Thanks for all the feedback! I think the following reply should answer most of the new questions/suggestions:
I haven't had a chance to start building my suit(using a seed/mod setup which makes finding resources near impossible while having many great things near spawn), but I was planning on adding some UE mods to my setup again, just wanted to check, if I make sure the config setting
remains as is, I will still have to use GregTech recipes to craft these things, yes? I figure that is the case, but I am worried adding UE might mess up the config in that regard and force me to use UE recipes.
If it's working as intended, the first time you run, it checks which mods you have installed and uses these defautls:
if you have neither IC2 nor UE installed, it enables vanilla recipes.
If you have UE installed, it enables UE recipes.
If you have IC2 installed but not Gregtech, it enables IC2 recipes.
If you have Gregtech installed, it enables Gregtech recipes.
So if this is your first time running with that setup, it'll enable both UE and Gregtech recipes. If you've already run with just Gregtech/IC2, it should have already generated a config file with "UE Recipes = false" or somesuch. It shouldn't override the config file.
Also, just a thought since you now use Render Player API, you could even add custom animations and custom armor shapes. Or maybe, but don't quote me on this, alter the armor shape depending on what modules your armor has, or even what is in use for a more "transforming armor" feel.
That's the reason for doing this, yes I actually don't even need RenderPlayerAPI to do the custom item model (shh) I was kinda just putting out feelers to see if a lot of people would complain about it being in there (and not being able to use Backtools). But, now that it's in, this sort of thing (which is all I really originally wanted) will be not only possible but relatively easy
Anyway, two must have weapons(for when you start making them and maybe need ideas), no suit of power armor is complete without a weapon which replaces your hand. A not fully literal, but still accurate definition of hand cannon is indeed a cannon which you have instead of your hand. No sane person would go fully literal on this one, as that is also going full retard. Second is a Big F---ing Gun of some kind. Likely a Positron weapon, as a reason to use UE's Atomic Science, as one would need Antimatter for ammo, but adding the option to use Uranium Cells(IC2 level), Nether Stars(vanilla level), or a special GregTech level nuclear battery with re-enriched uranium cells, plutonium cells, Iridium Deflectors, and Iridium and Vacuum Hardened Tungsten Reinforced Stone, and Sheldonite Dust, and a whole mess of expensive stuff, would be a good touch.
We already have a few icons for various weapons of such type in the spritesheet if you want to take a look ;D The exact behaviour of such is going to be a bit involved, coding-wise, though, so don't expect it to happen right away
Also, just in case you haven't done so yet, you might want to make the suit lose power if affected by a ICBM EMP. As a form of defense against people with fancy power armor doing fancy power armor things, like wrecking your shit something fierce.
That's definitely a good point. I'm not sure if the EMP is set up to check player inventories or not; I'll check. If not, it shouldn't be too hard to get that working.