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Should Tinker's Construct be Added?


greenassassin45

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Tekkit is fun but I think Tinker's Construct should be added to the mod pack. I know a lot of people who loves the mod pack Tekkit but wish there were more added to it. I am just asking if there is a new update of Tekkit it has Tinker's Construct added.  Thank you for reading.

Edited by greenassassin45
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Tekkit isn't a pure tech pack, so it isn't ruled out by principle. I personally think that TiC is only really complete with Iguana's Tweaks and Tinker's Steelworks added. However, Iguana's Tweaks will change early game progression and gameplay a lot, so it's not something I'd recommend just dropping in. It also doesn't play nice with Cauldron.

 

Adding TiC + Steelworks without Iguana's Tweaks is an option that could work. It would give players the High Oven for steel cooking and ore tripling, which sounds like a good thing to have in Tekkit. The whole thing is more steampunk than tech, and using it has a bit of a "Railcraft feeling" to it - especially using the Smeltery. No interaction with any power systems. But that's not necessarily a bad thing.

 

There is also Tinker's Mechworks, but I can't comment on that on behalf of never having used it.

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I've tried some servers that disable vanilla tools entirely, making tinkers the only path. It was a fun challenge.

That is the Iguana's Tweaks add-on I mentioned. I have been using it for a while now, and I think that it changes gameplay quite dramatically at first. For instance, you cannot even mine stone until you obtained some surface gravel or bone to craft your first Pickaxe (Flint or Bone). This will confuse newbies to no end, and many won't like it altogether. It can of course be configured to be more forgiving, but it remains a drastic change.

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Tinkers Construct is an adventure mod. It doesn't belong in a tech pack. That's why it's included in Hexxit.

(Nearly accidentally reported you there...o_0)

 

Not necessarily. TC is one of those mods that can fit in most packs.

On a tech-pack, it can bridge the gap between early game and more powerful weapons. Alternatively, it can BE early game.

On a magic/adventure-pack it is, again, that bridge between early game and magic weaponry OR it is the progression of weaponry itself.

 

But I do agree that it shouldn't just be thrown in there willy-nilly. If you add it, make sure you think of progression somewhat.

I don't necessarily think Tekkit needs it.

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I love Tinkers Construct, but it does bring in a few problems.  Once you can get a smeltery going, gathering resources becomes a little too easy at times due to the improved tools.  But in a vanilla minecraft way.  With it not requiring power, other then lava, it also can easily become the end all way to process your ores...  It's an easy trap too fall into.

 

But on the other hand, it also makes a nice stepping stone for early automation.  Allowing you to gather resources quicker before upgrading to a mining machine.  And, it does give you a small edge when doing early cave diving where your ability to drop a creeper before it explodes, for example, can make a large difference when getting those first few less common resources.

 

So, imo, for now, I'd say no to including Tinkers in the mod pack, by default.  But, the real thing that would decide if Tinkers Construct has a place in the next version of Tekkit is not known yet.  It all depends on one thing...  What mods are going to be in the next version?  Until we know that, tinkers in tekkit remains in the air.

Edited by jakalth
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With it not requiring power, other then lava, it also can easily become the end all way to process your ores...  It's an easy trap too fall into.

Not really. You can automate it somewhat, but it's clunky for large amounts of resources. I'd also not call it a trap, but an alternative. A good pack is about choices.

 

I also think that TiC can be included in a tech pack just fine. The tinkering thing is a third "flavour" besides tech and magic, that is why I compare it to Railcraft. Smeltery and High Oven are not that different from Coke Oven and Blast Furnace in their scope and gameplay. And nobody seriously claims that Railcraft does not belong in a tech pack (there are other reasons not to include it, especially for Tekkit).

As I said, pure TiC may be a bit lackluster. It needs at least Steelworks to be interesting, and maybe Mechworks.

Edited by Curunir
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  • 4 weeks later...

Not really. You can automate it somewhat, but it's clunky for large amounts of resources. I'd also not call it a trap, but an alternative. A good pack is about choices.

I've seen a "little" setup with 2 smelteries that did full-auto ore processing from 9 different types of ore without alloying anything.  Feed lava into the tanks from an external source, feed ore into the controllers from storage, feed blocks back into the storage, pour as metal is melted.  It was an Ag Skies project, I think, but the same rules apply to non-skyblock packs.  The only issue was blood and unmeltables somehow getting into the smelteries...

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The only issue was blood and unmeltables somehow getting into the smelteries...

Extra output with a fluiduct set to blood and always on to a tank somewhere. Vacuum hopper in a corner somewhere. I've done it before as part of creative testing with TiC in the past.

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Even easier, put a roof on top of the Smeltery and the mob-dropping should stop - which is usually the reason for the blood. The Controller will soak up anything that falls into the chamber, but with a solid roof, random items should not appear in there.

The multi-block does not require a roof, but it won't mind one either.

Edited by Curunir
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Well, my 2 cents (euro) ;)

 

I made a custom modpack, which is tech based (comparable to Tekkit) and I added Tinkers Construct.

I personally never used it, one of my friends liked it very much, used it a lot and I benefit from it by getting better tools and weapons throughout the stages of the game...even when we have tons of power and items.

 

Personally, I'd say it is a nice addition and an nice alternative, if you like to go the less techie way (at first or even in general). Then again one might (understandably) argue that it does not really match the Tekkit theme.

It offers quite powerful items which can make it easier (once you actually know TiC), espeically mid-game. It can make it less challenging, as in...you need to wait not as long to get decent stuff before you get to the "end" game.

 

I think it really is, after all, a philisophical question rather than a technical one. It does not really stick out negatively in Tekkit, but it not really looks seamless either.

My friends and I like it...so we are biased anyway. It works, it adds to our pack, it does not really destroy anything, it is an additional option. But yes, it is not as industrial/techie as it could be.

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I think it really is, after all, a philisophical question rather than a technical one.

 

That comment right there says is all.  It also explains modded minecraft in general.  You use what you like. :)

 

Wonder if Tekkit will ever add the option of selecting optional mods to include or remove from their packs according to the players taste.  I believe it is the AT Launcher that has this feature to some degree already with some of their packs.  Also wonder if the technic launcher is capable of doing this atm without a huge rewrite in code...

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Wonder if Tekkit will ever add the option of selecting optional mods to include or remove from their packs according to the players taste.  I believe it is the AT Launcher that has this feature to some degree already with some of their packs.

FTB has that, too. I remember being able to disable and even add mods in FTB Monster. From the FTB launcher. The downside was that you couldn't really track your changes, so you needed to exercise some caution there.

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