This is a great video overall. Here's some of my thoughts - Tinkers' Construct 3 is in kind of a weird spot for me. I'm involved in design and testing, but KnightMiner is the main developer. My estimation is that the mod is between 50% and 70% done. - The best feature of the crafting station is the chest awareness. The multi-table setup is technically a multiblock structure in the same way that vanilla chests are, and being able to swap between all the tables without having to close the UI is a godsend. - Tiers correspond to technology more than they correspond to materials or modifiers. Both the melter and alloyer are in tier 2, while tier 3 is defined by the Tinker's Anvil despite most people associating it with the Smeltery. Tiers 4 and 5 are planned but only partially implemented. - The explanation on how channels work is great. The mod has a great tutorial in its books, but you can only do so much with pictures and text. - The Foundry is a sidegrade for the Smeltery that replaces the Tinker Tank. Nether-only runs are viable, but you'll have to get creative to get them working. - Tool progression (materials and modifiers) is as important as technology progression, but is more personal and needs less of a tutorial. The meat of the mod is in the modifiers and how we treat upgrades, abilities, and defenses. Power scaling on large tools is hard because the closest thing in the base game to a Sledge Hammer is TNT. - Current development is based around armor. That's the last feature to be added for 1.16, and I have to say I'm excited for the outcome.
I believe the multi-block tabs have always been a thing, even back in 1.7.10 or so if my memory serves. But yes, it's a very nice feature indeed. Kinda miss somethings about Tinkers, and the one for 1.16.5 brings some other stuff that's nice too.
The multiblock aspect is handy, but only if you remember its there. I end up clicking out a few times before I try to get myself to use it the next time and then forget again. Even though I almost always place them together because of that feature. Progression makes sense, but I won't lie that I miss the stupidly broken crossbows you could make before, being able to one shot a wither was nice. Not sure if the Foundry was in OceanBlock, but I did think a few times it would be nice having the tank to keep things separate. Thats the only pack I've use the new version though. Not sure if it was part of the mod or custom but the combined book felt like it was missing much of the tutorial for building, Its been a month or so but I feel like I needed to make the other books again to find the basics (outside of looking on the net of course).
Clear Grid and Balance inventory button in crafting station would be nice. Also If I remember correctly, in 1.12 it used to detect chests from all four sides. Seems like it has been nerfed and only one chest if detected now.
Pro tip: boats placed on top of a smeltery wall will not only hold mobs in place but will also lower their hitbox into the smeltery, rendering them helpless while their juices flow.
Another thing I noticed if you melt unused stuff, like another smelter controller, you gain all the materials back. (4 copper and the 4 seared bricks) A seared gauge melted down gives you all four seared ingots back. Etc etc.
What is this? This was brief and concise with all the progression of the mod. Excellent work. Thank you. I hope we will still get bit by bits that plow through all the options but this was great.
Thank you for this! This mod was in a modpack I am playing (Barely 1.16), but I have never encountered it before so learning it in the modpack was kinda fun but also frustrating. For the most part I was able to figure out some things on my own but I end up being overwhelmed with how complicated it was that I stopped. So this really helps in explaining the mod in a quick but thorough way! (at least for me)
Best guide on TH-cam for this. People make 10-20 minute showcases and miss all the important 'end level' stuff. It's almost as if they all copy one another.
Thank you very much for this tutorial video, I watched three russian videos of this mod and none of them said how to make a smeltery controller. I was already desperate, but I found this guide and was finally able to do it. Thanks again!
I have always loved this mod and I know how to do everything in it already, BUT your video was so well orchestrated and you did such a good job of explaining everything that I stayed and watched the whole thing anyway!
If they brought this mod up to date with 1.20 i will myself make a massive walkthrough of this mod. Its easily one of my favorites and im currently playing the 1.18 version.
I'm really liking the Seared Heater. Shame it can't be used with the Smelter. At least the Heater + Melter combo is really nice for maximizing the value you get out of your Grouts, and the Seared blocks are good building blocks too, so keeping it around even after you get a Smeltery running is fine. The Foundry..., reminds me of the Tinker Tank. Except it's smaller in capacity. While it can melt stuff by itself, processing ores with it feels underwhelming since it trades ore multiplication efficiency for byproducts. Really good for recycling at least. And the Alloyer seem redundant with the smeltery. Still, the Foundry and Alloyer may actually be the better choice if you have better ore multiplying options in a pack. I personally feel that the iron-based alloy blocks are the better choice for Anvils. Tinker's Bronze is literally just copper with extra steps (at least in the pack I'm playing, not sure if it's tweaked or not), while making Pig Iron or Slimesteel lets you use half as much metal. It's also another use for Farming for Blockhead's market villager (the Pig Iron that is). And you don't actually need to have a Foundry or even a Smeltery, actually not even a Melter, to get to the Anvil. They just help you make it more efficiently. If you run into a bunch of irons for example, going straight for an iron block anvil is an option. Looking forward to more about TiCon! Edit : huh, now the Anvil actually does require alloy and no longer accepts regular metal blocks huh, that means it does require at least a Smeltery. Sorry for chiming in with outdated info. I still think that Slimesteel/Pig Iron are more economical though, at least as long as it's not too tweaked by the pack.
I've played with the new mechanics a little, but there are a few things I'm not fond of. For one needing a new pattern every time you make something, for most this isn't really an issue... but for the sharpening kits its a pain in the ass when you are doing the basic level ones (wood, stone, etc.) making them almost fully useless because of the wasted resources. Oddly enough the blood that would typically be a pain in the smelter was actually useful the last pack I played to help separate between other things I was smelting and to stop things from being removed when I didn't want them to be.
@UCZPf1aNQ_bOHV3J1xw1lZJg I don't need to go to your self advertising video from someone else's video. I described exactly this in my comment where I mentioned it was only for the basic materials (as in you haven't made the gold casts yet). Unless you happen to be a dev on the mod, unlikely as they wouldn't be spamming their own channel on one of the most popular mod reviewing channels like an immature asshole, no one wants your input. So you can fuck off with this shit.
Pattern cost in repair kits is intentional, albeit slightly irritating: - If you have a lot of common material tools, you're going to need a lot of repair kits. Just bring a table for the stack of cobblestone that will end up on your hammer. - If your tools are nice, you probably have repair kits for a specific purpose like a long mining trip, a base relocation, or a dragon fight. That makes the repair kits part of your supplies
@@mDiyo Thats what I've almost always done, seldom even when I have higher end tools have I used the repair kits, mostly because I've forgotten. But yeah I tend to just bring a table and mats. I did just play through ME5 and for once remembered about repair kits and it being Tinker's 2 so I used them... for all of like 2 hours before I upgraded my hammer to unbreakable. It was a little gripe, overall I've always enjoyed the mod, It adds a lot to packs and I'm glad to see its still progressing/changing after so many years. If only the Twilight Forrest would get completed so I can finally see how that one ends.
Very Nice video. It'll be my go to video to explain tinker's to people from now on :) You managed to touch almost all aspect of this complex system inside just 20minutes :3 Kudos. Looking forward to the next episodes.
i didn't like thinkers in 1.12 that much but I've been playing with this version a lot lately and Ive been loving it, it may not have all the content but its damn polished, i really like the changes made. props to the devs. cant wait for other videos. could you talk about maxing out/optimizing material combinations in another video? i love how you explain stuff
Nice explanation of this mod so far, the best I've seen yet. Love these tutorials. Just as good as the create ponder feature. I was hoping to catch another episode of MMT. I would like to know how to get to the nether in that pack or at least get quartz. There must be something I haven't read yet or missed something. I tried making a nether portal but it doesn't open.
Check the chapter on Dimensions in your Tour Guide! I don't go to the Nether for another episode or two. Next video should go out today if all goes well.
@@MischiefofMice Thank you. I guess i have some digging to do. It was also hard to find lava just to make the obsidian. Luckily a rogue dungeon with a nether section at the bottom helped. Certainly no lava in all those caves and ravines. Now to get my quartz to make my create grinders.
only things i dont like about this update (that i can remember rn) are the change to the wood part properties, there is no leveling addon yet and the pattern and smeltery changes
Tinkers just feels less buggy then tetra despite how much more time in the public eye its had after 1.12 ended. Tinkers has a sensible aoe mining mechanic, just a new table and choice of what u want to repair it with based on its 3 heads (u just need its anvil now instead of a forge, semantics difference though)Tetra? u have to find a special (dungeon type loot but not) item that then becomes one of its MANDATORY repair materials (if i have to get mending or the like to sustain it without dungeon like loot after 1 or 2 repairs, then we are going to have a problem ) if a pack insists on giving u veinminer/ultimine on stone from the start(which is common now a days) ? Tinkers is sooo much more suited to it then tetra , and a diamond on a tinkers pick goes SOOOO far to sustaining its durability % up for more blocks before needing a FAST repair
"Hmm... This looks amazing, I'll admit, but 1.12 has a lot more potential for modding, and I don't want to abandon anything that can't upgrade." *Ladders allow you to climb out of the smeltery if you fall in* "SOLD."
I'm still miffed that TC doesn't let us enchant our tools, even after all the rebalancing. Now that item modifiers are so much more limited, a Tinker's tool will be outpaced pretty badly by Vanilla items, which de-motivates anyone wanting to use Tinker's given how much time and effort you have to invest to even get good tools. When you can just slap a shitload of Quartz onto a sword and get +20 damage I can understand removing enchants, but being limited to the equivalent of Sharpness 3 and nothing else is just ridiculous.
I have a mod that also holds the crafting materials in place hopefully it will work Also what bothers me is when he is in survival his hunger bar is los
Hey! Why not making a video about Silent Gear, the actual mod, i have some... problems with the mod and the mod dont have some help ingame so a tutorial would be really nice
It’s very difficult to make a guide to silent gear as the materials change with the mod pack but someone should do one that explains how to get a materials list spreadsheet and what the qualities are. Heck I might even do it. I find silent gear really fiddly with the grading of materials but otherwise it is a great mod. Once you automate gathering nether bananas for grading materials it is just a matter of grinding out good quality materials that are the best for the parts of what you are making and using the patterns to put it all together.
Tbh I no longer play an packs past 1.12.2 because mods changed so much and most changes I don’t like, tinkers and thermal being the big 2 I may play future packs if tinkers or thermal becomes something I like but I’ll be sticking with 1.7.10/1.12.2 mod packs
I'm sorry, but I think how you make the smeltery controller in this version is very obtuse compared to the previous version in 1.12.2. In that version, you could just make it. In this version, you need to use the Melter and fill it with copper to pour onto the heater after you place it in a basin. That doesn't make sense to me, I shouldn't need an extra step like this just to start my smeltery proper, and I feel like it would've been fine to require copper ingots or something in a basic recipe considering this version has an odd fascination with copper in some places.
Hi, sorry if i did miss this part but in casts, do u know how to use the "Coin Cast" 'cause i'm having issues with it, i tried gold, rose gold, silver, and none of them let me pour the ore into the coin cast. Idk if it's a bug or if i'm missing something but nobody talks about it and it's driving me crazy. Ty
no one probobly cares but i just had an idea for an smp where crafting tables are disabled and there is only one crafting table on the server and a pretty small worldborder and voice chat. Everyone has a set number of lives but i feel like its pretty bad and idk how to make it better for the ones without a table because its supposed to be like you have to monoboly of crafting not one player is instantly the best idk how to fix it
I'm struggling to figure out how to make bronze of all things, in most mods i've played it uses tin but i can't seem to find it in the mod pack i'm using and i'm not sure what to use instead
the main use i've found for a foundry in a modded non-nether start run (that does have other mod tanks) is for its recycling recipes like turning various pieces of vanilla gear back into their material(s) that u acquire from various sources.... anyways iron has a bunch of notable items for recycling that aren't equipment. what else well besides iron well you know those vanilla waystone blocks that keep showing up in bastion chests normally? typically useless in modded, but are made from a netherite ingot otherwise what if u could extract the netherite from it for other uses? that is actually one of the recipes tinkers lets u do by default.(is the vanilla waystone worth grabbing with that recipe???) hmmm where do these clocks keep coming from i wonder ........yup profit _watches a monster/creature walk around in/with netherite stuff because another mod wills it- i wonder if i could get that off of them for things .........
This is a great video overall. Here's some of my thoughts
- Tinkers' Construct 3 is in kind of a weird spot for me. I'm involved in design and testing, but KnightMiner is the main developer. My estimation is that the mod is between 50% and 70% done.
- The best feature of the crafting station is the chest awareness. The multi-table setup is technically a multiblock structure in the same way that vanilla chests are, and being able to swap between all the tables without having to close the UI is a godsend.
- Tiers correspond to technology more than they correspond to materials or modifiers. Both the melter and alloyer are in tier 2, while tier 3 is defined by the Tinker's Anvil despite most people associating it with the Smeltery. Tiers 4 and 5 are planned but only partially implemented.
- The explanation on how channels work is great. The mod has a great tutorial in its books, but you can only do so much with pictures and text.
- The Foundry is a sidegrade for the Smeltery that replaces the Tinker Tank. Nether-only runs are viable, but you'll have to get creative to get them working.
- Tool progression (materials and modifiers) is as important as technology progression, but is more personal and needs less of a tutorial. The meat of the mod is in the modifiers and how we treat upgrades, abilities, and defenses. Power scaling on large tools is hard because the closest thing in the base game to a Sledge Hammer is TNT.
- Current development is based around armor. That's the last feature to be added for 1.16, and I have to say I'm excited for the outcome.
I believe the multi-block tabs have always been a thing, even back in 1.7.10 or so if my memory serves. But yes, it's a very nice feature indeed.
Kinda miss somethings about Tinkers, and the one for 1.16.5 brings some other stuff that's nice too.
The multiblock aspect is handy, but only if you remember its there. I end up clicking out a few times before I try to get myself to use it the next time and then forget again. Even though I almost always place them together because of that feature.
Progression makes sense, but I won't lie that I miss the stupidly broken crossbows you could make before, being able to one shot a wither was nice.
Not sure if the Foundry was in OceanBlock, but I did think a few times it would be nice having the tank to keep things separate. Thats the only pack I've use the new version though.
Not sure if it was part of the mod or custom but the combined book felt like it was missing much of the tutorial for building, Its been a month or so but I feel like I needed to make the other books again to find the basics (outside of looking on the net of course).
Clear Grid and Balance inventory button in crafting station would be nice. Also If I remember correctly, in 1.12 it used to detect chests from all four sides. Seems like it has been nerfed and only one chest if detected now.
Ooh, so the final big part is going to be an official Construct's Armory? I can get behind that.
any plans on more weapons?or projectiles for ranged weapons?
My Father doesn't want me to play this mod because he feels lazy teaching me how to use this mod. Good thing you're here!
Learn it yourself it easier.
@@TheDragonfriday Probably quite a busy fella it is good you took initiative and learned it yourself that is a good habit to start early!
@@n111254789 no dad should be too busy for their child shut up
I’m glad you are able to play the mods you love regardless :)
A bit late but why would he want to teach you the mod?
Today I learned the melter can give you back all 8 diamonds from a diamond chestplate. This makes villager trading so much more powerful!
Pro tip: boats placed on top of a smeltery wall will not only hold mobs in place but will also lower their hitbox into the smeltery, rendering them helpless while their juices flow.
Another thing I noticed if you melt unused stuff, like another smelter controller, you gain all the materials back. (4 copper and the 4 seared bricks) A seared gauge melted down gives you all four seared ingots back. Etc etc.
Man I haven't checked on tinkers since the 1.7.10 version, its great to see that the dev is still working on it, and the new feature look amazing!
The best version of TC would be in 1.12.2... Some ranged weapons (there's no ranged in 1.16.5) & So many compabilites with other mod..
@@Milo_Estobar TMK the dev is working on adding bows (among other things) to the 1.16+ edition of the mod.
What is this? This was brief and concise with all the progression of the mod. Excellent work. Thank you. I hope we will still get bit by bits that plow through all the options but this was great.
That is my plan. :)
Thank you for this! This mod was in a modpack I am playing (Barely 1.16), but I have never encountered it before so learning it in the modpack was kinda fun but also frustrating. For the most part I was able to figure out some things on my own but I end up being overwhelmed with how complicated it was that I stopped. So this really helps in explaining the mod in a quick but thorough way! (at least for me)
There's actually a lot more to it - especially in the nuance - but I'll get to that. Modded Minecraft can be overwhelming at times!
Best guide on TH-cam for this. People make 10-20 minute showcases and miss all the important 'end level' stuff. It's almost as if they all copy one another.
Thank you very much for this tutorial video, I watched three russian videos of this mod and none of them said how to make a smeltery controller. I was already desperate, but I found this guide and was finally able to do it. Thanks again!
I have always loved this mod and I know how to do everything in it already, BUT your video was so well orchestrated and you did such a good job of explaining everything that I stayed and watched the whole thing anyway!
Super good video! I already knew most of that, but it was a really cool explanation!
The most jarring thing about the newer versions of this mod is the lack of stencil table
If they brought this mod up to date with 1.20 i will myself make a massive walkthrough of this mod. Its easily one of my favorites and im currently playing the 1.18 version.
With all these cool mods out there tinkers is still my favorite
8:30 i like how you said grout is traditionally made from sand gravel and clay because its already a tradition :D
This mod is perfect for those mods that spawns armored MOBS.
I'm really liking the Seared Heater. Shame it can't be used with the Smelter. At least the Heater + Melter combo is really nice for maximizing the value you get out of your Grouts, and the Seared blocks are good building blocks too, so keeping it around even after you get a Smeltery running is fine.
The Foundry..., reminds me of the Tinker Tank. Except it's smaller in capacity. While it can melt stuff by itself, processing ores with it feels underwhelming since it trades ore multiplication efficiency for byproducts. Really good for recycling at least. And the Alloyer seem redundant with the smeltery. Still, the Foundry and Alloyer may actually be the better choice if you have better ore multiplying options in a pack.
I personally feel that the iron-based alloy blocks are the better choice for Anvils. Tinker's Bronze is literally just copper with extra steps (at least in the pack I'm playing, not sure if it's tweaked or not), while making Pig Iron or Slimesteel lets you use half as much metal. It's also another use for Farming for Blockhead's market villager (the Pig Iron that is).
And you don't actually need to have a Foundry or even a Smeltery, actually not even a Melter, to get to the Anvil. They just help you make it more efficiently. If you run into a bunch of irons for example, going straight for an iron block anvil is an option.
Looking forward to more about TiCon!
Edit : huh, now the Anvil actually does require alloy and no longer accepts regular metal blocks huh, that means it does require at least a Smeltery. Sorry for chiming in with outdated info. I still think that Slimesteel/Pig Iron are more economical though, at least as long as it's not too tweaked by the pack.
I've played with the new mechanics a little, but there are a few things I'm not fond of. For one needing a new pattern every time you make something, for most this isn't really an issue... but for the sharpening kits its a pain in the ass when you are doing the basic level ones (wood, stone, etc.) making them almost fully useless because of the wasted resources.
Oddly enough the blood that would typically be a pain in the smelter was actually useful the last pack I played to help separate between other things I was smelting and to stop things from being removed when I didn't want them to be.
@UCZPf1aNQ_bOHV3J1xw1lZJg I don't need to go to your self advertising video from someone else's video. I described exactly this in my comment where I mentioned it was only for the basic materials (as in you haven't made the gold casts yet). Unless you happen to be a dev on the mod, unlikely as they wouldn't be spamming their own channel on one of the most popular mod reviewing channels like an immature asshole, no one wants your input. So you can fuck off with this shit.
Pattern cost in repair kits is intentional, albeit slightly irritating:
- If you have a lot of common material tools, you're going to need a lot of repair kits. Just bring a table for the stack of cobblestone that will end up on your hammer.
- If your tools are nice, you probably have repair kits for a specific purpose like a long mining trip, a base relocation, or a dragon fight. That makes the repair kits part of your supplies
@@mDiyo Thats what I've almost always done, seldom even when I have higher end tools have I used the repair kits, mostly because I've forgotten. But yeah I tend to just bring a table and mats. I did just play through ME5 and for once remembered about repair kits and it being Tinker's 2 so I used them... for all of like 2 hours before I upgraded my hammer to unbreakable.
It was a little gripe, overall I've always enjoyed the mod, It adds a lot to packs and I'm glad to see its still progressing/changing after so many years. If only the Twilight Forrest would get completed so I can finally see how that one ends.
Very Nice video. It'll be my go to video to explain tinker's to people from now on :) You managed to touch almost all aspect of this complex system inside just 20minutes :3 Kudos. Looking forward to the next episodes.
Love this mod and your vids, i suggest doing a video on everything that has changed since 1.12.2
Working on it. xD
@@MischiefofMice thats awsome
I missed this mod glad its back
i didn't like thinkers in 1.12 that much but I've been playing with this version a lot lately and Ive been loving it, it may not have all the content but its damn polished, i really like the changes made. props to the devs.
cant wait for other videos. could you talk about maxing out/optimizing material combinations in another video? i love how you explain stuff
There's a number of people who only liked one of the 1.7 or 1.12 versions and also like the new one.
Nice explanation of this mod so far, the best I've seen yet. Love these tutorials. Just as good as the create ponder feature.
I was hoping to catch another episode of MMT. I would like to know how to get to the nether in that pack or at least get quartz. There must be something I haven't read yet or missed something. I tried making a nether portal but it doesn't open.
Check the chapter on Dimensions in your Tour Guide! I don't go to the Nether for another episode or two. Next video should go out today if all goes well.
@@MischiefofMice Thank you. I guess i have some digging to do. It was also hard to find lava just to make the obsidian. Luckily a rogue dungeon with a nether section at the bottom helped. Certainly no lava in all those caves and ravines. Now to get my quartz to make my create grinders.
Even though I prefer 1.12 Its Glad to see this amazing mod getting updated
only things i dont like about this update (that i can remember rn) are the change to the wood part properties, there is no leveling addon yet and the pattern and smeltery changes
This channel is my favorite
Updated Tinkers, yes! I know there's other mods like it now, such as Tera, but I always just preferred Tinkers in the end.
Tinkers just feels less buggy then tetra despite how much more time in the public eye its had after 1.12 ended. Tinkers has a sensible aoe mining mechanic, just a new table and choice of what u want to repair it with based on its 3 heads (u just need its anvil now instead of a forge, semantics difference though)Tetra? u have to find a special (dungeon type loot but not) item that then becomes one of its MANDATORY repair materials (if i have to get mending or the like to sustain it without dungeon like loot after 1 or 2 repairs, then we are going to have a problem )
if a pack insists on giving u veinminer/ultimine on stone from the start(which is common now a days) ? Tinkers is sooo much more suited to it then tetra , and a diamond on a tinkers pick goes SOOOO far to sustaining its durability % up for more blocks before needing a FAST repair
"Hmm... This looks amazing, I'll admit, but 1.12 has a lot more potential for modding, and I don't want to abandon anything that can't upgrade."
*Ladders allow you to climb out of the smeltery if you fall in*
"SOLD."
One of my favorite mods
the best explain i ever seen about that content thx
I'm still miffed that TC doesn't let us enchant our tools, even after all the rebalancing.
Now that item modifiers are so much more limited, a Tinker's tool will be outpaced pretty badly by Vanilla items, which de-motivates anyone wanting to use Tinker's given how much time and effort you have to invest to even get good tools.
When you can just slap a shitload of Quartz onto a sword and get +20 damage I can understand removing enchants, but being limited to the equivalent of Sharpness 3 and nothing else is just ridiculous.
10:31 why was that so intimidating
Very Nice Video Doew some know how to make crystals?
Your wood will farther in the part builder if you turn the logs into planks.
I would like to see the stats and abilities of the different materials and the modifiers pls
what mod makes it so all the items drop glow and tell you what materials it is thats so cool.
I have a mod that also holds the crafting materials in place hopefully it will work
Also what bothers me is when he is in survival his hunger bar is los
FINALLY, someone does it! GJ
Pls make a video on alloys where you explain their modifiers
I plan to
When is your next episode of mischief mayhem tour
It should be out tomorrow if all goes well.
Could you do an 1.18.2 version please
Hey! Why not making a video about Silent Gear, the actual mod, i have some... problems with the mod and the mod dont have some help ingame so a tutorial would be really nice
Creio que existam outros guias sobre o Silente Gear, tenho quase certeza
@@reipolhopolar eu to ligado mas não tem nenhum atual e realmente completo, os que existem tem 1 ano ou mais e não é lá aquelas coisas saca?
It’s very difficult to make a guide to silent gear as the materials change with the mod pack but someone should do one that explains how to get a materials list spreadsheet and what the qualities are. Heck I might even do it. I find silent gear really fiddly with the grading of materials but otherwise it is a great mod. Once you automate gathering nether bananas for grading materials it is just a matter of grinding out good quality materials that are the best for the parts of what you are making and using the patterns to put it all together.
What's the mod that adds the little pillars above the items?
Loot Beams
@@MischiefofMice Thank you!
Tbh I no longer play an packs past 1.12.2 because mods changed so much and most changes I don’t like, tinkers and thermal being the big 2 I may play future packs if tinkers or thermal becomes something I like but I’ll be sticking with 1.7.10/1.12.2 mod packs
Is there still a form of mending moss in the mod?
That modifier was so good for pickaxes
It's different now. You have Overslime as an added durability bar that can auto repair itself if with the right parts
How do you make the patterns for the parts without the stencil table?
Am I crazy or has FTB all but dropped both this and Pams Harvestcraft mods with ZERO word as to why?
Design direction isn’t in line with their vision of how their packs need to preform would be my guess. Tinkers has changed in some good and bad ways
Crazy Video
What about construct armory?
How do i craft a tinker station?
what mods are you playing with other than TiC in this video?
A bunch really. I have a mix of stuff I use for most vids and disable and enable those that may skew the mod I'm covering.
@@MischiefofMice can you put them in the description?
I wish it was compatible with Optifine... It sadly crashes when you render certain items from Tinker's
what did you mean by the foundry is used for "nether runs"?
They made Tinkers' Construct with nether only play throughs in mind as well as the standard.
cool mod is it gona get 1.19.2?
I'm sorry, but I think how you make the smeltery controller in this version is very obtuse compared to the previous version in 1.12.2. In that version, you could just make it. In this version, you need to use the Melter and fill it with copper to pour onto the heater after you place it in a basin. That doesn't make sense to me, I shouldn't need an extra step like this just to start my smeltery proper, and I feel like it would've been fine to require copper ingots or something in a basic recipe considering this version has an odd fascination with copper in some places.
Hi, sorry if i did miss this part but in casts, do u know how to use the "Coin Cast" 'cause i'm having issues with it, i tried gold, rose gold, silver, and none of them let me pour the ore into the coin cast. Idk if it's a bug or if i'm missing something but nobody talks about it and it's driving me crazy. Ty
It's only usable if specific other mods are installed that use coins.
no one probobly cares but i just had an idea for an smp where crafting tables are disabled and there is only one crafting table on the server and a pretty small worldborder and voice chat. Everyone has a set number of lives but i feel like its pretty bad and idk how to make it better for the ones without a table because its supposed to be like you have to monoboly of crafting not one player is instantly the best idk how to fix it
What mod is it for the items to light up like that on the ground
Loot beams
Different creatures leave different liquid in the smelter? Umm do cows leave milk?
No, but skeletons do.
Blood
I really hope I’ll we’ll get the op shurikens back
Tool heads @1:26
How to use Laterns from this mod
Pour molten metal in them
@@MischiefofMice thx bro
Whats the name of this mod i want to try
I'm struggling to figure out how to make bronze of all things, in most mods i've played it uses tin but i can't seem to find it in the mod pack i'm using and i'm not sure what to use instead
found it, glass and copper
1.19 will completely break this mod
CLAY FARM OP
Im currently playing "the classic pack" trying to learn and i dont see tinker station anywhere in the game any idea why
nevermind its called the "tool station" in whatever one im in
I'm still not a fan of the inability to sear stone into Seared Stone.
Is this java?
I though tinkers was only a 1.12 mod?
did they update the name though curseforge?
It's on 1.16 as well now
I guess I didn't look at the the game versions when downloading this mod, my bad XD
It is a forge-only mod, isn't it?
Yes
I miss the bows, longbows and all the addons. 😥
yeah wtf did they do to it
I can't use forge on my computer :(((((((((((
O.o
9:08
the main use i've found for a foundry in a modded non-nether start run (that does have other mod tanks) is for its recycling recipes like turning various pieces of vanilla gear back into their material(s) that u acquire from various sources.... anyways iron has a bunch of notable items for recycling that aren't equipment. what else well besides iron well you know those vanilla waystone blocks that keep showing up in bastion chests normally? typically useless in modded, but are made from a netherite ingot otherwise what if u could extract the netherite from it for other uses? that is actually one of the recipes tinkers lets u do by default.(is the vanilla waystone worth grabbing with that recipe???)
hmmm where do these clocks keep coming from i wonder ........yup profit
_watches a monster/creature walk around in/with netherite stuff because another mod wills it- i wonder if i could get that off of them for things .........
Tcon 3 is awful, Tcon 2 is my favourite
Where am I? Who are you? What is this?
Welcome to the Mischief. I'm Vallen... and this is Tinkers' Construct for Minecraft 1.16.5
Awful update staying with 1.12.2 forever ig
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