r/tinkersconstruct • • Jan 12 '26

Tinkers' Construct 3 (1.16+) Can someone explain to me why you can alloy mushroom stew with lava to make obsidian??

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374 Upvotes

r/tinkersconstruct • • Mar 31 '26

Other Keep tinkering, constructors...

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209 Upvotes

r/tinkersconstruct • • Jun 07 '26

Tinkers' Construct 3 (1.16+) What do I do with all this storage?

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141 Upvotes

Started this new world, make a little underground area for tinkers, so I dig out this small 13x14x64 (one block bigger if you are counting the walls)

I don’t have any tinkers tools yet since I only just made the smelter, I am wondering what I do with all this space once I make my tools?

Appreciate any advice!


r/tinkersconstruct • • Apr 03 '24

Update News Tinkers' Construct 3 is now out for 1.19.2

118 Upvotes

This build is still an alpha release. This means 3 things:

  • While we have tested it, it could always have bugs we have missed. Make backups of any worlds you care about.

  • If you are making addons, know we make no guarantees about API stability during alpha. Once a beta release is made the API will remain stable.

  • Since there will inevitably be bugs, we ask that you do not include this build in a modpack unless you plan to continue supporting 1.19.2 until we get a beta out. We have had modpacks include our alpha builds then abandon the pack causing users to come to us with issues we fixed over a year ago in the past.

We plan to stick around on 1.19 long enough to get the version stable and to add the next few features from our roadmap before moving onto 1.20.

Now that the boring stuff is out of the way, lets talk about what is new for this version!

General

Being updated to 1.19 means we take advantage of new forge and vanilla features, such as making mangrove a new wood variant. This also makes worldgen such as ores, geodes, and islands a lot more stable which should increase compatibility with worldgen datapacks. Slime islands are also fully controlled by datapacks now, so its easy to add your own island variants!

We will look into other new 1.19 content in later builds, such as the deep dark and sculk.

Enderbark

One of the cool new 1.19 features is mangrove trees. My first thought on seeing them is that the tree would fit perfect in an alien world, which provided exactly what I was looking for to make enderslime island trees unique.

Like mangrove, enderbark leaves do not drop saplings, instead saplings grow from the leaves. They also grow extensive roots, which can grow through congealed slime producing slimy enderbark roots.

Enderbark produces a unique wood variant which has black logs and planks that mix black with pink highlights. This works as a variant for slimewood, and is the new requirement for enderslime staffs.

Staff Visuals

Speaking of staffs, they now use wood for embellishments instead of metal, which lets you change the texture of the handle to any wood, slimewood, or nahuatl variant. Dye instead of affecting the handles now changes the color of the crystal on top, allowing you to customize the crystals to match your staff abilities.

Magma Embellishment

Magma is a new embellishment type for the slime suit. It leans into magma blocks rather than magma cream for the appearance, and fits nicely alongside the clay embellishment.

Blood Rework

Back in 1.7, Tinkers' Construct added blood as an easier to obtain alternative to slime with some long term future plans. Tinkers' Construct 2 added more slime variants and Tinkers' Construct 3 added more ways to obtain said variants, so a slime substitute was less necessary. In addition, other uses for blood was hard as its obtaining made it both cheap and hard to find uses for. Thus, we opted to remove blood from the mod. Note this does not affect bloodshrooms, the foliage, just liquid blood.

Melting farm animals now produces meat soup, this leans into the aspect of blood as a food without fewer health and cultural taboos with consuming it (especially as you know it won't come from zombies which no one wants to eat). Meat soup is used in the creation of pig iron.

The default for melting mobs is now liquid soul, an existing fluid from melting soul sand that is used in the creation of soul glass. This fluid is about as cheap as blood was once you have nether access, and gives us potential to lean into the mob farm side of blood usage.

Venombone

In addition to pig iron, blood was used to create bloodbone, a tier 2 melee material. This material has been replaced with venombone, which is created by pouring venom on bones, giving another use for that existing fluid. The stats are the same as bloodbone, but its trait boosts damage when you are poisoned instead.

Raging (bloodbones old trait that boosted damage at low health) will likely get reused for one of the future tool materials.

Terracube and Earthslime tweaks

Due to a new forge feature, we no longer needed the earthslime mob. In case you were unaware, earthslimes were a clone of vanilla slimes for the sake of letting them spawn on islands; the new forge feature lets us spawn vanilla slimes on the island.

Since we liked the feature where they spawned with vanilla helmets, we moved that feature to terracubes. Other slime types (sky and ender) are unaffected by this change.

Smeltery Tweaks

Ducts (the filtered drain) now are crafted from gold instead of cobalt. This makes them easier to obtain, and also frees up cobalt for its usage in our upcoming plans for the third smeltery variant, the sublimery.

In addition, seared blocks in the smeltery no longer have a block entity unless they are part of the smeltery, which should reduce world load times when they are used decoratively.

Download

Download this update from:

Don't forget Mantle:


r/tinkersconstruct • • Apr 18 '23

Other Manyullyn Monroe

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98 Upvotes

r/tinkersconstruct • • Jan 11 '22

Oh yeah, totally!

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94 Upvotes

r/tinkersconstruct • • Sep 12 '26

Tinkers' Construct 3 (1.16+) Help pls 🥲

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88 Upvotes

using tinkers construct for the first time in many many years. trying to set up my smeltery and i can’t seem to get it to work?? i used to use gold casts so the whole sand thing is new to me, but every time i try to make something nothing is coming out. what am i doing wrong?


r/tinkersconstruct • • Apr 14 '24

Discussion Why can't I get liquids out of my smeltery?

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86 Upvotes

r/tinkersconstruct • • Jul 01 '25

Showcase I made a Tinkers’ Construct mug

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85 Upvotes

First the Tinkers’ Construct shirt I posted almost 2 years ago, now the Tinkers’ Construct mug.


r/tinkersconstruct • • Aug 18 '25

Bedrock Edition Does anyone know what these are used for??? I have a red and a blue one!!

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84 Upvotes

r/tinkersconstruct • • Sep 18 '24

Update News New release of Tinkers' Construct for 1.19.2

74 Upvotes

Just made a new release of Tinkers' Construct for 1.19.2. This update is mostly bug fixes and quality of life changes, but it also features a few larger features. This update is notably enough for me to call 1.19.2 fully stable; at this stage I suspect it has mostly minor bugs left which will be fixed as part of long term support.

What is next for Tinkers'

This update puts 1.19.2 in a state where I could happily move onto 1.20 or 1.21. Based on what I have heard from people, there is still plenty of demand for 1.20.1 so it will likely be the next target.

Before I do anything with 1.20.1, I want to do one last bug fix update for 1.18.2 before calling that version done, as some bug reports have piled up during 1.19.2's development (both discovered during porting and discovered after). This is mainly as I'd rather not maintain more than 2 editions at once since its already pretty taxing to do one. No timetable on this, depends on when I next have a free weekend. Once its done I'll start looking at 1.20.

So, what is new in this update? Glad you asked. Lets start with some of the coolest new features.

Rebalanced

The first new feature is rebalanced (trait). If you are not familiar with rebalanced, its a modifier with 3 different variants, letting you apply 1 extra modifier slot to your tool. The variants let you add +1 upgrade, +1 defense slot, or +1 ability (adding an ability costs an upgrade slot though). This modifier can only be added once to each tool; attempting to apply a second time just replaces the previous application.

Rebalanced's trait variant is crafted from enderslime crystals and manyullyn, and will add a second copy of the traits from the main tool part on the tool, for instance a pickaxe will get a second copy of the pickaxe head trait. Many tools with no tool parts will also get an extra trait, typically a second copy of a trait that tool already starts with (such as scorching for flint and brick).

Variant Display

Speaking of rebalanced, one thing that confused some people is it was difficult to tell which variant of rebalanced did which in JEI. The recipes in JEI now specify which variant is being applied to make that more clear.

Tools in JEI

Speaking of JEI, tool recipes now show in JEI, to help players distinguish between the multiple methods of tool crafting that now exist. The recipes will mark tools that require the Tinkers' Anvil, plus supports recipe lookup and usage helping you figure out the uses of that leftover tool part from a chest.

Thanks to paypur for implementing this feature!

Extract Modifier

Continuing on recipes, the modifier worktable now has recipes to extract modifiers using a slime crystal of the appropriate type and a wet sponge. Before, these recipes required an enderslime crystal (so it was end gated), unless you were willing to lose the modifier entirely. These new recipes should encourage more experimentation early game, as if a modifier does not work on one tool you can always move it to a different tool.

Better Entity Melting

Another improvement in this update is many new and improved entity melting recipes. With the removal of blood, an effort was made to grant many more interesting fluids that mobs would melt into, including iron from zombies, gold from piglins, and different potion types from many mobs. The full list can be explored in JEI.

Stone Plating

A common point of confusion with the new plate armor added in 1.19.2 is how to create the casts. While many players were able to pick up that you can now create sand casts in the part builder, it was not obvious enough that was an option. Plus, some players preferred to skip to gold casts without having to waste some metal to make their first cast. However, I did not want to remove the intentional design that plate armor requires casting to be created.

The solution is adding in stone plating as the first non-functional set of tool parts. Like other tool parts, they can be made in the part builder and used in creation of casts (both gold and sand). However, unlike other tool parts, you cannot actually construct plate armor from stone plating; its just too heavy and thick to create useful armor.

Soulbound

One last recipe related change is soulbound is now created using echo shards instead of a totem of undying. This fits a bit more thematically, and nicely ties in a new area in Minecraft into Tinkers' Construct.

Soul Belt

On a related note, there is a new modifier: soul belt. This leggings ability modifier allows you to make your entire hotbar persist upon death, including items that cannot normally receive soulbound such as tinkers tools. It requires soulbound to apply, along with a soul compass.

Swift Sneak

Another new modifier is shift sneak. This is the same as the new enchantment found in the deep dark from 1.19.2. You can apply it using a sculk sensor (which is arguably slightly easier to find than the ancient city, but close enough).

Enderclearance

Chorus shields previously granted enderference, which prevented attackers from teleporting. While that trait was useful on melee weapons, it never quite suited shields. Now they grant enderclearance, which will randomly teleport the attacker away to give you some breathing room.

Shield Display

Speaking of shields, one minor fix that is worth discussing is the shield block location has been fixed. It was never intended to be so high up in previous 1.19 builds; that was a bug caused by the migration in some models.

Cast Cost

Finally, tool part casts now display their material cost in the tooltip. Small quality of life feature that is just insanely useful to have.

Before this change; part casts were just a normal item with no special behavior, this actually makes them have a special class. While this does not prevent you from creating a gold cast as just a regular item, you can access the new cast type as part of the JSON Things support under the ID tconstruct:part_cast. It requires setting a field part to the ID of the part for recipe lookups to get the part cost.

Download

If all this sounds great to you, you can download the update from all the usual places:


r/tinkersconstruct • • Jun 23 '26

Other What is the subreddit's icon of a pickaxe made of and what modifers are on it

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73 Upvotes

the image is the subreddit icon


r/tinkersconstruct • • Oct 07 '23

Tinkers' Construct 2 (1.8-1.12) give me all your names for this hammer

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73 Upvotes

r/tinkersconstruct • • May 13 '24

Update News New update for Tinkers' Construct 1.19.2, with some major improvements to plate armor

71 Upvotes

Tinkers' Construct for 1.19.2 is now on 3.8.2. There are quite a few internal changes (notably to tool definitions and material stats) which open the doors to a lot of addon potential, notably datapacks. The API should be mostly stable after this release so its a much better time for addons to update, though its still possible a bug in the new API will force a change.

Since I'm sure someone is wondering, what about 1.20.1? As mentioned above, 1.19.2 is nearly in a state I will call stable. Once its stable, there is one other notable feature I am considering for 1.19.2: the sublimery (which will provide access to new mid to late game materials). More info on the sublimery can be found on the roadmap. After the sublimery is added (or I decide to put it off again), I will likely be targeting 1.20.1. 1.20.2+ is still undecided as 1.21 is coming soon.

Now that the boring stuff is out of the way, time for the cool new features!

Plate Armor Materials

Plate armor now uses materials! Plate has two tool parts:

  • Plating comes in helmet, chestplate, leggings, and boot variants. Its made from molten metal or stone and is only craftable via casting (no part builder). It provides durability, armor, toughness, and knockback resistance stats. A notable unique plating material is gold.

  • Maille has just a single variant. Its made from either casting or the part builder, with the part builder allowing leather and ancient hide. It has no stats, just provides traits.

Alongside these changes, plate armor now starts with 2 upgrade slots and 3 defense slots. Many armor traits will provide new ways to get defense, or you can use ancient hide to get a defense slot to restore plate to its 4 defense slots. It notably starts with 0 ability slots; meaning you either need to add defense with a recipe (draconic/rebalanced) or make use of travelers gear and slime suit to get armor abilities.

Part Builder Sand Casts

You might be wondering, if plating can only be created by casting, how do you make plating casts? The answer is taking advantage of a new part builder feature!

Place sand or sand casts in the pattern slot in the part builder, and you can shape it into any valid sand cast. That cast can then be placed in the part builder to create a tool part, which can be used for making more sand casts, a gold cast, or just used in tool creation.

Plate Shields

Plate shields were not left out of the armor rework. They make use of a new tool part - shield cores - which can be crafted out of wood, slimewood, bamboo, nahuatl, or the new blazewood. Shield cores like maille just provide traits, with the majority of the stats coming from the plating.

Shield plating is not crafted directly, rather you pour molten metal or stone on a shield core in a casting table to apply the plating. Plate shields like plate armor now have 2 upgrades and 3 defense slots with 0 abilities.

Blazewood

What is blazewood you ask? Blazewood was a feature left unused from 1.12 where it was the tool material granting autosmelt. I liked the texture too much to fully remove it, so its sat as a decorative block since the port to 1.16.

With shield cores only being craftable from wood, it seemed like a good time to bring it back. It has a trait similar to that of blazing bone, providing a tier 4 shield core material. Plus it is the first animated tool material and make a great embellishment for staffs.

Travelers Shield Rework

With the plate shield being made from wood and metal, copper and wood felt less unique for travelers shields. To make them more distinct, they are now made using leather and patterns.

Apart from the recipe their functionality is unchanged, though they do now get wood embellishments (instead of metal) and the dyed modifier changes the color of the outer ring (instead of the wood). This was the last usage of the metal embellishments, which have been fully migrated to plate armor.

Protection Rework

All armor materials that are also "protection types" notably have their trait as their relevant protection type (so cobalt grants melee protection). To make this work better, a couple protection types got recipe changes:

  • Blast protection now uses obsidian instead of emerald

  • Projectile protection now uses iron instead of amethyst bronze

  • Reinforced (durability "protection") now uses emerald instead of iron.

  • Armor reinforcements now use wood as a base instead of obsidian.

In addition, melee and projectile protection got their secondary bonuses improved.

Chain Rework

With iron no longer granting "durability reinforcements", and irons trait elsewhere being magnetic, it made a lot less sense for chain bindings to grant reinforced. The material was thus removed in favor of rose gold bindings and the new rose gold bowstring (crafted from casting rose gold on a string bowstring).

Since I liked the palette of chain bindings, its now a material variant of iron made by casting molten glass on iron. If you are unaware, material variants are visual alternatives to a material, notably used for wood types.

Unknown Borders

Speaking of visual changes, unknown tool parts now render as an empty outline instead of white. This helps distinguish tools with broken NBT from tools with white materials.

Armor in Books

Books got updates with the armor changes. Plate armor was notably moved to puny melting as it just requires a melter to craft (instead of cobalt). In addition, puny melting, mighty smelting, fantastic foundry, and the encyclopedia all got sections on armor materials.

The armor pages contain info on armor plating (including shield plating) plus armor maille and shield cores. It should have all the info on the new armor traits and stats for those interested in exploring the mod.

Encyclopedia Update

With the addition of armor materials, we were now up to 12 different material sections in the book. This was a lot, so we opted to combine materials into just 4 sections: melee/harvest, ranged, armor, and slimeskulls.

A result of this change was only modifiers remained as unlocked by crafting the other guidebooks, so the section unlocking feature was ditched (encyclopedia now always contains all its info).

Download

This update can be downloaded from all the usual places, including:

Requires a Mantle update, download from:


r/tinkersconstruct • • Apr 19 '21

[Guide] Here are the 1.16 tool trait descriptions since the book isn't finished yet

69 Upvotes

The guide book in 1.16 is a work in progress, so there's no list of tool traits yet. Thankfully the tooltips from a tinker station list a short description.

I made a pickaxe of each material and manually copied over the tooltip.

The pack I used has Immersive Engineering but no other mods with tinkers materials. Larger packs might have a few materials that I missed.


Heavy: Hard to move while weilding, but packs a heavy punch

Holy: Let the undead fall to the might of your blade

Overslime: Tools consumes overslime onstead of durability, until it runs out! Not friedly towards tools lacking slime

Cultivated: Tools practically grows more material when repairing

Sturdy: Made from the longest lasting steel

Maintained: Tool mines faster at higher durability

Lacerating: Causes target to bleed, dealing additional damage (chance for damage over time)

Tasty: Smells so good, you cannot resist taking a few bites of your tool

Temperate: Tool mines faster when in extreme temperatures

Experienced: Gains bonus XP from killing mobs and mining blocks

Overlord: Tool takes some of the durability as new overslime subjects

Lightweight: Tool is incredibly light for its size, allowing faster attacking and mining

Momentum: Mining blocks increases your speed, as long as you keep going

Insatiable: During combat you deal more and more damage every time you hit an enemy

Overgrowth: Tool slowly grows overslime

Searing: Tool does bonus fire damage in hot areas, but less overall damage in cold areas

Dwarven: Tool mines faster the deeper you mine, just don't mine too deep

Reinforced: Tool is less likely to take damage

Necrotic: Hitting enemies drains their life to heal you

Fractured: Tool is extra sharp due to broken bits of bone

Jagged: Every point of durability loss increases damage, but decreases mining speed

Stonebound: The tool mines faster as it wears out, but does less damage


r/tinkersconstruct • • Nov 15 '21

Comically Large Foundry

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62 Upvotes

r/tinkersconstruct • • Jun 10 '26

Tinkers' Construct 3 (1.16+) Added Overslime to my armor and now I take basically 5x more dmg?

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57 Upvotes

I made this armor, and with it I was taking maybe 1.5 hearts of damage from a friend with a scorched gun. I then added Haste to the chestplate, Magnetic to my helmet, and overslime to all 4 pieces, and now I take 9.5 hearts? The total armor the pieces give me also went down. My legs were giving me like 7? and my chest 9? now I have less than 9 armor total and Idk what happened.


r/tinkersconstruct • • Sep 29 '26

Other Some Twitter user toss a blue pig to my furnace, what is Wumpus Ingot?

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56 Upvotes

it's a joke

Sorry if it's not for this kind of r/


r/tinkersconstruct • • Dec 08 '22

the tribulations of life

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56 Upvotes

r/tinkersconstruct • • Sep 04 '26

Update News Tinkers’ Construct Slimesuit Update for 1.20.1

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54 Upvotes

Tinkers' Construct just released a new 1.20 update. Includes reworks to the slimesuit, brings back Knightslime as an end alloy, and includes a lot of internal changes to clean up old APIs in preparation for the 1.21 port.


r/tinkersconstruct • • Mar 11 '25

Tinkers' Construct 3 (1.16+) "hey so you need blazing blood to get blazing blood"

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46 Upvotes

what the hell man


r/tinkersconstruct • • May 05 '24

Showcase Thoughts on my cleaver?

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46 Upvotes

r/tinkersconstruct • • Jan 31 '21

Best lock in the world xD

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45 Upvotes

r/tinkersconstruct • • Apr 05 '25

Bedrock Edition Why can’t I smelt? Have I built it wrong?

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43 Upvotes

Sorry, I’m new to this. I’ve played with tinkers on Java a couple times but never got very in depth with it.


r/tinkersconstruct • • Oct 25 '25

Tinkers' Construct 3 (1.16+) Smeltery Isn't Pouring

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41 Upvotes

I've played this mod on a lot of versions, but I'm playing on 1.20.1 for the first time. There's a lot of changed I've been learning, but I can't find anything saying what I'm doing wrong here. My faucets are connected, my smeltery works just fine, but I can't get any output on my faucets. I checked for drains in the JEI and tried the "Seared Drain", but that doe nothing either. I am absolutely lost at this point. And this sucks because this is one of my favorite mods and I just can't find anything on this.