Could you have support for the IC2 addon chargepads? It is like a pressureplate, only when you stand on it, it restores EU to ic2 items you are holding or wearing.It would also be cool to have some module that, at the cost of energy, amplifies how much weight you can have on your suit.
When you get into weapons, would you mind adding some kind of sonic/kinetic cannon? Sometimes, I don't feel like fighting, and just want to get mobs out of my way (especially true with wolves and pigmen, where they attack in packs). So, something that just pushes mob and players around, and doesn't count as an attack, would be handy (actually, pulling mobs, like a fishing rod can, would be handy too).
Basically, I'm thinking some kind of "force wave" you project to clear an area in front of you (and maybe deflect Ghast shots) and some kind of energy whip ala Samus Aran to pull mobs (and maybe items) to you.
Sound-based weapon is definitely going to happen it's the blue weapon on the sprite sheet.
For those of you without massive factories to produce the needed capacitors and containment fields for the plasma cannon, we recommend our new inspiring blueprint: Melee Assist. Punch harder and farther!
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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.
First of all, good think that there isn't creative mode flight, feels like cheating. But now my problem, i wanted to use the armor with the jetpack, crafted it and used it, but i always get kicked from the server with the massage that flight is not enabled, never had this problem with ic2 jetpack. Is there a way to fix that without turning flight on on my server?
It would require more server-side manipulations than I currently have implemented, so short answer no, but I do intend to add more extensive sanity checks soonish.
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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.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Minecraft:
BeardlessBrady
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You should make a sort of armor stand. maybe like a tube type thing to show off your armor. maybe allow other armor to go inside them too. Kinda like this http://goo.gl/5sCwC
Since this was inspired by suits worn by Heros like samus Aran, how about adding a function like samus's morph ball, or at least something similar
That would certainly be an interesting modification. Both the original Megaman and Samus Aran had the ability to move under low overhangs with one ability or another. I guess the only way to do this in Minecraft would be to set player height to something less than 1 block? Can that be done? I suspect this would look completely ridiculous until custom animations were implemented.
I love the animation so far on the plasma cannon module, and it will provide a nice replacement for a standard bow. Since it can't be enchanted it can't nearly compare to a bow enchanted with Power 5 in terms of straight up damage and it's also a fair bit weaker than the IC2 Mining Laser set to long range, but I'm sure there will be more than enough other weapons to make up for that.
However, in terms of resources to manufacture, both the plasma cannon and the mining laser require 2 diamonds each (and the plasma cannon has no innate storage, you'll need a battery installed in the tool or piece of armor, which will likely be another diamond in the long term), among other resources. Maybe lower the installation cost of the basic plasma cannon module to only require 1 HV battery (keep the 2 force field generators) while keeping damage about the same. Considering the plasma cannon is roughly equivalent to a bow enchanted with Infinity, which would require an enchanting table, which only requires 1 diamond, I think that's reasonable.
Also, I like the fact that the explosiveness factor of the plasma cannon is now measured in Creepers. I play Minecraft on a private server with a friend and we often make up random metrics based on things like this. While playing Tales of Vesperia, we would often measure battles in how many Pow Hammers my friend could cast before everything was dead, and we still refer to the Pow Hammer metric occasionally.
That would certainly be an interesting modification. Both the original Megaman and Samus Aran had the ability to move under low overhangs with one ability or another. I guess the only way to do this in Minecraft would be to set player height to something less than 1 block? Can that be done? I suspect this would look completely ridiculous until custom animations were implemented.
I love the animation so far on the plasma cannon module, and it will provide a nice replacement for a standard bow. Since it can't be enchanted it can't nearly compare to a bow enchanted with Power 5 in terms of straight up damage and it's also a fair bit weaker than the IC2 Mining Laser set to long range, but I'm sure there will be more than enough other weapons to make up for that.
However, in terms of resources to manufacture, both the plasma cannon and the mining laser require 2 diamonds each (and the plasma cannon has no innate storage, you'll need a battery installed in the tool or piece of armor, which will likely be another diamond in the long term), among other resources. Maybe lower the installation cost of the basic plasma cannon module to only require 1 HV battery (keep the 2 force field generators) while keeping damage about the same. Considering the plasma cannon is roughly equivalent to a bow enchanted with Infinity, which would require an enchanting table, which only requires 1 diamond, I think that's reasonable.
Also, I like the fact that the explosiveness factor of the plasma cannon is now measured in Creepers. I play Minecraft on a private server with a friend and we often make up random metrics based on things like this. While playing Tales of Vesperia, we would often measure battles in how many Pow Hammers my friend could cast before everything was dead, and we still refer to the Pow Hammer metric occasionally.
It can be done...with jarmods (smart moving is a good example, since it allows you to crawl through spaces and has an animation for it and everything). I'm trying to avoid that, which is part of the reason I'm hesitant to do anything with renderplayerapi.
:V
Good suggestions on the balance factor though, and I'm glad you like the explosion units. I was trying to think of what kind of units would make sense to use... 'tons of TNT' would be ridiculous despite how often it is used irl, and like, pascals or whatever doesn't really work...but creepers, everyone can relate to, and they have a fixed explosion strength (barring chargedness)...so it seemed obvious.
I just realized that if the mining laser is doing 10 hearts of damage, that's 20 points. Whoops. Maybe I should make it so the tradeoff is between damage and explosion radius...
You should make a sort of armor stand. maybe like a tube type thing to show off your armor. maybe allow other armor to go inside them too. Kinda like this http://goo.gl/5sCwC
It is a common suggestion, and it might happen sooner or later, but it's just not a priority. Between IC2 charge pads and charging benches, PowerCrystals' power converters charge pads, and UE energy cubes (which are finally using the API correctly) there's enough support machines in different mods. I'd much rather focus on adding more functionality to the armor and tool themselves. Besides, the cosmetic options are not nearly where I want them to be yet.
Got an Idea for an automod for the plasma cannon. Basically, you set the mechanism to tick off after a certain amount of charge time, configuring to taste. Also, some sort of laser would be fun. Talk to Azanor about that one, he's really good at lasers.
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What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Possible bug (I think this is why I noticed the jump assist is so much more powerful than the Quantum Armor version) or maybe I'm misunderstanding the displayed value: jump assist set at jump multiplier 100% (which I interpret to be base jump height x1, or the unmodified base jump height) is doubling jump height when it should have no effect (it costs no power). It seems like it's doubling the base jump height, and then applying the multiplier, allowing players to jump up 12 blocks with a 500% multiplier.
Possible bug (I think this is why I noticed the jump assist is so much more powerful than the Quantum Armor version) or maybe I'm misunderstanding the displayed value: jump assist set at jump multiplier 100% (which I interpret to be base jump height x1, or the unmodified base jump height) is doubling jump height when it should have no effect (it costs no power). It seems like it's doubling the base jump height, and then applying the multiplier, allowing players to jump up 12 blocks with a 500% multiplier.
Sorry, that's kind of a typo on my part. It used to just be a flat multiplier, but now it works a bit differently: for each 50% on the modifier, it increases the number of ticks you can hold down the spacebar for. That way, you can tap the spacebar for 1-2 ticks to just jump pretty much normally, or you can hold it down to jump X amount higher - each tick adds roughly 2*gravity of upwards velocity.
The exact numbers are a little convoluted, since Minecraft's gravity and drag computations factor in at discrete points. It's definitely something that needs refining, but it's hard to balance realism with feeling properly in control of how high you jump.
Got an Idea for an automod for the plasma cannon. Basically, you set the mechanism to tick off after a certain amount of charge time, configuring to taste. Also, some sort of laser would be fun. Talk to Azanor about that one, he's really good at lasers.
If only I could get in touch with him I actually didn't intend to release the thaumgoggles module since I haven't been able to talk to him, but I forgot to comment it out during one release and :s
Just installed this and made a few bits came across a minor problem, if you are wearing the Boots of the Traveler the sprint modification from the pants doesn't work and I do want to use both unless you'd be wonderfully nice and increase the non-sprint walk speed in line with the boots.
Other than that very nice mod the costs are unreasonably reasonable if you have Gregtech installed, yet the lower tier gear is very well balanced cost wise (I'm not saying that the higher tier is unbalanced since if you have Gregtech you expect high tier gear to cost an arm, a leg and a few internal organs )
i made the chest piece. got jetpack and elite battery. its full. but how do i fly o.O i just cant. and im not sure how.
please help me XD
Did you tinker the jetpack's thrust value? By default it's 0, which means it does nothing. Also, I've noticed that if you're playing with IC2, the battery no longer comes with an initial charge, so you'll need to charge the battery somewhere.
Hey, I use this mod with Tekkit Lite, and I was going to use the axe mod on the power tool when i realized it wasn't set up with TreeCapitator plugin. What would I have to put in the config file to allow the axe mod to use tree capitator since it doesn't have damage values? Any help in this situation would be welcome, thanks.
Ketchup is jelly!
Sound-based weapon is definitely going to happen
In the meantime: have a plasma cannon n.n
It seems this mod has a crash which occurs whenever you try to charge the gear in IC2 machines. It's a nasty bug, and outright breaks worlds.Edit: Nevermind, just saw the 'requiring latest IC2 snapshot' thing.
It would require more server-side manipulations than I currently have implemented, so short answer no, but I do intend to add more extensive sanity checks soonish.
That would certainly be an interesting modification. Both the original Megaman and Samus Aran had the ability to move under low overhangs with one ability or another. I guess the only way to do this in Minecraft would be to set player height to something less than 1 block? Can that be done? I suspect this would look completely ridiculous until custom animations were implemented.
I love the animation so far on the plasma cannon module, and it will provide a nice replacement for a standard bow. Since it can't be enchanted it can't nearly compare to a bow enchanted with Power 5 in terms of straight up damage and it's also a fair bit weaker than the IC2 Mining Laser set to long range, but I'm sure there will be more than enough other weapons to make up for that.
However, in terms of resources to manufacture, both the plasma cannon and the mining laser require 2 diamonds each (and the plasma cannon has no innate storage, you'll need a battery installed in the tool or piece of armor, which will likely be another diamond in the long term), among other resources. Maybe lower the installation cost of the basic plasma cannon module to only require 1 HV battery (keep the 2 force field generators) while keeping damage about the same. Considering the plasma cannon is roughly equivalent to a bow enchanted with Infinity, which would require an enchanting table, which only requires 1 diamond, I think that's reasonable.
Also, I like the fact that the explosiveness factor of the plasma cannon is now measured in Creepers. I play Minecraft on a private server with a friend and we often make up random metrics based on things like this. While playing Tales of Vesperia, we would often measure battles in how many Pow Hammers my friend could cast before everything was dead, and we still refer to the Pow Hammer metric occasionally.
It can be done...with jarmods (smart moving is a good example, since it allows you to crawl through spaces and has an animation for it and everything). I'm trying to avoid that, which is part of the reason I'm hesitant to do anything with renderplayerapi.
:V
Good suggestions on the balance factor though, and I'm glad you like the explosion units. I was trying to think of what kind of units would make sense to use... 'tons of TNT' would be ridiculous despite how often it is used irl, and like, pascals or whatever doesn't really work...but creepers, everyone can relate to, and they have a fixed explosion strength (barring chargedness)...so it seemed obvious.
I just realized that if the mining laser is doing 10 hearts of damage, that's 20 points. Whoops. Maybe I should make it so the tradeoff is between damage and explosion radius...
It is a common suggestion, and it might happen sooner or later, but it's just not a priority. Between IC2 charge pads and charging benches, PowerCrystals' power converters charge pads, and UE energy cubes (which are finally using the API correctly) there's enough support machines in different mods. I'd much rather focus on adding more functionality to the armor and tool themselves. Besides, the cosmetic options are not nearly where I want them to be yet.
Sorry, that's kind of a typo on my part. It used to just be a flat multiplier, but now it works a bit differently: for each 50% on the modifier, it increases the number of ticks you can hold down the spacebar for. That way, you can tap the spacebar for 1-2 ticks to just jump pretty much normally, or you can hold it down to jump X amount higher - each tick adds roughly 2*gravity of upwards velocity.
The exact numbers are a little convoluted, since Minecraft's gravity and drag computations factor in at discrete points. It's definitely something that needs refining, but it's hard to balance realism with feeling properly in control of how high you jump.
If only I could get in touch with him
I just wanted to say that.
Other than that very nice mod the costs are unreasonably reasonable if you have Gregtech installed, yet the lower tier gear is very well balanced cost wise (I'm not saying that the higher tier is unbalanced since if you have Gregtech you expect high tier gear to cost an arm, a leg and a few internal organs
When are we getting custom paintjobs, I'm thinking something in gold and candy apple red
please help me XD
Did you tinker the jetpack's thrust value? By default it's 0, which means it does nothing. Also, I've noticed that if you're playing with IC2, the battery no longer comes with an initial charge, so you'll need to charge the battery somewhere.