here's a few suggestions that I've had for MPSA before...
some sort of sleeping module, like the sleeping bag from OpenBlocks. you could have it so it could automatically put yourself in a sleeping mode, or a hotkey to activate it. you could perhaps make it a bit more interesting for multiplayer if the player model would change when in sleeping mode... so that other players can see if you're in sleeping mode. when using this mode mobs won't be able to see/attack you, but ofcourse this module can only be activated at night. perhaps have a bit of compatibility with Morpheus and have it so when you're in sleeping mode a list of the current players on the server shows up and tells you who's sleeping and who's not.
there could also be a special block that's basically a charge/bed for your suit, but upwards instead of on the ground. you could put your suit in this chamber, and it'll fill the charge of your suit. if you do this while sleeping, you could have some bonus effect like for example that the suit will charge alot faster and it'd refill some of your health/hunger
electrical fishing rod. I know you've a fish rod already in the planning, but this could be an upgrade/special function of it. when you've your fishing line in the water, you could send an electrical charge through the fishing line, which will send an electrical charge through the water. any entities near you that are in the water will take damage, and by doing this a random number of fish will drop in the water. though it's not a cheap thing to do as it'll take quite alot of charge from the suit.
a grapling hook. this would be a cheap alternative for the jetpack/jumping module. it'd be really cheap so players can use this module early on. what it'll do is when shot, it'll fire a grapling hook, when you right click after the grapling hook has attached to a surface, you'll get pulled towards the grapling hook. this way it'll be easier for the player to climb large hills, or get across large holes. you can also shoot the grapling hook towards an entity and it'll behave like a fishing rod, damaging the entity and when right clicked it'll pull the entity towards you.
this is probably not very easy to do, but how about a module that can show you all kinds of HUDS on your screen when activated. you could have it so it'd be compatible with other mods like a minimap or armor/status effect HUD. you'd be able to move the huds around, or enable/disable them. perhaps there could also be some sort of theme for all these huds, kind of a techy kind of texture for them all
Sonic Boom. it's a module which sends out a very loud soundwave which will disorient nearby entities. it'll actually give them the blindness effect and also works on hostile mobs. when they're under this effect they'll basically either stop moving, or will move really slowly and can't see anything around them. this would for example be helpful when fighting a strong opponent which you either can't beat, so you use this to escape, or use this as a way to start attacking them without having them fight back. the module could perhaps be something which has a charging time, meaning you can't constantly use it and it takes some time before it's charged and ready for use
Name for the grappling hook could be ElectroTether. Been rolling around in my head for ages... though, why not make it work like a lead instead of a fishing rod on animals, if there's already an electro fishing rod?
Rollback Post to RevisionRollBack
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
I have two ideas:
1: A fortune module for the pick, the scale adjusts fortune, going from 1,2,3, and finall silk touch, with power costs increasing per use as the scale increases.
2: Some sort of 2x2/3x3 mining mode on the tool, with power costs 150%(ish) higher then mining all the blocks with the tool, not affected by the overclock on the tool to avoid complete overpoweredness.
here's a few suggestions that I've had for MPSA before...
some sort of sleeping module, like the sleeping bag from OpenBlocks. you could have it so it could automatically put yourself in a sleeping mode, or a hotkey to activate it. you could perhaps make it a bit more interesting for multiplayer if the player model would change when in sleeping mode... so that other players can see if you're in sleeping mode. when using this mode mobs won't be able to see/attack you, but ofcourse this module can only be activated at night. perhaps have a bit of compatibility with Morpheus and have it so when you're in sleeping mode a list of the current players on the server shows up and tells you who's sleeping and who's not.
there could also be a special block that's basically a charge/bed for your suit, but upwards instead of on the ground. you could put your suit in this chamber, and it'll fill the charge of your suit. if you do this while sleeping, you could have some bonus effect like for example that the suit will charge alot faster and it'd refill some of your health/hunger
electrical fishing rod. I know you've a fish rod already in the planning, but this could be an upgrade/special function of it. when you've your fishing line in the water, you could send an electrical charge through the fishing line, which will send an electrical charge through the water. any entities near you that are in the water will take damage, and by doing this a random number of fish will drop in the water. though it's not a cheap thing to do as it'll take quite alot of charge from the suit.
a grapling hook. this would be a cheap alternative for the jetpack/jumping module. it'd be really cheap so players can use this module early on. what it'll do is when shot, it'll fire a grapling hook, when you right click after the grapling hook has attached to a surface, you'll get pulled towards the grapling hook. this way it'll be easier for the player to climb large hills, or get across large holes. you can also shoot the grapling hook towards an entity and it'll behave like a fishing rod, damaging the entity and when right clicked it'll pull the entity towards you.
this is probably not very easy to do, but how about a module that can show you all kinds of HUDS on your screen when activated. you could have it so it'd be compatible with other mods like a minimap or armor/status effect HUD. you'd be able to move the huds around, or enable/disable them. perhaps there could also be some sort of theme for all these huds, kind of a techy kind of texture for them all
Sonic Boom. it's a module which sends out a very loud soundwave which will disorient nearby entities. it'll actually give them the blindness effect and also works on hostile mobs. when they're under this effect they'll basically either stop moving, or will move really slowly and can't see anything around them. this would for example be helpful when fighting a strong opponent which you either can't beat, so you use this to escape, or use this as a way to start attacking them without having them fight back. the module could perhaps be something which has a charging time, meaning you can't constantly use it and it takes some time before it's charged and ready for use
just some ideas I've had for a while...
All great. Some of them !machine muse has planned so I will discuss it with her. Right now development is on hold for a week or two due to real life issues.
All great. Some of them !machine muse has planned so I will discuss it with her. Right now development is on hold for a week or two due to real life issues.
no problem. am already happy that you took the time to read them all
I posted in the official thread and got no response, so I'll try my luck here: does anyone else have an issue with the powersuits themselves taking damage & breaking? I forewent any iron/diamond plating for energy shields and set them to max so no damage should be coming through, yet slowly my powersuit destroys itself and I have to make it again with all attachments. It got out of hand (5 times thus far) so now I just go into Creative mode. MPSA has nothing to do with it - I lost suits three times before I installed this mod, so please don't misconstrue this as a bug report. This group of people just seems more active and honestly, the only reason I keep IC2 now is Quantum Armor is unbreakable. I'd greatly appreciate any tidbit of info y'all have to spare. Thanks for your time.
I've never heard of powersuits breaking nor do I understand they should. Besides, if this is something you are experiencing the forums are NOT the place to be reporting it- you should put it on the bug tracker at MachineMuse's github, as long as you can demonstrate what version you're using, looked through the logs to see if this is a recent change (I can't imagine why it would be), and show how to reproduce the problem.
Rollback Post to RevisionRollBack
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
I posted in the official thread and got no response, so I'll try my luck here: does anyone else have an issue with the powersuits themselves taking damage & breaking? I forewent any iron/diamond plating for energy shields and set them to max so no damage should be coming through, yet slowly my powersuit destroys itself and I have to make it again with all attachments. It got out of hand (5 times thus far) so now I just go into Creative mode. MPSA has nothing to do with it - I lost suits three times before I installed this mod, so please don't misconstrue this as a bug report. This group of people just seems more active and honestly, the only reason I keep IC2 now is Quantum Armor is unbreakable. I'd greatly appreciate any tidbit of info y'all have to spare. Thanks for your time.
That is definitely not supposed to be happening. If you could get a screenshot of it with a damage bar and report on machine muse's github issue trackeryou might get a response. Also join irc, link in the op, and put a link to the screenshot.
I did a quick look on Github for similar issues and there is an open issue for someone who lost their power armor helmet to an Ur-Ghast, which is something I recalled happening to me but didn't know if it was an intended effect from Twilight Forest or a bug with MPS. Here's a link to the issue so far: https://github.com/MachineMuse/MachineMusePowersuits/issues/456
Rollback Post to RevisionRollBack
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
A friend installed the latest version of your addon in his private modpack and the first problem I'm seeing with the addon is that the generators are not only not charging the suit or any other items that rely on power, but it's also CONSUMING the power in items that actually have charge.
Love it! Thank you for taking up the challenge to update and maintain this mod addon.
I do have one somewhat silly question, how can you enable/disable recipes? I am using build 884 and both the TE and Vanilla recipes are visible and functional. I would like to disable the vanilla recipes, but I don't see that as an option in the config file. I am using the TE recipes in MPS and want to balance with it. Am I missing something?
Now MPSA is back, I've hit the same old and not-so-serious issue: my keyboard has not enough keys.
I have Galacticraft, MPS and ShoulderSurfing installed, every key of my keyboard, except CAPS and WIN, is taken.
I think, as option, it would be nice if MPS(A) could have some sort of pop-up or pie-menu so we could turn on or off a module by mouse-click not just by keystroke.
Love it! Thank you for taking up the challenge to update and maintain this mod addon. I do have one somewhat silly question, how can you enable/disable recipes? I am using build 884 and both the TE and Vanilla recipes are visible and functional. I would like to disable the vanilla recipes, but I don't see that as an option in the config file. I am using the TE recipes in MPS and want to balance with it. Am I missing something? Keep up the awesome!
Recipes are enabled and disabled in the main MPS config (powersuits.cfg) under the general category.
How could I have missed this topic all this time? Thank you eximius88 for updating the mod. ---- EDIT: Now MPSA is back, I've hit the same old and not-so-serious issue: my keyboard has not enough keys. I have Galacticraft, MPS and ShoulderSurfing installed, every key of my keyboard, except CAPS and WIN, is taken. I think, as option, it would be nice if MPS(A) could have some sort of pop-up or pie-menu so we could turn on or off a module by mouse-click not just by keystroke.
That is actually something that I have thought about quite often. I will talk with machine muse and see what she thinks.
A friend installed the latest version of your addon in his private modpack and the first problem I'm seeing with the addon is that the generators are not only not charging the suit or any other items that rely on power, but it's also CONSUMING the power in items that actually have charge.
So I did some more testing since mentioning this problem. The problem is actually in-suit batteries are not being charged and as a result, will not charge other components that rely on energy.
On the plus side, I've found out a temporary solution to the problem until this is addressed: Do NOT install in-suit batteries and instead keep energy-containing items in your inventory. MPSA generators will charge them if there's no batteries in the suit itself. So far, all I can confirm to work are IC2 energy packs and batteries (energy/lapotron crystals included), TE cells don't appear to accept any kind of charge from suit generators. If you have advanced solars mod installed, ultimate lappacks would be the best pack you can use to store energy. All they need to be is present in your inventory, they don't need to be worn. This will allow you to keep your suit charged and any other IC2 tool you are carrying.
So I did some more testing since mentioning this problem. The problem is actually in-suit batteries are not being charged and as a result, will not charge other components that rely on energy.
On the plus side, I've found out a temporary solution to the problem until this is addressed: Do NOT install in-suit batteries and instead keep energy-containing items in your inventory. MPSA generators will charge them if there's no batteries in the suit itself. So far, all I can confirm to work are IC2 energy packs and batteries (energy/lapotron crystals included), TE cells don't appear to accept any kind of charge from suit generators. If you have advanced solars mod installed, this would be the best pack you can use to store energy. All they need to be is present in your inventory, they don't need to be worn. This will allow you to keep your suit charged and any other IC2 tool you are carrying.
The suit will draw from tinker's construct tools, and te3 flux capacitors also.
The suit will draw from tinker's construct tools, and te3 flux capacitors also.
The problem is not what the suit will draw energy from, but rather what the suit generators will put power into. The suit can accept all energy sources, but IC2 is the only mod that MPSA generators will charge.
And I tested this, but TE flux capacitors can't be charged by MPSA generators.
some sort of sleeping module, like the sleeping bag from OpenBlocks. you could have it so it could automatically put yourself in a sleeping mode, or a hotkey to activate it. you could perhaps make it a bit more interesting for multiplayer if the player model would change when in sleeping mode... so that other players can see if you're in sleeping mode. when using this mode mobs won't be able to see/attack you, but ofcourse this module can only be activated at night. perhaps have a bit of compatibility with Morpheus and have it so when you're in sleeping mode a list of the current players on the server shows up and tells you who's sleeping and who's not.
there could also be a special block that's basically a charge/bed for your suit, but upwards instead of on the ground. you could put your suit in this chamber, and it'll fill the charge of your suit. if you do this while sleeping, you could have some bonus effect like for example that the suit will charge alot faster and it'd refill some of your health/hunger
electrical fishing rod. I know you've a fish rod already in the planning, but this could be an upgrade/special function of it. when you've your fishing line in the water, you could send an electrical charge through the fishing line, which will send an electrical charge through the water. any entities near you that are in the water will take damage, and by doing this a random number of fish will drop in the water. though it's not a cheap thing to do as it'll take quite alot of charge from the suit.
a grapling hook. this would be a cheap alternative for the jetpack/jumping module. it'd be really cheap so players can use this module early on. what it'll do is when shot, it'll fire a grapling hook, when you right click after the grapling hook has attached to a surface, you'll get pulled towards the grapling hook. this way it'll be easier for the player to climb large hills, or get across large holes. you can also shoot the grapling hook towards an entity and it'll behave like a fishing rod, damaging the entity and when right clicked it'll pull the entity towards you.
this is probably not very easy to do, but how about a module that can show you all kinds of HUDS on your screen when activated. you could have it so it'd be compatible with other mods like a minimap or armor/status effect HUD. you'd be able to move the huds around, or enable/disable them. perhaps there could also be some sort of theme for all these huds, kind of a techy kind of texture for them all
Sonic Boom. it's a module which sends out a very loud soundwave which will disorient nearby entities. it'll actually give them the blindness effect and also works on hostile mobs. when they're under this effect they'll basically either stop moving, or will move really slowly and can't see anything around them. this would for example be helpful when fighting a strong opponent which you either can't beat, so you use this to escape, or use this as a way to start attacking them without having them fight back. the module could perhaps be something which has a charging time, meaning you can't constantly use it and it takes some time before it's charged and ready for use
just some ideas I've had for a while...
1: A fortune module for the pick, the scale adjusts fortune, going from 1,2,3, and finall silk touch, with power costs increasing per use as the scale increases.
2: Some sort of 2x2/3x3 mining mode on the tool, with power costs 150%(ish) higher then mining all the blocks with the tool, not affected by the overclock on the tool to avoid complete overpoweredness.
It is. The github link is in the OP.
All great. Some of them !machine muse has planned so I will discuss it with her. Right now development is on hold for a week or two due to real life issues.
no problem. am already happy that you took the time to read them all
That is definitely not supposed to be happening. If you could get a screenshot of it with a damage bar and report on machine muse's github issue trackeryou might get a response. Also join irc, link in the op, and put a link to the screenshot.
A friend installed the latest version of your addon in his private modpack and the first problem I'm seeing with the addon is that the generators are not only not charging the suit or any other items that rely on power, but it's also CONSUMING the power in items that actually have charge.
Can't include the scoop, if the 1.5.x limitations Andrew told me about still apply.
https://twitter.com/Mortvana/status/368619940422483968
Author of Thaumic Revelations, and maybe other stuff eventually.
Such a shame as the grafter is already in the original tinker set.
That aside I'd love to see a JABBA dolly tinker. It would fit well in the power suit concept I feel.
I do have one somewhat silly question, how can you enable/disable recipes? I am using build 884 and both the TE and Vanilla recipes are visible and functional. I would like to disable the vanilla recipes, but I don't see that as an option in the config file. I am using the TE recipes in MPS and want to balance with it. Am I missing something?
Keep up the awesome!
Thank you eximius88 for updating the mod.
----
EDIT:
Now MPSA is back, I've hit the same old and not-so-serious issue: my keyboard has not enough keys.
I have Galacticraft, MPS and ShoulderSurfing installed, every key of my keyboard, except CAPS and WIN, is taken.
I think, as option, it would be nice if MPS(A) could have some sort of pop-up or pie-menu so we could turn on or off a module by mouse-click not just by keystroke.
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Recipes are enabled and disabled in the main MPS config (powersuits.cfg) under the general category.
That is actually something that I have thought about quite often. I will talk with machine muse and see what she thinks.
So I did some more testing since mentioning this problem. The problem is actually in-suit batteries are not being charged and as a result, will not charge other components that rely on energy.
On the plus side, I've found out a temporary solution to the problem until this is addressed: Do NOT install in-suit batteries and instead keep energy-containing items in your inventory. MPSA generators will charge them if there's no batteries in the suit itself. So far, all I can confirm to work are IC2 energy packs and batteries (energy/lapotron crystals included), TE cells don't appear to accept any kind of charge from suit generators. If you have advanced solars mod installed, ultimate lappacks would be the best pack you can use to store energy. All they need to be is present in your inventory, they don't need to be worn. This will allow you to keep your suit charged and any other IC2 tool you are carrying.
The suit will draw from tinker's construct tools, and te3 flux capacitors also.
The problem is not what the suit will draw energy from, but rather what the suit generators will put power into. The suit can accept all energy sources, but IC2 is the only mod that MPSA generators will charge.
And I tested this, but TE flux capacitors can't be charged by MPSA generators.