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  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Korynkai»
    @destrondivel: Unfortunately I'm waiting on two other pull requests to take hold (regarding ModularPowersuits and ExtraCells) and an official release of CompactMachines (which has no automated builds) before I can make a pull request, which hopefully won't be too much longer... Feel free to download the current build from our modpack though, it's tested and stable, but you need my version of ModularPowersuits and the latest Jenkins build of Numina.

    Here's links to the direct download of each file from our modpack in github:

    Modular Powersuits (our build waiting for merge into @MachineMuse's mainline):
    https://github.com/QMXTech/QMXTechModPack/raw/client/mods/ModularPowersuits-0.11.0.4-QMX.jar

    Numina (Jenkins link):
    http://build.technicpack.net/job/ModularPowersuits/lastSuccessfulBuild/artifact/build/libs/Numina-0.4.0.100.jar

    CompactMachines (with NBT fix, waiting for official release):
    https://github.com/QMXTech/QMXTechModPack/raw/client/mods/CompactMachines-1.12-QMX.jar

    ExtraCells (with DrummerMC's Fluid Terminal API fixes, waiting for merge which sounds like it should happen today):
    https://github.com/QMXTech/QMXTechModPack/raw/client/mods/ExtraCells-2.1.13B-DrummerMC.jar

    ModularPowersuitsAddons (...):
    https://github.com/QMXTech/QMXTechModPack/raw/client/mods/PowersuitAddons-908-QMX.jar

    SlickUtil (if you don't already have it, here's the Jenkins link):
    http://build.technicpack.net/job/ModularPowersuits/lastSuccessfulBuild/artifact/build/libs/slick-util.jar

    Also, if you're using EnderIO with this build, please make sure you're running 2.2.2 or greater (an API change concerning the OmniWrench was pushed near the end of the post-2.2.1/pre-2.2.2 automated builds. Latest maven build (2.2.2.288 at the time of this posting) available here: http://maven.tterrag.com/com/enderio/EnderIO/)

    For now use these versions. I am very low on time at the moment, and don't really have the ability to put in the effort that everyone deserves. This is not me saying I'm done with MPSA, but at the moment I can't support it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Korynkai»

    Interesting. Yeah, it does (sort-of) make sense. But if any other mods that make use of MPS ever make use of the MPS config files, it would become an antipattern (thus making every mod using MPS config files implement your fix, rather than a couple line fix in MPS itself...).


    Yeah, I have a C++ background (to say the least, I've been programming & scripting in various languages for years) but I'm just getting used to the Forge API (and Scala's nuances) as well, so in a sense I'm fairly new to writing Minecraft mods, too, so you're not (particularly) alone ^_^

    For sure not the best fix, and I definitely wasn't planning on leaving it that way for long.

    I recently (about a year) started with java after I got into modded minecraft. Have thus far taught myself everything I know, but still can't say I know what I am doing, but I make do with what I know, and always jump at the opportunity to learn more.
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Korynkai»
    Interesting, when I found the issue in MPS' source, it was actually that the mod was loading its keybindings way too soon... The only workaround without changing its code that I could find seemed to be to make a seperate keybinding handler for MPSA... I had to make a PR to MPS anyway due to a change within the EnderIO API (and its facade handling)I have 4 new modules that will be added to a PR soon, , the OmniProbe module (a universal multimeter) the AppEng ExtraCells Fluid Terminal module and a CompactMachines Portable Shrinking module are currently tested to be 100% stable in my internal build, still working on an OpenComputers Wireless Terminal module but this should be done shortly.


    My changes will be pushed as soon as I have the OpenComputers Wireless Terminal module stable.




    Interesting indeed. What was originally happening, at least this is what I think was happening (since I am not very familiar with MPS code(or scala at all) and more importantly minecraft itself(I am learning as I go along)) was that MPSA modules weren't correctly registering with the MPS module config. So I directly added my modules to the MPS config. If that makes sense at all.

    Can't wait to see the new modules. I would love to put more time into learning MC modding, but with school and my own endeavors into game-dev, I don't have as much time to invest into MC.

    On a side note. I tried downloading your binaries, but am unable to use them for some reason. I am getting an Ender-IO API error, and a NoClassDefFound error for ItemToolFist. I tried in my current dev enviornment, a new Dev enviornment without MPSA source, and in a normal running enviornment with the non dev binaries and got the same crash all times. I can upload the crash log if you would like.

    What version of forge are you using in your enviornment?
    Posted in: Minecraft Mods
  • 3

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Korynkai»
    @Eximus88: I'm curious to know what changes were made in your unreleased build as I have new features and fixes I'll be pushing once they're ready (and I would like to ensure no conflicts).
    Also do note, if you haven't already, the new version of MPS itself that's been pushed to our github which contains several bugfixes, including a patch to MPS' keybinding algorithm which fixes the problem with MPSA's keybindings being lost on reload, among other things (available here as prebuilt binaries: https://github.com/QMXTech/MachineMusePowersuits/releases)

    I made some module stability improvements, as well as some bug fixes to some modules including the Applied Energistics module (credit goes to QMXTech for that). I looked through MPS source to figure out how the key binding worked, and am pretty sure I found a workaround way to make them work without changing MPS source. I also added two new modules. There shouldn't be any conflicts with the changes I made, but I will let you know if there are
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from gudenau»
    I just compiled the github version, does not fix it...

    It's fixed just not on the git repo yet. I'm testing it on my private server to make sure everything is working as intended.
    Quote from Pentarctagon»

    Is there an answer to this? I am also having this problem.

    Those are also fixed, but not released yet. I should finish my testing soon, then I will release.
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from AznaktaX»
    Aaahhm....any information about this addon?

    This is Andrew2448's Powersuit Addons mods. I originally updated it to Minecraft 1.6.4, and have now updated it for Minecraft 1.7.10
    Posted in: Minecraft Mods
  • 2

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    New version for Minecraft 1.7.10! Use the latest version of forge and the MPS and Numina versions listed in the OP.
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from mysticdrew»
    MPS 1.7.10 is out, hopefully we see this updated soon!

    Because MPSA relies heavily on MPS and ITS libraries, I will release an update as soon as MPS and Numina are Stable for 1.7.10.
    Quote from SuperSand2000»
    I can't build a good armor without MPSA!!! I'M waiting man!

    Me too!
    Posted in: Minecraft Mods
  • 0

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from EzerArch

    I try to think how it would work differently. If you are at x1,y1,z1 on the overwolrd and you want to be teleported to the Nether at the same x1,y1,z1 values, there's no guarantee that you will not be teleported inside the ground (and die of suffocation) or a lava pool, this if we suppose that the chuncks are already generated.

    Also, mind if I ask you a question? Are you and MachineMuse planing to port the mods to 1.7.2 first or straight to 1.7.10? I've been seeing some developers are skipping 1.7.2.

    EDIT: 500th post FTW!!!

    It's quite simple in theory to make it work, but in the actual application it doesn't quite work as expected. Basically what I tried to do was check for any blocks or liquid blocks in a 5x5 area around the player and set them to air, except for a 3x3 platform of stone beneath the player, kind of like mystcraft. However, I was unable to ensure that you could be teleported back to the same spot every time, so you ended up with large chunks of nether missing in a relatively close area.

    As for 1.7... I can't speak on MachineMuse's behalf, but if she does update to 1.7, I will be quick to follow.

    I attempted to update MPS to 1.7.2 in early May, but since I do not know scala, and don't want to take the time to learn it right now, I gave up.
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from ChaosNicro

    While it is true that machinemuse added a vast variety of options, I have yet to see a single one of andrews modules there. The config file assigned to MPSA includes a total of six lines with none of them providing such options. Which is why I am asking.

    EDIT: Sorry for overlooking that "will" there.

    Properties for ALL modules are in the powersuits.cfg file not the powersuitaddons.cfg file.
    Quote from cuddleswifkitenz
    soooo i updated the addons and the dimensional tear generator still doesnt work - i can only teleport to my bed it seems, and if i am in the overworld it just takes me to the bed, if im in the nether it takes me to my bed... no matter how far away i am...

    playing on a server - would really like this feature to work...

    That is how it is supposed to work. I have tried to get it to teleport you to the nether from the overworld, but haven't been able to reliably do that. So for now it teleports you to your bed no matter where you are or what dimension you are in.
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    In the main MPS config there will be options to enable/disable certain modules, as well as change their properties.
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from xSlaught3rx

    How are things coming along with those new modules? Really looking forward to them, I can never have enough em' :)


    I am currently developing a new mod. I don't plan to abandon MPSA, but currently I am not working on it anymore. I will probably pick it up if/when MPS is updated to 1.7
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    WOW! Thanks for the suggestions. Keep them coming. I have toyed around with the idea of ender pouches, but don't know how I could make it so you could have multiple bags. I really like the sleeping bag and builders wand idea. I think that is what I will work on next.
    Posted in: Minecraft Mods
  • 2

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    I've run out of ideas for modules, and I'm starting to get burned out. Everyone post what modules you would like to see!
    Posted in: Minecraft Mods
  • 1

    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from EzerArch

    EXCELLENT! r887 worked. Thanks eximius88.

    I noticed the icons (clock, feeder etc) were pushed down. Is it intensional? I'm reporting it on GitHub.


    Yes it was intentional. A few people mentioned that they got in the way of the thaumcraft wand UI, so I moved them down temporarily. I want to add the ability to move them wherever you want like Ars Magica 2, but haven't gotten around to it yet.
    Posted in: Minecraft Mods
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