Detailed information of Changes in v5 of Direwolf20, v8 of MindCrack & v7 of Magic World

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Would you like me to update this for all the Modpack Updates


  • Total voters
    245

VikeStep

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Jul 29, 2019
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I put this thread together to highlight was has been added to each modpack and what was added to the mods in their most recent updates. Please ignore the poll above, I am definitely continuing this page, however it will be moved to the Modpack Updates section from now on, so make sure you watch out for that section if you want to be notified for further updates.

PLEASE NOTE! there is other updates on this post here

All Packages:
Forge by LexManos: 6.5.0.489 to 6.6.0.499
Updated to FML v1.4.7-4.7.3.519
Updated to Minecraft v1.4.7
New:
  • Seperation of enchantment vs enchanting table and anvil
  • Chunk compression moved to network threads, should increase server performance on multi-core servers.
  • New 'Server Stopped' event
  • New Hooks to allow more control of mob spawning
Bug Fix:
  • Potatoe and Carrot support for IPlantable
  • Fixed vanilla fireworks bug
  • Fixes a vanilla bug where the player view would dip when stepping between certain blocks
  • Fixed bug in Event system causing lists to be rebuilt constantly.
  • Fixed issue with Efficancy enchatment when connected to vanilla servers.
  • Fix mobs spawning on inverted slabs/stairs
  • Fixed a few CME exceptions in vanilla MC.
NotEnoughItems by Chicken_Bones: 1.4.5.0 to 1.4.5.1
Unknown update changes, NEI page shows only changes from 1.4.4 to 1.4.5, please post information on forum with information if you have it
CodeChickenCore by Chicken_Bones: 0.7.0.2 to 0.7.1.0
Unknown update changes, CCC page shows latest version as 0.7.0.2, please post information on forum with information if you have it
Buildcraft by Sengir: A-3.3.0 to A-3.4.1
Updated to MC 1.4.7
  • Changed: Filler function to stop its use asa mining tool. Empties from the top down, items dropped from it only last a second. (cpw)
  • Changed: Gates and pipe wires now available earlier for other mods. (Flow86)
  • Changed: Pipes now replace grass, vines, etc. when placed. (tcooc)
  • Changed: onInventoryChanged() now called when adding to an IInventory. (MrTJP)
  • Bugfix: Fixed issues with the hopper and NBT data. (CovertJaguar)
  • Bugfix: Fixed NBT data not synching in diamond pipe gui.
  • Bugfix: Pipe items should now display smoother. (aznhe21)
  • Bugfix: Filler flatten now works above 128 height. (DeliciousJaffa)
  • Bugfix: Stacked tanks will not store different liquids anymore. (kemurphy)
Forestry by Sengir: A-1.7.0.1 to A-1.7.0.5
#1.7.0.5
- Bugfix: (IMPORTANT! UPDATE!) Fixed an issue that caused leaves not to remove the associated TileEntity, clogging up the save and provoking hard-to-trace bugs.

#1.7.0.4
- Changed: Reduced the bandwith used by leaves on trees generated by forestry by about 87 %. This should also fix disconnect.overflow in high density forests in SMP.
- Bugfix: Fixed an issue that caused fruits (cherries, walnuts, chestnuts) to not spawn correctly, generating phantom fruits.
- Bugfix: Fixed an exploit that allowed bees to be duplicated via backpacks.
- Bugfix: Fixed a crash in relation to RP2's fake player.
- Bugfix: Blacklist config is now read before registering mutations and should work correctly.
- Bugfix: Fixed an issue that caused bees to render incorrectly in the stationary analyzer.
- Bugfix: Fixed a crash related to using the wrong locale for lower casing identifiers.
- Bugfix: Fixed incorrect bee rendering in apiarist's pipe. (Again.)
- Bugfix: Fixed a duplication bug on apiaries with BC pipes.

#1.7.0.2
- Bugfix: Random SMP crash when cycling through items in hand and opening backpack gui.
- Bugfix: Fixed a crash when putting cans into a RP2 deployer.
- Bugfix: Fixed the issue that caused specimen in bee- and treealyzer to require a second click for analyzation. (h/t Xhamolk for finding the source of the bug.)
- Bugfix: Letters can only be written to if they are unstacked.
- Bugfix: Letters will now correctly be lodged irrespective of casing of recipient's name.
- Bugfix: Cherry trees are now correctly named "Hill Cherry", not "Wild Cherry".
- Bugfix: Fixed bonemeal not being consumed on use on saplings.
- Bugfix: Possibly improved sapling stacking.
IronChest by cpw: 4.5.2.213 to 4.5.4.217
Unkown update changes, changelog only shows major updates, any information on what was updated would be nice
NEIPlugins by mistaqur: 1.0.4.1 to 1.0.4.5
Support for Following:
  • Buildcraft 3.3.0
  • Show assembly table recipes and Combustion Engine fuels and coolants.
  • IndustrialCraft2 1.112 Open Beta
  • Added tooltip that show how many EU you can get from burn item in Generator (can be disabled in NEI options).
  • Warning: this plugin uses client-side IC2 config option "energyGeneratorBase", server can have different value.
  • It's also show recipe of UU-Matter in Mass Fabricator.
  • Railcraft 6.14.0
  • Forestry 1.7.0.3
  • This plugin show squeezer, centrifuge, carpenter, fermenter, moistener, still and thermionic fabricator recipes.
  • Forge 6.5.0+
  • This plugin is add ability to see all possible containers for each liquids. Also you can see their names in Liquid Dictionary, check if item registred in Ore Dictionary and browse Ore Dictionary (but it disabled by default, you need activate this ability in NEI options).
Omnitools by Team CoFH: 2.2.5 to 3.0.1
Version 3.0.1 Fixes a Lexicon Dupe Bug
Version 3.0.0 adds portable functionality to the Lexicon and changes the mechanics up a bit.
smile.png
To create the Block version of the Lexicon, create the Plinth and then place the Lexicon on top of it. To use the Lexicon directly from inventory, Sneak + Right Click.

Sneak + Right Clicking the Lexicon Block will remove the book and leave the Plinth behind. Another Sneak + Right Click will remove the Plinth as well.

Version 3.0.0 also changes how valid conversions are detemined - either a whitelist or blacklist model is used, and can be chosen in the config file. A default list will be generated if one is not present - you may then alter this list as you see fit for your own server.
  • Omniwrench won't remove safes with items in them and can now pick up MFFS Secure Storage (Dropping Items inside of them). Thanks to BalanceSeeker for finding this change
Railcraft by CovertJaguar: 6.13.1.0 to 6.14.0.0
New Features:
  • NEW: Added Trackman's Backpack, for holding all your Track/Minecart related stuff. Only available if Forestry is installed. Big thanks to Sengir for the API.
  • NEW: Added Engineer's Overalls. Texture provided courtesy of the user, 'Foreplaying'.
  • NEW: Added Villager Detector. *Railcraft Inc. does not condone the enslavement of Villagers for breeding and/or other nefarious purposes.
  • NOTE: The Villager Detector currently only works with vanilla Villagers, mod added Villagers will be supported in a later update.
  • NEW: Added a means to make Steel if the Blast Furnace is disabled. You need to break an Iron Ingot into Iron Nuggets and cook those in a Furnace to get Steel Nuggets.
  • NEW: Added Creosote Cell (IC2 container).
  • NEW: Explicitly defined BC Facades for Infernal Brick, Sandy Brick, Steel Blocks, and Concrete Blocks.
  • CHANGE: Advanced Detector redesigned, it now has filter slots that you can put specific minecarts in.
  • CHANGE: Coal made from UU-Matter can no longer be used in Coke Ovens.
  • CHANGE: World Anchors loading fewer than 9 chunks, because they are paired with a Sentinel, now use less fuel.
  • CHANGE: Tweaked Sandy Brick to Coke Oven Brick recipe, it should now have the same cost as directly crafting Coke Oven Brick.
  • CHANGE: Controller Boxes can now send the OFF aspect.
  • FIX: Fixed a bug in the Pairing network code that broke the Tuning Aura for addons.
  • FIX: Fixed a bug with RP Liquid Pipes and Liquid Fueled Boilers.
StevesCarts by Vswe: 2.0.0.a42 to 2.0.0.a45
New Features include
  • Recipes using saplings and dyes now also work with non-vanilla types.
  • Recipes using wood or planks now work with non-vanilla types.
  • Fixed the issue with the dark interfaces.
 

VikeStep

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Thaumcraft by Azanor: 3.0.1c to 3.0.2
Updated to 1.4.7
  • Welcome to tier 3!
  • possible fix for corrupt nodeid count
  • thaumcraft monster worldspawns can now be disabled in the config settings
  • some server config settings will now be sent to the client whenever it connects
  • fixed crash when displaying aspects of items without actual aspects
  • added warded glass
  • warded stone, glass and arcane door is now set to be completely unbreakable even for the person that placed them. They can only be picked up by using a casting wand on them.
  • added iron and gold keys to grant others access to an arcane door. See your thaumonomicon for details.
  • added warded pressure plates (new research)
  • arcane levitators are now more responsive and individual levitators in a stack can be powered down to reduce the levitation height. Only levitators above (or below) the one that has been powered down will be counted for lift or fall distance
  • aura node rarity is now configurable.
  • For texture pack makers: ss_core.png was getting a bit crowded so some stuff has been moved to ss_world.png
  • added another source of the aura aspect
  • added another source of the Mutatio aspect
  • golems no longer flee when damaged. It caused more problems than it prevented
  • added amber blocks and bricks. Blocks are crafted with 4 amber and amber bricks with 4 amber blocks. All of these can be converted back into amber.
  • rebalanced the casting wands (wand of the apprentice, adept and thaumaturge)
  • casting wands now have their own gui elements
  • changed the way data is stored for casting wands.
  • slowed casting wand recharge rates while in inventory. Wands now recharge at the same rate in both tables and the players inventory. Higher tier wands have higher recharge rates.
  • *WARNING*: Due to these changes there is a very small chance that existing casting wands with damage might break. You may also need to remove any wands from crafting tables and hold them in your inventory for a moment before they will start working with the new system.
  • in the ongoing battle to prevent data loss, research data is now saved with the players vanilla NBT data. As a happy side-effect this seems to solve the offline/online issue. \o/
  • aura data is now saved as part of the normal MC chunk data. As a result any kind of aura operations now only takes place on nodes in loaded chunks. This has already been true for the most part, but previously a small number of operations could still take place even in unloaded chunks.
  • *IMPORTANT* I will be removing all legacy saving methods for both research and auras in a FUTURE update. Research data for players that haven't logged in since this update, and aura data for chunks that have not been loaded WILL be lost. Don't worry, I will give ample warning when I do it.
  • added several new enchants - check your thaumonomicon for details. They do not require research to unlock.
Thermal Expansion by Team CoFH: 2.1.6 to 2.1.7.3
Added Features Are:
2.1.7.3
  • Bugfix: Aqueous Accumulator sided tank interaction corrected.
2.1.7.2
  • Bugfix: Redstone Energy Conduits now work properly with the Redstone Energy Cell.
2.1.7.1
  • Bugfix: Redstone Energy Conduits now play nicely with all engines.
2.1.7
  • IMPORTANT: Examined the metaphysical nature of the relationship of the Pulverizer and Smelter. The road has come to a fork.
  • API: The API has been updated slightly to handle the above change. If you were only using the Crafting Helpers, there should not be any issue. ;)
  • Added: Information and Tutorial tabs; either/both of these can be disabled in the config files.
  • Added: Configuration option to require Steel for Machine Frames (if present).
  • Added: Configuration Option to use gears instead of Ingots in Machine recipes.
  • Added: Sawmill support for Forestry logs and planks.
  • Added: Smelter recipes for various Alloy recipes.
  • Bugfix: Handled an issue that would occur with Redstone Energy Cells on server restarts.
  • Bugfix: Handled an issue that would (rarely) occur with Liquiducts and broken chunks.
  • Bugfix: Liquiducts should no longer be able to dupe liquid in some cases.
  • Changed: Default ore gen values have changed. These will not overwrite existing config files.
  • Changed: Disabling an ore will also prevent it from co-generating.
  • Changed: Engines have been revamped - the Heat mechanic is gone and the visual feedback has been altered.
  • Changed: Engines will no longer accept liquid containers via their GUI slots. REMOVE EXISTING CONTAINERS FROM MAGMATIC ENGINES WHILE YOU CAN. :)
  • Changed: Machines and Engines that hold liquids can now be filled/emptied directly by right clicking on them with an appropriate container.
  • Changed: Magma Crucible has been rebalanced a bit.
  • Changed: Magmatic Engines now require Invar Ingots and Gears instead of Tin.
  • Changed: Netherrack to Lava conversion is more expensive - this new default value IS enforced upon updating. You may still change it in the config file.
  • Changed: Render for the Portable Tank is slightly more responsive.
  • Changed: Sided connection logic for machines has been changed - it is more specific now in what can connect and when. This may cause issues with BuildCraft pipes in the short term.
  • Changed: Smelter now requires Invar Ingots instead of Sand.
  • Changed: Updated to new external APIs - this fixes a few things which weren't bugs, strictly speaking.
  • Removed: Brass and Bronze Conversion through dusts. This *might* get added back in through the Induction Smelter.
  • Textures: Energy Cell render texture has been renamed. Sorry about that.
  • Textures: Engine texture style has changed to represent the "new" engines. Texture packs do not have to update these files, but it is is recommended.
Thermal Expansion NEI by Team CoFH: Newly Added
NEI was updated to support the most recent version of Thermal Expansion
Twilight Forest by Benimatic: Added in Direwolf20 Pack, 1.14.0 to 1.15.1 in the others
For Direwolf20 users, please read this wiki page to understand all features of Twilight Forest.
The new updated features are:
Version 1.15.1
  • Lots more stairs in the dark forest towers
  • Beam parkour mazes in tower centers
  • Mini ghasts spawn in the beam mazes
    • Need tweaking/texturing still
  • Experiments with antennas/transmitters
  • Fixed a bug affecting magic maps on the server
  • Restructured some of the dark tower construction methods to remove some of the state from the StructureComponent object
  • Made tower wood blocks somewhat less hard
  • Fixed another glitch that would change one sapling into another
Version 1.15.0
  • Lots of work on four "magic" trees, to be found as treasure
    • Still some glitchiness with the tree of transformation and sorting tree
    • Sorting tree can crash servers, need to extract private values to replace client-only getter method
    • Tree of transformation seems to interact strangely with tileentities
    • Still need a few final textures
    • Also would be nice to "turn off" the game effect, even if it means not having full trunk placement options for the special blocks
  • Fixed a bug (or two) where maps would get incorrect ID numbers and possibly overwrite existing maps or other weirdness
  • Fixed a bug where changing recipe sizes would leave leftover items able to be picked up on the uncrafting table
  • Added warning to [WIP] block tooltip
  • Added a few more valid internal values to the recharge recipe for the zombie scepter
Direwolf20 & Mindcrack Pack:
IC2 Nuclear Control by Shedar: 1.4.5 to 1.4.6
v.1.4.6
  • fixed 'e' bug in text card
  • fixed thermal monitor redstone bug (update on settings changing with a turned off reactor)
  • additional checks to prevent from nullpointer crashing with invalid info panel cards
  • added compatibility with BC energy storages (you can use Energy Sensor Kit on BC energy storage)
  • added compatibility with GregTech reactor cells (plutonium and thorium)
  • mB/t output instead of EU/t for steam reactors
  • updated block textures (tried to make machines more "steel")
ModularForcefieldSystem by ThunderDark: 2.2.8.2.14 to 2.2.8.3.6
V2.2.8.3.6
  • fix crashbug
  • fix texture Bug in Projector
  • fix Convertor Powerloop
  • change FF touch Damage System only Damage Player without rights
2.2.8.3.4
  • workon/fix Memory Leak and CPU Leak
  • add new Stuff and changed make new some Parts..
2.2.8.2.16
  • Hotfixing: CPU "LAG" with Large Forcefields reduced by ~ 70%
  • CPU "LAG" with Forcefield NPC/Player Defece reduced by ~80%
  • add: Config Option for DefenceStation in NPC Mode to disable enter area notification
  • change: DefenceStation in search not Spam every second only if found prohibited items..and removes this
  • ..lot of internal Code changes for new ControlSystem Update...
Extra Bees by Binnie: Added in Direwolf20, 1.4.9.12 - 1.4.9.26-prerelease in Mindcrack
For Direwolf20 users, please visit this page for some tutorial videos on the mod.
Changes to this mod are:
  • Works with used version of Forge #499 and Forestry 1.7
  • Fixed the genepool error due to inventory bug
  • Fixed overflow error due to packet derp
  • Master Apiarist Database, a non-craftable unlocked database
  • Can click on species in mutation tab to goto that species
  • Fixed crash to do with key binding
  • Several database tweaks to hide mutations
  • Stopped serums being repairable
 

VikeStep

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Direwolf20 Modpack Only
Compact Solars by cpw: 3.2.0.21 to 3.2.3.23
Unable to find a changelog, if someone can tell me what was updated that would be good
MindCrack Modpack Only
Advanced Machines by AtomicStryker: 4.7a to 4.7b
Changed Features
  • fixed "pick block"
GregTech by Gregorious Technicities: 2.75b to 2.77b
2.77b
  • Fixed some Frame releated Stuff.
  • Changed a few Recipes a little bit.
  • Fixed some other minor Bugs.
2.77a
  • Fixed several moreless critical Bugs.
  • Fixed the Progress-lost-on-Chunkload-and-then-complaining-about-insufficient-Energy-even-if-it-has-more-than-enough-Energy-Bug of my Multiblock Machines.
  • Added Distillation Tower and two currently Byproduct-Free Recipes for Oil and Biomass Cells (Liquid Pipes currently not supported)
  • Changed my Silver Ore to Silverlead Ore. @TexturepackMakers: The 6 diffrent Ore Textures for all the GT-Ores are now a bit better randomized.
  • Added Recipes for the Vacuum Freezer regarding the diffrent Coolant Cells
  • Added cheap Recipes to the Industrial Blast Furnace to create Bronze, Brass and Invar directly from Ingots, similar to Thermocrafts Induction Smelter.
  • Fixed Thermocraft API usage (as my Bugfix for the older 2.1.6-Version was identical to the Dust-Duplicator-Code)
  • Changed Recipe for Steel. You now need a refined Iron Ingot and 2 Coal. If you use Steel Dust, then nothing changes.
2.76d
  • Nerfed the output of centrifuging lava a tiny bit, also you only need 16 instead of 64 Lava for one Process.
  • Probably fixed any Sync-Nullpointers in my MetaTileEntities (especially Frame Movement).
  • Made Energy Explosions of my Machines even more dangerous, by letting Machines emit EU upon explosion IN ALL 6 DIRECTIONS! First it emits a packet of 32 EU, then 128, 512, 2048 and 8192 EU, which will fry pretty much every Cable and detonate any Machine connected to said Cable. This makes LV carrying Glassfibre (in comparsion to Copper Cables) even more dangerous, as the Cable gets fried at 2048 and not 128 EU (what would prevent any other Explosion Reaction).
  • Improved the QuantumChest Code a large bit (as suggested by mistaqur via PM one week ago).
  • Edit: Forgot to mention that I added Thorium and Plutonium Dusts (and support for every Mod, which adds correspondent Ores), which will maybe cause problems with previously set up Automation (as I switched from Cells to Dusts in some Recipes). Monazite Ore + Grinder should give you Thorium Dust, but I didn't test it.
2.76c
  • Added the Functionality of extracting Vis from the Thaumic Nodes to the Magic Energy Absorber. WARNING! Any explosions resulting from handling this Generator wrong, while in Vis-Extraction Mode, will result in lots of Flux polluting the Nodes. Moving thaumic Instabilities can cause such explosions.
2.76b
  • Added the Magic Energy Absorber, a Device capable of extracting Magic Energy from enhanted Tools and close by Ender Crystals (if the switch is ON ofcourse). It works with every Enchantment (even Mod added ones). I just remember that I forgot to fix one Exploit regarding this Device...
  • Fixed Dragon Egg Siphon.
2.76a
  • Added Magic Energy Converter. This Device is capable of converting the Magic Energy from Items and magic Fluids into pure electric Energy. Ender Eyes (NOT the Pearls!), Nether Stars (and Beacons) and some Thaumcraft Items can be converted! Due to needing a very strong Magic Conductor, this Device is quite hard to get, as the only known thing for creating that is a Nether Star. It needs Platinum Ingots instead of Thaumium Ingots if Thaumcraft isn't installed. You usually get any Containers or empty Crystals back.
  • Changed GUI of the Advanced Regulator a bit.
  • Tons of minor Tweaks and Bugfixes.
2.75d
  • Fixed your "Energy-Issue", by setting the Machine to negative Progress Time (-10 Ticks) if the Progress Time is negative, then it doesnt cost Energy to get back to 0, but after the 0, it will again start to produce.
  • Generalized Storage Block Crafting. The old Configs for Storage Blocks are now all Ineffective, please use the advanced Config to restrict some of the Blocks. The Default didnt change so dont worry if you did nothing to that Config.
2.75c
  • Improved Item Movement Code of my Automation Machines, to be able to limit Stacksizes at the Target Inventory (The Advanced Regulator makes already use of that, so you may want to check the preplaced ones), may needs a bit more testing, please report any Item-Dupe or Item-Elimination, which happens to you.
  • I don't know what exactly went wrong, but the Implosion Compressor should play a Sound. Maybe it works only in Multiplayer.
Petroleum Generator by DrCeph: 1.1 to 1.2.1
1.2.1
  • Fixed bug where naturally generated TC ore blocks would not macerate due to non-standard ore generation
1.2
  • Block front panel now faces player on placement
  • Cross-mod compatability - now able to convert TrainCraft ores into Buildcraft oil.
TrainCraft by Spitfire4466 & MrBrutal: 3.1.13 010 to 3.1.13 030
TC v3.1.13_030
  • Rewrote train workbench to be a tile entity (Now keeps items on close)
  • Added shapeless recipes for train workbench
  • Added missing recipes for trains (15)
  • Added an option for steel being in ore dictionary
  • Fixed ore spawn rates, ores will no longer go crazy
  • Fixed some minor GUI lighting issues
  • Fixed Assembly table tooltip (no. of known recipes)
  • Fixed camera glitching on trains
  • Fixed some rotation problems on trains
  • Fixed tracks builder digging down and getting stuck
  • Fixed NPE on builder cart on server
  • Fixed GUI opening while in chat
A lot of these had no information, if you can provide info on changes from: NEI, CCC, IronChests & Compact Solars I will update the thread
 

VikeStep

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Well i don't know if it is too early to say but I have recieved 7 yes's and 0 no's to doing it again within 15 minutes so I guess I will do it, my next question is that since I will also do this updating for each modpack (Including the official FTB ones when they are released/updated) should i make a separate thread for each modpack since after making this article it ended up being around 25000 characters long and with the cap being 10000 i had to split it into 3 threads, however i don't know how i am going to edit this thread properly if i keep the same thread when the next wave of updates come around. hmm..
 

Abdiel

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Awesome work, thanks for putting this all together!

I would suggest just keeping the current format, go by mod, using as many posts as needed. 90% of the mods are common to all packs, it's pointless to waste the space to mention them over and over again. Also many people include mods from another modpack in their worlds.
 

Exedra

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Jul 29, 2019
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Just a slight problem, it says Extra Bees by Sengir. It should say by Binnie
 

VikeStep

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Awesome work, thanks for putting this all together!

I would suggest just keeping the current format, go by mod, using as many posts as needed. 90% of the mods are common to all packs, it's pointless to waste the space to mention them over and over again. Also many people include mods from another modpack in their worlds.
Yeah but the problem is that now I am restricted to editing the first 3 posts (30000 characters) for the next lot of updates, unless I can insert a post somehow to add a 4th or 5th in with out it being placed somewhere else down the thread

Just a slight problem, it says Extra Bees by Sengir. It should say by Binnie

Fixed
 

Abdiel

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Just add another set of posts or even a new thread next time the packs update (how soon do you really think that will be?).
 

VikeStep

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Just add another set of posts or even a new thread next time the packs update (how soon do you really think that will be?).

I think I will make a new thread every time an update happens,thanks for your opinion and regarding speediness of updates, I am willing to bet that since the last few weeks of changes we may see updates once every 1-2 weeks until the Ultimate pack is made
 

MrZwij

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Thanks for putting this together. I'd like to see this information put into the launcher, or at least linked. Hopefully somebody from the launcher team is reading this.
 

Golrith

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Thanks for the info. As much as I love updates, I also dread them :D
 

leonel

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hello i just downloaded Mindcrackv8 and it crash on start dut saying NEI plugins need NotEnoghtItems to be aviable, any idea of why?
 

Dragonfel

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hello i just downloaded Mindcrackv8 and it crash on start dut saying NEI plugins need NotEnoghtItems to be aviable, any idea of why?

You're not the only one. While these updates are "available", they may not be bug free. V7 is the current "recommended" build. You may need to download the latest NEI manually, or downgrade the NEI plugins to a previous version. Personally, I'm just going to wait until it's pushed out as the default on the launcher.

Thanks for the change logs, VikeStep! Hope you keep updating us with the latest info. :)
 

whythisname

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hello i just downloaded Mindcrackv8 and it crash on start dut saying NEI plugins need NotEnoghtItems to be aviable, any idea of why?

I had the same, so I went back to v7. I'm guessing a file (or multiple files) is missing from the pack and I'd just wait till they set the v8 pack to "recommended". There isn't much point in reporting issues like this when they're still testing and probably aware of the issue by now.
 

CWW256

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Thanks for putting this together. I'd like to see this information put into the launcher, or at least linked. Hopefully somebody from the launcher team is reading this.


Someone is =)

hello i just downloaded Mindcrackv8 and it crash on start dut saying NEI plugins need NotEnoghtItems to be aviable, any idea of why?

Fixed.
 

VikeStep

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Someone is =)
When you say someone is do you mean they are adding my info or your info from the other thread.

And thanks to everyone else For your support on this, I was a bit overwhelmed going to sleep with 11 yes's on the poll and waking up to 62 :D

P.S. I was wondering if this thread could be to moved to Modpack Updates section for discoverability and because this is only about that, if not that is fine