when i try to edit the model it crashes (i think i have reported it on the bug tracker so i wont post the log here) when i open minecraft my config for modular powersuits get reset to deafult and the server and client configs resets to different id's...so its pretty much unplayable in the newest version of mmm powersuits
Posts by sondrex76
-
-
if i have modular powersuits installed my log get spammed with this:
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] 1281: Invalid value
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] 1281: Invalid value
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] @ Pre render
2013-05-20 13:12:00 [SEVERE] [Minecraft-Client] 1281: Invalid value
2013-05-20 13:12:01 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########if i want it to stop i have to reload my texturepack, everytime i start up minecraft
it is with any texturepack, including vanilla
also all icons is screwed up untill i reload the textures. -
here are a crash i get when i have some modular powersuits armour and the tinker table in my inverntory after a few secounds: http://pastebin.com/sdWPBY2U
build 463 of modular powersuit -
i got this crash with modular powersuits 396 when i turned on the zoom module, and now it crashes when i try to go into the world: http://pastebin.com/ZmHuyrKf
-
my log get spammed by this message all the time when i have this mod installed:
et.machinemuse.powersuits.event.ThaumRenderEventHandler.renderLast(ThaumRenderEventHandler.java:34)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_199_ThaumRenderEventHandler_renderLast_RenderWorldLastEvent.invoke(.dynamic)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:103)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraftforge.client.ForgeHooksClient.dispatchRenderLast(ForgeHooksClient.java:228)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1264)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:867)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:756)
2013-04-22 22:33:43 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-04-22 22:33:43 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-04-22 22:33:43 [SEVERE] [Minecraft-Client] @ Post render
2013-04-22 22:33:43 [SEVERE] [Minecraft-Client] 1284: Stack underflow
2013-04-22 22:33:43 [WARNING] [MMMPS-CLIENT] Problem loading Thaumcraft classes to display HUD
2013-04-22 22:33:43 [INFO] [STDERR] java.lang.ClassNotFoundException: thaumcraft.client.RenderEventHandler
2013-04-22 22:33:43 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:139)
2013-04-22 22:33:43 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-04-22 22:33:43 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-04-22 22:33:43 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2013-04-22 22:33:43 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2013-04-22 22:33:43 [INFO] [STDERR] at net.machinemuse.powersuits.event.ThaumRenderEventHandler.renderThaumGui(ThaumRenderEventHandler.java:44)
2013-04-22 22:33:43 [INFO] [STDERR] at net.machinemuse.powersuits.event.ThaumRenderEventHandler.renderLast(ThaumRenderEventHandler.java:34)
2013-04-22 22:33:43 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_199_ThaumRenderEventHandler_renderLast_RenderWorldLastEven
also i get this crash after a ehile, azanor wrote that it might be a modular powersuits problem:java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.world.chunk.Chunk.func_76610_a(Chunk.java:644)
at net.minecraft.world.chunk.Chunk.func_76597_e(Chunk.java:985)
at net.minecraft.world.ChunkCache.func_72796_p(ChunkCache.java:114)
at appeng.common.base.AppEngMultiBlock.getLightValue(AppEngMultiBlock.java:149)
at net.minecraft.block.Block.func_71874_e(Block.java:510)
at net.minecraft.client.renderer.RenderBlocks.func_78578_a(RenderBlocks.java:4260)
at net.minecraft.client.renderer.RenderBlocks.func_78570_q(RenderBlocks.java:4163)
at appeng.common.base.AppEngTile.defaultRenderWorldBlock(AppEngTile.java:353)
at appeng.render.AppEngBlockRenderer.renderWorldBlock(AppEngBlockRenderer.java:533)
at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:153)
at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:60)
at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:484)
at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:226)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1558)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1119)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:987)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:867)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)--- END ERROR REPORT 80e5a92b ----------
( i posted it on minecraft forum first)
also i could not post full logs since they got to long.
fogre 602, no optifine, 70 mods installed, modular powersuit 380 -
wil you make your mod compatible with the newer versions of ic2 where richard broke the api? i get this crash when i try to run it now:
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: ic2.api.Ic2Recipes.addCompressorRecipe(Lnet/minecraft/item/ItemStack;Lnet/minecraft/item/ItemStack;)V
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:444)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:729)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchMethodError: ic2.api.Ic2Recipes.addCompressorRecipe(Lnet/minecraft/item/ItemStack;Lnet/minecraft/item/ItemStack;)V
at advsolar.AdvancedSolarPanel.load(AdvancedSolarPanel.java:216)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
... 5 more
--- END ERROR REPORT d7c83aea ---------- -
Build #329 is now recommended!
-GUI now shows what modules are installed, as well as which ones are disabled in config.
-Module list can now be scrolled - small blue arrows will indicate when there is more on a page, and you can click the arrows or use the mousewheel to scroll. This mostly won't be noticed unless Andrew2448's addons is installed (which have had quite a few new additions!).
-Various bugfixes (item names, API mismatches)
-Custom models are go!
As promised, the visor and the crystals can be coloured separately from the main armor bits, and they glow in the dark! Extra bits and animations still to come, but this sets the groundwork for a variety of other .obj armor models if people want to make them.thats so awsome that i dont have words for it other then: SUPERAWSOME &/)(%¤%()=?()/&%¤#¤%&/()=)?=)=()/%¤!
-
Blast proof? Energy armor and plating already does that.
Maybe knockback reduction.not realy even if i et up max protection to 20 or 100 an explosion of an charged creeper can still kill me, explosions do extremly high amounts of damage so thats why it should be a protection against it, becouse if you add that kind of protection to universal damage you cant get killed but i want something that removes a % of the blast damage, and more blast damage=more energy consumed, something like the no fall damage upgrade to the boots. I can kill myself with a multitool with explosion cize 2.5 when i have full armour with energy shield with 200 protection on each peace of armor, i think thats a bit to easy to die from explosions.
-
i have a suggestion for a module for all armour: blastprof, it will be protection against explosion, since i would need to set upp the max protection to about 300 or more for each peace of armour to survive a nuke with power 100 i would like to have a new type of protection that only protect you against blast (if i for example would try to get blast proof now i would need to increase protection and energy consuption, i like balance, with about 5000%.) It could be set up to take unlimited amount of blast damage, but more blast damage=more energy.
also can you add a config option that make it possible to get the energy usage of tools to increase more and more, so if i have set the pickaxe speed to 4x it will just take 2x as much energy as 2x but 25x could take 100x more energy becouse the start on insane energy consuption could have been on 20. (i would have used this to make the multi tool and other things much more powerfull but it would cost realy big amounts of energy to use it. -
do you know if it is a ic2 for 1.5.1 thats public? if it is one can you link it i cant find it anywhere.
-
Hi, first off, looooove the power suit, comes in real handy when exploring goes horribly wrong.
I had a few ideas I was hoping to share, so I hope I'm not spamming by posting them here.
I apologize if anything is impossible or unreasonable, I'm not very familiar with MC code =P
And sorry for sticking my fingers down my throat and vomiting up a lot of ideas!Head:
Binocular vision
Hostile identification (boxes around mobs)
Power display for all parts of the suit
Minimap showing enemies, even for just a quick ping.
Threat Detector (warns the player when enemy mobs are moving to attack player.)Chest:
Repulsion field projector (slows down nearby mobs at an adjustable distance)
Defibrillator (players health gets very low, suit spends energy to heal you or some effect or perhaps uses health potions in your inventory to heal you like the autofeeder)Legs:
Accelerometer (displays your current speed in blocks per second)Feet:
Magnetic item field (slowly pulls items towards you, including xp)Tool:
Higher max charge for plasma cannon
Faster charge speed for plasma cannon
Integrated mining laser
Larger projectile size
Mineral scanner (scans an area infront of the player, and gives info of what type of blocks are there and how many, but not their locations.
Integrated tinker tableThank you so much for spending the time to make this truely epic mod, it's by far my favorite! A lot of close competitors but still.
I feel like more displays would help players really get into having a power suit. going for sort of an ironman theme here obviously. I mean who hasn't dyed their armor red and flown around blowing up mobs atleast once?i hope that get implemented (all of it)
-
i got a crash when i updated to the newest version of modular powersuits (222) it came before i get to the menu. here's the multimc log (no normal crash log was created just a white screen, it would have been black on the normal launcher): http://pastebin.com/uZnKZKQb
-
Suggestions: These don't break the rules of posting useless things. Inspired by the crysis series and my evil mind. Muahahahha
->HUD failure: Make the already planned HUD disappear or blink/flash when energy is low or gone. More excitement when facing dangerous situations. Imagine it's night time and your radar is starting to experience malfunctions and your armor points are unstable. Also make the suit fail if an emp is nearby or it has detonated in its range.->EMP CAPACITOR: Dedicate another high voltage capacitor to make an auxiliar energy source, usable ONLY by the PORTABLE EMP, ALL SUIT PIECES. This can be recharged drawing energy from your standard suit energy, or waiting for it to self-recharge SLOWLY from the static energy generated WHEN you move. The EMP has 3 modes:
-Active (constant energy draw, low power. Causes interferences to your nearby suits HUD, radar, etc. and if too close shuts down the enemy suit temporarily).
-Single Pulse: Drains all of the capacitors current energy in a single strike, it's like an invisible explosion that affects suits in a certain range. The more energy it has drawn, more range and more effects to your enemies. It can be upgraded to have different effects and to boost specific properties like shutting down, draining all their energy or putting HUD interferences so they can't see clear data and information (everything gets disrupted; the compass, charge level, radar, etc...). COMPATIBLE WITH Universal Electricity EMP system.This is where it gets complicated.
-ARMOR MODE: Basically, it duplicates the current armor points and halfs the movement speed (it can be changed on the tinker table; if you boost one aspect, the other will go down). It also gives you an active health regeneration effect and all kind of anti-poison and resistance effects that you think are necessary. It needs constant energy supply to keep it active, and it cannot be active at the same time stealth mode is. You'll also get extra protection from EMPs.
-STEALTH MODE: You don't appear on other suits' radar, and you turn yourself invisible. You lose 15% of your current armor points while cloaked because the energy is directed at the camo-module. You are extremely vulnerable to EMP strikes, meaning that if a fully charged EMP detonates while you are in range, ALL your stored energy will deplete and you will feel some pain... not important, huh?
It constantly drains energy from your set while you are cloaked, and the energy efficiency and EMP protection can be upgraded on the tinker table, and everytime it will get more expensive.
If you get hit while cloaked, it will deactivate and you'll lose 2% of your total energy level (it may seem a small percent, but it's a lot of energy for someone who is "DA HEAVY BATTERYMAN"!).
Your hotbar item still will be visible, until notch changes the game.These modes can be activated/deactivated with customizable keyboard keys. Awesome, DON'T YOU THINK MachineMuse? Now you can add this to the todo list.
They call me Ultra, remember me.
PS: Forgive my mistakes, I'm not english as most of you are
sounds awsome
-
if you use the teleport module and teleports you can teleport in to a wall, this is a bit enoying so i thought it was a bug. also it lets you go true thaumcraft magical building blocks, this is not good becouse the point for thouse blocks is that no person can get in i hope this can get fixed.
-
if i go and change the max protection on the armour shield from 6 to 25 (i have done that and increased energy consuption) it is still 6 when i have taken it upp to 25, it show 6 in the table when it should show 25. is it becouse 6 is the maximum?
-
by the way i can reproduce the fall damage bug you said i took wrong about when the only mods i have installed is forge and modular powersuits, tested with forge 497,517,518,523,524,527,
becouse the ONLY mods i had installed was forge and your mod, how can it be anyother mods fault? i am also with every forge version i mentioned i have tested without modular powersuits and i have not got the same bug then.
is it a bug or a feature? are the mod supposed to make you take more fall damage? i have tested it with ONLY forge and modular powersuits so its NOT another mods fault! and if it is please explain it to me.
(by the way i love the mod its the most epic mod i have seen since thaumcraft 3)
i used the newest version of modular powersuits (138 ) but i have seen the bug (or feature) in some older versions also. -
The blink drive module is the first module that was added by someone else. It is still in development, apparently.I'll review the recipes later today.
Please don't spam my bug tracker with poorly researched bugs that are caused by other mods (More Health is a jarmod, so it changes base classes and WILL break other mods).Your friend does not have any idea what he is talking about. Give him a kick in the shins from me.
ok its more healths fault? kk i will report the issue to him sorry for the mistake i and my friend took i will resarch more next time before i report something i think is a bug from your mod.
-
i have deleted what i said here, i did something wrong sorry
-
i cant download the mod, i just get to a this webside is offline page
can i get a direct link? i cant download it from that page it is on, i dont know why but i cant, my computer wont allow me -
Okay so I've been playing with Gregtech even farther now and I've gotten to Iridium level. I'd like to suggest some balance tweaks to my previous recipe suggestions (playtesting is always the best idea).
The only change is regarding the Force Field Emitter. Instead of requiring 4 Iridium plates per, replace those with Tungstensteel Ingots. (Original reason for the plates was structural stability and tungstensteel is tough stuff, but it wasn't available at the time)Two reasons for changing them:
Maybe the recipe is a little TOO hard.. I know they shouldn't be a cakewalk, but 128+ iridium ore per jetpack is a little.. much...
It gives tungstensteel more uses, which also inadvertently gives the Vacuum freezer more uses. It doesn't change the tier flying is in, since you need the infastructure to even build a vacuum freezer in the first place(2500K+ blast furnace, chrome city).Do you, and anyone reading this post using the Gregtech recipes, agree? I think it would be a nice tweak.
Trust me fellow hardmode players, I've not gone soft on you yet :pi agree, it does cost a little bit to much with so much iridium in it. tungsteel is a better solution.