When I install this mod and open my inventory, the section in NEI that comes after the tinker table is dark.
Anything I can do about that?
Using ModularPowersuits v0.2.0-42, IC2 v1.115.207, NEI 188.8.131.52
this is fixed in the dev versions
Umm i'm on #89 currently, which shows as the last build on jenkins (and matches the last commit on github) is there something i'm missing?
oh, crap, yeah, the scrolliness is not working yet so I just changed all the vision modules to 'special', but the thaumgoggles module is in a different file. ok, that should be fixed now
as for the 'backwards drops height' thing, yeah it still needs work :V
In the table, modifying a helm, the vision category is outside the blue area, and is getting covered by the salvage/install area. Also if you are going to split vision stuff into a separate category... why on earth isn't NightVISON under it?
About the flight control module ... Something feels really wrong about how forward and backward movement works, i'm having to hold my view at the horizon, which combined with the UI elements on the bottom of the screen makes makes me unable to see above what i'm actualy flying. Backwards just seems to drop height even when i'm looking at the horizon, so no idea what's up with that.
In general i feel that unless you are pressing space or z your Y level should stay the same and forward/back controls should only control that axxis just like left and right do.
I screwed up a bit, there are some new builds
May have found a bug with the new flight control module: With just a helmet and a chest on, the jetpack takes the energy it should, however when you activate the control module the jetpack stops taking energy and is essentially free flight. This was tested with only a chest with a HV cap. + jetpack and a helmet with NO energy storage device, but the control module installed.
On the one hand, that's soort of intentional since flight control is supposed to keep you level, which uses a lot less thrust than flying around.
On the other hand, I forgot to include the 'steadying' parts in the energy cost.
While tweaking that, I noticed some issues with how it handles 'braking', and on further inspection I'm really not sure how to solve them, so for now it only brakes horizontally when you have no directional buttons pressed at all. Initial tests suggest that this is just as usable and feels a bit more responsive for going up/down, but the drift might still annoy people. Well, too bad; I am going to at least pay lip service to physics here.
Build #85 should do it.
Added a 'flight control' module. It's not quite creative flight, but it will try to keep you steady in midair and stop you from hitting the ground at more than 1 m/s. Note that it drains energy pretty much constantly and will fly you along the ground - keybinding definitely recommended for those who choose this option.
(note: I put the down key on 'Z' instead of shift because shift-clicking blocks is frustrating.)
Erm I don't understand your reply. Does it mean that my OP/Creative-only module suggestion is denied?
Correct. But you can add them yourself via API.
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.
True, adding research would make the thaumcraft interactions make more sense. -nod-
As for energy, would you implement a configuration to display which units of energy to display in the tooltip?
Absolutely love this mod.
Only found it yesterday, but it is amazing! Keep up the good work
Thanks! Glad you like it
+1, Running modular powersuits 0.2.1-67 with IC2 1.115.213-lf without issues so far.
Using a keybing that's bound to a module that isn't currently on any equipped armor pieces should give some kind of an error, just spent 2 minutes figuring out why my nightvision stopped working... with my helmet in my backpack
Err, there is a small programmatic tradeoff involved there. I will try to come up with a solution. Thanks for the report.
I just checked your to-do list and saw a Improbability Generator idea. And that got me thinking, "Madness Combat style would be cool, but even better would be Hitchhikers Guide to the Galaxy style". Then I thought, "why not both?" and decided to make a suggestion.
First off, the Infinite Improbability Warp Drive. It can teleport you places. The catch is that you have no real control where you go. Could be to your bed. Maybe it takes you to the end. Or a MystCraft Age(new or not). Or into Limbo with the Dimensional Doors mod. And it rarely takes you anywhere without causing Weird Shit(Patent Pending) to happen. Maybe everything near where you appear catches on fire. Or some sheep appear. Or maybe even it starts raining Squids, which explode(violently) when they hit the ground. Or pigs start to fly(and also explode after a bit). Or hell on earth happens(for about a minute, the area where you end up is a hell biome, and ghasts and pigmen can spawn) and after it ends, all dirt based blocks end up with some plantlife on them(as if a big bonemeal effect goes off on only grass, tilled soil gets some crops if nothing is planted yet, that purple mushroom grass stuff gets mushrooms on it, etc). Or maybe even all pumpkins in the area disappearify. And one can't even place them in the area without them vanishing after about 3 seconds(golems which use them get killed and turned into dropped blocks of what they were built out of).
The Madness Combat Infinite Improbability Generator is much like the Weird Shit from the Infinite Improbability Warp Drive, but Better* and follows you around, while giving you some buffs/debuffs now and then.(OMFG YOU CAN NOT KILL THE CLOWN. THE CLOWN KILLS YOU)
*According to some opinions. Not recommended for Children, Women who are pregnant or may become pregnant, the elderly, men with erectile dysfunction or without it, and basically everyone else. Extradimensional sentent Plushies stuffed with fire and candy who are completely batshit insane sold separately, but tend to show up when you install this device, causing confusion and fires as they explode all over the place. If any show up talking about their flammenwerfer guns, do yourself a favor and kill your self right away, preferably with 15 grams of antimatter, because otherwise, YOU ARE THE PLUSHIES.
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.
You need 16 Infinity Multi-Purpose Gems.
Is tinkerable, you can adjust the amount of damage negated.
I think probably not. sorry. I did add an up to 2x walk speed boost to the sprint assist though (build 66) This is probably temporary until it finds a better place.
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?
no they don't and making them act as such is not a priority at the moment although depending on Azanor it might happen in the future.
I've looked at how forge determines the path... and my eyes are still bleeding.
String basePath = ((File)(FMLInjectionData.data())).getAbsolutePath().replace(File.separatorChar, '/').replace("/.", "");
There has to be a better way, but i have no idea
Edit: there is!
FML has Loader.getConfigDir()
Awesome! Thanks so much. This should be fixed and in the latest experimental build
Saving keybinds doesn't seem to be working for me (win7, minecraft in a nondefault location)
2013-02-02 02:01:19 [INFO] [STDERR] MMMPS - ERROR - CLIENT: No powersuits keybind file found.
2013-02-02 02:01:58 [INFO] [STDERR] MMMPS - ERROR - CLIENT: Problem writing out keyconfig
2013-02-02 02:01:58 [INFO] [STDERR] java.io.IOException: The system cannot find the path specified
2013-02-02 02:01:58 [INFO] [STDERR] at java.io.WinNTFileSystem.createFileExclusively(Native Method)
2013-02-02 02:01:58 [INFO] [STDERR] at java.io.File.createNewFile(Unknown Source)
2013-02-02 02:01:58 [INFO] [STDERR] at net.machinemuse.powersuits.client.KeybindManager.writeOutKeybinds(KeybindManager.java:62)
2013-02-02 02:01:58 [INFO] [STDERR] at net.machinemuse.general.gui.KeyConfigGui.b(KeyConfigGui.java:41)
2013-02-02 02:01:58 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:625)
2013-02-02 02:01:58 [INFO] [STDERR] at aul.a(SourceFile:41)
2013-02-02 02:01:58 [INFO] [STDERR] at aul.n(SourceFile:153)
2013-02-02 02:01:58 [INFO] [STDERR] at net.machinemuse.general.gui.KeyConfigGui.n(KeyConfigGui.java:34)
2013-02-02 02:01:58 [INFO] [STDERR] at aul.m(SourceFile:115)
2013-02-02 02:01:58 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1511)
2013-02-02 02:01:58 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
2013-02-02 02:01:58 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
2013-02-02 02:01:58 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Edit: looking at your code, it tries to load/create the config file relative to the current working directory, which for me wasn't the actual minecraft folder.
I've changed my (private, unpublished) launcher script to chdir() into the minecraft folder before starting it and it seems to fixed the issue, weird that i never ran into issues with other mods about it
That's roughly what I figured was happening, but how should I do it instead? D:
Sometimes the simplest of solutions is the best. I didn't even think of doing that honestly,
not manyno mods that I know of have as good of a key binding system as yours.
Also, thanks for explaining in your comments how things are working and why. I went over your source code to try to get a better understanding and expand my own knowledge and I'm learning just what forge and minecraft allow. My mod just had some simple explosive, torch, and aoe fire arrows when I was doing that
hehe, it definitely needs more comments and polish, but you're welcome for what's there so far
I had my suspicions about that. Personally I would still like to see it as a module for sneaky sneaky pvp/thievery and just emulate the transparent armor module too when it's on!
Something about mob senses being higher than a humans and can detect camouflage..
I can do that for the torso armor but the getArmorTextureFile() function only passes in the itemstack, so I can't get a player reference without some expensive computation. Sorry :s You'll have to install it separately and bind it to the same key (which does work btw :3)
Could you also let you switch between different overclocking configs with a keybind? I'd like to be able to slow down my tools and not jump crazy high all the time.
To not jump crazy high, simply tap the spacebar. But yes, there are some more control circuit options coming.
Okay, well, it was glitching out a bit and not turning off, so I've tweaked the values a bit.
As for the mob visibility thing, if that's the case then it's going to be a lot more in-depth and might be impossible without jarmods/overrides sadly
Much less crashy (100% actually).
The module is pretty adamant on messing with me. It eats 1kW/s when on just fine and none when off, and SAYS I'm invisible (stuck at 24s).. but I'm still pretty visible. (the invisibility potion works as normal, though)
I'm not actually even sure what invisibility potion is supposed to do. Is it purely cosmetic or are mobs supposed to ignore you?
Also, have you tried making a local dedicated server and testing it there? It seems to work for me when I launch the server separately and go 'multiplayer->localhost' but not when I go into single player
mind reading robot
Hence the username
New version up should be much better
As for the camo, it doesn't seem to display properly in single player It'll still give you the potion effect though. Bleh...
No sparkles in SSP, didn't test SMP yet.
That price sounds completely reasonable, as well.
The only question here is how would it work? Would it be toggled via keybind (default off), or be activated via keybind for a short period of time (tinkerable duration and 'speed threshold' for sprint speed before it overloads as well), then turn itself off after the set time? (constant energy drain when active, and/or a cooldown period for the burst version?)
High speed sprinting or high jumps might overload it, causing it to shut off.
Just thinking out loud, here.
WOW YOU'RE FAST, GEEZE
Hehe Mostly the same code, not hard to copy and paste and change the icon/description/name/potion ID. Anyway yeah it's by keybinds. It defaults to 'on' like everything else because I haven't fleshed out that system yet. I might have to make each module an individual class...would still be easy to extend would take a bit of refactoring to get them to work, but would probably be better than the current system... (also thinking out loud)
Oh my gosh it works O_O Should be available from Jenkins now. Hopefully a 1kW energy cost (and an inability to camo your equipped item) will keep it balanced for now.
I'll be your guinea pig any time!
Also oh my, the night vision is, from what I can tell, flawless. You even managed to put the effect on without the 'potion effect'. No particles, no problem. I couldn't manage that with my foray into modding.
Does this mean.. we might see a sweet particle-less active camouflage?
What, really? I got sparkles when I was testing it in smp... but maybe those were because I was also testing with the night vision potion to try and stop them from conflicting. Cool What I've done is give it an amplitude of -337, something which shouldn't normally be possible, because the Night Vision effect doesn't make use of the amplitude. That way I can identify the buff as my own instead of a potion effect, and because the potion is guaranteed to have a higher amplitude, the potion overrides mine for as long as it's active
And, er, yes, an active camouflage module is definitely possible then :3 I'm not sure how to price it though...maybe some control circuits, holograms, and field emitters?
I agree, this is a really cool mod!
Is the aurameter really not finished yet? I remember trying it out and it seems fine to me, but Dire didn't say so in his spotlight.
I actually talked to Azanor between the time when Dire recorded the video and the time when it was made public So yes. It's not finished in that it only does the HUD thing so far, not the cauldron aspects or the aura nodes, but the HUD part does work
Also on the topic of goggles: Experimental build has some night vision goggles in case anyone wants to try them out and let me know if there are any issues. :3