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Blood Asp

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1

Friday, February 20th 2015, 1:17pm

[GT-6-Addon] GTExtras 0.3.3 - More stuff for Gregtech

The first thing this mod adds is an Modular Armor which can be equipped with different Armorplates. More stuff is in work and will be added soon.





A Spreadsheet of the material values.

-Github- Please Use this for Issues!

This Addon needs GregTech 6 installed to work.
Many thanks to Pyrolusite for helping me with textures.

Here some stuff i plan to add to this Mod.
If anyone has ideas what to add, inspire me.

Over the next days i plan to finish the special effects of the armor. (Radiation-, Electric-, Fall-damage reduction, Thorns and Item Magnet features)
After that i plan to add higher tier electical Armors:
MKI "Exoskeleton" Iron Rods with servos and wires and metal plates fixed on it.
MKII "Crysis like nanosuit" So a look close to the IC2 nanosuit.
MKIII " Warhammer 40k alike PowerArmor" Massive armor with all sorts of stuff build in.

Changelog


0.3.3 - Fixed crash with Bibliocraft Armorstand

0.3.2 - Completely new GUI.
Added underwarter breathing from airtank.
Open Gui with hotkey(IC2 Mode change key).
A huge bunch of bugfixes.

0.3.1 - Bugfixes.
New Tooltip contents.
Added crafting recipes for electric armors.
Disabled Dev console spam.
45 new tool materials.


0.3 - Added Electric Modular Armor I & II
Added electric handing.
Added fluid tank to armor.
Changed Speed system to work without potion effects.
Thaumcraft compatibility (Thaumic Goggles installed into armor helmet)
Nightvision (IC2 nightvision installed into helmet)
New tool materials ( TungstenCarbide, VanadiumSteel, HSSG, HSSE, HSSS)
Lowered stats of titanium, tungsten, iridium, osmiridium and tungstensteel.
Changed internal data saving to be more cpu efficient.

0.2.2 - Fixed dupebug

0.2.1 - A few more server side bugfixes.

0.2 - Server side bug fixed
Armors now have special Radiation-, Electric-, Wither-, Fall-damage reduction
Thorns
Item Magnet
Tooltip infos added
Armors now do have durability. Once the durability is below 50% there is a chance of breaking Parts. Can be repaired with Leather on anvil.

0.1 - Initial Release. Only partly working Modular Armor


Anyone is allowed to use this Mod in a Modpack, but at this point i do not recommend it. A lot of stuff could possibly break.
Blood Asp has attached the following files:

This post has been edited 18 times, last edit by "Blood Asp" (Sep 5th 2015, 3:28pm)


2

Friday, February 20th 2015, 1:40pm

So could this be a greg-ified version of modular power suits?
If so sign me up
Looking forward to this greatly!
:-D

3

Friday, February 20th 2015, 1:52pm

Looks awesome. I have a request what could be added. For example some mods, when you have interface of the machine opened and you will hover over some item, it will show you an information what it will do when put in (for example when you open ExU generator and hover over coal it will tell you how long will it last and how much RF it will produce.

I think it will be a good addition, because when for example when people are recording LPs its better to actually see the "material values" ingame. And with that (i guess you will implement this, or maybe you already did) also hovering over the Modular Armor and holding shift could reveal the properties :)

p.s. Definitely will use it in InfiTech :)
I am lead developer of InfiTech (1, 2, Reloaded) GregTech balanced modpacks: http://bit.ly/infitech2

4

Friday, February 20th 2015, 1:59pm

On the electrolyzer for underwater breathing: you should have one cell of oxygen last something like two minutes and make the electrolyzer have tanks of both oxygen and hydrogen that need to be offloaded when full. Better yet make a tank module for the oxygen (possible explosion hazard?) for underwater breathing with an optional electrolyzer for sustained underwater breathing.

Blood Asp

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5

Friday, February 20th 2015, 2:00pm

So could this be a greg-ified version of modular power suits?
If so sign me up
Looking forward to this greatly!
:-D

Jep. All Modular Armors i know of end up that adding everything possible is the best. I plan to make this so that you have to carefully decide what to add and what you do not need and sometimes changing the parts depending on situation.

Looks awesome. I have a request what could be added. For example some mods, when you have interface of the machine opened and you will hover over some item, it will show you an information what it will do when put in (for example when you open ExU generator and hover over coal it will tell you how long will it last and how much RF it will produce.

I think it will be a good addition, because when for example when people are recording LPs its better to actually see the "material values" ingame. And with that (i guess you will implement this, or maybe you already did) also hovering over the Modular Armor and holding shift could reveal the properties :)

p.s. Definitely will use it in InfiTech :)

Adding Info to all possible parts will be a bit difficult, but adding into to the Armor tooltip is a certain thing to do.

This post has been edited 1 times, last edit by "Blood Asp" (Feb 20th 2015, 2:08pm)


6

Friday, February 20th 2015, 2:14pm

So could this be a greg-ified version of modular power suits?
If so sign me up
Looking forward to this greatly!
:-D
Jep. All Modular Armors i know of end up that adding everything possible is the best. I plan to make this so that you have to carefully decide what to add and what you do not need and sometimes changing the parts depending on situation.
I've been loking for an laternative to MPS for a while now (one that is little bit less cheaty
I fell slightly dirty after using MPS for a while... :P

DreamMasterXXL

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7

Friday, February 20th 2015, 3:55pm

Very nice Idea with the Armor. At the moment I using Gt5 but when I reload my World and change to Gt6 i will try it out for sure.

Mine_Sasha

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8

Friday, February 20th 2015, 6:57pm

Wait wait wait, no durability ;o ?

Blood Asp

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9

Friday, February 20th 2015, 7:03pm

Wait wait wait, no durability ;o ?

Not yet. I plan to make them repairable and once durability is below 50%, there will be a chance that parts get destroyed.

axlegear

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10

Friday, February 20th 2015, 8:37pm

Works client-side, but servers shit the bed.

http://pastebin.com/Hf7EqBKB

Quoted

Quoted from "zorn":
People can't handle losing. Lots of new games are like this. My son's Lego games? You die and respawn on the spot, just lose a bit of money. It's made so that anyone can win, even the worst players. Like TE, or EU. They say that IC2 is 'keeping them from moving on' but can never say what that is. In reality they just failed, blew up a bunch of stuff, and their fragile egos couldn't take it so they gravitate towards mods designed to guarantee that you succeed.

Blood Asp

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11

Friday, February 20th 2015, 8:47pm

Hmm, seems i forgot to mark some rendering stuff of the fluid tank to be only client side.

Mine_Sasha

A ninja with a composite unbreakable armor made out of diamond and carbon nanotubes :3

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12

Saturday, February 21st 2015, 12:17pm

Can you make Electrical powered versions unbreakable ? Or maybe only diamond, nether star, iridium reinforced plate, carbon plate, and neutronium can get unbreakable in E form ^.^

Blood Asp

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13

Saturday, February 21st 2015, 10:28pm

Version 0.2 uploaded.

Also added the sourcecode.
Next will be the first electric modular Armor.

The basic non elecric modular Armor should be done besides textures and likely bugfixes.

14

Saturday, February 21st 2015, 10:40pm

Wait wait wait, no durability ;o ?

Not yet. I plan to make them repairable and once durability is below 50%, there will be a chance that parts get destroyed.
Why not just use the dissasmbler repair method? (assuming you can with how Greg has that set up) that way it's a perfect match for the tool system.

Blood Asp

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15

Saturday, February 21st 2015, 10:45pm

That right now is just the vanilla repair method with repair material leather. And it should stay that easy with the basic Armor.
Else it whould be easier just to make a new armor.
The more advanced Armors will become much more expensive and more difficult to repair.

axlegear

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16

Sunday, February 22nd 2015, 1:41am

Another crash, server-side, when opening an armor's GUI:

http://pastebin.com/cRdWUCsP


Hopefully you'll get this mod to it's first useable working state soon! XD

Quoted

Quoted from "zorn":
People can't handle losing. Lots of new games are like this. My son's Lego games? You die and respawn on the spot, just lose a bit of money. It's made so that anyone can win, even the worst players. Like TE, or EU. They say that IC2 is 'keeping them from moving on' but can never say what that is. In reality they just failed, blew up a bunch of stuff, and their fragile egos couldn't take it so they gravitate towards mods designed to guarantee that you succeed.

This post has been edited 1 times, last edit by "axlegear" (Feb 22nd 2015, 4:26am)


Blood Asp

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17

Sunday, February 22nd 2015, 11:11am

I'm currently trying to add as many features as fast as possible and then do one full test of all cases i can think of.
But still, there are so many possible crashes, i can't think of every combination. A funny crash yesterday was when i tried to counter fall damage with thorns. (Fu** you gravity!)

The crash you posted was fixed by changing a single character, but it only revaled 2 more bugs...

Blood Asp

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18

Sunday, February 22nd 2015, 6:01pm

V0.2.1

Next try with server fixing. This time even (a little bit) tested.

Queue

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20

Sunday, February 22nd 2015, 6:30pm

Bloody, here's a suggestion:

Early game GT tanks and large scale rain collectors.


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