Yes, I am updating it. I would have replied sooner if MCF hadn't unsubscribed me from notifications about the thread. However, it is taking a while, and I have other priorities at the moment. If any of you have any development questions, you can PM me, and I will respond.
yeah!!! i tought this was hopeless but finally you will update this mods
Yes, I am updating it. I would have replied sooner if MCF hadn't unsubscribed me from notifications about the thread. However, it is taking a while, and I have other priorities at the moment. If any of you have any development questions, you can PM me, and I will respond.
Thankyou SOOOO much, this is still my favorite! Is there a possibility that it will be included in FTB?
When this is updated, I will be very happy, I quite like this mod. So when you decide to add Buildcraft support, does that mean there will be like a Plasma engine?
Hey, guys, good news. I was finally able to figure out today what was going wrong with the acid TNT and the weird caustic liquid rendering, and I've been able to make the caustic boat at least somewhat usable now (still not as responsive as the regular boat, but at least it doesn't take 3 seconds to respond anymore), so hopefully the 1.4.7 port of the current state of the mod should be coming out in a week or two, after I add back in everything else.
Hey, guys, good news. I was finally able to figure out today what was going wrong with the acid TNT and the weird caustic liquid rendering, and I've been able to make the caustic boat at least somewhat usable now (still not as responsive as the regular boat, but at least it doesn't take 3 seconds to respond anymore), so hopefully the 1.4.7 port of the current state of the mod should be coming out in a week or two, after I add back in everything else.
I've got fond memories of when I used this mod in 1.2.5. In Creative, I'd use plutonium in redstone traps instead of lava, and in Survival, I'd try to make a small chemical plant. The chemical plant was nothing more than a covered fenced in area with several 2x2 holes in the ground filled with caustic liquids.
Out of curiosity, did you find out what made the cryo blaster unstable? I remember that using it made Minecraft crash.
No, not yet. I was hoping to figure that out during this initial rewrite port.
Yo, I used this mod about a year ago, (1.7.3), and I simply loved it. Now me and my friend are going to start a server with it, however, I don't exactly know if this is multiplayer compatible. Could you please fill me in on the changes to Plasmacraft since 1.7.3 as the old thread is out of date and I am having trouble looking it up. This is the first forum thread I have found of it currently active.
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TAF, the only true power...
Socialism and Equality for all!
Yo, I used this mod about a year ago, (1.7.3), and I simply loved it. Now me and my friend are going to start a server with it, however, I don't exactly know if this is multiplayer compatible. Could you please fill me in on the changes to Plasmacraft since 1.7.3 as the old thread is out of date and I am having trouble looking it up. This is the first forum thread I have found of it currently active.
It's perfectly SMP compatible. Aside from known issues (the boats being slightly slow to respond, which is the case in SMP and SSP), SMP will work just as well as SSP. In fact, I'm already planning an additional hook into ForgeEssentials, probably the first mod that will have full integration with FE's modules. So it will be even more SMP-friendly than it was before.
Good grief, didn't I just say something about that on the last page? -.- I can't stand lazy noobs...
IKR? Its rather annoying that people cant just look a single page back, or better yet, at the quotes on the current page!
Also my exitement for the update gave me an idea for a little bit more for the compatibility with IC2, Perhaps a Plasmificator that runs on EU?(If Plasmacraft is played along with IC2)
IKR? Its rather annoying that people cant just look a single page back, or better yet, at the quotes on the current page!
Also my exitement for the update gave me an idea for a little bit more for the compatibility with IC2, Perhaps a Plasmificator that runs on EU?(If Plasmacraft is played along with IC2)
That's an interesting idea. It could make sense, at least for extending fuel sources, as electrolytic processes could help the process move faster without the consumption of extra fuel. I'll have to think about whether I want to make a pure-power version or not.
However, the other machines (the infuser, transfuser, etc) would probably work out well for that too.
That's an interesting idea. It could make sense, at least for extending fuel sources, as electrolytic processes could help the process move faster without the consumption of extra fuel. I'll have to think about whether I want to make a pure-power version or not.
However, the other machines (the infuser, transfuser, etc) would probably work out well for that too.
If you go with a powersource, will you look into letting it accept multiple forms of power. If it is not possible to make it accept from multiple power sources, then would it be possible to add an option to disable power requirements? I ask because I personally prefer redpower, then buildcraft, and then industrialcraft2 for energy needs, and usually don't even install Ic2.
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
So looking forward to having this mod again. I miss the potential hazards and rewards it created. I wish you best of luck with its continuation.
If you go with a powersource, will you look into letting it accept multiple forms of power. If it is not possible to make it accept from multiple power sources, then would it be possible to add an option to disable power requirements? I ask because I personally prefer redpower, then buildcraft, and then industrialcraft2 for energy needs, and usually don't even install Ic2.
The integration stuff was never meant as a requirement. That would be beside the point. The point is to allow people to expand their regular modded games with this, if the so choose (or the other way around). Unfortunately, though, the best I could do is make it run on BC power, as RedPower does not have an API to plug into to be able to use blutricity, and both RP and IC2 have BC-style engines. I'll probably make it run on either, though. And of course this would be another machine. It wouldn't replace the powerless plasmificator.
yeah!!! i tought this was hopeless but finally you will update this mods
Think I will be on here often? Haha no.
Sorry to ask.
Think I will be on here often? Haha no.
Awesome! I missed this mod so much!
Think I will be on here often? Haha no.
No, not yet. I was hoping to figure that out during this initial rewrite port.
Socialism and Equality for all!
He is updating it, patience. Itll be a week or two. Just wait it out and it'll be updated.
Think I will be on here often? Haha no.
Good grief, didn't I just say something about that on the last page? -.- I can't stand lazy noobs...
It's perfectly SMP compatible. Aside from known issues (the boats being slightly slow to respond, which is the case in SMP and SSP), SMP will work just as well as SSP. In fact, I'm already planning an additional hook into ForgeEssentials, probably the first mod that will have full integration with FE's modules. So it will be even more SMP-friendly than it was before.
IKR? Its rather annoying that people cant just look a single page back, or better yet, at the quotes on the current page!
Also my exitement for the update gave me an idea for a little bit more for the compatibility with IC2, Perhaps a Plasmificator that runs on EU?(If Plasmacraft is played along with IC2)
Think I will be on here often? Haha no.
That's an interesting idea. It could make sense, at least for extending fuel sources, as electrolytic processes could help the process move faster without the consumption of extra fuel. I'll have to think about whether I want to make a pure-power version or not.
However, the other machines (the infuser, transfuser, etc) would probably work out well for that too.
If you go with a powersource, will you look into letting it accept multiple forms of power. If it is not possible to make it accept from multiple power sources, then would it be possible to add an option to disable power requirements? I ask because I personally prefer redpower, then buildcraft, and then industrialcraft2 for energy needs, and usually don't even install Ic2.
The integration stuff was never meant as a requirement. That would be beside the point. The point is to allow people to expand their regular modded games with this, if the so choose (or the other way around). Unfortunately, though, the best I could do is make it run on BC power, as RedPower does not have an API to plug into to be able to use blutricity, and both RP and IC2 have BC-style engines. I'll probably make it run on either, though. And of course this would be another machine. It wouldn't replace the powerless plasmificator.