We (royal We) at Inspiration™ Inc. LLC believe that the user is and should be treated as the architect of their own destiny. That is why we have created a Complete Idiot's Guide to powersuit creation.
First, you must verify that the laws of physics in your particular corner of the galaxy will support the use of your creativity. You can check this by temporarily removing the fourth wall and installing the following mod to your minecraft folder:
Once you have performed the necessary applications of metaphysics, it's time to get down to the physics.
Recipes are completely configurable but default ones will be extracted automatically the first time you run it. I recommend using NEI since different servers can have different recipes!
Yeah, my first thought was "whelp, there goes my desire for a IC2 Q-Suit". After that my mind was all like
Two requests: First off, some sort of fancy pants weapon upgrade for the Power Tool. Thing looks like it's made for firing lasers. Or spraying Fire and Shooting out Lightning.
Might I suggest if you do want to add a tesla bolt ish addon for the Power Tool, see if you can convincer ChickenBones to let you base your lightning effects for it off of his(?) lightning emitter for the WRCBE Jammer. It'd make it easier I'm sure.
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Yeah, my first thought was "whelp, there goes my desire for a IC2 Q-Suit". After that my mind was all like
Two requests: First off, some sort of fancy pants weapon upgrade for the Power Tool. Thing looks like it's made for firing lasers. Or spraying Fire and Shooting out Lightning.
Might I suggest if you do want to add a tesla bolt ish addon for the Power Tool, see if you can convincer ChickenBones to let you base your lightning effects for it off of his(?) lightning emitter for the WRCBE Jammer. It'd make it easier I'm sure.
Absolutely! Weapon modules are a high priority right now. I just want to make sure they work as intended.
I fixed a couple of crash cases. It is an alpha after all!
I've also noticed that the armor doesn't quite absorb damage how it's supposed to... I've increased the ratio to 96%, but it still only absorbs about half of incoming damage with 24 points (max-power energy shield on all 4 armor pieces). I'll try and get this fixed tonight. Expect a 0.0.4 soon!
Edit: Done! Apparently the armor calculator multiplies the damage by 25 before checking the max absorption. I'm not sure why that is... anyway, I just multiply the max-absorption by 25 on my end, and it works!
Always wanted a mod like this.I like how you already have already planned additions for compatibility with other mods.Great job so far, and I hope you keep up the good work!
I hate to use the popular meme, but it's apropos in this case.
Really, though, this is quite lovely. Someone mentioned the Quantum Suit, though, and that reminds me of something. Perhaps you could add to the armour some sort of medical upgrades, to automatically counter potion effects, use healing potions from the inventory, or administers nutrients via intravenous drip (countering hunger loss). That and/or adding in Mystcraft support, so the armour can be upgraded to recognize and protect against some or all instability effects (which otherwise constantly re-apply themselves) would make this a perfect exploration aid for me. Well, that and something that lets you either sneak faster, or not fall off edges (unless you jump off) even when not sneaking.
I hate to use the popular meme, but it's apropos in this case.
Really, though, this is quite lovely. Someone mentioned the Quantum Suit, though, and that reminds me of something. Perhaps you could add to the armour some sort of medical upgrades, to automatically counter potion effects, use healing potions from the inventory, or administers nutrients via intravenous drip (countering hunger loss). That and/or adding in Mystcraft support, so the armour can be upgraded to recognize and protect against some or all instability effects (which otherwise constantly re-apply themselves) would make this a perfect exploration aid for me. Well, that and something that lets you either sneak faster, or not fall off edges (unless you jump off) even when not sneaking.
These are all really clever suggestions that somehow nobody else has thought of yet (which is getting rarer as time goes by). I'll definitely look into countering instability effects and auto-edge-hugging. Which I should do anyway since I need to make a hazmat module for UE to protect against radiation (which is also a custom potion effect.)
As for the intravenous drip, that's a good compromise between the whole 'mass fabricator makes food directly in your tummy' and nothing. I'll need to work on the in-the-field interface a bit before that becomes a reality, but I'll keep it in mind.
Perhaps it could take advantage of IC2 compatibility to work off of canned food? That would satisfy both hunger and health regen, IIRC. Anyways, I'm happy if any of my mad ramblings are of help.
Sounds like a great idea! I dont personaly use IC2 or UE so cant wait till BC is compatible becuz hell i miss the Q-suite from IC2 but with BC and its addons it became kinda out dated( imho) so this would def give me something to play around with and to use some of the extra energy that my (2 fusion generators produce) so keep up the good work i can't wait to see how this turns out when it hits beta.
Sounds like a great idea! I dont personaly use IC2 or UE so cant wait till BC is compatible becuz hell i miss the Q-suite from IC2 but with BC and its addons it became kinda out dated( imho) so this would def give me something to play around with and to use some of the extra energy that my (2 fusion generators produce) so keep up the good work i can't wait to see how this turns out when it hits beta.
BC support will be a little iffier since there's no electric items in that mod (only blocks), but once I get a charging station set up, there'll be a sensible way to integrate it. For now, you can use it with vanilla recipes and use the capacitors as disposable 'batteries'.
Ok been here since the first post and i have to say amazing work bro
Edit:
Qestion time
1.How do you use the jetpack jetboot thing
Jetpack and jetboots are a bit complicated. At 100% thrust, the jetboots will just barely counter gravity (50% for the jetpack). They work using acceleration mitigated by weight, so it's a lot like actual physics. When you hold space, it will direct all your thrust upwards, and space+forward will split the thrust between forward and upwards. You need both to travel forward+upward at the same time.
Ok for working as a lappack it doesn't work with gravity suit drills and stuff Jetpack module doesn't do anything i only jump one block high no items in inv and its only 2kg on the cheastplate ...
Swim assistant module doesn't do anything to
Shock absorber or what the hell is it called doesn't absorb damage or it only absorbs half a hart ...
Sprint assist doesn't do anything... The tool thing only works as a wooden tool ... (Found the overclock thing make it more obvious so other --noobs like me don't have the same problem )
It's a huge window that takes up 1/4 of the screen and is written in huge text compared to the rest of it. idk how to make it more obvious than that.
Suggestion
Make the tool change form with diffrent modules (the pick axe shovel ones) (or maybe it does its just that im having tons of bugs with the mod ...) and make a better looking tool texture cause it looks like a finger and a lazer gun and thats not a pretty combo
from the OP: Todo
Custom models for the tool and armors.
From the OP: I don't really care what you do with it. Decompile it, put it in a modpack, host a mirror of it, feed it to your children, whatever, but please don't distribute a malware-infested derivative because that would be mean.
You kids need to learn to read.
Rollback Post to RevisionRollBack
The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
Srry for double post but getting an error something buged in the code i some recipe
java.lang.RuntimeException: Invalid shaped ore recipe: true, ISI, FCF, N N, I, plateIridium, S, itemSuperconductor, N, null, C, 1xnull@7, F, 1xnull@11, 1xnull@4
at net.minecraftforge.oredict.ShapedOreRecipe.<init>(ShapedOreRecipe.java:115)
at net.machinemuse.powersuits.common.RecipeManager.addRecipes(RecipeManager.java:588)
at net.machinemuse.powersuits.common.PowersuitsMod.postInit(PowersuitsMod.java:143)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:660)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT fef5ed1a ----------
my mistake, you'll have to change in the config 'gregtech recipes' to false and 'ic2 recipes' to true. New version fixes defaults but your config is already made.
There is a bug on recommended version .31 of modular power suits where if you charge power armor in the negative slot of an ultimate energy cube the server crashes and the world gets corrupted rendering it unrecoverable. PLEASE FIX THIS.
java.lang.IllegalArgumentException: MusePowerSuits: Invalid ItemStack passed via UE interface
at net.machinemuse.powersuits.item.ItemPowerArmor.getAsStack(ItemPowerArmor.java:308)
at net.machinemuse.powersuits.item.ItemPowerArmor.getVoltage(ItemPowerArmor.java:288)
at mekanism.common.TileEntityEnergyCube.onUpdate(TileEntityEnergyCube.java:161)
at mekanism.common.TileEntityBasicBlock.g(TileEntityBasicBlock.java:30)
at yc.h(World.java:2151)
at in.h(WorldServer.java:516)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.machinemuse.powersuits.item.ItemPowerArmor.getAsStack(ItemPowerArmor.java:308)
at net.machinemuse.powersuits.item.ItemPowerArmor.getVoltage(ItemPowerArmor.java:288)
at mekanism.common.TileEntityEnergyCube.onUpdate(TileEntityEnergyCube.java:161)
at mekanism.common.TileEntityBasicBlock.g(TileEntityBasicBlock.java:30)
-- Tile entity being ticked --
Details:
Name: EnergyCube // mekanism.common.TileEntityEnergyCube
Block type: ID #0
Block data value: Unknown? (Got -1)
Block location: World: (-31,64,251), Chunk: (at 1,4,11 in -2,15; contains blocks -32,0,240 to -17,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at yc.h(World.java:2151)
at in.h(WorldServer.java:516)
There is a bug on recommended version .31 of modular power suits where if you charge power armor in the negative slot of an ultimate energy cube the server crashes and the world gets corrupted rendering it unrecoverable. PLEASE FIX THIS.
java.lang.IllegalArgumentException: MusePowerSuits: Invalid ItemStack passed via UE interface
at net.machinemuse.powersuits.item.ItemPowerArmor.getAsStack(ItemPowerArmor.java:308)
at net.machinemuse.powersuits.item.ItemPowerArmor.getVoltage(ItemPowerArmor.java:288)
at mekanism.common.TileEntityEnergyCube.onUpdate(TileEntityEnergyCube.java:161)
at mekanism.common.TileEntityBasicBlock.g(TileEntityBasicBlock.java:30)
at yc.h(World.java:2151)
at in.h(WorldServer.java:516)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.machinemuse.powersuits.item.ItemPowerArmor.getAsStack(ItemPowerArmor.java:308)
at net.machinemuse.powersuits.item.ItemPowerArmor.getVoltage(ItemPowerArmor.java:288)
at mekanism.common.TileEntityEnergyCube.onUpdate(TileEntityEnergyCube.java:161)
at mekanism.common.TileEntityBasicBlock.g(TileEntityBasicBlock.java:30)
-- Tile entity being ticked --
Details:
Name: EnergyCube // mekanism.common.TileEntityEnergyCube
Block type: ID #0
Block data value: Unknown? (Got -1)
Block location: World: (-31,64,251), Chunk: (at 1,4,11 in -2,15; contains blocks -32,0,240 to -17,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at yc.h(World.java:2151)
at in.h(WorldServer.java:516)
First off great mod! I am using it in the Voltz modpack with the Technic Launcher and found what I think is a bug.
The boots have a durability bar on them (it's at around half so I don't know if I will lose the boots when it hits zero yet). I put enchantments on them with the anvil so I'm guessing either the feather falling or unbreaking enchantment is doing this. I don't know yet if the boots will break of they hit 0 but this should be fixed soon if it does.
EDIT: The boots have indeed broken and now damage is being put on my leggings (I'm pretty sure this isn't supposed to happen). I have my armor re-named and enchanted so probably one of those things are causing the bug.
EDIT 2: Did some testing in creative mode and found the cause of the bug is the new "Thorns" enchantment. Hopefully this can be fixed in the next update!
First off great mod! I am using it in the Voltz modpack with the Technic Launcher and found what I think is a bug.
The boots have a durability bar on them (it's at around half so I don't know if I will lose the boots when it hits zero yet). I put enchantments on them with the anvil so I'm guessing either the feather falling or unbreaking enchantment is doing this. I don't know yet if the boots will break of they hit 0 but this should be fixed soon if it does.
EDIT: The boots have indeed broken and now damage is being put on my leggings (I'm pretty sure this isn't supposed to happen). I have my armor re-named and enchanted so probably one of those things are causing the bug.
EDIT 2: Did some testing in creative mode and found the cause of the bug is the new "Thorns" enchantment. Hopefully this can be fixed in the next update!
Thanks for the heads up. These items aren't supposed to be enchantable (that's why there are modules which have the same effects as some enchantments...) I'll have to see what the anvil is doing differently.
This looks really cool and I'd love to play it, but there's something I don't understand. In the introduction post you say that you need either IndustrialCraft or Universal Electricity to recharge the batteries and stuff, but that also makes getting the things you need to make the suit pieces and modules a lot harder to get? Do I even want to get either of these then?
I currently have neither IC or EU or this installed yet.
It just means the recipes are designed around what resources are available in those mods. For example, IC2 and Mekanism (a UE mod) both have machines which allow you to grind raw ore into 2 dust, which basically doubles the amount of resources you get from them. They also add Copper and Tin to the world generation, about as common as iron, so there's about 6 times as much metal available. And the recipes use components from those mods as well (both mods add Basic and Advanced circuits, for example).
It's completely configurable, so if you just want to get the mod, make the items, and use them, with no regard for how much of a challenge it should be, you can turn on vanilla recipes (from the OP) in the config file.
We (royal We) at Inspiration™ Inc. LLC believe that the user is and should be treated as the architect of their own destiny. That is why we have created a Complete Idiot's Guide to powersuit creation.
First, you must verify that the laws of physics in your particular corner of the galaxy will support the use of your creativity. You can check this by temporarily removing the fourth wall and installing the following mod to your minecraft folder:
http://minecraft.curseforge.com/mc-mods/235442-modular-powersuits
and the associated library (required):
http://minecraft.curseforge.com/mc-mods/235440-numina
It's compatible with IC2 or Thermal Expansion, and in fact at least one of those is recommended so you can recharge the darn things.
Once you have performed the necessary applications of metaphysics, it's time to get down to the physics.
Recipes are completely configurable but default ones will be extracted automatically the first time you run it. I recommend using NEI since different servers can have different recipes!
Spotlights:
direwolf20
AdamzoneTopMarks
IRC: #numina on EsperNet
Yes you can use this in your own modpack, don't PM me just to ask permission.
Two requests: First off, some sort of fancy pants weapon upgrade for the Power Tool. Thing looks like it's made for firing lasers. Or spraying Fire and Shooting out Lightning.
Might I suggest if you do want to add a tesla bolt ish addon for the Power Tool, see if you can convincer ChickenBones to let you base your lightning effects for it off of his(?) lightning emitter for the WRCBE Jammer. It'd make it easier I'm sure.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Absolutely! Weapon modules are a high priority right now. I just want to make sure they work as intended.
I fixed a couple of crash cases. It is an alpha after all!
I've also noticed that the armor doesn't quite absorb damage how it's supposed to... I've increased the ratio to 96%, but it still only absorbs about half of incoming damage with 24 points (max-power energy shield on all 4 armor pieces). I'll try and get this fixed tonight. Expect a 0.0.4 soon!
Edit: Done! Apparently the armor calculator multiplies the damage by 25 before checking the max absorption. I'm not sure why that is... anyway, I just multiply the max-absorption by 25 on my end, and it works!
http://www.universalelectricity.com/?m=modular_powersuits
Lots of updates rolling out there!
Really, though, this is quite lovely. Someone mentioned the Quantum Suit, though, and that reminds me of something. Perhaps you could add to the armour some sort of medical upgrades, to automatically counter potion effects, use healing potions from the inventory, or administers nutrients via intravenous drip (countering hunger loss). That and/or adding in Mystcraft support, so the armour can be upgraded to recognize and protect against some or all instability effects (which otherwise constantly re-apply themselves) would make this a perfect exploration aid for me. Well, that and something that lets you either sneak faster, or not fall off edges (unless you jump off) even when not sneaking.
These are all really clever suggestions that somehow nobody else has thought of yet (which is getting rarer as time goes by). I'll definitely look into countering instability effects and auto-edge-hugging. Which I should do anyway since I need to make a hazmat module for UE to protect against radiation (which is also a custom potion effect.)
As for the intravenous drip, that's a good compromise between the whole 'mass fabricator makes food directly in your tummy' and nothing. I'll need to work on the in-the-field interface a bit before that becomes a reality, but I'll keep it in mind.
BC support will be a little iffier since there's no electric items in that mod (only blocks), but once I get a charging station set up, there'll be a sensible way to integrate it. For now, you can use it with vanilla recipes and use the capacitors as disposable 'batteries'.
Jetpack and jetboots are a bit complicated. At 100% thrust, the jetboots will just barely counter gravity (50% for the jetpack). They work using acceleration mitigated by weight, so it's a lot like actual physics. When you hold space, it will direct all your thrust upwards, and space+forward will split the thrust between forward and upwards. You need both to travel forward+upward at the same time.
Both of these features already exist. :|
Generators will happen after heat.
It's a huge window that takes up 1/4 of the screen and is written in huge text compared to the rest of it. idk how to make it more obvious than that.
from the OP:
Todo
Custom models for the tool and armors.
From the OP: I don't really care what you do with it. Decompile it, put it in a modpack, host a mirror of it, feed it to your children, whatever, but please don't distribute a malware-infested derivative because that would be mean.
You kids need to learn to read.
Also fixed the sprint assist food compensation and added same to the jump assist.
my mistake, you'll have to change in the config 'gregtech recipes' to false and 'ic2 recipes' to true. New version fixes defaults but your config is already made.
update mekanism, this is not my bug
The boots have a durability bar on them (it's at around half so I don't know if I will lose the boots when it hits zero yet). I put enchantments on them with the anvil so I'm guessing either the feather falling or unbreaking enchantment is doing this. I don't know yet if the boots will break of they hit 0 but this should be fixed soon if it does.
EDIT: The boots have indeed broken and now damage is being put on my leggings (I'm pretty sure this isn't supposed to happen). I have my armor re-named and enchanted so probably one of those things are causing the bug.
EDIT 2: Did some testing in creative mode and found the cause of the bug is the new "Thorns" enchantment. Hopefully this can be fixed in the next update!
Thanks for the heads up. These items aren't supposed to be enchantable (that's why there are modules which have the same effects as some enchantments...) I'll have to see what the anvil is doing differently.
It just means the recipes are designed around what resources are available in those mods. For example, IC2 and Mekanism (a UE mod) both have machines which allow you to grind raw ore into 2 dust, which basically doubles the amount of resources you get from them. They also add Copper and Tin to the world generation, about as common as iron, so there's about 6 times as much metal available. And the recipes use components from those mods as well (both mods add Basic and Advanced circuits, for example).
It's completely configurable, so if you just want to get the mod, make the items, and use them, with no regard for how much of a challenge it should be, you can turn on vanilla recipes (from the OP) in the config file.