I am having difficulty installing this for 1.3.2... Is there any guide for installing just the core of your mod? Do I need denLib for the mod? (i am guessing yes) If so, where can I find it for 1.3.2? I think I got the version of the core I have from the 1.4.2 distro link in the downloads section, so is it not supposed to work with 1.3.2? If i chuck it into my mods folder I keep getting an InvocationTargetException caused by a NoClassDefFound error or a Class not found error related to denLib, all followed by a NullPointerException. HELP!!!
There was a config file in previous versions that allowed you to disable particular plugins. I am not seeing that ability in the beta 1.4.5 version. Am I missing something? I have an issue where the Bluefood plugin fried egg is interfering with the fried egg from UsefulFood. I am not using Bluefood.
Thanks for any information and the time you spend on creating this.
*Edit* There is a loader.cfg but it is empty. Is this possibly it?
I am having difficulty installing this for 1.3.2... Is there any guide for installing just the core of your mod? Do I need denLib for the mod? (i am guessing yes) If so, where can I find it for 1.3.2? I think I got the version of the core I have from the 1.4.2 distro link in the downloads section, so is it not supposed to work with 1.3.2? If i chuck it into my mods folder I keep getting an InvocationTargetException caused by a NoClassDefFound error or a Class not found error related to denLib, all followed by a NullPointerException. HELP!!!
There was a config file in previous versions that allowed you to disable particular plugins. I am not seeing that ability in the beta 1.4.5 version. Am I missing something? I have an issue where the Bluefood plugin fried egg is interfering with the fried egg from UsefulFood. I am not using Bluefood.
Thanks for any information and the time you spend on creating this.
*Edit* There is a loader.cfg but it is empty. Is this possibly it?
The config files should still be there. If not just hold tight since PfF 2 is already in the home stretch of development.
PfF 2 is a new version of the mod that is written from scratch. Everything is new. shiny, and hopefully less bug prone. A large amount of the work individual plugins used to do is done automatically like creating wooden buckets and barrels for mod liquids.
Omniplants are my answer to making mod plants work with Forestry. Instead of rigging mod plants to work like I used to we can just teach the Omniplant how to replicate that item, which is far easier.
PfF 2 is a new version of the mod that is written from scratch. Everything is new. shiny, and hopefully less bug prone. A large amount of the work individual plugins used to do is done automatically like creating wooden buckets and barrels for mod liquids.
Omniplants are my answer to making mod plants work with Forestry. Instead of rigging mod plants to work like I used to we can just teach the Omniplant how to replicate that item, which is far easier.
You mean like your GateCopy? Or something way different?
You mean like your GateCopy? Or something way different?
In terms of teaching the Omniplant? Right now its a config file section where you add items to a whitelist. I guess I could reverse that and make it a blacklist instead, and blacklist obvious things like ores/diamonds/machines.
I was bored and made a machine that sucks Aura out of the air and liquefies it. (Not sure if this will be an actual feature or not. I just wanted to see if I could do it.)
I also figured out how to manipulate flux (it was way harder than aura...) so maybe I'll also make a Aura filter that takes energy and slowly purges flux from the surrounding environment. I haven't honestly played enough TC3 to have a feel for balance.
I also figured out how to manipulate flux (it was way harder than aura...) so maybe I'll also make a Aura filter that takes energy and slowly purges flux from the surrounding environment. I haven't honestly played enough TC3 to have a feel for balance.
Oh man, that'd be even better! By far. I haven't played enough of it yet either. RL's kicking my butt right now, but there's still a few threads I follow. The reason I quit TC2 in the first place was because the taint was too OP and I had to spend way too much time messing with it, worrying about it, fighting it, etc. However, I think that flux comes in handy later, deeper in. Right now I don't know much of anything---no goggles yet or anything like that..
Still, would love some more control once I get it all figured out. Good luck.
I was bored and made a machine that sucks Aura out of the air and liquefies it. (Not sure if this will be an actual feature or not. I just wanted to see if I could do it.)
If you do include it, make the texture thumcraft-ish. Also, don't make it too OP.
Flux is the bad stuff, therefore making it fuel would be OP, because you can just create large amounts of it, using nothing but cobble. I like the idea of generating power using the magical energy called aura.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Yeessss, magic engine! I like the idea of using flux, I was getting way too many lightnings around my house. But I do agree it has a potential to be OP.
My current 'magic engine' isn't really an engine. It collects aura and slowly converts it into a liquid form. At this point you have two choices: Attach pipes and do business as usual BC style, or... do it with magic.
The block comes with a companion item that you can use to link the block to anything that has a tank in it. So.. pipes, tanks, machines, engines, whatever. Once linked the magic machine will shoot bolts of magic at it to fill it with liquid aura without actually being connected to it physically.
In theory this should work at any distance as long as both the magic block and the target are loaded.
But aura regenerates on its own...the nodes don't disappear or anything >.>
Whereas flux has to be made and the aura node is constantly trying to destroy flux, or you have to find a flux aura node.
And with creating large amounts of flux, you have to deal with the wisps.
You don't really need to 'find' a node with lots of flux. It really doesn't take much to make the flux levels really high. The only way I'd do flux as a fuel is by filtering out crap flux like Saxum vs the expensive stuff like Vitreus.
Sure you could use the Saxum... but you get what you pay for.
Thanks for any information and the time you spend on creating this.
*Edit* There is a loader.cfg but it is empty. Is this possibly it?
Get one of the old bundled builds that has denLib built into it.
Anyways... time to preview the first feature of PfF 2:
These are my Minecraft interpretation of OmniPlants from The Sims:
Omniplants by default can grow Books and Fish, but can be expanded via config file to grow ANYTHING. Any item from any mod in any quantity.
How you get the seeds isn't decided on yet.
edit:
The config files should still be there. If not just hold tight since PfF 2 is already in the home stretch of development.
I'm lost. What's Plugins for Forestry 2?
PfF 2 is a new version of the mod that is written from scratch. Everything is new. shiny, and hopefully less bug prone. A large amount of the work individual plugins used to do is done automatically like creating wooden buckets and barrels for mod liquids.
Omniplants are my answer to making mod plants work with Forestry. Instead of rigging mod plants to work like I used to we can just teach the Omniplant how to replicate that item, which is far easier.
You mean like your GateCopy? Or something way different?
In terms of teaching the Omniplant? Right now its a config file section where you add items to a whitelist. I guess I could reverse that and make it a blacklist instead, and blacklist obvious things like ores/diamonds/machines.
Power your engines with Aura? Why not.
I was bored and made a machine that sucks Aura out of the air and liquefies it. (Not sure if this will be an actual feature or not. I just wanted to see if I could do it.)
I also figured out how to manipulate flux (it was way harder than aura...) so maybe I'll also make a Aura filter that takes energy and slowly purges flux from the surrounding environment. I haven't honestly played enough TC3 to have a feel for balance.
Oh man, that'd be even better! By far. I haven't played enough of it yet either. RL's kicking my butt right now, but there's still a few threads I follow. The reason I quit TC2 in the first place was because the taint was too OP and I had to spend way too much time messing with it, worrying about it, fighting it, etc. However, I think that flux comes in handy later, deeper in. Right now I don't know much of anything---no goggles yet or anything like that..
Still, would love some more control once I get it all figured out. Good luck.
If you do include it, make the texture thumcraft-ish. Also, don't make it too OP.
I haven't really decided on textures. I don't actually make my own so I have to wait for the person that does to get to it.
Like I said I haven't played enough TC3 to really have a feel for balance. I need to find some time to just sit down and play a fresh map with it.
The block comes with a companion item that you can use to link the block to anything that has a tank in it. So.. pipes, tanks, machines, engines, whatever. Once linked the magic machine will shoot bolts of magic at it to fill it with liquid aura without actually being connected to it physically.
In theory this should work at any distance as long as both the magic block and the target are loaded.
You don't really need to 'find' a node with lots of flux. It really doesn't take much to make the flux levels really high. The only way I'd do flux as a fuel is by filtering out crap flux like Saxum vs the expensive stuff like Vitreus.
Sure you could use the Saxum... but you get what you pay for.
PfF 1.x has a beta build for 1.4.5. PfF 2.x is in development.