What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @Ellpeck with Actually Additions
Ellpeck said:
Actually Additions 1.7.10-r7
  • Made the Atomic Reconstructor save its power
  • Added Automation Tutorial for Atomic Reconstructor
  • Added Background Graphic for current chapter's name in booklet
  • Added Bookmarks
  • Made Magnet Ring Energy balancing better (Might need to reset configs!)
  • Made Phantom Device Range being tested better (Check your Phantomfaces, they might not be in range anymore now!)
  • Sneaking breaks rings' ability now (Magnet Ring, Growth Ring, Water Removal Ring)
  • Made TileEntities update less often to reduce server traffic
  • Made ActAdd Fluid Names not clash with other mods' ones
  • Made Wild Plants not generate on Mycelium and plop off right away
  • Added OreGen and Plant Gen Dimension Blacklist
  • Atomic Reconstructor now uses Energy depending on the recipe
  • Added misc. reconstructor Recipes
  • Added Ethetic Quartz, a decor block and wall, slab & stair variants of them
 

Sangar

New Member
Jul 29, 2019
36
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0
OpenComputers 1.5.20 is out!

Bunch of fixes, some small additions. This will probably the last 1.5 version (unless breaking bugs pop up), I'll now focus on 1.6.

As always, remember to make a backup of your world before updating.

  • Added: compareStackToDatabase to inventory controller upgrade and transposer.
  • Added: Converter to expose enchantment info of item stacks.
  • Added: French localization of the ingame manual (Pyeroh).
  • Added: German localization of the ingame manual (Shadow1Raven).
  • Added: Setting to disable light emission of hologram projectors.
  • Changed: Updated to new Forestry API.
  • Fixed: Break speed of ForgeMultipart-ified cables.
  • Fixed: Hoverboots applying slowness debuff when power usage is disabled.
  • Fixed: Incompatibility with Chisel allowing chiseling chests into ender chests.
  • Fixed: Missing NBT check when merging item stacks collected by agents after breaking a block.
  • Fixed: Nanomachines not working in dimensions other than the overworld.
  • Fixed: Potential crash when using OC's commands.
  • Fixed: Potential crash with multiple chargers and chargees.
  • Fixed: Potential overflow when using stupidly large file system sizes in the config.
  • Fixed: Slightly higher latency in relays than intended.
 

ljfa

New Member
Jul 29, 2019
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Totemic 0.5.2
This version does not have many visible changes from the previous version, but many things under the hood changed. In particular, the API has been rewritten and most things now use string IDs rather than numbers (remember how it was a good decision for Mojang to do the same thing with blocks and items, and how much trouble potion and biome IDs are causing).

Worlds created with previous versions should still load and be converted, however it might be a good idea to backup your world before updating.

Also, I noticed an interesting thing on the number of downloads: version 0.5.0 got a whole lot of downloads in only four days, while version 0.5.1 has still not reached this number in two weeks. Maybe many people tried the mod and were disappointed that it was not the same as it used to be, or maybe all those people just did not update yet. I don't know.
 
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keybounce

New Member
Jul 29, 2019
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Realistic Flowing Fluids, my compatibility and rainfall fork, is now at alpha 4.1.

http://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and

Key features:

1. Better logging in that "impossible" case
2. Now tells you on login about the /enableflow command
3. Better detection of lost fluid levels, without infinite flooding.
4. Two cases where chunk zero data was looked at, and used to modify some other chunk, are now fixed.
5. 4Head's code, and my code, did not agree on how to convert fluid levels to block meta-data at the edge cases (exactly 1/8, or exactly 2/8th, etc). Now the same numbers are used.


Known limitations:

1. Performance is horrible. Update range should be 4 or less.
2. NEAR and FAR must be identical or there will be memory leaks and backlog, and probably never-ending server slowness. (Never ended for me :).
3. Meta-data alteration still shows up! The debug spam is removed from this release, but I'm still seeing it churn out in dev. I do not yet know why.
Note that this does not have a significant effect. It means that somewhere, fluid alterations are not corresponding to block meta-data level changes.

Speed of rainfall recovery is still a "Needs tuning" value. If you play with this, and have suggestions, let me know.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
Deep Resonance 1.1.1 was released:

1.1.1:
  • New resonating plate block (made out of 9 resonating plates). This block also randomly gives radiation when it has a redstone signal (can be configured)
  • Armor model from SkullyGamingMC. Not perfect yet but it is a step forward.
  • Fixed the chestpiece recipe. It was upside down
  • The laser cap calculation didn't work with the result that it was possible to use various catalysts beyond their intended usage (i.e. more then 60% power for redstone).
  • The purifier would keep on purifying and consuming filter items even when not needed. This has now been modified so that the consumption rate of the filter material depends on how much was actually filtered. If the filter could do 25% then 100% of filter material will be consumed. Otherwise it will be less.
  • In addition the filter will no longer lower purity if the purity already happens to be above 85%

Download: http://www.curse.com/mc-mods/minecraft/233398-deep-resonance

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today it's @Vorquel with Kudzu Climbers
Vorquel said:
Do you find ladders a hassle? Do you wish you could get over those nasty mountains in your way? Fear no more, Kudzu Climbers are here for you! Simple surround a vine with bonemeal and *poof* you have a plant that will grow as far up as it can. But that's not all! Kudzu may look like vines, but their shiny coating gives them away. It's not enchanted, just an enchanting item that you'll come back to again and again.

and @poop_corn with Mob Options
poop_corn said:
The idea behind this mod was to make getting valuable resources harder, and encourage building bases above ground.

Also, to allow the scaling of mobs by distance for use in exploration / adventure mod packs.


Features:

Allow spawning of certain mobs below a set y level regardless of light levels.

Difficulty scaling of mobs by y level.

Difficulty scaling by distance from 0,0.

Difficulty scaling by dimension.

Mobs get increasingly better armor and weapons the more difficult they are.


Most options this mod adds are configurable in the config.
 

ljfa

New Member
Jul 29, 2019
2,761
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0
BetterThanMinecon 2016
Since the first BetterThanMinecon in July got so much resonance, there is another one coming up on January 2-3, 2016, again organized by @asiekierka. This time it will not coincide with Minecon, so this will be better for everyone who missed the last one.

It will be an ingame convention on a Minecraft server, where you can meet modders, modpack makers, streamers and other people who will present their stuff, give talks and have lots of fun! There will be voice chat for the best experience.
More information: http://btm.asie.pl/16/
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @thecodewarrior1 with FavoriteItems
thecodewarrior1 said:
Ever voided your special new sword? Ever thrown your pickaxe into lava along with the cobble you were trying to get rid of? Well than this is the mod for you!



This mod allows you to favorite any item by pressing F while hovering over it. It favorites by name, so if you favorite Cobblestone it will favorite all cobblestone. For more fine-tuned control you can go to the favorites list and add a name with wildcards or a full blown regular expression. (favorites list is in .minecraft/favorites/[World Name].txt or .minecraft/favorites/[Server Name]-[Server IP].txt)



Once an item is favorited the only way to move it is to click->click, shift click doesn't work, you can't throw it. If you have a favorited item on your cursor when you exit your inventory the mod will attempt to place it down before closing.



One side effect of not being able to move favorited items is that inventory tweaks will enter an infinite loop upon trying to sort them. I have a modified version of inventory tweaks that removes this problem, and because I'm lazy and didn't separate the code it will also allow you to add sorting rules by item name by using quotes `D2 "MyItemName"`

CLICK HERE >> REQUIRES SPECIAL VERSION OF INVENTORY TWEAKS << CLICK HERE
I REAAAALLLLLY don't want any "IT FROZE MY GAME" bug reports

and @AlgorithmX2 with Chisels & Bits
AlgorithmX2 said:
Chisels & Bits 1.5
  • Chiseling harder materials requires equivalent level tools, obsidian requires a diamond chisel for instance.
  • This feature can be disabled by deselecting enableChiselToolHarvestCheck.
  • Harvesting a Chiseled Bit Block now requires the tool that the block is primary consisted of, harvesting a block made of mostly obsidian requires a diamond pick.
  • This feature can be disabled by deselecting enableToolHarvestLevels.
  • Balance features do not affect creative mode as expected.
  • Added Optional Key Bindings for chisel modes.
  • Tweaked Chisel Usage Algorithm for patterns and bit harvesting to better deal with new balance features.
  • Added new Chisel Mode, Drawn Region that allows you to click + drag a chiseled block.
  • Updated to MC 1.8.8

and @CelesTekTeam with HEXCraft
CelesTekTeam said:
HEXCraft 0.8.0
HEXCraft Beta 0.8.0 - Energy Node (HEX, RF, EU Conversion), Hexorium Probe, Complete Rewrite
We are happy to say that this is our biggest update yet, and with it, we are entering Beta phase of testing! Fear not, we will keep adding more features until it is out of Beta, so expect to see a lot of new stuff. However:

WARNING: This version brings a lot of major changes to the internals of the mod, and it will most likely break a ton of already existing HEXCraft blocks in your world, especially the tile entities. Update at your own risk! Please check the "Changes" section of this changelog to read about all affected blocks.

New Features
      • Energy Node (HEX, RF and EU conversion multiblock):
        • A 3x3x3 multiblock designed to convert between any of the following energy types: HEX, RF, EU (And maybe more in future).
        • Constructed out of Hexorium Structure Casing, Energy Node Core and Energy Node Ports.
        • Cores come in four tiers and dictate the energy loss and transfer rate of ports.
        • A port can be placed on any of the six faces of the multiblock.
        • To form the Energy Node, use the Hexorium Manipulator on one of the ports.
        • Ports can be in Input or Output modes (HEX port can also be in Interface and Tunnel modes).
        • Modes can be switched by sneak-right clicking with the Hexorium Manipulator.
        • Ports can be linked using the Hexorium Manipulator once the structure has been formed.
        • HEX ports set to Interface mode will provide a network access to all ports on an Energy Node, allowing you to link ports on separate nodes.
        • A port on one Energy Node can be linked to another on a different Energy Node, provided they are connected with HEX ports set to interface mode.
        • A HEX port set to Tunnel mode will isolate a network and allow to tunnel energy through another network.
        • Ports can be used to simply transport energy (like RF) from one place to another.
        • The whole Energy Node feature can be disabled in the config.
        • You can read about more possibilities, detailed explanations and guides on our wiki. This is our most complex feature yet, so expect bugs and please report them to us if you find any.
      • Hexorium Probe:
        • A new tool used to profile machines and networks.
        • Replaces some of the informative functions of the Hexorium Manipulator.
        • Can be used to list out the details of all Hexorium machines, ports, pylons, valves, pressure plates and blocks used in construction of structures.
        • Sneak-right clicking on the same devices will show detailed info about all connected machines.
        • Sneak-right clicking on Hexorium Cables or Pylon Bases will perform a network analysis and list all machines on that network section.
        • If data doesn't fit on screen, please open the chat and scroll to see all info.
        • This tool is compatible with BiblioCraft's Tool Rack.
        • More examples and explanations are available on our wiki.
      • New decorative block added: Hexorium Structure Casing. This block comes in all 18 colors including rainbow, can be reinforced using the Hexorium Reinforcer and is designed with connected textures. The block is also used for the construction of the new Energy Node multiblock structure, but can also be used for the construction of the Hexorium Tank as well. Read more on wiki.
      • New component block that doubles as decorative: Advanced Rainbow Core.
      • New blocks used for the creation of Energy Node: Energy Node Cores and Energy Node Ports.
      • Hexorium Lamps (both normal and inverted) can now be used for Hexorium Tank construction. While part of the tank, they can still be turned on and off.
      • Hexorium Manipulator and Molecular Transposer are now compatible with BiblioCraft's Tool Rack.
      • Hexorium Manipulator can now be used to remove possible dangling render blocks created by Hexorium Tank by sneak-right clicking.
      • Machine GUI is now localized.
      • Added German translation. Credits go to Felixir.
Spoiler (click to hide)















Changes


      • Complete rewrite of half the mod, especially the machine code. The new code standardizes the way machines interract, was necessary for the implementation of the Energy Node and will allow for easy adding of new machines in the future. Because of the major changes, this update WILL break many of the HEXCraft machines and blocks in your world. To help you with the transition, we have compiled a list of all the affected blocks and how to reduce the issues when upgrading to a minimum.
        • Hexorium Generator, Hexorium Furnace, Crystal Separator, Matrix Reconstructor, Personal Teleportation Pad
          • Complete rewrite of the tile entities and block meta code. Expect some weirdness like the blocks being stuck in the wrong state and expect it to lose all stored items, stored energy and list of all connected machines. We suggest removing all items you have potentially placed in the machines before updating. To regenerate the internal lists of connected machines, simply remove and place again any part of the network.
        • Energy Pylon
          • Complete rewrite of the tile entities and block meta code. Expect weirdness like pylons being orientated in weird ways and expect all pylons to unlink from each other and expect pylons to lose their inserted monoliths. In addition, we noticed that some pylons might act weird in a way that they completely visually disappear but leave a hitbox going to infinity. We advise you to eject all monoliths from the pylons and break them before updating if you want to avoid having to clean stuff like this up.
        • Tank Valve
          • Complete rewrite of the tile entity. Expect the valve to lose all stored fluid and forget about the tank size. To avoid massive issues (having to replace all blocks of the tank), we advise you pump any fluid you have out of the tank and break the tank before updating.
        • Hexorium Manipulator, Molecular Transposer
          • Internal names of these items have been changed to make them compatible with BiblioCraft's Tool Rack. Sadly, this means that these items will disappear and you will have to craft them again. We suggest pulling any stored Energized Hexorium out of the Molecular Transposer before updating.
        • Pylon Energy Converter
          • This component item has been renamed to Hexorium Energy Converter. As such, if you had any, they will disappear.
        • In addition, we suggest deleting the config file and recreating it. It is now better structured.
      • Glowing Hexorium Glass no longer connects its texture to differently colored glass. This was done to avoid using cheap glass as middle blocks. Sorry!
      • Hexorium Manipulator can no longer be used to check the mode of Hexorium Pressure Plates and to verify whether certain blocks are part of a tank. This is now done by the Hexorium Probe.
      • Hexorium Manipulator recipe has been changed. While it requires same amount of materials, the layout of items in the crafting grid is different.
      • Hexorium Machine Block has been moved from Decorative creative tab to Components creative tab.
      • The invisible rendering block created by the Hexorium Tank is now non-collidable.
Bug Fixes
      • Fixed a bug where forming a Hexorium Tank would make the decorative blocks reinforced by accident.
      • Fixed a bug where reinforced blocks that are part of a Hexorium Tank would appear unreinforced.
      • Fixed a bug where Hexorium Doors might not correctly respond to power from multiple sides.
      • Fixed a bug where Inverted Hexorium Lamps would not turn on instantly when placed.
      • Potentially fixed a rendering bug where Energy Pylons would appear as if they are randomly unlinking.
      • Fixed an issue with ore generation where the config for worlds other than Nether and Overworld would be used for Overworld.
      • Fixed a possible bug where Personal Teleportation Pads might have their targets bugged when linking fails.
      • Potentially fixed a crash caused by Railcraft's hidden blocks.
      • Fixed a crash sometimes produced by pumping fluids out of Tank Valve.
      • Disabling the Hexorium Tank will correctly disable the Digital Smartpipe.
      • Fixed a massive issue that would make blocks render weirdly if Hexorium Tank or Personal Teleportation Pad were disabled.
      • Fixed a bug where disabling the Personal Teleportation Pad would cause a crash upon gaining the master achievement.
      • Fixed a bug where Hexorium Tank was not counted towards the machines master achievement.
 

SoraZodia

Forum Ghost
Third Party Pack Team
Mod Developer
Mar 11, 2014
3,924
1,289
253
Survival Tweaks updated to v1.2.1
Change Log said:
- Tools can now place a block down instead of doing nothing if the player is sneaking and the targeted block can't be harvested by the tool
- Fixed a crash that happens when the help command is used
- Instead of throwing a error, /tpd will default to a y-level of 70 when it fails to find a safe height for the player to spawn in
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @TyronX with Butterfly Mania
TyronX said:
Butterfly Mania 1.6
RFSte9p.jpg




- Feature: 37 new butterflies in HD graphics only
- Feature: Added HD graphics for many of the previous butterflies (56% of all butterflies are now in HD)
- Feature: Other mods can now spawn in butterflies! This makes it possible for other mods to support butterflymania. Vintagecraft will now spawn butterflies if both mods are loaded
- Feature: Other mods can now spawn register custom jar recipe ingredients
- Fixed: Underwing rendering too dark
- Fixed: Trophies not breakable
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
RFTools 4.13 released:

4.13:
  • Fixed the localized name of the Weather dimlet type controller
  • Sending over TNT to a dimension with the dimension editor will destroy it. This feature is disabled by default (editorCanDeleteDimensions flag) and only works on dimensions owned by the same player as the one who owns the dimension editor:
  • 687474703a2f2f692e696d6775722e636f6d2f686732613939342e706e67
  • The dimension builder will now also check if the player can make new dimensions at the end of the dimension creation phase and not only at the beginning. That way the player cannot circumvent this check by starting multiple dimension builds at once (which would work because the dimension builder only checked at the beginning)
  • Attempt at rebalancing a bunch of dimlets
  • Added Brazilian translation from nexushp
  • Glease updated Chinese translations
  • The clearing fortune quarry card would not actually do fortune (the non-clearing one worked fine). Thanks to OneEyeMaker for finding this and proposing a fix

Download: http://www.curse.com/mc-mods/minecraft/224641-rftools

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @a1lic with Cubic Villager
a1lic said:
1. Craft the wand using a emerald block and diamonds, blaze rods.

2. Use the wand to villager, it will dropping a CUBIC VILLAGER.

3. Cubic Villager can connect with BC pipes etc...



Right-click the cubic villager with wand, it drop block with trade informations.

Right-click the wand in mid-air, repair the wand (add 21 times usage, up to 42 times) using one emerald in your inventory.



Source code: GitHub

and @Furgle with Baby Mobs
Furgle said:
c4fb6562e579761a835cf3a313963af5.png


Baby Mobs adds baby versions of many vanilla monsters, each with its own special abilities. These baby mobs replace their adult mob versions when they spawn, at a certain rate (specified in the config file).

Types of Baby Mobs
+ Baby Blaze

+ Baby Cave Spider

+ Baby Creeper

+ Baby Dragon

+ Baby Enderman

+ Baby Ghast

+ Baby Guardian

+ Baby Iron Golem

+ Baby Ocelot

+ Baby Skeleton

+ Baby Snow Golem

+ Baby Spider

+ Baby Squid

+ Baby Witch

+ Baby Wither

+ Baby Wither Skeleton

Baby Mobs' Special Abilities
Spoiler (click to show)
Config
Spoiler (click to show)
Installation
  1. Download and install Forge
  2. Download the Baby Mobs mod
  3. Locate your .minecraft folder
  4. Open the mods folder (if this folder does not exist, run Minecraft with Forge installed first)
  5. Drag Baby Mobs into the mods folder
  6. ???
  7. Profit!
Credits
2piradians - Tester

and @Furgle with Auto Pickup
Furgle said:
5feaa80306e48fce75e959542a6ef4b0.png

Auto Pickup allows items to be picked up automatically or blacklisted and never picked up. Whenever you do something that creates an item, that item will be automatically placed in your inventory (if it is not in your blacklist). Experience will also be given to you automatically.
This applies to
+ killing mobs

+ killing mobs with inventories (applies to all items in the inventory)

+ mining ores (fortune, silk touch, etc. still apply)

+ breaking blocks

+ breaking blocks with inventories (applies to all items in the inventory)

+ destroying entities that drop items (paintings, minecarts, armor stands, etc.)

+ and more!

Blacklist
The blacklist allows you to select items that you never want to enter your inventory. Items on your blacklist will not be picked up off of the ground and instead of going directly into your inventory, they will drop normally from a block that is broken or mob that is killed. Items can be added or removed from your blacklist or you can completely clear your blacklist with in-game commands.

Commands
Spoiler (click to show)
Installation
  1. Download and install Forge
  2. Download the Auto Pickup mod
  3. Locate your .minecraft folder
  4. Open the mods folder (if this folder does not exist, run Minecraft with Forge installed first)
  5. Drag Auto Pickup into the mods folder
  6. ???
  7. Profit!
Credits
2piradians - Tester

and @rintaun with Magic Wands
rintaun said:
Magic Wands
Command Block in Your Hand

Description
This mod adds a new item: the Magic Wand. The Magic Wand is, for all intents and purposes, a Command Block that you can carry around and activate by right-clicking. Which is super awesome, amirite!?!?!???!1

Currently, the only way to get a working Magic Wand is via the /give command. Example:

/give @p magicwands:item_wand 1 0 {Command:"say hi"}

Use the above command and you will have an amazing Magic Wand which says "hi" when you right click with it -- usefulness truly unparalleled by any other mod. Of course, it can also do anything that any Command Block can do, as far as I'm aware.

By default, the effect will be centered on the wielding player. However, by modifying the UseTargetPos tag, the position of the target will be used instead. Example:

/give @p magicwands:item_wand 1 0 {Command:"summon LightningBolt",UseTargetPos:1b}

Perhaps just a tiny little bit more useful than the previous example, we now have a LIGHTNING WAND to DESTROY YOUR ENEMIES. I haven't tested this (I will soon though!) but you could probably use "kill @e[c=1]" as the command too. ^_^

Unfortunately the chat input length is pretty limiting, so as a workaround, for the moment you could use a Command Block to give yourself a wand.

You can also create a custom recipes (e.g. with MineTweaker3) to give you a particular wand.

One goal of this mod is to make wands safe to give to normal players, so the command will only ever be editable by an OP by default. As such, normal players remain limited to the pre-programmed command.

Future Plans
  • Hijack the Command Block GUI so that you can actually edit the commands easily... =/
  • Make wands able to be limited to a certain number of uses.
  • Add a command (/projectile?) which summons a projectile and flings it in the direction the specified entity is facing (or a direction relative to that direction). This will make fireballs super easy!
  • Create a projectile that executes a command upon impact. Because that is awesome.
Contributing
I look forward to your thoughts and comments. Any bug reports, feature ideas, etc. are greatly appreciated. And please do not hesitate to send pull requests!

and @Vazkii with Botania
Vazkii said:
Botania r1.7-236
  • Added Chisel stone support to the Rod of the Terra Firma.
  • Added floating flower variants to all the new pasture seed types.
  • Added the Bauble Case, a way of storing baubles on your person.
  • Added the Planestrider's Sash, a new belt item that gives you more speed the more you walk.
  • Buffed the amount of damage the Key of the King's Law does.
  • Fixed Botania armor models not resetting the "using a bow" state.
  • Fixed Botania grass types not spreading.
  • Fixed Featherfall disabling the Flugel Tiara's glide. (TheWhiteWolves)
  • Fixed items getting destroyed if they're left in a crafting table when the lexicon's Ctrl lookup feature is used.
  • Fixed lexicon bookmarks being weird if you do multiple in the same entry.
  • Fixed Mana Bursts' position in the client sometimes going above the block they're inside.
  • Fixed multiblock previews rendering in dimensions other than the one they were created in.
  • Fixed raytracing ignoring the player's height.
  • Fixed the Gaia Guardian head not breaking properly or having the right drops.
  • Fixed the Halos not rendering multipassed items properly.
  • Fixed the travel sashes using mana even if the player isn't moving.
  • Fixed the weapons spawned by the Key of the King's Law not despawning if the player that created them dies.
  • Fixed Witchery wiki lookup not working because google sites requires lowercase URLs. (TheWhiteWolves)
  • Glimmering flowers now have slightly altered textures from the normal ones.
  • [API] Added ICompositableLens for API level lens composition handling. (WireSegal)
  • [API] Added lowercase conversion support to SimpleWikiProvider. (TheWhiteWolves)
  • [API] Increased version number to 69.

and @iLexiconn with LifeGauge
iLexiconn said:


Life Guage is a mod that displays the current health of a mob. If the mod isn't installed on the server, potion effects will not be visible. It's not required to be installed on the server, though. A server can also disable the mod for all the users connecting.


You can see the current hearts on the name tag, and the total hearts on the iScreen™.


A name tag is always preferred over the normal entity name.

This mod requires LLibrary. You can download it right here.
Why is there no 1.7.10 version? Well, because I'm lazy! It may be coming Soon™, but I'm not sure yet. I mainly made this mod to try out the new Forge version for 1.8.8. Turns out, there are almost no differences. :(

and @ewyboy with Hammer Time!
EwyBoy said:
Hammer Time 1.3.0
The big update!
This is the biggest patch for Hammer Time! The mod core is rewritten form scratch to give you a super compact, fast and optimized mod.

This build is 2.5 as big as the previews builds in therms of content.

But the size if this jar is actually 4 KB smaller then the old build.

So 2.5 times the content in a build that is 5 % smaller.

That is how much the mod got optimized.



The mods total launch time is down to ≈0.1 second.



  • Bug fixes
  • Pimped the creative tab loop through the different hammer types
  • New recipe for the Excavator
  • New config file generation [Delete your old]
  • 5 % smaller - 2.5x the content
  • Mod now launches in less then 0.1 second.
  • Rewrote the entire recipe loader system
  • Rewrote the entire material loading system
  • Rewrote the entire config loading system
  • Rewrote the entire tool loading system
  • Added new Lumber Axe Tool!
    -Chopping down entire tress with one swing!
  • Added new Sickle Tool!
    -Clearing big chunks of vegetation in one swing!
  • Removed the 2D textures.
 

sinkillerj

New Member
Jul 29, 2019
63
0
0
ProjectE 1.9.4 for Minecraft 1.7 is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

###Version 1.7.10-PE1.9.4
* NOTICE: As of PE1.9.3 legacy save conversion code has been removed. If you are upgrading from PE1.7.1 or below you will need to run PE1.9.2 once before upgrading further
* NEW: Per conversion arithmetic for fluids
* NEW: Config option to disable area mining
* FIXED: A issue causing the pedestal to render upside down in some situations
* FIXED: Objects such as torches and levers can now be placed on collectors
* FIXED: A Repair Talisman crash
* FIXED: Missing localized text for the setEMC command
* FIXED: Keybind localization
* FIXED: A issue causing servers with protection to lock up during vein mining
* FIXED: Pregenerated EMC file is now properly closed
* FIXED: A API issue regarding NormalizedSimpleStack
* CHANGE: Items learned using the Tome can now be unlearned
* CHANGE: Java 7 or higher is now required
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @jaquadro with Storage Drawers
jaquadro said:
Storage Drawers 1.7.0
  • jaAdded Creative Storage Upgrade (~infinite storage; no in-game recipe provided).
  • jaAdded Creative Vending Upgrade (infinite withdrawal; no in-game recipe provided).
  • jaAdded Buildcraft wrench support to rotate drawers, or drop sealed drawers instantly.
  • jaAdded config entry to change range of drawer controller.
  • jaImproved accuracy of lighting in fast label renderer.
  • jaFixed grass blocks and leaves displaying incorrect colors in fast label renderer.
  • jaFixed Mariculture tanks distorting world rendering when displayed in a drawer label.
  • jaFixed display of drawers in item frames.
  • jaFixed inconsistent insert/withdraw hit areas on drawer slots.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @GabrieleMaurina with Best Mazes
GabrieleMaurina said:
This mod is all about mazes and minotaurs. There are 13 + 1 different configurations, each one spawns in only one biome and has got it's one type of maze and minotaur. Each minotaur drops it's own key. You will need 4 keys to unlock the last maze in the End dimension.
Here's the list of biomes where u can find mazes:
-forest
-taiga
-swamp
-desert
-plains
-jungle
-birch forest
-ice plains
-nether
-ocean
-roofed forest
-extreme hills
-savanna

Have fun!

and @Noppes with Custom NPCs
Noppes said:
Custom NPCs 1.8.0
  • farmer job
  • builder job
  • healer job rewrite
  • builder block (to select a .schematic file for the builder to build)
  • copy block (to create .schematic files)
  • flying npcs
  • custom fonts for dialogs
  • return of the tint option
  • start of an API (https://github.com/Noppes/CustomNPCsAPI/tree/1.8.0)
  • lots and lots of bug fixes
  • skins changed to the new 64x64 player format
  • 1.8 changed a lot so I had a lot to fix this time around.
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
Time for another gregalicious update for GregTech! This time we've got a bunch of rolling machines as well as item and fluid pipes!
GregoriusT said:
6.00.61:
[FIXED] Some Code that was not done properly.
[FIXED] Forestry Support properly.
[ADDED] Improved Output Check and an On-Demand Mode to Basic Machines (use Screwdriver), that only produces when the Output is empty. Useful if you have things that only retrieve Stuff when needed.
[ADDED] Universal Extender, that conveys basically everything, including GT Sensor Data for example.
[ADDED] Machine Casings and adjusted many Recipes to use them. They are just Boxes and basically useless when placed, aside from Deco and Beacon purposes.
[ADDED]
Item Pipes from GT5 back.
They are working the same way they did before, from a mechanic standpoint.
In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed)
They can connect to Air Blocks, other Item Pipes and Inventories.
[ADDED]
Fluid Pipes. Slightly improved.
In order to connect, they need a whack with the wrench, at the specified target side. (they also auto-connect to the clicked Block when placed)
They can connect to Air Blocks, other Fluid Pipes and Tanks.
Fluids are evenly divided as far as I can tell via testing. (May not work with very tiny amounts of Fluids)
Temperature of Fluid matters ofcourse, but now it is no longer arbitrary and matches the Crucibles.
But they will prioritize non-Pipes over Pipes when inserting Fluids!
Progress Sensors measure Fluid throughput.
Temperature Sensors measure Temperature.

6.00.60:
[COMPAT] Another Forestry Compat Update for some of my Cutter Recipes, because someone over there thankfully fixed the aforementioned NBT Junk.
[API] Added Cryo EnergyTag used for cooling down things. Basically the opposite of the Heat EnergyTag. (I didn't make it negative Heat Units, because that could be confusing)
[FIXED] DIV/ZERO in the Crucible Code. Also made the Crucible a bit more precise, so that the Maths that created the zero, doesn't output zeros anymore.
[NERFED] Crafting of vanilla Rails, but only if Railcraft isn't installed.
[ADDED] Dedicated NEI GUI Background Texture for all GT Recipes.
[ADDED] Support for custom Models on PrefixBlocks without needing to create an own PrefixBlock Class.
[ADDED] Curved Plates. Made with Plates in the Roll Bender, or by Hammer Crafting. Also used in Metal Armor Recipes now, all hail the nerf.
[ADDED] Rail Items. Worth 1/4th of an Ingot each. They can be turned into Railcraft Rails too.
[ADDED] A bunch of Recipes.
[ADDED]
5 different Rolling Machines. Yes FIVE. Maybe I will add a sixth one, we'll see.
Everyone of them has a different purpose. one makes Plates, one makes Foils, one bends Rings, one makes Wires and there is also one for Rails.
It needs Rotational Energy (RU) from the back side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
 

keybounce

New Member
Jul 29, 2019
1,925
0
0
Update for Realistic Fluid Overhaul
http://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and/files

* Fix placement of liquid blocks (buckets, possibly machines, etc)
* Fix client rendering/update flag on block updates (changed from 2 to 3)
* Fixed a bug where a full block of flowing fluid would not update to a full block of stationary fluid

* Works well enough with Reika's fluid spiller if the fluid spiller has a range of 1.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @kopc0801 with Totem Defender
kopc0801 said:
Mod adds 4 totems, which defend territory from enemy entities. Totems are configured by upgrades (configuration items) and have 4 base attributes: attack's speed, damage, radius and level.
Configuration items level depend on totem level — it's not possible to use level 2 items for level 1 totem, but possible use level 1 items for level 2 totem. This would work well for balance.



Steps to configurate totem:

1. insert mode (projectile or AoE)

2. insert filter who need to track (enemy, living, player, etc.)

3. insert optionally upgrades

4. enjoy!



3279eb7bf90d.png




04085ef74f4c.png


Craft recipes of the configuration items and blocks:

Spoiler (click to hide)
3181d46cc693.png


Requirements:

Minecraft 1.7.10

Forge 10.13.0.1201+

and @Vazkii with Neat
Vazkii said:
Neat
Yes. That is a spin on Tidy Plates.



sjKZ8Ad.png


(full resolution)


Neat is a mod that adds Unit Frames to the top of every entity. That image is a good example of it.



Features:

  • Fully client sided
  • Health bars only show up if the mob is not obstructed
  • Health bar color changes depending on the mob's health % (green to yellow to red)
  • Shows the mob's attribute (for Smite or Bane of Arthropods) and their armor
  • Groups up health bars for mob stacks (like spider of chicken jockeys)
  • Configurable
Configuration:

go50DTh.png




Source Code

If you have any problems with the mod or just want to contact me, you can find me on Twitter (@Vazkii) or IRC (#vazkii on irc.esper.net).

and @feldim2425 with OC-Minecarts
feldim2425 said:
OC-Minecarts 0.8-beta
  • Added: Linking Upgrade. Allows Computer Carts to links and unlink minecarts
  • Added an arrow to the top texture of the computer cart (Points to the front side)
  • Added a prebuild creative computer cart.
  • Changed: remote analyer copy address only if ctrl+shift is pressed.
  • Fixed: crash when you connect a Network Rail Controller with a Enderio network cable.
  • Fixed: crash when linking a Steam Locomotive to the computer cart.
  • Fixed some rotation bugs
  • Also changed/fixed some internal stuff.
  • Rewrote the Computer Cart renderer
  • Rewrote the GuiButtonClick network message. (more modular)
  • Changed some stuff in the Remote module. (more modular)

and @Lycanite with Lycanites Mobs
Lycanite said:
Lycanites Mobs 1.13.0.4
  • Lycanites Mobs Update: The Way of The Warlock - Version 1.13.0.4 for Minecraft 1.7.10
  • Configs older than 1.11.0.1 will be reset.
  • Major Fixes:
    • Rahovart is now rooted to it's home spot if it has one (when spawned into it's arena via it's event, not via spawn egg).
    • Rahovart can now be hit correctly with projectiles and some modded melee weapons.
    • Entities are now registered in the Init step so that other mods can detect them in their Post Init step, entities however have their spawns registered in the Post Init step in order to catch all modded biomes, etc that are registered in the Init step.
    • Fixed a crash caused by Summoning Pedestals with no player owner (can be created without owners using block placement commands such as from WorldEdit or block placing mods such as from Buildcraft).
    • Spriggans should now deal damage again.
    • Fixed a crash caused by owners with names that end in s (buggy punctuation code).
    • Fixed a bug where custom item drops were shared for each mob where for example, if a mob dropped a custom drop and then another mob of the same type dropped a custom drop, only the last custom drop would remain on the s
  • Config Changes:
    • Added a new admin utility config option in general that can be used to instantly remove specific entities by their current localised name (or localisation id if they don't have a string assigned).
  • Balancing:
    • Rahovart now summons 1-3 Belphs per player every 5 seconds in phase 1 up from 1-2.
    • Zoataur can no longer move or attack while blocking, block less frequently and will stop blocking when at or below 25% health.
  • Minor Fixes:
    • Silex, Ika and Cephignis are now immune to suffocation damage.
    • Fixed various crashes triggered by other mods.
    • Updated mcmod.info.

and @Brandon3055 with Draconic Evolution
brandon3055 said:
Draconic Evolution 1.0.2-Snapshot_6
  • added new textures and models for ALL THE THINGS! Thanks to @Sn0wShepherd
  • added config option to disable custom tool models.
  • removed some debug code.
  • fixed guardian teleport attack teleporting the ender crystals.
  • added contributors page to the information tablet.
  • added autoscaling to the Information Tablet GUI.