Loving the mod so far. It's the main reason that I picked up Voltz after watching the Yogscast's videos using it. Thank you very, very much. I normally very rarely use mods.
I just discovered the power suit as part of the FTB modpack. I just wanted to thank you for the good work. I'm loving what you've done and can't wait to see some of the other items on you to-do list.
One thing I wanted to mention, not as a problem, but as a heads up... I found out tonight that the vorpal enchantment provided by redpower 2 is super-effective against the power suit. I was shooting little plasma balls at my wife and slightly annoyed her, she hit me ONCE with her vorpal enchanted diamond sword and I was on the ground dead with my head in my hotbar. The armor was fully charged, and the shield emitters had been maxed out on damage absorption. Still a one shot kill.
I'm not sure if you'd care to address this or leave it as an achilles' heel so to speak. But as a warning to everybody else who loves these suits.... watch out for vorpal swords!
I just discovered the power suit as part of the FTB modpack. I just wanted to thank you for the good work. I'm loving what you've done and can't wait to see some of the other items on you to-do list.
One thing I wanted to mention, not as a problem, but as a heads up... I found out tonight that the vorpal enchantment provided by redpower 2 is super-effective against the power suit. I was shooting little plasma balls at my wife and slightly annoyed her, she hit me ONCE with her vorpal enchanted diamond sword and I was on the ground dead with my head in my hotbar. The armor was fully charged, and the shield emitters had been maxed out on damage absorption. Still a one shot kill.
I'm not sure if you'd care to address this or leave it as an achilles' heel so to speak. But as a warning to everybody else who loves these suits.... watch out for vorpal swords!
hehe don't annoy your wife? you're lucky she JUST took your head lol
The Vorpal enchant does an absolutely insane amount of damage on a proc and since the powersuit doesn't allow quantum style invulnerability....... actually if you are in any armor that doesn't allow quantum style invulnerability you will still be killed.
hehe don't annoy your wife? you're lucky she JUST took your head lol
The Vorpal enchant does an absolutely insane amount of damage on a proc and since the powersuit doesn't allow quantum style invulnerability....... actually if you are in any armor that doesn't allow quantum style invulnerability you will still be killed.
well, armor at max protects you from dying in the void (I fell in the end and then activated jetpack) what no other armor protects...
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Sorry about my english, my native language is spanish!
If you put 20$ in a box, I put 20$ in the box too and then I sell you the box for 30$, we both make a 10$ profit, right?
Modeling aside, is there a tentative plan for modules you personally are excited about? Because honestly, the to-do list you made yourself is massive.
Well... most of the work so far has just been setting up the infrastructure to make it easy to add new modules and behaviours instead of requiring a whole new, barely-compatible framework. Most of the modules I've made so far have been really simple in terms of the specific code for what they do; a lot of them have only one or two lines aside from checking the tinker values to see how much energy to drain and how fast to move the player for example. That's what I'm going to continue focusing on for the next little while. The infrastructure is the main part, and each new element added to the infrastructure makes possible a whole bunch of new modules. For example:
-Mode-switching made it possible to have more than one right-click module.
-Heat system will allow heat-resistant plating, more complex damage mechanics, more possible balancing factors.
-Item inventory system will allow fuel-burning generators, portable storage, adaptive tool.
-Fancier tinker system will allow switching between nominal values, such as whether Flight Control goes horizontally or in line with the look vector, or how you want your jet boots to behave.
etc. etc.
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The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
Does anyone know the reason why I had school on a holiday?
Come on, be more specific!
Well the only one I'm having trouble with now is the Jet pack, sometimes it doesn't seem to work. (After going to the nether for some reason the power tool randomly began to work again.)
I've discovered a couple of bugs, both of which you've probably heard about, sorry if you have.
Minecraft Version: 1.4.7
MPS version: 0.3.0-178
First, using the jetpack for any length of time gets you kicked from a server for flying. This is a fairly understandable one, and a common problem with flying mods.
Second, modules seem to duplicate in the menu where you can set keybinds (forget the name ). This means two things happen. First, the menu is flooded with dupe modules, and second, the chat is flooded every time you use a keybind. I assume those two things are related.
Great work with this mod, I appreciate it all! And no worries about the bugs, there are always some in mods and it's always going to be that way, especially in alpha stages. Keep up the good work!
I've discovered a couple of bugs, both of which you've probably heard about, sorry if you have.
Minecraft Version: 1.4.7
MPS version: 0.3.0-178
First, using the jetpack for any length of time gets you kicked from a server for flying. This is a fairly understandable one, and a common problem with flying mods.
Second, modules seem to duplicate in the menu where you can set keybinds (forget the name ). This means two things happen. First, the menu is flooded with dupe modules, and second, the chat is flooded every time you use a keybind. I assume those two things are related.
This has been reported a few times but I haven't been able to reproduce it. More details on how it occurs would help! If you can figure out what causes it, please post an issue to my issue tracker (link in the OP).
Great work with this mod, I appreciate it all! And no worries about the bugs, there are always some in mods and it's always going to be that way, especially in alpha stages. Keep up the good work!
You may have missed it before, but I would also like to thank you VERY much for this mod. It is awesome, and I am loving using it regardless of whether or not I am using it in the Voltz modpack. If I were not currently in a tricky financial situation due to management, I would gladly donate some money to you.
As for the workings of the mod, I find it interesting that no one seems to have suggested a damage converter module yet, and I also could not find it on the todo list page. While I am still not sure about the balancing of it, this module was something that I had an idea for while playing around with the mod.
It would convert energy-based damage from sources like fire, explosions, electricity (such as lightning), and plasma into usable power for suit pieces, but would not lower the damage incurred at all. This would mean that it would be very risky to attempt to charge the suit by doing things such as setting yourself on fire or getting attacked by creepers.
Another thing that I wanted to suggest is something that cannot be suggested currently due to being a weapon, and has since evolved into something that I would like to make as a separate mod that could work in tandem with yours. This weapon being the plasma blade. If I can get things together so that this mod can be made, would you be willing to add a modified version of it to your mod as a contribution? It will be fairly complex, but I have already planned for how it would work both inside of your mod and separately.
You may have missed it before, but I would also like to thank you VERY much for this mod. It is awesome, and I am loving using it regardless of whether or not I am using it in the Voltz modpack. If I were not currently in a tricky financial situation due to management, I would gladly donate some money to you.
As for the workings of the mod, I find it interesting that no one seems to have suggested a damage converter module yet, and I also could not find it on the todo list page. While I am still not sure about the balancing of it, this module was something that I had an idea for while playing around with the mod.
It would convert energy-based damage from sources like fire, explosions, electricity (such as lightning), and plasma into usable power for suit pieces, but would not lower the damage incurred at all. This would mean that it would be very risky to attempt to charge the suit by doing things such as setting yourself on fire or getting attacked by creepers.
I'm not currently accepting suggestions unless they are in the form of code which already does what is suggested, but I don't think this is a good idea anyway because minecraft's damage mechanics (especially within the context of a powersuit) don't lend themselves to sacrificing health for resources. It was OK with corpus in Thaumcraft but it was tricky and annoying and unfortunately very easy to get the wrong amount.
Another thing that I wanted to suggest is something that cannot be suggested currently due to being a weapon, and has since evolved into something that I would like to make as a separate mod that could work in tandem with yours. This weapon being the plasma blade. If I can get things together so that this mod can be made, would you be willing to add a modified version of it to your mod as a contribution? It will be fairly complex, but I have already planned for how it would work both inside of your mod and separately.
I've actually just added a bunch more features to the API to make it even easier to make an addon, if you'd like. It's still under kind of constant development but the core won't change much from what it is now. So if you do make a Plasma Blade, it could easily play the role of both an independent mod and a MPS-addon with the same package.
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.
I'm not currently accepting suggestions unless they are in the form of code which already does what is suggested, but I don't think this is a good idea anyway because minecraft's damage mechanics (especially within the context of a powersuit) don't lend themselves to sacrificing health for resources. It was OK with corpus in Thaumcraft but it was tricky and annoying and unfortunately very easy to get the wrong amount.
That's fine. While it would have been neat to have a function like that, it's not all that important to me to have in the mod.
I've actually just added a bunch more features to the API to make it even easier to make an addon, if you'd like. It's still under kind of constant development but the core won't change much from what it is now. So if you do make a Plasma Blade, it could easily play the role of both an independent mod and a MPS-addon with the same package.
Now the problem is getting the mod/addon actually made. I've got a whole list of details on how it would work, but my coding ability isn't quite up to the task yet. Hopefully I can find someone experienced enough who is willing to help me out.
I haven't been playing regularly lately due to school and other issues, so I'm just now catching up on the updates.
Played around with the rail gun module, I like the design and it's not overly powerful, the kickback is great too. Now I can run around and perform expensive rocket jumps! It's also nice to have a high-damage-output module that doesn't require ender pearls. My friend and I can't get enough pearls for half the modules we want without clearing out the Ender Dragon and setting up a grinder specifically for the purpose, and we can't (or rather, won't) clear out the Ender Dragon because we don't have all the equipment we want.
Blink drive is an interesting feature, I probably won't use it when I also have sprint assist and a jet pack, but some servers might prefer to disable flight so I can still see it being in demand, plus it has additional utility in PvP environments, and it's nice to not have to worry about where your next ender pearls is going to come from if you use them for that purpose frequently.
I noticed the change to the Auto Feeder, I think like it better now that it doesn't eat ALL the food in my inventory, although that was a nice way to save on inventory space it was also a potential problem if you forgot to turn the module off when you went to collect raw chicken to trade with the villagers. Question regarding the Saturation value of the foods, it looks like it was intended for the saturation value to be spread out across each application of a stamina point? If so, it's currently only applying the split value on the first application, all following applications are only adding 1 stamina. Easy to test, just put a steak in your inventory, then perform enough actions so that the message pops up that the helmet ate it. A steak is worth 8 stamina and 12.8 saturation, 20 jumps is worth 1 stamina/saturation (each jump is 0.2 fatigue, at 4.0 fatigue you lose 1 saturation or if you have no saturation 1 stamina, jumping is the easiest form of stamina testing because it's easily recordable and most other tests involve movement which has its own stamina cost). You have to jump 60 times to overcome the saturation and stamina applied by the helmet, so you've overcome 3 value of the food, 2 from saturation and 1 from stamina. After the helmet replenishes the lost stamina, you can only jump 20 times (the value of 1 stamina point) before the helmet must act again. The remaining 10.8 saturation from the steak has disappeared. Feel free to correct me if my assumption is incorrect.
The stamina application is a bit oversimplified at the moment; it currently only applies 1 point of saturation for each point of stamina (to avoid overfeeding; I'm not 100% sure how the maximum saturation works but it scales with how much hunger you currently have). It does keep it internally, though, so the extra saturation points aren't lost, they're just waiting for a stamina point to be applied with. If you use a food with less stamina than saturation, it will start to dig into the excess from the steaks.
I'd like to do something a bit more intelligent but iirc I would have to dig into reflection or accesstransformers (coremods) to make the player's saturation value accessible.
Now the problem is getting the mod/addon actually made. I've got a whole list of details on how it would work, but my coding ability isn't quite up to the task yet. Hopefully I can find someone experienced enough who is willing to help me out.
Yeah, that's what I figured. It's getting to the point of being a meme with my friends: 'ideas guy' is a synonym for someone who has no actual useful skills but still wants to be a part of something. Everyone has ideas. The question is whether you're willing to put forth the effort to figure out how to bring them to fruition.
The stamina application is a bit oversimplified at the moment; it currently only applies 1 point of saturation for each point of stamina (to avoid overfeeding; I'm not 100% sure how the maximum saturation works but it scales with how much hunger you currently have). It does keep it internally, though, so the extra saturation points aren't lost, they're just waiting for a stamina point to be applied with. If you use a food with less stamina than saturation, it will start to dig into the excess from the steaks.
It didn't seem like saturation was being applied at all after the first point of stamina was applied (at which point 2 points of saturation seemed to be applied), maybe there's a bug somewhere then?
Edit: did some more testing to confirm. Completely drained my stamina to 0 by emptying the helmet and not having any food in the inventory and sprint jumping around, then once i started taking starvation damage added a stack of steaks to my inventory via NEI (to avoid going into creative mode and messing with stamina). The helmet consumed 3 steaks, using up two of them and half of the third. The 1 stamina:1 saturation seemed to work as intended, I had to use up 20 saturation before stamina began depleting. The first time stamina was regenerated following this, however, it seemed like 2 saturation was added, and thereafter no more saturation was added, as stated previously. I allowed the third steak's stamina to be used up fully and a fourth steak to be consumed by the helmet, the problem persisted. Maybe there's an issue when stamina drops from 20 to 19 and triggers the regen.
Max saturation cannot be higher than current stamina, so if you have 0 stamina and eat a steak, you should have 8 stamina and 8 saturation, but if have 12 stamina (assuming you're currently depleting stamina and therefore have 0 saturation remaining) and eat a steak, you should have 20 stamina and 12.8 saturation. Maybe it would be easier to just lump stamina and saturation together rather than treat them separately, and reduce the energy cost of the module because it'll have to take effect more often? It would otherwise have exactly the same effect as trying to apply saturation normally, since stamina is always effectively full.
One thing I wanted to mention, not as a problem, but as a heads up... I found out tonight that the vorpal enchantment provided by redpower 2 is super-effective against the power suit. I was shooting little plasma balls at my wife and slightly annoyed her, she hit me ONCE with her vorpal enchanted diamond sword and I was on the ground dead with my head in my hotbar. The armor was fully charged, and the shield emitters had been maxed out on damage absorption. Still a one shot kill.
I'm not sure if you'd care to address this or leave it as an achilles' heel so to speak. But as a warning to everybody else who loves these suits.... watch out for vorpal swords!
hehe don't annoy your wife? you're lucky she JUST took your head lol
The Vorpal enchant does an absolutely insane amount of damage on a proc and since the powersuit doesn't allow quantum style invulnerability....... actually if you are in any armor that doesn't allow quantum style invulnerability you will still be killed.
well, armor at max protects you from dying in the void (I fell in the end and then activated jetpack) what no other armor protects...
Well... most of the work so far has just been setting up the infrastructure to make it easy to add new modules and behaviours instead of requiring a whole new, barely-compatible framework. Most of the modules I've made so far have been really simple in terms of the specific code for what they do; a lot of them have only one or two lines aside from checking the tinker values to see how much energy to drain and how fast to move the player for example. That's what I'm going to continue focusing on for the next little while. The infrastructure is the main part, and each new element added to the infrastructure makes possible a whole bunch of new modules. For example:
-Mode-switching made it possible to have more than one right-click module.
-Heat system will allow heat-resistant plating, more complex damage mechanics, more possible balancing factors.
-Item inventory system will allow fuel-burning generators, portable storage, adaptive tool.
-Fancier tinker system will allow switching between nominal values, such as whether Flight Control goes horizontally or in line with the look vector, or how you want your jet boots to behave.
etc. etc.
Does anyone know the reason why I had school on a holiday?
Come on, be more specific!
Well the only one I'm having trouble with now is the Jet pack, sometimes it doesn't seem to work. (After going to the nether for some reason the power tool randomly began to work again.)
Minecraft Version: 1.4.7
MPS version: 0.3.0-178
First, using the jetpack for any length of time gets you kicked from a server for flying. This is a fairly understandable one, and a common problem with flying mods.
Second, modules seem to duplicate in the menu where you can set keybinds (forget the name ). This means two things happen. First, the menu is flooded with dupe modules, and second, the chat is flooded every time you use a keybind. I assume those two things are related.
Great work with this mod, I appreciate it all! And no worries about the bugs, there are always some in mods and it's always going to be that way, especially in alpha stages. Keep up the good work!
This is addressed in the FAQ on my website.
This has been reported a few times but I haven't been able to reproduce it. More details on how it occurs would help! If you can figure out what causes it, please post an issue to my issue tracker (link in the OP).
Thanks, I'm glad you understand
If so, enjoy $50 and I really want the railgun to be released soon.
If not, enjoy $50 and keep up the good work. This mod is amazing.
I look forward to future additions you make
He's a mad man with a box
Hm...sure I don't have an ammo system yet, so it will have to just use energy I guess.
thanks so much btw <3
Thanks
As for the workings of the mod, I find it interesting that no one seems to have suggested a damage converter module yet, and I also could not find it on the todo list page. While I am still not sure about the balancing of it, this module was something that I had an idea for while playing around with the mod.
It would convert energy-based damage from sources like fire, explosions, electricity (such as lightning), and plasma into usable power for suit pieces, but would not lower the damage incurred at all. This would mean that it would be very risky to attempt to charge the suit by doing things such as setting yourself on fire or getting attacked by creepers.
Another thing that I wanted to suggest is something that cannot be suggested currently due to being a weapon, and has since evolved into something that I would like to make as a separate mod that could work in tandem with yours. This weapon being the plasma blade. If I can get things together so that this mod can be made, would you be willing to add a modified version of it to your mod as a contribution? It will be fairly complex, but I have already planned for how it would work both inside of your mod and separately.
Glad to support this mod.
Thanks!
I'm not currently accepting suggestions unless they are in the form of code which already does what is suggested, but I don't think this is a good idea anyway because minecraft's damage mechanics (especially within the context of a powersuit) don't lend themselves to sacrificing health for resources. It was OK with corpus in Thaumcraft but it was tricky and annoying and unfortunately very easy to get the wrong amount.
I've actually just added a bunch more features to the API to make it even easier to make an addon, if you'd like. It's still under kind of constant development but the core won't change much from what it is now. So if you do make a Plasma Blade, it could easily play the role of both an independent mod and a MPS-addon with the same package.
You're very welcome. I'm looking forward greatly to each update and to see what new modules and functions get added.
That's fine. While it would have been neat to have a function like that, it's not all that important to me to have in the mod.
Now the problem is getting the mod/addon actually made. I've got a whole list of details on how it would work, but my coding ability isn't quite up to the task yet. Hopefully I can find someone experienced enough who is willing to help me out.
Played around with the rail gun module, I like the design and it's not overly powerful, the kickback is great too. Now I can run around and perform expensive rocket jumps! It's also nice to have a high-damage-output module that doesn't require ender pearls. My friend and I can't get enough pearls for half the modules we want without clearing out the Ender Dragon and setting up a grinder specifically for the purpose, and we can't (or rather, won't) clear out the Ender Dragon because we don't have all the equipment we want.
Blink drive is an interesting feature, I probably won't use it when I also have sprint assist and a jet pack, but some servers might prefer to disable flight so I can still see it being in demand, plus it has additional utility in PvP environments, and it's nice to not have to worry about where your next ender pearls is going to come from if you use them for that purpose frequently.
I noticed the change to the Auto Feeder, I think like it better now that it doesn't eat ALL the food in my inventory, although that was a nice way to save on inventory space it was also a potential problem if you forgot to turn the module off when you went to collect raw chicken to trade with the villagers. Question regarding the Saturation value of the foods, it looks like it was intended for the saturation value to be spread out across each application of a stamina point? If so, it's currently only applying the split value on the first application, all following applications are only adding 1 stamina. Easy to test, just put a steak in your inventory, then perform enough actions so that the message pops up that the helmet ate it. A steak is worth 8 stamina and 12.8 saturation, 20 jumps is worth 1 stamina/saturation (each jump is 0.2 fatigue, at 4.0 fatigue you lose 1 saturation or if you have no saturation 1 stamina, jumping is the easiest form of stamina testing because it's easily recordable and most other tests involve movement which has its own stamina cost). You have to jump 60 times to overcome the saturation and stamina applied by the helmet, so you've overcome 3 value of the food, 2 from saturation and 1 from stamina. After the helmet replenishes the lost stamina, you can only jump 20 times (the value of 1 stamina point) before the helmet must act again. The remaining 10.8 saturation from the steak has disappeared. Feel free to correct me if my assumption is incorrect.
I'd like to do something a bit more intelligent but iirc I would have to dig into reflection or accesstransformers (coremods) to make the player's saturation value accessible.
Yeah, that's what I figured. It's getting to the point of being a meme with my friends: 'ideas guy' is a synonym for someone who has no actual useful skills but still wants to be a part of something. Everyone has ideas. The question is whether you're willing to put forth the effort to figure out how to bring them to fruition.
There's a prototype of it up on the Jenkins now if you wanna try out the experimental build
It didn't seem like saturation was being applied at all after the first point of stamina was applied (at which point 2 points of saturation seemed to be applied), maybe there's a bug somewhere then?
Edit: did some more testing to confirm. Completely drained my stamina to 0 by emptying the helmet and not having any food in the inventory and sprint jumping around, then once i started taking starvation damage added a stack of steaks to my inventory via NEI (to avoid going into creative mode and messing with stamina). The helmet consumed 3 steaks, using up two of them and half of the third. The 1 stamina:1 saturation seemed to work as intended, I had to use up 20 saturation before stamina began depleting. The first time stamina was regenerated following this, however, it seemed like 2 saturation was added, and thereafter no more saturation was added, as stated previously. I allowed the third steak's stamina to be used up fully and a fourth steak to be consumed by the helmet, the problem persisted. Maybe there's an issue when stamina drops from 20 to 19 and triggers the regen.
Max saturation cannot be higher than current stamina, so if you have 0 stamina and eat a steak, you should have 8 stamina and 8 saturation, but if have 12 stamina (assuming you're currently depleting stamina and therefore have 0 saturation remaining) and eat a steak, you should have 20 stamina and 12.8 saturation. Maybe it would be easier to just lump stamina and saturation together rather than treat them separately, and reduce the energy cost of the module because it'll have to take effect more often? It would otherwise have exactly the same effect as trying to apply saturation normally, since stamina is always effectively full.