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
that's not the most recent voltz, go to development versions
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
Back in the EE2 days, I just had the ring constantly freezing water beneath me as a quantum suit sprinted across the ocean. Was fun
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
Could you perhaps add compatibility with xycraft aluminium so I dont have to spend ages trying to find unexplored chunks on my server please?
xycraft recipes will be their own thing; don't worry. Gregtech recipes are supposed to be painful, time-consuming, and unfair to the player. Some people like that. Turn on regular IC2 recipes if you'd rather them.
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.
1. No, the batpack functionality is done internally by IC2 unfortunately. Maybe I can bug Player to add an option for this; I think if it's only a new function, it shouldn't break any existing code.
2. FAQs. Capacitors are not salvageable currently.
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
Good suggestions; these are on the 'Maybe' list for various reasons.
a few things:
1: am I the only one who thinks the tool should be colorable? so that it matches the armor better?
2: I really, really hope you can add support for Redpower.
3: did you intentionally make it so when the armor is the same as Samus's, the visor is actually green?
4: great mod! by far one of my favorites!
Edit: added a screen shot to support 1 and 3
a few things:
1: am I the only one who thinks the tool should be colorable? so that it matches the armor better?
2: I really, really hope you can add support for Redpower.
3: did you intentionally make it so when the armor is the same as Samus's, the visor is actually green?
4: great mod! by far one of my favorites!
1 no you aren't. I forgot about that. will do it soonish
2 I hope so too, but I'm not going to hold my breath
3 not intentional no
4 ty
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.
I'm using this mod in the TekkitLite pack, and it is really fun so far, and I like having to manage the weight aspect of the armour, makes things a bit more complicated
I don't have many suggestions for modules, and they have all been asked, but something I haven't seen asked for is if you can somehow make the wings/parachute appear when in use, and some sort of trail from the jet pack etc, as well as tilting the body when moving forwards with wings? It isn't as important as maybe some module ideas, but it would look really good and set some aspects apart from other mods that have flight functionality.
Also, does anyone know where to find a texture pack patch for the mod, or if one is being made? I'd prefer any patch but a 128x would be best as that's what I currently use. And if one isn't being made yet, there needs to be a Sphax one
that falls under custom models/animations and it will be done but it will break compatability with some other mods. I'm tying to keep in touch with as many other mod authors as I can regarding this, so it doesn't ruin everything forever.
Wheeee I didn't realise the basic IC2 recipes were so cheap until I looked at the recipe page. I'm still using the Gregtech versions though the Suit is awesome enough that I don't mind the cost, it should cost a bomb since it's so damn good, thanks.
In particular (and hence the reason I'm posting here) I was looking at this line:
java.lang.NullPointerException
at net.machinemuse.powersuits.tick.PlayerTickHandlerClient.handleClient(PlayerTickHandlerClient.java:234)
at net.machinemuse.powersuits.tick.PlayerTickHandlerClient.tickStart(PlayerTickHandlerClient.java:48)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:119)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:383)
at qx.j_(EntityPlayer.java:268)
at ays.j_(SourceFile:45)
at yc.a(World.java:2293)
at yc.g(World.java:2255)
at yc.h(World.java:2109)
at net.minecraft.client.Minecraft.l(Minecraft.java:1863)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
Already posted on camera studio's thread as well. Thank you very much for your attention! Solving this little thing would be a great help
version?
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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.
Hello, love this mod. Especially the Plasma ball. I had a few suggestions for weapon attachments.
A Lightning shooting weapon. (When used in water it will kill everything in the water up to maybe 50 blocks away, mobs or players)
A few small tracking Missiles that only work when you have the proper module attached to both the tool and the helmet. (independent from ICBM) (Maybey they can shoot out of the shoulder/hands like IronMan's)
Flares for other players being tracked by missiles
Lasers that will incinerate anything and everything like in Iron man 2. You'll have to have a one time use object in your inventory to work with the module. The laser should last approx. five seconds. After you use the lasers it will destroy 1 of the item. (Needless to say the power cost for this should be exponential)
A solar helmet module attachment like IC2's solar helmet.
(If you have portal gun installed with this mod) A module that will attach your portal gun to the power tool.
Possible x-ray attachment that lets you x-ray up to 3-5 blocks deep depending on the type of block your looking through. If it's a solid wall that you can't fully look through then it will show you the ores in that wall, up to max 5 blocks away. If it's something like a 1 block thick wall then it will simply show you everything on the other side of the wall as it would look as if you were standing on the other side of the wall. (I don't really want this for ore finding, i was thinking more like trap detection) I was thinking that this specific one, if you choose to add it, should be exponentially expensive.
Flame thrower/grenade launcher. I was thinking that for this, and the lasers i was talking about, rather than having Fuel or grenades in your inventory to use for this. You can store these items into the suit in the Tinker table. And the HUD will show how much fuel and how many grenades you have left. These will also require a small amount of energy to launch/activate.
Force field to protect your house from people. I thought that this could require a "Security Card" that will be unique to the force field projector You just put that card in the projector to "Encode" it, then put that card in your power suit Helmet in the tinker table. After that you'll be able to pass through the force field at will. (I also think that any Moderators or "OP's" should be able to pass through any force field with or without the power suit if they are in creative mode) ( I have more in mind for the force field so if you do choose to implement it then let me know and i'll tell you everything i was thinking of to go with it.)
Let me know what yo think of these ideas, and i'll make sure to post any more that come to mind
Hello, love this mod. Especially the Plasma ball. I had a few suggestions for weapon attachments.
A Lightning shooting weapon. (When used in water it will kill everything in the water up to maybe 50 blocks away, mobs or players)
A few small tracking Missiles that only work when you have the proper module attached to both the tool and the helmet. (independent from ICBM) (Maybey they can shoot out of the shoulder/hands like IronMan's)
Flares for other players being tracked by missiles
Lasers that will incinerate anything and everything like in Iron man 2. You'll have to have a one time use object in your inventory to work with the module. The laser should last approx. five seconds. After you use the lasers it will destroy 1 of the item. (Needless to say the power cost for this should be exponential)
A solar helmet module attachment like IC2's solar helmet.
(If you have portal gun installed with this mod) A module that will attach your portal gun to the power tool.
Possible x-ray attachment that lets you x-ray up to 3-5 blocks deep depending on the type of block your looking through. If it's a solid wall that you can't fully look through then it will show you the ores in that wall, up to max 5 blocks away. If it's something like a 1 block thick wall then it will simply show you everything on the other side of the wall as it would look as if you were standing on the other side of the wall. (I don't really want this for ore finding, i was thinking more like trap detection) I was thinking that this specific one, if you choose to add it, should be exponentially expensive.
Flame thrower/grenade launcher. I was thinking that for this, and the lasers i was talking about, rather than having Fuel or grenades in your inventory to use for this. You can store these items into the suit in the Tinker table. And the HUD will show how much fuel and how many grenades you have left. These will also require a small amount of energy to launch/activate.
Force field to protect your house from people. I thought that this could require a "Security Card" that will be unique to the force field projector You just put that card in the projector to "Encode" it, then put that card in your power suit Helmet in the tinker table. After that you'll be able to pass through the force field at will. (I also think that any Moderators or "OP's" should be able to pass through any force field with or without the power suit if they are in creative mode) ( I have more in mind for the force field so if you do choose to implement it then let me know and i'll tell you everything i was thinking of to go with it.)
Let me know what yo think of these ideas, and i'll make sure to post any more that come to mind
I personally think most of those weapons sound a little OP regardless of cost, but to each is there own right?
the only real benefit of the portal/gravity gun implemantion would be to save a spot or two on the hotbar. so i dont see that as that useful.
I personally think most of those weapons sound a little OP regardless of cost, but to each is there own right?
the only real benefit of the portal/gravity gun implemantion would be to save a spot or two on the hotbar. so i dont see that as that useful.
as for the force field? why would the armor make a force field around your house???
there is already a mod for that (an IC2 addon anyways) http://forum.industr...ageNo=1bc30aabe
Well i thought that the power suits (with the right module attached) should be able to handle it, Plus, who doesn't like more weapons right? Also it makes for better MP fights and such, more variety to fight with. It would get boring if everyone used the same thing. Plus, whats the fun in being invincible? Then you destroy everything and find you have nothing left to do.
As for attaching the portal gun, saving inventory space was all i really had in mind. With the 55+ mods i have there are alot of different ores to mine, and forestry's back packs don't take everything, So a sword, Pickaxe, a shovel, 2 spell books, power tool, portal gun, and a stack of Dirt for emergency uses, that's 8 of my 9 Hotbar spaces used.
And for the force field, you armor isn't supposed to make the force field, a block was, Plus i had completely forgotten about that addon for IC2. (I knew i was missing something when i updated)
i have 2 ideas but i'm not sure if they have been said or not and they weren't on the to do list:
a grappling hook module
a module that lest you emit light
i hope my ideas help
I'v got awesome idea, If you will have the abillity to just enchant it's kind of boring and to op.
It will be nice if I will need like 30 exp, book or picaxe with looting 3 and maybe a specific item and than the tool will get the enchant.
If it will work with thaumcraft it will be even more awesome.
Some ideas of modules:
Torso:
lappack module(will have the abillity to charge the tool).
Fire resistance.
Tool:
moving entities(you will be able to pick and move entities).
suck water/lava and deploy them on another spot.
a cool idea would be a toggle-able silk touch enchant for the tool that way you could silk touch glass but not all the ores or other things you don't want silk-touched.
I think a mining laser should be added so if you have the plasma cannon you can add a special that makes it mine 1 block at the extent of energy (Jewls or EU) and it can only break certan blocks and you can tinker the amperage so it either mines further or breaks more types of blocks never able to mine anything that is obsidian or harder you need a tool.
a cool idea would be a toggle-able silk touch enchant for the tool that way you could silk touch glass but not all the ores or other things you don't want silk-touched.
i would want ores silk touched so when i come back redstone and nikolite doesn't clog up my inventory and the other ores like diamonds and coal so i can get more for 1 peice of ore but you can turn them off with the new build
that's not the most recent voltz, go to development versions
Back in the EE2 days, I just had the ring constantly freezing water beneath me as a quantum suit sprinted across the ocean. Was fun
That's awesome, thanks! Looking forward to some mechwarrior style fighting!
Your mod is awesome.. very Refined Iron heavy tho, i think i used around 10+ stack of iron.
EDIT: It looks like Thaumcraft 3's Haste Boot enchant overrides the Power Armor Leg's Sprint Assist Module.
xycraft recipes will be their own thing; don't worry. Gregtech recipes are supposed to be painful, time-consuming, and unfair to the player. Some people like that. Turn on regular IC2 recipes if you'd rather them.
FAQs
1. No, the batpack functionality is done internally by IC2 unfortunately. Maybe I can bug Player to add an option for this; I think if it's only a new function, it shouldn't break any existing code.
2. FAQs. Capacitors are not salvageable currently.
oic, that might be possible yes
Good suggestions; these are on the 'Maybe' list for various reasons.
I added this to the sprint assist for now. will probably change it later
1: am I the only one who thinks the tool should be colorable? so that it matches the armor better?
2: I really, really hope you can add support for Redpower.
3: did you intentionally make it so when the armor is the same as Samus's, the visor is actually green?
4: great mod! by far one of my favorites!
Edit: added a screen shot to support 1 and 3
1 no you aren't. I forgot about that. will do it soonish
2 I hope so too, but I'm not going to hold my breath
3 not intentional no
4 ty
jeez you reply fast!
kinda expected that answer for RP but eh, one can hope right?
that falls under custom models/animations and it will be done but it will break compatability with some other mods. I'm tying to keep in touch with as many other mod authors as I can regarding this, so it doesn't ruin everything forever.
A Lightning shooting weapon. (When used in water it will kill everything in the water up to maybe 50 blocks away, mobs or players)
A few small tracking Missiles that only work when you have the proper module attached to both the tool and the helmet. (independent from ICBM) (Maybey they can shoot out of the shoulder/hands like IronMan's)
Flares for other players being tracked by missiles
Lasers that will incinerate anything and everything like in Iron man 2. You'll have to have a one time use object in your inventory to work with the module. The laser should last approx. five seconds. After you use the lasers it will destroy 1 of the item. (Needless to say the power cost for this should be exponential)
A solar helmet module attachment like IC2's solar helmet.
(If you have portal gun installed with this mod) A module that will attach your portal gun to the power tool.
Possible x-ray attachment that lets you x-ray up to 3-5 blocks deep depending on the type of block your looking through. If it's a solid wall that you can't fully look through then it will show you the ores in that wall, up to max 5 blocks away. If it's something like a 1 block thick wall then it will simply show you everything on the other side of the wall as it would look as if you were standing on the other side of the wall. (I don't really want this for ore finding, i was thinking more like trap detection) I was thinking that this specific one, if you choose to add it, should be exponentially expensive.
Flame thrower/grenade launcher. I was thinking that for this, and the lasers i was talking about, rather than having Fuel or grenades in your inventory to use for this. You can store these items into the suit in the Tinker table. And the HUD will show how much fuel and how many grenades you have left. These will also require a small amount of energy to launch/activate.
Force field to protect your house from people. I thought that this could require a "Security Card" that will be unique to the force field projector You just put that card in the projector to "Encode" it, then put that card in your power suit Helmet in the tinker table. After that you'll be able to pass through the force field at will. (I also think that any Moderators or "OP's" should be able to pass through any force field with or without the power suit if they are in creative mode) ( I have more in mind for the force field so if you do choose to implement it then let me know and i'll tell you everything i was thinking of to go with it.)
Let me know what yo think of these ideas, and i'll make sure to post any more that come to mind
I personally think most of those weapons sound a little OP regardless of cost, but to each is there own right?
the only real benefit of the portal/gravity gun implemantion would be to save a spot or two on the hotbar. so i dont see that as that useful.
as for the force field? why would the armor make a force field around your house???
there is already a mod for that (an IC2 addon anyways)
http://forum.industrial-craft.net/index.php?page=Thread&threadID=1292&pageNo=1bc30aabe
Well i thought that the power suits (with the right module attached) should be able to handle it, Plus, who doesn't like more weapons right? Also it makes for better MP fights and such, more variety to fight with. It would get boring if everyone used the same thing. Plus, whats the fun in being invincible? Then you destroy everything and find you have nothing left to do.
As for attaching the portal gun, saving inventory space was all i really had in mind. With the 55+ mods i have there are alot of different ores to mine, and forestry's back packs don't take everything, So a sword, Pickaxe, a shovel, 2 spell books, power tool, portal gun, and a stack of Dirt for emergency uses, that's 8 of my 9 Hotbar spaces used.
And for the force field, you armor isn't supposed to make the force field, a block was, Plus i had completely forgotten about that addon for IC2. (I knew i was missing something when i updated)
a grappling hook module
a module that lest you emit light
i hope my ideas help
It will be nice if I will need like 30 exp, book or picaxe with looting 3 and maybe a specific item and than the tool will get the enchant.
If it will work with thaumcraft it will be even more awesome.
Some ideas of modules:
Torso:
lappack module(will have the abillity to charge the tool).
Fire resistance.
Tool:
moving entities(you will be able to pick and move entities).
suck water/lava and deploy them on another spot.