Quote from anubisishear»
i died alittle (alot) inside when i saw this is still not ported to 1.10 yet
And I die a lot when people complain about updates and don't realize just how difficult it is to make such updates occur.
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Quote from anubisishear»
i died alittle (alot) inside when i saw this is still not ported to 1.10 yet
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Quote from MrBestor
So... are we getting a 1.2.5 version or are we just waiting for mojang to chillax and stop spewing out snapshot updates every 5 seconds?
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Quote from jacobems
Mojang needs to SLOW DOWN! I mean come ON every time they update it breaks the mods. They're not even giving time to update them before they update again. And updates this frequent are unneeded. They should wait a few months until its worth updating.
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Quote from ChromaShadows
Okay, do NOT put the codechicken Core Client IN your mods folder, people. Put it in your bin. It works perfectly now. Mods folder is a no no. Kinda figured something was up with that class out of place. :smile.gif:
glad it's fixed. Maybe make a note of that as some on this discussion say to put it in the mods folder. NO. Do not do that, people. Put it in your bin>minecraft>open with winRAR.
<3
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Quote from kg6rie
Thanks for nothing, I have everything running but just wanted to know what to do with the .csv file.
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Quote from Nether_Expansion
hi i think i have found a bug with .AddSmelting i did post it on modloader but they told me to come here
ModLoader.AddSmelting(corruptionStoneGold.blockID, new ItemStack(Item.ingotGold, 1));
when i use that it smelts the fist ingot and then carrys on but with out giving any more ingots so if you put 64 in you get 1 out
so
64 ---> 1
37 ---> 1
1 ---> 1
no mater what
Thanks
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Quote from Leaf_It
@Everyone: We really should tell people about MC Nostalgia more. How many people come here saying they can't wait for the update, or they accidentally upgraded, or have any problem that would easily be fixed with a fresh jar file, and a downgrade?
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If you like this mod, please keep it alive by replying to this thread and giving it a +1 reputation
PlasmaCraft is a mod for Minecraft that adds in 8 new caustic liquids, and various blocks and items based on them, like weapons, glowing neon wool, acid TNT and acid barriers.
News (10/8/2014):
0.3.5 Beta2 for MC 1.7.10 is out now!
http://minecraft.curseforge.com/mc-mods/224648-plasmacraft
CurseForge page! This is where all changelogs will be now.
So this took soooooooo long, but I'm hoping some fans of Plasmacraft are still around. It looks like all the issues I had with 1.5/1.6 were resolved in 1.7, and the caustic boat being too fast is prime example of it.
Planned For Next Release:
See the Planned Features list for specifics.
PlasmaCraft requires the following mods to work:
MineCraft Forge Requires 10.13.1.1219 or greater.
All the information about this mod can be found on the wiki:
PlasmaCraft Liquids
PlasmaCraft Ores
PlasmaCraft Weapons
PlasmaCraft Blocks
PlasmaCraft Items
Something out of date? Sign up on the Wiki and help out! Any help is always appreciated.
Planned features:
Finished
Planned for next release
Planned soon
Planned, but much later
Known bugs:
Like PlasmaCraft?
If you like this mod, show your support by adding it to your signature or donating any amount you choose.
To get one of these lovely pictures in your signature, copy one of the lines from this text file directly into your signature edit box.
Crashing?
Saying: "Help I get teh black screen" doesn't help at all, tell me exactly what you did etc. Copy-paste the contents of your ./minecraft/ForgeModLoader-client-0.log to www.pastebin.com and post the link.
Changelog:
Previous Versions
Plasmacraft Videos
New tutorial/review by MrM3noh!
The Hall of Awesome
zomb69's rollercoasterAdvanced Research Center by: GrimSovereign
Research Center by: Divinux
Clay Factory Tut by Slymask
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Changelog:
- Fixed localization bugs. - Fixed explosion damage from AcidExplosion and CryoBlast to entities.
- Fluids now interact, but are infinite generators for the blocks they make.
- Fluid explosions damage blocks. Can leave phantom blocks when multiple sources explode in close proximity.
- Enabled world generation for ores and caustic lakes (acid, frozen cryonite).
- Fixed renderers laser shotgun, plasma rifle, cryoblaster, railgun and I think acid launcher.
- Readded sounds.
- Added creative mode usage for vials and weapons.
Yep, that's right, I can think of only a few things left that need fixing or re-enabling:
- Laser rifle, acid grenade, acid TNT renderers still need to be fixed
- Frozen Cryonite spawning cryonite on break needs to be re-enabled
- Fix projectile trajectory calculations on weapon firing
- Fix shotguns/split beams not firing more than one
- Fix caustic boat reaction/tick time
Which means the next release will probably be an actual release instead of a beta! Excellent news! So go check it out:
http://minecraft.curseforge.com/mc-mods/224648-plasmacraft
Also, if you are looking for something really fun, in creative mode make a pool of one caustic liquid maybe 11x11, and place a caustic it will react with to make it explode in the center on top of a block so it runs off all four directions, while you're standing on the block. You go up several thousand blocks in height XD.
Chunk generation lag issues? Check out FastCraft by Player, a member of the IndustrialCraft team:
http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820
It solved all my chunk lag issues.
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Localization is fixed.
If you'd looked at the issues tracker like I wanted you to, you would have seen that the liquids not mixing is a very old issue XD.
Please go and add the cryoblaster cube, missing sounds and projectile textures to the issue tracker.
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http://minecraft.curseforge.com/mc-mods/224648-plasmacraft
Future releases will point to that page for downloads and such.
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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.
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You could if you wanted to, but it's going to be a lot different over the next few months. I have a lot of changes planned now that I finally have it updated again.
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0.3.1 Test for MC 1.4.7 is out now!
Changelog:
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You can find the information for editing without being in game on the main page of the wiki... Or, at least, the link to the information...
Also, somehow we missed /list when writing up our overrides... I'll add that in right now.
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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.
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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.