That's all you have to do. Everything is compatible now.
- Malkierian
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Member for 13 years, 1 month, and 2 days
Last active Thu, Oct, 4 2018 02:50:08
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SOTMead posted a message on [1.0.0]Robinton's ModsPosted in: Minecraft Mods
That's all you have to do. Everything is compatible now. -
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HeadHunter67 posted a message on ChickenBones ModsPosted in: Minecraft ModsQuote from SOTMead
There's a general assumption going around by the, shall we say, "less intelligent" crowd here at MCF, that once an idea has been implemented in any form, that concept and anything related to it are automatically trademarked, copyrighted, and owned forever by the original implementor.
Now, now... we can't simply assume that all these people are less intelligent.
We have actual proof, after all. :tongue.gif: -
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streetstar5 posted a message on ChickenBones ModsPosted in: Minecraft ModsQuote from chrisolsen
you copier you just took tmi and added new features to it and you also stole wireless redstone mod. how bout you creates your own mod and stop copying
you must be one of those...speak before thinking kinda person(s) -
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HeadHunter67 posted a message on ChickenBones ModsPosted in: Minecraft Mods
It's not the thinking - it's your attitude about it. Eloraam doesn't owe you (or anyone) anything. She's not your employee, she's not beholden to your schedule. She's doing you a favor, so quit bitching about it.
If you're going to complain about the wait in the way you did, expect someone to point out how absurd you sound when you pout like that. -
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SOTMead posted a message on [1.0.0]Robinton's ModsPosted in: Minecraft ModsQuote from Demos
MAtmos is incompatible with 4096, there is an array index out of bounds on blocks with high IDs (<sarcasm>I wonder why </sarcasm>) perhaps a java bytecode editor would be useful in making these patches. and as for the Mod management and tracking problems I am making a mod manager that I hope to release soon(tm), I hope it will make dealing with all this a whole lot easier.
Does anyone have the details on Flowerchild's problems with forge, or maybe a link?
Yeah, buried over time in the Forge thread.
There's other stuff scattered around too. A video at FC's forum where he talks about his reasons for leaving. Some stuff in the RedPower thread.
Executive summary: two Type A personalities clashed. One gave up. Welcome to another edition of Coderdome! Two egos enter, one ego leaves! -
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Xtansia posted a message on [API] Minecraft ForgePosted in: Minecraft Mods
Wow...
Your meant to overwrite modloaders acr class with forges,
Modloader mods still continue to work also.
Otherwise why would ModLoader be a prerequisite for forge if they were incompatible? - To post a comment, please login.
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I appreciate the enthusiasm and the suggestions. Some of these are already on the todo list (caustic enemies, machinery) though the plan was to have the machinery build around both the Buildcraft and IndustrialCraft frameworks, which is kind of secondary. I fully believe, once those compatibilities and extensions are in place, that this mod will start taking off in popularity. However, I just need to get the other things in place first.
I do, however, like the idea of glowsticks. It's a perfect crossover from Terraria, and I truly do have the framework for it. And I could probably fit in the toxic waste somehow (maybe I could make the pools on the surface pools of toxic waste instead of acid, and it needs refinement in order to make it acid/plasma?).
As for the world, that would be WAAAAAAYYY in the future. I'm not sure what the point of it would be at this point of time.
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That is in the changelog...
I... Have no idea. I've never touched the button interaction or code.
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No, you can't, 1) because we don't own the other mods required for this to work and 2) you don't put this in the .jar anyway.
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As always, make sure to follow the installation instructions in the OP to the letter.
Downloads:
Client 0.2.7
Server 0.2.7
In order for the caustics to generate properly on the server, you need to have Forge 1.4.0.52+, so until a newer recommended build comes out, use these linked versions of Forge (these will be removed and you will be advised to update Forge when a newer recommended build comes out):
Forge Client 1.4.0.52
Forge Server 1.4.0.52
Also make sure you download and use ModLoaderMP 1.2.3 v3.
Changelog:
Updated to MC 1.2.3, MLMP v3, Forge 1.4.0.52
Added specific hardnesses and explosion resistances to the plasma ores.
Made the AcidTNT respect other blocks' explosion resistances.
Increased chances for surface caustic lakes. For some reason, only shows when generating frozen cryonite.
Slightly increased vein count of most ores.
Highres liquid textures are soon to follow, I promise :D.
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Well, hopefully that will be soon. I've figured out the rendering issue, but now the caustic terrain generators seem to be non-functional. Ah, the wonders of updating...
EDIT: Alright, it seems only the server is having issues generating. SSP has plenty of caustics.
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That's really disconcerting that it's blank. Have you checked it after Minecraft has exited?
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Anyway, here they are. Please, if you don't mind, use the Adfly link. Any money is useful, no matter how much.
Client 0.2.6
Adfly
Direct
Server 0.2.6
Adfly
Direct
As always, make sure you delete PlasmaCraftClient-0.2.5.zip from your mods folder, and simply extract the client archive into your .minecraft folder, overwriting anything there already. Server can just go into your server's mods folder. See OP for prereqs.
Changelog:
Sorry I wasn't able to get more stuff into it, I was kind of busy for a while, then I didn't have the drive to keep going for a little while. I go through phases like that, but usually I spring back within a week at most.
Enjoy!
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1) Liquid textures are re-drawn every time you run Minecraft (they use essentially the same engine that water has).
2) Since most blocks aren't animated to begin with, adding in optional animation hooks would be more work than it's worth.
Thanks for suggesting, though.