What's new in modded minecraft today?

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Succubism

New Member
Jul 29, 2019
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Welcome to the team @WayofTime ! :D
The grammar makes my head hurt.

Seriously, what are they teaching these kids? Do they structure their spoken words like this?
 

Fixided

New Member
Jul 29, 2019
315
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vChat by Vic_
Nicknames:
You can give any player a nickname, it will be displayed in chat instead of the actual username. Nicknames have a minimum length of three characters and must only contain alphanumeric characters. They will be colored yellow to show the difference and you will be shown the actual name when hovering over it. Some commands accept nicknames, although you should always use the actual name to avoid confusion.

Command: /nick <playername> <nickname> to add a nickname and /nick <playername> to remove one.
Default permission level: OP (3)

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Name highlighting:
Both username and nickname will be highlighted in chat, with a different color when yourself gets mentioned. It also has the interesting side effect of correcting the spelling.

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Clickable URLs:
Well yes, wasn't that included in Minecraft by itself? You can post any URL into the chat and others can open the link by simply clicking on it.

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Default permission level: everyone (0)
...More info here

Not for me though, I don't play on servers because of this exact reason.


OpenComputers 1.3.3.54 for 1.7.10, 1.6.4
  • Added: tab completion for the default shell (thanks Magik6k).
  • Added: methods for screens to invert 'activate' and 'sneak-activate' behavior.
  • Added: support for Factorization and IC2 Classic power.
  • Added: setting for maximum hologram scale by tier.
  • Added: assembler is now a component, so it can be started automatically.
  • Added [MC1.7]: support for Dynious' Version Checker mod.
  • Change: assembler now always finishes instantly when used while in creative mode.
  • Change: creative cases can now only be manipulated while in creative mode.
  • Change: additional CPU slots in servers are now component bus slots (new item).
  • Fixed: used space computation on tmpfs after reboots.
  • Fixed: a couple of bugs in OpenOS libraries (reinstall OpenOS!).
  • Fixed: assembler not working when using `ignorePower=true`.
  • Fixed: robots sucking items merging items that shouldn't be merged.
  • Fixed: generator upgrade leaving a ghost item when inserting fuel into it.
  • Fixed: servers (and potentially robots) resetting / not saving their state properly. This *should* be fixed, hard to say for sure.
  • Fixed: placement of certain items using robots (e.g. lily pads).
  • Fixed: chunkloader upgrade not working properly.
  • Fixed: a bunch more small stuff.

Ender IO 2.0_beta.178
New / Changed
- Added 'Killer Joe' mob grinder
- Spiffy new enchanter model from @CyanideX
- Silicon Steel recipe now requires coal dust instead of coal
- Insulated redstone conduits automatically connect to MFR machines
- Added mod based filter for item conduits
- Added ability to see the contents of an inventory snapshot when using the 'Existing Item Filter'
- Item filters can be copied by placing a blank and configured filter in the crafting grid
- #865 Item filters and machines can have their config cleared by placing them in a crafting grid
- Update de_DE.lang (Vexatos)

Bugs
- #852 Basic Fluid Conduit causes performance issues with small fluid volumes.
- #869 Pulverized Coal Doesn't work in the Dark Steel Recipe
- #862 item conduit doesn't connect to mfr harvester
- #869 Darksteel Sonar Helm caused crash
- #871 Multiple powered spawners can be input into the anvil and duplicated
- #874 Shift click with con. probe not working if no active connections
- #875 Item conduit/Crafting station(TC) issue
- Fixed rendering of conduit switch.
- Fix tank z-fighting (tterrag)
 
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SatanicSanta

New Member
Jul 29, 2019
4,849
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GregTech 5.03k
V5.03k:
Added Polarizer (to make Permanent Magnets for the small Motors)
Added Electromagnetic Separator (mainly for Ores)
Changed the Recipes of Motors and Pumps (Iron Rod + 4 Redstone = magnetic Iron Rod, and Rubber Sheet + Knife = Rubber Ring, for the Starters out there)
Added ways to obtain Neodymium from Rare Earth from crushed Redstone Ore and some other mods Ores, also added Monazite and Bastnasite Ore to the Worldgen (but they aren't necessary in older Worlds, you can still use Redstone Ore for Rare Earth).
Made again a few new Recipe wrappers for Extractor, Compressor and Macerator. Optimizing my Code by killing almost identical Class Files is fun.
Concrete Plates are now available, so that there is at least one Concrete Cover.
 

SpwnX

New Member
Jul 29, 2019
210
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GregTech 5.03k
V5.03k:
Added Polarizer (to make Permanent Magnets for the small Motors)
Added Electromagnetic Separator (mainly for Ores)
Changed the Recipes of Motors and Pumps (Iron Rod + 4 Redstone = magnetic Iron Rod, and Rubber Sheet + Knife = Rubber Ring, for the Starters out there)
Added ways to obtain Neodymium from Rare Earth from crushed Redstone Ore and some other mods Ores, also added Monazite and Bastnasite Ore to the Worldgen (but they aren't necessary in older Worlds, you can still use Redstone Ore for Rare Earth).
Made again a few new Recipe wrappers for Extractor, Compressor and Macerator. Optimizing my Code by killing almost identical Class Files is fun.
Concrete Plates are now available, so that there is at least one Concrete Cover.
You did it again :3
 

midi_sec

New Member
Jul 29, 2019
1,053
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The grammar makes my head hurt.

Seriously, what are they teaching these kids? Do they structure their spoken words like this?
Well, his sentence structure is that of a non-native english speaker (eg. "How many devs has..."), it's very similar to spanish, tagalog, portugues, and probably some more that I don't personally know.

If he's pacific islander or western european as I presume he is, english probably isn't even his second language. So there's that... don't be a hater. :(
 

immibis

New Member
Jul 29, 2019
884
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Working on a wireless data transmission mod. I should have an alpha out by the end of the week, maybe a few days longer.

NOTE: No, it won't be RF-only. That would be silly, as my current personal pack doesn't have any mods using RF for some reason.

Why won't it be radio frequency-only? What else is it going to use - DC?
 
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Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today we're starting with @ErogenousBeef with Big Reactors
ErogenousBeef said:
Big Reactors 0.4.0rc1
  • CoFHCore is now a hard dependency. Big Reactors will not work without CoFHCore installed.
  • Upgrade: Upgraded to Forge 10.13.0.1198. Thanks to Parker8283 for the help!
  • Refactor: Completely new network messaging system, originally based on Pahimar and Parker8283's systems.
  • Refactor: Gradle build system modernized and properly uses Git submodules now.
  • Refactor: Reactor icon selection mechanism moved to client-side. Reactors no longer change metadata on assembly. Reduces reactor assembly CPU and network load by many orders of magnitude.
  • Refactor: Reactor control rod is now a subblock of the regular reactor parts instead of its own block.
  • Refactor: Cyanite reprocessor now based on CoFHCore classes. Can be dismantled with TE crescent hammer (shift+rightclick).
  • Refactor: Rewrote inventory/fluid port exposure mechanism on reprocessors. Faster, cleaner code.
  • Refactor: Added @Optional annotations so BR no longer needs to include any external API code.
  • Refactor: Rewrote reactor fuel/waste tracking to use new "reactant" system instead of fluids. Faster, cleaner, and allows for easier addition of more fuels and reactions.
  • Refactor: Made most reactor functionality data-driven in preparation for 0.5.
  • Refactor: Eliminated direct reads from Ore Dictionary; now using CoFHCore's OreDict helper for significant speed improvements.
  • Refactor: Reprocessors and access ports now cache adjacent inventory connections instead of querying every time. Lighter on servers, esp. when a reactor's access port fills up.
  • Usability: Control rod GUI now has visible control rod meter. Can also step the control rod in/out by 1, 5, 10 or 100 percent, and can also set ALL control rods on a reactor at once.
  • Bugfix: RF/t gauge on turbines and reactors was inaccurate at very high (megaRF+) values. This has been fixed.
  • Bugfix: Appropriate tile-change events are now scattered when access ports and fluid ports (coolant & turbine) load; should fix "pipe does not connect" issues.
  • Bugfix: A rare combination of config settings could cause startup crashes. This has been fixed.
  • Bugfix: Pipes can no longer fill up turbine fluid ports in outlet mode by accident.
  • Enhancement: Lead, Zinc and Manyullyn blocks added to list of accepted blocks for reactor interiors and turbine coils.
  • Enhancement: Reactor parts (controllers, power taps, etc.) can now be placed on top and bottom faces of the reactor, just like turbines.
  • Enhancement: Turbine and Reactor computer ports now expose getMinimumCoordinate and getMaximumCoordinate commands for machine-size computations.
  • Localization: Russian translation updated. Thanks Adaptivity!

and @tonius11 with Simply Jetpacks
tonius11 said:
Simply Jetpacks 1.1.0
  • Added Flux Packs. These items are worn as chestplates and can charge held items and other worn armor.
  • Added the Flux-Infused JetPlate. Only available when Redstone Arsenal is installed, this is the new final tier of jetpacks. It is basically the Flux-Infused Chestplate, the Resonant Jetpack and the Resonant Flux Pack in one.
  • Hover mode no longer makes the jetpack use less power. Default tuning values have been adjusted to balance this out.
  • Some rebalancing of the default tuning values. If you wish to use these, use the config GUI to reset the tuning values, or delete the config file.
  • Added a NEI plugin to show the 'recipes' for armored jetpacks.
  • Replaced the status chat messages with a new part in the HUD that displays the states of the jetpack engine, hover mode, etc. Chat messages can still be enabled in the config.
  • Updated CoFH API

and a mod by @Choonster called Chisel Facades
Choonster said:
This is a small compatibility mod that adds Chisel's blocks as BuildCraft Facades. Versions are available for both 1.6.4 (for asie's update and Delta534's update) and 1.7.10 (for Pokefenn's update).

In 1.6.4, the asie version adds 564 of Chisel's block variations as Facades, while the Delta534 version adds 578. In 1.7.10, the Pokefenn version adds 616 block variations as Facades.
 

Vasa

New Member
Jul 29, 2019
532
0
1
I wanted to play Minecraft and MultiMC Changelog appeared.

0.4.2

  • Show a warning in the log if a library is missing
  • Fixes for relocating instances to other MultiMC installs:
    • Libraries now use full Gradle dependency specifiers
    • Rework of forge installer (forge can reinstall itself using only the information already in the instance)
    • Fixed bugs in rarely used library insertion rules
  • Make the global settings dialog into a page dialog
  • Check if the Java binary can be found before launch
  • Show a warning for paths containing a '!' (Java can't handle that properly)
  • Many smaller fixes