Hey! Just wanna say: this mod is one of the best mods I've seen. The very idea of creating modular power suits and being able to upgrade them to become stronger IN Minecraft is absolutely genious! The first time I saw a mod review for this mod (thanks GameChap!), I was blown away by things like the Plasma Cannon or the Glider or anything else. I know that you clearly said that your current list of things to do to improve this mod was way too high, and I do understand. After all, I don't really have much modding experience, I'm mostly a casual Minecrafter. But if I could improve your brilliant mod, I would add these features:
1. Advanced Power Armor Tinker Table:
Kind of like the Power Armor Tinker Table, but slightly different and with a new recipe.
On the right, it shows the Power Armor you are currently wearing and the Power Tool. This may be similiar to the original UI, but another possible idea is to add tabs to the middle: Available Modules, Current Modules, Module Types, and Search for Modules. Also if possible, add a Charging Section on the top right. That way, you can hook up a IC2/UE wire from a power source to the Table and charge without having to place a BatBox/MFE/MFSU or a Advanced Battery Box. As for the recipe:
Obsidian Beacon Obsidian
Diamond Power Armor Tinker Table Diamond
Block of Iron Redstone Dust Block of Iron
2. Vajra Blades Module or Wand of the Thaumaturge Module:
A Vajra is a very powerful IC2 weapon, although it is very expensive to craft. Adding this to the Power Tool would basically make the Power Tool extremely powerful when equipped. However, since it would be too OP, a feature to tinker the damage and knockback because of the energy consumption would balance it a lot better, satisfying Modular Powersuits PvP players.
The Wand of the Thaumaturge is the most powerful wand in Thaumcraft. It contains a very high vis content. After seeing that the Power Armor Helmet had a feature for the Goggles of Revealing, I remembered that Thaumcraft was one of my favorite mods in FTB. In case some Minecrafter forgets his/her Wand when about to perform Thaumcraft sorcery, he/she can take the Power Tool and use it instead. A feature to tinker the vis content or flux reduction would also be cool.
That's basically what I would implement (with permission when working with other mod content) into this awesome mod. There are many more things I was going to talk about, but maybe some other time when you need more ideas. Anyway, it was nice seeing this mod becoming so popular. Please take my thoughts into consideration, and take care! ;D
The Meaning of Life, the Universe, and Everything.
Join Date:
8/30/2011
Posts:
42
Member Details
For all those with suggestions, maybe as the guy who is already making an add-on (Andrew I think washis name), maybe he would be willing to work on it? Just an idea, though I don't know him or how much work he's for to do.
Hey! Just wanna say: this mod is one of the best mods I've seen. The very idea of creating modular power suits and being able to upgrade them to become stronger IN Minecraft is absolutely genious! The first time I saw a mod review for this mod (thanks GameChap!), I was blown away by things like the Plasma Cannon or the Glider or anything else. I know that you clearly said that your current list of things to do to improve this mod was way too high, and I do understand. After all, I don't really have much modding experience, I'm mostly a casual Minecrafter. But if I could improve your brilliant mod, I would add these features:
1. Advanced Power Armor Tinker Table:
Kind of like the Power Armor Tinker Table, but slightly different and with a new recipe.
On the right, it shows the Power Armor you are currently wearing and the Power Tool. This may be similiar to the original UI, but another possible idea is to add tabs to the middle: Available Modules, Current Modules, Module Types, and Search for Modules. Also if possible, add a Charging Section on the top right. That way, you can hook up a IC2/UE wire from a power source to the Table and charge without having to place a BatBox/MFE/MFSU or a Advanced Battery Box. As for the recipe:
Obsidian Beacon Obsidian
Diamond Power Armor Tinker Table Diamond
Block of Iron Redstone Dust Block of Iron
2. Vajra Blades Module or Wand of the Thaumaturge Module:
A Vajra is a very powerful IC2 weapon, although it is very expensive to craft. Adding this to the Power Tool would basically make the Power Tool extremely powerful when equipped. However, since it would be too OP, a feature to tinker the damage and knockback because of the energy consumption would balance it a lot better, satisfying Modular Powersuits PvP players.
The Wand of the Thaumaturge is the most powerful wand in Thaumcraft. It contains a very high vis content. After seeing that the Power Armor Helmet had a feature for the Goggles of Revealing, I remembered that Thaumcraft was one of my favorite mods in FTB. In case some Minecrafter forgets his/her Wand when about to perform Thaumcraft sorcery, he/she can take the Power Tool and use it instead. A feature to tinker the vis content or flux reduction would also be cool.
That's basically what I would implement (with permission when working with other mod content) into this awesome mod. There are many more things I was going to talk about, but maybe some other time when you need more ideas. Anyway, it was nice seeing this mod becoming so popular. Please take my thoughts into consideration, and take care! ;D
Keep in mind 2 things:
1) I'm still reworking everything as I go. I don't like the current tinker table gui layout anymore, and I'll probably change it up sometime in the future.
2) I don't like just adding modules that are 'have this item on your powertool'. I want to put my own spin and flavour on the functions people want out of them. That's going to take more time and effort but I think it will make for a better experience overall.
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.
Hmm... In that case I think I'm going to fool around with some other designs for the physical upgrades. I think I'll use these upgrade-type icons for those that would mainly be expressed as circuitry. (such as the flight control circuit) Should I also start toying with the todo modules (when done with the current ones) so that, when complete, the icons shall be there?
I'll post again / update this post when I have free time to work on more.
I beleive there is a thermal expansion compatability for charging suits in the works, which uses buildcraft api; you could use that as a go-between. That won't be a valid option until the relevant update, which will 1.5.1 at least which will mean we'll have to wait for a redpower update... So it'll be a bit of wait before that's an option. Does anyone know if redpower compat works if you just have thermal expansion, not buildcraft?
Can there be an option for building capacitors with UE without electrical expansion? I just don't feel extremely invested in it as an option.
Does the update that lets all batteries in your inventory count towards energy count like, just random batteries, or only like power gauntlets that you're not currently equipping? If it does work with normal batteries, what about other powered items? Can my suit power my icbm rocketlauncher? If I have an infinite battery, does my suit become fuelled forever?
Thanks for the idea, estradus; took a quick look at ThermalExpansion, and if that's true, I may use it. I'm already waiting for RedPower 1.5.1 as it is. /:P
That makes me wonder, though. MachineMuse, would it be any easier/more approachable to make RedPower battery items usable with the suit, as with the inventory power draw that you're already implementing? Or would that run into the same problems in terms of permissions, etc?
I am of course not privy to the technical details of your mod, but it seems like a relatively simple script that scans the player's inventory for RedPower batteries, decrements a given battery's power variable by some amount, and increments the Suit's power accordingly, would not be difficult to implement. Nor does it seem like anything that would muck with RedPower's API or inner workings in a way that would require permissions from Eloraam, but you'd know that better than I.
Do you think this could work? Or am I oversimplifying the situation? (Thanks for your consideration!)
is it really so hard to just trust me to do what I can?
Like, why would you even bother asking?
Sorry, I seem to have made an ass of myself. Maybe I missed something, but your earlier responses seemed to indicate that adding redpower integration in one form or another was a long way off, or unlikely to happen, and I was simply curious as to whether there might be a reasonable workaround in the shorter term.
I never meant to put undue pressure on you, or to oversimplify the complexities of Minecraft modding. It's impressive how determined the modding community tends to be, what with Minecraft breaking compatibility almost every update as it is, and I'm not trying to gloss over what may in fact be a challenging technical problem. So, please excuse my ignorance, if that is in fact what I did.
I bothered to ask simply because I'm excited about your mod. I'm aware of your OP feature request rules, but it seemed like tech mod integration was something already in the works, so I was interested to know if and how RedPower would be addressed. Particularly as I hoped to give your mod some extensive coverage in the Let's Play plans I mentioned, which seemed like something of benefit to you and your work here; then again, maybe I'm mistaken in assuming that. Regardless, if you do have RedPower plans in the works, and are already working to resolve things in your own way, I certainly do trust you, and am excited to see what you develop as it comes.
All that said: I understand how obnoxious and annoying it must be to have people pop on here and spam "ZOMG ADD TEH JETPACK LAZOR NUKES MODULE, IZ EESY, NAOWWWW PLZ!!11!"-style requests, hence your OP request rules. I've seen that happen a lot on various threads, I know you and the other modders do this stuff on your own time, and I respect the work you guys invest in making quality stuff to release for free to your communities.
I think I've been decently respectful in my queries, bearing all that in mind. And I don't think I deserved the sort of derisive condescension you just now showed to me. It seemed quite uncalled for.
Anyone else having trouble with radiation shielding? Doesn't seem to work. Yes, I have it on all four pieces. Given that Atomic Science updated very recently, should I assume that this is a temporary bug?
Has ANY mod out there managed to get direct RedPower 2 compatibility working without Eloraam's specific help, in ONE case? Do you understand why asking that seems a bit silly?
Yeah, something changed in gregtech's API and I didn't hear about it until I was waist-deep in 1.5. What you could do is set up admin trade-o-mats or logistics 'chest crafting pipe' systems with something resembling the resource costs.
Looks like GregTech changed plateIridium to plateIridiumAlloy. What's a little confusing is the latest ModularPowerSuit sources on GitHub still list plateIridium in the GregTech recipes.
I used a class editor on the .199 version and changed the plateIridium constant in the RecipeManager class to plateIridumAlloy and everything seems to work correctly now. (At least on single player, I haven't tried it on my server yet, but will soon.)
Has ANY mod out there managed to get direct RedPower 2 compatibility working without Eloraam's specific help, in ONE case? Do you understand why asking that seems a bit silly?
Pardon me, but to answer your question, nuklarpower, no, I do not currently understand that. I try to stay informed on the major trends and news regarding the mod community, and to check relevant sources for answers to obvious time-wasting questions (such as on Eloraam's blog), but unfortunately I can't keep track of everything.
If I'm out of touch in some flagrant way, it's hardly intentional, and the least someone could do is link me to a relevant wiki or resource if such information is really so well-documented (please tell me where such information is, if so, and I will read it). That way I can at least learn better in the future.
But that's not what happened here; MachineMuse instead decided to openly laugh in my face and generally deride me instead. So I responded to that.
For the record, I exercised the courtesy of reading both MachineMuse's original thread post, and her PowerSuit website pages, pretty carefully before saying anything at all. I also read some portion of this 30+ page thread in advance as well. I'm trying to be attentive.
In my posts, where I'm not sure I understand something, I've tried to ask intelligent questions and queries within the bounds of what I do know, rather than just make oblivious and obnoxious demands. I can see little wrong with how I have acted so far, based on the information I have at my disposal.
TL;DR, I'm trying my best to be rational and polite, to inform myself before speaking, and also to be receptive to any constructive criticisms where I might misstep. I don't deserve to be mocked or derided for that.
I'm not planning to say any more on the matter at this point, unless MachineMuse cares to respond. I currently stand by everything I've said so far, both regarding her conduct and my own.
I'd also be just fine to move on, and hear what her plans for RedPower integration actually are, if she cares to share them - as I've not seen them documented anywhere else. What are your thoughts on that, MachineMuse?
Anyone else having trouble with radiation shielding? Doesn't seem to work. Yes, I have it on all four pieces. Given that Atomic Science updated very recently, should I assume that this is a temporary bug?
Silly questions, perhaps; but did you toggle the sliders in the TinkerTable interface? Is the forcefield turned on, as seen in the custom controls interface? And finally, are you sure the suit has enough energy in it to power the forcefield?
EDIT: Oh, wait, radiation shielding? That's a separate module, isn't it? Excuse me if so. Force fields, radiation...my physics readings have ruined me for minecraft logic apparently...
Sorry, I seem to have made an ass of myself. Maybe I missed something, but your earlier responses seemed to indicate that adding redpower integration in one form or another was a long way off, or unlikely to happen, and I was simply curious as to whether there might be a reasonable workaround in the shorter term.
I never meant to put undue pressure on you, or to oversimplify the complexities of Minecraft modding. It's impressive how determined the modding community tends to be, what with Minecraft breaking compatibility almost every update as it is, and I'm not trying to gloss over what may in fact be a challenging technical problem. So, please excuse my ignorance, if that is in fact what I did.
I bothered to ask simply because I'm excited about your mod. I'm aware of your OP feature request rules, but it seemed like tech mod integration was something already in the works, so I was interested to know if and how RedPower would be addressed. Particularly as I hoped to give your mod some extensive coverage in the Let's Play plans I mentioned, which seemed like something of benefit to you and your work here; then again, maybe I'm mistaken in assuming that. Regardless, if you do have RedPower plans in the works, and are already working to resolve things in your own way, I certainly do trust you, and am excited to see what you develop as it comes.
All that said: I understand how obnoxious and annoying it must be to have people pop on here and spam "ZOMG ADD TEH JETPACK LAZOR NUKES MODULE, IZ EESY, NAOWWWW PLZ!!11!"-style requests, hence your OP request rules. I've seen that happen a lot on various threads, I know you and the other modders do this stuff on your own time, and I respect the work you guys invest in making quality stuff to release for free to your communities.
I think I've been decently respectful in my queries, bearing all that in mind. And I don't think I deserved the sort of derisive condescension you just now showed to me. It seemed quite uncalled for.
Best of luck to you with your plans for the mod.
If you understand, then why does it seem uncalled for? Does not compute! If you somehow read rule #1 up there and expected that merely having a delightfully refreshing vocabulary would be enough to compensate for the wrenching feeling in my stomach whenever I read yet another instance of 'you should do this, it doesn't seem that hard,' regardless of how tactfully and poetically it is phrased, then you had unrealistic expectations; you've certainly seen enough of my reactions so far to be able to discern a pattern...
Admittedly, your solution could potentially work, and in fact I would have already implemented it, but there are a few details in the way, not least of which is how Eloraam would feel if she found out people were using her batteries as fuel for ridiculous sci-fi powersuits (maybe she would appreciate it but maybe she would be offended at the very notion), and the fact that I (for one) have no idea how RP2 works internally and would have to go out of my way to figure out how to support it without a public API (which RedPower notoriously lacks.)
Anyone else having trouble with radiation shielding? Doesn't seem to work. Yes, I have it on all four pieces. Given that Atomic Science updated very recently, should I assume that this is a temporary bug?
I just added it back in, try the experimental build
If you understand, then why does it seem uncalled for? Does not compute!
...wrenching feeling in my stomach...
...unrealistic expectations...
Admittedly, your solution could potentially work, and in fact I would have already implemented it, but there are a few details in the way, not least of which is how Eloraam would feel if she found out people were using her batteries as fuel for ridiculous sci-fi powersuits (maybe she would appreciate it but maybe she would be offended at the very notion), and the fact that I (for one) have no idea how RP2 works internally and would have to go out of my way to figure out how to support it without a public API (which RedPower notoriously lacks.)
I get the whole request-irritation thing, I really do, which is why I'm trying to keep my cool here (also, I appreciate your taking the time to read my reply). But honestly, what doesn't compute to me is that you'd already considered this idea (and Eloraam's concerns regarding it), and then mocked me for asking about it! I'm trying to understand more about what you're already doing, as much as I'm querying new possibilities; I'm not asking you to add a portable bacon-powered ICBM cannon or something just because my ego wants it. Why not just say what you said just now? It'd have been informative, I'd have known more about your plans and modding limitations, and we could just move on with the more interesting technical and creative stuff.
Anyway, I've said tons already, so I'm going to move on now, hopefully with no hard feelings on your side. I'm at least glad you found me to be eloquent; I do try! /:P
By the way, I looked at your profile, and was interested to note some of your mentioned interests. Do you have any non-Minecraft stuff posted somewhere that I could look at? I'm quite keen on a number of those subjects as well, and would be curious to see if you've got any projects floating around.
Because my new way of dealing with any sort of negative emotions is to go full-on confrontational about it. Maybe one day I will find a balance, but for now this is positively euphoric.
By the way, I looked at your profile, and was interested to note some of your mentioned interests. Do you have any non-Minecraft stuff posted somewhere that I could look at? I'm quite keen on a number of those subjects as well, and would be curious to see if you've got any projects floating around.
Nothing really concrete or easy to follow. The closest thing I have on hand would probably be the Octave scripts from my machine learning course, which are heavily based on the linear algebra taught in class and feature only as much documentation as I deemed helpful for the TA to follow along when marking.
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.
This idea is based on the last two posts. Machine learning, A.I. and the other stuff got me thinking about other kool power suits. Please ignore me if this idea has been mentioned as it was a spur of the moment kind of thing and I didn't feel like spending a few hours reading the previous pages to see if it has been suggested. I have not seen it in the TODO list which I have checked. So again, if it's been suggested ignore me.
The Idea, Iron Man has a computer in his suit. It does useful things like making sure he keeps his appointments, height above ground, good looks etc. Why not one in this power suit? What would it do? well, with the crafting module it could auto-craft things provided you have the materials on hand. With a ranged weapon it could help aim for you or highlight targets. With night vision it could turn it off when you're in bright light. Turn off flight control when you land and turn it on when you jump (I've had problems with stairs with flight control on, not sure if the issue is still present in the current version, but it was a recent version).
Another idea, the ore scanners from IC2 as a module for the power tool.
Anyway, just an idea I had to write down. Don't care if you don't use it but if you do, I'll be glad to have helped in some small way.
Great mod! Really fun features. Some folks and I have been assembling themed suits:
Speed Tank - no defense, all offense. Super fast with flight mods.
Walking Mech - melee only, step assist, water electrolyzer, can't jump or swim (read: refuses to jump or swim).
Mobile Battery - Heavy armour, kinetic generator, carries a battery station (Advanced Power Management) to discharge at key sites. (High priority asset in convoy, defended by other players.)
It's way nerdy, but too much fun -- trying to tinker out of exploit-level quirks and keep things balanced. I've been reading PlayerTickHandler and thinking about some possible mass-related fun. e.g. higher weight penalties with added resistance to knockback -- sink faster/harder to swim -- less effective glider wings, but able to pull up (eventually) and glide without the walking penalty. It's just a bunch of force calculations, but still a pita. Also things like fixing free strafing in flight, but I need to do more reading.
1. Advanced Power Armor Tinker Table:
Kind of like the Power Armor Tinker Table, but slightly different and with a new recipe.
On the right, it shows the Power Armor you are currently wearing and the Power Tool. This may be similiar to the original UI, but another possible idea is to add tabs to the middle: Available Modules, Current Modules, Module Types, and Search for Modules. Also if possible, add a Charging Section on the top right. That way, you can hook up a IC2/UE wire from a power source to the Table and charge without having to place a BatBox/MFE/MFSU or a Advanced Battery Box. As for the recipe:
Obsidian Beacon Obsidian
Diamond Power Armor Tinker Table Diamond
Block of Iron Redstone Dust Block of Iron
2. Vajra Blades Module or Wand of the Thaumaturge Module:
A Vajra is a very powerful IC2 weapon, although it is very expensive to craft. Adding this to the Power Tool would basically make the Power Tool extremely powerful when equipped. However, since it would be too OP, a feature to tinker the damage and knockback because of the energy consumption would balance it a lot better, satisfying Modular Powersuits PvP players.
The Wand of the Thaumaturge is the most powerful wand in Thaumcraft. It contains a very high vis content. After seeing that the Power Armor Helmet had a feature for the Goggles of Revealing, I remembered that Thaumcraft was one of my favorite mods in FTB. In case some Minecrafter forgets his/her Wand when about to perform Thaumcraft sorcery, he/she can take the Power Tool and use it instead. A feature to tinker the vis content or flux reduction would also be cool.
That's basically what I would implement (with permission when working with other mod content) into this awesome mod. There are many more things I was going to talk about, but maybe some other time when you need more ideas. Anyway, it was nice seeing this mod becoming so popular. Please take my thoughts into consideration, and take care! ;D
Sorry, I couldn't help it. I already read the OP, but still. This mod is one of my favorites. D:
Keep in mind 2 things:
1) I'm still reworking everything as I go. I don't like the current tinker table gui layout anymore, and I'll probably change it up sometime in the future.
2) I don't like just adding modules that are 'have this item on your powertool'. I want to put my own spin and flavour on the functions people want out of them. That's going to take more time and effort but I think it will make for a better experience overall.
I'll post again / update this post when I have free time to work on more.
#1 in Crazy-ness
Thanks for the idea, estradus; took a quick look at ThermalExpansion, and if that's true, I may use it. I'm already waiting for RedPower 1.5.1 as it is. /:P
That makes me wonder, though. MachineMuse, would it be any easier/more approachable to make RedPower battery items usable with the suit, as with the inventory power draw that you're already implementing? Or would that run into the same problems in terms of permissions, etc?
I am of course not privy to the technical details of your mod, but it seems like a relatively simple script that scans the player's inventory for RedPower batteries, decrements a given battery's power variable by some amount, and increments the Suit's power accordingly, would not be difficult to implement. Nor does it seem like anything that would muck with RedPower's API or inner workings in a way that would require permissions from Eloraam, but you'd know that better than I.
Do you think this could work? Or am I oversimplifying the situation? (Thanks for your consideration!)
hahahahahahahahahahahahahahahaha
is it really so hard to just trust me to do what I can?
Like, why would you even bother asking?
Sorry, I seem to have made an ass of myself. Maybe I missed something, but your earlier responses seemed to indicate that adding redpower integration in one form or another was a long way off, or unlikely to happen, and I was simply curious as to whether there might be a reasonable workaround in the shorter term.
I never meant to put undue pressure on you, or to oversimplify the complexities of Minecraft modding. It's impressive how determined the modding community tends to be, what with Minecraft breaking compatibility almost every update as it is, and I'm not trying to gloss over what may in fact be a challenging technical problem. So, please excuse my ignorance, if that is in fact what I did.
I bothered to ask simply because I'm excited about your mod. I'm aware of your OP feature request rules, but it seemed like tech mod integration was something already in the works, so I was interested to know if and how RedPower would be addressed. Particularly as I hoped to give your mod some extensive coverage in the Let's Play plans I mentioned, which seemed like something of benefit to you and your work here; then again, maybe I'm mistaken in assuming that. Regardless, if you do have RedPower plans in the works, and are already working to resolve things in your own way, I certainly do trust you, and am excited to see what you develop as it comes.
All that said: I understand how obnoxious and annoying it must be to have people pop on here and spam "ZOMG ADD TEH JETPACK LAZOR NUKES MODULE, IZ EESY, NAOWWWW PLZ!!11!"-style requests, hence your OP request rules. I've seen that happen a lot on various threads, I know you and the other modders do this stuff on your own time, and I respect the work you guys invest in making quality stuff to release for free to your communities.
I think I've been decently respectful in my queries, bearing all that in mind. And I don't think I deserved the sort of derisive condescension you just now showed to me. It seemed quite uncalled for.
Best of luck to you with your plans for the mod.
Has ANY mod out there managed to get direct RedPower 2 compatibility working without Eloraam's specific help, in ONE case? Do you understand why asking that seems a bit silly?
Looks like GregTech changed plateIridium to plateIridiumAlloy. What's a little confusing is the latest ModularPowerSuit sources on GitHub still list plateIridium in the GregTech recipes.
I used a class editor on the .199 version and changed the plateIridium constant in the RecipeManager class to plateIridumAlloy and everything seems to work correctly now. (At least on single player, I haven't tried it on my server yet, but will soon.)
Pardon me, but to answer your question, nuklarpower, no, I do not currently understand that. I try to stay informed on the major trends and news regarding the mod community, and to check relevant sources for answers to obvious time-wasting questions (such as on Eloraam's blog), but unfortunately I can't keep track of everything.
If I'm out of touch in some flagrant way, it's hardly intentional, and the least someone could do is link me to a relevant wiki or resource if such information is really so well-documented (please tell me where such information is, if so, and I will read it). That way I can at least learn better in the future.
But that's not what happened here; MachineMuse instead decided to openly laugh in my face and generally deride me instead. So I responded to that.
For the record, I exercised the courtesy of reading both MachineMuse's original thread post, and her PowerSuit website pages, pretty carefully before saying anything at all. I also read some portion of this 30+ page thread in advance as well. I'm trying to be attentive.
In my posts, where I'm not sure I understand something, I've tried to ask intelligent questions and queries within the bounds of what I do know, rather than just make oblivious and obnoxious demands. I can see little wrong with how I have acted so far, based on the information I have at my disposal.
TL;DR, I'm trying my best to be rational and polite, to inform myself before speaking, and also to be receptive to any constructive criticisms where I might misstep. I don't deserve to be mocked or derided for that.
I'm not planning to say any more on the matter at this point, unless MachineMuse cares to respond. I currently stand by everything I've said so far, both regarding her conduct and my own.
I'd also be just fine to move on, and hear what her plans for RedPower integration actually are, if she cares to share them - as I've not seen them documented anywhere else. What are your thoughts on that, MachineMuse?
Silly questions, perhaps; but did you toggle the sliders in the TinkerTable interface? Is the forcefield turned on, as seen in the custom controls interface? And finally, are you sure the suit has enough energy in it to power the forcefield?
EDIT: Oh, wait, radiation shielding? That's a separate module, isn't it? Excuse me if so. Force fields, radiation...my physics readings have ruined me for minecraft logic apparently...
If you understand, then why does it seem uncalled for? Does not compute! If you somehow read rule #1 up there and expected that merely having a delightfully refreshing vocabulary would be enough to compensate for the wrenching feeling in my stomach whenever I read yet another instance of 'you should do this, it doesn't seem that hard,' regardless of how tactfully and poetically it is phrased, then you had unrealistic expectations; you've certainly seen enough of my reactions so far to be able to discern a pattern...
Admittedly, your solution could potentially work, and in fact I would have already implemented it, but there are a few details in the way, not least of which is how Eloraam would feel if she found out people were using her batteries as fuel for ridiculous sci-fi powersuits (maybe she would appreciate it but maybe she would be offended at the very notion), and the fact that I (for one) have no idea how RP2 works internally and would have to go out of my way to figure out how to support it without a public API (which RedPower notoriously lacks.)
Eloquence is no excuse~
I just added it back in, try the experimental build
I get the whole request-irritation thing, I really do, which is why I'm trying to keep my cool here (also, I appreciate your taking the time to read my reply). But honestly, what doesn't compute to me is that you'd already considered this idea (and Eloraam's concerns regarding it), and then mocked me for asking about it! I'm trying to understand more about what you're already doing, as much as I'm querying new possibilities; I'm not asking you to add a portable bacon-powered ICBM cannon or something just because my ego wants it. Why not just say what you said just now? It'd have been informative, I'd have known more about your plans and modding limitations, and we could just move on with the more interesting technical and creative stuff.
Anyway, I've said tons already, so I'm going to move on now, hopefully with no hard feelings on your side. I'm at least glad you found me to be eloquent; I do try! /:P
By the way, I looked at your profile, and was interested to note some of your mentioned interests. Do you have any non-Minecraft stuff posted somewhere that I could look at? I'm quite keen on a number of those subjects as well, and would be curious to see if you've got any projects floating around.
Because my new way of dealing with any sort of negative emotions is to go full-on confrontational about it. Maybe one day I will find a balance, but for now this is positively euphoric.
Nothing really concrete or easy to follow. The closest thing I have on hand would probably be the Octave scripts from my machine learning course, which are heavily based on the linear algebra taught in class and feature only as much documentation as I deemed helpful for the TA to follow along when marking.
The Idea, Iron Man has a computer in his suit. It does useful things like making sure he keeps his appointments, height above ground, good looks etc. Why not one in this power suit? What would it do? well, with the crafting module it could auto-craft things provided you have the materials on hand. With a ranged weapon it could help aim for you or highlight targets. With night vision it could turn it off when you're in bright light. Turn off flight control when you land and turn it on when you jump (I've had problems with stairs with flight control on, not sure if the issue is still present in the current version, but it was a recent version).
Another idea, the ore scanners from IC2 as a module for the power tool.
Anyway, just an idea I had to write down. Don't care if you don't use it but if you do, I'll be glad to have helped in some small way.
Great mod! Really fun features. Some folks and I have been assembling themed suits:
Also, I got a chuckle when thinking about mass drawbacks and this old thread: http://www.minecraftforum.net/topic/753300-the-greatest-mass-that-steve-can-possibly-withstand-in-minecraft/