MachineMuse- was being able to "fly" (rocket jump, really) with the Railgun intentional?
Regardless of the answer, I hope it isn't changed.
When starting fresh, the railgun combined with the glider allows you to sort of replicate the jetpack, at a much reduced price, as well as generate ridiculous amounts of power when you toss in the kinetic generator (though since the math seems to be off on the generators, those may be getting nerfed :/ )
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Users\Acer\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-02_20.58.51-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT af9247a8 --------
Full report at:
C:\Users\Acer\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-02_20.58.51-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/2/13 8:58 PM
-- Head --
Stacktrace:
at net.machinemuse.api.MuseItemUtils.tagHasModule(MuseItemUtils.java:35)
at net.machinemuse.api.MuseItemUtils.isModuleOnline(MuseItemUtils.java:67)
at net.machinemuse.api.MuseItemUtils.itemHasActiveModule(MuseItemUtils.java:495)
at net.machinemuse.api.ModuleManager.computeModularProperty(ModuleManager.java:58)
at net.machinemuse.powersuits.powermodule.movement.JetPackModule.onPlayerTickActive(JetPackModule.java:60)
at net.machinemuse.powersuits.tick.PlayerTickHandler.handle(PlayerTickHandler.java:63)
at net.machinemuse.powersuits.tick.PlayerTickHandler.tickStart(PlayerTickHandler.java:39)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:121)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:385)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:278)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.World.func_72870_g(World.java:2289)
-- Entity being ticked --
Details:
Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP)
Entity ID: 35
Entity Name: Flyover
Entity's Exact location: 520.62, 7.04, 468.02
Entity's Block location: World: (520,7,468), Chunk: (at 8,0,4 in 32,29; contains blocks 512,0,464 to 527,255,479), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Flyover'/35, l='MpServer', x=520.62, y=7.04, z=468.02]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (523,4,460), Chunk: (at 11,0,12 in 32,28; contains blocks 512,0,448 to 527,255,463), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 11192 game time, 11192 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 9 total; [EntityVillager['Villager'/13, l='MpServer', x=586.25, y=4.00, z=538.72], EntityVillager['Villager'/14, l='MpServer', x=586.13, y=4.00, z=533.47], EntityVillager['Villager'/17, l='MpServer', x=589.38, y=4.00, z=536.75], EntityVillager['Villager'/18, l='MpServer', x=591.25, y=4.00, z=535.50], EntitySheep['Sheep'/5847, l='MpServer', x=597.03, y=4.00, z=444.97], EntitySheep['Sheep'/5846, l='MpServer', x=593.16, y=4.00, z=454.31], EntityVillager['Villager'/26, l='MpServer', x=594.06, y=5.00, z=543.50], EntityItem['item.tile.dirt'/69717, l='MpServer', x=529.84, y=3.13, z=448.19], EntityClientPlayerMP['Flyover'/35, l='MpServer', x=520.62, y=7.04, z=468.02]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2405)
at net.minecraft.client.Minecraft.run(Minecraft.java:772)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_39, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 201350736 bytes (192 MB) / 677896192 bytes (646 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 198 (11088 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.10.617 Minecraft Forge 7.7.1.617 Optifine OptiFine_1.5.1_HD_U_A8 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BasicComponents [Basic Components] (BasicComponents_v1.3.1.359.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.0-270.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: AMD RADEON HD 6450 GL version 4.1.10358 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 138 (7728 bytes; 0 MB) allocated, 16 (896 bytes; 0 MB) used
java.lang.NullPointerException
at net.machinemuse.api.MuseItemUtils.tagHasModule(MuseItemUtils.java:35)
at net.machinemuse.api.MuseItemUtils.isModuleOnline(MuseItemUtils.java:67)
at net.machinemuse.api.MuseItemUtils.itemHasActiveModule(MuseItemUtils.java:495)
at net.machinemuse.api.ModuleManager.computeModularProperty(ModuleManager.java:58)
at net.machinemuse.powersuits.powermodule.movement.JetPackModule.onPlayerTickActive(JetPackModule.java:60)
at net.machinemuse.powersuits.tick.PlayerTickHandler.handle(PlayerTickHandler.java:63)
at net.machinemuse.powersuits.tick.PlayerTickHandler.tickStart(PlayerTickHandler.java:39)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:121)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:385)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:278)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.World.func_72870_g(World.java:2289)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1849)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 40f40827 ----------
I was playing around with the chest part of the power suit then it crashed.
Mods:MCForge,Optifine and this mod.
Wanted to say, this is a really fun mod, and I've been enjoying it very much. I'm looking forward to seeing what additional modules and such become available in the future; currently I think the plasma cannon and the invisibility functions are probably my favourites, though I think there's some new ones in 1.5.1 (been running 1.4.7) that will be entertaining too.
I wanted to ask; I'm considering doing a Let's Play series featuring this mod, however, I've never been all that keen on the BuildCraft/IndustrialCraft mods. I will be using RedPower, though, and I was wondering if it would it be at all possible to make the PowerSuit compatible with RedPower battery boxes, perhaps in the near future? I understand that it is currently possible to charge the suit in vanilla via the solar and kinetic modules, but if this feature could be added, it would be much appreciated.
Also, I know RedPower recently added a buildcraft3-compatible generator (the Blulectric Engine), which converts Blutricity to BC3 MJ, so perhaps an alternate approach would be to add a simple charging station based off the current BuildCraft features? I hope this isn't an overly pretentious request either way.
Railgun will be limited by heat and ammunition soonish, but yes, it is a more primitive but similar principle to the ion thruster so it does make sense as it is.
Redpower compatability depends on getting permission from Eloraam which is a notoriously difficult task and I'd rather devote my time and attention to things that will definitely happen.
Keybindings for flight control are...actually I'm gonna add that right now.
With both Steve's Carts a94 and Modular PowerSuits 0.4.0-270 installed the Tinker Table (ID 2477) gets renamed to Liquid Manager. The Steve's Carts Liquid Manager is ID 909. Both blocks look, work, and craft fine, other than the tinker table having the wrong name.. Frankly I'm stumped as to what would cause this.
New modules:
-Shears (to be replaced by projectile blade launcher eventually) - longer range than normal shears (10m!)
-Rototiller - till a circle up to an 8m radius, all at once!
-Airtight Seals - allows the helmet to act as a Galacticraft oxygen mask. Air tanks sold separately.
New functionality on old modules:
-Limited treecapitator emulation on woodcutting module
-Flight control now responds to 'sneak' and has a tinker option, 'verticality', which controls how much your view angle contributes to the direction of movement (can be more like creative flight if you want)
New configuration options:
-Mode-switching and flight control 'go down' now have Forge keybinds
-Mousewheel mode-switching can be turned off in config file
-Max. flight speed can be capped so people don't load chunks too fast and bog down the server.
Other tweaks:
-Using items while climbing a ladder or swimming should no longer paradoxically give you a speed boost
-Player input updates now only send on changes - should save on bandwidth for high-population servers with many idle
-Plasma bolt rendering improved - better lightning effect and should no longer appear as a flat panel in another player's hand
-IC2 for 1.5.1 should now be supported. **UNTESTED**
-All items in your inventory (batteries included) should now count towards your energy & weight total - no more need to install batteries in the power tool
-Fixed a couple crash cases (removing items while flying, shooting entities beyond 64 blocks with railgun)
I don't know if I'm writing this for nothing or what, I went to see the change log and didn't see my problem, even though there are quite a few new versions and I should update, but I got a weird problem when installing any texture pack; quite a few of your icon textures in the craft guide are always wrong depending on the texture pack I installed (except vanilla), one texture pack will show an eye for the servfo motor, another will show a shovel, another one a bit of some unknown thing. My installation got 45 mods and I get this only with some of your items, I tought about a conflict and went back almost vanilla (forge, optifine and the craft guide) for the same result.
If this is repaired then just tell me so, I'll update in the next step of my compatibility testing.
...
Redpower compatability depends on getting permission from Eloraam which is a notoriously difficult task and I'd rather devote my time and attention to things that will definitely happen.
...
Thanks for the reply; I totally understand your concerns regarding permissions, etc. In that case, what about the Blulectric Engine block I mentioned, which has already been implemented as part of RedPower? Do you see any reasonable way to make use of that, without requiring a full BuildCraft install? Or would that be asking too much?
Thanks for the reply; I totally understand your concerns regarding permissions, etc. In that case, what about the Blulectric Engine block I mentioned, which has already been implemented as part of RedPower? Do you see any reasonable way to make use of that, without requiring a full BuildCraft install? Or would that be asking too much?
I beleive there is a thermal expansion compatability for charging suits in the works, which uses buildcraft api; you could use that as a go-between. That won't be a valid option until the relevant update, which will 1.5.1 at least which will mean we'll have to wait for a redpower update... So it'll be a bit of wait before that's an option. Does anyone know if redpower compat works if you just have thermal expansion, not buildcraft?
Can there be an option for building capacitors with UE without electrical expansion? I just don't feel extremely invested in it as an option.
Does the update that lets all batteries in your inventory count towards energy count like, just random batteries, or only like power gauntlets that you're not currently equipping? If it does work with normal batteries, what about other powered items? Can my suit power my icbm rocketlauncher? If I have an infinite battery, does my suit become fuelled forever?
I beleive there is a thermal expansion compatability for charging suits in the works, which uses buildcraft api; you could use that as a go-between. That won't be a valid option until the relevant update, which will 1.5.1 at least which will mean we'll have to wait for a redpower update... So it'll be a bit of wait before that's an option. Does anyone know if redpower compat works if you just have thermal expansion, not buildcraft?
Can there be an option for building capacitors with UE without electrical expansion? I just don't feel extremely invested in it as an option.
Does the update that lets all batteries in your inventory count towards energy count like, just random batteries, or only like power gauntlets that you're not currently equipping? If it does work with normal batteries, what about other powered items? Can my suit power my icbm rocketlauncher? If I have an infinite battery, does my suit become fuelled forever?
dunno, haven't tested any of that yet, but hypothetically yes, although the suit doesn't actually put energy into other items unless it's generating more than it's consuming. That's something to think about, I guess.
could you change the flight controls in your ModularPowersuits-0.3.2-199 build? Because i'm using version 1.4.7 of minecraft so my mods would work.
thx.
....no?
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.
could you change the flight controls in your ModularPowersuits-0.3.2-199 build? Because i'm using version 1.4.7 of minecraft so my mods would work.
thx.
Machinemuse, I understand that it's ridiculous for you to consider reworking already released updates (particularly that far back), but there are quite a few of us running modpacks which aren't all up to date yet. I can sympathize a little with nicoautoxp, being stuck with 3.2-201 myself.
That being said, I've tinkered a little with the newest update, and I must say that I'm enjoying it (and the plans you've already laid out for how it'll evolve). Come here, sheepy sheep!
I am experiencing a rather interesting problem: When using the Jetpack (+ Flight control) and activate them, I cannot mine ANY block. I wanted to use it as a means to exploit Mystcraft cave worlds, but the cracks done to them are literally regenerated before my eyes. The only time I ever saw this was with protected WorldGuard areas without permissions. Mining with a deactivated pack with the Power Tool equipped works just fine, mining with a non-Power Tool with activated pack works also fine. Any help is much appreciated.
Edit: I play in SSP and use 0.3.2-199
Take the battery out of your tool. If power is drained from it while it's working, it resets the digging time. Annoying and I'm trying to find ways of making it less stupid in 1.5.1
Machinemuse, I understand that it's ridiculous for you to consider reworking already released updates (particularly that far back), but there are quite a few of us running modpacks which aren't all up to date yet. I can sympathize a little with nicoautoxp, being stuck with 3.2-201 myself.
That being said, I've tinkered a little with the newest update, and I must say that I'm enjoying it (and the plans you've already laid out for how it'll evolve). Come here, sheepy sheep!
Yeah, if MPS was more stable as it is then I wouldn't mind, but 1.5 hit when I was in the middle of a major refactor (moving modules to their own separate classes) and so rolling back would undo some major infrastructure changes and basically require me to re-code the same changes over again. It would just be a huge waste of time and effort when I don't have that much to spare around now (end of semester) anyway.
Take the battery out of your tool. If power is drained from it while it's working, it resets the digging time. Annoying and I'm trying to find ways of making it less stupid in 1.5.1
MachineMuse, you god among men, you made my day. Worked like a charm. I noticed a similar behavior while mining underwater. Everytime the water electrolyzer refreshed the breath bar, the block was resetted.
Just want to say I love your mod, but I'm wondering about the idea of a Thaumic generator I saw mentioned on your site. Does this mean an entirely Thaumaturgical version of the Powersuit (Golemsuit? Vis Armor?) might be an option in the future?
Just want to say I love your mod, but I'm wondering about the idea of a Thaumic generator I saw mentioned on your site. Does this mean an entirely Thaumaturgical version of the Powersuit (Golemsuit? Vis Armor?) might be an option in the future?
Yup. It would actually be really easy code-wise, but unfortunately I am not an artist on Azanor's level...
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.
short answer no
Use either the Kinetic or Solar modules. Or install UE or IC2MachineMuse- was being able to "fly" (rocket jump, really) with the Railgun intentional?
Regardless of the answer, I hope it isn't changed.
When starting fresh, the railgun combined with the glider allows you to sort of replicate the jetpack, at a much reduced price, as well as generate ridiculous amounts of power when you toss in the kinetic generator (though since the math seems to be off on the generators, those may be getting nerfed :/ )
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Users\Acer\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-02_20.58.51-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT af9247a8 --------
Full report at:
C:\Users\Acer\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-02_20.58.51-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 4/2/13 8:58 PM
-- Head --
Stacktrace:
at net.machinemuse.api.MuseItemUtils.tagHasModule(MuseItemUtils.java:35)
at net.machinemuse.api.MuseItemUtils.isModuleOnline(MuseItemUtils.java:67)
at net.machinemuse.api.MuseItemUtils.itemHasActiveModule(MuseItemUtils.java:495)
at net.machinemuse.api.ModuleManager.computeModularProperty(ModuleManager.java:58)
at net.machinemuse.powersuits.powermodule.movement.JetPackModule.onPlayerTickActive(JetPackModule.java:60)
at net.machinemuse.powersuits.tick.PlayerTickHandler.handle(PlayerTickHandler.java:63)
at net.machinemuse.powersuits.tick.PlayerTickHandler.tickStart(PlayerTickHandler.java:39)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:121)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:385)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:278)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.World.func_72870_g(World.java:2289)
-- Entity being ticked --
Details:
Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP)
Entity ID: 35
Entity Name: Flyover
Entity's Exact location: 520.62, 7.04, 468.02
Entity's Block location: World: (520,7,468), Chunk: (at 8,0,4 in 32,29; contains blocks 512,0,464 to 527,255,479), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Flyover'/35, l='MpServer', x=520.62, y=7.04, z=468.02]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (523,4,460), Chunk: (at 11,0,12 in 32,28; contains blocks 512,0,448 to 527,255,463), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 11192 game time, 11192 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 9 total; [EntityVillager['Villager'/13, l='MpServer', x=586.25, y=4.00, z=538.72], EntityVillager['Villager'/14, l='MpServer', x=586.13, y=4.00, z=533.47], EntityVillager['Villager'/17, l='MpServer', x=589.38, y=4.00, z=536.75], EntityVillager['Villager'/18, l='MpServer', x=591.25, y=4.00, z=535.50], EntitySheep['Sheep'/5847, l='MpServer', x=597.03, y=4.00, z=444.97], EntitySheep['Sheep'/5846, l='MpServer', x=593.16, y=4.00, z=454.31], EntityVillager['Villager'/26, l='MpServer', x=594.06, y=5.00, z=543.50], EntityItem['item.tile.dirt'/69717, l='MpServer', x=529.84, y=3.13, z=448.19], EntityClientPlayerMP['Flyover'/35, l='MpServer', x=520.62, y=7.04, z=468.02]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2405)
at net.minecraft.client.Minecraft.run(Minecraft.java:772)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_39, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 201350736 bytes (192 MB) / 677896192 bytes (646 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 198 (11088 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.10.617 Minecraft Forge 7.7.1.617 Optifine OptiFine_1.5.1_HD_U_A8 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BasicComponents [Basic Components] (BasicComponents_v1.3.1.359.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.0-270.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: AMD RADEON HD 6450 GL version 4.1.10358 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 138 (7728 bytes; 0 MB) allocated, 16 (896 bytes; 0 MB) used
java.lang.NullPointerException
at net.machinemuse.api.MuseItemUtils.tagHasModule(MuseItemUtils.java:35)
at net.machinemuse.api.MuseItemUtils.isModuleOnline(MuseItemUtils.java:67)
at net.machinemuse.api.MuseItemUtils.itemHasActiveModule(MuseItemUtils.java:495)
at net.machinemuse.api.ModuleManager.computeModularProperty(ModuleManager.java:58)
at net.machinemuse.powersuits.powermodule.movement.JetPackModule.onPlayerTickActive(JetPackModule.java:60)
at net.machinemuse.powersuits.tick.PlayerTickHandler.handle(PlayerTickHandler.java:63)
at net.machinemuse.powersuits.tick.PlayerTickHandler.tickStart(PlayerTickHandler.java:39)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:121)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:385)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:278)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:45)
at net.minecraft.world.World.func_72866_a(World.java:2327)
at net.minecraft.world.World.func_72870_g(World.java:2289)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1849)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 40f40827 ----------
I was playing around with the chest part of the power suit then it crashed.
Mods:MCForge,Optifine and this mod.
Wanted to say, this is a really fun mod, and I've been enjoying it very much. I'm looking forward to seeing what additional modules and such become available in the future; currently I think the plasma cannon and the invisibility functions are probably my favourites, though I think there's some new ones in 1.5.1 (been running 1.4.7) that will be entertaining too.
I wanted to ask; I'm considering doing a Let's Play series featuring this mod, however, I've never been all that keen on the BuildCraft/IndustrialCraft mods. I will be using RedPower, though, and I was wondering if it would it be at all possible to make the PowerSuit compatible with RedPower battery boxes, perhaps in the near future? I understand that it is currently possible to charge the suit in vanilla via the solar and kinetic modules, but if this feature could be added, it would be much appreciated.
Also, I know RedPower recently added a buildcraft3-compatible generator (the Blulectric Engine), which converts Blutricity to BC3 MJ, so perhaps an alternate approach would be to add a simple charging station based off the current BuildCraft features? I hope this isn't an overly pretentious request either way.
In any case, thanks again for the excellent mod!
Redpower compatability depends on getting permission from Eloraam which is a notoriously difficult task and I'd rather devote my time and attention to things that will definitely happen.
Keybindings for flight control are...actually I'm gonna add that right now.
Minecraft 1.5.1
FML 624
Forge 624
Steve's Carts a94
Modular PowerSuits 0.4.0.270
ChickenCore 0.8.5.1
NEI 1.5.2.7
(Cross posting to Steve's Carts thread)
*UPDATE* Build 288 has the opposite problem. It is now renaming both blocks to Power Armor Tinker Table.
New modules:
-Shears (to be replaced by projectile blade launcher eventually) - longer range than normal shears (10m!)
-Rototiller - till a circle up to an 8m radius, all at once!
-Airtight Seals - allows the helmet to act as a Galacticraft oxygen mask. Air tanks sold separately.
New functionality on old modules:
-Limited treecapitator emulation on woodcutting module
-Flight control now responds to 'sneak' and has a tinker option, 'verticality', which controls how much your view angle contributes to the direction of movement (can be more like creative flight if you want)
New configuration options:
-Mode-switching and flight control 'go down' now have Forge keybinds
-Mousewheel mode-switching can be turned off in config file
-Max. flight speed can be capped so people don't load chunks too fast and bog down the server.
Other tweaks:
-Using items while climbing a ladder or swimming should no longer paradoxically give you a speed boost
-Player input updates now only send on changes - should save on bandwidth for high-population servers with many idle
-Plasma bolt rendering improved - better lightning effect and should no longer appear as a flat panel in another player's hand
-IC2 for 1.5.1 should now be supported. **UNTESTED**
-All items in your inventory (batteries included) should now count towards your energy & weight total - no more need to install batteries in the power tool
-Fixed a couple crash cases (removing items while flying, shooting entities beyond 64 blocks with railgun)
If this is repaired then just tell me so, I'll update in the next step of my compatibility testing.
Thanks for the reply; I totally understand your concerns regarding permissions, etc. In that case, what about the Blulectric Engine block I mentioned, which has already been implemented as part of RedPower? Do you see any reasonable way to make use of that, without requiring a full BuildCraft install? Or would that be asking too much?
I beleive there is a thermal expansion compatability for charging suits in the works, which uses buildcraft api; you could use that as a go-between. That won't be a valid option until the relevant update, which will 1.5.1 at least which will mean we'll have to wait for a redpower update... So it'll be a bit of wait before that's an option. Does anyone know if redpower compat works if you just have thermal expansion, not buildcraft?
Can there be an option for building capacitors with UE without electrical expansion? I just don't feel extremely invested in it as an option.
Does the update that lets all batteries in your inventory count towards energy count like, just random batteries, or only like power gauntlets that you're not currently equipping? If it does work with normal batteries, what about other powered items? Can my suit power my icbm rocketlauncher? If I have an infinite battery, does my suit become fuelled forever?
dunno, haven't tested any of that yet, but hypothetically yes, although the suit doesn't actually put energy into other items unless it's generating more than it's consuming. That's something to think about, I guess.
....no?
Machinemuse, I understand that it's ridiculous for you to consider reworking already released updates (particularly that far back), but there are quite a few of us running modpacks which aren't all up to date yet. I can sympathize a little with nicoautoxp, being stuck with 3.2-201 myself.
That being said, I've tinkered a little with the newest update, and I must say that I'm enjoying it (and the plans you've already laid out for how it'll evolve). Come here, sheepy sheep!
I am experiencing a rather interesting problem: When using the Jetpack (+ Flight control) and activate them, I cannot mine ANY block. I wanted to use it as a means to exploit Mystcraft cave worlds, but the cracks done to them are literally regenerated before my eyes. The only time I ever saw this was with protected WorldGuard areas without permissions. Mining with a deactivated pack with the Power Tool equipped works just fine, mining with a non-Power Tool with activated pack works also fine. Any help is much appreciated.
Edit: I play in SSP and use 0.3.2-199
Yeah, if MPS was more stable as it is then I wouldn't mind, but 1.5 hit when I was in the middle of a major refactor (moving modules to their own separate classes) and so rolling back would undo some major infrastructure changes and basically require me to re-code the same changes over again. It would just be a huge waste of time and effort when I don't have that much to spare around now (end of semester) anyway.
MachineMuse, you god among men, you made my day. Worked like a charm. I noticed a similar behavior while mining underwater. Everytime the water electrolyzer refreshed the breath bar, the block was resetted.
Yup. It would actually be really easy code-wise, but unfortunately I am not an artist on Azanor's level...