• 12

    posted a message on [1.5.2] Modular Powersuits Addons (MPSA) - Requires Modular Powersuits

    Hi there! Andrew2448 here, the creator of Modular Powersuits Addons (MPSA)

    MPSA is a mod that extends the experience of Modular Powersuits (MPS), found here. Initially, in 1.4.7, MPSA was integrated into MPS because there were just a few modules that I wanted to be added. As time went on, I began creating more and more modules to the point that MachineMuse (The author of MPS) and I decided that we would be better off splitting the two mods apart for organizational purposes. MPSA has been alive and well for around 5 months now so this thread is long overdue.

    This mod depends on Modular Powersuits. If you do not have MPS installed, your game will not launch. I will not explain the basics of MPS here, you can find more information on that on MachineMuse's website.


    Information


    It is assumed you will have a basic understanding of MPS mechanics before reading these.

    Modules


    Generators
    Arguably, the most popular module additions of MPSA are the internal generators. Under normal circumstances, MPS runs off of the power of other mods (either IC2 EU, Thermal Expansion MJ, or Universal Electricity Joule). These generators allow you to charge your suit without having to use an external energy system.


    Kinetic Generator
    The Kinetic Generator is by far the most powerful generator. It generates energy based on the movement of the player. Its base stats are 1kg of weight and an energy value of "200", but these are tinkerable up to 4kg and "800".
    The generator will produce the amount of its "power value" every 5 blocks the player moves. It will also generate 5 units of heat. This means that traveling too fast could leave you overheating very quickly.
    Solar Generator
    The Solar Generator, as the name suggests, will generate energy based on primarily sunlight, but also moonlight. It has base energy values of "1500" during the day and "150" during the night. Every four seconds, provided the player can see the sky and it is not raining, the module will generate either the daytime or the nighttime energy.
    Thermal Generator
    The Thermal Generator will generate energy based on your heat level. It has base values of 1kg and "25" energy and is tinkerable up to 2kg and "50" energy. Every second, the module will check for one of three conditions, in this order.
    1. The player is on fire. If so, it will generate 4x the "base energy" value.
    2. The player's current heat level is above 200. If so, it will generate 2x the "base energy" value.
    3. The player's current heat level is above 50% of the player's heat capacity. If so, it will generate the "base energy" value.


    Auto-Feeder
    The Auto-Feeder module will make sure that you never go hungry. If the player becomes hungry, it will "eat" the first item it finds in the player's inventory, starting from the bottom left. The excess food points that are gained from this food will be stored in the module for later use.
    Clock
    The clock module will add a clock to your HUD that will update realtime with your world. It also displays either a 12hour or 24hour time. (Editable in config, the default is a 12hour system).
    Compass
    The compass module will add a compass to your HUD that will update realtime with your world. It acts just like the compass from vanilla but will always be available to you.
    EU Reader
    The EU reader module is only activated if you have IndustrialCraft installed. Just like the EU Reader from IndustrialCraft, it will allow you to get energy readings on any IC2 wire or machine.
    Flint and Steel
    The Flint and Steel module will act just like vanilla Flint and Steel, allowing you to create an almost infinite supply of fire.
    In Place Assembler
    The In Place Assembler allows you to carry around a 3x3 crafting table with you at all times. Whenever you want to craft something, all you have to do is activate it from your power tool. Items will drop from the inventory if you exit out of it, just like a normal crafting table.
    Leaf Blower
    The Leaf Blower will help clear out large areas of plants, tall grass, or leaves. Its radius is configurable from 1 to 3, (3x3 -> 9x9). This will remind some people of the sickle from Redpower 2.
    Lightning Summoner
    The Lightning Summoner allows the player to spawn lightning at any position. It has a very high energy cost though and it will give you an extreme amount of heat (100), which can be deadly if you don't have any heatsinks installed.

    This module can be seen in use here, starting at 4 minutes, 16 seconds.
    Magnet
    The Magnet module works just like NEI's magnet mode. It will draw and items towards the player within a 6 block radius. It has a constant energy drain though so it is suggested that you bind this module to a key for activation/deactivation.
    Mob Repulsor
    The Mob Repulsor will keep all mobs away from you, as well as arrows. No matter how hard they try, the mobs will never be able to touch you. Works similarly to the interdiction torch from Equivalent Exchange 2.
    Ore Scanner
    The Ore Scanner module will give you a detailed reading of how valuable the land is around you. It is configurable from 3x3 -> 9x9. Each block that is scanned takes 50 energy. It supports almost every mod ore. A chart for the values can be found here. This is probably my favorite and most useful modules, give it a shot!
    Thermal Expansion Multimeter
    Like the name suggests, this module will act just like a multimeter from Thermal Expansion. More info can be found on the Thermal Expansion wiki here.
    Torch Placer
    The Torch Placer will allow you to store up to 256 torches in your powertool for later use. It is very helpful for saving inventory space and will allow you to adventure even farther. It will automatically eat torches it finds in your inventory until it reaches its maximum capacity.
    Treetap
    The Treetap module works exactly like the treetap from IndustrialCraft. More information can be found here.
    Water Tank
    The Water Tank module offers an additional option to cool your powersuit. By default, it has a capacity of 200 (we'll call it buckets but the water in this case doesn't really have a unit) buckets and 1kg of weight. It can be tinkered to 1000 buckets and 5kg max. To fill up your water tank, all you have to do is stand in water and it will fill up 20b/s (buckets per second). Now this module won't do much during your day to day activity, but if you manage to generate enough heat that you are above your maximum it will automatically turn on and beginning draining to the water to cool you down even quicker. Each unit of water translates to 1 heat unit, so when it turns on you will automatically begin losing 20b/s, but also 20heat/s. This will stop when either 1. You fall below you maximum heat level, where it returns to normal cooling methods, or 2. When you run out of water.



    Components

    Solar Panel
    "A light sensitive device that will generate electricity from the sun."
    Magnet
    "A metallic device that generates a magnetic field which pulls items towards the player."
    Computer Chip
    "An upgraded control circuit that contains a CPU which is capable of more advanced calculations.



    Recipes

    Coming soon. Use NEI for now. Vanilla, Industrialcraft, Universal Electricity, Thermal Expansion, and Gregtech recipes are all available, toggleable in the MPS config. (/config/machinemuse/mmmPowersuits.cfg)


    Download/Installation

    This mod is a MinecraftForge mod!!!

    Because of the integration with MPS, MPSA requires very specific MPS versions and installing them correctly can be tricky. The current recommended pair is MPS 534 and MPSA 165 for Minecraft 1.5.2


    Beta versions can be found here, (MPS beta versions found here) but these versions are prone to crashing and are incomplete. The versions of MPS that they require are VERY SPECIFIC and are clearly labeled in the file name. If you come to me with an incompatible version mismatch then I will be very angry with you. Read the filename!!!

    MPSA, like MPS, is also Open Source. My github repo is located here. Feel free to mess around with it, code your own crazy stuff, use my stuff as an example, and even submit PRs. I can't guarantee I will accept any PRs though.



    Bug Reporting

    I have an issue tracker on my github repo (here) that I use to keep track of bugs. Please do not post them in this thread as I probably won't be checking it very often.


    Contact

    Getting into contact with me is quite easy. Here are all the ways you can do it, listed from quickest response time to slowest response time.

    • IRC - irc.esper.net or irc.synirc.net. I can be found in almost every minecraft channel on esper although #mps is the preferred channel for mod related contact. I can also be found in #ftb on esper and #technic on synirc.
    • Twitter - I have a twitter here that I use for mod related stuff.
    • FTB Forums - You can message me here or post on the MPS thread here to get my attention
    • This Thread - To be honest, I'm probably not going to check this thread very often so it is definitely not the best way to find me.
    • Email - If you've tried everything else and still haven't found me, you can shoot me an email at [email protected], but its not likely I will ever respond to you. :)

    Spotlights

    Unfortunately I currently have no spotlights, but if any of you care to make one I would gladly accept it.


    Permissions/Copyright/BlahBlahBlah

    My stance is pretty easy going - do whatever you want. I like it when people tell me that they are adding my mod to a pack or they are changing it in someway but there is no really no way I can enforce stopping you. I will never restrict someone from adding this mod to a modpack.

    My actual license can be found here, on my github repo.

    TL;DR: Yes, you can add it to your pack.

    Donations
    I do coding as a hobby, not as a job, and MPSA is just a side project of mine. I also provide download links free of adfly because I believe that I should not restrict the users in any way. Because I do these things, I hope that some of you would be willing to donate so that I can keep myself alive. :)





    Acknowledgements

    • MachineMuse - For dealing with me this far and still letting me hang around. Thank you for the help early on and for creating a great mod for me to hook into.
    • X-Wing9 - For making my textures because I am a terrible artist. <3
    • Soaryn - For being a friend from the beginning and letting me beta test XyCraft in the beginnings.
    • King_Lemming - For adding hooks into Thermal Expansion that allow me to create certain modules
    • IC2 Team - For adding hooks in their api to allow me to make more modules.
    • Sengir - For adding hooks into his api to allow me to make more modules.
    • LexManos/cpw for creating MinecraftForge and allowing modding to become what it has.
    • Searge - For creating MCP and allowing Minecraft modding to happen in the first place.
    • FTB/Technic for including this mod into packs and helping gain support.

    Thank you for taking the time to look at my mod. :)
    - Andrew2448

    Posted in: Minecraft Mods
  • 0

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from mjzanga

    Is it possible to integrate Basic Components into Modular Powersuits like the other UE mods did, or is that never going to happen?

    No, Basic Components no longer exists. We are not going to recreate their items if they don't want them to exist.
    Quote from alexanto

    Why did they removed Basic Components? I don't understand that.

    That's something take up with Calclavia, not us.
    Posted in: WIP Mods
  • 0

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    For all of you having issues with UE recipes, since the removal of Basic Components we no longer have the items we used to be able to make the recipes out of. None of the other big "item" UE mods have APIs so it's not looking very good to be able to keep those running. =/
    Posted in: WIP Mods
  • 0

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from Xeridanus

    A link to your thread from this one would be appreciated Andrew. :)


    Haven't made it yet :P. I'll get to it soon.

    Quote from Revemohl

    And I was just going to say that the leaf Blower module doesn't work if the Aqua Affinity one is installed!

    This is actually a bug with the pickaxe and shovel. Muse and I are aware of it, we just haven't come up with a good solution yet.
    Posted in: WIP Mods
  • 1

    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Hey guys, Andrew2448 here, the guy behind Modular Powersuits Addons. I see that increasing amount of issues relating to my mod are being posted on this thread, so in the near future im going to probably make a thread for myself. Please don't bother muse with stuff that relates to my mod.
    For reference, the following modules come from my mod:
    Auto Feeder
    EU Reader
    Portable Crafting Table
    Leaf Blower (Sickle in disguise)
    Magnet
    Mob Repulsor
    Ore Scanner
    Torch Placer (The basic one, not the fancy lux capacitor)
    Treetap
    And any of the internal generators (solar, kinetic, thermal, and more to come!).

    Thanks,
    Andrew

    PS: SoloUno, my name is not Adam :P
    Posted in: WIP Mods
  • 0

    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from isavegas

    ForgeIRC isn't working at all. O.o I put it in my mods folder, and it never generates a config file or shows up in my mods list (Minecraft main menu.)

    Installing it in 1.5.1 client, btw.


    He's shipping decompiled code for some reason.... his buildscript probably messed up and its giving us .java files instead of .class.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from Code_Rage

    Connected a provider pipe and request pipe to an ME Interface to connect my logistics pipe network to my ME network. I tried to open the ME access terminal and got a client crash with this error: (This was on multiplayer)

    From the forge log:

    2013-02-26 18:10:19 [INFO] [STDERR] t: Exception in world tick
    2013-02-26 18:10:19 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1888)
    2013-02-26 18:10:19 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
    2013-02-26 18:10:19 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] Caused by: java.lang.NullPointerException
    2013-02-26 18:10:19 [INFO] [STDERR] at soaryn.xycraft.world.item.ItemLiquidGenericContainer.getLiquidStackAsItem(ItemLiquidGenericContainer.java:90)
    2013-02-26 18:10:19 [INFO] [STDERR] at soaryn.xycraft.world.item.ItemLiquidGenericContainer.d(ItemLiquidGenericContainer.java:75)
    2013-02-26 18:10:19 [INFO] [STDERR] at up.i(Item.java:458)
    2013-02-26 18:10:19 [INFO] [STDERR] at up.l(Item.java:598)
    2013-02-26 18:10:19 [INFO] [STDERR] at ur.r(SourceFile:334)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.util.ItemSorters$1.compare(ItemSorters.java:19)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.util.ItemSorters$1.compare(ItemSorters.java:15)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.util.TimSort.binarySort(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.util.TimSort.sort(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.util.TimSort.sort(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.util.Arrays.sort(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] at java.util.Collections.sort(Unknown Source)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.me.NetworkedIMEI.sortSearch(NetworkedIMEI.java:429)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.me.NetworkedIMEI.getAvailableItems(NetworkedIMEI.java:413)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.me.gui.GuiTerminal.updateSearch(GuiTerminal.java:246)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.me.container.ContainerTerminal.update(ContainerTerminal.java:156)
    2013-02-26 18:10:19 [INFO] [STDERR] at appeng.common.AppEngClientPacketHandler.onPacketData(AppEngClientPacketHandler.java:72)
    2013-02-26 18:10:19 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
    2013-02-26 18:10:19 [INFO] [STDERR] at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
    2013-02-26 18:10:19 [INFO] [STDERR] at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
    2013-02-26 18:10:19 [INFO] [STDERR] at ayh.a(NetClientHandler.java:1483)
    2013-02-26 18:10:19 [INFO] [STDERR] at di.a(SourceFile:59)
    2013-02-26 18:10:19 [INFO] [STDERR] at cg.b(TcpConnection.java:458)
    2013-02-26 18:10:19 [INFO] [STDERR] at ayh.d(NetClientHandler.java:240)
    2013-02-26 18:10:19 [INFO] [STDERR] at ayp.b(WorldClient.java:92)
    2013-02-26 18:10:19 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
    2013-02-26 18:10:19 [INFO] [STDERR] ... 3 more
    2013-02-26 18:10:29 [INFO] [STDOUT] Stopping!
    2013-02-26 18:10:30 [INFO] [STDOUT] SoundSystem shutting down...
    2013-02-26 18:10:30 [INFO] [STDOUT] Author: Paul Lamb, www.paulscode.com

    And from the console itself:

    -- Head --
    Stacktrace:
    at soaryn.xycraft.world.item.ItemLiquidGenericContainer.getLiquidStackAsItem(ItemLiquidGenericContainer.java:90)
    at soaryn.xycraft.world.item.ItemLiquidGenericContainer.d(ItemLiquidGenericContainer.java:75)
    at up.i(Item.java:458)
    at up.l(Item.java:598)
    at ur.r(SourceFile:334)
    at appeng.util.ItemSorters$1.compare(ItemSorters.java:19)
    at appeng.util.ItemSorters$1.compare(ItemSorters.java:15)
    at java.util.TimSort.binarySort(Unknown Source)
    at java.util.TimSort.sort(Unknown Source)
    at java.util.TimSort.sort(Unknown Source)
    at java.util.Arrays.sort(Unknown Source)
    at java.util.Collections.sort(Unknown Source)
    at appeng.me.NetworkedIMEI.sortSearch(NetworkedIMEI.java:429)
    at appeng.me.NetworkedIMEI.getAvailableItems(NetworkedIMEI.java:413)
    at appeng.me.gui.GuiTerminal.updateSearch(GuiTerminal.java:246)
    at appeng.me.container.ContainerTerminal.update(ContainerTerminal.java:156)
    at appeng.common.AppEngClientPacketHandler.onPacketData(AppEngClientPacketHandler.java:72)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:243)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:233)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:71)
    at ayh.a(NetClientHandler.java:1483)
    at di.a(SourceFile:59)
    at cg.b(TcpConnection.java:458)
    at ayh.d(NetClientHandler.java:240)

    Edit: This is AE v 7.d

    What's your XyCraft version? If it's 118+ and you had aluminum cans in an inventory from an earlier version they need to be deleted because they were messed up in the update.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from Need4Poop402

    Can you make this mod open source? I want to change the recipe of your machine to use a IC2 machine block. Or if you don't wan to make it open source, make a config to change the recipe of machines?
    Also for the love of god, make "CraftingHelpers.addPulverizerOreToDustRecipe()" not throw a nullPointerException!

    ...This is Thermal Expansion not IndustrialCraft. -_____-
    Posted in: Minecraft Mods
  • 0

    posted a message on bspkrs' mods (ArmorStatusHUD, DirectionHUD, StatusEffectHUD)
    I would like to thank you for taking time out of your holiday seasons to update your mod for us all! Thanks for all your hard work man! :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Yes guys we do have a release for 1.4.6 now! Currently there is an accidental misplacement of files and you will need to have Code Chicken Core installed as well to play it, but most of you probably already have this installed anyways for NEI. Downloads here: http://xycraft.wikispaces.com/Downloads and changelog here: https://dl.dropbox.com/u/66472801/Official XyCraft Changelog.html
    Posted in: WIP Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Mod should be updated for 1.4.6 sometime today. :)
    Posted in: WIP Mods
  • 0

    posted a message on Direwolf20's AMAA Post
    Who is the awesomest mod maker? :)
    Posted in: Q&As
  • 0

    posted a message on ForgeCraft Wallpaper!
    Could I get a 1600x900 ?
    Posted in: Other Fan Art
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Sheldor01

    Don't get me wrong, I believe that eloram has put a lot of effort into the mod bu has anyone checked the irc recently.
    She deserves the donations and all but no updates for months and endless pages of its coming eventually and then she posts a donation link with no update. Does anyone else think that this is a bit rude.

    I'm find for modders asking for donates and all but that could have waited until she actualy has something to show for all these delays, even a buggy and scaled down version.

    Hi there, I'm one of the few OPs on the #redpower irc channel and I just wanted to inform you that I was the one who put the donation link up there. Elo had absolutely nothing to do with it, and I would like it if you didn't get mad at her, but instead to me.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft

    Question, Soaryn said not to decompile his code, correct? Does that mean I am not allowed to make an addon for XYCraft?

    At the moment, no addons are allowed. Wait until the tech tree is more fleshed out.
    Quote from Grimshad

    This has never happened to me or anyone i know with anything installed other than xycraft. Xycraft is causing it and if it was true that forge was causing it, then it would have been fixed by now.

    Anyway, your just forcing everyone who wants to use xycraft to either deal with crashing constantly or not using xycraft.

    There are infact far more reports of it working perfectly fine than those getting the crash. I'm sorry if this is troublesome to you.
    Posted in: WIP Mods
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