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About SpaceManFive

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  • Birthday 10/14/1988
  1. I am currently trying to design a rig for an adventure map, which will enable the function of a piston-powered door once power is flowing through a wire that sits in between redstone under pressure plates and the redstone connecting to the rest of the mechanism. I do not currently think this is possible, as I have tried using Logistics Wire to no avail; it only sends a signal and doesn't receive it. Unless there is something that can already do what I'm thinking of, would it be possible to add a new function to Logistics Wire, where flowing power causes it to bridge redstone signals adjacent to it? EDIT: Eureka! I've found a setup that works, but the Logistics Wire is not shutting off once power to it has been cut via Switch Wire, thereby causing the affected door to stay open indefinitely. Is there a bugfix for this planned, if it is not intentional?
  2. Well, ComputerCraft would definitely fit, considering that it is actually rigged up to be compatible with the ICBM mod, among others used in the Voltz pack. For example, it has commands that can be programmed into the computers that you can make with it that specifically deal with managing the mod's missiles.
  3. I had a similar idea about a day ago, and then I noticed your post here. I agree, computers would be a nice addition to Voltz, especially with all the other technological things that you can build and use in it. Galacticraft would be another cool addition to the pack, if it fits. Another thing that I would love to have in the Voltz pack is the Smart Moving mod, which its creator has recently given permission to be used in this pack. This was stated in post #6522 of the Smart Moving mod's thread on the Minecraft forums. Hopefully it would fit well with this modpack, as I'd love to see what I could do with it with the rest of the pack. Infiltrating a fortified base via air ducts, anyone?
  4. Thank you for the advice. However, the creator of the Smart Moving mod, Divisor, has recently given their permission for the mod to be included. So now it would be more a matter of if the Voltz team is willing to include the mod in the pack. If not, I can still use the mod in my own pack that I will be developing, so long as I can get similar permissions and a good team together to make the new mods it will be based around.
  5. Loving the Voltz pack since I saw the Yogscast using it and decided to get it. It's the power armor that sold it for me, but I love it overall since I started playing with it. One question, though, for the mod creators: Would you be willing to add Smart Moving to the modpack, if the creator of it is willing? From what I've seen, it looks really fun and adds whole new gameplay elements, and I think it would work great with Voltz, especially since Voltz become one of my all-time favorite mods.
  6. Thank you very much. I wasn't sure where else to post this other than on the Voltz pack forums.
  7. While playing around with the power armor in Voltz, some ideas occurred to me for several new powersuit mods that could be added. The first two of these mods would be for the head section, and would provide the player with the ability to get readouts on various things depending on which of the mods they have installed. The first is a Special category mod, the Analyzer. This would allow players to get statistical readouts of mobs and even other players. Things like health, armor and attack power of targets in front of the player would be displayed in a HUD-like overlay while this mod is active. The second mod is the Terrain Scanner, an Environment mod. It would provide the player with a peripheral, HUD-like overlay similar to the one provided by the Analyzer, but would not clash with it. This overlay displays indicators pointing out the general directions and distances of resources within its sensor range. Both of these head mods would come at the cost of a minute power drain, however, similar to the Night Vision mod. Additionally, each of these mods could be tweaked in the Tinker Table to custom tailor which things they would give readouts on, via a checkbox list. The next mod is for the Power Tool; the Barrier Projector (or Shield Module). This Special type mod would add an energy shield power to the tool, which would allow players to completely shield themselves from frontal sources of damage, at a cost to their power suit's energy while they maintain it. It would be selected from the same wheel as the other mods that add a right-click ability, when multiple different ability mods are installed. It could be tweaked to provide a larger field, allowing players to shield others at a cost of higher power drain. Using it with the Damage Capacitor mod (see below) may cause any attacks to hit the projected barrier to not be converted into power. Another mod for the Power Tool is an Energy type mod; the Charger Circuit. This mod would allow the player to shunt their powersuit's energy into a battery or other power-storing object, or even shock mobs or other players that come into contact with the arc it produces while not charging anything. Like with the Barrier Projector, it would also be selected via the same secondary wheel when multiple such ability-granting mods are installed. Last but not least, there is the Damage Capacitor. This is an Energy mod for the chest section of the power armor, which would convert certain types of damage into power that could then be used by the powersuit. The power types that this mod can convert are generally energy based; such as fire, explosions, lightning, and plasma from other power tools. While the mod would convert the energy into usable power, the player would still take damage on hit. If the Damage Capacitor needs balancing, then it could be made so that Energy Shields completely negate the energy-to-power conversion ability. It could also be balanced by making it so that adding additional solid armor to the player's powersuit reduces not only the damage they take, but the power that this mod can generate when hit by an energy-based attack. However, I would prefer to have the energy shields negate the conversion ability and not solid armor. In the case of the latter, the Barrier Projector mod could be used to absorb energy to convert into power using this mod. Perhaps this could be something that players could tweak via a toggle at the tinker table; energy or solid armor based energy absorption. Solid armor may provide a more efficient power conversion from damage due to the additional weight.