本篇教程由作者设定使用 CC BY-NC-ND 协议。
本文档来源于匠魂官方公开的开发设计文档(原文档即有部分未完成内容)。
匠魂3(1.16+版本)已经开发了有些时日了,但是实际上仍然远远未到完整模组的水平,只能说是刚刚能够玩(完成了最基本的工具制作和冶炼炉系统,甚至连材料特性都没写完)。本篇文档将持续进行汉化更新,以方便大家了解匠魂3的变革,并为匠魂3的新内容确定译名,从而在匠魂3正式发布后有适合的参考资料方便大家游玩。
核心设计理念
开发目标
总体的设计目标是综合匠魂1和匠魂2两代模组的长处,从而尽可能地为玩家创造最好的游戏体验。
在游玩过程中,模组内容的起步部分会很简单,而随着玩家对模组探索的深入,游戏内容也会逐渐变得复杂且多样。
模组内容集中于以下几个方面:工具的设计制造;基于旧有匠魂N件套进行重新设计的更简洁的工具制作桌;独特的新材料;多种对上述特性进行设置和交换的方式。
词语释义
Function: A specific task which can be performed by a tool. E.g mining stone, mining dirt, attacking an enemy, harvesting a crop.
Role: The overall intended goal of a function or combination of functions. E.g. A pickaxe will be used to collect specific ores or blocks, where a hammer would be used to level a large area even though both have the same function of mining stone.
Item: Any placeable and/or interactable object which can be held in a player's inventory
Liquid: A fluid which flows downward when outside of a container.
Gas: A fluid which flows upward when outside of a container.
Material: Any item in a ready state which you can use for constructing a tool or tool part
Fluid: An object which exists in a liquid or gaseous state. Can only be contained in fluid containers such as a bucket or tank, i.e. water and lava. Fluids can be turned into an item through casting.
Alloy: A combination of two or more fluids to create a new unique fluid. An alloy cannot be broken down into its base components.
Composite: The combination of a fluid and an item which results in a new item. The item cannot be broken down into its base components.
AOE: Area of Effect. General term for items which affect an area larger than a single block.
Details
The mod is divided up into 5 tiers that equate with branched linear progression. New materials, modifiers, and their tiers are tied to technological advancement to their respective tier.
Materials either have direct progression with traits from one tier to the next; or are special materials that don’t fit properly into the tier system
Every item must have a unique purpose. Multiple purposes are encouraged and should be designated by a role.
Everything added to the mod should fit in vanilla Minecraft.
Tool heads contain the bulk of their stats and carry primary traits. Handles only affect durability, mining speed, attack speed as multipliers and secondary traits, but never more than two per handle. Bindings contain no stats, but can carry traits.
Tools need to have at least one unique role they fill. Roles require disparate gameplay styles or technical uses to be distinct. While individual functions can overlap, roles for the combination of functions any given tool has should be unique.
Modifiers should be either general-use, or limited to a single powerful alteration. They should fall into one of five types: upgrade, ability, armor, trait, and slotless.
Modifiers must be consistent across all variations of where they are used, if possible.
Dependances
The mod must stand on its own and only relies on Mantle for compatibility. It must also exist with 200+ other mods.
Tools
For a spreadsheet view, see this doc: Tinkers Construct 1.15 Tools
Tools are items with particular abilities that let the player do things they couldn't do without. Each tool serves a role and is built out of a few parts with a particular goal in mind. They can be divided into Harvesters, Weapons, and Misc. The materials that tools are built out of affect their abilities, and after a tool is created it can be changed by replacing parts or adding modifiers. The process of change is modification, and items applied are modifiers.
Tools have two categories: Simple and Broad. Simple are single target while broad have wider areas of use and require two hands to use effectively. Blocks do not prevent effective use.
Tools have the following stats:
Durability -
Mining Level -
Mining Speed -
Damage -
Attack Speed -
Some tools may have unique parts or stats that only matter for their use, i.e. fishing rods have a minigame that doesn't fit into normal mining or fighting
Description of Tools
Name
Category: Simple/Broad/One Hand/Two Hand
Parts: List of parts needed to make the tool
Mod Slots: List of mod slots
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X, Fishing:X, Luck:X, Accuracy:X, Draw Speed:X
Primary Use: Left click use
Secondary Use: Right click use
Role: Unique role or roles which this tool fills, notes about gameplay can be added here
Description: Ingame description of the tool
Notes: Other notes which don’t apply to above categories
Harvesting Tools
Pickaxe
Category: Simple
Parts: Pickaxe Head, Tool Rod, Binding
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest Stone
Secondary Use: None
Role: Gathering ores, single block extraction
Description: A basic tool to tunnel through the lower layers of the world. Effective for precision mining.
Notes:
Hammer
Category: Broad
Parts: Hammer Head, Large Plate, Large Plate, Tough Tool Rod
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest Stone in a 3x3 area
Secondary Use:
Role: Gathering high volume simple ores, large area clearout
Description: A broad tool to tunnel through the lower layers of the world. Effective at carving tunnels.
Notes: Can disable shields.
Shovel
Category: Simple
Parts: Shovel Head, Tool Rod, Binding
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest Soil
Secondary Use: Create paths from dirt, extinguish campfires
Role: Gathering soil, single block extraction
Description: A basic tool to collect soil from around the world.
Notes:
Excavator
Category: Broad
Parts: Excavator Head, Large Plate, Tough Binding, Tough Tool Rod
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest soil in a 3x3 area
Secondary Use: Create paths from dirt, extinguish campfires
Role: Gathering high volume soil, clear or flatten areas
Description: A broad tool to collect soil from around the world.
Notes:
Hand Axe
Category: Simple
Parts: Axe Head, Tool Rod, Binding
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest Wood
Secondary Use: Strip logs
Role: Gathering wood, basic weapon
Description: A basic tool to collect soil from around the world.
Notes:
Lumber Axe
Category: Broad
Parts: Large Axe Head, Large Plate, Tough Binding, Tough Tool Rod
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest whole trees
Secondary Use: Strip logs
Role: Deforestation
Description:
Notes:
Kama
Category: Simple
Parts: Thin Blade, Tool Rod
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Sheer plants/animal
Secondary Use: Till soil
Role: Plant/Animal sheering, light fast weapon, Basic gardening tool
Description:
Notes:
Scythe
Category: Broad
Parts: Scythe Head, Tough Binding, Tough Rod, Tough Rod
Mod Slots: 2 Upgrade, 1 Ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Harvest crops, AOE swipe attack
Secondary Use:
Role: Fast farm harvesting, AOE compat
Description:
Notes: Silk Touch give shear behavior
Mattock
Category: Simple
Parts: Axe Head, Shovel Head, Tool Rod
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Farming
Secondary Use: Creates farmland
Role: Highly versatile tool great for basic farm use, Gathers soil and wood and makes farmland
Description: A multi-tool dedicated to farming and all building related tasks around a farm
Notes: Overlap with other tools, but not as good as any of them independently. Two types of mattocks generally exist in the world. This is a digger variety with an axe and an adze. The pick version has a pick and an adze, but overlaps too much with pickaxes.
Melee Weapons
Broadsword
Category: One Handed
Parts: Sword Blade, Tool Rod, Tool Rod
Mod slots: 3 Upgrade, 1 Ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Sweeping attacks
Secondary Use: Use of offhand item
Role: Basic combat weapon. Provides offensive abilities and use of an offhand.
Description:
Notes: Effective on cobwebs
Cleaver
Category: Broad
Parts: Cleaver Blade, Large Plate, Tough Tool Rod, Tough Tool Rod
Mod slots: 1 Upgrade, 1 Ability, 1 Armor
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Heavy sweeping melee attack with high cooldowns
Secondary Use: Blocking
Role: Heavy version of a sword with greater offense, but less defense options. Natural decapitation.
Description:
Notes:
Longsword
Category: One Handed
Parts: Sword Blade, Small Plate, Tool Rod
Mod slots: 3 Upgrade, 1 Ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Single target attack
Secondary Use: Longsword leap
Role: Melee weapon with longer than normal range. Designed to close the gap for melee attacks
Description:
Notes: Having bonus damage at the very end of a longsword’s range could prove a useful mechanic. Stacking a falling hit, sprinting hit, and end-of-range hit would give a massive damage boost as a reward for player skill.
Extra damage boosts need visual feedback
Can range be extended?
Battleaxe
Category: Two Handed
Parts: Sword Blade, Small Plate, Tool Rod
Mod slots: 2 Upgrade, 1 Ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Slow single target heavy attack
Secondary Use: Rage boost
Role: For those who like to kill most targets in a single hit but don’t care about defense
Description:
Notes: Rage gives a short damage boost, but has a cooldown
Rapier
Category: One Handed
Parts: Small Sword Blade, Tool Binding, Tool Rod
Mod slots: 4 general
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Basic Melee attack
Secondary Use: Rapier Backstep
Role: Hit and run builds, get a quick and and pull out before counter
Description:
Notes:
Trident
Category: Two Handed
Parts: Small Blade, Small Blade, Tough Binding, Tough Rod
Mod slots: 2 general, 1 ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: Basic Melee attack
Secondary Use: Throw Trident attack
Role:
Description:
Notes: Do the extra damage mechanics from longswords fit here?
Battlesign
Category: Simple
Parts: Small Plate, Tool Rod, Binding
Mod slots: 2 general, 1 ability
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use: A mix of offense and defense in a single item.
Secondary Use:
Role: Basic weapon or basic shield
Description:
Notes: Do the extra damage mechanics from longswords fit here? 1 normal mod slot replaced with an armor slot, reflects projectiles
Shield
Category: One Handed
Parts: Large Plate, Large Plate, Tool Rod, Binding
Mod slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X
Primary Use:
Secondary Use:
Role:
Description:
Notes:
Ranged Weapons
Short Bow
Category: Two Hand
Parts: Bow Limb, Bow Limb, Bow String
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Accuracy:X, Draw Speed:X
Primary Use: Hold to draw, release to fire
Secondary Use:
Role: Fast firing ranged attack
Description:
Notes:
Crossbow
Category: Two Hand
Parts: Bow Limb, Tough Tool Rod, Tough Binding, Bow String
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Accuracy:X, Draw Speed:X
Primary Use: Fire loaded bolt
Secondary Use: Hold to reload
Role: Slow firing long range, can be stowed for a single attack with loaded bolt
Description:
Notes:
Boomerang
Category: One Hand
Parts: Bow Limb, Bow Limb, Tool Rod, Small Plate
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Accuracy:X, Draw Speed:X
Primary Use: Throw boomerang attack
Secondary Use:
Role: Unlimited reusable ranged weapon. Slower than bows, less range than crossbows.
Description:
Notes:
Misc
Fishing Rod
Category: Minigame
Parts: Lure, Tool Rod, Bowstring
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Fishing:X, Luck:X
Primary Use: Fishing minigame; acquire fish!
Secondary Use: Pull enemies towards you with the lure
Role:
Description:
Notes: The fishing minigame is a vanilla mechanic with its own unique loot table. The lure may be swapped out with a mace head for much more damage in a mid-range weapon.[1]
Slimesling
Category:
Parts: Bowstring, Tool Rod, Tool Rod, Small Plate
Mod Slots:
Base Stats: Damage:X, Attack Speed:X, Durability:X, Mining Level:X, Mining Speed:X
Unique Stats: Recharge:X, Fishing:X, Luck:X, Accuracy:X, Draw Speed:X
Primary Use:
Secondary Use:
Role:
Description:
Notes:
Chisel
Category: Add-on
Parts: Chisel head, tool rod, binding
Primary Use: Converts blocks into similar blocks
Unique Aspects: Specific compatibility for the Chisel Mod
Wrench
Category: Add-on
Parts: Small Plate, Small Plate, Tough Rod
Primary Use: A variety of machine-related tasks such as rotating or disassembling
Secondary Use: Replacement for all damageable crafting items in a crafting table
Tertiary Use: Decent combat weapon
Unique Aspects: Wrenches are a special area of mod compatibility that exists in other mods, but not Tinkers Construct. The uses for wrenches are varied across mods and some items that do not appear as a wrench can be used as such
Wrenches may require a bunch of specialized modifiers for diagnostics of disparate mods.
Throwballs
Category: Single-use
Parts:
Primary Use:
Secondary Use:
Unique Aspects:
Shuriken
Category: Single-use
Parts: Flint
Primary Use:
Secondary Use:
Unique Aspects:
Description:
EFLN
This is not really a “tool” so maybe it should be categorized differently.
Gear
Gear is anything that goes in the 4 “armor” slots the player has. In this case there will be 5 slots, head, torso, gloves, pants, boots. Rather than take the approach of “sets” each slot will have comparable but different options.
Flight: This is broken into three categories. Gear should be able to do at least one of these
Elytra
Move speed + slow fall + extended jump
Bounce jumping
Template
Gear Name
Ability: Natural ability of gear piece
Mod Slots: number and type of ability slots
Gear by Slot
Head
Slimesight Goggles
Ability: Zoom Vision
Mod Slots: 4 Ability
Traveller's Hat
Ability: Night Vision
Mod Slots: 2 Ability, 2 Armor
Plate Helmet
Ability: Soul Vision
Mod Slots: 4 Armor
Torso - Possibility + slots to allow for “flight” abilities
Slime Suit
Ability: Walk on water/lava
Mod Slots: 4 Ability
Traveller's Vest
Ability: +2 max HP
Mod Slots: 2 Ability, 2 Armor
Chestplate
Ability: Lava res
Mod Slots: 4 Armor
Gloves
Slime Gloves
Ability: + knockback
Mod Slots: 4 Ability
Traveller's Vambraces
Ability: + mining speed
Mod Slots: 2 Ability, 2 Armor
Plate Gauntlets
Ability: + 1 heart damage
Mod Slots: 4 Armor
Pants
Stretchy Pants
Ability: + Jump Height, + Water Speed
Mod Slots: 4 Ability
Traveller's Leggings
Ability: + Step Up
Mod Slots: 2 Ability, 2 Armor
Plate Greaves
Ability: Shorten Debuffs
Mod Slots: 4 Armor
Boots
Bouncy Boots
Ability: Bounce
Mod Slots: 4 Ability
Traveller's Moccasins
Ability: Terrain Negation (no slip on ice, no slow on soul sand)
Mod Slots: 2 Ability, 2 Armor
Plate Walkers
Ability: Knockback Res
Mod Slots: 4 Armor
Materials
Notes: Tinkers Construct 3 Material Tiers
Materials can be categorized in crafting tiers. In this way we can keep the variety of tools while still having a progression system and a way for the player to wrap their head around concepts as the mod opens up.
The tiers are broken up by progression through the game. This is categorized by basic, composite, alloy and respective to the segment of the game.
Overworld - 1,2,3
Nether - 2,3,4
End - 3,4,5
Template
Material Name
Patterns vs Casts: Patterns, Casts, Both
Creation Process: How this is acquired
Trait: None
Hidden Trait: Ecological, a slow auto-repair
Tier1-(Day 1)
Wood - basic material,easily available
Patterns vs Casts: Patterns
Creation Process: World Generation
Trait: None
Hidden Trait: Ecological, a slow auto-repair
Bone - Weapon material, easily drops from mobs. Good for handles. Higher weapon stats, lower mining stats
Patterns vs Casts: Patterns
Creation Process: Hunting
Trait:
Hidden Trait: Spiky, increases base damage
Stone - Tool material. Plentifully available. Higher mining stats, lower weapon stats
Patterns vs Casts: Patterns
Creation Process: World generation
Trait: Durable, gives +10 durability per tool part
Hidden Trait: Cheap, Increases repair value
Paper - Special material. Trades tool stats for modifier slots, perhaps even in parts that would not otherwise affect stats
Patterns vs Casts: Patterns
Creation Process: Farming
Trait: Research
The tool increases its stats based on what’s being done with it. Mining increases harvest speed. attacking increases damage. The existence of the tool over time increases durability.
Hidden Trait: Revealing, applies all of the hidden traits of other materials on the tool
Tier 2 - (Melter)
Copper - Basic material. First step up to the next tier with increased stats
Patterns vs Casts: Both
Creation Process: World Generation, Furnace for ingots
Trait: None
Hidden Trait: Well-Established, increases the amount of experience you get
[Tier 2 weapon material]
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Iron - Tool material
Patterns vs Casts: Casts
Creation Process: World Generation, Casting
Trait: Durable, increases durability on the tool by +25 per part
Hidden Trait:
Slimewood - Special Material, high durability and increased attack speed
Patterns vs Casts: Casts (Composite method)
Creation Process: Melt slimeballs or otherwise obtain liquid slime, then pour over a wooden tool part
Trait:
Hidden Trait:
Slimestone - Special Material, high durability and increased mining speed
Patterns vs Casts: Casts (Composite method)
Creation Process: Melt slimeballs or otherwise obtain liquid slime, then pour over a rock-type tool part
Trait:
Hidden Trait:
Netherrack - Cheap Material, a step up from stone
Patterns vs Casts: Patterns
Creation Process: World Generation
Trait:
Hidden Trait:
Tier 3 - (Alloys)
Slimesteel - General purpose material
Patterns vs Casts: Casts
Creation Process: Alloy of iron and slime (3 parts iron, 1 part slime)
Trait:
Trait 2: Reinforced, gives a 5% chance not to use durability
Hidden Trait:
Iron Bronze - Tool material
Patterns vs Casts: Casts
Creation Process: Alloy of iron and copper (3 parts copper, 1 part iron)
Trait: Durable, increases durability on the tool by +25 per part
Trait 2: Reinforced, gives a 5% chance not to use durability
Hidden Trait: Dense, increases durability by negating damage. More effective when lower on durability
Notes: For the sake of mod compatibility, other bronze will work as this material. Separate liquids are required. Also a config option will exist to entirely disable Iron Bronze, so if another mod adds tin the pack author can use regular bronze.
Slime Bronze - Tool Material
Patterns vs Casts: Casts
Creation Process: Alloy of copper and slime (3 parts copper, 1 part sime)
Trait:
Trait 2: Reinforced, gives a 5% chance not to use durability
Hidden Trait:
Notes: This material is not the same as regular bronze
Nauhatl
Patterns vs Casts: Casts - Composite Method
Creation Process: Pour molten obsidian on top of wooden tool parts
Trait: Sharp II, adds 1 damage to the weapon
Trait 2: Reinforced II, gives a 10% chance not to use durability
Hidden Trait:
Notes: This material is based on an ancient Aztec Macuahuitl and should have tool names that correspond to their namesake.
Pig Iron
Patterns vs Casts: Casts
Creation Process: Alloy of blood, iron, and clay
Trait:
Hidden Trait: Tasty - Allows you to eat the tool. May cause indigestion
Rose Gold - Special Material, high mining speed and decent durability, low other stats
Patterns vs Casts: Casts
Creation Process: Alloy of Copper and Gold
Trait: Heartwarming, adds a modifier slot for each piece added. Limit: 1? 2? None?
Hidden Trait: [name], adds an ability slot to the tool
Bloodwood - Cheap Material, three steps up from wood
Patterns vs Casts: Patterns
Creation Process: World Generation (Nether)
Trait:
Hidden Trait:
Cobalt - General purpose material, found in the nether
Patterns vs Casts: Patterns
Creation Process: World Generation
Trait:
Hidden Trait:
Endstone - Cheap Material, a step up from netherrack
Patterns vs Casts: Patterns
Creation Process: World Generation
Trait:
Hidden Trait:
Tier 4 - (Nether)
Soulsteel
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Obsidian Bronze
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Notes: This material is an analogue to Hepatizon
Blazewood/Lavawood
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Tier 5 - (End)
Manyullyn
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Knightslime
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Gardite
Patterns vs Casts:
Creation Process:
Trait:
Hidden Trait:
Modifiers
Notes: Tinkers Construct 1.15 Modifiers
Post-Note: More modifiers would be better. The modifiers seem to matter more than materials and less than tool types.
Modifiers are a system that lets the player have full control over how their tool ends up. Tools that are heavily modified may end up very different from one another in form, function, and purpose.
Modifiers fall into five categories: Trait, Upgrade, Ability, Armor, and Slotless
Upgrade modifiers tend to be on the mundane side. They should affect all tools and/or gear in more or less the same manner, interact with each other fairly well, and tend to change the base stats of the item or increase some particular trait the item has.
Some upgrade modifiers may take more than one item to fill the entire slot. A slot partially filled by an upgrade will be unavailable for other items and “locked in” to that particular upgrade
Ability slots are filled by modifiers that change the fundamental use of the tool. They generally have competing reasons for existing and behaviors that can override each other or interact in bizarre ways. Many abilities only work with specific types of tools, or are unique to a particular tool. Ability slots can be filled by upgrades if there are no upgrade slots available.
Armor slots are filled by modifiers that offer extraordinary protection compared to others. In general these slots are only found on gear, but may be found on particularly defensive items like battlesigns. Armor slots can be filled by upgrades if there are no upgrade slots available.
Traits are the basic stats and abilities that make up a tool. In later gameplay, they can be unlocked as a modifier and added to tools separately. One trait slot is available on every tool, with more traits able to be added in upgrade or more specialized slots.
Slotless modifiers are unique in that they do not require a slot to be added. They always have a downside and are generally less useful than their permanent counterparts, but can be added to every tool regardless of progression.
More upgrade slots can be obtained through various gameplay mechanics. A second ability slot can be obtained in rare circumstances at the end of the game. Armor slots are to be determine in the way they are acquired
Modifier slot baseline
Simple Tools: 3 upgrade slots, 1 ability slot
Broad Tools: 2 upgrade slots, 1 ability slot [Testing required for amount]
Gear: 5 slots of varying types
Modifier slot endline
Simple tools: 10 upgrade slots, 2 ability slots
Broad tools: 8 upgrade slots, 3 ability slots, 1 armor slot
Gear: TBD
Ability Modifiers
Luck [Not Gear]
Resource: Copious amounts of Lapis Lazuli
Effect: Increases the amount of drops from mining, hunting, or other related tasks.
Silk Touch [Tool]
Resource: Silky jewels made from cobwebs, gold, and an emerald
Effect: Allows blocks to be picked up as-is instead of their normal drops.
Magma Aspect
Resource: [Magma Slime related]
Effect: Adds fire damage to a tool.
Harvester Effect: Runs any loot gathered through the furnace before dropping it.
Ranged Weapon Effect: Fired shots are set ablaze, lighting mobs on fire
Gear Effect: Provides protection against fire damage at level 1, lava at level 2
Expand-o-matic [Weapon, Tool]
Resource:
Weapon Effect: Provides a slashing attack or increases area-of-effect range
Harvester Effect: Expands tool range to all of the blocks orthogonally touching its normal range and decreases its base speed proportionally
Auto-Repair
Resource: Moss, exponential amounts for higher levels
Effect: Slowly repairs a tool up to full
Notes: This consumes an ability slot instead of experience orbs
Blasting [Tool]
Resource: TNT
Effect: A complex calculation has the tool mining slower on soft materials and faster on harder materials.
Notes: Testing needs to be had for levels of blasting, how many materials are actually gathered, and whether cheap materials like stone can be skipped while ores are gathered
Slotless Modifiers
Zero-Slot modifiers
Repairs - Fixes a tool by restoring a certain amount of durability. Larger tools need more materials to repair. Requires no slots
Sharpening Kit - Repairs your tool on the go. Requires no slots
Over-Repair (Slime) - Adds an extra bit of durability onto a tool.
Slot-increasing modifiers
Tier 2 mod slot - Book
Tier 3 mod slot - Mob/Player head
Tier 3 mod slot - Gold Block + Diamond + Emerald
Tier 4 mod slot - Nether Star (Applies invincibility too)
Tier 5 mod slot - Dragon Head?
Extra Slot 1 -
Extra Slot 2 -
Extra Ability Slot -
Upgrade Modifiers
Slot-consuming modifiers
Emerald - Adds 50% durability to a tool
Diamond -
Netherrite -
[End Improvement?] -
Speed (Redstone) - Increases harvest and attack speed
Attack (Flint) -
[Name] - Increases mining speed by [3x?]. Drops mining level to 0. Only applicable on tools with harvest levels.
Mending Moss - Converts harvested experience orbs into durability on the tool
Sharpness (Flint) -
Sharpness (Quartz) -
Anti-Spider (Spider Eye) -
Anti-Spider (Fermented Spider Eye) -
Smite (Rotten Flesh) -
Smite (Soul Sand) -
Anti-Aquatic () -
Anti-Aquatic () -
Beheading -
Aquadynamic -
Shulking -
Soulbound -
Indestructible - Applied by +4 modifier
Pick-Pocket - Adds an inventory slot to a tool, overrides any right-click abilities it has. Single-use only
Armor Modifiers
Gear Modifiers
Workshops
Tool Workshop
Tools are made and modified here. The process involves bringing tool parts to a Tool Station and combining them. Parts are made in a part builder or in the Smeltery. Patterns for the part builder are made in a Pattern Table.
Gear Workshop
Gear is made in a Gear Station. The Gear Station can be upgraded with a Tinker’s Anvil and a Material Anvil
Casting Table and Basin
There are two different ways to cast: casting tables and casting basins. Most table recipes require a cast to use, and most basin recipes function without a cast, but the mechanics of both blocks are the same.
Casting recipes
Both blocks allow casting by pouring a liquid on an optional cast, producing an output item. The cast may or may not be consumed, based on the recipe.
While any item functions as a cast, there are dedicated casts for common metal items, including ingots, nuggets, plates, and tool parts. These come in two forms:
Gold casts
Made from 1 ingot of gold poured over the item. The item used to create the cast is lost in the process.
Reusable.
Can be melted down into molten gold.
Sand casts
Made in a combination recipe by pressing tool parts or ingots into sand in a casting table. The tool part survives the process to make a sand cast.
and casts can only be used once.
Unused sand casts can be crafted back into sand.
Melter
The melter is the first melting block that can be built
Building
The melter, heater, and seared tank can be crafted out of seared bricks. In order to activate a melter, it must be placed on top of either a heater or a tank.
Fuel
Melters can gain fuel from heaters, which use solid furnace fuels as a way to heat the melter. Unlike heaters in Tinkers Complement in 1.12, both the time and temperature may change based on the fuel used.
Tanks grant full access to Tinkers Construct fuels, notably lava. This allows the melter to reach higher temperatures, but it is still limited from performing alloying recipes or collecting extra ore outputs.
Melting
The melter has 3 slots for items. Items in the slots will be melted into liquids. Any ore recipes will return 1x yields.
Fluids
The melter has a small internal tank that can hold a single fluid. Fluids can be drained directly from the melter using a faucet in order to fill casting tables and basins, or seared tanks.
Alloys and composites are crafted in a large multiblock structure. Mainly used to craft new materials. It serves as an upgrade to the melter, providing additional fluid capacity, more slots for melting items, and alloy recipes.
Melting
Like the melter, the smeltery can melt metals down into their components, however it produces more fluid from ores recipes, likely a 2x rate. It additionally can produce slag in the form of seared stone.
Fluids and Alloys
The smeltery tank can hold any number of fluid types. Certain fluid types will alloy together, producing higher tier materials.
Building
The smeltery is built as a cuboide out of seared bricks and a smeltery controller. No ceiling or corners are needed in the structure. Every empty space inside the structure increases the maximum number of items that can smelt at once, along with the maximum fluid storage. In addition to seared bricks, the smeltery supports several peripherals.
Fuel
Smelteries must have at least one tank for fuel to activate. The smeltery cannot run off of solid fuels, unlike the melter. Multiple tanks can be combined, and the smeltery will add all of them to its fuel reserves.
Lava and molten blaze both serve as valid fuels. Lava burns for longer, while molten blaze burns much hotter.
Drains
Drains provide a way to extract fluids from the smeltery and insert them in. Either pipes or buckets can be used on a drain.
Material Fragmentation
Materials are broken down into fragments of themselves. Mainly used to craft or add traits or modifiers to tools.
Material oil is used as a modifier to add a material’s regular trait to a tool or gear
Material crystal is used as a modifier to add a material’s hidden trait to a tool or gear
Tinker's Anvil
The Tinker’s Anvil is an early game way to upgrade the tool station or gear station. By placing it within close proximity of either block, it opens up an extra crafting slot and allows for larger items to be crafted. As a self-contained block, its primary purpose is to change the layering of modifiers on a tool. It can also be used to apply cosmetic modifiers with [embossing mechanics]
Material Anvil
The Material Anvil is a late game way to upgrade the tool station or gear station. By placing it within close proximity of either block, it opens up a special crafting slot that takes material oil or material crystals, allowing an additional trait to be added to equipment.
It has not been decided whether the Material Anvil is a direct upgrade to the Tinker’s Anvil.
World Generation
Overworld
Copper
Slime Islands (sky slime)
Nether
Cobalt
Bloodwood
Magma Slime [Area]
End
Slime Castles (knight slime)
2021.02.16 23:32 球球了这玩意的版面迁移整理真的太恶心了我不做了我要睡觉啊明天再翻译吧