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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Not an error, per se, but a bit of an annoyance. I just installed SEUS v10.0 today for the first time and I really like the visual effect it has. However, it seems to have issues with a couple of other mods I use and I was wondering if anyone has a quick fix for these. I would assume it would require a change for the textures in the affected mods, rather than a change in SEUS, and it's not fair to expect the mod makers to predict and deal with every conceivable conflict so I'm willing to do whatever needs to be done on my end to try to get these to work. They aren't game breaking, just visually disruptive, and I believe I can disable them if there is no other solution.

    In Project Red, the illuminated lamp blocks have a sort of aura around them, which I believe conflicts with how SEUS manipulates light and causes a corrupted visual (random characters being displayed in the aura, possibly from other textures?). Similarly, the waypoint beacons in Zan's Minimap are also corrupted.
    Posted in: Minecraft Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from TrippleTrooper

    Hello, I am new to these forums and came to ask one question (may not be so simple). My question is this: what are the upgrade ID's for the railgun, and plasma canon for the power hand. I am on a server, and power hands are banned as those 2 aspects bypas protection.
    Please help, as I realy want to use the power hand on this server.
    ~TrippleTrooper
    Note, I am using the tekkit version, and it would greatly help if you could answer my question


    Unless you're running the server yourself, I doubt you'll be able to change it on your end. And if you aren't running the server yourself and DO manage to get around the banning of the item, you'll likely get yourself kicked from the server for violating the rules, since they banned those items for a reason.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from joshrocks840

    i have the latest version of forge and only the modual powersuit mod installed without mps and whenever i click or see a icon for this mod it crashes and i get this

    *snip*


    It looks like you need to update Forge, based on the crash report you're using build 611 (which is the latest "recommended" build) and MPS has been updated to use more recent beta builds.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    I was under the impression Railcraft didn't have a stable 1.5.1 release, or even a stable beta yet?

    Edit: Apparently I don't keep an eye on the right sources for Railcraft info, found his IRC messages for the update. In any case, if your crashes started when you installed Railcraft, you should probably be reporting said crashes to the Railcraft developer, not the MPS developer.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Also crashed, although it wasn't when the Binoculars were added, it was when I equipped the helmet after adding them, or if the helmet was in my toolbar and I selected it as the active item. I'll go add a bug report to the GitHub if there isn't one there already.

    Quote from moonra

    Also, I didn't got the Grafter and Leaf Blower option in the tool spinny menu after installing them.


    Can't speak for the Grafter since I don't have Forestry installed yet, but the Leaf Blower isn't a mode, it's supposed to work similarly to the axe module except with leaf blocks instead of log blocks. There's still a few bugs with it that Andrew is still working through as well (last I checked it won't function if you have the Pickaxe and/or Shovel module enabled, Andrew already knows about this).

    Edit: just checked, the Grafter isn't a mode either, breaking a Forestry Leaf Block with the Grafter installed will always yield a sapling.

    Speaking of which, does MPSA have its own thread somewhere that I just can't find, or does Andrew use this thread as well?
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from jdy204

    Quick question regarding compatibility is power armor feet purposefully coded so that it doesn't work with magnetizer in IC2 mod? If not I am just letting you know =P [magnetizer don't think it is made from metallic material]


    I'm willing to bet the IC2 magnetizer is only configured to "recognize" metallic objects from vanilla and IC2 itself, rather than looking at the recipes that go into making an item to see if metal ingots are used in their creation. That's something one of the IC2 devs would have to change (if it can't be changed in the IC2 config file, which I didn't see in one pass-through), not MachineMuse.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Just tested out build 280 (really wanted to see the Treecapitator-like function, since that's one of the other mods I use quite often on my server). Noticed a few of things.

    First off, it looks like the lighting bug may have returned, although maybe it's just a result of my using a fresh install of Minecraft, but whenever I pull out the Power Gauntlet the lighting in the sky gets much brighter. I'll keep playing around with the video settings, maybe I'm missing something, but when I exited to main menu while the Gauntlet was equipped the entire menu was solid gray.

    Secondly, new UI element not listed in the changelog? Looks like maybe a liquid gauge for water and lava (I have no other mods installed right now, so it must be from MPS).

    Thirdly, regarding the Treecapitator function. I checked it against a 2x2 Jungle tree and it didn't catch the logs at the same level as the one I cut, otherwise it worked perfectly. Not a huge deal, since I can obviously already reach the ones it missed, just thought I'd mention it. Will this function work on trees from other mods (most notably from Forestry, some of which are 3x3)? I know new trees had to be added to the Treecapitator config file so it would recognize them. Also, would it be possible to replicate the shears function of Treecapitator, where if you have shears in your active toolbar, it uses the shears tool on the leaves of that tree? Maybe make it so if the shears are the currently selected Power Gauntlet right-click function? I hate to be making suggestions right now given what's been going on in this thread recently though...
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from 6tj9

    So I noticed that when you have transparent armor and the camouflage on at the same time that your character is completely invisible to any other players, but other mobs can still see you as if your armor is still visible. I think it would be really cool if the camouflage would have the same effect as complete invisibility (in other words, invisibility without armor) if you have both those modules active.


    That's an issue with the invisibility effect native to the game, you'll have to take it up with Notch. :P
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    The stamina application is a bit oversimplified at the moment; it currently only applies 1 point of saturation for each point of stamina (to avoid overfeeding; I'm not 100% sure how the maximum saturation works but it scales with how much hunger you currently have). It does keep it internally, though, so the extra saturation points aren't lost, they're just waiting for a stamina point to be applied with. If you use a food with less stamina than saturation, it will start to dig into the excess from the steaks.


    It didn't seem like saturation was being applied at all after the first point of stamina was applied (at which point 2 points of saturation seemed to be applied), maybe there's a bug somewhere then?

    Edit: did some more testing to confirm. Completely drained my stamina to 0 by emptying the helmet and not having any food in the inventory and sprint jumping around, then once i started taking starvation damage added a stack of steaks to my inventory via NEI (to avoid going into creative mode and messing with stamina). The helmet consumed 3 steaks, using up two of them and half of the third. The 1 stamina:1 saturation seemed to work as intended, I had to use up 20 saturation before stamina began depleting. The first time stamina was regenerated following this, however, it seemed like 2 saturation was added, and thereafter no more saturation was added, as stated previously. I allowed the third steak's stamina to be used up fully and a fourth steak to be consumed by the helmet, the problem persisted. Maybe there's an issue when stamina drops from 20 to 19 and triggers the regen.

    Max saturation cannot be higher than current stamina, so if you have 0 stamina and eat a steak, you should have 8 stamina and 8 saturation, but if have 12 stamina (assuming you're currently depleting stamina and therefore have 0 saturation remaining) and eat a steak, you should have 20 stamina and 12.8 saturation. Maybe it would be easier to just lump stamina and saturation together rather than treat them separately, and reduce the energy cost of the module because it'll have to take effect more often? It would otherwise have exactly the same effect as trying to apply saturation normally, since stamina is always effectively full.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    I haven't been playing regularly lately due to school and other issues, so I'm just now catching up on the updates.

    Played around with the rail gun module, I like the design and it's not overly powerful, the kickback is great too. Now I can run around and perform expensive rocket jumps! :) It's also nice to have a high-damage-output module that doesn't require ender pearls. My friend and I can't get enough pearls for half the modules we want without clearing out the Ender Dragon and setting up a grinder specifically for the purpose, and we can't (or rather, won't) clear out the Ender Dragon because we don't have all the equipment we want. :P

    Blink drive is an interesting feature, I probably won't use it when I also have sprint assist and a jet pack, but some servers might prefer to disable flight so I can still see it being in demand, plus it has additional utility in PvP environments, and it's nice to not have to worry about where your next ender pearls is going to come from if you use them for that purpose frequently.

    I noticed the change to the Auto Feeder, I think like it better now that it doesn't eat ALL the food in my inventory, although that was a nice way to save on inventory space it was also a potential problem if you forgot to turn the module off when you went to collect raw chicken to trade with the villagers. Question regarding the Saturation value of the foods, it looks like it was intended for the saturation value to be spread out across each application of a stamina point? If so, it's currently only applying the split value on the first application, all following applications are only adding 1 stamina. Easy to test, just put a steak in your inventory, then perform enough actions so that the message pops up that the helmet ate it. A steak is worth 8 stamina and 12.8 saturation, 20 jumps is worth 1 stamina/saturation (each jump is 0.2 fatigue, at 4.0 fatigue you lose 1 saturation or if you have no saturation 1 stamina, jumping is the easiest form of stamina testing because it's easily recordable and most other tests involve movement which has its own stamina cost). You have to jump 60 times to overcome the saturation and stamina applied by the helmet, so you've overcome 3 value of the food, 2 from saturation and 1 from stamina. After the helmet replenishes the lost stamina, you can only jump 20 times (the value of 1 stamina point) before the helmet must act again. The remaining 10.8 saturation from the steak has disappeared. Feel free to correct me if my assumption is incorrect. :P
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from Ralouch

    How much damage does the maxed out power tool do? also could you make a module for the thaumcraft power items or the Vajra?


    By default the plasma cannon's full charge shot at max calibration is 20 damage base, the same damage as the long-range setting on an IC2 mining laser and just a bit weaker than a Power 5-enchanted vanilla bow. Not sure exactly how the explosion damage is applied but it's max default is 0.5 creeper strength. By default the punch assist max damage is 10, the same damage as the IC2 chainsaw and a bit more powerful than a normal diamond sword. All of these numbers can be changed in the config, as well as power costs for the individual components. I personally boosted the max explosion strength of the plasma cannon just to see what would happen. Answer: craters (do NOT fire a boosted-explosion plasma cannon anywhere near your base).
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from Daraku_Dakara

    Think I have found a glitch. When you kill a player with a fully upgraded energy blast, it destroys everything they were carrying.


    If it's fully upgraded, does that include the explosiveness? Even Creepers will occasionally destroy everything you were carrying if they blow up right next to you and kill you. I assume this is even more likely with the plasma cannon because the main projectile deals damage as well. If the projectile hits and kills the target, all their items drop before the explosion occurs, which would wipe out all drops.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from carcher5432

    Suggestion for helmet module: Solar helm. I love having to not go back and recharge things. Alternatively, maybe add a battery that you can hold right click and recharge armor/tool.


    Someone isn't keeping up with the latest builds...

    Build 143 added the solar module for the helmet, build 146 introduced a static generator module for the legs.

    Regarding the solar generator, I noticed it has generation both at night and during the day, does it only look at the time of day or are there other factors (weather, clear LoS to sky, etc.) and if some of those are factors, when does the night generation take effect?
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    It consumes food from your inventory and stores it in an internal 'food meter' which it then uses to stuff your face whenever you dip below 10 drumsticks.

    It's worth noting that this is another module contributed by someone else. Keep the open source flowing!


    Ended up answering what questions I had regarding the module myself, so I'll omit those. It would be nice if the saturation value of the food was kept track of as well. Just to use an example, a cooked steak has 8 food value and 12.8 saturation value. Since the feeder only uses the food value, more than half of the total value of the steak is being lost. Saturation just prolongs how long your top point of stamina lasts and thus prolongs how long you don't have to worry about health regen being active and otherwise is calculated exactly like stamina, so it might be nice to have the full value of the food item added to the feeder, since the module constantly keeps your health at a level where health regen is active. Or maybe only a certain percentage of the saturation value as saturation can't be greater than your current food value.

    It looks like the power usage of the feeder module isn't working properly. I was using sprint assist (power only, no compensation) to drain my stamina rapidly, but whenever the feeder module took effect, the energy would reset to full. I turned off the power setting of sprint assist and it appears to do the same thing. I'll add a bug to the github as well.

    Edit: also seems like either the item tooltip isn't being updated or food isn't being removed from the internal storage.

    Awesome to hear that other people have made contributions to the mod, sometimes it just takes another person's perspective to fix a problem and we'll get to see even more ideas come to fruition from that.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Does the Feeder work like the IC2 helmet, where it just regenerates stamina at the cost of energy, or does this module require an actual food item?

    Still loving this mod, makes things so much more convenient when I don't have to switch between my armor and batpack when I'm working, and having all the features in one place is awesome. The only problem I have so far is finding enough Ender Pearls to put together all the more advanced features.
    Posted in: WIP Mods
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