• 1

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Hey, guys, just wanted to let you know I've created a CurseForge page for PlasmaCraft!

    http://minecraft.curseforge.com/mc-mods/224648-plasmacraft

    Future releases will point to that page for downloads and such.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Alright, progress update time!

    Things are going really well. I have almost everything back to where it was on the 1.5 version. Haven't fixed the entities, but the liquids are in place with the new fluid system, all of the localization is changed over, all the textures are loading, and all blocks and items are back in (though GUI and entity-related functionality are still non-existent). Another few days and I think I'll be ready to make a pre-release for testing purposes.

    EDIT: Interesting porting fact: the acid explosion currently creates a 23x23x23 cube of cobblestone centered on the tnt, instead of the acid pool and cobblestone basin... Oh yeah, I was needing to make that recipe more expensive to account for the acid generation...
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Unfortunately, I can't say at the moment. I don't know what the differences in code are between 1.7.2 and 1.7.10, and I may be wanting to move on to 1.8 as soon as possible once Forge is updated. But we will see.
    Posted in: Minecraft Mods
  • 1

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Hey guys! Sorry it's been so long since I even posted in here. I've had a lot going on the past year and a half since the last version came out, and Plasmacraft (and almost all things electronic and/or gaming) were dropped by the wayside for a while. I flat out didn't even want to program anymore period for an extended length of time.

    However, with that being said, I am happy to announce that I am well into a port into 1.7.10 right now. I have it running, though it's missing quite a few things that were working in 1.5.x. It is actually a lot further along than when ottoguy tried to update it himself a while back though (thanks for trying, by the way!). I have to work out the multiblock ore stuff (interestingly, once I got the textures in the right place for ForgeGradle, the glowcloth ones worked just fine, but the ores didn't at all).

    Speaking of which, I have to ask, since the block IDs are non-existent now, do you guys think I should move those out of metadata format and just have them be their own blocks again, like vanilla's ores? I'm inclined to do so, as that will make it easier to manage in the long run.

    Long story short, I'm back, and though I don't know how long it will take me to get a fully working port going (back to 1.5's standards, and hopefully better), I am determined to make it work this time.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    pre3a is a bugfix release from pre3, and yet is still as unstable as 3 was. Every beta warning still applies.
    Posted in: Minecraft Mods
  • 0

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Quote from Annysia
    Well there is the master infusion stone that lets you craft all of them with the one stone. Also, I think the drop rate for the seeds to drop more than one is good and almost a little high. We have barrels of extra seeds from our 6 small gardens.

    Funny, I have yet to have a single crop drop more than 1 seed, and I've had probably 6 harvests of 16 coal crops, 4 harvests of 4 redstone crops, and I don't know how many of essence crops. And it takes a long time to get up to the master infusion stone, and in the meantime I have to keep all the other stones around until I can make one.
    Quote from GrammieFi
    You can adjust this in the config if the drop rate isn't high enough for you. Change the line under "#general" " I:"Change number between 1-100 for chance of getting second seed drop, 10 = 10%, 20 = 20%(default) and so on."=20" to some number higher than 20. (no higher than 100)

    Duh, I should have thought to look in the config... Thanks.

    EDIT: Oh, heheheh, my chance at second drop defaulted to 0 for some reason. That explains a lot.
    Posted in: Minecraft Mods
  • 0

    posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]
    Since there doesn't seem to be an official request area, just thought I'd pop in with my own here. Anyway, is there a reason why the higher-level infusion stones aren't capable of doing the lower-level infusions? Like, for example, a weak infusion stone is required to make weak magic essence, which is the first level essence. A regular infusion stone is required for regular essence, but for some reason you decided to make it so the regular stones, which are one level up from weak stones, can't make weak essence, which is one level below what it is required to make.

    Anyway, my request is to make it so that each new level of infusion stone is capable of doing everything that the previous levels can do. And perhaps it would be good to have the process of making a better infusion stone consume the previous stone?

    Oh, yeah, and a slightly higher chance to drop more than one seed when harvesting the magic crops would be nice, too.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from NXT5230

    ur the owner of this mod just make a 1.7.3 update! I would if I could!

    Edit:
    Nice banner!
    I would make servers, maps, addons(if i could) If u update it to beta 1.7.3

    "Make a 1.7.3 update"

    You realize how impossible this is? That wouldn't be updating, that would be downdating. My code is completely adapted for Forge, for 1.5.2. Even if I could FIND ModLoader for 1.7.3, backporting the mod would take forever. I'm sorry, but that's not going to happen.

    Why are you even still on a version that's 8 minor versions behind? 1.7.3 is a beta version, this thing's 1.5.2 is a release version.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from NXT5230

    Where do I find a 1.7.3 link? I searched the hole Google for it! plsss help or just update it to 1.7.3

    Unfortunately, there isn't one. The thread that would have held it has no OT whatsoever.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    The furthest this goes back is 1.2. You might be able to find links on the older Plasmacraft threads, but they are probably dead links by now.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from Too-DAMN-Much

    you know, i may be thinking of this weirdly, but how exactly would source to source only for the interactions work? A C W would be flowing to flowing (acid, cobble, water, in that order) because of the gap for a piece of cobble so you can place them both down, the only way i could see source to source interactions being able to happen is if a player can place an acid source into a water pool and that should only cause one block (or four, depending on which is converted to which) to interact with others.

    hmm... i guess you could have a pool below and then knock out the bottom of it so the floor holding the acid drops into the water would also work.

    Here's a clarification for you: "source" is not the same as "still". A source can be flowing or still.

    However, the point would be to have reactions only change/affect liquid sources. Like, for example, you'd have to have acid flowing over water, or water over acid, in order to get the clay, instead of having two non-source flows creating it. A[]W wouldn't make clay between them, the water would turn into clay and the water would stop flowing.

    And you are right, having one flow over a pool of the other would work.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    You have to look on their website/forum.

    http://forum.industrial-craft.net/index.php

    If you look around I think there's an open beta of 1.4.7 thread, and you can find a place to download the 1.5.2 open beta as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from gabman15

    It does now! :D
    Should I make a mod review?

    It does?! *grumbles about not having done anything*
    Posted in: Minecraft Mods
  • 0

    posted a message on PLASMACRAFT 0.3.5 BETA - The Legacy Continues! {10/8/2014}
    Quote from Too-DAMN-Much

    that's too bad, i'm sure you'll figure it out though.

    oh one thing i've noticed that's odd, is i only see acid as far as the liquids go, i've searched to see if any other types are spawning and i've at least got radionite ore but acid is the only spawning as a liquid.

    Acid IS the only one that spawns as a liquid, in the overworld. The rest have ores. However, netherflow and neptunium spawn as liquids in the nether. There may be another, I'm not sure.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.