instead of having to place something down then pour over top, if the thing you were pouring over didn't also have a blank cast then it wouldn't be an issue but you can't just continuous pour because you'll end up with a lot of blank wasted casts between placing.
You know the encyclopedia is not a combined book? Its a reference book. The other books contain tutorial information that you only need to learn once. The encyclopedia is a reference guide that you might need to read a bunch. If you forget tutorial information, i would much rather have it be easier to find rather than having to scroll through a giant index with 30 sections.
I advise using lecterns. You can put books on them to access more easily.
Use a hopper into the casting table, it places the item before it casts...at least it did for me. And don't worry about an output hopper pulling it out before it casts, it won't pull it out until it has been casted, then it pulls it out...once again at least it did when I tried it.
@@RyuyaS17135 I had a pipe pulling the finished product out and just had it auto pouring in. When I tried to auto insert it never was fast enough. Maybe it would be better with a clock set to slightly slower than the insert.
Still think I would prefer a cast to just avoid that with all the ones you need to make for armor, tools, and weapons if you want to use that upgrade.
I'll try again next time I'm in a pack with it.
Man, I'm not going to say it's bad, it's awesome! finally armor! but I really liked the samurai look of constructs armor, I understand that construct and construct armor are 2 different mods by 2 different people but, did it have to be made looking exactly like default Minecraft armor, the weapons are all so unique and the armor are just... reskins... :(
Would really like to see this boosted by eidolon in magical mischief tour.
O.o
@@MischiefofMice It worked with tetra, right?
Crazy how Tinkers FINALLY adds armor... when Thermal removes it.
But now what do you do with levels and enchantments?
Shields i guess
The armors from thermal are back in a separate mod called Tools Complement! But if you mean flux arsenal armor that is not yet ported
:(
@@neckbeardeater682 Thanks, I didn't know that. Wow though, does CoFH have enough mods yet? heh.
The thing i have been waiting fo for so long
The armor looks very cool
Immensely helpful and concise!
will we get that _totally not overpowered_ level up addon?
Hey check out the tinkers construct addon for 1.12.2 its called tinkers defense its about shields
tysm i needed this
How do you blow up when using creeper
What is called, Tinkers JEI? to see all the items on the right side of our screen?
been playing enigmatica 6 and ive only just realised it uses the version right before this one so i dont get any of the new armors :( this looks awesome though
how do I activate the slime skull ability?
it doesn't work the same as the elytra, double space doesn't activate it and i can't figure out what does
can you share your World seed ? and location ? looks Awesome
It's an amplified world. Lemme see...
Hey, I got a question, how do I repair slime boots? They broke up and now in the durability part says, "Broken," and I don't know what I should do to fix them, thank you beforehand!
Why do the slime skulls have 1 durability? Did I miss something?
I noticed you didn’t review Cobalt Armor, you talked about the Cobalt Alloy Armor Mynulin. How do you repair the COBALT armor?
They forgot to change repair recipe, you use manyulyn to repair the armor
@@nicolaspedro6920 yeah, I got in contact with the Dev to find that out.
If anyone knows how to repair broken slime boots for 1.16.5 please let me know,, enderslime balls, enderslime crystals and congealed blocks dont work on either the table or anvil, there isnt any repair kit for just slime gear either, only for the alloys and wood, cant seem to find anything about it anywhere online :/, currently playing create: Above and beyond (1.16.5)
ANYONE NOT KNOWINH HOW TO MAKE YOUR FIRST CAST OF THE ARMOR PLATING
If you are confused because JEI doesnt tell you how to get a mold or something. Place blocks of sand on the thing you use to make patterns out of wood.
But place it on the others slot and just the sand. There it will appear.
Is this a new update because I never noticed this?
Yes. It's updating often
Seems like a whole lot of effort for very little reward... which is what all of Tinker's has become after 1.12.2 They are adding all this early game weak armor stuff... when all we really want are the old crossbows and shurikens back.
I HAVE BEEN TRICK I HAVE BEEN BAMBOOZLED AND BEEN BACKSTABBED I THOUGHT THIS MOD WAS ONLY 1.12 but... they have a 1.18 beta im so dumb.
This feels a bit weak. When playing modpacks, netrite is usaly not even close to the strongest option and these things seem weaker then enchated netherite while still requring you to go to then end to get them. Meaning the armor part will be compl,etly uselss for modpacks, unless you want to make something super spezliced for 1 certain enviorment. But that would require so much more armor sets to compete. It will need really good abilitys and upgrades to be usable really. Really cool if you use modspacks without any real mods making things harder thou.
Its almost like Tinkers Construct is not trying to be the strongest mod out there, and is instead making a mod that is fun to play and is balanced close to vanilla. Weird.
If you want super OP armor and tools, Tinkers Construct is the wrong mod for you, go install your 2x netherite mod and your power drills that mine a 7x7 area.
@@knightminer lmao fr
Slime Boots and Slime Shell got fliped around... Why?
You mean the video label links?
how the hell do you repair the travelers gear?
With the same metals it's made with
I voted against tinkers. I'm glad I lost.
everything ive seen of 1.16 mods, is that theyre just a flat downgrade of the 1.12 versions..
I hope they keep tinkering with the concept. . . the skulls are just plain dumb and useless. . .