File Details
ProSthetics_v_0.0.2.1__MC_1.5.2_.zip
- R
- Jun 19, 2013
- 133.08 KB
- 178
- 1.5.2
File Name
ProSthetics_v_0.0.2.1__MC_1.5.2_.zip
Supported Versions
- 1.5.2
Did an extensive rewrite of the internal data tagging and a convenient tagging utility was added. "Fixed" crafting not working ("fixed" because I have no idea where the bug was or how it appeared, thus the huge rewrite). The ores (part of the expansion) now generate in worlds (load new chunks if you want to use these):
Fluorite is a substance that crystalizes inside of dirt. It's not a very good material, but it's easy to find. Requires a pickaxe to mine so to avoid damaging the crystal. Uvasorite is a metal found everywhere that is similar in composition to iron. It's slightly more efficient but isn't as sharp. Armor is much more durable but not quite as protective. Nanotite is a middle-locale metal created from pressurized and superheated carbon and iron. This is not steel, but a naturally occurring substance altogether. It's an incredibly strong metal that is twice as efficient as gold, twice as durable as diamond, and one higher harvest level. However, if you try to make a weapon from it, you're going to have a bad time. Still, it makes pretty good armor. Topaz is a gem found in the nether, usually buried under the lowest levels or trapped above the highest ones - it is formed inside netherrack where air can not reach it. This material is quite useful for combat, as it will protect you fully (10 shields) and deal massive damage as a sword, but it can't take a lot of hits. The ProSthetics technicians don't recommend using this material to make tools: they won't harvest anything that gold can't harvest and they are incredibly slow. In fact, they are 90% less efficient than using your hands. All materials mentioned must be crushed and smelted first (the two metals need to be used in a furnace first, then crush the ingots) before working as a tool/armor (because I designed them this way; they were meant to be mixed, specifically). They provide four new colors to the palette (black, yellow, green, cyan) and offer infinitely more large amounts of new items!
Tagged stone and obsidian as crushables, so they can be used to make new tools as well: Stone has the same tool material stats as existing stone items, and added armor material stats. Obsidian uses a new armor and tool material altogether.
Reorganized tooltip info (assuming it is enabled) for ProSthetics items so the shortest tips are at the top and longest at the bottom.
The only thing (as far as I know) that still isn't fixed is the enchantabilities of items (still defaulted at 10, though it will say differently on the tooltips). Again, I am still waiting for what I need from Forge in order to make that work.
Protection code implemented.

