Just got a chance to check out the night vision last night. It actually feels a tad too powerful as-is. I can see everything forever, which makes hunting resources in ravines trivial, as well as eliminating the threat of being surprised by monsters. Torches, you're only there to lead me home now...
Is it possible to do a fade-out after a certain range? I have a suspicion that this would be a base edit change on the rendering (and wouldn't play with optifine).
Lol Muse. Did you come up with the recipes when GregTech is Installed or did He? Because they are Fracking RIDICULOUS!! your not kidding when you say x300 times more expensive ( I don't remember where i read that).
It was probably gregtech because he went in and edited a bunch of other mods recipies, IC2, Railcraft, etc. without asking them.
Just got a chance to check out the night vision last night. It actually feels a tad too powerful as-is. I can see everything forever, which makes hunting resources in ravines trivial, as well as eliminating the threat of being surprised by monsters. Torches, you're only there to lead me home now...
Is it possible to do a fade-out after a certain range? I have a suspicion that this would be a base edit change on the rendering (and wouldn't play with optifine).
it's not, it's in the core of the world renderer sorry I can make it more expensive I guess. But you could also just turn up the gamma correction on your monitor to get the same effect ;o
^It's the same thing you get from a night vison potion so it's not something you couldn't do in vanilla minecraft, but more power draining would make me use it more sparingly so that would probably be better.
<snip> but more power draining would make me use it more sparingly so that would probably be better.
Hrm, on one hand this would balance things better than a larger up-front cost, on the other hand, it's not like such makes sense to cost lots of power versus things like electrical propulsion and servo assisted mining.
Noticed what might be a bug, or just a bad interaction.
With your mod installed, NEI (chickenbones not enough items) wigs out a bit. Alot of items show up darkend, and most items that use the same base, and just change colors, (lamps from redpower, warded stone from thaumcraft, etc)
That aside, loving the ideas from this mod. It is a great early-mid game armor system. Only replaced by the graviton sute. (my opinion, not fact) And only replaced then, because of the greater energy storage, and the ability to no longer bob up and down while flying. And Vajra, being able to break any block in the game in one hit.
If you add some endgame upgrades to allow the other type of flying, and the one hit breaking, and there will no longer be any need for the graviton suite.
Unfortunatley, before I can add it to my server, need to find a fix for the NEI issue. I know it would bug alot of player due to how many blocks it effects.
Noticed what might be a bug, or just a bad interaction.
With your mod installed, NEI (chickenbones not enough items) wigs out a bit. Alot of items show up darkend, and most items that use the same base, and just change colors, (lamps from redpower, warded stone from thaumcraft, etc)
That aside, loving the ideas from this mod. It is a great early-mid game armor system. Only replaced by the graviton sute. (my opinion, not fact) And only replaced then, because of the greater energy storage, and the ability to no longer bob up and down while flying. And Vajra, being able to break any block in the game in one hit.
If you add some endgame upgrades to allow the other type of flying, and the one hit breaking, and there will no longer be any need for the graviton suite.
Unfortunatley, before I can add it to my server, need to find a fix for the NEI issue. I know it would bug alot of player due to how many blocks it effects.
This is fixed in the latest experimental build
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The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together.
Just got a chance to check out the night vision last night. It actually feels a tad too powerful as-is. I can see everything forever, which makes hunting resources in ravines trivial, as well as eliminating the threat of being surprised by monsters. Torches, you're only there to lead me home now...
Lol dont forget one of the balancing points of night vision.. just because it looks like max light level doesnt mean it is...
Lol Muse. Did you come up with the recipes when GregTech is Installed or did He? Because they are Fracking RIDICULOUS!! your not kidding when you say x300 times more expensive ( I don't remember where i read that).
While I appreciate the intent, really, no matter how expensive they are, the recipes become irrelevant past a certain point. Really hoping for some kind of "hardcore" power usage system eventually, where highly boosted modules consume vastly more power.
Why do you need compatibility with Xycraft Alu?, the only reason you'd need Alu in the recipes is if you have Gregtech installed and if so cross compatibility with Xycraft Alu is a very bad idea as the Aluminum added by Xycraft is not the same as the Aluminium added by Gregtech, also I'm fairly sure they are completely divorced in the Ore Dictionary (might as well ask to use Xychorium ingots instead it is just as close).
Flamethrower, Lightspeed Jetpack (Expensive), Noteblocks in chest thingy, Nuclear Power Core, Solar Fuse Beam (Takes up rediculous amounts of energy, dependent on thickness of beam, kills anything it touches and cooks it if possible, breaks blocks long range, simaliar to a solar flare), Telepathy Module (Dont see how that would work, see what people ore crafting, etc?), Anti-Heat Module (lava, fire, etc., basicly fire-resist run on energy), Lightsabers (dyable with table), internal storage/furnace/crafting station (tap a key then a chest GUI/ furnace GUI/ crafting table GUI pops up), for one 'evil villan' craftable multi-block terminator-like robot, that kill everyone but whoever crafts them (override?), Emotional Modual (colored chat, Prefix/Suffix stuff), Heat-sensors (detect mobs through walls of ajustable thickness), med-packs, Tuning Pads (like ipads, you put it into a slot in the tinker, then design your bot on the go, to put it together, you need tinker, or upgrade), charge pads (convenient), Sonic Screwdrivers (spawns invisable redstone emiting block within ajustable range, for all the doctor who fans out there), night vision (see in dark for energy, not torches), one-to-two-person battery-saddles :3, tnt-o-matic (defalt off on servers, sprays tnt form inventory with energy), solar hat, static boots, step counter (fun), bikes, flying bikes, and most important, TELEPORTERS (moves you to a block that you could put in your base, or to coordinates, for energy of course)
I will come up with more stuff later I'm sure. maybe ill post it.
Lowered aerial movement factor on sprint & jump assist. No more light-speed skiing
indeed
it was so much fun seeing how far I could go on my flat test world.. it was also a good test on my computer to see how fast it could load chunks while going that fast
tho on an actual servival map I could see how those speeds could get troublesome so I agree with the changes.. it was fun while it lasted
Is there a way to turn off the batpack functionality of the power suit (maybe make it a module)
Am I supposed to be getting back the parts used when I salvage them, if not the word "salvage" is a bit missleading. Given that the whole point of modular is to mix match and experiment, lossing the parts every time makes me afraid to do that and I was wondering if there was a config option to set it to all ways give it back 100% of the time for all the parts.
With regards to the Thaumic charging I mentioned before, I had noticed the "Thaumic Generator" in the To-Do list. My assumption is that those Generators represent installed modules (allowing the suit components to self-charge over time through various means). My question was more with regards to a method of charging via some form of thaumaturgical workings akin to the means of charging via static power systems from the tech-based mods.
Had a refined idea for the helmet. In the game Dystopia there are two implants you can get that basically allow you to wall hack. One is the TAC scan which when used tags all nearby enemies even through walls. The other is the sonic triangulator which can place marks on the HUD signifying the source of sounds (gunshots, grenade bounces, footsteps, etc). Some thing along these lines would be cool if it were possible.
Also, couldn't help but think of Megaman and the teleporting effect. Teleporting perhaps? I think I might have seen that in the possible future features but it's the effect in particular I was thinking of =3
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- Snowsongwolf
"You're going to go with steel?" "As opposed to... tapioca?" - Weaponmasters, katana episode
Had a refined idea for the helmet. In the game Dystopia there are two implants you can get that basically allow you to wall hack. One is the TAC scan which when used tags all nearby enemies even through walls. The other is the sonic triangulator which can place marks on the HUD signifying the source of sounds (gunshots, grenade bounces, footsteps, etc). Some thing along these lines would be cool if it were possible.
Also, couldn't help but think of Megaman and the teleporting effect. Teleporting perhaps? I think I might have seen that in the possible future features but it's the effect in particular I was thinking of =3
intigration for the portalgun mod into the tool could easily give the teleporting effect.
While I appreciate the intent, really, no matter how expensive they are, the recipes become irrelevant past a certain point. Really hoping for some kind of "hardcore" power usage system eventually, where highly boosted modules consume vastly more power.
latest experimental build has config options for the multipliers and base costs (geometric bases may come later)
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.
idk if it's been mentioned but i think i found a bug...in the most recent voltz every time i install a modual it gets installed but i keep the items used for installing...in other words i could use ion thrusters to make jet boots them use the same ion thrusters again to make, say, another pair or maybe a jet pack too
Is it possible to do a fade-out after a certain range? I have a suspicion that this would be a base edit change on the rendering (and wouldn't play with optifine).
It was probably gregtech because he went in and edited a bunch of other mods recipies, IC2, Railcraft, etc. without asking them.
it's not, it's in the core of the world renderer sorry I can make it more expensive I guess. But you could also just turn up the gamma correction on your monitor to get the same effect ;o
Hrm, on one hand this would balance things better than a larger up-front cost, on the other hand, it's not like such makes sense to cost lots of power versus things like electrical propulsion and servo assisted mining.
Perhaps I should just accept my newfound vision
With your mod installed, NEI (chickenbones not enough items) wigs out a bit. Alot of items show up darkend, and most items that use the same base, and just change colors, (lamps from redpower, warded stone from thaumcraft, etc)
That aside, loving the ideas from this mod. It is a great early-mid game armor system. Only replaced by the graviton sute. (my opinion, not fact) And only replaced then, because of the greater energy storage, and the ability to no longer bob up and down while flying. And Vajra, being able to break any block in the game in one hit.
If you add some endgame upgrades to allow the other type of flying, and the one hit breaking, and there will no longer be any need for the graviton suite.
Unfortunatley, before I can add it to my server, need to find a fix for the NEI issue. I know it would bug alot of player due to how many blocks it effects.
This is fixed in the latest experimental build
I will look into it, thankyou
I second this plea.
Lol dont forget one of the balancing points of night vision.. just because it looks like max light level doesnt mean it is...
While I appreciate the intent, really, no matter how expensive they are, the recipes become irrelevant past a certain point. Really hoping for some kind of "hardcore" power usage system eventually, where highly boosted modules consume vastly more power.
I will come up with more stuff later I'm sure. maybe ill post it.
http://www.minecraftforum.net/topic/1551061-skyzone-survival-skyblock-with-a-twist-supports-multiplayer/
indeed
it was so much fun seeing how far I could go on my flat test world.. it was also a good test on my computer to see how fast it could load chunks while going that fast
tho on an actual servival map I could see how those speeds could get troublesome so I agree with the changes.. it was fun while it lasted
Also, couldn't help but think of Megaman and the teleporting effect. Teleporting perhaps? I think I might have seen that in the possible future features but it's the effect in particular I was thinking of =3
"You're going to go with steel?" "As opposed to... tapioca?" - Weaponmasters, katana episode
intigration for the portalgun mod into the tool could easily give the teleporting effect.
latest experimental build has config options for the multipliers and base costs (geometric bases may come later)