Tinkers' Compendium (Tinkers' Defense)
An ever growing expansion for Tinkers' Construct.
Current Features list:
A small shield designed to deflect and counter. Cheap to make but can't hold many modifiers due to its size.
A middle of the road shield. Blocks all projectiles and reduces incoming damage by a percentage.
A large two handed sword made to take down mounted enemies. Has a wider swing compared to the broadsword but recharges slower.
Shear sheep, cut leaves, mow the lawn. Everything the vanilla ones can do with less exploding into nonexistance.
Basic gear with no protection, very accepting of magical modifiers and has the highest potency when casting (Requires other magical mods to function beyond cosmetic currently).
Highest protection armor (Diamond+) with lowest magical potential (25%).
Tower shield - Be the wall!
Fishing pole - Cause tools that break are annoying.
Uncomfortable amounts of modifiers - Choices are good!
Mod Compat - Other mods should modify your tools too!
Baubles - Add in new effects or even socket in other mods baubles too!
Modifier Evolution - Your tool will grow with you!
Can have conflicting material issues with MoarTIC and PlusTIC. Until I make a fix you'll have to choose between them and mine.A blacklist is now included in the configs to solve this issue.
- Some materials still need stats.
Shields don't appear to be held up. They still work just not visually. The config file doesn't work. Still banging on that one.
- If something doesn't have a name or texture, chances are pretty high it's unfinished and could set your dog on fire, play with at your own risk.
Like what I'm doing or really wanna throw coins at me? Patreon
Wanna know whats happening?
Join me on Discord! It's basically the only place I pay attention to for modding purposes.
Please note that all alpha builds are called that for a reason, things wont always work pretty. All jar files that are still in alpha are marked with an 'a' at the end for convenience.