Thanks! I took the liberty of of changing the navigation tabs to be more useful, and I tweaked the layout of the main page slightly, added some links, and a section with links to the main categories in case people are unfamiliar with the wikia layout. I hope that is okay, let me know if you don't like it.
It's great, thanks so much!
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Check out my addon for IC2, IndustrialCraft 2 Combo Armors
Bug fix- fixed crash when quantum helmet tried to remove a potion effect
Reorganized pacakges
Added a config file with:
IDs
The max number of solar or static upgrades that can be applied
The order in which solar/static items will charge armors
The option to disable the crafting recipes for the upgrades
Added the ability to use IC2 energy storage upgrades to increase an item's EU by 10,000
Added the ability to use IC2 overclocker upgrades to increase an item's charging speed by 20
Added Energy Storage Upgrades Mk 2 and Mk 3 to increase an item's EU by 100,000 and 1,000,000, respectively.
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Check out my addon for IC2, IndustrialCraft 2 Combo Armors
Updating the wiki now.
2 minor things, there is a white pixel on the bottom right of the exo solar helmet image, it is mostly transparent so its hard to see in the png, but its fully visible in game. Also the mk2 energy upgrade looks identical to the default ic2 energy storage upgrade.You could do something like this to differentiate them:
well im currently working on sprites for a new kind of armor that is UBER RETARD expensive called omega armor lol if you could do programming i could tell you what it would be like and give you sprites if you wana do a co-op mod (i suck at java lol)
hey im amazing at sprites thats why im on the mod and credits
Awesome mod !!! I'll love it ! But i would know how to activate the cloaking engine , and the discharge device , on the config there are no keys to config
Oops! I meant to add that to the wiki but I forgot heheh, I will add it now. here are the bindings for reference:
(IC2CA Key): Toggle Fly
(IC2CA Key) + (attack key): Discharge
(IC2CA Key) + (IC2 Mode Switch): Cloaking
(IC2CA Key) + (sneak key): The unfinished, currently commented out laser module
Dear UnixRano, Can I have permission to use this mod in a Private FTB Pack. It will only be provided to those who go on my server and I will make no profit from your mod. Thanks, GustoniaEagle
Go right ahead. I'm assuming the FTB guys require you to ask me or something like that.
I only really care about public modpacks, and even then, I only ask that you link the forums or wiki somewhere.
I have no problems with this mod being used in private modpacks.
I should probably put these sentences in the main post somewhere for future reference... lol.
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Check out my addon for IC2, IndustrialCraft 2 Combo Armors
Hey UnixRano, I was just reading about the Armor Assembler and I want to make a big long post about convenience, the concept of overpoweredness, and pointless waiting as a balancing mechanic, but instead I am just going to ask you to please make the wait time (and I guess EU cost) modifiable in the config file. Personally I would reduce the wait times specified by around 90-95% or even more. Possibly allow just shutting the wait times off altogether simply requiring the table and the EU cost.
Non tl;dr version:
I am not a big fan of balancing long term convenience with short term inconvenience as a game mechanic. It is not fun to wait around. If you want the combining to require a time investment for the player, make them build something complicated, or go mining for more resources to invest, ya know? You could have additional machines that require resources such as rubber, tin, copper, iron, redstone, etc. to create special combination modules that are several steps to produce. These modules could then dramatically reduce the time required to combine at the expense of the time required to craft them and the material cost. This way a more settled player has the option of automating the production and the impact of the material cost is negligable, while the newer player can instead choose to wait for it to combine.
I could build a more specific example of time-reducing modules if you like. Or another idea, simple require the module and give it multiple steps to craft like I said so the module itself represents a time investment, and then when you put the armor/upgrades to be combined in the table it gives you a module cost based on the difficulty of the combine. A basic example would be it requires X Electronic circuits to combine a batpack and a jetpack.
There are so many interesting ways to invest time into effort minecraft that simply waiting a certain amount of time for your armor to combine (armor that you are going to want with you to actually do anything) is such an unappealing option. Sorry! I guess I kind of went off on my rant anyway haha.
I will add a config option eventually, but I first want to see the general response from everyone once it's released. I got a lot of people (particularly on the IC2 forums) saying that it was overpowered, and I completely agreed. I thought about it for a while, and considering how many other mods used time as a balace factor (IE, Steve's Carts 2, GregTech, etc), I thought it was fine.
Obviously if I get more people that have the same view as you, I will reduce the time required. It's easier than adding another completely new combination mechanic.
Rollback Post to RevisionRollBack
Check out my addon for IC2, IndustrialCraft 2 Combo Armors
I will add a config option eventually, but I first want to see the general response from everyone once it's released. I got a lot of people (particularly on the IC2 forums) saying that it was overpowered, and I completely agreed. I thought about it for a while, and considering how many other mods used time as a balace factor (IE, Steve's Carts 2, GregTech, etc), I thought it was fine.
Obviously if I get more people that have the same view as you, I will reduce the time required. It's easier than adding another completely new combination mechanic.
If steves carts and gregtech jumped off a bridge would you? Seriously though. that doesnt make it a good mechanic for this mod. Theres always going to be someone who is unhappy with the balance, and I believe the people who spend the most time surfing IC2 forums are the most hardcore of IC2 players, who are probably using Gregtech and are predisposed to making everything harder. Which I understand as it increases the total gameplay time, but that isn't for everyone.
Steves carts takes time because it is replacing mining and he has a predisposition to making things take a long time, have you seen the recipe for the highest drill bit? Gregtech takes time because it is designed for people who want to greatly increase the length of the IC2 tech path so they can play the same game longer. IMO as a convenience oriented mod, IC2CA is most likely to be used by people who want to make the game more convenient to play, not less.
I realize adding a new mechanic may seem like the less desirable option as it would take more time, but it would add considerable depth to the mod. I put a mockup of a possible alternative mechanic on the wiki if you feel like checking it out.
If people want their combo armor to be prohibitively hard to get, they will just use GraviSuite
Edit: I completely understand wanting to wait and see what more people say, but remember that most players dont frequently read forums or post necessarily, what you are hearing from is the vocal minority who are probably more likely to prefer a certain playstyle. Just think about your vision for the mod and what you really want to see from it. I am just stating what my vision for the mod was so you have more opinions to take into consideration, but the ultimate decision for what is right in the mod should be your judgement call of course!
Seriously though. that doesnt make it a good mechanic for this mod. Theres always going to be someone who is unhappy with the balance, and I believe the people who spend the most time surfing IC2 forums are the most hardcore of IC2 players, who are probably using Gregtech and are predisposed to making everything harder. Which I understand as it increases the total gameplay time, but that isn't for everyone.
I was unhappy with the balance. In early, never released dev builds, I didn't even have the Exo upgrades, and that was a crappy attempt for the amount of convenience and power the items in my mod give.
IMO as a convenience oriented mod, IC2CA is most likely to be used by people who want to make the game more convenient to play, not less.
And it still is making it more convenient to play. It does not affect the game at all in the long run. It's not like it takes an hour to charge it or anything, you just stick it in a machine once and go build a house or something and then come back.
I realize adding a new mechanic may seem like the less desirable option as it would take more time, but it would add considerable depth to the mod. I put a mockup of a possible alternative mechanic on the wiki if you feel like checking it out.
I saw it. Regardless of whether or not it would "add considerable depth", I just spent the last 12 days or so making this machine and I'm not changing anything about it- aside from, as I already said in my previous post, possibly the time and EU costs.
If people want their combo armor to be prohibitively hard to get, they will just use GraviSuite
That's the other thing. It's not "prohibitively hard" to get. I'm specifically trying to make the items in this mod easily accessible to people earlier on in the game, so I made it cost something that everyone regardless of how rich you are has- time. And think about it- you're suggesting I make everything more expensive. Which do you think takes longer: sticking it in a machine and waiting a bit, or setting up a mass fab and trying to get enough iridium for a more expensive recipe? (The iridium takes longer, just in case you didn't figure that out).
Edit: I completely understand wanting to wait and see what more people say, but remember that most players dont frequently read forums or post necessarily, what you are hearing from is the vocal minority who are probably more likely to prefer a certain playstyle. Just think about your vision for the mod and what you really want to see from it. I am just stating what my vision for the mod was so you have more opinions to take into consideration, but the ultimate decision for what is right in the mod should be your judgement call of course!
I am thinking about it. I didn't add this just because a couple people on the forums said it was OP; I added it for two reasons.
1. It's much cooler (and more professional) then using a crafting table with a million shapeless recipes.
2. I thought it was OP. Before anyone on the forums said it. Before it was even on the forums. Before I even put it on the test server with my friends. I knew it was overpowered, and I planned to do something like this all along.
And while I'm going to take your opinions into consideration, I am also going to wait for the opinions of others. There's a chance that you're right and that everyone wants it to take 95% less time. Key word- everyone. I haven't even released it yet, there's no way I'm going to change it and add a new mechanic before anyone has even played it just because one person (regardless of your much-appreciated contributions to the wiki and supportiveness) thinks I nerfed it too much.
Rollback Post to RevisionRollBack
Check out my addon for IC2, IndustrialCraft 2 Combo Armors
My wife is telling me the wait isnt that bad and im making too big of a deal of it. I do think having another system to lower the time would be really cool, but I also do not know how to code so I have no idea how much work that would be, so I just want to apologize for making such a big deal of it. I am sure its going to be great!
First, some bug fixes:
-Fixed instant death when a QuantumSuit or NanoSuit with max energy tried to absorb damage
-Fixed QuantumSuit Bodyarmors not extinguishing fire on the player
-Fixed negative damage values on items with really high EU values
-Fixed many upgrades (particularly the Discharge) ignoring the upgraded charge of an item
-Fixed EU currently in items not transferring properly to items with increased charge
And some cool new features/quick changes:
-Jetpacks with the Flight Turbine installed now act like normal jetpacks when flight mode is disabled.
-Changed the Nano Bow's recipe to require Fibre Glass cable instead of HV Cable
-Added a config option to disable the crafting of Energy Mk2 and Mk3
-Added a config option to disable use of Overclockers and Energy Mk1 (I prefer to just disable crafting, so server Admins can still spawn/use them, but I didn't want to mess with IC2's recipes)
-Added a config option to change the maximum EU that an upgraded armor can have
-Added a config option to change the maximum Transfer Limit that an upgraded armor can have
And the big addition:
-Added the Armor Assembler, an awesome new way to combine and upgrade the Armors
-Changed all recipes to be in the Armor Assembler
-Removed the triple recipes (IE, jetpack + lappack + quantumsuit) due to the Armor Assembler only having 2 input slots
-Changed the tier upgrade recipes (IE, NanoBatpack in the Lappack recipe) due to the Armor Assembler only having 2 input slots
-Added Drill and Drill Bit, currently only used for the crafting of the Armor Assembler
-Hopefully made everything less OP. NOTE: The times are still flexible. I felt that they were pretty good, but I may change them in the future based on feedback.
NOTE: This requires IC2 v1.115.208-lf or later. This comes with the latest versions of most FTB Packs or can be downloaded here.
Rollback Post to RevisionRollBack
Check out my addon for IC2, IndustrialCraft 2 Combo Armors
It's great, thanks so much!
Bug fix- fixed crash when quantum helmet tried to remove a potion effect
Reorganized pacakges
Added a config file with:
IDs
The max number of solar or static upgrades that can be applied
The order in which solar/static items will charge armors
The option to disable the crafting recipes for the upgrades
Added the ability to use IC2 energy storage upgrades to increase an item's EU by 10,000
Added the ability to use IC2 overclocker upgrades to increase an item's charging speed by 20
Added Energy Storage Upgrades Mk 2 and Mk 3 to increase an item's EU by 100,000 and 1,000,000, respectively.
2 minor things, there is a white pixel on the bottom right of the exo solar helmet image, it is mostly transparent so its hard to see in the png, but its fully visible in game. Also the mk2 energy upgrade looks identical to the default ic2 energy storage upgrade.You could do something like this to differentiate them:
And i never even noticed that little white pixel thanks, i'll fix those.
hey im amazing at sprites thats why im on the mod and credits
Oops, lol. I'll make that change now and quickly reupload with that and the new mk2/mk3 textures.
EDIT: Uploaded. Changed recipe, removed pixel from solar exo, and changed energy mk2/mk3 textures.
Updated the Wiki, keep up the good work!
Looking forward to seeing the upgrade table thingy heheh.
Oops! I meant to add that to the wiki but I forgot heheh, I will add it now. here are the bindings for reference:
(IC2CA Key): Toggle Fly
(IC2CA Key) + (attack key): Discharge
(IC2CA Key) + (IC2 Mode Switch): Cloaking
(IC2CA Key) + (sneak key): The unfinished, currently commented out laser module
Thanks for doing that!
And as for the upgrade table thing, I've been working on it the last few days and its just about ready :D.
Go right ahead. I'm assuming the FTB guys require you to ask me or something like that.
I only really care about public modpacks, and even then, I only ask that you link the forums or wiki somewhere.
I have no problems with this mod being used in private modpacks.
I should probably put these sentences in the main post somewhere for future reference... lol.
Non tl;dr version:
I am not a big fan of balancing long term convenience with short term inconvenience as a game mechanic. It is not fun to wait around. If you want the combining to require a time investment for the player, make them build something complicated, or go mining for more resources to invest, ya know? You could have additional machines that require resources such as rubber, tin, copper, iron, redstone, etc. to create special combination modules that are several steps to produce. These modules could then dramatically reduce the time required to combine at the expense of the time required to craft them and the material cost. This way a more settled player has the option of automating the production and the impact of the material cost is negligable, while the newer player can instead choose to wait for it to combine.
I could build a more specific example of time-reducing modules if you like. Or another idea, simple require the module and give it multiple steps to craft like I said so the module itself represents a time investment, and then when you put the armor/upgrades to be combined in the table it gives you a module cost based on the difficulty of the combine. A basic example would be it requires X Electronic circuits to combine a batpack and a jetpack.
There are so many interesting ways to invest time into effort minecraft that simply waiting a certain amount of time for your armor to combine (armor that you are going to want with you to actually do anything) is such an unappealing option. Sorry! I guess I kind of went off on my rant anyway haha.
I will add a config option eventually, but I first want to see the general response from everyone once it's released. I got a lot of people (particularly on the IC2 forums) saying that it was overpowered, and I completely agreed. I thought about it for a while, and considering how many other mods used time as a balace factor (IE, Steve's Carts 2, GregTech, etc), I thought it was fine.
Obviously if I get more people that have the same view as you, I will reduce the time required. It's easier than adding another completely new combination mechanic.
If steves carts and gregtech jumped off a bridge would you? Seriously though. that doesnt make it a good mechanic for this mod. Theres always going to be someone who is unhappy with the balance, and I believe the people who spend the most time surfing IC2 forums are the most hardcore of IC2 players, who are probably using Gregtech and are predisposed to making everything harder. Which I understand as it increases the total gameplay time, but that isn't for everyone.
Steves carts takes time because it is replacing mining and he has a predisposition to making things take a long time, have you seen the recipe for the highest drill bit? Gregtech takes time because it is designed for people who want to greatly increase the length of the IC2 tech path so they can play the same game longer. IMO as a convenience oriented mod, IC2CA is most likely to be used by people who want to make the game more convenient to play, not less.
I realize adding a new mechanic may seem like the less desirable option as it would take more time, but it would add considerable depth to the mod. I put a mockup of a possible alternative mechanic on the wiki if you feel like checking it out.
If people want their combo armor to be prohibitively hard to get, they will just use GraviSuite
Edit: I completely understand wanting to wait and see what more people say, but remember that most players dont frequently read forums or post necessarily, what you are hearing from is the vocal minority who are probably more likely to prefer a certain playstyle. Just think about your vision for the mod and what you really want to see from it. I am just stating what my vision for the mod was so you have more opinions to take into consideration, but the ultimate decision for what is right in the mod should be your judgement call of course!
...What? I'm just saying it's obviously not a stupid idea if other mods do it.
I was unhappy with the balance. In early, never released dev builds, I didn't even have the Exo upgrades, and that was a crappy attempt for the amount of convenience and power the items in my mod give.
And it still is making it more convenient to play. It does not affect the game at all in the long run. It's not like it takes an hour to charge it or anything, you just stick it in a machine once and go build a house or something and then come back.
I saw it. Regardless of whether or not it would "add considerable depth", I just spent the last 12 days or so making this machine and I'm not changing anything about it- aside from, as I already said in my previous post, possibly the time and EU costs.
That's the other thing. It's not "prohibitively hard" to get. I'm specifically trying to make the items in this mod easily accessible to people earlier on in the game, so I made it cost something that everyone regardless of how rich you are has- time. And think about it- you're suggesting I make everything more expensive. Which do you think takes longer: sticking it in a machine and waiting a bit, or setting up a mass fab and trying to get enough iridium for a more expensive recipe? (The iridium takes longer, just in case you didn't figure that out).
I am thinking about it. I didn't add this just because a couple people on the forums said it was OP; I added it for two reasons.
1. It's much cooler (and more professional) then using a crafting table with a million shapeless recipes.
2. I thought it was OP. Before anyone on the forums said it. Before it was even on the forums. Before I even put it on the test server with my friends. I knew it was overpowered, and I planned to do something like this all along.
And while I'm going to take your opinions into consideration, I am also going to wait for the opinions of others. There's a chance that you're right and that everyone wants it to take 95% less time. Key word- everyone. I haven't even released it yet, there's no way I'm going to change it and add a new mechanic before anyone has even played it just because one person (regardless of your much-appreciated contributions to the wiki and supportiveness) thinks I nerfed it too much.
Changelog: (It's a big one)
First, some bug fixes:
-Fixed instant death when a QuantumSuit or NanoSuit with max energy tried to absorb damage
-Fixed QuantumSuit Bodyarmors not extinguishing fire on the player
-Fixed negative damage values on items with really high EU values
-Fixed many upgrades (particularly the Discharge) ignoring the upgraded charge of an item
-Fixed EU currently in items not transferring properly to items with increased charge
And some cool new features/quick changes:
-Jetpacks with the Flight Turbine installed now act like normal jetpacks when flight mode is disabled.
-Changed the Nano Bow's recipe to require Fibre Glass cable instead of HV Cable
-Added a config option to disable the crafting of Energy Mk2 and Mk3
-Added a config option to disable use of Overclockers and Energy Mk1 (I prefer to just disable crafting, so server Admins can still spawn/use them, but I didn't want to mess with IC2's recipes)
-Added a config option to change the maximum EU that an upgraded armor can have
-Added a config option to change the maximum Transfer Limit that an upgraded armor can have
And the big addition:
-Added the Armor Assembler, an awesome new way to combine and upgrade the Armors
-Changed all recipes to be in the Armor Assembler
-Removed the triple recipes (IE, jetpack + lappack + quantumsuit) due to the Armor Assembler only having 2 input slots
-Changed the tier upgrade recipes (IE, NanoBatpack in the Lappack recipe) due to the Armor Assembler only having 2 input slots
-Added Drill and Drill Bit, currently only used for the crafting of the Armor Assembler
-Hopefully made everything less OP. NOTE: The times are still flexible. I felt that they were pretty good, but I may change them in the future based on feedback.
NOTE: This requires IC2 v1.115.208-lf or later. This comes with the latest versions of most FTB Packs or can be downloaded here.
Hello UnixRano, this is really, really cool addition to IC2! Does it have a config file to change items and blocks ID's? Thanks!Sorry, found it.
Haha, Ok.
For future reference, in case anyone else can't find it, it's just in the config folder, called IC2CA.cfg.