but i prefer make sure the 3 current packs are fine before moving on to new stuff packs ( still had to do lot of debuging and maintenance for the current ones - once it is better ( which is soon) i'll update 1 another pack containing several new versions of my previous mods, grouped by a theme )
Regarding "Player Controls Revision", while I agree with the previous comment about how it makes the jetpack more useful, at the same time it makes the jetpack a little too OP, especially because of the "climb/recharge" side effect. I just met my first sandworm and it was a breeze to escape it, Iron Man style, hehe.
Maybe you could balance it by increasing the recharging time, so the jetpack is still powerful but you can't spam-use it. Or just release an optional version with the same changes on control and movement, but keeping the vanilla charge and recharge values?
A fantastic collection of mods. The Controls Revision mod that changes jetpack and more is such a nice one. I especially love the changes to the rocket boots. Could not stand how the vanilla rocket boots only gave a little hop that did almost nothing, but with this mod that upgrade works more like I was expecting it giving a great starting forward boost even in locations where the melee boost isn't possible.
Edit: The only issue I have is that the rocket boots are too touchy, touching the ground while using the jetpack is enough to get the boots to fire again so landing is an issue, as is climbing while using the jetpack. This is not an issue with the mod though, and I am pretty sure it is vanilla behavior as well, it just ends up being more pronounced with this mod because of the much bigger boost effect thanks to the mod. Wish there was a mod that made it so that the boots needed the double tap to fire again.
Hey thanks for the feedback :) Yeah, actually i found that side effect quite useful : to be able to bounce automatically. I guess it is just a question of getting used to it. :)
Good point. Since I didn't like how underpowered the boots were before, I uninstalled them, and have only been using the mod-boosted version for a while. Getting used to them might be just what I need.
Dont worry , it is planned. I ve just started updating the mods. I was delayed for external reasons. For my gameplay related mods i will use that new format that is more flexible. But for my larger mods, i will use Amumss as usual ( my generation mods are made from lua algoriths that generate very large amount of stuff and new content ), though that modding tool is not fully functional at this time. But will probably be soon
Woo-hoo! Thank you for the continued support of your mods!! You probably don't get thanked too often, but there are a ton of us who love your mods! So thank you!!!! 😁
17 comments
but i prefer make sure the 3 current packs are fine before moving on to new stuff packs ( still had to do lot of debuging and maintenance for the current ones - once it is better ( which is soon) i'll update 1 another pack containing several new versions of my previous mods, grouped by a theme )
NGmechanics, is next on the list indeed.
Maybe you could balance it by increasing the recharging time, so the jetpack is still powerful but you can't spam-use it. Or just release an optional version with the same changes on control and movement, but keeping the vanilla charge and recharge values?
Edit: The only issue I have is that the rocket boots are too touchy, touching the ground while using the jetpack is enough to get the boots to fire again so landing is an issue, as is climbing while using the jetpack. This is not an issue with the mod though, and I am pretty sure it is vanilla behavior as well, it just ends up being more pronounced with this mod because of the much bigger boost effect thanks to the mod. Wish there was a mod that made it so that the boots needed the double tap to fire again.
Yeah, actually i found that side effect quite useful : to be able to bounce automatically. I guess it is just a question of getting used to it. :)
For my gameplay related mods i will use that new format that is more flexible. But for my larger mods, i will use Amumss as usual ( my generation mods are made from lua algoriths that generate very large amount of stuff and new content ), though that modding tool is not fully functional at this time. But will probably be soon
Edit:
Maybe not; changed planets and it works again.