Posts by UnixRano

    Oh please don't make the Nano Bow take arrows, thats the coolest thing about it that it takes EU instead of arrows. They can't be picked up, its like it is firing beams of energy or something. This is why it needs a custom arrow appearance heheh. I suppose you could add the option to consume arrows in the eventual config file.

    I actually really like the idea of having a jetpack still even with a flight module installed. You could make it so when the flight module is toggled off, the jetpack turns back on. I do miss my hover mode when creative flying. You could even add 3 togglable states maybe, jetpack, flight module, both off.

    I don't understand why people keep asking for compatability with Gravisuite, this mod can basically completely replace it. The ultimate quantum with upgrades does everything and more, and you also get more lower tiers of armor so it is not only useful at end-game.

    If you want to appease all the hard-mode players, you could add optional gregtech recipes eventually. Personally I don't think it is OP to have the multiple chest pieces combined into one, they exist anyway and you can swap them out as needed, there are mods for tons of inventory space, so the only great thing about it is the convenience of not having to change them out every time you want to dig/travel/fight. Convenience is convenient :P

    I can add the keybindings to the relevant pages on the wikia for you and maybe make a separate page with all the bindings on it for reference.

    I have no plans to make the nano bow consume arrows, config option or not. The closest thing to that we were considering was adding another mode to the bow that used significantly less EU but consumed arrows.

    For the jetpack, I could easily add in the normal jetpack mode as an option.

    As for balancing the mod, I am currently working on a new machine that will be required to combine armors and install upgrades. It won't be ridiculously expensive or anything, but it will require enough power and time that you won't be able to skip up to a combo armor without having some significant IC2 setup. Gregtech hard mode recipes will be added after that.

    Lastly for the keybindings, I was originally going to make it a config option, but it didn't work out. If it's requested enough, I may look into it again.

    I havent played with it yet but if you can pick up the arrows fired it wouldnt be fair. As well wouldnt it be cool to have a neon green lighting up arrow or maybie an arrow upgrade system?

    The arrow that the NanoBow shoots has it's own class (separate from EntityArrow) so I could easily make it neon or whatever.

    And currently, it doesn't consume arrows, but the arrows it fire can't be picked up either.

    I was referring to the electric crafting table mentioned on the Upgrades page of the wiki: "
    A more complex system, involving an electric crafting table of sorts, is being considered and may be implemented after the core of the system is in place."
    But, as I've been using MM's suit recently, engineering table kinda fell off the tip of my tongue :P

    I do have plans to add (as you can probably tell from the upgrades page) a machine to combine the armors. I'm working on it right now, and I've decided that if I want to add the ability to disassemble armors, it will be in a separate machine (an electric un-crafting table of sorts).

    As for upgrading to the GraviChestPlate, there won't be any reason to once the upgrade system is finished and you will be able to increase the transfer limit and EU storage to that of the GCP. I will still add a disassembly table thing soon, but until that gets added, I'd suggest either dealing with the lower EU and transfer limit or use NEI to spawn in the components.

    Quoted from "Tomcat"



    The cloaking Module wont work foe me, tried pressing ` with no effect, then re-bound it to F and tried again with no effect ( using 3rd person to check)

    tested with ultimate nano and ultimate quantum suits with cloak upgrade applied,

    FML Log (that may or may not be of use) http://pastebin.com/uAiDnBYP
    After a while of mashing random buttons I discovered that cloaking module is activated by pressing M+` (on default config for both IC and this addon).
    By the way, activating lightning by Leftclick+F seems a bit weird to use. I think Sneak+` for cloak and Ctrl+` for lightning will be better.

    I should really add the keybinds to the wiki, sorry. Currently, they are:
    (IC2CA Key): Toggle Fly
    (IC2CA Key) + (attack key): Discharge
    (IC2CA Key) + (IC2 Mode Switch): Cloaking
    (IC2CA Key) + (sneak key): The unfinished, currently commented out laser module

    My team (of sorts) and I like these keybinds. However, we will add a config option for them once we get a config added in a version or two.
    EDIT: Tried, and failed miserably. You'll have to deal with those key combos for the time being, even once i get the config added.


    The Nano Bow should require arrows but vanilla arrows would break when fired even if you missed. Then add special more durable arrows that are stronger and don't break when fired?

    As far as the lore of the mod goes, the arrows being fired are fabricated from the EU consumed. We felt that the EU consumption justified not needing any arrows, but if you'd like to explain why you feel it should use arrows, we can reconsider.

    Thanks for all the feedback everyone!

    I think 200/250/256 cap could be reasonable, BUT with every +1EU/t costing more upgrades, like 1 for 1-100, 2 for 101-200, 3 (or 4) for 201-256. This way you can create very powerful energy self-sustain that requiers crapload of resources, increasing when your helmet gets "too advanced and complicated". If it's too hard to code, make it possible to adjust max value in a config file. Or create diffrent tier upgrades that can be only applied to helmets with certain EU/t value.

    And another bug: Placing ExoHelmet and multiple upgrades then clicking on the result helmet will apply all the upgrades shift-clicking eats them with no effect (at least not in tooltim).

    I like that idea for the solar upgrades, I'll add that soon, and it'll be a config option when i add a config.

    As for the shift-clicking... I don't think there is anything I can do about that for now. I am already working on a new method of applying upgrades to armor which will have nothing to do with the crafting table, so that will fix the problem. For now, just try not to shift click... sorry.

    Using the Discharge Module on my multiplayer server crashes it. Tested like, three times in a row (happened every time).
    Error code from the server console:


    Also, could you increase the limit of max solar helmet output and max chestplate EU capacity (and decrease charge time)?

    I discovered that discharge bug yesterday night, I was hoping I could fix it before anyone noticed. Guess not lol, working on it ATM.


    The limit on the solar and static modules were kind of temporary, we hadn't fully decided what the max would be and decided to stick 100 on it before release so it wouldn't be abused. I'll gladly take suggestions about what you think the max should be.

    As for the charge time, we're planning on allowing you to combine overclocker upgrades with the armors to increase the charge rate. However, due to the way the IC2 API works, I'm having a bit of trouble with that. I'll consider giving them all a boost until we get the overclockers working, at which point we obviously want you to craft overclockers to increase the charge speed ;)

    ok now it works thank you.

    I have the idea that you could "solar upgrade module" with "solar array's" make.

    Can I help in your Team? Maybe a German wiki create for your "mod"

    EDIT: Not with Google translate, but with a friend who can better English than I

    We do have some cross-mod compatability with Advanced Solars and Compact Solars planned in the future, but right now we're focusing on balancing out the recipes.

    As for helping out, sure! We're glad to get all the help we can. If you and your friend want to work on a German wiki, go right ahead!

    v1.115? The latest version is 1.112, and its still in beta...
    *confused*

    I understood fine, here's to hoping Google translate can get this back into German for you, lol.

    The jetpack is supposed to be disabled when you add a flight turbine. I felt it wasn't necessary to have both, but I could reconsider if people feel it's necessary.
    As for the fire, I'll have a look at that. Thanks for the positive feedback :)

    EDIT: I thought the QuantumSuit bodyarmor was supposed to put out the fires as you said, but I just tried it out in single player (with the normal IC2 quantum chest) and I burned to death...
    Is this an IC2 bug? I added in the same line IC2 uses (player.setFire(0)), and I had no luck getting it to work either. Maybe MC changed something in a recent version that nobody is aware of? For now, I'll leave it as is.
    I did notice another bug though, textures for the Exo QuantumSuit were broken. Fixed and reuploaded.

    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.

    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.

    IndustrialCraft 2 Combo Armors v1.14.3


    IndustrialCraft 2 Combo Armors, or IC2CA, is an addon for the IndustrialCraft 2 mod for Minecraft. Remember all those times you wanted to use your Electric Jetpack (because who doesn't love to fly) but your Mining Laser was out of energy? Or maybe you wanted to recharge your Nano Saber and have some reasonable protection from a NanoSuit Chestplate at the same time? Well, as you may have guessed from my corny intro and the title, this mod adds many different items that allow you to do just that. You can combine all of the electrical armors from IC2 to create a wide variety of different armors, from the Solar QuantumSuit Helmet to the LapiJetpack to the Ultimate QuantumSuit Bodyarmor.

    Also, currently in development is a cool upgrade system that will allow you to make your cool armors even cooler. From something as simple as a Solar Production module that will make a Solar Helmet more efficient, to something as cool as the Cloaking Module that allows you to turn invisible, we have a long list of upgrades.

    Lastly, we added a Nano Bow to match the Nano Saber. Even though it doesn't fit with the whole combo armors thing, we felt it was necessary :).

    Credits


    UnixRano: Project Head, Lead Coder, Artist, Design
    FranticSigil: Lead Design, Coder, Beta Tester
    MasterMan1010: Lead Artist, Design, Beta Tester
    Ishaan1: Lead Wiki Design, Beta Tester, Test Server Owner
    Kyogredude: Coder, Design, Beta Tester
    DragnHntr: Lead Wiki Contributor, Wiki Moderator, Awesome Person

    Help continue the development of IC2CA!


    v1.14.3 Changelog
    -Fixed a bug where jetpacks with high Max EU would be useless
    -Added config for jetpack EU Usage
    -Added config for turbine EU Usage
    -Added config for Nano Bow crafting

    v1.14.2 Changelog
    -Updated to 1.5.2 (sorry for being a bum :P)

    v1.14.1 Changelog
    -Fixed server being broken.
    -Fixed Cloaking Module not having a texture.
    -Fixed Jetpacks being derpy.
    -Added an API for getting my items. Let me know if any of you other IC2 modders need more features added to it.

    v1.14 Changelog
    -Fixed crash when upgrading Exo Solar or Exo Static armors
    -Fixed discharge module not using the correct amount of EU
    -Added Armor Assembler upgrades- one for survival, and one for creative.
    -Updates for Minecraft 1.5, unstiched textures and all that tedious stuff.
    -Added functionality for Transformer upgrades to reduce an item's charging tier thanks to changes in the IC2 api
    -Added tooltips to all the upgrades, showing what they can be applied to
    -Added a custom logger. Not a big thing you'll notice, but the console output looks different now.
    -If the flight turbine module is NOT installed, you can turn the jetpack off by pressing the ` key.
    -Added support for advanced solar panels: Upgrades for the Advanced, Hybrid, and Ultimate Hybrid panels, and recipes to convert the ASP solar helms into equally upgraded nano/quauntum helms (including EU amounts)
    We have tested everything (somewhat) extensively on the server Ishaan1 runs for us, but I'm there's a few bugs we never noticed . If you notice any, post them below! If you get an error, please include the error log that FML will generate in you're .minecraft folder. If it's one of those bugs where something just isn't working as intended, please leave a detailed description and an image if you feel it's neccesary.


    The wiki is as new as our mod, so feel free to edit any pages that are lacking information.

    More Information

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    Wow this stuff is old. I wonder if anyone ever changed it on the wiki... oh well. Just follow these instructions but put the armors you want to combine (or upgrades) in the Armor Assembler instead of the crafting table. NEI plugin coming... at some point in the near and/or distant future. :)


    The recipes in this mod are modular, so it is not really necessary to list them all. Instead, I will give a short explanation about how you would go about crafting one item and explain how the mechanics work so you can use that knowledge to craft everything else.

    The first step to making any of the combo armors, as of this version (will be changed in future for balancing), is creating an ExoSuit. ExoSuits are versions of the normal IC2 armors with Upgrade Modules installed in them. In order to craft an ExoSuit, you must first make a number of the Upgrade Modules:

    The number you need to make is dependent on which piece of armor you are upgrading. For this example, we'll be making an Ultimate QuantumSuit Bodyarmor, and since chestplates traditionally need 8 of the material they are made from, we will need 8 upgrade modules.

    Once we've gotten them, we can proceed in a number of ways. In order to make an Ultimate QuantumSuit Bodyarmor, we need 3 things- a Lappack, a Jetpack, and a QuantumSuit Bodyarmor. Only one of these needs the upgrade modules installed. For this example, I will install the modules into the Lappack. Also, we will begin by creating an Ultimate NanoSuit and then upgrade it at the end.

    We now have an ExoLappack. From this point, you can simply proceed to install the other two pieces:

    Alternatively, if you didn't want to make the NanoSuit Chestplate yet, you could start off with a LapiJetpack and add the NanoSuit later on.

    The final step is to take our Ultimate NanoSuit Bodyarmor and upgrade it, using the normal QuantumSuit Bodyarmor recipe:

    This finished product will have the power of all three of the items it started from; you can fly (only as well as a jetpack can, but there's an upgrade for that ;P), you can recharge your tools, and you will be protected from everything.

    Now as I said, these recipes are modular. This means that if you are already rich enough to afford a QuantumSuit when you decide to make a Combo Armor, you can complete the steps leading up to the Ultimate NanoSuit, but with a QuantumSuit. A full list of recipes as well as all of the non-modular recipes (upgrades and nanobow) can be found on the wiki.

    Pictures

    Display Spoiler

    Solar Quantum Helm, Ultimate Quantum Body, Exo Quantum Pants, and Static Quantum Boots:

    Nano Quantum Helm, Ultimate Nano Body, Exo Nano Pants, and Static Nano Boots:

    Cloaking Engine:


    Discharge Module:

    Nano Bow:

    Screens of some recipes (everything except the armors, because those are modular and would be a pain to take screens of) are on the wiki. Armor recipes are described, most are shapeless but the ones that are not shapeless are just modified versions of the IC2 armor recipes. A lot of the items, like the Solar Production, Static Production, and Flight Turbine, don't make great pictures... but they're in the mod, and they work great. Trust me.

    More info on everything is on the wiki.

    Videos

    A nice spotlight by thejereman13, demonstrates a lot of the features (although I have no idea what caused all of those glitches he experienced... if anyone can replicate them, let me know).
    http://www.youtube.com/watch?v=O0ZDZhg23vM
    If anyone knows how to embed the video... please tell me. I have no idea.

    Texture Packs

    Thanks to Exsaliver on the BDCraft forums for that!

    Mod Packs

    My only request with modpacks is that if it is a public modpack that you link the IC2 forums post or the Wiki somewhere.
    If it's a private modpack that you're just distributing to friends or something like that (including FTB ones, since I'm pretty sure they want some formal approval from me), then go right ahead & you don't need to link anything.

    To-do

    1. More upgrades

    2. Support for items from other mods

    I think a nice addition to the API would be the ability to create our own upgrade modules. I have been looking through the IC2 code and as far as I can tell, there is no way for me to add my own functional upgrade without modifying the TileEntityElectricMachine, which is usually bad practice. I'm not sure how easy it would be, but perhaps allowing us to access all of the general variables of the ElectricMachines (IE, maxInput, operationLength, maxEnergy, etc) through an API class or interface would work. Just an idea, as my in-progress IC2 addon is adding some upgrades that can be used on my new electric armors, and I think it would be cool if they could be used in the machines as well. I can allow them to be placed in those four slots by extending ItemUpgradeModule, but they won't actually do anything without modifying IC2 classes.