Seconded, I have come to inform about YET ANOTHER: http://www.minecraft...y-new-mod-pack/
Edit: Thread wasn't locked, it was literally nuked. I refreshed the page and it dissapeared.
Haha, thanks for keeping an eye out for me guys. Both of the threads have been nuked already. But what were they about? I haven't yet given any explicit permission for it to be in a mod pack. And it hasn't even been updated to 1.3.2...
Yes, please hurry the update too 1.3.2 I'm quite eager, and I was hoping I could do a mod review on this! Also, possibly adding it too a series, its best I get your permission of course, please reply to me your approval
Another update, guys. Thankfully, FINALLY, the liquids are up and running. Still a few tweaks to do (they doin't render at different rates anymore, so the flowing textures all move the same speed), but this was a necessary step to be able to even have a chance at adding in most of the other stuff. And what a difficult step it was! There were so many differences between the way it was before and the way it is now. And, this was keeping me from wanting to do anything with the mod.
So, now that that's out of the way, the rest of the port should be rather easy.
Next update, guys. I have added back everything that wasn't potentially causing problems or needing a rework. That means none of the batteries or weapons have been added in yet, and I'm going to take a look at the TNT and other environmental effectors and streamline/fix them up as I go from here on out. This really is the beginning of the rework now, but as soon as I get those things that were already in before reworked and back in, I will upload a version for you.
EDIT:
I was just looking at the recipes for the weapons in this mod, and there is SO much work to do in refactoring the recipes and how to get the finished item. I guess I may just add in the ones that I know weren't causing any problems as they are, just to get a compatibility build out... What do you guys think?
I guess I may just add in the ones that I know weren't causing any problems as they are, just to get a compatibility build out... What do you guys think?
A compatibility build would be nice, to hold us over.
Next update, guys. I have added back everything that wasn't potentially causing problems or needing a rework. That means none of the batteries or weapons have been added in yet, and I'm going to take a look at the TNT and other environmental effectors and streamline/fix them up as I go from here on out. This really is the beginning of the rework now, but as soon as I get those things that were already in before reworked and back in, I will upload a version for you.
EDIT:
I was just looking at the recipes for the weapons in this mod, and there is SO much work to do in refactoring the recipes and how to get the finished item. I guess I may just add in the ones that I know weren't causing any problems as they are, just to get a compatibility build out... What do you guys think?
Getting out a build now could allow people to try to break the mod to identify bugs and issues you may have overlooked. You could always do a "prerelease" version so people are aware that everything isn't quite where you want it yet.
Getting out a build now could allow people to try to break the mod to identify bugs and issues you may have overlooked. You could always do a "prerelease" version so people are aware that everything isn't quite where you want it yet.
I agree with the bugfinding aspect of that, but if you're going off of where I want it, this isn't going to be a prerelease, LOL. It's more like a pre-alpha at this rate XD.
I agree with the bugfinding aspect of that, but if you're going off of where I want it, this isn't going to be a prerelease, LOL. It's more like a pre-alpha at this rate XD.
Hahaha, then call it a "pre-alpha" and it can't be any clearer than that there's still a lot you want to do!
In the end, it's your call if you want to release anything now or simply wait, but I think it goes without saying that people following the mod would enjoy something, even if buggy, rather than nothing to play around with and check out.
I sent you a pm a while ago Malkerian, but you never got back to me.
I'll just post it here i guess:
It would be appreciated if you fixed the ore lighting, re enabled caustic interactions and added a recipe for the plasmifactor using vials of all plasmas.
Now, well I don't know if you've fixed all that since then (Haven't tested yet)
I'll reenable the caustic interactions as soon as I figure out how to reduce the lagfest that happens for any of them moving.
Most of the recipes with vials will in them will be switched out for goop instead. But the recipe for the Plasmificator is going to change drastically.
Last time I tried plasmacraft, whenever I saw a new ore, it would only illuminate itself, not everything around it. This looked really weird, especially in dark caverns.
As for caustic interactions, I never get any lag fests when they move, but when they explode, sometimes I do.
Last time I tried plasmacraft, whenever I saw a new ore, it would only illuminate itself, not everything around it. This looked really weird, especially in dark caverns.
As for caustic interactions, I never get any lag fests when they move, but when they explode, sometimes I do.
I am using the Forge API directly for the lighting, so any bugs there were in the mod were because of Forge.
Apparently you've never had a caustic at the top of a mountain that was able to fountain in any direction. The lag fest happens then (it takes about 10x as long for a caustic to flow down a mountain as water in the same position on the same mountain because of this).
I am using the Forge API directly for the lighting, so any bugs there were in the mod were because of Forge.
Apparently you've never had a caustic at the top of a mountain that was able to fountain in any direction. The lag fest happens then (it takes about 10x as long for a caustic to flow down a mountain as water in the same position on the same mountain because of this).
Actually this may just be because I have a beast computer, but one time after I got sick of my old world, built atop a jungle biome mountain thing so I decided to trash it up as much as I could. So I spammed it with tnt, acids, lava, etc. I did experience a bit of lag, but not enough to disrupt any real gameplay. And there was a big stream of acid running down the mountain too.
Someone named "botdeff" has been making 2 threads with the ENTIRE OP and offering money for people to test the mod.
Has permission been given?
http://www.minecraft...y-new-mod-pack/
http://www.minecraft...continues92212/
EDIT: Threads have been locked.
Updates at twitter: https://twitter.com/luacs1998
Seconded, I have come to inform about YET ANOTHER:
http://www.minecraft...y-new-mod-pack/
Edit: Thread wasn't locked, it was literally nuked. I refreshed the page and it dissapeared.
Hex! New Parkour Map!
So, now that that's out of the way, the rest of the port should be rather easy.
EDIT:
I was just looking at the recipes for the weapons in this mod, and there is SO much work to do in refactoring the recipes and how to get the finished item. I guess I may just add in the ones that I know weren't causing any problems as they are, just to get a compatibility build out... What do you guys think?
A compatibility build would be nice, to hold us over.
Getting out a build now could allow people to try to break the mod to identify bugs and issues you may have overlooked. You could always do a "prerelease" version so people are aware that everything isn't quite where you want it yet.
I agree with the bugfinding aspect of that, but if you're going off of where I want it, this isn't going to be a prerelease, LOL. It's more like a pre-alpha at this rate XD.
Hahaha, then call it a "pre-alpha" and it can't be any clearer than that there's still a lot you want to do!
In the end, it's your call if you want to release anything now or simply wait, but I think it goes without saying that people following the mod would enjoy something, even if buggy, rather than nothing to play around with and check out.
I'll just post it here i guess:
It would be appreciated if you fixed the ore lighting, re enabled caustic interactions and added a recipe for the plasmifactor using vials of all plasmas.
Now, well I don't know if you've fixed all that since then (Haven't tested yet)
I'll reenable the caustic interactions as soon as I figure out how to reduce the lagfest that happens for any of them moving.
Most of the recipes with vials will in them will be switched out for goop instead. But the recipe for the Plasmificator is going to change drastically.
As for caustic interactions, I never get any lag fests when they move, but when they explode, sometimes I do.
I am using the Forge API directly for the lighting, so any bugs there were in the mod were because of Forge.
Apparently you've never had a caustic at the top of a mountain that was able to fountain in any direction. The lag fest happens then (it takes about 10x as long for a caustic to flow down a mountain as water in the same position on the same mountain because of this).
Actually this may just be because I have a beast computer, but one time after I got sick of my old world, built atop a jungle biome mountain thing so I decided to trash it up as much as I could. So I spammed it with tnt, acids, lava, etc. I did experience a bit of lag, but not enough to disrupt any real gameplay. And there was a big stream of acid running down the mountain too.