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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Acun1994

    Bug Report? The names of the components added by MPSA are not in a proper format (idk how to put this into words)
    e.g. Instead of Computer Chip, it shows as an object as listed by Java? (smth.component.ComputerChip). Small bug, just wondered if there is a fix. I know others don't have this issues as I've seen it being OK in some videos. Thanks

    Weird. If other localizations are working then there is no reason that the computer chip wouldn't be as well, since all the naming is done in the same file.

    Quote from DoomRater

    Dunno if any modpacks would actually toggle it on but I can always hope.


    It's much easier than that.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from SuperNerd

    Having a minor problem with the night vision.
    The buff keeps flickering on and off, causing the screen to be constantly flashing.
    It's probably a mod conflict as I have added MPS and MPS addons to FTB Horizons.
    Optifine is NOT installed.
    I tried disabling DamageIndicators, ArmorStatusHUD and StatusEffectsHUD, but to no effect.

    It seems as if one mod has changed the way buffs are applied and whenever MPS tries to refresh the Night Vision it ends up toggling it.
    Has anyone experienced this issue?
    What does anyone think I should do?


    Odd... Haven't personally experienced this issue. Go into the ftb irc channel on irc.esper.net and ask there ---> http://webchat.esper.net/?channels=ftb
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Matakor

    Any chance of adding a Thaumcraft Thaumometer addon to the power fist? I imagine it wouldn't be a cheap upgrade, but that would be fine with me.

    Possibly... I haven't fully decided yet but I'm pretty sure that there won't be another update until 1.7. I am just really busy with other things right now
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from librarra

    could you add a slot to the pickaxe upgrade so other mods pickaxes can be used?
    that would be great.


    The pickaxe upgrade doesn't work that way.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from librarra
    will this mine ores from mods that take more than diamond to mine? i mean is it a universal mining code so everything can be mined or are there levels, and if so how high does the mining level go?


    The standard pickaxe module will only mine blocks that can be mined with a vanilla iron pickaxe, and the diamond pick upgrade will make it mine anything that can be harvested with a vanilla diamond pick.


    Quote from EzerArch
    Not that the idea is bad, but personally I would prefer a hover-bike for MPS, it fits better the tech theme. ....... but it would be *another* mod...... Not a bug. It's unfinished. Eximius is working on it.


    Hover bike could be cool, but I wouldn't be able to make the model since I am nowhere as talented as MachineMuse.


    Quote from DoomRater
    While this isn't the thread for MPS, I've noticed all sorts of glitches with mining. Unfortunately the issue was closed at MachineMuse's end. Apparently she doesn't feel like catching all the mods that don't register their blocks correctly with Forge hooks, which is strange because the Axe module as a result cannot harvest things like signs, wooden stairs/slabs, ladders, and workbenches faster like it's supposed to, and these are vanilla blocks that suffer. Also, things like RotaryCraft's blocks end up detroyed instead of returning their drop, but that's more of an issue on RotaryCraft's end, not MachineMuse's.


    Sorry about that, there's not much I can do about it though. However I understand where she is coming from, the way she coded the axe is that it looks for any blocks that can be mined with a vanilla axe and uses that to determine what blocks are mineable with the axe module. So another mod that adds wood would need to register it as being able to be mined by at least an iron pick. I however, don't know why vanilla blocks are having an issue.



    Quote from sww1235
    Another suggestion is a remote orderer from logistics pipes, make it able to link to a remote request pipe as well Thanks for all that you do, I ahve been waiting on this update for a long time


    Maybe... :P
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Pizarro

    I had another neat idea for a module you can add! It's called an 'endothermic siphon'. It's a module that generates power by killing mobs that the siphon is attached to!

    Take the thermal generator you can already add to your MPS suit, compact it and weaponize it, and what do you get? A slow-trajectory needle-like projectile that sticks to an enemy and sets them on fire. For the sake of adding fluff, lets say the projectile electrically heats up the target's body internally until they combust, which the projectile uses that intense heat to generate power and then transfers it to you via wireless signal.

    The projectile costs energy when fired, but always gives more power back than it consumes if it hits something. You get more energy based on how close you are to the target, and how much HP the target has. Generally, the longer they live, the more power you can take from them before they die.


    I love this idea. Hopefully I can integrate it into the beta build, which I have set the release date as March 1st
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Best_Gamerxp

    I dont know if this has been said yet or not but its impossible to key bind the Dimensional Tear Generator because it doesnt show up on the side list of modules installed (i mean when it is installed) inside the keybind panel.


    In the current release it actually doesn't do anything but in the next release it will. So don't worry about it. However it won't need to be bound since it only uses power when its activated.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from EzerArch

    eximius88, it's not urgent but I'd like to speak about two issues (did I scare you? I didn't mean it D:):

    1) MPSA is not saving the keybinds. Every time I restart MC, even though with the same mods, I have to remap the keys for MPSA. It doesn't happen with MPS keybinds.

    2) Magnet module is too strong, so a lot of times the items spaz out strongly on me, when not they are thrown away like slingshot. Low gravity is aggravating factor. I think the magnet module could be as strong as NEI's magnet.


    The keybind issue will be fixed in the next release, as for the magnet a lot of the code is based of of NEI but I increased the velocity a little bit since the range is just a tad higher than NEI. I can mess around with it to see if I can get it to be more reliable.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Been slowly making progress. Be sure to follow me on twitter @Eximius88 to stay up to date with the latest news.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Lord_vastrix

    Anyone else not finding the recipe for 2x ins. Gold Cable? (needed in the computer circuit)

    IC2: 2.0.354
    MPSA: 884


    That is a known issue and will be fixed in the next release.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    New modules are coming soon. No ETA yet, but in the next 6 weeks approximately
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from TbbW82

    Where is that Terminal glases addon?
    I use to make HUD's and all sort of goodies with it back in MC 1.4.7 and MC 1.5.2 but it seems to be something forgotten in 1.6 :P


    Don't worry, the next update will be a HUGE update. Not promising this module but it could happen. My plate is just a little too full right now so that update won't be for a while.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Love all of the suggestions, please keep them coming. As a heads up, I have posted the license terms on the OP. Nothing has changed, but I just wanted to make it clear since the new Minecraft EULA changes.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from Yusunoha

    would it be possible to add a page to the tinkering table with some centralized information about the powersuit?
    for example information about how much your suit weights, but also information about how much each part weights.
    or perhaps a way of adding profiles to your suit, with each profile having modules be configured differently.

    you could have a profile which is configured for flying, or a profile configured for running, or just a normal profile for everyday use.


    That is an awesome idea. I have thought about doing something like this, just haven't figured out how to do it to make it as simple as possible. Maybe I'll start a poll to decide what people think.
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from EzerArch

    Hey, I've got a shield.



    ...j/k, It's an oxygen bubble from Galacticraft. I sometimes think that the armor could render some sort of spherical shield depending on the module if applies, this is just to depict the idea.


    That is exactly how I imagined it, but with particle effects
    Posted in: Minecraft Mods
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