Thanks for the heads up My website doesn't get much traffic but, do you want a blurb about you on there? I'll put something up and you can let me know what your preference is.
EDIT: ^^ working on a thing to get configs from the server, won't be done for a while yet but it will be cool
Sounds great, what do you have in mind? PM me if you want!
Added a flight control module. It's not quite creative flight - it does use semi-realistic momentum and thrust, after all - but it will try to keep you steady in midair and give you 3 degrees of freedom for movement, as well as stop you from hitting the ground at more than 1 m/s (roughly 1 heart's worth of damage). Keep in mind that this will, on average, drain more energy than the regular jetpack.
Press 'z' to go down (hardcoded for now, will make it configurable for release)
Don't want to be invasive, it might have slipped past because it was on the previous page, but any chance I could get an idea of what causes the incompatibility with Camera studio? As I posted, I'm using Powersuit version 0.2.0-42
can you try it with the latest version please? sorry, I've made so many changes to playertickhandler since build 42 that I have no idea what was on line 234 back then.
First, a request: take it easy and don't burn yourself out. I'm liking this mod and I don't want it to go away because its author got too wraped up in making anonymous people on the Internet happy.
Installed this onto a FTB Mindcrack instance without incident. Haven't had a chance to build a suit legitimately just yet, but I did play a bit with a suit in a creative test world. I'm thinking the jet boots and glider module will soon become my favorite means of travel in Minecraft. Just get up to altitude and glide to your destination at what feels like twice run speed. I love it!
Did find something buggish, however. The plasma cannon may need some tweaks. Enemies killed with it do not drop experience and the plasma orbs do not seem to line up with the crosshairs like stock Minecraft arrows. You need to aim a hair to the left to hit your target reliably. Still, a minor quibble. Sorry for wasting your time if you already knew about that. Loving it so far and can't wait to see more. Also looking forward to the API. I want to try my hand at modding again.
When wearing a piece of your armor/holding the power tool with a capacitor installed, it causes Rei's minimap and the overlay for portalgun crosshair to flicker badly. This is since one of the updates yesterday.
Also LV capacitors still have no recipe when using ic2 recipes, and still hoping to hear if it possible to allow us to move the power hud.
First, a request: take it easy and don't burn yourself out. I'm liking this mod and I don't want it to go away because its author got too wraped up in making anonymous people on the Internet happy.
Installed this onto a FTB Mindcrack instance without incident. Haven't had a chance to build a suit legitimately just yet, but I did play a bit with a suit in a creative test world. I'm thinking the jet boots and glider module will soon become my favorite means of travel in Minecraft. Just get up to altitude and glide to your destination at what feels like twice run speed. I love it!
Did find something buggish, however. The plasma cannon may need some tweaks. Enemies killed with it do not drop experience and the plasma orbs do not seem to line up with the crosshairs like stock Minecraft arrows. You need to aim a hair to the left to hit your target reliably. Still, a minor quibble. Sorry for wasting your time if you already knew about that. Loving it so far and can't wait to see more. Also looking forward to the API. I want to try my hand at modding again.
you may want to try the experimental builds they have fixes for these, and more! but, also new bugs and unfinished features.
Plasma bolts are working as intended, sorry if it bugs you
as for burning out, I appreciate the concern but it comes across as a bit patronizing D:
When wearing a piece of your armor/holding the power tool with a capacitor installed, it causes Rei's minimap and the overlay for portalgun crosshair to flicker badly. This is since one of the updates yesterday.
Also LV capacitors still have no recipe when using ic2 recipes, and still hoping to hear if it possible to allow us to move the power hud.
coincidentally fixed the rei's minimap thingy a few minutes ago and im going to make a graphical power meter so hold your damn horses buster
I don't see anything about MPS there. Only exceptions are from MFFS and backtools, and the crashing exception is in setting up furnace gui..? However, it is insanely long, so I barely skimmed it. We usually don't need all the 'fine detail' crap, just the exceptions, which are usually on the crash screen.
I don't see anything about MPS there. Only exceptions are from MFFS and backtools, and the crashing exception is in setting up furnace gui..? However, it is insanely long, so I barely skimmed it. We usually don't need all the 'fine detail' crap, just the exceptions, which are usually on the crash screen.
Noted. Incidentally, I didn't have a crash after I posted that. I've gotten them while power running, using a furnace whilst holding the power tool, and I was attacking a skeleton with the power tool once as well. Oh wellz. It is alpha after all Great mod! I love it! I'm excited for the coming features, and had a suggestion too. I was thinking as a mid tier item, you could have a grapnel like module working like the Hookshot from Ropes+. Anyway, loving this so much
Hi! I'm using the powersuit along with Universal Electricity, but I found something odd, there's no recipe to create mv or hv capacitors, so there's no way to update the battery modules or install the Plasma Cannon... What's the trick to craft them?
Hi! I'm using the powersuit along with Universal Electricity, but I found something odd, there's no recipe to create mv or hv capacitors, so there's no way to update the battery modules or install the Plasma Cannon... What's the trick to craft them?
They should work with advanced and elite batteries from Electrical Expansion (just put a wire on either side.) They have to be fully charged.
You can see that the recipe for the IC2 lv capacitor as well as the UE MV and HV capacitor aren't actually there, the same three combinations that were reported as not working.
Love the flight control module, I've always wished there was a true hover mode on the IC2 jetpacks. I think the movement speed boost needs a bit of adjustment though, I shouldn't be able to move quite so quickly, especially strafing.
Also, is there a way to adjust at what angle you need to look down before it adds a downward motion component? It seems like if I'm looking anywhere below parallel to the ground then I move downward along with whatever direction I hit, but I have to look a reasonable amount upward for upward motion to take effect.
I'm also curious how the flight control module calculates its power consumption and thrust power against the jetpack and jet boots, since the control module doesn't have any entries in the config file.
Hey MachineMuse. This has quickly become my favorite mod, I just love it. But, may I make a suggestion? Add a module that adds another mode of flight, where you can control it like a plane so you go forward and not vertical up and down? WASD can make it turn left and right, and raise and lower. The arrow keys could make it strafe, and fly straight up and down?
I'd love this, and keep up the good work! Also, could you possibly add a telescope/scanner module to look further away with a button? Thanks for reading
You can see that the recipe for the IC2 lv capacitor as well as the UE MV and HV capacitor aren't actually there, the same three combinations that were reported as not working.
Those are screenshotted and uploaded manually, it's not a reflection of what's in the game. Use NEI
Also, is there a way to adjust at what angle you need to look down before it adds a downward motion component? It seems like if I'm looking anywhere below parallel to the ground then I move downward along with whatever direction I hit, but I have to look a reasonable amount upward for upward motion to take effect.
I am using build 85, it actually feels kind of worse than build 82 for the downward motion thing (unless it's somehow left over from a previous build).
I think maybe the main problem is that the downward motion caused by look-movement is too quick compared to the upward motion, but I'm sure that's caused by how thrust is calculated against gravity and would be hard to tune.
Those are screenshotted and uploaded manually, it's not a reflection of what's in the game. Use NEI
I know, and I did, and there is no NEI recipe for the lv capacitor when using IC2 recipes... still. I just thought it was curious that the three recipes missing on the page happened to be the three recipes reported as missing in-game.
I know, and I did, and there is no NEI recipe for the lv capacitor when using IC2 recipes... still. I just thought it was curious that the three recipes missing on the page happened to be the three recipes reported as missing in-game.
Well I'm simply using ic2's api as instructed.. I tried adding recipes with SU and full-RE batteries, maybe that will help? build #87. Please ignore the little icons on the HUD over your powertool, they are indev still
Well I'm simply using ic2's api as instructed.. I tried adding recipes with SU and full-RE batteries, maybe that will help? build #87. Please ignore the little icons on the HUD over your powertool, they are indev still
RE-Battery recipe works now, good work! Idunno if you want the single use battery in there though, its ridiculously cheap compared to the RE battery.
Couple other little things, Rei's minimap is blinking again in build #87, you may already be aware. Something else I have noticed, your custom keybindings for toggling modules do not work until you have opened and closed the keybindings menu at least once.
One thing a little more bothersome is that when changing the armor level on the pieces of gear with the various modules, the level of the armor does not change visually on the screen. I saw in direwolf's video that it was changing dynamically, but that does not seem to be the case anymore, at least not for me. Testing reveals that the actual armor level is functioning correctly, it is just not displaying properly on the armor HUD. Each piece of armor appears oddly to give around 1.5 armor icons for each piece equipped regardless of any armor modules or settings.
On a balance note for IC2 recipes specifically I agree with whoever mentioned that the recipes are extremely Iron-heavy. It would be neat if you could balance the resource load, perhaps using more tin or copper. Throwing some more RE-batteries around, possibly replacing some of the machine blocks would be convenient, although I am sure this is not a priority at the moment heheh.
Just some things I noticed, not trying to criticize. You are doing a great job with the mod!
My friend and I decided to rebalance the mod against IC2 directly (thanks for the config file, btw) since we don't use anything else with similar functionality. Mostly we were obviously balancing against the quantum armor, of course, and we decided to try to make the armor capable of invulnerability via the energy shielding modules, giving it a maximum armor value of 7 instead of 6. We noticed, however, that even when tuned to 7, the granted armor still appears to be 6. Is this intended?
I have in idea you shold make base energy configs dependsnt of what craft options you use for example if you are using gregtech max energy strage for elite battery should be equivalent 20,000,000eu and power usage rebalansing (and yes i know tht all is configurable is confing file but it will be more convinient to have that already balansed on startup)
p/s power tool module idea make it able to shoot portals if portalgun mod is installed (and that lamp on elbow will be indicator likeon portalgun)
Sounds great, what do you have in mind? PM me if you want!
Press 'z' to go down (hardcoded for now, will make it configurable for release)
can you try it with the latest version please? sorry, I've made so many changes to playertickhandler since build 42 that I have no idea what was on line 234 back then.
http://build.technicpack.net/job/Machine-Muse-Power-Suits/
Installed this onto a FTB Mindcrack instance without incident. Haven't had a chance to build a suit legitimately just yet, but I did play a bit with a suit in a creative test world. I'm thinking the jet boots and glider module will soon become my favorite means of travel in Minecraft. Just get up to altitude and glide to your destination at what feels like twice run speed. I love it!
Did find something buggish, however. The plasma cannon may need some tweaks. Enemies killed with it do not drop experience and the plasma orbs do not seem to line up with the crosshairs like stock Minecraft arrows. You need to aim a hair to the left to hit your target reliably. Still, a minor quibble. Sorry for wasting your time if you already knew about that. Loving it so far and can't wait to see more. Also looking forward to the API. I want to try my hand at modding again.
Also LV capacitors still have no recipe when using ic2 recipes, and still hoping to hear if it possible to allow us to move the power hud.
Edit: Forgot the crash log *facepalm*
Crash-log
you may want to try the experimental builds they have fixes for these, and more! but, also new bugs and unfinished features.
Plasma bolts are working as intended, sorry if it bugs you
as for burning out, I appreciate the concern but it comes across as a bit patronizing D:
coincidentally fixed the rei's minimap thingy a few minutes ago and im going to make a graphical power meter so hold your damn horses buster
I don't see anything about MPS there. Only exceptions are from MFFS and backtools, and the crashing exception is in setting up furnace gui..? However, it is insanely long, so I barely skimmed it. We usually don't need all the 'fine detail' crap, just the exceptions, which are usually on the crash screen.
Noted. Incidentally, I didn't have a crash after I posted that. I've gotten them while power running, using a furnace whilst holding the power tool, and I was attacking a skeleton with the power tool once as well. Oh wellz. It is alpha after all Great mod! I love it! I'm excited for the coming features, and had a suggestion too. I was thinking as a mid tier item, you could have a grapnel like module working like the Hookshot from Ropes+. Anyway, loving this so much
They should work with advanced and elite batteries from Electrical Expansion (just put a wire on either side.) They have to be fully charged.
If you check your recipes page: http://machinemuse.net/recipes.php
You can see that the recipe for the IC2 lv capacitor as well as the UE MV and HV capacitor aren't actually there, the same three combinations that were reported as not working.
Also, is there a way to adjust at what angle you need to look down before it adds a downward motion component? It seems like if I'm looking anywhere below parallel to the ground then I move downward along with whatever direction I hit, but I have to look a reasonable amount upward for upward motion to take effect.
I'm also curious how the flight control module calculates its power consumption and thrust power against the jetpack and jet boots, since the control module doesn't have any entries in the config file.
I'd love this, and keep up the good work! Also, could you possibly add a telescope/scanner module to look further away with a button? Thanks for reading
Ketchup is jelly!
Those are screenshotted and uploaded manually, it's not a reflection of what's in the game. Use NEI
build 85? it's fixed-ish
I am using build 85, it actually feels kind of worse than build 82 for the downward motion thing (unless it's somehow left over from a previous build).
I think maybe the main problem is that the downward motion caused by look-movement is too quick compared to the upward motion, but I'm sure that's caused by how thrust is calculated against gravity and would be hard to tune.
I know, and I did, and there is no NEI recipe for the lv capacitor when using IC2 recipes... still. I just thought it was curious that the three recipes missing on the page happened to be the three recipes reported as missing in-game.
Well I'm simply using ic2's api as instructed.. I tried adding recipes with SU and full-RE batteries, maybe that will help? build #87. Please ignore the little icons on the HUD over your powertool, they are indev still
RE-Battery recipe works now, good work! Idunno if you want the single use battery in there though, its ridiculously cheap compared to the RE battery.
Couple other little things, Rei's minimap is blinking again in build #87, you may already be aware. Something else I have noticed, your custom keybindings for toggling modules do not work until you have opened and closed the keybindings menu at least once.
One thing a little more bothersome is that when changing the armor level on the pieces of gear with the various modules, the level of the armor does not change visually on the screen. I saw in direwolf's video that it was changing dynamically, but that does not seem to be the case anymore, at least not for me. Testing reveals that the actual armor level is functioning correctly, it is just not displaying properly on the armor HUD. Each piece of armor appears oddly to give around 1.5 armor icons for each piece equipped regardless of any armor modules or settings.
On a balance note for IC2 recipes specifically I agree with whoever mentioned that the recipes are extremely Iron-heavy. It would be neat if you could balance the resource load, perhaps using more tin or copper. Throwing some more RE-batteries around, possibly replacing some of the machine blocks would be convenient, although I am sure this is not a priority at the moment heheh.
Just some things I noticed, not trying to criticize. You are doing a great job with the mod!
p/s power tool module idea make it able to shoot portals if portalgun mod is installed (and that lamp on elbow will be indicator likeon portalgun)