So here's a question: I've got myself a fancy new power fist, but I can't reliably shift modes. For some unknown reason, the default is sneak+scroll wheel, but the scroll wheel is also used to switch items in the inventory.
More often than not, if I sneak+scroll wheel on my power fist, I change items. My active item goes to another item which is not the fist. Sometimes I can get the thing to stick and switch modes, but it takes about a minute per rotation (so it might take several minutes to get to the tool I want).
Is there any way to change this from happening? As it is, the power fist is too difficult to use.
Backfire question Is mod work good for you in single player mode at 1.6.4? I understand that it not ported to 1.6.4 officially. But i have single mode world with single (this) mod stopper for switch to 1.6.4. I can live with limited mod use temporary just be sure low chance world corruption or often crashes.
I was wondering if anyone could tell me where the graphics are located for the Power Bar HUD? I use an alternate texture pack, which I'm not sure if it is even affecting it, but I'm having this graphical glich where a bar of white periodically flickers on the left hand side of the 2 vertical bars and over the numbers a bit.. While it is not game breaking by any means, I am quite tired of seeing it. I looked in the the zip file under textures, and the closest I saw was a lightning file. But I'm not sure if that is what it is.
So in short, which texture files control it, and where are they located? So I can fiddle with them.
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Still not able to download BTW NUMINA does not work in server
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 3-11-13 13:46
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityPlayerSP
at net.machinemuse.numina.basemod.Numina$.preinit(Numina.scala:30)
at net.machinemuse.numina.basemod.Numina.preinit(Numina.scala)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityPlayerSP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 33 more
Caused by: java.lang.RuntimeException: Attempted to load class bex for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172)
... 35 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Playing FTB Unleashed 1.1.3, so using whichever version of Forge and MPS ships with it. Problem I'm having is my MPS keybinds keep deactivating.
I can open up the MPS keybind GUI and see them, but they don't work [I get no text confirmation they're being toggled / and the effect tied to the keybind doesn't activate ex: night vision]. I have to delete any existing keybinds and then recreate them to get them toggle-able again. This is every time I login. Is there a fix for this?
MPS uses water and lava block textures of the texture pack you are using. They weren't supposed to flick. Are you using Optifine?
I'm not using Optifine. The flashing isn't quite continuous either. What I mean is that it seems like the lightning graphic shows up sometimes 2-6 frames then the white bar comes up and white that white bar is present, you cannot see the lightning graphic. To be more specific with the numbers, it is only the leading edge of the first charcters that flashes. So my bar reads 10.0M :over: 0 . I underlined the characters that have the leading edge flash white. And the bars have that same leading edge flash white. A solid white bar, which is about 1/3 the width of the entire bar appears then disappears.
Has MPS become Client only?
How can I run MPS on my server?
I have slick-util.jar, MPS, and Numina in the mods folder.
I'm using Forge 9.11.1.938, and Minecraft 1.6.4
No, it was a bug, and it's fixed. This is why you shouldn't use experimental versions on a server that people are depending on.
Getting a crash while wearing any MPS armor in Mystcraft ages.
Short log:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 13-10-28 13:54
Description: Ticking entity
java.lang.NullPointerException
at net.machinemuse.utils.MusePlayerUtils.getPlayerCoolingBasedOnMaterial(MusePlayerUtils.java:336)
at net.machinemuse.powersuits.tick.PlayerTickHandler.handle(PlayerTickHandler.java:84)
at net.machinemuse.powersuits.tick.PlayerTickHandler.tickStart(PlayerTickHandler.java:40)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:383)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:282)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:46)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1920)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:909)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:837)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
MPS works wonders in normal worlds, such as the Overworld, the Nether and the End. However, as soon as I enter an age with MPS armor equipped or equipping MPS armor while in an age, the client crashes. Something about GetCoolingBasedOnMaterial error.
As always, there is a possibility that the other mods interferes with how MPS works inside ages.
Trying to be as informative as possible, if I'm missing anything, do ask, and I'll provide if I can.
I was wondering if anyone could tell me where the graphics are located for the Power Bar HUD? I use an alternate texture pack, which I'm not sure if it is even affecting it, but I'm having this graphical glich where a bar of white periodically flickers on the left hand side of the 2 vertical bars and over the numbers a bit.. While it is not game breaking by any means, I am quite tired of seeing it. I looked in the the zip file under textures, and the closest I saw was a lightning file. But I'm not sure if that is what it is.
So in short, which texture files control it, and where are they located? So I can fiddle with them.
That's the glass texture that goes over the meters; it has some transparency on the left side to make it look a bit 3Dish. It's possible that something is messing with the transparency, or you have an older version with a bug. Try the latest recommended version and see if it still has the problem?
Playing FTB Unleashed 1.1.3, so using whichever version of Forge and MPS ships with it. Problem I'm having is my MPS keybinds keep deactivating.
I can open up the MPS keybind GUI and see them, but they don't work [I get no text confirmation they're being toggled / and the effect tied to the keybind doesn't activate ex: night vision]. I have to delete any existing keybinds and then recreate them to get them toggle-able again. This is every time I login. Is there a fix for this?
Not really, FTB's launcher does something weird with the file path and this wasn't fixed until a later version.
Not really, FTB's launcher does something weird with the file path and this wasn't fixed until a later version.
Thanks for the reply. I was also having issues with MPS+Optifine until I saw the suggestion to disable custom fonts [in MPS config, not Optifine BTW]. Once I fixed that conflict, my keybinds stabilized for the most part. The only one I have to reset every time now is the night vision, and with Optifine no longer interfering with MPS GUIs, it's really not a problem.
Lately, I've been playing a modpack with MPS in it, and long story short, I think it would be an amazing idea to be able to integrate a portable jukebox into the armor. Some people may not benefit from this particularly because they do not acquire many music discs, but I just so happened to use a gravity gun to levitate a creeper in front of a skeleton and visited a few dungeons. Who wouldn't want to listen to GlaDOS sing "Still Alive" (portal gun mod of course) while you connect a few pipes and wires?
Lately, I've been playing a modpack with MPS in it, and long story short, I think it would be an amazing idea to be able to integrate a portable jukebox into the armor. Some people may not benefit from this particularly because they do not acquire many music discs, but I just so happened to use a gravity gun to levitate a creeper in front of a skeleton and visited a few dungeons. Who wouldn't want to listen to GlaDOS sing "Still Alive" (portal gun mod of course) while you connect a few pipes and wires?
...why not just open a browser in the background (something you're clearly capable of doing) and listen to music on youtube or something?
Rollback Post to RevisionRollBack
The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
...why not just open a browser in the background (something you're clearly capable of doing) and listen to music on youtube or something?
But, but...boombox module playing random music disks would be incredible!
Anyway, I noticed another something with the Unleashed 1.1.3 version of MPS/MPSA...wearing full MPS Apiarist's armor doesn't protect against "Drunkard" effect [it's the first harmful effect I've stumbled across that manages to get through the suit]. Makes me concerned that the other harmful effects will also still work. I've got some tropicals running so I'll walk over there and see if I'm protected. I'm also working on getting the Explorer effect, so I'll see if Creeper gets through too.
Edit: progressing through the different branches and MPS apiarist armor offers protection from most of the harmful effects I've bred through. Another one I noticed that gets through is the Lightning effect. I've got weather disabled [via optifine] so only lightning is coming from the bees.
I've also noticed this, but don't think I commented on it in this thread. Demonic bees [or any bee with flammable effect] seems to drain power from player items. I noticed this is my prior world, where I was wearing only partial MPS gear [but still full apiarist suit]. I noticed a drain of approx 5k EU/sec on some quantum boots in my inventory while wearing a pseudo-FULL apiarist suit [MPS head/legs with adv plating and apiarist armor and chest/feet forestry apiarist suit]. In my other posts on this, the fact that a full suit wasn't protecting me seemed to elude everyone, unless full bee-suit doesn't protect against power drain from bee effects.
In this world, I'm running with full MPS armor [this time energy shield + bee-suit] but, the kinetic gen keeps my 2 elite batteries fully charged without doing anything special...so I'm not paying much attention to my power levels. I did notice a somewhat significant drain [power levels dropped down to 8M from 10M] but can't say for sure what caused it.
Bug 1: With a suit that has sprint boost and is over the weight limit, when you jump you suddenly stop. (It appears that the sprint boost no longer applies when jumping, which causes an odd jumping behavior.)
Bug 2.: When transporting between worlds, the walk boost doesn't apply until the first time that you sprint.
Bug 1: With a suit that has sprint boost and is over the weight limit, when you jump you suddenly stop. (It appears that the sprint boost no longer applies when jumping, which causes an odd jumping behavior.)
Bug 2.: When transporting between worlds, the walk boost doesn't apply until the first time that you sprint.
Point taken. Sorry.
More often than not, if I sneak+scroll wheel on my power fist, I change items. My active item goes to another item which is not the fist. Sometimes I can get the thing to stick and switch modes, but it takes about a minute per rotation (so it might take several minutes to get to the tool I want).
Is there any way to change this from happening? As it is, the power fist is too difficult to use.
So in short, which texture files control it, and where are they located? So I can fiddle with them.
It was a bug and was fixed. Update to MPS 1.6.2 #18 or later: http://machinemuse.net/download.php
Try again, repos was out for a while.
MPS uses water and lava block textures of the texture pack you are using. They weren't supposed to flick. Are you using Optifine?
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
EDIT: Fixed it the newest version .23 is bugged
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
general {
B:"Allow Conflicting Keybinds"=true
D:"Base Heat Cap"=50.0
B:"Debugging info"=false
D:"Energy per IC2 EU"=0.4
D:"Energy per MJ"=1.0
B:"Gregtech Recipes"=false
B:"IndustrialCraft Recipes"=true
D:"Maximum Armor per Piece"=6.0
D:"Maximum flight speed (in m/s)"=25.0
D:"Salvage Ratio"=0.9
B:"Thermal Expansion Recipes"=false
B:"Universal Electricity Recipes"=true
B:"Use Graphical Meters"=true
B:"Use Mousewheel to change modes"=true
B:"Use Sounds"=true
B:"Vanilla Recipes"=true
}
Do some of these conflict or is my game just bugged?
Edit: Also, I request a Deadspace skin. <3
I can open up the MPS keybind GUI and see them, but they don't work [I get no text confirmation they're being toggled / and the effect tied to the keybind doesn't activate ex: night vision]. I have to delete any existing keybinds and then recreate them to get them toggle-able again. This is every time I login. Is there a fix for this?
I'm not using Optifine. The flashing isn't quite continuous either. What I mean is that it seems like the lightning graphic shows up sometimes 2-6 frames then the white bar comes up and white that white bar is present, you cannot see the lightning graphic. To be more specific with the numbers, it is only the leading edge of the first charcters that flashes. So my bar reads 10.0M :over: 0 . I underlined the characters that have the leading edge flash white. And the bars have that same leading edge flash white. A solid white bar, which is about 1/3 the width of the entire bar appears then disappears.
No, it was a bug, and it's fixed. This is why you shouldn't use experimental versions on a server that people are depending on.
Fixed
Fixed! ...although it's only in the experimental release for now, I think it's completely stable. Haven't had any new bug reports.
That's the glass texture that goes over the meters; it has some transparency on the left side to make it look a bit 3Dish. It's possible that something is messing with the transparency, or you have an older version with a bug. Try the latest recommended version and see if it still has the problem?
Not really, FTB's launcher does something weird with the file path and this wasn't fixed until a later version.
You need another mod that includes Basic Components.
Thanks for the reply. I was also having issues with MPS+Optifine until I saw the suggestion to disable custom fonts [in MPS config, not Optifine BTW]. Once I fixed that conflict, my keybinds stabilized for the most part. The only one I have to reset every time now is the night vision, and with Optifine no longer interfering with MPS GUIs, it's really not a problem.
Thanks again for this awesome mod!
(once seen, can't be unseen anymore. D:)
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
...why not just open a browser in the background (something you're clearly capable of doing) and listen to music on youtube or something?
But, but...boombox module playing random music disks would be incredible!
Anyway, I noticed another something with the Unleashed 1.1.3 version of MPS/MPSA...wearing full MPS Apiarist's armor doesn't protect against "Drunkard" effect [it's the first harmful effect I've stumbled across that manages to get through the suit]. Makes me concerned that the other harmful effects will also still work. I've got some tropicals running so I'll walk over there and see if I'm protected. I'm also working on getting the Explorer effect, so I'll see if Creeper gets through too.
Edit: progressing through the different branches and MPS apiarist armor offers protection from most of the harmful effects I've bred through. Another one I noticed that gets through is the Lightning effect. I've got weather disabled [via optifine] so only lightning is coming from the bees.
I've also noticed this, but don't think I commented on it in this thread. Demonic bees [or any bee with flammable effect] seems to drain power from player items. I noticed this is my prior world, where I was wearing only partial MPS gear [but still full apiarist suit]. I noticed a drain of approx 5k EU/sec on some quantum boots in my inventory while wearing a pseudo-FULL apiarist suit [MPS head/legs with adv plating and apiarist armor and chest/feet forestry apiarist suit]. In my other posts on this, the fact that a full suit wasn't protecting me seemed to elude everyone, unless full bee-suit doesn't protect against power drain from bee effects.
In this world, I'm running with full MPS armor [this time energy shield + bee-suit] but, the kinetic gen keeps my 2 elite batteries fully charged without doing anything special...so I'm not paying much attention to my power levels. I did notice a somewhat significant drain [power levels dropped down to 8M from 10M] but can't say for sure what caused it.
----
Speaking of wires and stuff:
Embed Removed
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Secondly, two minor bugs with the current dev build:
MineCraft Version: 1.6.4
Forge Version: 9.11.1.916
Modular PowerSuits Version: 0.8.0-38
Bug 1: With a suit that has sprint boost and is over the weight limit, when you jump you suddenly stop. (It appears that the sprint boost no longer applies when jumping, which causes an odd jumping behavior.)
Bug 2.: When transporting between worlds, the walk boost doesn't apply until the first time that you sprint.
Thanks for the reports! Can you put these on my bug tracker as separate issues please?
https://github.com/MachineMuse/MachineMusePowersuits/issues?direction=desc&page=1&sort=updated&state=open
(NOTE!!! Only do this if you're using experimental versions and always check recently closed issues to see if it's already been addressed!)