MPSA isn't the source of my crash, I'm certain of that much as the only mod I placed into the folder for my vanilla Forge control test was the main Modular Powersuits mod no Open Peripheral or MPSA.
As I've said on irc a few times now: I'm aware of the issue. I know a quick fix but I want figure out how to do it 'right' which I haven't had time for.
ok well, since Smart Moving is a jar mod I can't do it the 'right' way so... hacky java it is. New version should work although there are some other glitches I'm trying to figure out.
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 recently had a bad experience involving MPS in my single player FTB Survival world (on Hard difficulty, but not hardcore). The issue is related to the hard cap in how much damage the energy shield can absorb (I don't know if the cap applies to the iron/diamond plating as well or not) in a single blow.
It's not the cap itself that is the real issue, though, but the fact that there's no documentation in game or basically anywhere to suggest that there is a limit to how much damage you can take at once. The only way you would know that there is one is if you searched this thread for a single post related to a guy who got blown up by a creeper and the limit being subsequently buffed. Anyone who is actually searching for such has probably already gotten blown up.
So, basically, I went to The End. I flew up to an Ender Crystal and attacked it with a melee attack. . I reverted my world to a backup I made before I started that session.
Yes, I know they blow up when you destroy them. I was expecting to lose a couple hearts at most.
What makes it even worse is that I've been to The End in Vanilla in the past (I think it was around version 1.3.1 where I beat the dragon on Hardcore) and I've climbed pillars and whacked Ender Crystals with melee before when I couldn't get them with an arrow, and I've never taken so much damage from them. Perhaps here it was partially because I was flying above the pillar (and had to get closer to reach it) whereas in Vanilla I'd be standing on the pillar.
I do agree that no armor should make you 100% invincible (I'm looking at you, Quantum Armor), but since no vanilla or other mod armor that I know of has a similar cap on how much damage it can absorb per hit (QArmor does have a cap according to the IC2 wiki, but it's so high that you can survive a point-blank nuke), I think it should be changed or at least made obvious that the limit exists.
I have three suggestions to consider, from simplest to most complicated:
1. Add something in the documentation, or preferably, in-game, which warns the player that the amount of damage that can be absorbed in a single instant is finite.
Either put it in the description of the energy shield, or have the limit display as a number below the "Armor (Energy)" line (this should also apply to the physical armor if the cap also applies to them). This way, there is no balance change, but at least players won't be surprised when a charged creeper sneaks up on them and they die instantly despite having "96% damage reduction".
2. Let players tinker with the damage limit at the Tinker Table.
How well this would work depends on whether the limit is against the total damage before being reduced, or on the amount of damage actually being stopped.
As an example (the numbers can be adjusted to whatever you like), right now the default limit is 72. With this change, the lower limit could be 18, and the upper limit, say, 54 (per piece, so that when added up the range is 72~216). This limit would become the maximum amount that the damage could be reduced by, thus a player with maxed shields would have 96% damage reduction for any hit of 225 damage or less.
If the cap looks at the total damage before reduction, then use a range of 72~216 for each piece instead, and use the average instead of the sum for the total limit, to avoid nerfing players who install the shield on less than four pieces.
Of course, there would have to be a trade-off if the player decides to increase their damage absorption limit. Either:
The shield would consume more energy per point of damage taken, proportional to how much the limit is increased by.
A new energy consumption stat: Quadratic Energy Consumption (i.e. energy per damage^2). Basically, additional energy consumption would be proportional to the square of the amount of damage taken, thus making the very hard hits you wish to absorb take a lot of energy to absorb.
A small weight penalty (you're making the shield generators bigger in order to maintain a force field strong enough to absorb a heavy hit). It wouldn't be a significant weight, perhaps only 1 kg per piece for the maximum damage limit.
3. Overhaul the shield system to make it function in a distinct way from the energy-based armor it currently is (of course, my idea is only one of many possible implementations).
Give the player a shield bar next to (or below) the energy and heat bars. This shield bar would function basically as extra hitpoints.
When the player takes damage (after reductions from, for example, Shock Absorbers), calculate the percentage damage reduction as you do now (i.e. 4% per point). Then, figure out the total damage the shield will absorb (the total percentage reduction multiplied by the incoming damage, or the remaining shield points, whichever is less), and subtract this from the remaining shield points (taking points from the different pieces similarly to how energy consumption works). Finally, apply the remaining damage to the player (where it might be reduced further by physical armor or the Resistance buff, unless these are applied before the shield's reduction).
The following would be adjustable (with example numbers):
Capacity (0~100 points): The number of shield points this piece of armor can hold. The shield points from all four pieces of armor would be pooled together to obtain the total shield capacity. The total shield capacity determines the amount of damage a player can take at once.
Strength (0~24%): The percentage of damage absorbed by this energy shield module. The percentages are added the same way as they are now, allowing up to 96% of incoming damage to be absorbed by the shield.
Regeneration (0~3/sec): The rate at which the shield would refill itself. Again, as the shields would be pooled in the same manner as energy, the regeneration on your Leggings could recharge the shield on your Chestplate, for example. The regeneration rates are added to obtain the overall regeneration rate.
Passive Energy Consumption: Unlike the current energy armor, this shield would consume a small amount of energy passively. The energy consumption would be proportional to the Capacity of the shield (e.g. 1 J per point per few seconds). If energy runs out, the shield points drop to 0. As well, taking off the armor would cause its shield points to drop to 0 (or, if possible, distributing the shield points to the rest of the armor first).
Active Energy Consumption: As well, similarly to the current system, your energy will decrease when you take damage. In this case it will be proportional to the number of shield points consumed by an attack (which will be equal to the number of points you will regenerate afterwards). The energy consumption per point would depend mainly on the Regeneration stat, with a small contribution from Strength (for each component, add 200 J per point on Regeneration, and add another 6.25 J per % on Strength - this will sum to 750 J per component, or 3000 J for a full suit). Moreover, since increasing Strength increases the amount of shield points lost when attacked, it will effectively increase energy consumption.
When the remaining energy is less than the product of the remaining shield points and the active energy consumption, the shield points will drop to whatever the remaining energy can accommodate (e.g. I have a maxed out suit as above, but only 300 kJ left; my shield points will drop to 100).
Essentially, this would replace the current energy shield module mechanics, with the overall effect being:
More customization. You can set your Regeneration low to make your shield more energy efficient, at the risk that if you take enough damage over a short amount of time (which is most likely either in PvP or in a very dangerous PvE situation that certain mods might introduce), your shield could run out, leaving you to die quickly. Alternatively, you can max out Regeneration to ensure your shield won't run out, but you might run out of energy more quickly.
Players using Energy Shield will be more resistant to individual blows of very high damage (usually explosions), but now players would be more vulnerable to taking a large amount of damage over a moderately short timeframe (depending on the actual numbers used, as all the numbers above are example numbers only - e.g. the limits for Capacity and Regeneration could be increased if it were found to be too underpowered in PvP). Combat where the player doesn't take very heavy damage is essentially the same as before.
Make fights more dynamic. A player could decide to take cover if their shields were low, and wait for them to regenerate.
Opportunity to add more specialized weapons (e.g. an anti-shield weapon).
The shield module would be bindable to a key as it would now consume energy passively (unless a different tradeoff, such as weight, is used for Capacity instead). A player could save energy by switching off the shield when there is no danger. Note that when switching the shield back on, the shield points must regenerate, starting from 0, but this regeneration would not consume any extra energy (as the active energy consumption triggers when shield points are used up by damage).
I recently had a bad experience involving MPS in my single player FTB Survival world (on Hard difficulty, but not hardcore). The issue is related to the hard cap in how much damage the energy shield can absorb (I don't know if the cap applies to the iron/diamond plating as well or not) in a single blow.
There's a cap. MPS max is 24 Armor Points, you can see this at the tinker table.To give you an idea: a full set of diamond armor is 20 Armor Points. With 24 AP, you can stand a creeper or TNT explosion (you loses 30~60% of your health), but not a charged creeper (2.0 creepers).
An Ender crystal is as powerful as charged creeper (maybe slightly more), you are not supposed to survive.Now, how to calculate how much damage is absorbed per armor point and so on... definitely I think it's too complicated.
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bug: when put on the helmet and/or chestplate, it crashes my game. when it's in my hotbar and i put it on through chicking it without going into my inventory and press L and go to my helmet/chestplate, it crashes too!. I use multiMC to install it.
I have decided to do a thorough analysis on this case.
A charged creeper is only supposed to do twice as much damage as a regular creeper. The Ender Crystal explosion is the same strength as a Charged Creeper. According to the Vanilla armor formula, each armor point reduces damage by 4%. Thus, 20 AP reduces damage by 80% and 24 AP reduces damage by 96%. The vanilla formula does not give a limit on how much this damage can be before additional damage ignores the armor, therefore it can be assumed that it is unlimited (at least for Vanilla armor).
According to Minecraft Wiki, a Charged Creeper on Hard does a maximum of 145 damage. Using vanilla formulas, just diamond armor (80%) will reduce this damage to 29 (14.5 Hearts). With full enchantments, the damage will be reduced by up to an additional 80%, damage is reduced to 5.8 (3 Hearts). Adding Resistance I, damage is reduced by an extra 20%, thus the player would only take 4.64 damage (2.5 Hearts). The minimum damage reduction from Diamond Armor with all Protection IV is 88%, letting a charged creeper deal 17.4 damage (8.5 Hearts).
If MPS uses the Vanilla formula, damage reduction is expected to be 96%, attaining 5.8 damage (3 Hearts). A nanosuit (90% using a different formula) reduces damage to 14.5 (7 Hearts).
A Wither Spawn explosion should deal roughly 170 damage (85 Hearts). Wearing normal diamond armor will reduce this to 34 damage (17 Hearts). With all Protection IV, damage is reduced further by 40-80%, so the player will take between 6.8 damage (3.5 Hearts) and 20.4 damage (10 Hearts, i.e. death).
The following tests were all performed on creative test worlds on Hard (using either NEI or /gamemode to switch to survival in order to test damage).
Some comparisons with other armor (testing with 20 hearts maximum using Tinker's Construct, FTB's 152ngt 0.8 + Optifine, all explosions are roughly point-blank):
Nanosuit (advertises 90% damage reduction): Charged creeper takes off 6 hearts. This is consistent as 7 hearts is a maximum of how much damage should be dealt.
Diamond Armor: Creeper removes 5 hearts, charged creeper kills (20+ Hearts damage). Was expected to lose at most 14.5 Hearts.
Diamond Armor with Resistance potion effect: Charged creeper kills. Expected to lose 11.5 Hearts.
Diamond Armor all with Protection IV (supposedly reduces damage by up to 96%): Charged creeper takes off roughly 12 hearts (rather than 3-9 hearts). Tested at least 3 times.
Powersuit + Resistance: Charged creeper removes roughly 16 hearts, rather than the expected 2.5-7 Hearts.
Diamond Armor, all Protection IV, no potion effects: Spawning a Wither and hugging it = lose between 5 and 18 hearts. According to the Vanilla formula I shouldn't lose more than 10 Hearts.
And now my test world is full of craters.
So maxed out MPS armor is weaker vs. large explosions than maxed out vanilla armor.
Just to make sure that a mod isn't nerfing vanilla armor, I repeated a couple tests in 1.6 Vanilla:
Diamond Armor, all Protection IV, Resistance potion effect: Lose 2 hearts to a Charged Creeper. This is consistent with the Vanilla formula, allowing for a small distance-based damage reduction.
Diamond Armor, all Protection IV, no potion effects: Standing right next to a Wither Spawning Explosion only takes off 3.5 hearts
Finally, just to make sure there's no difference between 1.5 and 1.6 Vanilla, I will repeat with 1.5.2 Vanilla (by disabling Minecraft Forge in the FTB launcher):
Diamond Armor, all Protection IV, no potion effects: Spawning a Wither and hugging it, the initial explosion took off roughly 6 hearts (this explosion is larger than a Charged Creeper).
Exact same as before, second trial, took off 5 hearts.
Exact same again, but this time in a village just for fun, took off 3.5 hearts.
Therefore, a mod has modified the armor formula to include an absorption limit so that huge amounts of damage will instakill people even with armor (but IC2 armor is unaffected as it uses its own formula).
Now to test if it's MPS:
With just Forge and MPS, Diamond Armor, all Protection IV, no potion effects: Spawning a Wither and hugging it, 3 trials = death, -6 Hearts, -9 Hearts.
Adding on MPSA, same armor as before: Charged creeper, 2 trials: -7 Hearts, -8.5 Hearts.
With just Forge and no other mods, spawn Wither: Death, -5 Hearts, -5 Hearts
Now wearing MPS Armor with shields installed, Wither explosion kills me (twice).
Most likely a mod (IDK which one, it may or may not be MPS) changed the Vanilla armor formula (the test with Nanosuit and this last one with Wither spawns suggests the explosion formula and Charged Creeper radius are unchanged).
My complaint isn't that you can get instakilled by Charged Creepers/Ender Crystals/Wither Spawn Explosion despite a regular Creeper doing almost no damage. It's never a good idea to intentionally hug a Charged Creeper anyways. Perhaps this is the intended weakness of MPS armor to ensure that it's not completely overpowered. The only real issue is the following:
According to pure Vanilla rules, based on my testing, you are supposed to survive anything short of a nuke. Therefore MPS is using a slightly different formula despite using an equivalent of Vanilla armor points without any indication of a damage absorption cap, and/or some mod has altered a Vanilla formula.
When you install the energy shields along with many of the other upgrades, the most similar armor to MPS is IC2's QuantumSuit (and the GraviChestplate from Gravitation Suite). IC2 is a popular mod, both armors use up energy to protect the wearer, and both armors have a bunch of other abilities that also consume energy. Therefore, players assume that the damage absorption works in roughly the same manner (i.e. the limit on damage absorbed per hit is absurdly high). Since this is not the case, there should be some sort of indication, such as an extra line "Maximum Damage Absorbed/hit for All Armor: 72" on all armor modules selected on the Tinker Table, or even a note on the website FAQ ("Can I hug a Charged Creeper in this and survive?").
I know the troll happy forum will love this post, however, using 84 mods with the stock minecraft loader for 1.5.2, it's a little tough for me to find out where my issue is. I figure it's mod compatibility. Does anyone know what mods may cause an issue. The one thing I'm not good at doing is reading crash reports(except id conflicts). Is there an earlier build i may be able to use that would be more compatible. I tried the latest 2 and the "recommended build" from the website. i also went back to 569 because it was the last build that had an extended interval between updates.
if you want to read it, the report is on pastebin. It also gives the forge build(latest 1.5.2) and the other 80+ mods. Thank you for your help and happy trolling.
*edit --- so i went through and installed each mod one at a time until..... i found where the issue lies. Has anyone else had issues between EE3 and MMMPS? As soon as i installed EE3, i got the same crash issue. I will check EE3 as well and see
Hey guys, I posted a while back that I was going to make a thread for MPSA (Modular Powersuits Addons), and I finally got around to doing it. You can find it here. Please make sure you don't bother Muse with stuff that is caused by MPSA and not MPS.
I know the troll happy forum will love this post, however, using 84 mods with the stock minecraft loader for 1.5.2, it's a little tough for me to find out where my issue is. I figure it's mod compatibility. Does anyone know what mods may cause an issue. The one thing I'm not good at doing is reading crash reports(except id conflicts). Is there an earlier build i may be able to use that would be more compatible. I tried the latest 2 and the "recommended build" from the website. i also went back to 569 because it was the last build that had an extended interval between updates.
if you want to read it, the report is on pastebin. It also gives the forge build(latest 1.5.2) and the other 80+ mods. Thank you for your help and happy trolling.
*edit --- so i went through and installed each mod one at a time until..... i found where the issue lies. Has anyone else had issues between EE3 and MMMPS? As soon as i installed EE3, i got the same crash issue. I will check EE3 as well and see
double edit, so i went through a second time thanks to the wonderful Lomeli12, and found out it was OpenPeripherals that is causing the crash. So, has anyone else experienced errors with these two mods installed? I will now check with Open Peripherals to see if i can dig up something there.
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I am having a slight fps problem here. I noticed when I install the Powersuits, when my graphics are set to fancy, I get a serious fps drop from like 40-60 to like 10-20 and when the graphics are set to fast it stays normal, around 60. What is the problem here?
I have around 60 or so mods installed and I do get average fps, this just happens when I install MPS. Help anyone?
can anyone know how to fix these?
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 7/23/13 7:41 AM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.machinemuse.powersuits.item.ItemComponent.addComponent(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Lnet/minecraft/item/ItemStack;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchMethodError: net.machinemuse.powersuits.item.ItemComponent.addComponent(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Lnet/minecraft/item/ItemStack;
at andrew.powersuits.common.AddonComponent.populate(AddonComponent.java:13)
at andrew.powersuits.common.ModularPowersuitsAddons.load(ModularPowersuitsAddons.java:39)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 54773568 bytes (52 MB) / 107958272 bytes (102 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 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 v5.1.8.611 Minecraft Forge 7.7.1.611 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.6.0-444.jar) Unloaded->Constructed->Pre-initialized->Errored
PowersuitAddons [Andrew2448's Modular Powersuits Addon] (MPSA-176_Requires_MPS-561+.jar) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: Intel Bear Lake B GL version 1.4.0 - Build 8.14.10.1930, Intel
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: ~~ERROR~~ NullPointerException: null
Growliath625 , make sure you are running a suitable version of andrew's addons .(if you running mc 1.5.2 just download the lastest versions of mps and andrew's stuff)
i need help with this mod on the direwolf 20 1.5 pack everytime i try to open my inventory in singleplayer i crash because of something involving the power armor here is my crash report
Growliath625 , make sure you are running a suitable version of andrew's addons .(if you running mc 1.5.2 just download the lastest versions of mps and andrew's stuff)
so if i use ModularPowersuits-0.7.1-555.jar i will use MPSA-0.3.0-174_MPS-555+.jar
Hey machinemuse, I'm not sure if you see this, but it's worth trying I am on 1.5.2, and the main MPS mod works fine at this link http://machinemuse.net/download.php. Although, the awesome add-on's pack will crash my game once its in the mods folder.A couple questions...
1. Is the MPS Main file supposed to be a .jar along with the add-on?
2. Has anyone else had this problem?
3.Do you know how to fix it?
I have seen some youtube videos about you're mod, and some comments say add-ons dont work right now....
Thats all, and I do have other mods, since I'm trying to make a personal mod-pack just for myself
EDIT: Looks fine now to me, just install jenkins version of the mod
As I've said on irc a few times now: I'm aware of the issue. I know a quick fix but I want figure out how to do it 'right' which I haven't had time for.
... I found someone special by the railroad.
... I think he just wants to play too...
... and I discovered that all armors in 3rd person view follow the armor the player is using...
... hi-five?
Have a good Sunday.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
It's not the cap itself that is the real issue, though, but the fact that there's no documentation in game or basically anywhere to suggest that there is a limit to how much damage you can take at once. The only way you would know that there is one is if you searched this thread for a single post related to a guy who got blown up by a creeper and the limit being subsequently buffed. Anyone who is actually searching for such has probably already gotten blown up.
So, basically, I went to The End. I flew up to an Ender Crystal and attacked it with a melee attack. . I reverted my world to a backup I made before I started that session.
Yes, I know they blow up when you destroy them. I was expecting to lose a couple hearts at most.
What makes it even worse is that I've been to The End in Vanilla in the past (I think it was around version 1.3.1 where I beat the dragon on Hardcore) and I've climbed pillars and whacked Ender Crystals with melee before when I couldn't get them with an arrow, and I've never taken so much damage from them. Perhaps here it was partially because I was flying above the pillar (and had to get closer to reach it) whereas in Vanilla I'd be standing on the pillar.
I do agree that no armor should make you 100% invincible (I'm looking at you, Quantum Armor), but since no vanilla or other mod armor that I know of has a similar cap on how much damage it can absorb per hit (QArmor does have a cap according to the IC2 wiki, but it's so high that you can survive a point-blank nuke), I think it should be changed or at least made obvious that the limit exists.
I have three suggestions to consider, from simplest to most complicated:
1. Add something in the documentation, or preferably, in-game, which warns the player that the amount of damage that can be absorbed in a single instant is finite.
2. Let players tinker with the damage limit at the Tinker Table.
As an example (the numbers can be adjusted to whatever you like), right now the default limit is 72. With this change, the lower limit could be 18, and the upper limit, say, 54 (per piece, so that when added up the range is 72~216). This limit would become the maximum amount that the damage could be reduced by, thus a player with maxed shields would have 96% damage reduction for any hit of 225 damage or less.
If the cap looks at the total damage before reduction, then use a range of 72~216 for each piece instead, and use the average instead of the sum for the total limit, to avoid nerfing players who install the shield on less than four pieces.
Of course, there would have to be a trade-off if the player decides to increase their damage absorption limit. Either:
3. Overhaul the shield system to make it function in a distinct way from the energy-based armor it currently is (of course, my idea is only one of many possible implementations).
When the player takes damage (after reductions from, for example, Shock Absorbers), calculate the percentage damage reduction as you do now (i.e. 4% per point). Then, figure out the total damage the shield will absorb (the total percentage reduction multiplied by the incoming damage, or the remaining shield points, whichever is less), and subtract this from the remaining shield points (taking points from the different pieces similarly to how energy consumption works). Finally, apply the remaining damage to the player (where it might be reduced further by physical armor or the Resistance buff, unless these are applied before the shield's reduction).
The following would be adjustable (with example numbers):
Capacity (0~100 points): The number of shield points this piece of armor can hold. The shield points from all four pieces of armor would be pooled together to obtain the total shield capacity. The total shield capacity determines the amount of damage a player can take at once.
Strength (0~24%): The percentage of damage absorbed by this energy shield module. The percentages are added the same way as they are now, allowing up to 96% of incoming damage to be absorbed by the shield.
Regeneration (0~3/sec): The rate at which the shield would refill itself. Again, as the shields would be pooled in the same manner as energy, the regeneration on your Leggings could recharge the shield on your Chestplate, for example. The regeneration rates are added to obtain the overall regeneration rate.
Passive Energy Consumption: Unlike the current energy armor, this shield would consume a small amount of energy passively. The energy consumption would be proportional to the Capacity of the shield (e.g. 1 J per point per few seconds). If energy runs out, the shield points drop to 0. As well, taking off the armor would cause its shield points to drop to 0 (or, if possible, distributing the shield points to the rest of the armor first).
Active Energy Consumption: As well, similarly to the current system, your energy will decrease when you take damage. In this case it will be proportional to the number of shield points consumed by an attack (which will be equal to the number of points you will regenerate afterwards). The energy consumption per point would depend mainly on the Regeneration stat, with a small contribution from Strength (for each component, add 200 J per point on Regeneration, and add another 6.25 J per % on Strength - this will sum to 750 J per component, or 3000 J for a full suit). Moreover, since increasing Strength increases the amount of shield points lost when attacked, it will effectively increase energy consumption.
When the remaining energy is less than the product of the remaining shield points and the active energy consumption, the shield points will drop to whatever the remaining energy can accommodate (e.g. I have a maxed out suit as above, but only 300 kJ left; my shield points will drop to 100).
Essentially, this would replace the current energy shield module mechanics, with the overall effect being:
Really liking the hand.
Keep up the good work.
There's a cap. MPS max is 24 Armor Points, you can see this at the tinker table.To give you an idea: a full set of diamond armor is 20 Armor Points. With 24 AP, you can stand a creeper or TNT explosion (you loses 30~60% of your health), but not a charged creeper (2.0 creepers).
An Ender crystal is as powerful as charged creeper (maybe slightly more), you are not supposed to survive.Now, how to calculate how much damage is absorbed per armor point and so on... definitely I think it's too complicated.
So do I. I'm waiting for new Galacticraft planets with hostile environments (if there'll be one) to be released so I can use MPS with some real risk.
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A charged creeper is only supposed to do twice as much damage as a regular creeper. The Ender Crystal explosion is the same strength as a Charged Creeper. According to the Vanilla armor formula, each armor point reduces damage by 4%. Thus, 20 AP reduces damage by 80% and 24 AP reduces damage by 96%. The vanilla formula does not give a limit on how much this damage can be before additional damage ignores the armor, therefore it can be assumed that it is unlimited (at least for Vanilla armor).
According to Minecraft Wiki, a Charged Creeper on Hard does a maximum of 145 damage. Using vanilla formulas, just diamond armor (80%) will reduce this damage to 29 (14.5 Hearts). With full enchantments, the damage will be reduced by up to an additional 80%, damage is reduced to 5.8 (3 Hearts). Adding Resistance I, damage is reduced by an extra 20%, thus the player would only take 4.64 damage (2.5 Hearts). The minimum damage reduction from Diamond Armor with all Protection IV is 88%, letting a charged creeper deal 17.4 damage (8.5 Hearts).
If MPS uses the Vanilla formula, damage reduction is expected to be 96%, attaining 5.8 damage (3 Hearts). A nanosuit (90% using a different formula) reduces damage to 14.5 (7 Hearts).
A Wither Spawn explosion should deal roughly 170 damage (85 Hearts). Wearing normal diamond armor will reduce this to 34 damage (17 Hearts). With all Protection IV, damage is reduced further by 40-80%, so the player will take between 6.8 damage (3.5 Hearts) and 20.4 damage (10 Hearts, i.e. death).
The following tests were all performed on creative test worlds on Hard (using either NEI or /gamemode to switch to survival in order to test damage).
Some comparisons with other armor (testing with 20 hearts maximum using Tinker's Construct, FTB's 152ngt 0.8 + Optifine, all explosions are roughly point-blank):
So maxed out MPS armor is weaker vs. large explosions than maxed out vanilla armor.
Just to make sure that a mod isn't nerfing vanilla armor, I repeated a couple tests in 1.6 Vanilla:
Now to test if it's MPS:
My complaint isn't that you can get instakilled by Charged Creepers/Ender Crystals/Wither Spawn Explosion despite a regular Creeper doing almost no damage. It's never a good idea to intentionally hug a Charged Creeper anyways. Perhaps this is the intended weakness of MPS armor to ensure that it's not completely overpowered. The only real issue is the following:
http://pastebin.com/fcDbGckZ
*edit --- so i went through and installed each mod one at a time until..... i found where the issue lies. Has anyone else had issues between EE3 and MMMPS? As soon as i installed EE3, i got the same crash issue. I will check EE3 as well and see
double edit, so i went through a second time thanks to the wonderful Lomeli12, and found out it was OpenPeripherals that is causing the crash. So, has anyone else experienced errors with these two mods installed? I will now check with Open Peripherals to see if i can dig up something there.
P.S. If you don't know him already, check him out http://www.minecraftforum.net/user/1204198-lomeli12/
Lomeli12's mods are fantastic(especially equivalency... minium stone for EMERALDS!!!!!!)
I have around 60 or so mods installed and I do get average fps, this just happens when I install MPS. Help anyone?
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 7/23/13 7:41 AM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.machinemuse.powersuits.item.ItemComponent.addComponent(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Lnet/minecraft/item/ItemStack;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchMethodError: net.machinemuse.powersuits.item.ItemComponent.addComponent(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Lnet/minecraft/item/ItemStack;
at andrew.powersuits.common.AddonComponent.populate(AddonComponent.java:13)
at andrew.powersuits.common.ModularPowersuitsAddons.load(ModularPowersuitsAddons.java:39)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:689)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 54773568 bytes (52 MB) / 107958272 bytes (102 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 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 v5.1.8.611 Minecraft Forge 7.7.1.611 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.6.0-444.jar) Unloaded->Constructed->Pre-initialized->Errored
PowersuitAddons [Andrew2448's Modular Powersuits Addon] (MPSA-176_Requires_MPS-561+.jar) Unloaded->Constructed->Pre-initialized->Errored
LWJGL: 2.4.2
OpenGL: Intel Bear Lake B GL version 1.4.0 - Build 8.14.10.1930, Intel
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: ~~ERROR~~ NullPointerException: null
http://pastebin.com/DJvABypc
so if i use ModularPowersuits-0.7.1-555.jar i will use MPSA-0.3.0-174_MPS-555+.jar
Yeap
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1. Is the MPS Main file supposed to be a .jar along with the add-on?
2. Has anyone else had this problem?
3.Do you know how to fix it?
I have seen some youtube videos about you're mod, and some comments say add-ons dont work right now....
Thats all, and I do have other mods, since I'm trying to make a personal mod-pack just for myself
EDIT: Looks fine now to me, just install jenkins version of the mod