Recipes are enabled and disabled in the main MPS config (powersuits.cfg) under the general category.
That is what I thought. However when I checked there just now and previously, there were no options for either Thermal Expansion or Vanilla recipes as those are JSON files now. There are only entries for GregTech, Industrialcraft, and Universal Electricity recipes.
And to be clear, I have already disabled the vanilla recipes for MPS by not including the Vanilla.recipes JSON file in my build and including the ThermalExpansion.recipes JSON file to get those to work.
The trouble that I am having is that I can't find an entry to disable MPSA Vanilla recipes(or Thermal Expansion recipes for that matter). Even in the MPS config file(powersuits.cfg) under the "General" section.
That is actually something that I have thought about quite often.
Great! It could be like the Keybind GUI. I'd press a key and this UI pops up with the modules that I can turn on and off manually. I'd still use keybinds for those modules that require quick decision like the jetpack and flight control.
Any plans to add enchantibility modules like looting/ fortune for the power tool? Also, would ? button support for NEI in the in place assembler be a option?
The problem is not what the suit will draw energy from, but rather what the suit generators will put power into. The suit can accept all energy sources, but IC2 is the only mod that MPSA generators will charge.
And I tested this, but TE flux capacitors can't be charged by MPSA generators.
Since all of the modules reference powersuits code for charging and discharging I see this as a MPS issue and not an MPSA issue. I will, however, take a look and see if I can find the problem
Okay, I've got a few things to do:
1. Kick myself, really hard, for not doing a complete investigation on the problem when I reported my issue with MPSA generators. MPS/Numina/Slick-Util were not updated when MPSA was installed. Upon updating to the latest MPS version, the problem completely went away, MPSA generators are now providing power to MPS batteries as expected.
2. Kick my friend, really hard, for not making sure to completely run through all mods when updating his private modpack. This wasn't the first time I found out a simple problem could've been fixed from updating a mod to a more modern version, so now I think it's appropriate that I talk to him about being thorough when updating mods in his pack.
Since all of the modules reference powersuits code for charging and discharging I see this as a MPS issue and not an MPSA issue. I will, however, take a look and see if I can find the problem
Please do not inconvenience yourself on the matter, this was me and my friend's fault for not making sure MPS was updated before bringing up the problem.
Okay, I've got a few things to do:
1. Kick myself, really hard, for not doing a complete investigation on the problem when I reported my issue with MPSA generators. MPS/Numina/Slick-Util were not updated when MPSA was installed. Upon updating to the latest MPS version, the problem completely went away, MPSA generators are now providing power to MPS batteries as expected.
2. Kick my friend, really hard, for not making sure to completely run through all mods when updating his private modpack. This wasn't the first time I found out a simple problem could've been fixed from updating a mod to a more modern version, so now I think it's appropriate that I talk to him about being thorough when updating mods in his pack.
Happy that you fixed it. What version of numina and powersuits did you update to?
I had a go at a texture for it. It was only a quick 10 minute job but I hope you like it.
It's supposed to look like the armour plating is being hydraulically held. I wasn't sure how else to depict it. May need some work.
Let me know what you think
It's very good, but there is no transparency could you send me one with a transparent background.
...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.
...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
dude the mod would be better that you had a shield that would protect you forever until it starts taking loads of damage and then the shield geos down and the shield module can be in the armor slot and this message is rediculously long as it keeps going but im not a mod maker and i dont know if its possible plus im back to haunt yey :3
...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.
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.
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.
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.
Are we also talking about HUDs?
I need the following info while I'm using the MPS. Only the relevant info that affects the game real-time:
which modules are turned on or off (only feeder is done)
input and output energy in watts
current weight in kg
temperature and energy levels (done)
time (done)
loaded profile (if any)
1. which modules are turned on or off: the only way to know if a module is turned on is by using it or pressing the keybind (the game will prompt on the screen "{module} was turned on|off"). The player needs to know visually if an important module is working or not. Say, you're flying and decide to land but you accidentally turned off the shock absorbers, you'll know it's off when you land... x.x
Since there are a lot of modules, the player would choose which modules should have a "follow-up" icon on the HUD.
2. input and output energy in watts: to know if your armor is wasting energy or recharging. Not so important since you can guess by looking at the energy meters.
3. current weight in kg: only necessary if the armor weight varies. You can check it at the Tinker Table.
4. temperature and energy levels: it's there, done.
5. time: it's done, but with a suggestion: an option so that we can choose to display only the clock icon, only the time in numbers or both. As you can see in , the clock icon is not in synch with the time because I was using Galacticraft mod, the icon will always show the time of the planet/dimension I'm on, while the numbers tell the time from the Overworld.
you could have a profile which is configured for flying, or a profile configured for running, or just a normal profile for everyday use.
Like the profiles from Assassin's Creed? Since AC has tons of commands, they were grouped in profiles so that the player will only use those he needs for a given moment. If a pacific/social profile is loaded, the commands available are "talk", "gentle push", "buy", "steal". If it's an aggressive profile, the commands are "attack", "blade", "punch", "shoot". The same keybind has different actions depending on the loaded profile.
Kind of sophisticated. At least it avoids you from misusing a module or having an unnecessary module loaded. If I'm fighting mobs with the power fist, I wouldn't want a crafting table, shears or a hoe taking space in the power fist wheel, but I want them when I'm working or building. The profile thing is welcome.
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.
It should display the totals and the values per piece, weight and energy input and output since it's hard to keep the track of the things. You might not know where the energy is being wasted or which module or piece is too heavy.
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.
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.
ok then how about making portal gun or even jabba dollys addons you can install into the glove =P just to help clean that inventory up abit allso the omni wrench is unable to remove TE machines it just changes there facing even when shifting =P just a small thing
That is what I thought. However when I checked there just now and previously, there were no options for either Thermal Expansion or Vanilla recipes as those are JSON files now. There are only entries for GregTech, Industrialcraft, and Universal Electricity recipes.
And to be clear, I have already disabled the vanilla recipes for MPS by not including the Vanilla.recipes JSON file in my build and including the ThermalExpansion.recipes JSON file to get those to work.
The trouble that I am having is that I can't find an entry to disable MPSA Vanilla recipes(or Thermal Expansion recipes for that matter). Even in the MPS config file(powersuits.cfg) under the "General" section.
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Great! It could be like the Keybind GUI. I'd press a key and this UI pops up with the modules that I can turn on and off manually. I'd still use keybinds for those modules that require quick decision like the jetpack and flight control.
o dear....
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Since all of the modules reference powersuits code for charging and discharging I see this as a MPS issue and not an MPSA issue. I will, however, take a look and see if I can find the problem
1. Kick myself, really hard, for not doing a complete investigation on the problem when I reported my issue with MPSA generators. MPS/Numina/Slick-Util were not updated when MPSA was installed. Upon updating to the latest MPS version, the problem completely went away, MPSA generators are now providing power to MPS batteries as expected.
2. Kick my friend, really hard, for not making sure to completely run through all mods when updating his private modpack. This wasn't the first time I found out a simple problem could've been fixed from updating a mod to a more modern version, so now I think it's appropriate that I talk to him about being thorough when updating mods in his pack.
Please do not inconvenience yourself on the matter, this was me and my friend's fault for not making sure MPS was updated before bringing up the problem.
Happy that you fixed it. What version of numina and powersuits did you update to?
MPS: 1.6.2-0.9.0-84
Numina: 1.6.2-0.1.1-53
It's very good, but there is no transparency could you send me one with a transparent background.
...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.
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That is exactly how I imagined it, but with particle effects
No shader. You need MCPatcher and Aeon resorce pack (http://www.planetminecraft.com/texture_pack/aeon-1355543/).
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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.
Are we also talking about HUDs?
I need the following info while I'm using the MPS. Only the relevant info that affects the game real-time:
Since there are a lot of modules, the player would choose which modules should have a "follow-up" icon on the HUD.
2. input and output energy in watts: to know if your armor is wasting energy or recharging. Not so important since you can guess by looking at the energy meters.
3. current weight in kg: only necessary if the armor weight varies. You can check it at the Tinker Table.
4. temperature and energy levels: it's there, done.
5. time: it's done, but with a suggestion: an option so that we can choose to display only the clock icon, only the time in numbers or both. As you can see in , the clock icon is not in synch with the time because I was using Galacticraft mod, the icon will always show the time of the planet/dimension I'm on, while the numbers tell the time from the Overworld.
6. loaded profile:
Like the profiles from Assassin's Creed? Since AC has tons of commands, they were grouped in profiles so that the player will only use those he needs for a given moment. If a pacific/social profile is loaded, the commands available are "talk", "gentle push", "buy", "steal". If it's an aggressive profile, the commands are "attack", "blade", "punch", "shoot". The same keybind has different actions depending on the loaded profile.
Kind of sophisticated. At least it avoids you from misusing a module or having an unnecessary module loaded. If I'm fighting mobs with the power fist, I wouldn't want a crafting table, shears or a hoe taking space in the power fist wheel, but I want them when I'm working or building. The profile thing is welcome.
Additionally, HUDs don't need to be complicated:
It should display the totals and the values per piece, weight and energy input and output since it's hard to keep the track of the things. You might not know where the energy is being wasted or which module or piece is too heavy.
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