Best New Modular Powersuit Setup?

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Jack0928PC

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Jul 29, 2019
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Hello. I am trying to perfect my modular powersuit but I dont appear to be very good at it. What im looking for is great mobility, flight speed, full armor, and some of the smaller gadgets. If you have a build you think might work for me please let me know. Thanks, -Jack.
 
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DZCreeper

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Jul 29, 2019
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Assuming your using a 1.6.4 pack, use full energy shields, no batteries, max out your cooling. That should be under 20kg. Spend the remaining weight on the Power Fist and your modules of choice for that. Once again no batteries. Keep under 25kg to avoid speed penalties.

Now you may be asking "But DZ, how on earth will I use my amazing tool and armor without power?". The answer is quite simple and cunning. Energy Cells from Thermal Expansion 3 are both upgradeable and don't count towards your weight.
 
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Jack0928PC

New Member
Jul 29, 2019
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Assuming your using a 1.6.4 pack, use full energy shields, no batteries, max out your cooling. That should be under 20kg. Spend the remaining weight on the Power Fist and your modules of choice for that. Once again no batteries. Keep under 25kg to avoid speed penalties.

Now you may be asking "But DZ, how on earth will I use my amazing tool and armor without power?". The answer is quite simple and cunning. Energy Cells from Thermal Expansion 3 are both upgradeable and don't count towards your weight.

What if I dont use a power fist? Is there anything that should be reconsidered in the build?
 

ThatOneSlowking

New Member
Jul 29, 2019
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Assuming your using a 1.6.4 pack, use full energy shields, no batteries, max out your cooling. That should be under 20kg. Spend the remaining weight on the Power Fist and your modules of choice for that. Once again no batteries. Keep under 25kg to avoid speed penalties.

Now you may be asking "But DZ, how on earth will I use my amazing tool and armor without power?". The answer is quite simple and cunning. Energy Cells from Thermal Expansion 3 are both upgradeable and don't count towards your weight.
My usual build ignores cooling, het as many protective and cooling modules that use NO weight, get one maxed out elite battery, and spend the last of the weight on heat sinks or anything else I need
 

DZCreeper

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Jul 29, 2019
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To my knowledge, the apiarist parts don't cost weight. No point in spending weight on batteries when you can carry around 1 or more Resonant Energy Cell which provides 20 million RF per inventory slot. Spending the saved weight on cooling modules and generators lets you keep going longer, swim in lava longer, and use heat producing things like the Railgun more often.
 

ThatOneSlowking

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Jul 29, 2019
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To my knowledge, the apiarist parts don't cost weight. No point in spending weight on batteries when you can carry around 1 or more Resonant Energy Cell which provides 20 million RF per inventory slot. Spending the saved weight on cooling modules and generators lets you keep going longer, swim in lava longer, and use heat producing things like the Railgun more often.
My build was made before TE3 came out, so your idea is probably more efficient(unless you need that inv space)
 

Qazplm601

Lord of the Tumbleweeds
Sep 21, 2013
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Where else?
am i the ONLY one who dislikes MPS? i mean its cool and all but i dont care for it. however this is probably just caused by my erroring textures.
 

Jack0928PC

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Jul 29, 2019
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am i the ONLY one who dislikes MPS? i mean its cool and all but i dont care for it. however this is probably just caused by my erroring textures.

I do not enjoy using in the slightest. Its extremely OP in my opinion. I just dont see an alternative to it.
 

zorn

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Jul 29, 2019
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I do not enjoy using in the slightest. Its extremely OP in my opinion. I just dont see an alternative to it.

I don't like it either, I went back to ic2 jet packs and use gregtech recipes for MPS so other people can get a suit if they want. At least the ic2 jetpack makes you lose armor protection.

You can configure MPS pretty well so that's nice. Increase power costs, reduce armor points per piece etc
 

AlanEsh

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Jul 29, 2019
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Has anyone figured out how to make the Thermal Expansion recipes work for MPS in the FTB 1.6.4 modpacks? They are "enabled" according to the configs, and the recipes show up as options in NEI, but when you try to craft using those recipes no completed item is presented.
 

MoosyDoosy

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Jul 29, 2019
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I use all the mobility upgrades: Jump assist, Sprint Assist, Jetpack or Jet Boots, No Fall Damage, Night Vision, and Cooling Upgrade. Sometimes I add in the Speed Swimming or whatever it's called upgrade. Honestly, I never found the speed penalty too large. I always found that feature mitigated with max Walking Assist and Sprint Assist.
Has anyone figured out how to make the Thermal Expansion recipes work for MPS in the FTB 1.6.4 modpacks? They are "enabled" according to the configs, and the recipes show up as options in NEI, but when you try to craft using those recipes no completed item is presented.
I only found that problem with wiring, and in the end had to cheat it in.
 

AlanEsh

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Jul 29, 2019
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AH! okay thanks for that info! When that most basic recipe failed, I assumed the entire mod was misbehaving.
I will just Trashcan a bunch of the materials and cheat in a pile of wiring.
 

Albeleo

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Jul 29, 2019
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I have never had an issue with the TE3 recipes. They show up in NEI under..."JSON shaped" IIRC. They work just fine for me, including wiring (3 silver/6 copper).

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