Quick question regarding compatibility is power armor feet purposefully coded so that it doesn't work with magnetizer in IC2 mod? If not I am just letting you know =P [magnetizer don't think it is made from metallic material]
Quick question regarding compatibility is power armor feet purposefully coded so that it doesn't work with magnetizer in IC2 mod? If not I am just letting you know =P [magnetizer don't think it is made from metallic material]
I'm willing to bet the IC2 magnetizer is only configured to "recognize" metallic objects from vanilla and IC2 itself, rather than looking at the recipes that go into making an item to see if metal ingots are used in their creation. That's something one of the IC2 devs would have to change (if it can't be changed in the IC2 config file, which I didn't see in one pass-through), not MachineMuse.
It will be a non-issue soon since LexManos just approved the custom model pullrequest, which means I can do whatever I want in that render step instead of relying on vanilla colouring code
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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.
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Hello MachineMuse, i would like to say that i very much enjoy (though enjoy doesnt nearly describe how much i love this mod), and hope to see this become big enough to replace the GraviSuit as the standard end-game armor of choice not to knock the guys who work on that mod, but i think this could be so much more. Anyway, i was wondering if youd be willing to tweak the way creative-flight is currently with the use of your mod. Currently, when you fly forward while using flight control, unless you are actively flying up aswell, you fall down, losing the stability you have flight in the other 3 directions: left, right, and backward. I've also seen because of this, that it could be faster at time just to fly sideways to the your destination. Also, when you do press 'Z' to go downward, it acts more like a shut-off, dropping you to the ground or lava below, than a decrease in altitude like 'shift' in creative mod. Also, maybe we could tweak the speed at which we fly in this 'creative-flight' mode, whether that be with increase energy consumption with a slider-bar in the tinker table, an increase in the in-game price of the item(s), or another add module altogether, it doesn't matter to me. As has been stated before "Just shut up and take my money!" Same goes for the changes i stated before these.
Also, i thought the idea of a magic 'modular powersuit' to be a very cool one, whether that be in the for of another suit, or another mod altogether, i think it could turn out quite well, but magic it 'magically modular' would probably end up making it a Thaumcraft add-on in the end, or close enough, with all the 'spells' or something that would be needed to be made in incoperate the aspects of the natural and magical world. I wouldnt be against this, quite the contrary, but it would be quite a bit of completely un-related work on your part
Hello MachineMuse, i would like to say that i very much enjoy (though enjoy doesnt nearly describe how much i love this mod), and hope to see this become big enough to replace the GraviSuit as the standard end-game armor of choice not to knock the guys who work on that mod, but i think this could be so much more.
Anyway, i was wondering if youd be willing to tweak the way creative-flight is currently with the use of your mod. Currently, when you fly forward while using flight control, unless you are actively flying up aswell, you fall down, losing the stability you have flight in the other 3 directions: left, right, and backward. I've also seen because of this, that it could be faster at time just to fly sideways to the your destination. Also, when you do press 'Z' to go downward, it acts more like a shut-off, dropping you to the ground or lava below, than a decrease in altitude like 'shift' in creative mod. Also, maybe we could tweak the speed at which we fly in this 'creative-flight' mode, whether that be with increase energy consumption with a slider-bar in the tinker table, an increase in the in-game price of the item(s), or another add module altogether, it doesn't matter to me. As has been stated before "Just shut up and take my money!" Same goes for the changes i stated before these.
You are clearly not using the recommended version in the OP since it already does almost exactly what you are suggesting.
Also, i thought the idea of a magic 'modular powersuit' to be a very cool one, whether that be in the for of another suit, or another mod altogether, i think it could turn out quite well, but magic it 'magically modular' would probably end up making it a Thaumcraft add-on in the end, or close enough, with all the 'spells' or something that would be needed to be made in incoperate the aspects of the natural and magical world. I wouldnt be against this, quite the contrary, but it would be quite a bit of completely un-related work on your part
Don't worry, I can handle it, I just need art assets.
Just popping in to say I very much enjoy your mod and see a lot of potential in it. As I can see, you have a lot on your plate with that hefty todo list and some of the ideas listed are very interesting. Don't feel like you are pestering the mod authors if you need their help implementing support for their mod in yours.
I was wondering if you have an ideas planned for incorporating the omniwrench (or just each wrench/utility tool individually) to the Power Tool? (Not formally requesting it, as you already have enough to do.)
Finally, if you need any help with graphics I'll be more than happy to help out. (I would like help out with the coding too, but whilst being experienced in Java, I have no experience in minecraft modding scene and would probably be a hindrance whilst learning the ropes)
Just popping in to say I very much enjoy your mod and see a lot of potential in it. As I can see, you have a lot on your plate with that hefty todo list and some of the ideas listed are very interesting. Don't feel like you are pestering the mod authors if you need their help implementing support for their mod in yours.
I was wondering if you have an ideas planned for incorporating the omniwrench (or just each wrench/utility tool individually) to the Power Tool? (Not formally requesting it, as you already have enough to do.)
Finally, if you need any help with graphics I'll be more than happy to help out. (I would like help out with the coding too, but whilst being experienced in Java, I have no experience in minecraft modding scene and would probably be a hindrance whilst learning the ropes)
Yeah absolutely, wrenches are also on the todo list. I haven't got around to it because there are sooo many interfaces I'd have to implement.
I am a bit picky about code but you're welcome to create a MPS addon like Andrew2448 (added some extra modules) and Zorn_Taov (is working on a Megaman mod using MPS as a base for the armor).
Graphics, on the other hand, would be a huge help. My original icon artist is MIA and the ones who've volunteered have done like 2-3 icons and then disappeared. Right now we still have a few modules using placeholder icons (flight control and active camouflage come to mind...) and the only thing we need for a fantasy-oriented version is icons and models.
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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.
Graphics, on the other hand, would be a huge help. My original icon artist is MIA and the ones who've volunteered have done like 2-3 icons and then disappeared. Right now we still have a few modules using placeholder icons (flight control and active camouflage come to mind...) and the only thing we need for a fantasy-oriented version is icons and models.
Have you talked to Rorax about that? I dunno if she's really busy or anything but she seems to be a great artist and has contributed to other mods (EBXL, EE3)
Hello. Would you be able to implement a hazmat type module, compatible with Atomic Science? It would be so useful being able to have protection from radiation while in a power suit. I know you have a lot to do right now, but it was just an idea that i thought would be quite good.
Uh... Correct me if I'm wrong, but she already has. Try using the most recent version for 1.4.7?
I'm on the latest version of Voltz and i can't find anything that adds this.
...
Voltz has version 0.2.0.23, the most recent version of MPS for 1.4.7 is 0.3.2.199.
Maybe you should update it manually? Iunno how the Technic launcher works in that regard, but it should be easy to update if you're just playing single player. If you're playing multiplayer, it's a bit more difficult because everybody (Including the server itself) would have to update.
I'm on Powersuits 1.4.7-0.3.2-199 and GregTech2.82c, and using GregTech only recipes (all others turned to false). For some reason, the recipe for Ion Thrusters doesn't exist. It almost looks like it can't find the Neutron Reflector part of the recipe or something? I also tested this in the 2.90h version of GregTech, and I see the same problem.
I could enable the TE or IC2 recipes, but we're going for a super-hard config this time around and it would kind of defeat the purpose.
Edit: Looks like the same issue exists for the Solar Panel, so maybe it's the IridiumPlate, since that's the only thing common to those 2 recipes?
I'm on Powersuits 1.4.7-0.3.2-199 and GregTech2.82c, and using GregTech only recipes (all others turned to false). For some reason, the recipe for Ion Thrusters doesn't exist. It almost looks like it can't find the Neutron Reflector part of the recipe or something? I also tested this in the 2.90h version of GregTech, and I see the same problem.
I could enable the TE or IC2 recipes, but we're going for a super-hard config this time around and it would kind of defeat the purpose.
Edit: Looks like the same issue exists for the Solar Panel, so maybe it's the IridiumPlate, since that's the only thing common to those 2 recipes?
Yeah, something changed in gregtech's API and I didn't hear about it until I was waist-deep in 1.5. What you could do is set up admin trade-o-mats or logistics 'chest crafting pipe' systems with something resembling the resource costs.
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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.
Yeah absolutely, wrenches are also on the todo list. I haven't got around to it because there are sooo many interfaces I'd have to implement.
I am a bit picky about code but you're welcome to create a MPS addon like Andrew2448 (added some extra modules) and Zorn_Taov (is working on a Megaman mod using MPS as a base for the armor).
Graphics, on the other hand, would be a huge help. My original icon artist is MIA and the ones who've volunteered have done like 2-3 icons and then disappeared. Right now we still have a few modules using placeholder icons (flight control and active camouflage come to mind...) and the only thing we need for a fantasy-oriented version is icons and models.
Hmm... How do you like these for the Thaum, Night Vision and Flight control upgrades? (
(they are in both green and yellow, I made all three just so that there was some consistency) They come in both yellow and green depending on whether we we should separate the different armour electronic upgrades. (Eg: Blue for tool, yellow for helm, green for legs?) Download If people like these electronic 'upgrade-type' module images I could rework some of them in order for everything to be consistent, but that all depends on what you and the mod users think.
Hmm... How do you like these for the Thaum, Night Vision and Flight control upgrades? (
(they are in both green and yellow, I made all three just so that there was some consistency) They come in both yellow and green depending on whether we we should separate the different armour electronic upgrades. (Eg: Blue for tool, yellow for helm, green for legs?) Download If people like these electronic 'upgrade-type' module images I could rework some of them in order for everything to be consistent, but that all depends on what you and the mod users think.
Those are really cute, actually!
Um, I would kind of like to move away from the 'green screen upgrade thingy' motif, since imho it makes them less distinctive, but if that's what you would prefer to do then it's fine.
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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.
Considered approaching the source about a collaborative effort?
Considered... but since Thaumcraft is so expansive and awesome I would really rather let Azanor focus on his mod than pester him to give me attention.
I'm willing to bet the IC2 magnetizer is only configured to "recognize" metallic objects from vanilla and IC2 itself, rather than looking at the recipes that go into making an item to see if metal ingots are used in their creation. That's something one of the IC2 devs would have to change (if it can't be changed in the IC2 config file, which I didn't see in one pass-through), not MachineMuse.
Also, i thought the idea of a magic 'modular powersuit' to be a very cool one, whether that be in the for of another suit, or another mod altogether, i think it could turn out quite well, but magic it 'magically modular' would probably end up making it a Thaumcraft add-on in the end, or close enough, with all the 'spells' or something that would be needed to be made in incoperate the aspects of the natural and magical world. I wouldnt be against this, quite the contrary, but it would be quite a bit of completely un-related work on your part
Glad you like it and thanks for the support
You are clearly not using the recommended version in the OP since it already does almost exactly what you are suggesting.
Don't worry, I can handle it, I just need art assets.
Oh, I'm not. Ok, i'll try and update as soon as i can, since I'm using the Direwolf20 FTB Pack.
I was wondering if you have an ideas planned for incorporating the omniwrench (or just each wrench/utility tool individually) to the Power Tool? (Not formally requesting it, as you already have enough to do.)
Finally, if you need any help with graphics I'll be more than happy to help out. (I would like help out with the coding too, but whilst being experienced in Java, I have no experience in minecraft modding scene and would probably be a hindrance whilst learning the ropes)
#1 in Crazy-ness
Yeah absolutely, wrenches are also on the todo list. I haven't got around to it because there are sooo many interfaces I'd have to implement.
I am a bit picky about code but you're welcome to create a MPS addon like Andrew2448 (added some extra modules) and Zorn_Taov (is working on a Megaman mod using MPS as a base for the armor).
Graphics, on the other hand, would be a huge help. My original icon artist is MIA and the ones who've volunteered have done like 2-3 icons and then disappeared. Right now we still have a few modules using placeholder icons (flight control and active camouflage come to mind...) and the only thing we need for a fantasy-oriented version is icons and models.
Have you talked to Rorax about that? I dunno if she's really busy or anything but she seems to be a great artist and has contributed to other mods (EBXL, EE3)
Profile pic by Cheshirette c:
Uh... Correct me if I'm wrong, but she already has. Try using the most recent version for 1.4.7?
Profile pic by Cheshirette c:
...
Voltz has version 0.2.0.23, the most recent version of MPS for 1.4.7 is 0.3.2.199.
Maybe you should update it manually? Iunno how the Technic launcher works in that regard, but it should be easy to update if you're just playing single player. If you're playing multiplayer, it's a bit more difficult because everybody (Including the server itself) would have to update.
Profile pic by Cheshirette c:
That's not what he said.
I'm on Powersuits 1.4.7-0.3.2-199 and GregTech2.82c, and using GregTech only recipes (all others turned to false). For some reason, the recipe for Ion Thrusters doesn't exist. It almost looks like it can't find the Neutron Reflector part of the recipe or something? I also tested this in the 2.90h version of GregTech, and I see the same problem.
I could enable the TE or IC2 recipes, but we're going for a super-hard config this time around and it would kind of defeat the purpose.
Edit: Looks like the same issue exists for the Solar Panel, so maybe it's the IridiumPlate, since that's the only thing common to those 2 recipes?
Yeah, something changed in gregtech's API and I didn't hear about it until I was waist-deep in 1.5. What you could do is set up admin trade-o-mats or logistics 'chest crafting pipe' systems with something resembling the resource costs.
The only ways currently are: removing and reinstalling the battery, or the kinetic/solar generators from the addons pack.
Hmm... How do you like these for the Thaum, Night Vision and Flight control upgrades? (
(they are in both green and yellow, I made all three just so that there was some consistency) They come in both yellow and green depending on whether we we should separate the different armour electronic upgrades. (Eg: Blue for tool, yellow for helm, green for legs?)
Download
If people like these electronic 'upgrade-type' module images I could rework some of them in order for everything to be consistent, but that all depends on what you and the mod users think.
#1 in Crazy-ness
Those are really cute, actually!
Um, I would kind of like to move away from the 'green screen upgrade thingy' motif, since imho it makes them less distinctive, but if that's what you would prefer to do then it's fine.