ÅTinkers' Construct is a mod based on many different tools and weapons that can be customized fairly easily. You can unlock some tools with special abilities and some customization that vanilla tools may not have.
Tinker's Basic Tools
To get started with Tinkers', you will need a few logs. You should have a book to start off with and can be crafted into two otherbooks. You can read them for basic information. Get yourself a few patterns and build yourself:
Grab another three patterns and put them into the Stencil Table. You now have access to most of the stencils for different part of tools in Tinkers'! Pull out the Tool Rod, the Binding and the Pickaxe Head. Get into the Part Builder and make one of each in wood. Store your pattern in the Pattern Chest and go in the Tool Station. Click on the pickaxe and place the part in the right spot. Name the pick if you want and take it out. Voila! your first Tinkers' tool! Go mine a few Cobblestone and redo this whole operation from the Part Builder, but in stone! You can also grab yourself an hatchet, which is an axe, a shovel and a basic sword. You can also mix and match different materials. Your tool broke? Go back to the Tool Station, put it in with a piece of the head's material and take it out with recovered durability. Now you know how to repair your tool!
Smeltery, or molten metals
To make parts out of metal, you will need the Smeltery. Grab yourself a stack of
Gravel to combine them into two stacks of Grout. Smelt the Grout to get Seared Brick. While it's smelting, find a pool of Lava, since you will need it to smelt items in the Smeltery. Grab your Seared Bricks and make
You should have acquired a book on how to build the Smeltery! It also contains information on alloys and other properties of the Smeltery. Build a 3x3 base out of Seared Bricks, then go up one and one out (5x5) and place the remaining blocks as you like. Be sure the drains' hole is pointing outwards and place Faucets on them. Place the Casting Table and Basin one block below the Faucets. Put your Lava into the tank. Now you have a Smeltery that is ready to go! Note that the Smeltery can be expanded upward. It can also be made in 5x5 of 7x7 dimensions instead of just the 3x3. Also, it doubles ore-to-ingot output!
I want awesome parts now!
To get some new parts, you will need either Clay, Gold or Aluminum Brass.
Aluminum Brass is made at a 3:1 ratio of Aluminum to Copper in the Smeltery. Each conversion will give 6 ingots worth of Aluminium Brass. Aluminum Brass can make casts, which are needed for metallic tools.
To make casts, you will need one piece of molten clay, one ingot of molten Aluminum Brass, or two ingots of molten Gold and the desired tool part (e.g., you would need a pickaxe head made out of wood or stone to make a Pickaxe Head Cast). Clay casts can only be used once before being consumed.
Put the tool part on the Casting table and right-click on the faucet. It will pour out one or two ingots, depending on what metal you are using. The tool part will disappear after the cast finishes hardening.
After, smelt a metal in the Smeltery. Go to the controller GUI and click the metal to pour out (The metal should go to the bottom). Then, pour it out the same way you did for the cast, but with the cast on the table. Now you have an Iron Pickaxe Head. You know how to do tools, go for it!
Now that you can make metal parts, you will need to progress to alumite or steel (if you have a mod that includes steel) since those two materials can break ardite and cobalt, both of which can be found in the Nether. Alumite needs a 2:2:5 ratio of Obsidian:Iron:Aluminum. But first, you need a tool to mine Obsidian! Any tool with a diamond modifier will be able to. The other materials available are Obsidian and Thaumium (from Thaumcraft). Very few choices!
After you acquire some Cobalt and Ardite, you can access Manyullyn, the best material for weapons.
To access the advanced Tinkers' tools, you need to build a Tool Forge.
This costly little guy will let you build, for a costly price, three important upgrades of regular tools (as well as a few others): The Hammer from the Pickaxe, the Excavator from the Shovel, and the Lumber Axe from the Axe.
- Ecological: Has a 1% chance every second to regenerate 1 durability. Find on: Treated Wood (1), Wood (1)
- Reinforced: Acts like a level of Unbreaking. Find on: Iron (1), Bronze (1), Steel (2), Alumite (2), Cobalt (2), Obsidian (3)
- Stonebound: Increases speed while decreasing damage output as tool durability decreases. Find on: Stone (1), Netherrack (1), Ardite (2)
- Jagged: Increases damage output while decreasing speed as tool durability decreases. Find on: Cactus (1)
- Writable: Extra modifier slot. Find on: Paper (1)
- Thaumic: Extra modifier slots according to the number of pieces used: One, three and full give you an extra modifier slot each. Find on: Thaumium (1)
- Diamond: +500 durability, increase tool mining level to 3. (Once only)
- Emerald: +50% durability, increase tool mining level to 2. (Once only)
- Lapis Lazuli: Looting or Fortune applied to weapons and tools respectively. One level at 100, 300 and 450.
- Ball of Moss: Auto-repair (Once only)
- Lava Crystal: Fire aspect that lasts 3 seconds or autosmelt. (Once only)
- Flux Capacitor (Requires Thermal Expansion 3): Use Redstone Flux instead of durability. (Once only)
- Obsidian Plate: Add a level of Reinforced. (see above)
- Diamond + Gold block: Unlocks a modifier slot. (Once only)
- Nether Star: Unlocks a modifier slot. (Once only)
- Enchanted Golden Apple + Block of Diamond: Unlocks a modifier slot. (Once only)
- Redstone: +0.08 speed per Redstone dust. Up to 50 per modifier slot.
- Silky Jewel: Silk Touch
Innate tool and weapon abilities
- Cleaver: Has beheading
- Hammer and Excavator: Mines Stone/harder materials and Dirt respectively in a 3x3 space centered on the mined block
- Scythe: Cuts and attacks in a 3x3x3 cube.
- Lumber Axe and Battleaxe: Chops down tree at a maximum of 30 and 9 blocks respectively.
- Rapier: Bypasses armor and allows wielder to backstep.
- Hammer: Has Smite
Tinkers' Construct, beside the tools, also offer a few gadgets. Most of them are now in a mod called Tinkers' Mechworks. However it keeps two major components: Tinkers' armor and heart canisters.
The canisters come in three different levels: Red, Yellow and Green. Miniature Red Hearts drop from any mobs and can be eaten to restore 10 full hearts of life. They can also be crafted into Red Heart Canisters. Miniature Yellow Hearts will drop from boss mob and will restore 20 full hearts of life when eaten. They can be crafted into Yellow Heart Canisters and into Miniature Green Hearts by surrounding them with Emeralds. The latter will restore a full 30 hearts when eaten and can be crafted into Green Heart Canisters. You can have a maximum of ten for each type of heart for a grand total of 80 life points, or 40 hearts!
Tinkers' armor can be crafted by using Bronze Large Plates (The same one used into hammer recipe) in the same shape as vanilla armor. Each of them can be modified, like their tool counterpart. Each armor piece has a total of 30 modifiers. Note that not every modifier takes only one spot! You can mix and match the modifiers.
- Redstone: 1 modifier per piece, adds 1% speed each (Max 30% per armor piece)
- Diamond: 3 modifier per piece, adds 5% attack damage (Max 50% per armor piece)
- Gold: 2 modifier per piece, adds 1% knockback resistance (Max 15% per armor piece)
- Block of Quartz: 5 modifier per piece, adds 5 attack damage (Max 30 damage per armor piece)
- Iron Large Plate: 3 modifier per piece, adds 2% protection (Max 20% protection per armor piece)
- Red Heart Canister: 6 modifier per piece, adds 2 max health or 1 heart (Max 10 health per armor piece, giving you a maximum of 120 health or 60 hearts)
- Congealed Blue Slime, Congealed Green Slime, and Ghast Tear: 5 modifier per combination, adds Jump boost
Tinkers' also adds one mob and a few worldgen items. The Blue Slime will spawn on a blue slime island, which can be found up at around y=150. These will spawn with special dirt and grass known as Blue Slime Dirt and Slimy Grass. It will also generate Slimy Water, which will spawn Blue Slimes.
For ore generation, Tinkers' adds Copper, Tin, and Aluminum ore in the Overworld and Ardite and Cobalt ore in the Nether.
This page is a summary of all the changes in Tinkers' Construct 3 for 1.16, compared to Tinkers' Construct 2 for 1.12. 1.16 is still an ongoing process, so this page will be updated periodically.
Note that not everything on this page is fully implemented. For information about implemented features, see the roadmap.
This section discusses changes to the world module
- Tinkers once again provides copper ore
- Copper is the only overworld ore we add
- Cobalt ore returns
- Instead of just alloying into manyullyn, cobalt has a few more alloys now
- Cobalt is also used in crafting some special smeltery components
- Ardite ore has been removed
- Potentially moved to Natura, but not used in Tinkers in either case
- Manyullyn specifically is now alloyed from cobalt and molten debris (ancient debris)
- All slime types have unique names
- Green slime is often called earth slime, or just generically slime (vanilla)
- Blue slime is called sky slime
- Orange slime is called ichor
- Purple slime is called ender slime
- Magma cream is often considered a fifth slime type, so is blood
- New earth slime islands
- Spawn in the overworld ocean
- Loaded with earth slimes (vanilla slimes) and the new greenheart slimy trees
- Spawn in blue or green dirt variants, all types with green foliage
- Sky slime islands
- Spawn in the sky as before, though probably a bit less commonly
- Congealed slime trees replaced with new skyroot slimy wood tree
- Spawn in blue or green dirt variants, all types with blue foliage
- Sky slimes have overcome their weakness of falling off the island by bouncing
- Nether slime islands renamed to blood islands
- Spawn with orange dirt and red foliage
- "Trees" are called bloodshrooms, a huge fungus variant obtained from red slimy nylium
- Bloodshrooms grow ichor instead of shroomlights
- Remain a good source of magma cubes, now including a lake of liquid magma cream
- New ichor slime islands
- Planned to appear as part of the nether ceiling, not yet implemented
- Ichor slimes will live in reverse gravity with their upside down trees and stuff
- Purple slimes islands got tired of the dumb blue slimes, so they migrated to the end to start their own society
- They actually prefer the name enderslime now
- Enderslime mobs can be found now, who teleport for attacking and defense
- Enderslimes are the most advanced of the slimes, some may even wear armor in the future
- Slimy Saplings
- As mentioned earlier, saplings now have slimy wood instead of congealed slime for the stems
- Slimy wood has a hard outer bark layer and a squishy inner slimy wood layer, meaning the effective tool changes when stripping
- Slimeballs are still dropped from the leaves, except on bloodshrooms, where slime generates in place of shroomlights
- Slimy saplings can now be melted in a smeltery for liquid slime of the proper type
- Clay Islands
- Slime island variant spawning with normal grass
- Lake filled with clay and sand
This page describes some of the new content related to tools mechanics, including parts, materials, and modifiers. later in the section it has a full list of tools planned for Tinkers' Construct 3.
Improved part builder
- Stencil table and part builder were merged into one block
- Instead of crafting patterns and using those, the part builder has a UI similar to the stone cutter to craft parts
- Crafted from 2 patterns and 2 wooden planks
- Tinker Station
- New name for the tool station
- Has only 3 slots (no crafting large tools), and a similar UI to the classic 1.7 UI
- Tool station is crafted using 4 planks and 3 patterns
- Reworked Tool Forge into Tinker's Anvil
- Simply sounds cooler
- Contains 5 slots, like the 1.12 UI
- Recipe requires 3 metal alloy blocks and 4 seared bricks
- Renaming tools moved to the vanilla anvil. We are considering a different block that works with tool visuals later
Improved Crafting Station
- Can be crafted from a pattern and either a crafting station or any wooden table
- Alternatively, can be crafted from a pattern and a log to use the log texture on the legs
Improved station tabs
- Any two station blocks together will now form tabs, instead of requiring a crafting station
- Multiple of the same block can be tabs, for example placing 2 crafting stations together gives tabs to switch between them
- At most 6 tabs can exist in the UI
Reworked repair kits
- Replaces the sharpening kits
- No more mining level change, that is left to modifiers such as diamond and netherite
- Still repair on the go
- Materials now come in more clearly defined tiers, and all are divided into general, weapon, harvest, or special materials
- Tier 1:
- Starting tool tier
- Includes wood, stone, flint, and bone
- In the nether, this tier uses nether woods, basalt, blackstone, and necrotic bones
- In the end, this tier consists of chorus
- Tier 2
- Requires ores or the melter to obtain materials
- Includes iron, copper, slimewood, seared stone, and bloodbone
- In the nether, this tier includes scorched stone
- In the end, this tier includes end stone
- The emerald modifier will also upgrade a tool to tier 2
- Tier 3:
- Requires alloying to obtain materials
- Includes nahuatl, slimesteel, tinker's bronze, pig iron, and rose gold
- In the nether, this tier includes cobalt and hollow
- In the end, this tier includes dragonstone
- The diamond modifier will also upgrade a tool to tier 3
- Tier 4:
- Requires nether access to obtain materials
- Includes manyullyn, hepatizon, queen's slime, soulsteel, and blazing bone
- The netherite modifier will also upgrade a tool to tier 4, requires either the diamond or emerald modifier
- Tier 5:
- Requires end access to obtain materials
- Includes KnightSlime, Ebonite, and Alexandrite
- The Gardite modifier will also upgrade a tool to tier 5, requires either netherite or worldbound
- Handles reworked:
- No longer have a flat durability boost
- Have 4 multipliers: durability, attack speed, attack damage, and mining speed
- Most materials only have 2 multipliers set, though later game materials will set at most 3
- Bindings reworked:
- Bindings no longer have any stats
- Instead, the purpose of bindings are to let you choose the trait you wish without concern for material tiers
- Many parts that only got used once were removed in favor of reusing parts
- Currently, there are two types of handles: small (tool) and tough
- For bindings, tools use just tool bindings and large plates, no more tough bindings
- Sword guards are replaced with tool handles
- Tool heads ideally will be used in at least two tools. For example, the axe head is used on the axe and the mattock
For a full list of modifiers and traits, see this spreadsheet
- Modifiers are now divided into 5 categories:
- Upgrades: Classic modifiers common to TiC 1 and TiC 2. Requires upgrade slots
- Abilities: Stronger and more unique modifiers, such as silk touch or luck. Requires ability slots
- Armor: Special modifier type available on armor or shields
- Free: Modifiers that can be applied without any slot restriction
- Traits: Additional modifiers applied based on the materials
- Tool traits are getting rebalanced
- All parts share the same trait, instead of heads often having unique traits
- Traits on average will be a bit weaker than 1.12 to prevent discouraging use of a material due to trait
- Some traits from 1.12 got moved to modifiers, and some new traits got added
Notable modifier changes
- Reinforced V no longer grants unbreakable
- Bonus is now based on the vanilla formula, which makes the first levels stronger
- Unbreakable has been moved to an ability, with Reinforced V as a prerequisite
- Emerald now grants bonus damage to illagers
- Haste is a bit stronger to be more in line with the efficiency enchantment
- Autosmelt and luck currently do not have special interactions
- Likely we will leave out the interactions, as the main use (multiplying ingots) is coming to vanilla in 1.17
- Embossments were removed, but a similar mechanic will return with the soul forge
- Modifier recipes changed. Look for recipes in JEI, do not make issues about modifiers being missing because the recipe changed
- Removing modifiers from existing tools is planned, but currently not implemented
These tools are available from tier 1 and onwards.
- Adding expanders now increases the tool's area to 1x1x3, then to 1x3x3
- Starts with Piercing I, in exchange for a lower damage stat
- Makes paths instead of hoeing, effective on all blocks the shovel could break
- Replaces the shovel
- Adding expanders grants the tool vein mining, first at a range of 1 then a range of 2
- Does bonus knockback
- Hand Axe:
- Rebalanced to be closer to the vanilla axe, making it a strong weapon
- Adding expanders first increases it to a cross shape, then a 3x3 rectangle
- Gained the ability to hoe blocks, making it a fully effective farming tool
- Adding expanders first increases it to a half sphere cross shape, then a 3x3x2 half sphere
- Faster than a sword, but lower attack damage
- Renamed from broadsword since its the only remaining sword
- Best damage per second of all weapons, due to average attack speed and damage
- Fast weapon with low damage, but can attack on right click for use in the offhand.
- Replaces the rapier
- Flint and Bronze:
- Tinkers' Construct version of flint and steel
- Can receive durability based and melee modifiers, along with interaction based abilities
- Expanders increase area of effect, along with the unique fire primer modifier
These tools require the Tinker's Anvil to craft, a tier 3 component. Tool parts will possibly use of the Part Forge in the future. All broad tools are two handed, meaning the offhand is unavailable while using unless the offhanded modifier is applied.
- Area starts at 3x3, expanders increase to 3x5 then 5x5
- Effective against undead, starting with Smite II
- Veining Hammer:
- Breaks a vein of ores within 2 blocks, expands up to 4 blocks with expanders
- One of the fastest broad weapons
- Effective against armor, starting with Piercing II
- Area starts at 3x3, expanders increase to 3x5 then 5x5
- Starts with Knockback II
- Broad Axe:
- Replaces the lumber axe.
- Tree logic works in a column, meaning a large tree takes 4 hits to break
- Expanders increase max tree base size
- When targeting non-logs, has a 1x1x6 area of effect, expandable up to 3x6x2
- High damage, but really slow
- Now has sweep attack
- If forge ever fixes their attribute, will grant bonus attack reach
- Retains area attack
- Can now hoe the ground
Armor has some different rules for how modifiers apply. With the exception of the battle sign, all armor is a crafting station recipe with only one "part".
- Battle Sign: Getting some reworking to be less effective to allow for proper shields
- Shield: Added as a single type modifiable item, similar to armor.
- Armor: Available in three sets: travelers, plate, and slime suit. One recipe instead of variable materials, to allow more focus on modifiers.
These weapons make use of drawspeed and projectile behavior
- Launches vanilla mod added arrows, along with fireworks (possibly requiring a modifier to do so)
- Rebalanced to be closer to the vanilla crossbow
- Will be crafted as a small tool, first form of bow available
- Likely will be able to dual wield using the dual wielding modifier
- Two handed variant of the crossbow
- Allows much greater accuracy and more damage at the cost of slower drawspeed
- Weapon variant of slimeslings
- Can fire projectile items such as snowballs, shurikens, fire charges, and splash potions
- New throwable weapon
- Deals damage then returns to hand
- Behavior will be similar to a trident with loyalty
- Cross between a boomerang and a cleaver
- Works in melee as a high reach weapon
- Can be thrown for a ranged attack
- Takes the role of the vanilla trident
The following tools are not removed as we liked them too much to abandon them. However, they do not precisely fit in our tool tiers. They may end up in the addon Tinkers' Complement to serve as examples of an addon adding new tools.
- Battle Sign:
- Cross between a shield and a melee weapon
- Lots of overlap with cleaves if they get blocking
These tools are not returning in Tinkers Construct 3.
- We cannot get the design for Tinkers arrows to work, and vanilla arrows are a lot more interesting now.
- The way modifiers function (large material costs) conflicts with the idea of disposable ammo
- What you may see is the ability to craft custom arrows in the Tinker Station, otherwise some of the old trait effects will return as crafting table recipes
- Bolt crafting sucked, both in explaining to people and the mess of edge cases it caused in code
- We don't see much need to keep separate ammo types when vanilla has arrows for both
- Expect to be able to use fireworks on Tinkers' Construct crossbows as well.
- Shurikens had the same ammo problems as arrows and bolts
- Being replaced with boomerangs (for a full Tinkers tool) or the new shuriken gadget (see the misc page)
- Were basically a reskin of the sword with minor stat changes that most people just used for the leap ability
- Leap returned as a slime sling variant
- Were basically a reskin of the short bow with more expensive parts and slightly different stats
- Cross bow is being declared the large version of the bow
- Bow will have modifiers that make its stats closer to the longbows original stats
- Ended up being too similar to the dagger
- The armor pierce ability was too weak against monsters, and too strong against players, the piercing modifier should be a good compromise
This section is about new features related to the smeltery or smeltery mechanics, and also other multiblocks
Added the melter
- Mini 2 block smeltery. Can run off solid or liquid fuel
- You may remember this from Tinkers' Complement
Added sand casts:
- Replace clay casts as the single use cast
- Blank cast can be crafted from sand
- Placing a blank cast in a casting table, then pressing a tool part in the top shapes the cast
Added composite casting recipes
- Composite materials are made by pouring a liquid on a solid tool part of a different material
- One example is blazing bone, from pouring blazing blood on necrotic bones
- Composite recipes existed in 1.12 and before, though the name is new
- Seared Ladder
- Climbable seared block to prevent molten player
- Seared Chute
- Smeltery item input and output
- Seared Duct
- Filtered version of the seared drain
- Nether smeltery variant
- Aids in nether survival, crafted from basalt/gravel, magma cream, and soul sand
- Requires the frame and floor corners to build, but has increased capacity
- Cannot alloy and lower ore multiplier, but ores give byproducts
- New end smeltery planned
- Built upside down, because why not?
- Only can hold gasses, no liquids
- "Smeltery Sandwich"
- Code name for a new smeltery variant combining the other three variants
- Alloys liquids and gasses together
Smeltery recipe changed
- The smeltery controller now requires casting molten copper
- Seared drains include copper as part of their recipe
- These changes are to encourage use of the melter before jumping to a smeltery
Changed seared stone recipe
- Seared stone can no longer be obtained by melting down cobblestone
- Instead, seared stone can be casted from pouring molten clay on stone
- While this change does make giant smelteries more expensive, the foundry should be cheaper to produce (basalt and magma cream)
Smeltery fuel consumption changed
- Smeltery fuel consumption is now based on the number of blocks in the structure
- This means building cube smelteries will be more fuel efficient than tall and thin structures
- This also means smaller smelteries may be better if you don't need ton of fuel storage
- Smelteries now require fuel to melt entities and to alloy
- This means a smeltery with no fuel can store liquids without accidently alloys
- Based on these changes, you might find it useful to make two smelteries:
- One small one for melting and alloying
- One large one for liquid storage
Melting recipes improvements
- Separated time from temperature
- Temperature requirement remain consistent across a material, so if a fuel can melt nuggets it can melt ingots
- Time varies based on fluid volume and a few other factors such as ores
- There are now three different fuel choices for melting
- Solid fuels are only available in the melter, producing the lowest temperature of 800 C
- Lava is back as the standard fuel of 1000 C
- Molten Blaze is available from absorbing down blazes, granting up to 1500 C.
- Note this is not blaze rods, its the actual blaze mob you must place in a smeltery
- If placing mobs in the smeltery is not the challenge for you, there is also a melting modifier available
- Alloying now has a temperature property, so some recipes can require a hotter fuel
- Smeltery can now be up to 16x16x65, or 14x14x64 internal
- All multiblock checking code for the smeltery got reviewed to improve the efficiency
- Smeltery structures should overall cause less lag from structure checks
- New multiblock
- Forges souls
- More info to follow
This page discusses some of the new features that do not fit in any other section
- Fluid container that holds exactly 1 ingot of fluid
- Stackable up to 16
- Nether clear glass variant
- Only available by casting
Clear Glass Panes
- Clear glass, stained clear glass, seared glass, and soul glass are all available as panes
Better JEI support
- Entity melting is now shown in JEI, along with the new recipe type for making sand casts
- Throwable item crafted from flint or quartz
- Single use, not a full Tinkers tool
- Intended to be disposable weapons to keep monsters at bay for an escape
- All recipes have been moved to JSON, allowing them to easily be added using data packs
- Some new recipe types exist
- Casting recipes come in many variants
- Molding recipes are the new recipe type for making sand casts
- I (KnightMiner) does not really like wooden hoppers
- A lot of wooden hopper mods exist
Content moved to Natura
- The devs of Tinkers Construct and Natura discussed whether some content should be moved between mods
- It was decided that the following features would be moved to Natura:
- Stone ladders and torches
- Drying racks and jerky
- Punji sticks
- Note that Natura may not release on all the versions that Tinkers will. However, these features were removed from Tinkers' in the first place as they did not fit the design.
- Was the fallback for mixing slimes towards the end of 1.12.
- Decided it was a bit too awkward of a mechanic
- In 1.16, there is no more mixing slime, so items must use fully one color to be crafted in general
- Removed due to content overlap
- The commonly used purpose of the tank, preventing accidental alloys, is now handled by a smeltery or foundry with no fuel.
- The closest multiblock to the original seared tank is a foundry with no fuel tank, as it considers all blocks for fluid capacity
The Tinkers' Construct mod focuses on weapon and tool manufacturing. It introduces different ways of crafting better, faster and stronger equipment. The mod adds patterns for tool and weapon parts that allow the player to create hundreds of combinations; each with their own strengths, weaknesses, and effects. After the tool or weapon is created, additional materials may be installed to boost the item's abilities, or to simulate vanilla enchantments.
It introduces a multi-block structure called the Smeltery, which is used to craft metal tools and parts and some decorative blocks, as well as providing a method of doubling ore output; as well as the Armor Tab that provides equipment slots for various apparel, such as the Knapsack and Traveller's Belt.
When the player creates a new world, the character spawns with a book in hand called Materials and You, by Skyla. As the player progresses, other books pop into existence at certain milestones. These books can also be crafted in case they are lost.
Materials and You, by Skyla. This volume contains initial instructions as well as 20 recipes (basic, advanced, books, Smeltery).
- Tool Forge; upgraded Tool Station, enables more type of tools and weapons to be built.
- Materials and You, by Skyla, Volume I; tan cover, spawned at world creation or crafted from a Paper and a Blank Pattern.
- Materials and You, by Skyla, Volume II; red cover, obtained from crafting a Stencil Table or by crafting Volume I.
- Mighty Smelting, by Thruul M'gon; black cover, obtained from crafting a block of the Smeltery or by crafting Volume II.
- Diary of a Tinkerer; crafted from the Mighty Smelting book.
The remainder of the recipes are parts for the Smeltery.
Materials and You, by Skyla, Volume II.
This volume outlines the different Tools and Weapons available with Tinkers' Construct, the Materials needed to make parts, and the Modifiers that each tool or weapon can receive.
Mighty Smelting, by Thruul M'gon.
Contains instructions on building the Smeltery. The eleven Smeltery recipes are repeated, and the last pages show three molten metal recipes.
The following recipes assume ingots; remember that using ores will double yield.
A somewhat hidden feature bundled of this mod is hunger preservation when a player dies. In a normal game, once the player dies, the hunger resets and player starts with full hunger bar. But with this mod, upon player's death, the hunger bar remains the same as moments before death.
This can be toggled in the TinkersWorkshop.cfg file under the following line;
Base Mining Speed
Guide tinkers construct
Tinker's Construct can seem large and intimidating at first glance. So many things to make, so many tools, and no crafting recipes for any of them! It is easy to get lost. This page should help guide you along your way to becoming a master tinker.
The absolute beginning
If you have just started a new world and want to forego the cheap, easily broken tools you could make, you will need to collect a few things. The first and foremost among these things, is wood. You need a bare minimum of 9 logs to build the various tool construction stations you need to create the vast bulk of your tools, while leaving yourself just enough to create a pickaxe. A much more comfortable number to start with, and the number this guide assumes you collected, is 13 logs.
- Your Stations and You
Before you go making everything, you should take a moment to familiarize yourself with what you're trying to make.
- The Crafting Station is an alternative to the vanilla Crafting Table. You can access the contents of an adjacent Chest or Trapped Chest while using it, and it holds items in place if you close the UI during use.
- The Stencil Table is a work station that allows you to create the Pattern items used by the Part Builder
- The Pattern Chest is a special chest whose contents can be accessed while using an adjacent Part Builder , or on its own. It can only hold non-blank Patterns, or Casts, which we will get onto later.
- The Part Builder is a work station that allows you to shape raw material into refined tool parts using Patterns made in the Stencil Table
- The Tool Station is easily one of the, if not the, most important blocks in Tinker's Construct. This is where you can browse the tools you can make, assemble various parts into functional tools, repair those tools, and eventually modify them to work more to your liking, but we'll get to all that.
- Building Up
Now that you have at least glanced over the list of workstations you're going to need, you should probably get to assembling them. You'll need to break 12 of your logs down to planks, then 10 of those planks down to sticks. With these, we can craft the following, in more or less this order:
- 9 Blank Patterns (using 2 planks and 2 sticks each)
- 2 Crafting Tables (using 4 planks each)
- A Crafting Station (using 1 of the Crafting Tables)
- A Tool Station (using a Blank Pattern and the other Crafting Table)
- A Stencil Table (using a Blank Pattern and a plank)
- A Part Builder (using a Blank Pattern and the remaining log)
Left to right: Crafting Station, Stencil Table, Part Builder, Tool Station
By adding a Pattern Chest, your first workplace is complete (for now).
At this point, you should start placing these workstations. Try to set yourself up such that the Stencil Table and Part Builder are very close together, but otherwise just try to keep it all close enough to be convenient for now.
To finish your first workplace off, craft a Chest (using 8 of the planks), then use it and 1 of the Blank Patterns to craft a Pattern Chest. Place it in a space adjacent to your Part Builder, and you're ready to start making some tools!
- Making Standard Tools
At this point, you should have 4 planks, 2 sticks, and 5 Blank Patterns left after all that crafting. It may not seem like much, but it's enough, The first tool we're going to make is a Pickaxe made out of all Wooden parts. Open the Tool Station and click the icon that looks like a Pickaxe. Notice, in the information panel on the right side, that it requires 1 Tool Rod, 1 Tool Binding, and 1 Pickaxe Head. While you're there, feel free to look at the Shovel and the Axe icons, and note the required parts for those.
Now that you know what parts you need to make, you will need to use your Stencil Table. Place the 5 Blank Patterns in the slot on the left, and notice that it brings up an output item on the right. You can scroll through the various output options using the Previous Pattern and Next Pattern buttons, or, in newer versions, with the buttons to the left of the rest of the GUI. For now, though, grab 1 of each of the following:
- Tool Rod Pattern (the first one available when you place a Blank Pattern down)
- Pickaxe Head Pattern (the Next Pattern from the Tool Rod Pattern)
- Shovel Head Pattern (the Next Pattern from the Pickaxe Head Pattern)
- Axe Head Pattern (the Next Pattern from the Shovel Head Pattern)
- Tool Binding Pattern (5 Next Patterns from the Axe Head, past the Sword Blade Pattern and various guard patterns, shaped like a small "x")
Place each of these designed Patterns into the Pattern Chest, then open your Part Builder. In here, pull the Tool Binding pattern from the Pattern Chest area on the far left, and put it in one of the Pattern positions shown below. Use a Plank in the matching Material position, and pick up your Wooden Tool Binding. This leaves a Stick in the Leftover Material position. Place that stick in the Material position, and pick up a second Wooden Tool Binding for later. Put the Tool Binding Pattern back in the chest, and grab the Pickaxe Head pattern. Use another Plank and craft one Wooden Pickaxe Head. Put the Pickaxe Head Pattern back in the Pattern Chest, and pull out the Tool Rod Pattern. Use any combination of the remaining planks and sticks to make 4 Wooden Tool Rods.
- Putting it All Together
Finally, after all the preparation (most of which, thankfully, is entirely reusable for any later tool creation), you have the parts you need. Open the Tool Station again, and click the Pickaxe icon. Put the Wooden Pickaxe Head, a Wooden Tool Binding, and a Wooden Tool Rod in the 3 positions, each one in the spot whose background outline matches it. This should reveal a Pickaxe in the output position. Pick it up to assemble your very first tinkered tool! However, it isn't a very -good- tool, is it? Let's try to fix that. Dig in somewhere and try to gather 3 Cobblestone. Use what you have learned here to make a Stone Pickaxe Head, a Stone Shovel Head, and a Stone Axe Head. Using those parts, and the Wooden Tool Rods and Wooden Tool Binding you have leftover after making your wooden Pickaxe, you will be able to make a full set of basic stone tools for yourself.
The recipe for a blank pattern, made in the Tinker Table.
How to make a stencil.
What a Pattern Chest containing Patterns looks like.
How you make a tool in the Part Builder.
You can even make two parts at once!
How it looks when making a pickaxe.
Your first smeltery
At this point, your next step is going to be the smeltery. The smeltery is the default ore-doubling mechanic in Tinkers' Construct and it can be used to make metal tools. The absolute minimum needed materials to start your own smeltery are 51 blocks of sand, 50 blocks of gravel, 50 pieces of clay and 3 pieces of iron. Preferably, you also know the location of a pool of lava.
- Creating your smeltery
In a crafting table, combine the sand, gravel, and clay to make grout. For every piece of sand, clay, and gravel you will make 2 grout blocks. Put these grout blocks into a furnace. The furnace will smelt these grout blocks to seared brick. Combine four of these seared brick to make seared bricks. These will form the foundation of your smeltery. Find a good place for your smeltery next. Know that a smeltery will require at least a 5 by 5 by 2 blocks area. Place down your first seared bricks in a 3 by 3 to create the foundations. Go up one block. At this level you'll want at least one smeltery controller, a seared tank and a smeltery drain, fill the 9 other spots in with any seared bricks or seared glass. To finish it all off, you will need a casting table or a casting basin. I recommend using a casting table at first, moving on to a casting table/casting basin combo later. You CAN use more smeltery drains, seared tanks or other smeltery blocks, but I will assume you chose seared bricks, because I'm talking about the absolute minimum.
When you made your smeltery, add the faucet to the drain and voilà, your first smeltery is ready for its first use.
The most important recipe for a smeltery: the grout recipe.
Smelt grout to make seared brick.
The recipe for seared bricks.
The recipe for a smeltery controller.
The recipe for a seared tank.
The recipe for a seared faucet.
The recipe for a casting table.
The recipe for a casting basin. I will not be using this for this part of the tutorial.
- Using your smeltery
When you finished your smeltery, you will want to start smelting and doubling your ores. To do this, however, your smeltery requires a bucket of lava to provide enough heat. By using only the materials I listed previously, you can *just* build the smeltery, leaving no seared bricks left for a piece of seared glass, which can be used as a portable tank (meaning that when you break it, it retains its liquid). Make yourself a bucket and scoop up some lava. Put this in the seared tank by right-clicking it with the bucket to start of the process. Now you can add up to 9 ores, given the size I showed earlier. Every consecutive finished layer will grant you another 9 slots for ores, blocks or even individual ingots to be molten down.
When you have some lava and want to start your smeltery, I recommend smelting 3 aluminum ores and 1 copper ore to create aluminum brass. This is the basic alloy you're going to want to create yourself the casts required for making metal tools. Put any stone parts, made using the part builder, in the casting table and pour out some of the aluminum brass. This makes you a cast of whatever part you put in there. When you right click the faucet to drain the liquid out of the smeltery, the bottom metal/alloy will be drained first. To change what metal/alloy is on the bottom, simply open up the smeltery controller and click the metal/alloy you want/need. This makes the metal/alloy go to the bottom, regardless of how many other metals/alloys are already in there.
In this picture I'm showing the recipe for the aluminum brass alloy.
Making a cast with a stone pickaxe head.
I made a fresh pickaxe head cast.
Pouring liquid iron in the cast.
Iron pickaxe head!
Remember: to make a cast, you need aluminum brass (made by smelting 3 aluminum ores/ingots and 1 copper ore/ingots) or gold. One ingot is required for each cast. You can smelt the cast if needed so you can reuse the gold/aluminum brass.
Every tool part can be made using this method.
So, you've built your first tools, gotten some ores, built a smeltery and have it up and running. What can you do next with tinkers' construct? You could make more advanced tools, using a tool forge. You could start playing with alloys. You could also try to make your very own favorite tool. You might have even forgotten to start a farm and are surviving completely on rotten flesh.
A lot of this is already covered in other wiki pages.
- Tool forge
At this time of the game, I personally start making myself a tool forge. It's a rather expensive recipe, but the ore cost can be halved by using the smeltery. Requirements for the tool forge: 18 iron ore, 6 sand, 6 gravel, 6 clay and 1 tool station (you can use 2 logs to make this, as shown earlier).
The tool forge works much like the tool station, except for one big difference: it is the only station capable of crafting Hammers, Excavators, Lumber Axes, Scythes, Battleaxes, and Cleavers. These tools can be very handy. The Hammer mines a 3 by 3 (giving you all the stone and ores), the excavator digs a 3 by 3 (giving you dirt, gravel, clay and/or sand), the Lumber Axe fells a complete tree if the leaves are still present (otherwise it chops down a 3 by 3 area), the Scythe reaps your crops in a 3 by 3 by 3 area, the Battleaxe can be used for combat and tree cutting and Cleavers give a higher head drop rate and damage, but they are slow to use (giving you mining fatigue when you chop).
For how to create these tools, I will have to refer you to their respective pages.
Now that you have your basic and more advanced tools, it might be time to look into modifiers. Every tool has a number of modifier slots, depending on materials used and what tool it is. Modifiers can be seen as enchantments you add yourself, but instead of levels, modifiers use materials. Want an auto-smelting pickaxe to smelt all cobblestone directly into smooth stone? No problem, add a lava crystal and there you go! Want silk touch to dig up Redstone ore or even some grass? No problem, add a silky crystal and you'll get them. I suppose you get the drill now. In Materials and You 2 (The red book), you can find all modifiers.
-Weapons and protection
TiC provides many means of protection in-game. These weapons can be found on the Recommended Tools page, and strategy can be found on the Combat using Tinker's Construct page.
So, there's three main types of ranged weapons: Shortbows, Longbows, and Crossbows. Each have their strengths and weaknesses. However, material properties work... very differently with ranged weapons, so pretty much completely ignore that whole section when dealing with any of these weapons.
Okay, so there's three main properties of bow limbs that you need to be cognizant of:
Drawspeed: Best I can figure, this is a multiplier on the base draw speed of the ranged weapon.
Bonus Damage: As close as I can tell, this is a flat addition to the damage of the arrow being launched.
Range Multiplier: How far it'll shoot straight before starting to arc.
So let's look at some of the bow limb materials, shall we?
What can I say? It's a classic bow limb. I use it to get the 'base' stats off of the ranged weapons.
- Drawspeed: 1x
- Bonus Damage: 0
- Range Multiplier: 1
It'd take a pretty strong arm to pull it, but hey... let's go with it.
- Drawspeed: 2x
- Bonus Damage: 7
- Range Multiplier: 1.5x
Spring steel maybe?
- Draw speed: 2.5x
- Bonus Damage: 9
- Range Multiplier: 2x
- Draw Speed: 0.67x!
- Bonus Damage: 4
- Range Multiplier: 1
I'm assuming you aren't talking about Tamahagane here...
- Draw Speed: 1.67x
- Bonus Damage: 7
- Range Multiplier: 1.4x
There's been a huge revision in how arrows work in Tinker's Construct 2. Now there are only a very few arrow shaft types, and the arrowheads have been rebalanced.
The material of the shaft will determine the stack size (durability) of the arrows produced, as well as provide a material property which, in some cases, is VERY different from the one used in other tools and weapons. There's Durability Modifier, which is a multiplier, then there's a flat ammo bonus, which is factored in after the durability modifier is multiplied by the base durability of the arrowhead.
I suppose we have to start somewhere...
- Durability Modifier: 1.0x
- Bonus Ammo: 0
- Modifier: Ecological - just like with normal tools.
If wood is good, then treated wood must be better, right? Break out that Coke Oven...
- Durability Modifier: 1.2x
- Bonus Ammo: 0
- Modifier: Ecological - just like with normal tools
Crafted from the bones of your fallen enemies...
- Durability Modifier: 0.9x
- Bonus Ammo: 5
- Modifier: Splitting - Two arrows for the price of one!
Gives a whole new meaning to the term 'Fire!'
- Durability: 0.8
- Bonus Ammo: 3
- Modifier: Hovering - Basically, it goes further before it starts to arc down
Cheap, but plentiful
- Durability: 1.5x
- Bonus Ammo: 20
- Modifier: Breakable - you aren't going to be recovering any arrows that missed
Ice arrow shafts? Uhh... okay
- Durability: 0.95x
- Bonus Ammo: 0
- Modifier: Freezing - slowness effect on target, multiple hits have a sort-of-stacking effect.
And by End Rods, we mean the actual End Rods found in the dungeons in The End or made with a Blaze Rod and Popped Chorus Fruit, not Endstone shaped into a rod.
- Durability: 0.7x
- Bonus Ammo: 1
- Modifier: Endspeed - Hitscan targeting.
The point you try to get across when engaging in a long-distance un-relationship. Also apparently can grant both the properties of the head and the properties of the handle at the same time. Not sure if this is a bug or not. Damage and durability numbers seem to match up nicely with the chart above for the 'head' category, so we won't be covering that again. Thankfully.
Not much variance, actually. This will affect stack size and accuracy. And by accuracy, I mean 'spread'.
A classic material
- Durability modifier: 1x
- Accuracy: 100%
Yea, this'll work... trust me.
- Durability modifier: 1.25x
- Accuracy: 80%
- Durability Modifier: 1.5x
- Accuracy: 50%
This seems familiar...: Flint arrowhead, wooden shaft, feather fletching. Creates arrows with Damage of 5.9, with Crude III and Ecological properties, Accuracy of 100%, but a stack size of only 15
A better arrow: Steel arrowhead, treated wood shaft, feather fletching. Damage of 9, stack size 64, Accuracy 100%, Ecological, Sharp, and Stiff properties. Swapping out the steel arrowhead for a Magma Slime one increases Damage to 10 and Ammo to 72, plus gives it Superheated and Flammable properties instead of Sharp and Stiff. Giving it a Many head gives it a damage of 11.72 and a stack size of 98, plus gives it the Insatiable and Cold-Blood traits
Swapping the treated wood shaft for a bone shaft generally reduces stack size somewhat, but the splitting property makes for a powerful force multiplier. Steel heads have a stack size of 53, Magma Slime has a stack size of 59, and Many heads have a stack size of 78.
Using an End Rod shaft reduces durability still further. Steel heads drop stack size down to 38, Magma Slime heads stack size goes down to 43, and Many stack size down to 58. But hey, hitscan projectiles. You shouldn't be missing with these.
Bolts are like arrows, only you have to pour the material for the 'head' over the arrow shaft on a casting table. So the only materials you can make bolts out of are the previously mentioned arrow shafts, and things that melt in the smeltery, mostly metals. Then you put fletching, as described above, onto it.
Oh, because you make a bolt by pouring the head material over the arrow shaft on the casting table, you can't simply replace tool rod or head materials like you can with arrows. Bolts also apparently only get the Head material trait, not both Head and Handle like arrowheads do (again, not sure if this is a bug or intended), so the same materials come out slightly differently. For all of these experiments, I use feather fletching.
Treated Wood shaft + steel: Ammo: 51, Damage: 7
Treated Wood shaft + Many: Ammo: 78, Damage: 9.72
Bone shaft + Steel head: Ammo: 42, Damage 7
Bone Shaft + Many head: Ammo: 63, Damage: 9.72
End Rod shaft + Steel head: Ammo: 31, Damage 7
End Rod shaft + Many head: Ammo: 46, Damage 9.72
Now let's put it together and build some bows and shoot some arrows with them!
Can be made right out of the gate, but while it is relatively rapid-firing, it has trouble competing with the vanilla bow for damage. It takes two Limbs and a Bowstring. Since all bowstrings (including Hemp) have the same stats, I'm going to ignore them in favor of the bow limbs.
2x Wooden Bow Limbs
- Durability: 35
- Draw Speed: 0.6
- Range Multiplier: 1.0
- Bonus Damage: 0
2x Iron Bow Limbs
- Durability: 204
- Draw Speed: 1.2
- Range Multiplier: 1.5
- Bonus Damage: 7
2x Pig Iron limbs
- Durability: 380
- Draw Speed: 1.0
- Range Multiplier: 1.4
- Bonus Damage: 7
2x Electrum Limbs
- Durability: 50
- Draw Speed: 0.4
- Range Multiplier: 1
- Bonus Damage: 4
The Short Bow's bigger brother. Little bit slower on the draw, lot more punch. Requires 2x Bow Limbs, 1x Large Plate, and 1x Bowstring. Plate counts as 'Extra' for modifier and durability purposes. Again, going to ignore the bowstring since it has no mechanical impact.
Now, the very interesting thing is I made a wooden Longbow with paper plate, and shot a flint-tipped arrow. I would normally assume that it would do around 6 damage. However, when I shot a horse, it did 13 damage. So the Longbow has some sort of damage multiplier built into it. The draw speed, however, was 1.5 for double-wood, which means it takes longer to draw.
When I swapped both limbs out for Electrum, which has a +4 damage for the bow limb, it did a total of 20 damage! That means it took the base 6, plus 4 for 10, THEN doubled it. Very interesting...
This means that with a Magma Slime tipped arrow, and an Electrum bow, it should be doing (10+4=14*2=) 28 damage? Wow. That's pretty strong.
Now let's try a crossbow out.
Basic no-frills crossbow with a wooden bow limb, wooden tough rod, paper tough binding, and bowstring has a draw speed of 2.25. So right off the bat, this thing is obviously going to be slower than a Longbow. We can use a Cobalt tough rod to drop that down to 1.86 without changing the damage modifier. Let's see how this works.
Firing a steel-tipped bolt at a horse resulted in a damage of 13, despite the bolt having a listed damage of 7. So like the longbow, roughly double.
Swapping out the wooden bow limb for an Electrum one resulted in something interesting. The draw speed went down to 1.24 as expected, but the damage modifier, instead of 4, is 6. Swapping out an Iron limb shows a draw speed of 3.72 but a damage modifier of 10.5 instead of 7. So not only is the damage doubled, but the bonus damage is increased by 50%.
Right, but we've got modifiers to play with. Let's start doing that.
Now, since modifiers on the bow don't really affect the damage you deal with them, you've got a couple of options. Electrum-limbed weapons are notoriously low durability. But if we Emboss with a paper limb, we get the Writing 2 property! Now we're talkin' baby.
So, the Crossbow. Since the limb embossment gives us Writing 2, we can put Cobalt Tough Binding on, to further drop the draw speed, and retain the 5x modifiers. That drops the base down to 1.69 with wooden limb. With an Electrum limb, that nets a draw speed of 1.13. Now, the durability is 415 because of the Cobalt parts, so we can actually afford some redstone on this baby. With 5x redstone modifiers, the draw speed goes all the way down to 0.75 with an Electrum limb.
If we toss on an Iron bow limb with 5x redstone modifiers and Cobalt Tough Binding and Tough Tool Rod, we get a draw speed of 2.25 and a Bonus Damage of 10.5. Pig Iron drops it down to 1.88 for the same bonus damage. Steel limb unfortunately goes all the way up to 2.82, even with two Cobalt parts and 5x Redstone modifiers, but does have a damage bonus of 13.5.
We can do the same thing with the Longbow, swapping out the paper large plate for a Cobalt Plate, and embossing with a paper limb. With two Electrum bow limbs, this nets us a durability of 490, which really isn't that bad. So let's redstone this bad boy up. With 5x Redstone modifiers, we can reach a draw speed of 0.61. We can replace one of the electrum limbs with Steel, which puts the draw speed back up to 0.96 but brings the bonus damage up to 6.5.
So with either the Crossbow or the Longbow, you can reliably hit 20 damage with a draw speed under 1. And that's without Sharpness on the ammunition.
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Tinkers Construct Guide
Tinkers Construct is one of Minecrafts most popular mods. And in this guide, we’re going to show you how to get started with installing and playing it. Overall, Tinkers Construct is quite an advanced mod which allows you to create huge varieties of tools and armor.
The tools and armor items which you can create and later be upgraded, modified and repaired to however you wish, making them highly customizable. Some unique modifiers include extra durability, mine in larger areas, faster speeds and much more.
You can read our guide below for downloading and installing Tinkers Construct. We’ve covered many more Minecraft Guides and Mod Guides here at PwrDown.
Downloading & Installing Tinkers Construct
To download Tinkers Construct, you should already have the Forge Mod Loader installed. If you don’t, you should follow our Forge 1.12.2 installation guide. Once you have Forge installed, follow these steps to install Tinkers Construct:
- Head to the Tinkers Construct downloads page on CurseForge.
- On the right hand side of the page, press the download button (next to R) for Minecraft 1.12. A .JAR file will begin to download.
- You’ll need to do the same for the Mantle Mod, which is a requirement for Tinkers Construct to work. If you can’t find the 1.12.2 version of Mantle, click ‘Files’ on the CurseForge page, then you should see it.
- Head to your Minecraft directory. The easiest way would be to open Minecraft > Options > Resource Packs and hit the ‘Open Resource Pack Folder’ button. From there, just go up one directory so you’re in the default Minecraft directory.
- Next, open the mods folder. If it doesn’t exist, then you need to run Minecraft with the Forge preset selected at least once.
- Drag and drop the Tinkers Construct and Mantle JAR files we downloaded before into the mods folder to install them.
- Restart Minecraft with Forge in order to load the Tinkers Construct mod and start playing.
How to Play Tinkers Construct
Tinkers Construct is a very in-depth mod, and will require a lot of learning. If you haven’t already, you should watch some YouTube tutorials, or the game wiki.
Though when you start up a new game with the mod installed, you will have a book in your inventory called “Materials and You”. This book will basically act as an encyclopedia which you can constantly refer to. Inside the book, you will find an introduction to Tinkers Construct and sections Tools, Tool Materials, Bow Materials, Modifiers, the Smeltery, Seared Furnace and Tinker Tank.
But for now, one of the first things you should start working on is the Smeltery. This will allow you to process ores and begin the creation of new tools and armor which are much better than Vanilla items. Head on over to the Smeltery page, and read through to find out everything you need.