What's new in modded minecraft today?

buggirlexpres

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WayofTime with a Blood Magic beta update:
WayofTime‏@WayofTime
Blood Magic v1.2.0Beta10 for 1.7.10 is now out! Grab it here! Also includes an explanation of the new system. https://www.dropbox.com/sh/4h02u6a6fq5xrbh/AACR1_cJ6HRUM-j13DwDCYiVa?dl=0…
Source

Basically, this update adds the new Reagent system Way has been talking about.
Blood Magic Alchemy Reagent System
This system is meant to further augment rituals by feeding them reagents. Depending on the reagent
that is used on a ritual, the ritual is augmented in a variety of ways. When you take a reagent item and
break it apart, you will have several units of pure energy, which must be concentrated in different ways.
Each item gives 1000AR, or Alchemy Reagent. This is the unit that will be used further on.
There are 3 main blocks currently, and 3 auxiliary items that will be explained. The blocks are: the
Alchemic Calcinator, Crystal Belljar, and the Alchemic Relay. They also have various types of redstone
interaction.
- The Alchemic Calcinator has two slots: a blood orb slot and a Reagent slot. Right-clicking on the block
with an orb in-hand will put the orb in the bottom of the calcinator, which will use it as fuel by taking LP
from the owner’s network. If you use another item on the block, it will instead put it into the top slot – if
this is a valid Alchemy reagent, it will begin consuming LP to melt it down into 1000AR and put it in its
internal 2000AR buffer tank. This buffer tank slowly puts the AR into the 4000AR main tank, from which
it can be syphoned.
If a redstone signal is applied to this block, it will no longer output any of its main tank into other
reagent containers.
- The Crystal Belljar is meant for bulk storage. This block does nothing on its own, but is able to store
16000AR.
The belljar also outputs a redstone signal depending on the level of its internal container. From 0 for
when there is nothing, to a full 15 when full. This can allow automation such as shutoff valves.
- The Alchemic Relay has two 2000AR tanks internally, and can send its reagents to multiple locations.
This is meant to segment what reagents go where, and act as a conduit for further transport. The circle’s
colour indicates what reagents are inside, though there are other methods to determine this.
If a redstone signal is applied to this block, it will no longer output any of its main tank into other
reagent containers. When the signal is applied, the circle will spin much more slowly.
Rules of Routing
Each block that is able to contain reagents is also able to send them through a variety of rules.
- The container is only able to send its contents by having a reagent and a destination designated. If you
specify Sanctus to go to location A and Incendium to go to location B, sanctus would not be able to go to
B without another link being made.
- Each container has a maximum number of connections. The Belljar and the Calcinator can only send
one type of reagent to one given destination, whereas the relay has more connections available. - When being filled, by default the reagents will attempt to fill all tanks in a given container. These can
be marshalled, however, so that there is are maximum number of tanks designated for each substance.
A relay can be set so that one tank may contain Sanctus, one tank may contain Aquasalus, and one tank
may contain Terrae. Since there are only a maximum number of 2 tanks on a relay, the reagents will
enter on a first come, first serve basis, but only those three may enter the relay.
- If there is only one tank designated for a certain reagent, only that tank may be filled.
There are a variety of items to help in this routing.
- The Alchemic Router is used for routing relays and jars and all containers. If you right click on a reagent
container, it will save the coordinates of the block. Shift-right clicking on a container will cycle through
the reagents inside of it, allowing you to specify which reagent to send. Clicking on another reagent
container while it has a saved location will make the saved container send the given reagent to the new
location, assuming it is within 5 blocks (may change), is in the same dimension, and there is a connection
open. Finally, right-clicking in the air will clear the given location from the crystal.
- The Alchemic Segmenter segments the tanks of a container. Shift-right clicking on a container will cycle
through the reagents inside of it. Right-clicking on the container will then specify which reagents can be
in the tank. The more you click it, the more tanks are set. If you exceed the maximum, the container will
then be reset to have 0 for that given reagent.
- The Alchemic Cleanser will clear all routes from a container, resetting the maximum number of
connections.
The Master Ritual Stone counts as a reagent container with 3 tanks of 1000AR each, but is unable to
send anything. Lists of all the rituals that have the given augmentations are found in another document.
Only those marked as (Done) or (Balancing) will be able to use the given reagents.
All recipes are subject to change!
 

RenzosNips

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Update to Waila!
  • Fixed missing ressource files
  • Fixed tall grass
  • Fixed Redstone Ore
  • Fixed Wheat
  • Fixed Melon/Pumpkin

-------------------------------

Also a new Blood Magic addon by TombenPotter!

Sanguimancy is a Blood Magic: Alchemical Wizardry addon permitting more automation, all of which has been reviewed and approved by the Blood Magic author himself, WayofTime!

  • Altar Emitter: The Altar Emitter is the answer to the first stage of automating the Blood Altar. This block can be set to check the Blood Altar for a given amount of life essence, and emits a redstone signal when said amount is reached or passed. Said amount can be modified by right-clicking (+100), or shift right-clicking (-100).
  • Altar Diviner: The Altar Diviner is the second stage of Blood Altar automation. It is a GUI-less machine with a single internal slot. Items are placed in it via right-clicking. An empty hand must be used to empty it. What makes this block so special is the fact that its interal content will be transferred to the Blood Altar only if it contains enough life essence. It can move up to a stack of items at a time.
  • The Drill of the Dead: The Drill of the Dead is, to put it simply, a Well of Suffering on steroids. Where the Well deals half a heart of damage to any mob in the area, the Drill of the Dead kills said mobs instantly. Each kill costs 75LP and gives 200LP per default. However, the Drill of the Dead has limitations. As it is such a powerful tool, it cannot kill Boss Mobs, Elementals and Demons.
  • The Vulcanos Frigius: The Vulcanos Frigius is a cooled down Serenade of the Nether. With no actual lava involved, this ritual creates 4 pieces of Obsidian, at the cost of 250LP per piece. Obisidan will keep resupplying as long as the ritual is active.
  • The Great Deletion: The Great Deletion allows you to trash unwanted items, simply by throwing them in the vicinity of the Ritual Stone. Be careful with it though! There is no way to get said items back!
  • The Enlightenment: The Enlightenment is a ritual that lights up an entire area around the Ritual Stone. It has a very low cost of 1LP per tick, but will keep checking around itself to make sure no area is left unlit.
 
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pancakemaster24

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Jul 29, 2019
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IC2 experimental
notepad.png
Changes
  1. fix some Crop bugs and add 2 new crops (detail)
  2. fix MantisID: 0001344 (detail)
  3. change biomass_per_fertilizier from 2000 -> 500 (detail)
it has begun
 

NJM1564

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ShneekeyTheLost

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Lost as always
and the canadians won't give a fuck, because they are used to it, while the texans have heart attacks over a half inch of snow. (feeble joke)
It's more the ice than the snow, really. They don't really have much in the way of salt/sand trucks in Texas, because they only need them once in a blue moon. So the question is: would *YOU* want to go out onto the highways with a half inch of black ice coating the roads, knowing that you will be sharing said hazardous conditions with ignorant rednecks in their pickup trucks who haven't a clue of the concept of 'traction'?

In other news, Mekanism got a lot of performance tweaks in Build 91. It's not currently compatible with the latest version of Redstone Arsenal due to an issue with how each of them uses the IC2 energy API, but Adain has already been informed of this and is currently working on a solution.

Honestly, if you haven't tried Mek since the 1.5 era, you might want to give it another go. It's got about as many changes to it since then as AE to AE2.
 

Qazplm601

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Sep 21, 2013
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It's more the ice than the snow, really. They don't really have much in the way of salt/sand trucks in Texas, because they only need them once in a blue moon. So the question is: would *YOU* want to go out onto the highways with a half inch of black ice coating the roads, knowing that you will be sharing said hazardous conditions with ignorant rednecks in their pickup trucks who haven't a clue of the concept of 'traction'?

In other news, Mekanism got a lot of performance tweaks in Build 91. It's not currently compatible with the latest version of Redstone Arsenal due to an issue with how each of them uses the IC2 energy API, but Adain has already been informed of this and is currently working on a solution.

Honestly, if you haven't tried Mek since the 1.5 era, you might want to give it another go. It's got about as many changes to it since then as AE to AE2.
(91 changelog)
Fixed the evil Bounding Block crash,
fixed Dynamic Tank crashing when flowing icon is null

that isn't really "performance tweaks" imo.
 
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ShneekeyTheLost

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Lost as always
(91 changelog)
Fixed the evil Bounding Block crash,
fixed Dynamic Tank crashing when flowing icon is null

that isn't really "performance tweaks" imo.
Eh, it came in with Build 88, but Build 89-91 is effectively 'Build 88... after I hotfixed some stuff', so I consider it the same update since it all occurred in rapid succession.
 

Qazplm601

Lord of the Tumbleweeds
Sep 21, 2013
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Eh, it came in with Build 88, but Build 89-91 is effectively 'Build 88... after I hotfixed some stuff', so I consider it the same update since it all occurred in rapid succession.
ah, very well.[DOUBLEPOST=1409029567][/DOUBLEPOST]not actually a update, but prof flax said this was the next FSP update "in a nutshell"

-Clicking on an item in 'Esteemed Innovation' will take you to its page
-Right clicking on an FSP block with Esteemed INnovation will go to its page
-Ctrl+clicking on an item in your inventory will take you to its page
-General book improvements that make it easier to add book content
Exosuit:
-Engineering table GUI changed to more effectively display what goes where
-Added 'Vanity Slot' to all exosuit pieces
-Vanity slot can hold dyes or 'Ender Shroud', an item that makes the exosuit invisible
(Dyes apply to border of suit only, not plates)
-Added a /lot/ of exosuit plates
(Iron, Gold, Copper, Brass, Enderium, Vibrant, Thaumium, Elementium, Terrasteel, Fiery, Yeti Hide, Sadist's)
-Exosuit plates all have a unique effect
-Doubled capacity of exosuit tank
-Halved cost to fill tank (so same as before, but lasts 2x as long)
-Added two new exosuit-only tanks, with 2x and 4x capacity of base
-Exosuit only consumes steam while moving
-Wearing the full exosuit grants step assist
-Added 'Floral Laurel', a botania integration item worn on the head slot of the exosuit that acts as a passive wand HUD displayer thingy
-Added Tinkerer's Goggles and Tinkerer's Monocle, both hat items that can also be worn on the exosuit. Grant the ability to zoom using a hotkey.
-Added top hat, decorative armor piece.
-Added entrepreneur's top hat, armor piece that decreases villager prices. Wearable on the exosuit.
-Added 'extendo-fist', increases range. (arm slot)
-Added 'piton deployer', allows you to grab and hold walls
-Added Canisters, items that can be added to any other item to make them fire and explosion immune when dropped
-Added 'canning machine', auto cans picked up ores, ingots, diamonds
-Added 'modular accelerator', leg slot upgrade that increases movement speed
-Added 'can't remember the name and too lazy to look it up', muffles foot sounds and decreases mob sight radius
-Added 'jump assisty thingy', increased jump height, shift jumping launches you toward the cursor
-Added 'double jump thingy with a better name that i cant remember', double jump
Misc:
-Added filling pad, stand on it to fill your suit really fast
Firearms:
-Added bolt action, applicable to blunderbuss or musket, decreases reload time
-Added blazing barrel, applicable to musket or blunderbuss, fire aspect
-Added info on applying the spyglass to the musket
-Added recoil thingy, applicable to blunderbuss, increases accuracy, decreases recoil
-Added revolver chamber, applicable to pistol, 6 shots before reload, -damage, +reload time
-Added makeshift suppressor, applicable to pistol, -noise, doesn't aggro mobs (pigmen)
-Added breech, applicable to pistol, lets you move at full speed when aiming or shooting with the pistol, -reload time
 

SpwnX

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Jul 29, 2019
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Enet Bridge update (1.3)
player said:
I've added support for Factorization Charge (bidirectional) and replaced the polling with a tracking mechanism directly hooking into tile entity loading and unloading.

The FZ turbine currently has exploitable super-linear charge/steam conversion most likely due to a bug. For production use it's currently recommend to change the Charge conversion ratio to yield very little EU or disable charge -> eu completely until it's fixed.
 
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Flipz

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Jul 29, 2019
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*reloads railgun* *blows smoke away from barrel* Cleanup complete.

Incidentally, that's what's I'll be doing to derails and discussion posted in this thread (instead of the RED thread, where it belongs) from now on:
I'm not moving it, I'm deleting it. Please keep this thread focused on the updates, all right guys? It's a great, useful community resource, let's keep it that way. :)