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    posted a message on [1.5.2] Modular Powersuits Addons (MPSA) - Requires Modular Powersuits
    I just wanted to point out a few issues I've noticed with the powersuits.

    First, since I updated Tekkit to 1.1.7 (the latest) from 1.0.6 (recommended build) and all Powersuit mods for 1.5.2, I cannot for the life of me generate any amount of heat to makes the cooling system even worth bothering with. I liked the idea of generating heat and balancing out my generation with my cooling system's ability to maintain a decent level without bursting into flames. Also, the magnet doesn't do squat for me.

    Secondly, and I think this applies more to Muse than you good sir... but the glider sounds aren't working. I'm guessing that you have an open dialogue with her, so perhaps you could pass that along. There's also a minor issue which I think is also on her end of the mod and that's with fonts. Some of the words for the various modules overlap the values for the sliders, like the power consumption, etc, and make it impossible to interpret what the value is in some cases.

    Overall, the design is excellent and I'm enjoying them immensely. However, I think the overall balance could use a broad-sweeping overhaul to bring all the systems in line to provide more functionality. Currently I find that most of the time it's best to just jam everything to the max for sub-systems like cooling, power generators, etc. The only sliders I concern myself with are the tool sliders, since it can be annoying to instantly knockdown half a wall when trying to remove a cable or something due to the massive overclock potential for tools. I find myself adjusting those values based on my needs. If I'm going mining, I'll jam that bad boy up, but for every day purposes I leave it at half overclock or so. These are the types of changes that I think could enhance their functionality.

    I think that the heat generation overall could use a boost for more modules, and I think the cooling systems could use some reworking so that every system that generates heat will still generate more heat than the cooling system can handle if enough of them are running at one time, but not so much that you're constantly overheating under normal working conditions -- I'm also referring to maxed out systems here, not a typical setup. Perhaps you could increase the weight of the cooling systems -- and possibly even the power consumption -- as you increase the slider so you actually have to think about whether you want that super-clocked cooling system or whether or not it's even necessary for your current setup. Basically I think it should boil down to balancing weight, heat generation, and cooling capacity. Heat generation should also scale upward based on power consumption, if it doesn't already. Power consumption is already a balance mechanism, however a poor one at the moment in my opinion. I've never found myself in a situation where I thought to myself, "I'd better head back and recharge or shutdown some systems to conserve power".

    I also had the idea the other day regarding sub-systems for current modules, like the cooling system as an example, that had mutually exclusive upgrades. Say there were four options for a given module, but you could only select one at a time, but each of those could also have further upgrades. Going along this route would open up more customization options for varying playstyles.

    I'd list examples but I'm already feeling a bit long-winded. Feel free to let me know if you would like more of my input in the future, as I'm more than happy to collaborate.

    Thanks again Andy!
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    I'd always suggest running the latest available for your minecraft version, rv12.b is pretty stable, and rv13 will be coming out soon as well.

    rv11 and rv12 add some new blocks so you may have to deal with that if conflicts arise, they may not. But I can't think of any issues upgrading would cause, if you want you can pastebin the log, but I'd suggest trying a new version, if only to see if it fixes the issue.


    Hey bud. I want to thank you for taking the time to help me out here. I've updated to the latest version of Tekkit and all seems well now. The same piece that crashed me 4 times in a row is all fine and dandy now. As a side note, my frame rates have doubled as well, so yay for that!

    Cheers mate!
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    Quote from AlgorithmX2

    I don't think that BC pipes are affecting AE, however Without a crash log, I really can't do anything. also that version is very dated, I'd suggest updating if you can, Hundreds of bugs / issues have been fixed since then.


    I wasn't sure if updating would potentially break something else in the pack since I know a lot of mods function off of other mods such as Forge and the like. What version would you recommend? The latest?

    I can post a crash log if it comes down to it. I'm all for updating though, but hope not to break anything. =D

    *EDIT*

    I'm gonna go ahead and download the latest version for 1.5.1, which is rv.12.b. I sure hope that helps. =)

    By the way. Kick ass mod bro. Kick ass. I've been having a field day retrofitting my laboratory with your system to clean up all the damn chests strewn about and setting up a proper crafting system.

    Thanks for all your hard work.
    Posted in: Minecraft Mods
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    posted a message on [1.5.x / 1.6.x] Applied Energistics [ rv 13 c ] - Exploiting Quantum Mechanics
    I've been running into an issue when removing cables from the world. Sometimes I crash instantly, some times it's fine. Other times I can't remove a single piece in a line without crashing every time. It's very strange. This can happen with any sort of cable, such as regular cable or buses, etc.

    I'm running Tekkit 1.0.6 through the Technic Launcher, which is running rv.10.l (looks like a lower case L at the end there).

    Any assistance would be much appreciated.

    Also, for the record, I applied a fix that I found from poster spxza for buggy BC pipes a while back when I first started which can be found here and here. I'm not sure if perhaps that fix for the BC pipe bug is affecting ME cables or what. Considering I haven't found any information regarding these issues, that might be the cause, however I'd like to hear confirmation from the author of ME before I go ahead and revert the BC fix. By the way, I only applied the three classes fix noted in the latter link.
    Posted in: Minecraft Mods
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