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

    hahahahahahahahahahahahahahahaha

    is it really so hard to just trust me to do what I can?

    Like, why would you even bother asking?


    Sorry, I seem to have made an ass of myself. Maybe I missed something, but your earlier responses seemed to indicate that adding redpower integration in one form or another was a long way off, or unlikely to happen, and I was simply curious as to whether there might be a reasonable workaround in the shorter term.

    I never meant to put undue pressure on you, or to oversimplify the complexities of Minecraft modding. It's impressive how determined the modding community tends to be, what with Minecraft breaking compatibility almost every update as it is, and I'm not trying to gloss over what may in fact be a challenging technical problem. So, please excuse my ignorance, if that is in fact what I did.

    I bothered to ask simply because I'm excited about your mod. I'm aware of your OP feature request rules, but it seemed like tech mod integration was something already in the works, so I was interested to know if and how RedPower would be addressed. Particularly as I hoped to give your mod some extensive coverage in the Let's Play plans I mentioned, which seemed like something of benefit to you and your work here; then again, maybe I'm mistaken in assuming that. Regardless, if you do have RedPower plans in the works, and are already working to resolve things in your own way, I certainly do trust you, and am excited to see what you develop as it comes.

    All that said: I understand how obnoxious and annoying it must be to have people pop on here and spam "ZOMG ADD TEH JETPACK LAZOR NUKES MODULE, IZ EESY, NAOWWWW PLZ!!11!"-style requests, hence your OP request rules. I've seen that happen a lot on various threads, I know you and the other modders do this stuff on your own time, and I respect the work you guys invest in making quality stuff to release for free to your communities.

    I think I've been decently respectful in my queries, bearing all that in mind. And I don't think I deserved the sort of derisive condescension you just now showed to me. It seemed quite uncalled for.

    Best of luck to you with your plans for the mod.
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from estradus

    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?


    Thanks for the idea, estradus; took a quick look at ThermalExpansion, and if that's true, I may use it. I'm already waiting for RedPower 1.5.1 as it is. /:P

    That makes me wonder, though. MachineMuse, would it be any easier/more approachable to make RedPower battery items usable with the suit, as with the inventory power draw that you're already implementing? Or would that run into the same problems in terms of permissions, etc?

    I am of course not privy to the technical details of your mod, but it seems like a relatively simple script that scans the player's inventory for RedPower batteries, decrements a given battery's power variable by some amount, and increments the Suit's power accordingly, would not be difficult to implement. Nor does it seem like anything that would muck with RedPower's API or inner workings in a way that would require permissions from Eloraam, but you'd know that better than I.

    Do you think this could work? Or am I oversimplifying the situation? (Thanks for your consideration!)
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Quote from MachineMuse

    ...
    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?
    Posted in: WIP Mods
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    posted a message on MachineMuse's Modular Powersuits - Finally updated again!
    Hi MachineMuse,

    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. :P

    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! :D
    Posted in: WIP Mods
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    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Just wanted to say that this is quite a fun mod; keep up the good work!

    Is there any chance of this becoming a vanilla SMP mod? I would love to run it on a server, as I strongly prefer multiplayer. EDIT: Missed the note in the 'future' section, sorry. But I hope you'll reconsider and implement it sooner than you imply. :biggrin.gif:

    Also, thanks for making it compatible with pipe-based mods. That's really useful. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    Thanks for the release, everyone, but I'm having some problems as well.

    From a fresh 1.0 minecraft.jar;

    - Installed Modloader for 1.0
    - Installed ModloaderMP for 1.0
    - Installed Forge for 1.0

    I did these installs manually without MCPatcher.

    And I get the following error on Minecraft login;

    Exception in thread "Minecraft main thread" java.lang.NoSuchMethodError: zh.setTileSize(Lnet/minecraft/client/Minecraft;)V
    	at net.minecraft.client.Minecraft.a(SourceFile:254)
    	at net.minecraft.client.Minecraft.run(SourceFile:644)
    	at java.lang.Thread.run(Thread.java:679)


    For this test I have no mods or anything else installed. I have been using Modloader and ModloaderMP without problems for days, so I know they work. Can anyone suggest a fix?

    Thanks!


    EDIT: After some tinkering, I have everything working fine. I found that installing everything via MCPatcher, in the same order I first tried, worked; I must have done something wrong via my manual install, although I'm honestly not sure what, as I followed the install instructions closely. Maybe MCPatcher changed something on top of the rest as part of the patching process (I turned off all its default patches, like HD fonts and etc)? Hope this helps someone.
    Posted in: Minecraft Mods
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