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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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MachineMuse

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141

Wednesday, January 30th 2013, 7:33pm

Are you using the latest version of IC2 (linked in the OP?)

142

Wednesday, January 30th 2013, 7:40pm

Oooh no im not, running a version just before that one. Can't get the link for the download in the OP to work for some reason just keeps timing out on me.

143

Wednesday, January 30th 2013, 10:22pm

will it have wall-climbing module? i always thought it'd be cool if there was a spider like everything-is-ladder ability!

for use in building structures, decorating walls, easy and smooth maneuvering around and epic pre-jet parkour (which also eliminates the infamous first person perspective distance misjudgment- even if you fall short, you can still smoothly climb up and continue).

what can possibly more awesome than sticking on the inner walls and ambushing people in their own house? Finally being able to place that one missing block in the middle of that wall, facing the right way up this time. that's what.

MachineMuse

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144

Wednesday, January 30th 2013, 10:52pm

will it have wall-climbing module? i always thought it'd be cool if there was a spider like everything-is-ladder ability!

for use in building structures, decorating walls, easy and smooth maneuvering around and epic pre-jet parkour (which also eliminates the infamous first person perspective distance misjudgment- even if you fall short, you can still smoothly climb up and continue).

what can possibly more awesome than sticking on the inner walls and ambushing people in their own house? Finally being able to place that one missing block in the middle of that wall, facing the right way up this time. that's what.

That's a good idea :) I'll add it to the to-do list when I get home.

nikolaythegod

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145

Thursday, January 31st 2013, 5:38am

Epic Cool

Сool addon EPIC COOL
nikolaythegod has attached the following file:

146

Thursday, January 31st 2013, 5:51am

loving this mod!

Not sure if this is a bug or my fault but Ive noticed that if I try to machine gun the plasma cannon for too long the game runs out of memory.

as for a module idea:
I'm not sure if this is within the scope of this mod, but what about a computer craft module for the powertool? the image in my head is something like a little computer craft terminal w/ a wireless node that a player can carry with them, allowing for remote activation of their CC controlled monstrosities!

147

Thursday, January 31st 2013, 6:27am

Alternatively, a computer module that allows a computer to adjust the overclocking on your tools and armor, and read various stats about your character. It would be really cool to have a program that automatically modulates your jetpack thrust based on your altitude, or adjusts the speed of your tools depending on what you are mining, or how much energy you have left. You could even have it kick on some more generators in preparation for you having to charge your suit a bunch, or switch some processes into automatic mode when you are a certain distance away from your base. you could look at open CC sensors, I'm sure they might be able to help you with something like this.

148

Thursday, January 31st 2013, 12:21pm

module ideas

Hi :D
i have some module ideas:
1. auras (regen to friends, speedbuff or maybe poison to others)
2. bonemeal effect (makes plants arround you grow faster for the cost of power)
3. auto harvest mode (harvests all fully grown plants and grass arround you)
4. magnet mode (like NEI magnetmode: sucks in items from father away)

P.S. i love your mod :D :thumbsup: nicely done

Zerrens

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149

Thursday, January 31st 2013, 2:25pm

Congrats on the DW spotlight, you've earned it. He seemed genuinely impressed and excited.

Epic Lulz

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150

Thursday, January 31st 2013, 2:41pm

I agree, this is a really cool mod!

Is the aurameter really not finished yet? I remember trying it out and it seems fine to me, but Dire didn't say so in his spotlight.

MachineMuse

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151

Thursday, January 31st 2013, 2:46pm

I agree, this is a really cool mod!

Is the aurameter really not finished yet? I remember trying it out and it seems fine to me, but Dire didn't say so in his spotlight.

I actually talked to Azanor between the time when Dire recorded the video and the time when it was made public :P So yes. It's not finished in that it only does the HUD thing so far, not the cauldron aspects or the aura nodes, but the HUD part does work :)

Also on the topic of goggles: Experimental build has some night vision goggles in case anyone wants to try them out and let me know if there are any issues. :3

Zerrens

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152

Thursday, January 31st 2013, 3:24pm

I'll be your guinea pig any time! :P
Also oh my, the night vision is, from what I can tell, flawless. You even managed to put the effect on without the 'potion effect'. No particles, no problem. I couldn't manage that with my foray into modding.
Does this mean.. we might see a sweet particle-less active camouflage? ;)

MachineMuse

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153

Thursday, January 31st 2013, 3:28pm

I'll be your guinea pig any time! :P
Also oh my, the night vision is, from what I can tell, flawless. You even managed to put the effect on without the 'potion effect'. No particles, no problem. I couldn't manage that with my foray into modding.
Does this mean.. we might see a sweet particle-less active camouflage? ;)

What, really? I got sparkles when I was testing it in smp... but maybe those were because I was also testing with the night vision potion to try and stop them from conflicting. Cool :D What I've done is give it an amplitude of -337, something which shouldn't normally be possible, because the Night Vision effect doesn't make use of the amplitude. That way I can identify the buff as my own instead of a potion effect, and because the potion is guaranteed to have a higher amplitude, the potion overrides mine for as long as it's active :)

And, er, yes, an active camouflage module is definitely possible then :3 I'm not sure how to price it though...maybe some control circuits, holograms, and field emitters?

MachineMuse

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154

Thursday, January 31st 2013, 3:49pm

Oh my gosh it works O_O Should be available from Jenkins now. Hopefully a 1kW energy cost (and an inability to camo your equipped item) will keep it balanced for now.

Zerrens

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155

Thursday, January 31st 2013, 3:54pm

No sparkles in SSP, didn't test SMP yet.
That price sounds completely reasonable, as well.

The only question here is how would it work? Would it be toggled via keybind (default off), or be activated via keybind for a short period of time (tinkerable duration and 'speed threshold' for sprint speed before it overloads as well), then turn itself off after the set time? (constant energy drain when active, and/or a cooldown period for the burst version?)
High speed sprinting or high jumps might overload it, causing it to shut off.

Just thinking out loud, here.

Edit:
WOW YOU'RE FAST, GEEZE

MachineMuse

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156

Thursday, January 31st 2013, 4:01pm

No sparkles in SSP, didn't test SMP yet.
That price sounds completely reasonable, as well.

The only question here is how would it work? Would it be toggled via keybind (default off), or be activated via keybind for a short period of time (tinkerable duration and 'speed threshold' for sprint speed before it overloads as well), then turn itself off after the set time? (constant energy drain when active, and/or a cooldown period for the burst version?)
High speed sprinting or high jumps might overload it, causing it to shut off.

Just thinking out loud, here.

Edit:
WOW YOU'RE FAST, GEEZE

Hehe ;) Mostly the same code, not hard to copy and paste and change the icon/description/name/potion ID. Anyway yeah it's by keybinds. It defaults to 'on' like everything else because I haven't fleshed out that system yet. I might have to make each module an individual class...would still be easy to extend would take a bit of refactoring to get them to work, but would probably be better than the current system... (also thinking out loud)

This post has been edited 1 times, last edit by "MachineMuse" (Jan 31st 2013, 4:15pm)


Zerrens

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157

Thursday, January 31st 2013, 4:20pm

Two things of note:
•The active camo module isn't working for me at the moment, refusing to do anything even when turned off and on again
•Shift clicking a piece of armor that has energy (a piece without a capacitor works just fine) causes a crash and prevents the world from being relogged into.
Pastebin log here of the crash aftermath
On 1.4.7 with forge 6.6.0.518

MachineMuse

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158

Thursday, January 31st 2013, 4:30pm

MinecraftSheep

New version up should be much better

As for the camo, it doesn't seem to display properly in single player :/ It'll still give you the potion effect though. Bleh...

This post has been edited 2 times, last edit by "MachineMuse" (Jan 31st 2013, 4:38pm)


Zerrens

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159

Thursday, January 31st 2013, 4:45pm

Much less crashy (100% actually). :)

The module is pretty adamant on messing with me. It eats 1kW/s when on just fine and none when off, and SAYS I'm invisible (stuck at 24s).. but I'm still pretty visible. (the invisibility potion works as normal, though)

Edit:
Okay I'm convinced you're part mind reading robot, as you've predicted what I'm gonna say seconds in advance.

MachineMuse

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160

Thursday, January 31st 2013, 4:58pm

Much less crashy (100% actually). :)

The module is pretty adamant on messing with me. It eats 1kW/s when on just fine and none when off, and SAYS I'm invisible (stuck at 24s).. but I'm still pretty visible. (the invisibility potion works as normal, though)

I'm not actually even sure what invisibility potion is supposed to do. Is it purely cosmetic or are mobs supposed to ignore you?

Also, have you tried making a local dedicated server and testing it there? It seems to work for me when I launch the server separately and go 'multiplayer->localhost' but not when I go into single player :(

mind reading robot

Hence the username ;)

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