~0.10.0-92~ MachineMuse's Modular Powersuits - updated for 1.6.4!

  • #281
    Quote from ShinobiDragoon

    My friend and I decided to rebalance the mod against IC2 directly (thanks for the config file, btw) since we don't use anything else with similar functionality. Mostly we were obviously balancing against the quantum armor, of course, and we decided to try to make the armor capable of invulnerability via the energy shielding modules, giving it a maximum armor value of 7 instead of 6. We noticed, however, that even when tuned to 7, the granted armor still appears to be 6. Is this intended?

    Yes the armor is capped at 6 per piece
    Quote from DragnHntr



    RE-Battery recipe works now, good work! Idunno if you want the single use battery in there though, its ridiculously cheap compared to the RE battery.

    Couple other little things, Rei's minimap is blinking again in build #87, you may already be aware. Something else I have noticed, your custom keybindings for toggling modules do not work until you have opened and closed the keybindings menu at least once.

    One thing a little more bothersome is that when changing the armor level on the pieces of gear with the various modules, the level of the armor does not change visually on the screen. I saw in direwolf's video that it was changing dynamically, but that does not seem to be the case anymore, at least not for me. Testing reveals that the actual armor level is functioning correctly, it is just not displaying properly on the armor HUD. Each piece of armor appears oddly to give around 1.5 armor icons for each piece equipped regardless of any armor modules or settings.

    On a balance note for IC2 recipes specifically I agree with whoever mentioned that the recipes are extremely Iron-heavy. It would be neat if you could balance the resource load, perhaps using more tin or copper. Throwing some more RE-batteries around, possibly replacing some of the machine blocks would be convenient, although I am sure this is not a priority at the moment heheh.

    Just some things I noticed, not trying to criticize. You are doing a great job with the mod!
    if you want to be iron man without spending a ton of iron i don't know what to say ;O

    in seriousness though I don't know what I would use tin for, since it's practically only used in RE-batteries in IC2. and those are a pain to use in recipes in my experience as a player. I'd rather not make people create recipes that take dozens of unstackable items with weird metadata behaviour. And I already require a as many circuits as I could reasonably cram in there, which means lots of copper.

    this sort of request is why I added a 'don't ask for recipe changes' rule to the OP. it was recent so maybe you didn't see it.
    Last edited by MachineMuse: 2/5/2013 7:20:09 AM
    The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
  • #282
    I love this mod, its amazing, thanks so much for making it. I have a two module suggestions, Firstly a Athame module if redpower is installed which makes you take much more damage on endermen but for more energy (Because endermen are a pain to kill). Secondly if its possible a gravity gun module so you can pick stuff up and throw them but only with gravity gun mod (Im not sure if it has a api or anything like that, but maybe?)
    Last edited by DanniL113: 2/5/2013 8:39:07 AM
  • #283
    Is the "Modular-powersuite-acting-like-a-batpack" bug fixed :) or not :( ?
    Cause its really annoying!
    Last edited by Lord_vastrix: 2/5/2013 9:18:28 AM
    System security is a temporary condition!
  • #284
    I Just wanted to post a thanks for all your work on this mod. It has completely changed character development (which was really needed) in minecraft. Im a professional counselor who works with kids with developmental disabilities and we have started using your mod as a resource for teaching external/internal change. This work has been a tremendous contribution to me. Thanks.
  • #285
    Quote from Lord_vastrix

    Is the "Modular-powersuite-acting-like-a-batpack" bug fixed :) or not :( ?
    Cause its really annoying!

    this isn't a bug, stop asking
    Quote from phenn

    I Just wanted to post a thanks for all your work on this mod. It has completely changed character development (which was really needed) in minecraft. Im a professional counselor who works with kids with developmental disabilities and we have started using your mod as a resource for teaching external/internal change. This work has been a tremendous contribution to me. Thanks.

    That's really heartwarming :) Thanks for posting about it.
    Last edited by MachineMuse: 2/5/2013 10:12:03 AM
    The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
  • #286
    Quote from MachineMuse
    you may want to try the experimental builds :) they have fixes for these, and more! but, also new bugs and unfinished features.

    Plasma bolts are working as intended, sorry if it bugs you

    as for burning out, I appreciate the concern but it comes across as a bit patronizing D:


    In order: downloaded, noted, and sorry.
  • #287
    hah on that note - one of my kids brought up how, sometimes, he acts out to push people away...and wouldnt it be cool if your power suit had a feature were if we wanted to be alone it would "nock people back" - I quick read your upcoming features and didnt see that so wanted to throw that out to you...some type of repulsion/knock back field that drains power while its activated...no real damage so to speak just has a knock back effect (not sure how this would effect mob agro) as the intent is to "scare them off" - as a side note we quickly processed pro-social ways of dealing with social stress (the whole time thinking THATS AWSOME DUDE!)
  • #288
    Quote from phenn

    hah on that note - one of my kids brought up how, sometimes, he acts out to push people away...and wouldnt it be cool if your power suit had a feature were if we wanted to be alone it would "nock people back" - I quick read your upcoming features and didnt see that so wanted to throw that out to you...some type of repulsion/knock back field that drains power while its activated...no real damage so to speak just has a knock back effect (not sure how this would effect mob agro) as the intent is to "scare them off" - as a side note we quickly processed pro-social ways of dealing with social stress (the whole time thinking THATS AWSOME DUDE!)
    please read the to-do list before posting a suggestion ;)
    The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
  • #289
    Quote from MachineMuse

    this isn't a bug.

    Can/will yu make it a config option (for the people who don't like this feature)?
    System security is a temporary condition!
  • #290
    Quote from MachineMuse

    this sort of request is why I added a 'don't ask for recipe changes' rule to the OP. it was recent so maybe you didn't see it.


    I did not, my apologies.
  • #291
    Fascinating mod you're working on. :D

    Some irony for myself as I've been conceptualizing something very similar to several of your todo list items. :P

    So might as well offer one of the ideas I was planning. Of course it should be rather expensive, but a module allowing access to the enderchest/code system would be fun. :)

    And as it just popped into my head, a WRCBE module would be nice on the tool as well.

    ...and for no real logical reason, add bacon.
  • #292
    Everything is better with bacon......
  • #293
    So... I had some suggestions for different ideas and things to potentially add to the mod, but (like an intelligent person) I went to look at your todo list before I posted them and they're all there... so... I just wanted to say that this is potentially the single most awesome part of Tekkit Lite to date. I've been playing with the quantum suit without the chest piece, because I love the jet pack. I started comming up with the idea that it would be awesome if there was a mod that worked with IC2 and allowed you to modify and and customize armor. Sure enough, I go and look at the Tekkit Lite updates and notice they added a new mod called Modular Powersuits. This mod is awesome, thank you.
  • #294
    do u have the sonic thing for ur to do started yet i really cant wait to see that its sounds fun
  • #295
    I'm having this incredibly odd/disorienting bug whilst having a power tool glove in my hot bar When it's in my hot bar, the sky/certain aspects of the GUI will rapidly darken and lighten over and over depending on how I move. When the item is in my inventory, however, this does not happen.

    Will reply with any other information you may need.

    ~Mike
  • #296
    This has already probably been suggested, and sorry if it has been but...

    Can you make the suits rechargeable in vanilla as well?

    I don't want to add the other stuff just to recharge it. please consider it


    I guess the charging bench in the to-do list would do just that hahaha
    Last edited by owned645: 2/5/2013 10:06:24 PM
  • #297
    Quote from BFC_Mike

    I'm having this incredibly odd/disorienting bug whilst having a power tool glove in my hot bar When it's in my hot bar, the sky/certain aspects of the GUI will rapidly darken and lighten over and over depending on how I move. When the item is in my inventory, however, this does not happen.

    Will reply with any other information you may need.

    ~Mike

    That has shown up and disappeared again over a few version changes the current Jenkins build (-90) doesn't have this bug and apart from some transparent icons which we have been told to ignore as they are wip it exhibits no other oddities I've found. So basically DL the latest build from MachineMuses Jenkins link on the website linked in the OP, it should take care of the flashing of the sky\HUD elements.
    Edit: Just downloaded the latest build -91 no flashing and no wip icons.
    Last edited by WTFFFS: 2/5/2013 10:59:08 PM
  • #298
    Lovely mod. Hadn't much time to play with it yet (outside Creative), but it's very nice so far and seems to be very much in line with the mods it adapts to. Kudos for having such a well-thought out mod right out of the gate. :)

    "Little" suggestion after playing around with it (mostly because it's a function I'm wishing for in Minecraft for a while now): Have an internal liquid tank module and for the power tool a "liquid transposer" - to "bucket" liquids or place them again.

    Doubly fun, if the internal tank will work with the magmatic generator on the to-do list, refuel by sucking dry lava lakes (or BC oil wells).

    EDIT: Derp, overlooked the liquids functionality on the to-do list for some reason. Still connecting it to a generator module would be neat.
    Last edited by WhatGravitas: 2/6/2013 7:07:16 AM
  • #299
    Any intention on creating a module that would give us the same kind of protection a quantum suit gives? I really love the mod so far, but not being able to be protected like that will make me use the quantum armor chest instead.

    Make that module as expensive as a quantum chest.

    It was kinda fine untill you removed the ability to enchant the armors.
    Last edited by Azrok: 2/6/2013 7:39:40 AM
  • #300
    Quote from Azrok

    Any intention on creating a module that would give us the same kind of protection a quantum suit gives? I really love the mod so far, but not being able to be protected like that will make me use the quantum armor chest instead.

    Make that module as expensive as a quantum chest.

    It was kinda fine untill you removed the ability to enchant the armors.

    What are you doing that 96% damage reduction isn't enough for?
    The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
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