Posts by Epic Lulz

    I haven't seen any other mods doing what I just did. That was the first thing I did before I began to mod- I searched Google and IC2 forums and MC Forums for mods similar to what I had in mind. I didn't find any, so I proceeded.


    The closest thing I can find is Modular Powersuits, but i felt that it was different enough from my mod to justify me still releasing it.


    And as far as balance goes, I feel right now its below standard IC2 difficulty. I'm gonna raise it up to that (or slightly higher) first, and then I'll worry about a GregTech hard mode.

    Gravitation Suite, although the combination it allows is super limited (GraviChestPlate).
    I believe GregTech has an Ultimate Cheat Armor, however it is only for server owners.

    As said before, overpowered but cool.


    I shall be awaiting the balance.


    (BTW, anybody else who's planning on making armor addons in the near future? Try to think of something creative, I believe at least 3 mods offering options for combinations of vIC2 armor pieces are sufficient.)


    EDIT: SteveofDoom The OP states balance will be arriving sometime soon, so Greg probably won't even think of doing anything until everything is finalized.

    A few more module ideas:

    • EU HUD, Conductive Pipe MJ HUD and RE-Conduit-MJ HUD modules. I know you already have a EU-reader planned, but there was a mod before that added ability to see amount of current passing through a wire visually.
    • Structure the Thaumic Wand Module (from To-Do list) to be like the pickaxe and diamond upgrades, the basic Wand of the Apprentice module holds 50 vis while you need the Energy-Thaumic Interaction Research to create a piece to upgrade the Wand of the Apprentice module to the Wand of the Adept module, and so on...
    • Something for pyrotechnics (:p) like an electronic flint-and-steel and handheld firework dispensers.
    • When IV drops are implemented, maybe an "artificial food substance" that increases your saturation level instead of feeding food to you? Additionally, antidotes.


    As for energy, would you implement a configuration to display which units of energy to display in the tooltip?


    EDIT: Okay...


    Erm I don't understand your reply. Does it mean that my OP/Creative-only module suggestion is denied?

    Seems cool... but I have to say, I think the amount of modular/combining armor pieces mods are starting to get out of hand.


    As agreed with Sinnaj, combining armor may be OP without downsides to it (such as increased cost).


    (Oh, and GregTech recipes are a good idea for people who prefer 376 times the difficulty think this may be 376 times too easy.)

    Well both GregT and RichyG both have put malware into their code in the past to stop players from using their mods.

    To stop using their mods? I believe you're going extreme here. Who the hell would make a mod so that nobody could use it?


    What they did is that they did not want certain modpacks whom they anticipated would redistribute their mods without permission to do so through coding. And his profile states that it is perfectly okay for users of the T***** pack to make modifications to GregTech to do so, but not the authors of the modpack themselves to implement such modifications into the version of GregTech supplied by T*****.

    I recommend NOT doing that, as infused ores act as "batteries" for the local aura and if you mine away all your infused ores, well your aura won't have anything to replenish from.


    That's a good reason why TC3 ores are NOT registered with the miner.

    Well, yeah, you get it.
    I was wondering if it is possible to add RP2 fuid pipes support to machines like the GeoThermal generator and the Watermill.
    I've read some treads saying Eloraam hasn't released an API yet, so it is impossible.
    But lately I watched and direwolf20 spotlight in prerelease 6 saying that RP2 uses Forges Fluid API so it can recognize other mods fluids and storages.


    So my question is simply: Is it possible?

    Geothermal Generators are registered as "lava-only tanks" I believe.
    Hematic Tubes can function like Buildcraft Pipes/Liquiducts but the way of operation (i.e. BC Waterproof Pipes require engines on their waterproof pipes to function, Liquiducts need redstone power to function and Hematic Tubes need RP2 Pumps to function).
    Hence they can connect to tanks and Geothermal Generators.
    So...

    Let's stop this Tekshit fuss. There are plenty of discussion threads, move over if you want to discuss them. That being said, do note that I do not support T[Data Expunged].


    Anyways, I do believe that the nerf to canning rotten flesh should not have happened. However, a module to "cleanse" rotten flesh cans would be okay.


    But the canner has too little uses, just cleansing rotten flesh is not enough.


    Well ladies and gentlemen, what you just read, was coined by a VERY disgruntled engineer on a private ftb server, the only power we have now is a biomass generator without any plant matter. i'm about at the end of my tether here, if someone can PLEASE tell me what i'm clearly doing wrong here, forcicium is my primary power source due to its extreme efficiency. ive got power link cards installed, ive got a full tank of force energy, ive got the redstone signals on, but the only thing i can seemingly configure is a 1-9 number entry on the right hand side of the panel, seems to be number of packets output. the EU per packet i'm assuming is the zero on the left, which wont let me adjust it no matter what the hell i try. screenshot provided. need immediate support. post is set to email me the minute someone replies.

    All options and modules in MFFS blocks can only be toggled when the block is turned off.

    Yay!


    I was playing with TC3 a bit and noticed the goggles of revealing module (tho i didn't get around making one yet), that's really cool :)
    I was wondering, does it count for the vis cost reduction bonus, and could you add modules for the other TC armor pieces with that bonus?


    Why require 16 of them if they can only be cheated in anyway? :P

    I dunno myself for that reasoning.

    What is better than the good ol' 9x9?
    (9x9x6 gross size cobblestone/chosen building material house).


    Plus, it is the perfect size for most machines you need on a single line and is extremely modular.

    I know the Mining Laser is a mining tool and all, but it still is a freaking LASER! It has such embarassingly low damage for a gun that shoots f***ing beams of light that are on fire!

    The lazor is intended for Mining Use, with a side purpose (as a weapon). Your suggestion (along with other weapon suggestions) has a 99.99% chance of being denied until Industrium Conflict.

    A few more ideas, mainly for OPs. They have individual configuration options to allow only Creative/OP/TMI/NEI people to tinker/equip people



    Zero Point Energy Module
    You need 16 Infinity Multi-Purpose Gems (which is only obtainable from Creative/Op commands/TMI/NEI)
    Provides Infinite Charge to all modules in that suit piece.


    Weight Reduction Module
    You need 16 Infinity Multi-Purpose Gems.
    Is tinkerable, you can adjust the amount of weight reduced.


    Invincibility Core
    You need 16 Infinity Multi-Purpose Gems.
    Is tinkerable, you can adjust the amount of damage negated.

    Please put your FML log in spoiler tags like these:

    or pastebin it.


    This will make it easier for people to read.


    And after skimming through the log, I agree with Crafter, it seems that IC2 isn't being registered, did you install correctly?