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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    would it be possible to add a page to the tinkering table with some centralized information about the powersuit?
    for example information about how much your suit weights, but also information about how much each part weights.
    or perhaps a way of adding profiles to your suit, with each profile having modules be configured differently.

    you could have a profile which is configured for flying, or a profile configured for running, or just a normal profile for everyday use.
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    Quote from MickyFoley

    @Yusunoha: Seems, there is a bug in the internal buffer of the node. Even tried with 1.0.3 Prerelease and isn't really fixed. Better, but not fixed. Approx 2RF/s getting drained, even no machine is requesting energy.


    after letting the energy node suck all the energy it want, it stayed at around 127k RF
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    I'm having a bit of a problem concerning the energy node in a build I'm trying out.
    it's basically a tree farm powered by thermal's steam dynamo. I have the steam dynamo powering an energy cell, and an energy node attached to the energy cell. now what happened was that the energy node just kept eating all the power out of the energy cell, even when it wasn't needed, and completely drained the energy cell of any extra RF

    next I tried attaching the energy node directly onto the steam dynamo, with an energy cell down the line because my goal is to generate excess RF. now the energy cell finally got charged, but the treefarm machines didn't get enough of RF anymore because the energy cell now was taking half of the RF, making the treefarm machines very slow

    now is there a way to have the treefarm machines receive the RF first, and the energy cell second, or is it possible to limit the energy node so it only draws power when needed, or draws small amounts of RF? or perhaps a pipe that acts like the very last pipe in the whole system, so items/liquid/power only goes to that pipe if there isn't room anywhere else in the network...
    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I was wondering... would it be possible for a mod to add content to Thaumcraft for golems?
    and with content I'm specifically meaning clothes for golems which do not add any extra effects...

    because wouldn't it be cool if you could actually dress up your golems? :D
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Quote from EzerArch

    Suggestion:
    A machine that converts all "burnable" materials into coal. For example: I would throw spare stairs, fence posts, wooden slabs, paper(?), sticks, leaves and the like into a machine and it gives me coal. After a day working on buildings, I have a lot of spare materials that I end up storing, disposing of or burning.


    I think charcoal would be a better choice as some mods allow the conversion from coal to diamonds through several processes
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    I was thinking of perhaps an alternative way of getting dye sapplings instead of the crafting recipe... how about you've to place down a vanilla sappling, and you've to "bonemeal" it with the dye of your choice. just like with normal bonemeal you've the luck of already getting result after the first dye, but you also have the chance of having to use several dye before you get result. using the dye will only change the vanilla sappling to a dyed sappling, it'll not actually act like bonemeal and grow a tree.

    perhaps you could also code it so if you were to use a birch sappling through this method, the dyed sappling will actually produce birch logs when grown
    Posted in: Minecraft Mods
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    posted a message on XACT: Xhamolk_'s Advanced Crafting Table [MC 1.6.4]
    I was thinking... let's say you've all the base resources for a stone pickaxe in the inventory, so 1 wooden log and 3 cobblestone. you also have a chipset to craft wooden log > wooden planks, wooden planks > sticks, sticks + cobblestone > stone pickaxe, would it be possible to immediatly craft the pickaxe from the base resources? I guess you could compare it to the Easy Crafting mod... http://www.minecraftforum.net/topic/1558714-152-easy-crafting-automatic-crafting-table-one-click-craft/
    Posted in: WIP Mods
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    posted a message on Engineer's Toolbox - Now with programmable sockets
    are there any plans on adding an option to rotate your modular sockets? I know you can pick your socket up, place it somewhere else, apply some changes, pick it up again and place it back on it's original spot, but I'd also like the option of just rotating your socket, apply some changes, and rotate it back to it's original direction...

    if there's worry that when rotating the socket, that the socket will do things it shouldn't do to certain sides of the socket you could perhaps add some sort of lockdown mode to the remote that with one click the socket will completely lock up, instead of locking up specific sides of the sockets
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    Quote from eximius88

    All great. Some of them !machine muse has planned so I will discuss it with her. Right now development is on hold for a week or two due to real life issues.


    no problem. am already happy that you took the time to read them all
    Posted in: Minecraft Mods
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    posted a message on Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    here's a few suggestions that I've had for MPSA before...

    some sort of sleeping module, like the sleeping bag from OpenBlocks. you could have it so it could automatically put yourself in a sleeping mode, or a hotkey to activate it. you could perhaps make it a bit more interesting for multiplayer if the player model would change when in sleeping mode... so that other players can see if you're in sleeping mode. when using this mode mobs won't be able to see/attack you, but ofcourse this module can only be activated at night. perhaps have a bit of compatibility with Morpheus and have it so when you're in sleeping mode a list of the current players on the server shows up and tells you who's sleeping and who's not.
    there could also be a special block that's basically a charge/bed for your suit, but upwards instead of on the ground. you could put your suit in this chamber, and it'll fill the charge of your suit. if you do this while sleeping, you could have some bonus effect like for example that the suit will charge alot faster and it'd refill some of your health/hunger

    electrical fishing rod. I know you've a fish rod already in the planning, but this could be an upgrade/special function of it. when you've your fishing line in the water, you could send an electrical charge through the fishing line, which will send an electrical charge through the water. any entities near you that are in the water will take damage, and by doing this a random number of fish will drop in the water. though it's not a cheap thing to do as it'll take quite alot of charge from the suit.

    a grapling hook. this would be a cheap alternative for the jetpack/jumping module. it'd be really cheap so players can use this module early on. what it'll do is when shot, it'll fire a grapling hook, when you right click after the grapling hook has attached to a surface, you'll get pulled towards the grapling hook. this way it'll be easier for the player to climb large hills, or get across large holes. you can also shoot the grapling hook towards an entity and it'll behave like a fishing rod, damaging the entity and when right clicked it'll pull the entity towards you.

    this is probably not very easy to do, but how about a module that can show you all kinds of HUDS on your screen when activated. you could have it so it'd be compatible with other mods like a minimap or armor/status effect HUD. you'd be able to move the huds around, or enable/disable them. perhaps there could also be some sort of theme for all these huds, kind of a techy kind of texture for them all

    Sonic Boom. it's a module which sends out a very loud soundwave which will disorient nearby entities. it'll actually give them the blindness effect and also works on hostile mobs. when they're under this effect they'll basically either stop moving, or will move really slowly and can't see anything around them. this would for example be helpful when fighting a strong opponent which you either can't beat, so you use this to escape, or use this as a way to start attacking them without having them fight back. the module could perhaps be something which has a charging time, meaning you can't constantly use it and it takes some time before it's charged and ready for use

    just some ideas I've had for a while...
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from SynfulChaot

    I hope all accelerators aren't disabled. >.< Having *some* ability to accelerate plant growth is nice. Maybe just a limiter? Only let one work?


    magic fertilizer from Magical Crops...
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Mark719

    If people could give me a list of bonemeal like items that grow magical crops that would be great, also the mod that they are from, thanks. :)


    well.... let's see

    there's...
    * fertilized dirt from Random Things
    * watering can from Extra Utilities
    * lilypad of fertility from Reliquary
    * lamp of growth from Thaumcraft
    * sprinklers from Rotarycraft
    * sigil from nature's bounty from Ars Magica 2
    * timewood clock from Twilight Forest
    * sprinkler from OpenBlocks

    I guess that's about all that I know of... there's also Minefactory Reloaded that could perhaps increase the growthrate of plants through the fertilizer, but at the moment Minefactory Reloaded removed Magical Crops compatibility, so I haven't tested it

    I once tried this for fun



    I was getting a diamond every 10 seconds
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from DoomRater

    Please don't increase the level of difficulty of growing the crops themselves.... IC2's crop system was convoluted and I can't think of anyone who actually used it when IC2 was still a techy mod. Not to mention the mods kept dissuading people from publishing info on how to actually use them, which only made them MORE frustrating. In fact I use this AS the IC2 crop replacement because it's actually straightforward.


    that is what I meant of making these changes as a configuration option, so the players can choose themselves if they want this change or not. though I still think that any sort of bonemeal effect should be removed for Magical Crops besides the magic fertilizer...
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Mark719
    Does this happen with the other seed types?


    just tried out all the seeds in the mod, and it only happens with the essence seeds

    also, a few suggestions I'd like to make.

    first, how about removing any type of bonemeal effect on the magical crops, besides the magic fertilizer.
    because right now there are several ways in other mods to bonemeal crops and plants, and pretty much all work on the magical crops aswell.
    this way people can't make an easy resource farm anymore out of the magical crops

    another suggestion is to lower the saturation on the food crops.
    right now each crop gives 3 drumsticks when you eat them, which is in my opinion too much for a crop that's quite easy to obtain.
    I'd rather lower it to something around half a drumstick, but give players the option to combine several of the crops together into some sort of meal, giving a higher saturation in return.
    perhaps also with some additional effects.

    I also thought of this suggestion when thinking about the crops system in IC2.
    certain crops only grow under certain conditions, which would also be nice for magical crops to make it more challenging.
    I don't know if this is codewise possible, but how about only being able to plant certain seeds on certain blocks.
    ender seeds would require end stone, the mobdrops from the nether would require soul sand. overworld mobs can still be planted on normal dirt.
    some of the minerals could perhaps require their ore, that you can only plant diamond seeds on a diamond ore.
    if that would not be possible you could perhaps set it so the mineral seeds can still be planted on dirt, but require the block under that dirt block

    players could still be able to plant the seeds on dirt, but it'd drastically lower the growing speed of the magical crops.
    perhaps if there's the ore block under the dirt block it gives a growing speed buff of 2x but if you use the mineral block (block made out of the materials) it could give something like a 20x growing speed buff.

    there could also be certain conditions for the crops to grow, related to things like biomes, light level, liquid and things like that.
    this could all be configurable for the player so they could tinker it to their liking.
    Posted in: Minecraft Mods
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    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    a bug report... if you've essence seeds, stand by the tilted dirt, and hold both left/right click at the same time. you'll instantly place and destroy the essence crop/seed, if you keep doing this you'll start duplicating the essence seeds
    Posted in: Minecraft Mods
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