Industrial Revolution

Industrial Revolution

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1.16.2/indrev-1.5.1-BETA Various suggestions

Katorone opened this issue ยท 6 comments

commented
  • Show the equipped armor inventory slots when viewing the UI of a Flux Container/Block that can charge armor
  • Allow the charging pad to charge equipped armor
  • The modular workbench displays the # of module types. Let it also display the total # of installed modules
  • Add progression to the modular workbench, where the first module installation is relatively quick, and the 9th is relatively slow compared to the current speed.
  • A step assist upgrade to go with the jump boost upgrades.
  • An elytra upgrade for the chest piece
  • A rocket boost upgrade for boots, which can be triggered by a hotkey and has a cooldown. This rocket boost works as if a fireworks was used while flying, or would act like a doublejump when not flying.
  • Allow TR tools & armor to be charged with indrev. Looking at coal, about 6.5LF translates to 1E

Also a semi bug report, but I'm having trouble measuring what's going on.
I have 3 modular workbenches around a flux container. The first workbench had some time to charge half way. The others didn't. Putting a piece of armor and an upgrade in these workbenches, only the one with enough charge actually applies the update.
The other workbenches have been running for as long as it took me to fully upgrade 4 armor pieces (at least 75 minutes), and haven't progressed even 1%. Looking at the energy bar, some charge is added and used up every few ticks.
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commented

1 - Sounds like a great idea, will absolutely implement at some point
2 - The charge pad can (or at least should) charge equipped items. It can/should also charge items equipped in armor stands. It was working last time I tested but who knows how magically I can break things
3 - I can look into adding more info without cluttering up even more that screen
4, 5 - Good idea, will look into implementing it.
6 - You can always (as an option) use Winged for that, I still haven't decided whether I want to give full creative flight or jetpack-like flight
7 - I really like the idea but not sure about the implementation.
8 - They should at least? I thought they were lol. I use TechReborn's energy api so it should work, I'll test this things tomorrow again

About the bug report, it's because the recipe keeps reseting when it runs out of power, I'll fix that for the next update.
Your ideas are good and I want to look into implementing them into the mod, but this may take some time as I'm currently working on a larger update (as you can see in the fluids branch).
Thank you for your suggestion and bug reports!

commented

No worries!
For elytra/flight, my 2 cents is that I would prefer a jetpack like Mekanism's. With a flight mode and hover mode.
With a jet pack, the jet/boost module wouldn't be necessary at all. And an elytra upgrade could be combined with the jetpack mode to allow for gliding when not accelerating or hovering.

I adore Tech Reborn, but the quantum suit's creative flight is a bit too OP in my opinion. Though part of that is also that it hardly seems to use up any charge.

I have tested the TR tools again in a Flux Container, and it does work! I previously tested on a 1.16.1 version where it didn't. Apologies.

commented

I'd say an elytra module for the chest piece and a separate crash helmet upgrade for the head. There has to be a way to prevent death from kinetic energy. Maybe have a netherite helm with a lot of wool for the module recipe. I don't think anyone else does this except for just having enough armor to survive the crash. So it's gets points in my book for being unique.

As for the rocket boot idea... maybe a hand held ion rocket. It could have tiers and those would determine the flight duration/cool down. Basically cribbing the idea from Winged, but this one would be powered by energy and not fuel.

Something else that would be good and unique, an air break module. You press a hotkey and it kills all forward momentum without pulling you out of flight. It would make precision landing super easy. Maybe holding the air break button will freeze you in place at a high energy cost. Like an elytra based hover mode. That could be useful and I can't think of anyone else who does it. Maybe put the module on the legs so that if you have an actual elytra (or use Winged) you can still have the air break.

So the easy to sum list;

  1. Supporting the idea of an Elytra Module
  2. Crash Helmet Module.
  3. Hand Held Ion Rocket
  4. Air Break Module (4b. Elytra Hover Mode)

Thank you.

commented
  1. Maybe, still not sure how to go about flying, whether it should be jetpack-like, creative flight or elytra
  2. I really like it and will look into implementing it
  3. Definitely want to implement this with Winged compat so the item will only exist alongside Winged
  4. This seems a bit tricky, I don't know yet how Elytra flight is handled but I'll try doing this without breaking minecraft.

Thank you for your suggestions, I really appreciate you putting time into writing this!

commented

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Well it's been almost a year but just an update on this :P

commented

Spiffy!