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Mods
libnine-1.12.2-1.2.0
Mantle-1.12-1.3.3.55
plustic-9.2.1-original-mc1.12.2
tconevo-1.12.2-1.0.49
TConstruct-1.12.2-2.13.0.183 I have varies others but only listing these main ones and the list can be... quite big. You should only need these and Advanced Rocketry & Armor Plus
The Divine Shield bug I reported years ago to the original author, but it didn't get fixed. Considering that you tweaked the Hearts trait, I figure it wouldn't hurt to ask about a fix for a few more traits.
---Divine Shield---
This trait is normally on Guardian Scales(?) from Armor Plus, though Tweaker's Construct let's you move the trait onto other materials if you wish.
Divine Shield from what I see in the code reduces damage taken by 15% but at the cost of durability and it also gives you Fire Resist when held... however the trait only applies when it is in your Main-Hand meaning that if you held a tool in your off-hand... for example... a Battlesign since it acts like a shield... the trait will NOT reduce the damage taken. I forget if Fire Resist still applies regardless of what hand is holding it as I only have the trait applied on a Artifact as I don't have the mod installed ti have access to it.
The trait itself seems to be partially tied to the material as with some mods like Tinkers Evolution, which let's you add tool traits onto Artifact Tools via a custom json file without it needing to be on the material itself, the trait won't apply Fire Resist though the damage reduction it gives WILL apply when held in the main-hand, but NOT the off-hand.
This Artifact Battlesign has Divine Shield without it being tied to a material and is held in the Off-Hand, no Fire Resist is granted and I take the full damage from this spike.
This Artifact Battlesign has Divine Shield without it being tied to a material and is held in the Main-Hand, no Fire Resist is granted though the damage from this spike IS reduced and the battlesign takes durability damage. No Fire Resist is granted, though.
This battlesign is a artifact that was created via a custom json file that Tinkers Evolution has. As long as you know the trait/modifier names, you can put them onto the tool without them needing the tool material, though the downside with this is that this prevents you from using tool materials on the tool that have matching trait names. (Ex. Can't use materials that have the Spiky Trait if the tool has Spiky Trait, meaning no Cactus Parts can be used with changing the tool if they have Spiky.)
=====
---Light Metal---
(Prob called "light" internally?)
This only appears on Titanium Materials if Advanced Rocketry is added, though you can move the trait itself onto something else with Tweaker's Construct.
The trait itself if it's on a material is fine though if one should add this trait onto a Artifact Tool from TE... it's speed boost for attack speed & mining speed will not apply. I think I tried doing this awhile ago since in the PlusTiC config you can force-load traits if you have their correct entries listed in the config, like this...
# Force-load these traits (as a fully-qualified class name; e.g. landmaster.plustic.traits.Global) without the required mods themselves being loaded [default: ]
S:"Force load traits" <
landmaster.plustic.traits.BloodyMary
landmaster.plustic.traits.DivineShield
landmaster.plustic.traits.Light
landmaster.plustic.traits.MorganLeFay
landmaster.plustic.traits.RudeAwakening
>
This is why I'm able to add these traits onto Artifact Tools without needing the material. Here's one json example for a Custom Artifact.
{
"weight": 100,
"type": "tconevo:tool",
"name": "Omnirelic Battlesign",
"lore": [
"An ancient battlesign infused with otherworldy magic from the distant past.",
"Despite being worn down over time, it's power still remains."
],
"tool": "battlesign",
"materials": [
"stone",
"silver"
],
"mods": [
{
"id": "divineshield",
"level": 1
}
]
}
=====
I am unsure which traits work & don't work without being tied to a material as I'll have to go through them one-by-one. I do know MorganLeFay works as that's a trait that I have applied on Weapon-like Artifacts. Rude Awakening also works without it needing be on a material as that trait ignores the Armor Value for Mobs when damaging them.
I wonder if maybe these two traits at least could be looked at to allow them to work without it needing to be tied to a material, giving some support for Tinkers Evolution Artifacts.
Hopefully I explained this well.
The text was updated successfully, but these errors were encountered:
Minecraft: 1.12.2
Forge: 14.23.5.2860
Mods
libnine-1.12.2-1.2.0
Mantle-1.12-1.3.3.55
plustic-9.2.1-original-mc1.12.2
tconevo-1.12.2-1.0.49
TConstruct-1.12.2-2.13.0.183
I have varies others but only listing these main ones and the list can be... quite big. You should only need these and Advanced Rocketry & Armor Plus
The Divine Shield bug I reported years ago to the original author, but it didn't get fixed. Considering that you tweaked the Hearts trait, I figure it wouldn't hurt to ask about a fix for a few more traits.
---Divine Shield---
This trait is normally on Guardian Scales(?) from Armor Plus, though Tweaker's Construct let's you move the trait onto other materials if you wish.
Divine Shield from what I see in the code reduces damage taken by 15% but at the cost of durability and it also gives you Fire Resist when held... however the trait only applies when it is in your Main-Hand meaning that if you held a tool in your off-hand... for example... a Battlesign since it acts like a shield... the trait will NOT reduce the damage taken. I forget if Fire Resist still applies regardless of what hand is holding it as I only have the trait applied on a Artifact as I don't have the mod installed ti have access to it.
The trait itself seems to be partially tied to the material as with some mods like Tinkers Evolution, which let's you add tool traits onto Artifact Tools via a custom json file without it needing to be on the material itself, the trait won't apply Fire Resist though the damage reduction it gives WILL apply when held in the main-hand, but NOT the off-hand.
This Artifact Battlesign has Divine Shield without it being tied to a material and is held in the Off-Hand, no Fire Resist is granted and I take the full damage from this spike.
This Artifact Battlesign has Divine Shield without it being tied to a material and is held in the Main-Hand, no Fire Resist is granted though the damage from this spike IS reduced and the battlesign takes durability damage. No Fire Resist is granted, though.
This battlesign is a artifact that was created via a custom json file that Tinkers Evolution has. As long as you know the trait/modifier names, you can put them onto the tool without them needing the tool material, though the downside with this is that this prevents you from using tool materials on the tool that have matching trait names. (Ex. Can't use materials that have the Spiky Trait if the tool has Spiky Trait, meaning no Cactus Parts can be used with changing the tool if they have Spiky.)
=====
---Light Metal---
(Prob called "light" internally?)
This only appears on Titanium Materials if Advanced Rocketry is added, though you can move the trait itself onto something else with Tweaker's Construct.
The trait itself if it's on a material is fine though if one should add this trait onto a Artifact Tool from TE... it's speed boost for attack speed & mining speed will not apply. I think I tried doing this awhile ago since in the PlusTiC config you can force-load traits if you have their correct entries listed in the config, like this...
This is why I'm able to add these traits onto Artifact Tools without needing the material. Here's one json example for a Custom Artifact.
=====
I am unsure which traits work & don't work without being tied to a material as I'll have to go through them one-by-one. I do know MorganLeFay works as that's a trait that I have applied on Weapon-like Artifacts. Rude Awakening also works without it needing be on a material as that trait ignores the Armor Value for Mobs when damaging them.
I wonder if maybe these two traits at least could be looked at to allow them to work without it needing to be tied to a material, giving some support for Tinkers Evolution Artifacts.
Hopefully I explained this well.
The text was updated successfully, but these errors were encountered: