C
chbachman
Guest
Pretty much yeah. That is how I write everything I make. I write a core engine, and then write an API. I then use that API to create all my features. Actually, it is funny you mention Baubles, my mod literally has the exact same calls as a baubles item does. And Azanor wrote baubles after i wrote my mod.I'm thinking in it's current stage it's very much like Baubles as it's a mod which only really exists for it's API and has the few features for the sake of showing how you'd create modules and such for the suit in which case this is a very pleasing idea, especially if someone or even you add a feature to change how the armor looks, perhaps with a special model as an optional feature rather than something you have to deal with or just have it invisible.
Could you enlighten as to what the charge rates are like? For example is it power thirsty like MMPS regardless of the additions or is it managable? Can you charge it with Capacitors in the inventory? Can you use capacitors as their batteries as a module itself, for example if you installed a Resonant Power Module the suit would have 10m RF capacity?
Lastly, How good will it be/is it in terms of resistance to damage? Will you have modules centered around different kind of damage? Like Projectile Armor, Blast Armor, Fire Resistance, Potion Effect (wither, poison, etc), etc? Is it relative to Iron Armor? Diamond? Perhaps better? Can you allow for modules that add their own types of damage like Magic Damage from Ars Magicka, Flux Damage from Redstone Arsenal?
Just stuff to think about.
Charge Rates are variable depending on the upgrades installed. All upgrades can edit those Charge Rates. MMPS specifically looks into your inventory to get its power, and I don't do that. You need to charge it, whether that power comes from a capacitor or if it comes from a Energetic Infuser.
The defense is also passed onto the upgrades. Each upgrade has its own choice whether to defend against that damage, or not. The defence upgrades i have right now are based off of preventing all damage, similar to the flux armour, but it can be easily changed.
Perhaps even a way to counteract the Warp effects from Thaumcraft? (If Thaumcraft allows that, I'm not entirely sure how that works)
Just stuff to think about.
Thaumcraft makes it so, i think, that you cannot remove permanent warp. However, his Warp Protection Potion Effect would be easy to do.
Here's the thing about the MMPS armor's rendering, or at least my thoughts on it. I've heard a lot of people say stuff against it's addition, for example it looks ugly, more so than it's normally rendered predecessor and it just doesn't fit the minecraft look what with the default rendering's curvature and all that stuff. In fact the alternate render design fit the minecraft bill a lot better, however still looked kind of weird and I agree, it did. It looked bulky, even for Minecraft and in contrast to the body wearing it there was a jarring difference between the user and their armor, but that shouldn't be the nail in the coffin for rendering. If Thaumcraft's Fortress armor proved anything it's that fancy rendered armor can look really cool (even if it doesn't fit the mod and was just added because ooh shiny) The beauty of this mod's purpose is to provide people with the ability to add their own modules with it's open sourcedness and if possible they can make their own renders which fits their aesthetic choice without that choice being forced upon them, which was an issue that MMPS unfortunately had as it straight up removed the usual textures with no option to bring them back and for lesser computers that's a bad thing which is why as I mentioned, the user should have the option.
Simply put, if you don't want to do your own rendering, that's fine! Hell, I'm no coder but I can only imagine the stress involved in making a properly rendered suit that looks good, however give others the option to render for themselves in an addon. Give them the option and you won't need to render. Hell, you may even find someone who wants to do the rendering for you that you can pull into the mod natively.
BTW, I'd love to see a high-tech fortress armor. Even that would fit better than hurr Thurmcrerft.
I am not rendering. I absolutely hate it. I tried to make a Modular Storage mod, which actually was going well, until i realized that i would have to render the chests, and gave up right there. It is the reason i made the armour. However, if a modder were to want that, i would absolutley give them the api calls that they need to render. Im just not doing it.
And I am not sure how the fortress armour works, isn't it just more protective armour?
Laser beams helmet
Jet boots
May make texture for you
Sent from my GT-S5360 using Tapatalk 2
Mabye, but rendering.
Jet Boots, like IC2 Jetpack?
Cool.
What about reactive armor module- cost exponential charge to block damage completely (1 heart=x, 2 hearts=4x, 3 hearts=9x, 4 hearts=16x).
Very easy. Could add that, basically do, just not exponential. If more people would want that high of an energy cost, i would be willing to add it as a config option.
What about fluid based module support? Removable type of modules that can be charged separately with fluid/items/essentia?!
Other modders could try, it might be possible. However this mod differs from MMPS in that the upgrades are not items. In fact this mod adds 4 items, the 4 armour pieces. You craft directly onto the armour. So charging each individual module would probably not work. However, charging the suit would probably be possible, just difficult.
MAN THAT WAS A LONG POST
Last edited by a moderator: