Dumb Modular Powersuit Tricks

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earlbrownie

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Jul 29, 2019
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Always state which version you are using. MM is producing new versions all the time, maybe you triggered a bug which is already fixed in a newer version.
Hmmm yeah sorry
I am using the latest version of modular power suits for mine raft 1.5.1 (0.4.0-444)
Along with the addons given on machinemuses site
Hope this helps
:)
Also (on a different matter) the modular power suit addon (by Andrew2448) doesn't show up all of the addons in the tinker table
Is this due to a glitch on my side or is it a widely felt problem
Again this is for minecraft 1.5.1 versions
 

EternalDensity

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Jul 29, 2019
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FYI I made my first blink drive a few minutes ago :D Takes some getting used to because it's different to Ars Magica blink. (which means I ended up in my laser drill beam instead of my AE room)
 
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earlbrownie

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Jul 29, 2019
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hey guys
sorry to bug you guys again but I have got another problem
I have installed the lux capacitor onto my gauntlet as well as a small battery but whenever I go to launch the lux capacitor nothing happens
this also runs for the same as the visual elements of flicking through the installed modules on the gauntlet to the extent that I cannot see them at all
is this a bug with conflicting mods or is it just me doing something wrong
please help me
 

Andrew2448

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Jul 29, 2019
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Hey guy, Andrew2448 here. I'm the dev of MPSA (Modular Powersuits Addons) as well as a contributor to MPS (Omniwrench module, bugfixes, etc.) itself. I just came across this thread so I'm going to start reading it regularly if you have any questions or suggestions. I'm on summer break so I have lots of free time nowadays so now is the time to bug me about modding stuff.
 

ShneekeyTheLost

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Hey guy, Andrew2448 here. I'm the dev of MPSA (Modular Powersuits Addons) as well as a contributor to MPS (Omniwrench module, bugfixes, etc.) itself. I just came across this thread so I'm going to start reading it regularly if you have any questions or suggestions. I'm on summer break so I have lots of free time nowadays so now is the time to bug me about modding stuff.
I really like what you've done with MPSA, it's a lot of fun.

As an idea...

A module which consumes milk buckets (or bottles from MFR) when you get a negative status effect (like dealing with a witch or getting withered) automatically would be a boon. Or maybe an 'NBC Shielding' which consumes a small amount of energy constantly when active, and consumes a significant amount of energy when it negates a negative status effect. How much energy it consumes is on a sliding scale with the percentage chance of activation.
 

MilConDoin

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Hey guy, Andrew2448 here. I'm the dev of MPSA (Modular Powersuits Addons) as well as a contributor to MPS (Omniwrench module, bugfixes, etc.) itself. I just came across this thread so I'm going to start reading it regularly if you have any questions or suggestions. I'm on summer break so I have lots of free time nowadays so now is the time to bug me about modding stuff.
Your clock module seems to miss a modulo 24 division, because I'm at 750 AM and counting ;)
 

Grydian2

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Hey guy, Andrew2448 here. I'm the dev of MPSA (Modular Powersuits Addons) as well as a contributor to MPS (Omniwrench module, bugfixes, etc.) itself. I just came across this thread so I'm going to start reading it regularly if you have any questions or suggestions. I'm on summer break so I have lots of free time nowadays so now is the time to bug me about modding stuff.


Wow thats cool to see you here... Now I am sure tons of people suggest things and I know I have seen MM talk about this possibility... But what about adding in a rock cutter module to the power fist.. IE silk touch mode. Slower more energy demanding but gives you silk touch. Anyways just a thought :)
 

Andrew2448

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Jul 29, 2019
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I really like what you've done with MPSA, it's a lot of fun.

As an idea...

A module which consumes milk buckets (or bottles from MFR) when you get a negative status effect (like dealing with a witch or getting withered) automatically would be a boon. Or maybe an 'NBC Shielding' which consumes a small amount of energy constantly when active, and consumes a significant amount of energy when it negates a negative status effect. How much energy it consumes is on a sliding scale with the percentage chance of activation.

I'm going to look into this but I haven't looked into Minecraft's potion system in great detail (And I've heard lots of bad things about it code wise) and I'm not so sure how easy it will be to identify bad potions/effects and be able to remove them. We'll see.

Wow thats cool to see you here... Now I am sure tons of people suggest things and I know I have seen MM talk about this possibility... But what about adding in a rock cutter module to the power fist.. IE silk touch mode. Slower more energy demanding but gives you silk touch. Anyways just a thought :)
Will be looking into this one as well since it is heavily requested, but same as above, I'm not very familiar with the enchantment system and I'm not sure how easy this will be. If it does get added though, it will be very expensive, both to install and to use. And I can assure you Looting will never happen, atleast from my hand.



In other news, today I added a Water Tank Module that gives you an additional option for cooling. This module was requested by Kilobyte on IRC and since it wasn't too difficult I went ahead and did it. It works as follows: By default, it has a capacity of 200 (we'll call it buckets but the water in this case doesn't really have a unit) buckets and 1kg of weight. It can be tinkered to 1000 buckets and 5kg max. To fill up your water tank, all you have to do is stand in water and it will fill up 20b/s (buckets per second). Now this module won't do much during your day to day activity, but if you manage to generate enough heat that you are above your maximum it will automatically turn on and beginning draining to the water to cool you down even quicker. Each unit of water translates to 1 heat unit, so when it turns on you will automatically begin losing 20b/s. This will stop when either 1. You fall below you maximum heat level, where it returns to normal cooling methods, or 2. When you run out of water. This is still indev as I just coded it today so balance is subject to change. Have fun!
Download: http://build.technicpack.net/job/ModularPowersuitsAddons/159/

-Andrew2448

PS: Sorry for replying late to you two up there, I'm usually pretty quick about that.
 

ShneekeyTheLost

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I'm going to look into this but I haven't looked into Minecraft's potion system in great detail (And I've heard lots of bad things about it code wise) and I'm not so sure how easy it will be to identify bad potions/effects and be able to remove them. We'll see.

Then how about code it for a couple of specific potion effects (Poison and Wither being the two main ones)? Granted, trying to differentiate between 'beneficial' and 'detrimental' might be hard, but coding a couple of specific effects that would trigger it might be easier.
 

Andrew2448

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Jul 29, 2019
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Then how about code it for a couple of specific potion effects (Poison and Wither being the two main ones)? Granted, trying to differentiate between 'beneficial' and 'detrimental' might be hard, but coding a couple of specific effects that would trigger it might be easier.
That actually exactly what I was thinking of doing. :)
 

natnif36

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Jul 29, 2019
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Isn't that what IC2 terrawort does?
Removes detrimental effects and leaves benificial ones?
Look here for inspiration?

And for silk touch, base it on a GT rockcutter? You could look there for ideas on how to code enchanted electrical tools intentionall.
 

Yusunoha

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Jul 29, 2019
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I also have some suggestions for you Andrew, if you don't mind.

how about a modified auto-feeder module that works together with IC2's canned food?
when you place canned food in your inventory the module could absorb the cans, and it'll use those to feed you. when you switch off the module it could give you back the food and empty cans, or if your inventory is full it drops them to the ground.
or you could make a seperate inventory for them where you can place them in

and what do you think about a bed module? it's not a module that'll place a bed for you in the world, but it's a module that you can activate when it's night. when you activate it, you'll start to sleep standing where you're standing, but mobs can still attack you or prevent you from sleeping. it won't reset your spawning point and it'd be handy to have if you're travelling through your world, and don't want to keep bringing a bed with you.

I also suggested before a grapling hook module. it'd be a cheap early-game alternative for any flight or jump modules. it's sort of like a fishin rod, where you can shoot by right-clicking a grapling hook, and when the grapling hook lands, you can right click again and reel yourself in. this way you could climb a mountain, or get across a ravine. you could also reel in any mobs or entities towards you if the grapling hook catches them.
 
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Andrew2448

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Jul 29, 2019
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Isn't that what IC2 terrawort does?
Removes detrimental effects and leaves benificial ones?
Look here for inspiration?

And for silk touch, base it on a GT rockcutter? You could look there for ideas on how to code enchanted electrical tools intentionall.
I know how to do enchantments, I just need to work it in in such a way that it works with the enchantment removal effect we have for MPS tools.

I also have some suggestions for you Andrew, if you don't mind.

how about a modified auto-feeder module that works together with IC2's canned food?
when you place canned food in your inventory the module could absorb the cans, and it'll use those to feed you. when you switch off the module it could give you back the food and empty cans, or if your inventory is full it drops them to the ground.
or you could make a seperate inventory for them where you can place them in

and what do you think about a bed module? it's not a module that'll place a bed for you in the world, but it's a module that you can activate when it's night. when you activate it, you'll start to sleep standing where you're standing, but mobs can still attack you or prevent you from sleeping. it won't reset your spawning point and it'd be handy to have if you're travelling through your world, and don't want to keep bringing a bed with you.

I also suggested before a grapling hook module. it'd be a cheap early-game alternative for any flight or jump modules. it's sort of like a fishin rod, where you can shoot by right-clicking a grapling hook, and when the grapling hook lands, you can right click again and reel yourself in. this way you could climb a mountain, or get across a ravine. you could also reel in any mobs or entities towards you if the grapling hook catches them.

Autofeeder - What's the point really? I don't get the excitement over IC2 canned food and I know nowadays a lot of people are dropping IC2 because a lot of things are already done by other mods.

Bed - I'll look into this one but I feel like Mojang would have hardcoded the bed behavior. We'll see what happens.

Grapling - This one will probably be very difficult to code so I cant give a guarantee but I definitely have had interest in doing this one for a while.
 

the_j485

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Grappling - This one will probably be very difficult to code so I can't give a guarantee but I definitely have had interest in doing this one for a while.


How about just a fishing rod module to start off with, and maybe if you tinker it in a way it can act as a grappling hook?
Or just the rod, for now.
 

Andrew2448

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Jul 29, 2019
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How about just a fishing rod module to start off with, and maybe if you tinker it in a way it can act as a grappling hook?
Or just the rod, for now.
That part would be easy, it's making the player move in the direction of the hook landing that would be difficult.
 

ShneekeyTheLost

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Also, you've got Apiarist's Suit functionality, how about IC2 radiation suit functionality? Perhaps it requires the underwater air module in the helm already equipped? Well, then again... probably would be *way* too powerful, since it effectively makes you immune to fire, which is one of the major problems you deal with via overheating. But maybe a partial implementation where it would block Nausea, Hunger, Poison, Wither, and Slow from landing, but cost you say 1kJ per effect blocked? So you'd need the module installed on the boots, legs, and waist, with the air module in the helm, for full effect.
 

Yusunoha

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Autofeeder - What's the point really? I don't get the excitement over IC2 canned food and I know nowadays a lot of people are dropping IC2 because a lot of things are already done by other mods.

it's because I really hate to keep food in my inventory. I liked how the old module would just take the food and store it internally, but ofcourse it'd gobble up every piece of eatable item, which also wasn't the best solution.
 

earlbrownie

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Jul 29, 2019
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Hey guys
My not be the place but I am getting some weird power usage glitches with the latest (dev build) version of modular power suits:
I have set my axe functionality so that it uses 2Kj of energy but it continues to use 20Kj of energy instead which drains my power after 5 trees completely
Also the writing on modular power suits items are very large and in thick writing (could this be due to another mod installed (e.g. damage indicators)?)
the mod pack that I am using (as in previous mentioning) is very large and has 130 mods in ti so it is all possible to be a conflict
------------------------------------
Another query entirely!
Andrew (great addon btw) would another idea be a ladder speed boost (as this is a problem for me in my world) to help people with climbing ladders faster or maybe a wall jumping capability (as well to prevent ladders being necessitated at all!) that would only work on certain materials (e.g. cobble as cobble stone has rocky protrusions where smooth stone does not)
I will see if I can come up with some more suggestions during my playthrough
:)
thanks