CurseForge · Minecraft mod
Tinkers' Modifiers
Modifying all the modifiers for your tools!
Quick answer
Which Tinkers' Modifiers release should I use?
Tinkers' Modifiers v1.2.1.jar targets 1.7.10. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Tinkers' Modifiers required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Tinkers' Modifiers v1.2.1.jar need?
Tinkers' Modifiers v1.2.1.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Tinkers' Modifiers without breaking your instance.
Built for Tinkers' Modifiers v1.2.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Tinkers' Modifiers v1.2.1.jar. It targets 1.7.10; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Tinkers' Modifiers v1.2.1.jar. It opens that exact file at the source.
About this project
What does Tinkers' Modifiers add?
Sometimes, as a modpack author, or even as a user, you just don't agree with the defaults. This is why we're here.
Tinkers' Modifiers allows you to change what modifiers are used by Tinkers' Construct (TiC), and allows you to omit them completely, modify existing modifiers, or add new ones!
How to use it
Tinkers' Modifiers is setup in such a way that you can configure the modifiers at any point in time and then simply reload them with a command. This step is also done when the server is started, or a world is loading in single player. The mod generates a few files:
- Tinkers' Modifiers.cfg - The original syntax file. Obsolete, and shouldn't be used. Kept purely for backwards compatibility.
- Tinkers' Modifers.json - The current configuration file. Using JSON, you're able to configure the modifiers used in the game.
- Modifiers - This directory contains all detected Modifier files for Tinkers' Construct. It contains the class name, and also the constructor used to initialise those modifiers.
Syntax
First off, having a decent knowledge of how to use JSON is pretty much required. After that, though, things are a bit clearer, especially with the documentation built in.
- clear - The clear tag is simply an array of strings. Each string should be a class name, which will clear all modifiers using that class, or an asterisk to clear all modifiers
- addModifiers - This is an array of dictionaries (Or maps, or whatever you want to call them). Each map requires the field 'class', which is a string indicating the class to use for the modifier. Then, starting at arg0, increase the number after arg for every parameter. In addition, you can just make an array called 'params'
- subModifiers - This is almost identical to addModifiers, except it removes the modifier rather than adding it.
Parameters
Parameters are handled fairly simply, with most of them being just straight values and handled internally. So integers and other number types are just the number, booleans are just their values, and a similar thing with arrays, being handled between [ and ], EnumSets work similarly in this regard.
ItemStacks, however, are handled like a dictionary/map, with two values - item and damage. Damage is an optional field, and defaults to 0. A negative value indicates a wildcard value.
Assistance and Issues
If you have any problems, feel free to send me a message or leave a comment. If you have an actual bug with the mod, then leave it on the GitHub page please.
ModPacks
Go wild with it, please. The original purpose of this was for modpacks, so feel free to include it. Just drop me a link/whatever in a PM or in the comments.
Wiki
I've gone ahead and created a basic wiki for the mod, due to the technical nature of the configuration. The wiki can be found here:
http://timodifiers.wikia.com/wiki/Tinkers'\_Modifiers
Additional Notes
When using Iguana Tweaks, you'll need iguanaman.iguanatweakstconstruct.replacing.ModPartReplacement for part replacement. In Vanilla Tinkers', tconstruct.modifiers.tools.ModToolRepair handles the repairing of tools
Project description from CurseForge.
Pick your setup
Tinkers' Modifiers by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Tinkers' Modifiers versions and loaders
TiM v1.2.2 Beta
TiM-1.2.2.jar
11 Sept 2015
Tinkers' Modifiers v1.2.1.jar
23 Jun 2015
Tinkers' Modifiers v1.2.jar
18 Apr 2015
Tinkers' Modifiers-1.1.jar
19 Oct 2014
Tinkers' Modifiers.jar
18 Oct 2014
Looking for an older file? The official CurseForge project page is in Resources.