[1.0.0] Modular Armour - Now configurable!

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chbachman

Guest
Ok. Well. That was fast.

Are you tired of taking off your armour to put on a camel pack? Well, the future is here!

Modular Armour version 0.1.9 is out! Enviromine compatibility is here.
  • Added Gas Mask and Camel Pack upgrades
  • Fixed bug when tooltip was displaying.
  • Removed temp items. (They will come back, soon)
 

XtremeFlash

New Member
Jul 29, 2019
8
0
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OMG I've never seen this mod before. I'll download it right away and test it out. MPS is probably one of my favorite mods ever and the textures on it are just marvelous. I hope this Modular Armor ends up as good looking as MachineMuse's
 
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chbachman

Guest
OMG I've never seen this mod before. I'll download it right away and test it out. MPS is probably one of my favorite mods ever and the textures on it are just marvelous. I hope this Modular Armor ends up as good looking as MachineMuse's
Modular Armour is my small replacement for Modular Powersuits. It has much in common, just not the good graphics. (I suck at them!)

Sorry dude. I can't make textures like that, and so far I have not gotten any replacements.

However, it is still a quality mod. I have managed to get more upgrades than MMPS, even with MPSA. (Except for the power tool, I don't include that)

Also, I have cross mod compatibility, which Machine Muse never managed to add.
 
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chbachman

Guest
Modular Armour has updated again. Version 1.1.10 (I need to take a break from this)
Changelog said:
Added Botania Mana converter. Converts from Mana to RF, allowing you to power your armour with Mana.
Added Blood Magic converter. Converts from LP to RF, allowing you to power your armour with LP.
Added config options for every power usage in the mod.
Added Minetweaker Compatibility
 
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chbachman

Guest
Some of the recipes say "does not work". Why is that?
Yeah, I need to change that. Maybe in a little bit. Does not work/work is for recipes that are specific to a certain armour pieces. For example, the calf shields only work on your legs. And so if you are browsing through the recipes on a helmet, it shows does not work. If you a browsing through the recipes in a pair of legs, the recipes work.

Also, I found a crash bug. Give me a few minutes to hotfix it.

EDIT: Ok. Newest version has crash bug fixed. Curseforge might take a little while to approve the files, drone.io has it now.
 
Last edited by a moderator:

Eruantien

New Member
Jul 29, 2019
1,181
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Yeah, I need to change that. Maybe in a little bit. Does not work/work is for recipes that are specific to a certain armour pieces. For example, the calf shields only work on your legs. And so if you are browsing through the recipes on a helmet, it shows does not work. If you a browsing through the recipes in a pair of legs, the recipes work.
Ah. I was wondering why I couldn't stuff everything on a ring. :D
 
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chbachman

Guest
Ok. I exhausted my ideas already.

What mods would You Guys want compatibility with? Actually, what features would you want in general.
Current List:
  • Change |Does not work / Works to actual pictures|
 
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Eruantien

New Member
Jul 29, 2019
1,181
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Ok. I exhausted my ideas already.

What mods would You Guys want compatibility with? Actually, what features would you want in general.
Current List:
  • Change |Does not work / Works to actual pictures|
Disclaimer: I have no idea what I'm doing.
  • The ability to add BM sigils into modular armour/baubles.
  • Modular power tool. (But make it sound cool, like "Quasi-Stable Bachtonium Multitool" or something.)
    • Possible ideas: could right-click to open a GUI, in which you can place a (decent amount of) pickaxe(s), sword(s), etc. After that, shift-right-clicking cycles through the items inside.
    • Or make it an all-in-one tool, like the power fist.
  • Power surge: I guess it would have to be a hotkey, that, when activated, would unleash a burst of RF-powered disruptive waves that damage nearby mobs (passes through armor).
  • Laser whip thing: Reaches a far-ish distance away to retrieve one block/item.
  • Ranged weaponry: explosive/tracking missiles, plasma bolt, ice beam, wave beam, beam beam, etc. beam...
... how hard would it be to make the armour pieces/baubles be able to function as a small-ish "extended" player inventory? Like, a helmet/leggings/belt/other could hold up to (a decent amount) of sigils, pendants, baubles (non-recursive! baubles can't hold baubles), passive-effect items and so forth.
 
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chbachman

Guest
  • The ability to add BM sigils into modular armour/baubles. - I looked into this, actually. Blood Magic API would not allow for an easy way to do that, sadly. I might give it a try, though.
  • Modular power tool. (But make it sound cool, like "Quasi-Stable Bachtonium Multitool" or something.) - Not going to do this. My mod is Modular Armour. Not Modular Armour and Tools. Not mad, just something I decided against in the very beginning, and I am not going against that decision.
    • Possible ideas: could right-click to open a GUI, in which you can place a (decent amount of) pickaxe(s), sword(s), etc. After that, shift-right-clicking cycles through the items inside. -
    • Or make it an all-in-one tool, like the power fist.
  • Power surge: I guess it would have to be a hotkey, that, when activated, would unleash a burst of RF-powered disruptive waves that damage nearby mobs (passes through armor). - I actually had this idea. I think my Keybind code works, but not totally sure.
  • Laser whip thing: Reaches a far-ish distance away to retrieve one block/item. - I like that, however it seems that it would be more suited to a power-arm.
  • Ranged weaponry: explosive/tracking missiles, plasma bolt, ice beam, wave beam, beam beam, etc. beam... - I have actually been considering doing an Iron Man style of this. However, not sure about this either.
... how hard would it be to make the armour pieces/baubles be able to function as a small-ish "extended" player inventory? Like, a helmet/leggings/belt/other could hold up to (a decent amount) of sigils, pendants, baubles (non-recursive! baubles can't hold baubles), passive-effect items and so forth.

Depends. Not hard on my end( well, probably around 500ish lines of code). However, on the receiving end, it would only work for items that already work in a player's inventory.
 

RavynousHunter

New Member
Jul 29, 2019
2,784
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Maybe some RotaryCraft integration if it isn't already there? Allow it to charge (at the standard going rate of, I think, 5,268 Watts per RF) in a RoC table using windsprings, maybe add some bedrock bits and bobs?
 
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chbachman

Guest
Maybe some RotaryCraft integration if it isn't already there? Allow it to charge (at the standard going rate of, I think, 5,268 Watts per RF) in a RoC table using windsprings, maybe add some bedrock bits and bobs?
Sure. That sounds good.
 
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chbachman

Guest
Some of the recipes say "does not work". Why is that?
This clear enough? Any ideas on how to make it more clear?
Testing said:
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