Posts by MachineMuse

    When running MPS 425 and Cal's (the UE version) MFFS while looking at the field teleporter module, after a few seconds I crash with this:

    I know the Field Teleporter is meant for minalien & searge's MFFS, but could you add a way to disable those when Cal's version is installed?

    you can disable any module in the config file.

    Suggestion: Re-Allow to Teleport trough Warded Stone. Warded Stone is completly resistant to exsplosions, Mining and even WorldEdit. There should be a Way to at least get trough it. And the Blink Drive would be the Device for that.

    you know I still haven't forgotten your first post in this thread, right? to me you will forever be the guy who called my mod the UE hippies flowersuit.

    Hi MachineMuse,

    I am adding your powersuits to my texture packs. Firstly, this is a great mod. Your conception and execution is amazing. Thank you for all your hard work. ... to business ...

    To save recreating something that is already existing. Has anyone made or is making a 32-bit version of the Joe armour. I will make a faithful version if necessary but I am as lazy as I can be, if it exists, why remake it. I have searched and it appears as if there is not but I decided I would ask the source.

    Joe himself made a 32x texture but he explicitly said he doesn't want it to be included in a texture pack (not sure if that was all texture packs or just the one in question)

    I grabbed the update and decided to try all the new cool things.
    Noticed that my suit looked pretty lame(but I didn't really care) and then noticed that there were several new toys. Tried firing the buzzsaw thing, thought it was pretty nice, tried the plasma weapon again and noted a red bar went up a bit. Tried using the rail gun, managed to fire two shots(at max power, like every other thing I could configure) and noticed | was on fire and the bar was way above the top.
    Death message was just some debug print.(as in didn't say "YX33A got baked/roasted/cooked" or "YX33A forgot to fix the fire detector" when I died but instead said something like "user.heatdeath")

    TIL(or rather yesterday) that rail guns get hot if you fire them too fast. And it is likely that today I'll learn about the air sealed upgrade and what it does, which I would guess is for MystCraft travel safety? Because it doesn't work with Galactic Craft which has lead to many people dieing in space trying to figure out why they can't connect their air tanks to the suit.

    it's supposed to be for galacticraft. If it doesn't work, bug micdoodle I guess? :P the api changed a bit once, so make sure you have the latest/dev versions of both...

    You mean the Awesome Models? Those arent Texture pack :P

    oh yeah you probably just need to update forge or uninstall renderplayerapi

    Version 0.6.0-422 is now recommended!
    New features:
    -'Lux capacitor': mentioned before, now fairly polished. A light source which can be fired from a distance to light up an area
    -Binoculars: Zoom capability!
    -Apiarist's armor, grafter & Omniwrench c/o Andrew2448
    -High-end modules and lava-diving now produce heat, which can be mitigated with a cooling system and heat sinks.

    New dependencies:
    -Forge 651 (but really you should just grab the latest)
    -if you use ic2, you will need ic2 build 304-lf (NOTE: THIS IS A PRETTY NEW VERSION)

    a LOT of bugs have been fixed, so this is a highly recommended update. A few off the top of my head:
    -icons not displaying in keybind menu
    -thaumic goggles HUD now works again

    Hi, I'm fairly new to adding mods to minecraft and was very happy to try out your mod first! I've only been using it for about a day and have no complaints that are serious, however, I did notice that I was unable to get the provided texture pack to work properly. I've uninstalled minecraft and done the whole force update/reinstall mods bit, but can't seem to get the texture pack to show. I'm using Minecraft Forge for the actual suit mod and MCpatcher for the texture (both are the current versions). I apologize if this has already been answered and I just happened to skim over it while reading the posts and FAQ, but would really appreciate some advice one how to fix it. :)

    What texture pack? There is no texture pack...

    first one is 2 different issues, I fixed one of them so update and see if it helps

    second one isn't mine, those are applied energistics stuff

    I called it 'solenoid' because the term 'electromagnet' was taken by like 5 different mods already. Besides, 'solenoid' doesn't exclude electromagnets with cores. What you're saying is like arguing that the chestplate shouldn't be called a chestplate because it also covers Steve's shoulders...which is stupid. QED.

    I've set my config settings for client and server to use Gregtech recipes but they do not show up in NEI in game. What might I be doing wrong?

    There were some changes in the gregtech API recently that I didn't have time to look at because I was busy with school. Andrew2448 just went through and figured them out for me today, so if you try the latest experimental version (build 332) it should work.

    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.

    If I record some sound effects for the mod, is there any chance they could get put in? It would be a lot more satisfying to have one when you install a module for instance. Maybe a special walk sound if you weigh too much, though that is probably non-trivial.

    Sorry, I should have addressed this sooner but I didn't know what I was going to say. Lurch1985 (who did the sounds for IC2 I believe) already made a bunch but I haven't gotten around to figuring out Minecraft's sound system yet... but there are still plenty more to go.

    The thing is, they have to be VERY heavily compressed AND still sound good in order to fit in a mod jar that millions of people are going to be downloading.

    I saw you were even counting 500 nanoseconds as loading Lag. That is not really necessary to look at these small amounts of initial loading time. Nobody would complain about 10 seconds more loading time. It's only bad if the loading time gets enlengthened by something like an online Check for a stupid Changelog.

    As for Proxy Class, I meant one Item Class for everything (what is something what we here in germany call "Egglaying Woolmilkpig"), and use that Class as base for all the invokated Interfaces.

    For dynamic/reflection proxy: it's not loading time, it's every time the method is invoked, which is several times per tick if they have e.g. night vision or active camouflage modules or are flying or any of a dozen other things.

    I'll try it anyway. It could be negligible in the long run.

    For having a separate handler that the classes just redirect to: That is roughly what I'm currently already doing, just with 1 class. It would be really easy to separate them out into different classes, but I don't want to make 32 class files for each of the possibilities.

    EDIT: This is what I am thinking about:…ide/reflection/proxy.html

    EDIT2: judging by more research, it is not that much more expensive in actual practice, maybe 2x on the affected method calls. So as long as it's not used in rendering for example (it's not) the performance impact should be negligible. So that's what I'll do then :) thanks for calling me out on this, made me figure something out that will make other bits a bit easier...

    EDIT3: If it gets really bad I guess I can just use a map by player name and only update the item once per second or something.

    This dynamic proxy won't work for Item or whatever because it must have Proxy as a superclass... I will have to do bytecode manipulation after all.

    I wonder if I can use…st/tutorial/tutorial.html to avoid making a coremod... probably not since it needs a classloader.