Posts by Lion_4K

    Here's the thread about it:

    IC2 Experimental Reactor Planner open beta


    Or you can go straight to the GitHub releases if you prefer:

    https://github.com/MauveCloud/Ic2ExpReactorPlanner/releases



    Oh I see it's in Java, well, I don't have it installed on the machine, I just use the server version unziped in the minecraft runtime folder (to keep it updated), since its the single one thing I use that relies on Java.

    Do you think I can run a

    Code
    Java -Jar Ic2ExpReactorPlanner.jar

    to run it?

    I do that with Forge installer (and also optifine, and liteloader) and it works fine.

    This perhaps is a bug, I thought on reporting it, but I can't understand that bugtracker at all, too used to github.

    Anyway, I tried making so my MFSU ChargePad output its energy on the bottom side, and that happened:

    FXIO4iFhSLK9oC-CuRKcQg.png


    It still works thou.

    Some kind of workbench that can used with both Nano and Quantum suit parts.


    So, instead of the concept of having the powers built-in the Suits, they would only be strong as Iron and Diamond for N-Suit and Q-Suit respectively.

    When using with the N-Suit, the amount of modules that can be used would be reduced to like half of the Q-Suit for balance.


    The energy of the suit would be all focused on the Chest plate, making it the most important piece of the set, since without it the other parts would not work at all.

    Modules:


    For Head:

    Underwater respiration module, that drains on Air cells, and advanced version of the module with air recycling, ditching the air cells.

    Auto Feed Unit

    Night Vision Module, and an advanced version that doesn't blind you when on lit areas.

    Hud Modules, please refer here: Additions to the HUD.

    For Chest:

    Forcefield protection, for projectiles, and a more advanced with laser protection.

    Radiation resistance.

    Jetpack

    Gravity bender (like creative flight)

    EU Storage Upgrades (Stackable to a certain limit, and a little more on the Q-Suit, or perhaps act as a multiplier where the base power from N would be ofc lower then Q, etc) (could be the existing ones used in machinery).

    EU delivery system, to recharge items across the inventory, with multiple modes featuring: Only Hands, Hotbar, whole inventory, and an ultimate mode where it would link to the machine you are with whose GUI opened and provide power to it.

    Tesla Coil, it would shock enemies that are close to you, upgradeable to more damage per tick (ofc consuming more) and more hit area (consuming even more).

    Electro-Magnet to pull in dropped items.

    Inventory Storage modules, with partnership from ShulkBox industries, potentially doubling, tripling, or even quadrupling inventory space, by enabling the user to make 128 to 256 item stacks instead of 64 items (or maybe by adding more slots, whichever be easier).


    SAK Fists, instead of carrying tools you can use your fists, the upgrade can be modified on its own to add or remove: Drills, Chainsaws, Lasers, sabers, electric wrenches, e-treetaps, e- hoes, e-youNameIt.


    Kinetic generator that while you walk it would help recharge the battery. stackable to a faster production, with limits.

    Solar generator that while under sunlight it would help recharge the battery. stackable to a faster production, with limits.

    Geothermal generator that while swimming in lava, it would drain the lava, and it would help recharge the battery. stackable to a faster production, with limits.

    Windmill that while flying it would cut down the jetpack /gravity bender consumption, stackable, with limits.

    Watermill that while swimming on high waters would cut down the faster swimming module consumption, stackable, with limits.

    And last but not least, Nuclear Radiation absorber, when you get hit by a nuclear explosion it would fully charge your suit (or maybe not, providing how many are stacked).

    For Legs:

    Over clock upgrades to enable one to run faster (the same ones used in machinery).

    Faster Swimming, maybe linked to the above.


    For Shoes:

    Greater jumping height, upgradeable, perhaps with fluid ejection upgrades since it would impulsion you with air jets).

    Fall breakers with maybe air cell usage, an advanced version where it uses more EU instead of cells.



    I'm pretty sure there are more to think about, but for now that is it.

    Some things could be added to the hud, Like a Clock, a compass, a GPS (Minimap), a more sophisticated health, hunger, and armor index, displays, and a Targeting system, all in a proper tech-looking HUD.


    What do I vision:


    The clock, it could be digital or analog, or with images, like a translucent arch simulating the actual clock design but in a single color.


    The compass could be again another or together with the clock arch pointing out your heading.


    The GPS you devs could partner up with other devs that already have mini-map mods done, and perhaps do your thing to make some kind of slot in IC2 where the minimap mod when installed would be made available to the player to role-play with it.


    The targeting system, well, I once tried some cheating clients, and one of them had a sort of a target system that when you pull the bow's string it would actually predicts where the arrow would land, also worked with anything threw-able. Also, you could make it so it aid the player by showing more stuff, like mobs behind walls at very limited blocks density like 1 or 2 blocks thick (server-side could toggle this or limit to only mobs), highlighting ores that are already exposed ofc (we are not trying to make an Xray here are we or maybe we are, with the certain amount of EU/t we could arrange that), as well mobs, animals, resin spots on rubber trees, chests (again the exposed ones). Timers on Nukes, as well when preparing the nuke it would predict its blast radius, same with nuclear reactors. The EU detector and OV Scanner could act here showing the energy flow and info on machines and cables nearby and calculate the ore density when you look at the ground. When you look at a pool of lava or any other fluid it would say what you are looking at and approximate the amount of fluid in mB, when you place a miner it would allow you to see the position of the drill bit under the ground and say in what level it is.

    Well I could go on for hours here, there are tons this new HUD could do.


    Well the fun part, all those things could be in modules that would require some specialized bench to attach or remove from, or maybe like the way the jet-pack is attached to the Nano-Chest-plate, you could add the modules via crafting, some of them could use iridium to be end-game stuff.


    When using certain elements, the helmet would drain more EU.


    There's also a lot of ways to making one holds a perfect helmet, the hardest thing to ever happen.

    The mode would be toggle-able between dispenser and dropper, in dispenser mode you could tweak the repeating speed, the strength it have or rather how far the item would travel, and maybe some turret-y functions like auto aim / shot for projectiles like arrows and fire-charges.

    Compatible with upgrades like to auto feed itself from adjacent chests, over clock upgrades to tweak the repeating speed perhaps.

    *Also applies to: Advanced Charging Battery, Charging Energy Crystal and Charging Lapotron Crystal.



    Well we all know that by using a chest battery the tool in your hand will be kept charged even under massive usage (Lets say you put the mining laser in 3x3 mode and hit the run key), and also know that the Charging Variants will charge all items in inventory, at a slower pace.


    What about the Charging variant behaves like the chest variant while it is in Shield slot? I would provide full power to the tool at hand, just like the backpack variant would, and maybe also supply the standard rate to the rest of the items, and armor slots.