Dumb Modular Powersuit Tricks

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Revemohl

New Member
Jul 29, 2019
595
0
0
Like this.
The latest build doesn't crash on startup anymore, but it seems to lag everything horribly, with spikes of even more lag every second or so. I'm one of those poor people whose machine can't support the glowiness, yeah.
Turning the shaders off in the config (and setting the bloom multiplier to 1 or 0) doesn't change anything, either.
 

Mjw

New Member
Jul 29, 2019
390
0
0
which version should i use? i tried the latest (508) version but the head piece seems bugged
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
I have a few suggestions I want to make after toying around yesterday with a dev version of MPS.
there's been quite a few posts, so I don't know if things have been suggested before or not, but I'll post them anyways.
do note, I have no coding knowledge, so I am just shooting some suggestions around.

one suggestion is about the new option to customize your model completely with colored parts, where you can leave things in and out. it's really awesome, especially since you can preview the power armor, rotate the image and even zoom in.
but not everyone is creative, or are good at customizing things, but still want to have an awesome looking armor. but it'll be really messy to share those configurations like that. so would it be possible to customize your armor, and save it as a profile, and have each profile be written to a file that people can share with eachother? so that people can download the profile files and move them into their minecraft folder, and can select those profiles ingame. this would also be really nice if you for example are playing in several worlds, and don't want to constantly manually configure your armor in each world.

another suggestion, which is a small one, involves a HUD, which already is mentioned on your website. it'd be to move the power bar, that you see now, to a HUD module, instead of showing it by default. the module wouldn't be that expensive, since it'd only show the power bar, but you can customize a few options like the looks of the power bar, and the location of it. now this suggestion is probably useless, since you probably already have ideas and plans for a HUD module and for the power bar, but I still thought of sharing it. but if you ever get to adding the hud, you might also want to consider adding some sound effects to the module, somewhat like jarvis in Iron Man. it could just be some random sound messages, or have sound messages actually linked to certain functions.

a suggestion I also have is about maybe sort of a new weapon, or an option to the flight control module. it'd be a way of quickly descending from the sky, and if you go full speed to the ground, you cause an explosion around you, maybe have it somewhat like a meteor boots module, where you can set the power and explosion, so that for example it'd only hurt entities, or actually cause an explosion. it's not a module that's that useful, but it'd be handy if you've a group of mobs that you quickly want to take out while you come flying down. another weapon module would be a grenade module, where you can throw grenades. basically it's like the dynamite from IC2, where you can choose your throwing distance by how long you hold your right mouse button.
and a small addition to the plasma cannon could be when you aim it at full charge into wait, some fish might get dropped as loot.

I also have a suggestion for the tinkering table, it'd be nice if you could have a summary page where you can read information about your whole suit, like how much power it has in total, how much weight you have in total, and more information like that. something I know that's already been suggested before is to have the option to have several configurations of your suit on hotkeys, so you can change your configurations for the situations you're in. it'd really be nice to just change your suit configurations with a single button, then pressing several buttons or having to open the hotkey GUI to move modules around. these configurations could then also be controlled in this information page, where you can add and delete configurations. I know there's now a module you can add to your power tool so you can have a tinkering tool, but it'd still be quite alot of work to constantly change your settings. now to balance this a bit you could make it so each configuration needs to be written to a disk that you need to craft, and by deleting a configuration you can get that disk back.

a cheap module for people who just started out could be a grapling module on their power tool. they could then shoot a grapling hook towards a wall, and they pull themselves towards the grapling hook. it could have an animation of the claw of the power tool actually shooting with a rope on it, and when you right click you get pulled towards the grapling. this could also be useful to cross over holes if you don't want to build or walk around it. it can also be used in reverse by you being able to pull entities towards you. so it's somewhat like the fishing rod.

these are just some ideas I came up with, and you can disregard them as you like.
 
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natnif36

New Member
Jul 29, 2019
623
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Out of all those ideas, the one that I found the most attractive was a quick and easy way to view the total wieght and battery storage of the suit.
The other things sound cool as well though.
 

EternalDensity

New Member
Jul 29, 2019
1,428
2
0
Y'know what's fun: using the powertool to break some gravel that's blocked up the door of a village house, and having half the wood making up the house break too, becuase I have max axe radius :p
It does seem kinda weird to have the powertool work as a shovel and an axe simultaneously though.
 
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naughtyfins

New Member
Jul 29, 2019
9
0
0
If you use the updated MSPA, don't install the Auto Feeder. I tried it and it crashed my game. Kept on doing so until I had to remove it, I miss some of the tools though >:

Also found a silly bug with the leaf blower and powercrystal's nether ores. Put a nether ore down next to any plants (Grass, flowers or whatever) then use the leaf blower whilst pointing at the ore. It turns the grass into nether diamond ores worth four diamonds each.
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Heck, I've been needing to update to LWJGL ever since 1.4.7 came out. I mean, the default is what... 2.2.4 or something, and it's clear up to 2.9.0 now. It just makes too much sense to not update. It's pathetically easy too

  • Download latest version of LWJGL.
  • REPLACE the following files in your .../minecraft/bin folder: jinput.jar; lwjgl.jar; lwjgl_util.jar
  • REPLACE the entire contents of your .../minecraft/bin/natives folder with the appropriate version's natives
Done.
 

MachineMuse

New Member
Jul 29, 2019
205
0
1
I have a few suggestions I want to make after toying around yesterday with a dev version of MPS.
there's been quite a few posts, so I don't know if things have been suggested before or not, but I'll post them anyways.
do note, I have no coding knowledge, so I am just shooting some suggestions around.

one suggestion is about the new option to customize your model completely with colored parts, where you can leave things in and out. it's really awesome, especially since you can preview the power armor, rotate the image and even zoom in.
but not everyone is creative, or are good at customizing things, but still want to have an awesome looking armor. but it'll be really messy to share those configurations like that. so would it be possible to customize your armor, and save it as a profile, and have each profile be written to a file that people can share with eachother? so that people can download the profile files and move them into their minecraft folder, and can select those profiles ingame. this would also be really nice if you for example are playing in several worlds, and don't want to constantly manually configure your armor in each world.

another suggestion, which is a small one, involves a HUD, which already is mentioned on your website. it'd be to move the power bar, that you see now, to a HUD module, instead of showing it by default. the module wouldn't be that expensive, since it'd only show the power bar, but you can customize a few options like the looks of the power bar, and the location of it. now this suggestion is probably useless, since you probably already have ideas and plans for a HUD module and for the power bar, but I still thought of sharing it. but if you ever get to adding the hud, you might also want to consider adding some sound effects to the module, somewhat like jarvis in Iron Man. it could just be some random sound messages, or have sound messages actually linked to certain functions.

a suggestion I also have is about maybe sort of a new weapon, or an option to the flight control module. it'd be a way of quickly descending from the sky, and if you go full speed to the ground, you cause an explosion around you, maybe have it somewhat like a meteor boots module, where you can set the power and explosion, so that for example it'd only hurt entities, or actually cause an explosion. it's not a module that's that useful, but it'd be handy if you've a group of mobs that you quickly want to take out while you come flying down. another weapon module would be a grenade module, where you can throw grenades. basically it's like the dynamite from IC2, where you can choose your throwing distance by how long you hold your right mouse button.
and a small addition to the plasma cannon could be when you aim it at full charge into wait, some fish might get dropped as loot.

I also have a suggestion for the tinkering table, it'd be nice if you could have a summary page where you can read information about your whole suit, like how much power it has in total, how much weight you have in total, and more information like that. something I know that's already been suggested before is to have the option to have several configurations of your suit on hotkeys, so you can change your configurations for the situations you're in. it'd really be nice to just change your suit configurations with a single button, then pressing several buttons or having to open the hotkey GUI to move modules around. these configurations could then also be controlled in this information page, where you can add and delete configurations. I know there's now a module you can add to your power tool so you can have a tinkering tool, but it'd still be quite alot of work to constantly change your settings. now to balance this a bit you could make it so each configuration needs to be written to a disk that you need to craft, and by deleting a configuration you can get that disk back.

a cheap module for people who just started out could be a grapling module on their power tool. they could then shoot a grapling hook towards a wall, and they pull themselves towards the grapling hook. it could have an animation of the claw of the power tool actually shooting with a rope on it, and when you right click you get pulled towards the grapling. this could also be useful to cross over holes if you don't want to build or walk around it. it can also be used in reverse by you being able to pull entities towards you. so it's somewhat like the fishing rod.

these are just some ideas I came up with, and you can disregard them as you like.
tl;dr. The more worthless suggestions I see the more I feel it's safe to assume that reading them will be a waste of time.
Holy poop! Look at the website - http://machinemuse.net/index.php! Look at the third image! So many tiny options! Is this the most recent or not out yet?
My build server is public so it's 'out' just not recommended yet because there are still a few kinks left.
 

KirinDave

New Member
Jul 29, 2019
3,086
0
0
Heck, I've been needing to update to LWJGL ever since 1.4.7 came out. I mean, the default is what... 2.2.4 or something, and it's clear up to 2.9.0 now. It just makes too much sense to not update. It's pathetically easy too

  • Download latest version of LWJGL.
  • REPLACE the following files in your .../minecraft/bin folder: jinput.jar; lwjgl.jar; lwjgl_util.jar
  • REPLACE the entire contents of your .../minecraft/bin/natives folder with the appropriate version's natives
Done.


It seems to substantially increase reliability in the 1.5.1 world. W/out the updates we get regular graphics-related crashes.
 

MachineMuse

New Member
Jul 29, 2019
205
0
1
hm, darn. I did miss a couple caveats but the latest version should run the exact same as pre-shaders if they're disabled...grrr
 

EternalDensity

New Member
Jul 29, 2019
1,428
2
0
MachineMuse, I've been having this problem for quite some time: http://pastebin.com/crX2YHh7
It happens when I log onto Dave's Resonant Rise server, and I've finally discovered that the way to fix it is by deleting the MPS Keybinds config file. Just thought you should know.
 

Revemohl

New Member
Jul 29, 2019
595
0
0
hm, darn. I did miss a couple caveats but the latest version should run the exact same as pre-shaders if they're disabled...grrr
Doesn't seem to have helped much, I still get a lag spike every second or so while the overall FPS seems to have taken a hit as well. No other mods are installed (not even MPSA), using latest Forge, latest LWJGL,
Code:
    I:"Bloom Multiplier"=0
    B:"Use Pixel/Vertex Shaders"=false
, and so on.

Poor crappy onboard graphics thingy.
 

whizzball1

New Member
Jul 29, 2019
2,502
0
0
I just happened to look at the thread post count, and it turns out that KirinDave has the 666th post.
If this was the no-topic thread... -thinks-