I had some fun with Tinker's Exo-armor and the many things it can do, and here are some things the Exo-suit is capable of that the powersuit isn't:
-double jumping up to quad jumping
-improving unassisted melee damage up to 24
-adding a multiplier to weapon damage, up to 3x
-adding health, up to 40
-improving knockback resistance
The one thing that drives me nuts about the exo-armor? It's entirely sidegrades. Everything costs upgrade slots and there's barely enough to max one thing out to absurd levels. So I can't upgrade it to run faster and do more damage unless I want to split those values somehow. But the powersuit will let me jump higher, run faster, AND have maxed out armor all at the same time. There's really just one thing I want off that list above: more health. Because there is currently no way for the powersuit to defeat the rapier's armor piercing abilities.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
This is certainly an welcome addon, considering the holes that MPS leaves in terms of some functionality. Would you also consider adding support for other mods, such as Gascraft's gas mask on the helmet or MFR's ruler on the powerfist?
Keep up the good work.
Someone mentioned "cybernetic fusion"... why not go full-out Metroid and add the possibility to temporary disable the power suit into a zero suit?
That way, armor could be worn instead as well, and some features, such as sprint boost or jump boost, could also be passively active, but still use power.
How about an explosive missile module?
Also, how about a force field module, that creates a "bubble" of air around you when you are in fluids? Kind of like BM's sigil, perhaps..
In the main MPS config there will be options to enable/disable certain modules, as well as change their properties.
While it is true that machinemuse added a vast variety of options, I have yet to see a single one of andrews modules there. The config file assigned to MPSA includes a total of six lines with none of them providing such options. Which is why I am asking.
soooo i updated the addons and the dimensional tear generator still doesnt work - i can only teleport to my bed it seems, and if i am in the overworld it just takes me to the bed, if im in the nether it takes me to my bed... no matter how far away i am...
playing on a server - would really like this feature to work...
While it is true that machinemuse added a vast variety of options, I have yet to see a single one of andrews modules there. The config file assigned to MPSA includes a total of six lines with none of them providing such options. Which is why I am asking.
EDIT: Sorry for overlooking that "will" there.
Properties for ALL modules are in the powersuits.cfg file not the powersuitaddons.cfg file.
soooo i updated the addons and the dimensional tear generator still doesnt work - i can only teleport to my bed it seems, and if i am in the overworld it just takes me to the bed, if im in the nether it takes me to my bed... no matter how far away i am...
playing on a server - would really like this feature to work...
That is how it is supposed to work. I have tried to get it to teleport you to the nether from the overworld, but haven't been able to reliably do that. So for now it teleports you to your bed no matter where you are or what dimension you are in.
So for now it teleports you to your bed no matter where you are or what dimension you are in.
I try to think how it would work differently. If you are at x1,y1,z1 on the overwolrd and you want to be teleported to the Nether at the same x1,y1,z1 values, there's no guarantee that you will not be teleported inside the ground (and die of suffocation) or a lava pool, this if we suppose that the chuncks are already generated.
Also, mind if I ask you a question? Are you and MachineMuse planing to port the mods to 1.7.2 first or straight to 1.7.10? I've been seeing some developers are skipping 1.7.2.
I try to think how it would work differently. If you are at x1,y1,z1 on the overwolrd and you want to be teleported to the Nether at the same x1,y1,z1 values, there's no guarantee that you will not be teleported inside the ground (and die of suffocation) or a lava pool, this if we suppose that the chuncks are already generated.
Also, mind if I ask you a question? Are you and MachineMuse planing to port the mods to 1.7.2 first or straight to 1.7.10? I've been seeing some developers are skipping 1.7.2.
EDIT: 500th post FTW!!!
It's quite simple in theory to make it work, but in the actual application it doesn't quite work as expected. Basically what I tried to do was check for any blocks or liquid blocks in a 5x5 area around the player and set them to air, except for a 3x3 platform of stone beneath the player, kind of like mystcraft. However, I was unable to ensure that you could be teleported back to the same spot every time, so you ended up with large chunks of nether missing in a relatively close area.
As for 1.7... I can't speak on MachineMuse's behalf, but if she does update to 1.7, I will be quick to follow.
I attempted to update MPS to 1.7.2 in early May, but since I do not know scala, and don't want to take the time to learn it right now, I gave up.
That or just release the source for it, I made a mild attempt to make MPS into a 1.6.4 gradle project last night. I made no headway, but I will give it another go and commit more time to it over the next couple days. Then maybe give it a go at updating it to 1.7.10. If he can release his 1.7.2 version, that would make life much much easier!
I have an idea that I don't believe anyone has come up with yet, the Modular Power Depot (MPD)
The idea is to add an additional item that the player can use (i.e. Armor pieces & tool) that will start basic but can be upgraded to have additional functions. The MPD would start as a basic chest that grows and becomes more useful as the player’s tech levels increase. This addition would create a more convenient central repository for supplies and power for early game mining that transitions into a mid/late game building support item.
One of the big problems I see with MPS/MPSA is powering the suit early. In my experience there are only 5 ways to power it; standing in light with solar helmet (slow/afk bait), moving with kinetic generator (expensive), light yourself on fire with thermal generator (dangerous), rely on another mod for creating power (generally not mobile/expensive), get creative/lucky with an exploit.
The MPD would fill a niche that I would find extremely useful and fairly unique unless I am missing something painfully obvious.
1.Storage Capacity (Retains inventory when picked up/moved)
Block storage capacity upgrade (Power cost of moving blocks?)
Liquid storage capability (Saw it on MachineMuses’ To Do List) (Collects rainwater/pipes/adjacent water)(Refills MPSA water tank)
Connected to Ender Chest system/AE quantum wireless (incompatible with larger storage spaces? Perhaps separate panel for non-local storage options)
Integrated power capacitor; can be carried/ridden for additional power
Solar Panel
Nuclear Powered (Feed me uranium…or redstone)
Auto-Power balancer (Set desired power % lvl, if MPD lower than lvl, draws from suit; if MPD higher, gives to suit)(very useful if Block Supplier is killing integrated power)
3.Inventory Block Supply (AoE around MPD)
Keeps a set amount of a configured block in stock a player’s inventory
Integration with Power Tool’s scroll selector (toggle for supply shutoff)
Multiple block supplies are configurable (up to 3?)
4.Additional Fun
Awesome looking multiblock (unfolds from humble block or entity (basic) into murder cube (fully upgraded))(using a pick on it seems like a bad idea; maybe a UI fold-up button or power tool integration (keyless, like a car dongle?))
When compact, hover-bike(saw on the MPSA thread) or a flying minion (guilty spark kinda thing)
Mounted Railguns?
Mob Repulors?
First-Aid?
Pneumaticraft charging station & compressor?
Bells? Whistles? Ender dragons?
5.Additional non-MPD ideas
Drop decoy flares (redstone torches) from suit while in-flight (hotkey?) purely cosmetic
-double jumping up to quad jumping
-improving unassisted melee damage up to 24
-adding a multiplier to weapon damage, up to 3x
-adding health, up to 40
-improving knockback resistance
The one thing that drives me nuts about the exo-armor? It's entirely sidegrades. Everything costs upgrade slots and there's barely enough to max one thing out to absurd levels. So I can't upgrade it to run faster and do more damage unless I want to split those values somehow. But the powersuit will let me jump higher, run faster, AND have maxed out armor all at the same time. There's really just one thing I want off that list above: more health. Because there is currently no way for the powersuit to defeat the rapier's armor piercing abilities.
Keep up the good work.
That way, armor could be worn instead as well, and some features, such as sprint boost or jump boost, could also be passively active, but still use power.
How about an explosive missile module?
Also, how about a force field module, that creates a "bubble" of air around you when you are in fluids? Kind of like BM's sigil, perhaps..
EDIT: From being available in-game if that was not clear.
Numina v55 works for 1.6.4 too (I haven't tried it in 1.6.2), so is MPSA.
This is the current setup for 1.6.4:
ModularPowersuits-1.6.4-0.10.0-91.jar
Numina-1.6.2-0.1.2-55.jar slick-util.jar
slick-util.jar
powersuitaddons-1.6.4-887.jar
This setup should work too:
ModularPowersuits-1.6.4-0.10.0-118.jar
numina-0.3.0.80.jar
slick-util.jar
powersuitaddons-1.6.4-887.jar
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While it is true that machinemuse added a vast variety of options, I have yet to see a single one of andrews modules there. The config file assigned to MPSA includes a total of six lines with none of them providing such options. Which is why I am asking.
EDIT: Sorry for overlooking that "will" there.
playing on a server - would really like this feature to work...
Properties for ALL modules are in the powersuits.cfg file not the powersuitaddons.cfg file.
That is how it is supposed to work. I have tried to get it to teleport you to the nether from the overworld, but haven't been able to reliably do that. So for now it teleports you to your bed no matter where you are or what dimension you are in.
I try to think how it would work differently. If you are at x1,y1,z1 on the overwolrd and you want to be teleported to the Nether at the same x1,y1,z1 values, there's no guarantee that you will not be teleported inside the ground (and die of suffocation) or a lava pool, this if we suppose that the chuncks are already generated.
Also, mind if I ask you a question? Are you and MachineMuse planing to port the mods to 1.7.2 first or straight to 1.7.10? I've been seeing some developers are skipping 1.7.2.
EDIT: 500th post FTW!!!
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It's quite simple in theory to make it work, but in the actual application it doesn't quite work as expected. Basically what I tried to do was check for any blocks or liquid blocks in a 5x5 area around the player and set them to air, except for a 3x3 platform of stone beneath the player, kind of like mystcraft. However, I was unable to ensure that you could be teleported back to the same spot every time, so you ended up with large chunks of nether missing in a relatively close area.
As for 1.7... I can't speak on MachineMuse's behalf, but if she does update to 1.7, I will be quick to follow.
I attempted to update MPS to 1.7.2 in early May, but since I do not know scala, and don't want to take the time to learn it right now, I gave up.
jimmyh77 sucessfully made a port of MPS to 1.7.2. I suggested the he could submit a pull request of the code: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1442976-0-10-0-92-machinemuses-modular-powersuits-updated?comment=1953
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That or just release the source for it, I made a mild attempt to make MPS into a 1.6.4 gradle project last night. I made no headway, but I will give it another go and commit more time to it over the next couple days. Then maybe give it a go at updating it to 1.7.10. If he can release his 1.7.2 version, that would make life much much easier!
The idea is to add an additional item that the player can use (i.e. Armor pieces & tool) that will start basic but can be upgraded to have additional functions. The MPD would start as a basic chest that grows and becomes more useful as the player’s tech levels increase. This addition would create a more convenient central repository for supplies and power for early game mining that transitions into a mid/late game building support item.
One of the big problems I see with MPS/MPSA is powering the suit early. In my experience there are only 5 ways to power it; standing in light with solar helmet (slow/afk bait), moving with kinetic generator (expensive), light yourself on fire with thermal generator (dangerous), rely on another mod for creating power (generally not mobile/expensive), get creative/lucky with an exploit.
The MPD would fill a niche that I would find extremely useful and fairly unique unless I am missing something painfully obvious.
1.Storage Capacity (Retains inventory when picked up/moved)