What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @Vazkii with Botania
Vazkii said:
Botania r1.8-246
  • Added NEI integration for Corporea. Pressing C on an item in an inventory or the NEI panel while near a Corporea Index will request 1 of it. Shift-C will request a full stack.
  • Fixed a crash when autocompleting a player's name near a Corporea Index.
  • Fixed the Hopperhock spamming smoke particles when it can't pick up an item properly.
  • Fixed the special sky renderer being super dark in superflat worlds.
  • Fixed the special sky renderer still showing the planets in the void.
  • Luminizers are now shiny.
  • Replaced incentive to not lose your way.
  • The Hopperhock can now split stacks properly between inventories if one is full. (howtonotwin)
  • The Solegnolia no longer uses mana.
  • Tweaked and fancified the Gaia Guardian fight(s) a bit.

and @AlgorithmX2 with Chisels & Bits
AlgorithmX2 said:
Chisels & Bits 1.7.2
  • Fixed an issue where certain bits can not be clicked on.
  • Added missing chisel Snap Mode settings.
  • Fixed Issue with Chiseling Blocks in far away places. ( Floating Point Precision Bug )
  • Improved Config Text and Added some tooltips.
  • Models will return "missingno" for particle texture if a mod requests it. ( prevents possible crashes. )
  • Added new Dynamic Rendering to improve performance for complicated models in stressing conditions.
    • More complicated models will be rendered outside of MC's standard chunks caching and will be updated in a background thread.
    • Chunks with an even higher level of complexity will be processed per block a background thread.
    • Dynamic Renders may have slightly lower visual quality in certain cases than their static render counter parts.
    • Many Other changes and optimizations changes related to this.
  • Added four new settings,
    • Max faces for static render - models beyond this level of complexity use the new dynamic rendered.
      • Setting this this to a insanely large number will disable dynamic rendering, however updates could result in fps loss.
    • Max Distance for dynamic render - dynamic rendered blocks will not be rendered when farther away than this.
    • Minimize Latency for dynamic renders - attempts to optimize responsiveness by possibly affecting fps.
    • Maximum Number of Concurrent Updates - how many concurrent processing operations can be done.


Please note this is a fairly large change and has not been thoroughly tested yet. If you encounter any bugs or crashes please report them so they can be fixed.

and @Lance5057 with Tinkers' Defense
Lance5057 said:
Tinkers' Defense 1.3 Alpha
  • added Cloth, Light, and Heavy versions of tinker armor.
  • added Armor plates, Chainmail, Rivets, Clasps, and Cloth parts.
  • Removed Mine and Blade Requirement
  • added Tinkers Wrench and Tinkers Shears
  • Fixed Crest mounts lack of recipe.
  • Fixed full guard cast only needing 1 ingot of custom metals
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
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twitter.com
I just released RFTools 4.20:

4.20:
  • RFTools requires McJtyLib 1.8.1
  • Added more color options for screen modules (for example black is now possible)
  • It is now possible to go back and forth in all cycle buttons by pressing shift when clicking the button. That way you don't have to click the button a lot if you accidentally went past the option that you wanted. This works for color choices as well as normal choice labels (like the shape cycle button in the shape card)
  • Slightly decreased the horizontal dimensions of the teleportation beam so it doesn't interact with adjacent blocks
  • Optimized the shield generator a lot. The blocks are now stored in a more efficient format which means that it needs less memory as well as reduce the likelyhood of overflowing network packets
  • Work around a possible concurrent modification exception when fetching all recipes in the crafter
  • Fixed 1 pixel wrong offset for the crafter input slots
  • The crafter now has the ability to 'remember' the inventory (internal/external) slots to restrict what can go where. If you press the new 'R' button (remember) then it will make a ghost copy of all items currently in the internal and external inventories. From that point on it is not possible to put any other item at that slot. This way you can configure the crafter inventories in such a way that the crafting of one recipe will no longer overwhelm the slots for another recipe:
    • 687474703a2f2f692e696d6775722e636f6d2f6b6144383858502e706e67
  • Hexicube contributed a patch that allows you to configure a variable (tick-cost based) cost for the Phased Field Generator

RFTools 4.20: http://www.curse.com/mc-mods/minecraft/224641-rftools
McJtyLib 1.8.1: http://www.curse.com/mc-mods/minecraft/233105-mcjtylib

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today it's @Downwind with Regrowable Leaves
downwind said:
Leaves will slowly regrow over time when they are broken by a player.

They will not regrow when the tree is cut down and leaves decay normally.

This works by placing an invisible block in the place of the original leaf block. If any other block is placed over this the leaf will not regrow.




If you would like to help support my efforts please click here to go to my Patreon Page:

https://www.patreon.com/LiLRichy


and @Greymerk with Roguelike Dungeons
Greymerk said:
Roguelike Dungeons 1.4.4
  • Feature Changes
    • Updated prison room
    • Updated bteam room
    • Updated details regarding novelty biome dungeons
    • Added trap segments
    • Added new desert temple tower
    • Added new forest house tower
    • Added bunker tower for tech themes
    • Updated many themes
    • Made bottom level more dangerous and rewarding
    • Revamped jungle tower
    • Added potted tall plants
    • Hid effects for potion mixtures.
  • Configuration Changes
    • Custom setting now contain loot rules
    • Many fixes to how loot rules are processed
    • Added ability to define loot rules for multiple levels
    • Added ability to assign random enchantments to custom loot
    • tweaks to how themes are parsed from JSON
    • Fixed issue with spawner settings not inheriting properly
    • non-JSON files in settings directory will no longer interfere with parsing
    • Added config option for disabling custom mob spawners (Mainly for pregenerated Realms worlds).

and @LatvianModder with FTB Utilities
LatvianModder said:
FTB Utilities 1.0.13
  • Added Chunkloading - Hold Ctrl and click on claimed chunks to chunkload them (must be enabled in configs)
  • Added "show_rank", "max_loaded_chunks" & "chunkloader_type" in conifg

and @Tmtravlr with Placeable Gunpowder
Tmtravlr said:
Placeable Gunpowder


Hey everyone! This is a small mod that I've seen many requests for on minecraftforum. It lets you place down gunpowder as a fuse for TNT that can be any length: no need for repeaters and redstone!



m8tkMKW.png




pYZXj5W.png




You can light it with flint and steel or fire arrows, and you can also place it with dispensers. It does a bit of damage to entities standing on it as it goes off. It should work with any modded TNT as well.



Download Instructions:
This is a regular forge mod, so install the version of Minecraft you want for this mod and Forge (here's a guide if you need one).



Drop this in the mods folder and you should be good to go!







If you have any suggestions or comments, I would suggest posting them on minecraftforum, as I will check it more often.



Enjoy this little mod! =D

and @OreCruncher with Better Rain
OreCruncher said:
Better Rain 0.0.1.6BETA
  • ADDED: Aurora sky effect for cold biomes (Taiga, Tundra, etc.) Does not trigger for all snow like biomes. Based on what MrRube did with the Minecraft 1.4.7 mod Aurora Rubealis.
 

Ipsis

New Member
Jul 29, 2019
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@Ipsis Dyetopia - Fraking Flowers V1.2.0,V1.2.1

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2262586-dyetopia-fraking-flowers-v1-2-1
https://github.com/Ipsis/Dyetopia


Ipsis said:
1.7.10-1.2.1
------------

Fixes
* XXXXXX - Fix Painter, Stamper and Filler texture names. They had uppercase, where the texture was lowercase.
This works in dev, as the files are loaded from the caseless Windows filesystem. They fail
to load inside a case-sensitive jar file.

1.7.10-1.2.0
------------

Features
* Use Forge recolourBlock by default for in-world items. This means you can now color AE cables!
* Update to support latest versions of mods ie. any new blocks
* New multiblock texture handling .. you might not like the new textures

Fixes
* BGZ014 - Fix Mixer recipe configuration (thanks Bfrydl)

Build Environment
* CoFHLib [1.7.10]1.0.1-156 -> [1.7.10]1.0.3-175
* CCL 1.7.10-1.1.1.106 -> 1.7.10-1.1.3.136
* CCC 1.7.10-1.0.4.29 -> 1.7.10-1.0.6.43
* NEI 1.7.10-1.0.3.73 -> 1.7.10-1.0.4.105
* Waila 1.5.6a_1.7.10 -> 1.5.10_1.7.10

@Ipsis Wini - What I Need Is V0.2.1

Hotfix that took four months to release! (Might be a bit tepid now)

http://www.minecraftforum.net/forum...ip-mods/2495020-w-i-n-i-what-i-need-is-v0-2-1
https://github.com/Ipsis/Wini

Ipsis said:
1.7.10-0.2.1

Bugs
* GH0002 - Server tries to register for TextureEventHandlers
 

VapourDrive

New Member
Jul 29, 2019
536
-8
1
Hammerz Update: 1.7.10-0.1.6.34
Void Hammers, Hammer of the Core, and Forbidden Magic Chameleon Hammer

  • Fixed potential bug with the center block in a 3x3 being called to break twice (only an issue in 1.8.8)
  • Added Void Hammer
  • Added Hammer of the Core
  • Added Thaumonomicon entries and research items for the thaumcraft related hammers
  • Added Chameleon Hammer
  • Resolved crash when Forbidden Magic isn't present (0.1.6.34)
H6cpNfY.png

RN1Fghu.png

CZcbDOC.png

uCSEYqZ.png

13OGLn6.png

I added the cool tooltip stuff that even Forbidden Magic doesn't have for it's Chameleon Tools, and the phase to the display name
 
Last edited:

Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today it's @TechStack with Heavy Machinery
TechStack said:
Heavy Machinery Alpha-2
  • This is alpha two of my mod its still a WIP so expect some missing or ugly textures for now.

and @OpenMods with OpenBlocks
OpenMods said:
OpenBlocks 1.5
  • Feature: more flexible building guide
  • Feature: enhanced building guide (can place blocks in survival)
  • Feature: rotating elevator
  • Feature: implement modlist config GUI
  • Feature: epic eraser (to remove flim-flammed lore)
  • Feature: wrench-like thingie for rotating blocks
  • Fix: amount of sprinkler particles is now controlled by game settings
  • Fix: rope ladder drops items for each broken block
  • Fix: canon aiming now properly calculates height
  • Fix: /dev/null stack overflow
  • Fix: skyblock stacking
  • Fix: proper liquid xp registration
  • Fix: Turkish locale problems
  • Fix: block not checking redstone state after placing
  • Fix: flim-flammed lore is now places in separate tag, display configurable by config
  • Fix: break animation on tanks and rope ladders
  • Tweak: more OreDictionaly compatibility
  • Tweak: elevator no longer changes player X,Z coordinates after teleport (configurable)
  • Tweak: /dev/null now requires sneaking to open GUI
  • Tweak: add options for sprinkler consumption rate
  • Tweak: improved grave logging

and @OpenMods with OpenPeripheralAddons
OpenMods said:
OpenPeripheralAddons 0.5
  • Feature: terminal glasses can be now merged (in crafting grid) with any helmet
  • Feature: .clickable on terminal glasses components
  • Feature: glasses_drag event
  • Feature: selector can be rotated around axis when pointing up or down
  • Fix: glitches when rendering items in terminal glasses
  • Fix: missing items on selector in fast graphics
  • Fix: missing texture warning when only OC is installed
  • Fix: PIM breaking animation
 

Sangar

Member
Jul 29, 2019
36
0
11
OpenComputers 1.5.21 is out.

Super tiny changelog:
  • Updated Lua 5.3 libs.
  • Added TIS-3D integration.
But! With this, OpenComputers is also on 1.8.8, so it's on 1.7.10, 1.8 and 1.8.8 now.


TIS-3D also got a few updates and is at 0.7 now.
  • Added RAM module.
  • Added key to allow locking in casing configurations.
  • Added serial port module and accompanying API.
  • Paused (i.e. redstone input of one) controllers can now be right-clicked to perform a single step.
  • Fixed a whole bunch of stuff.
As before, available for 1.7.10 and 1.8.8.
 

VictiniX888

New Member
Jul 29, 2019
285
-2
0
...And our daily list of ports and updates...

PneumaticCraft (by MineMaarten) has been ported to 1.8.8, however it is still highly unstable...
-Updated to MC1.8.8, ish.



This is a highly unstable version! Expect crashes, problems and lots of missing textures.



I wanted to get a version out ASAP, so at least the worldgen can be used. It's highly recommended only to use it for the worldgen for now.

FastLeafDecay (by Olafski) for 1.8.8 has also been released

And SecurityCraft (by Geforce) too
- New: Protecto(http://megaman.wikia.com/wiki/Protecto)
- New: Briefcase
- New: Notification if player is banned from IRC
- New: Information on how IRC works
- New: Camera Monitor now shows how many cameras are bound to it
- New: Added config option to configure camera speed when not using LookingGlass
- New: All chat messages/item tooltips/GUI elements/config options etc. are now translateable
- New: Added descriptions to all SecurityCraft config options
- New: 1.8.8 port using Forge v11.15.0.1596
- New: Added support for Forge v11.14.3.1556+'s built-in update checker
- New: GoogleDocs form to report crashes/bugs (see /sc bug)
- New: Clickable links in the Trello and Patreon SecurityCraft tips, and for the new GoogleDocs form link in /sc bug
- New: The admin tool now shows a "no info" message when right-clicking a block with no owner, password, or module inserted.
- New: Custom options for keypads, portable radars, and security cameras
- New: Spam detection while using /sc contact will not allow users to send the same message more than two times consecutively
- API: General improvements
- Change: Improved IRC messaging system
- Change: Improved cracked client detection to automatically kick them from IRC
- Change: Reinforced glass and reinforced glass panes drop after breaking again
- Change: Camera monitors can now store up to 30 cameras when not using LookingGlass
- Change: Camera selection GUI when not using LookingGlass
- Change: Changed the name of some SecurityCraft files
- Fix: Some messages and texts don't display correctly
- Fix: Everyone connected to IRC from Minecraft gets kicked if a kick in the channel occurs
- Fix: Crash occuring when mounted to a camera
- Fix: Crash when mounting a camera which is directly under a block
- Fix: Crash when trying to mount a non-existing camera
- Fix: Crash with Inventory Scanner
- Fix: Blocks can be broken when mounted to a camera
- Fix: Security Cameras break when a block is placed next to them if they face north or west
- Fix: Unbinding first bound Camera from Monitor denies access to all cameras bound afterwards
- Fix: Waila shows "\<ERROR\>" while looking at a newly placed password-protected chest
- Fix: Tasers are held incorrectly in 3rd person mode
- Fix: Security cameras and fake water/lava cause "Model definition for location securitycraft:X#Y not found" errors
- Fix: Inventory scanners don't accept storage modules
- Removed: Some redundant/unused code

Now, back to 1.7.10:
Botania R1.8-247 (by Vazkii)
  • Added a config option to disable thaumcraft infusion stabilizing because some people are sadists, apparently.
  • Added config options to change the harvest level of the Weight and Bore Lenses and defined said harvest levels properly in the check for what they can break/displace.
  • Added the ability for Flowers that interact with items in the world to be placed on Podzol or Mycellium to add a delay to when they can pick the items up. You can read more on the Modulating Delay entry under Functional Flora.
  • Fixed the A Message From Alfheim entry not loading up properly after you throw the book in the portal.
  • Red Stringed Comparators will no longer bind to blocks that can't have automation handling.
  • Searching in the lexicon now also search the names of the items whose recipes are shown in the relevant entries. Also added a "Press ENTER to view" indicator thingy.
  • Special flowers can now be planted in Mycellium.
  • [API] Added ISubTileSlowableContainer.
  • [API] Increased version number to 75.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Dorely with continuousMusic
Dorely said:
Do you ever hate how silent the game of Minecraft can get? Well this mod is your solution! Continuous Music overrides the timer that tells Minecraft when to play music, by simply setting it to a much lower time. This results in about a 10 second delay between songs instead of the default FOREVER that it seemed to be set at before. Enjoy!

This mod potentially will conflict with any other mod that uses the MusicTicker.class as this completely overrides it.(I don't know of any, but if you're mod does, feel free to comment)

and @K4Unl with LiveNotifier
K4Unl said:
This server-only mod will print a message in chat whenever you go live on beam or twitch (with a max delay of 10 minutes).



Issues:

You can report issues to the github issue tracker. Or you can join me in #K4Unl on irc.esper.net



Required mods:

For LiveNotifier (and all my other mods) K4Lib is required!



Modpacks:I'm okay with modpacks, as long as said modpack does not make any money. (Twitch and Youtube monitization is fine. Don't sell the pack directly) And i'd like a little bit of credit :)

 

RenzosNips

New Member
Jul 29, 2019
199
-1
0
@BluSunrize updated Immersive Engineering to 0.6.5!

- added the ability to apply shaders to balloons
- added recipe to switch between wooden stairs (thanks malte0811)
- added the ability to extinguish fires and hurt blazes with a water-filled ChemThrower
- reworked the ShaderRegistry system, alloweing for far better API access
- added Shader Grab Bags, random loot bags of a certain rarity level
- added recipes to convert shaders into lowerclass loot bags
- added Shader Bags to drop from bosses
- added Shader Bags to be tradeable from villagers
- added a new Achievement relating to Shader Bags
- added a function to define custom texture paths for shaders
- added the ability to apply shaders to drills
- added the "Warbird" shader
- added the crystal/dust shaders "Glacis", "Solum" and "Aero"
- added caching of previous entries to the manual for backtracking
- added comparator support to barrels, crates and the charging station
- added the "Cosmic" Shader. The pinacle of avarice.
- added more Botania compat: Tiny Potatoes will carry revolvers based on their name
- added the Railgun (still kinda WIP) that will fire metal rods at high speeds
- it has a zoom upgrade and awesome sounds
- it will fire rail and rebar from Railcraft
- added recipeType parameter to the ArcFurnace Minetweaker compat (thanks mdfntr)
- added "Radiant" and "Hollow" shaders
- added "Fox" shader
- added documentation of the Wooden Crate to the manual (how come I never did that?)
- fixed clientsided energy transfers (thanks malte0811)
- fixed sync issues and minor issues (thanks malte0811)
- fixed copious amounts of copper generated from crushing ores (thanks cobra)
- fixed missing localization for Casserite and Wolframite Veins
- fixed multiple issues with squeezer and fermenter(thanks cobra)
- fixed multiple TileEntity internals, improving performance (thanks malte0811)
- fixed clientside NPE with Voltmeter (thanks cobra)
- fixed sawdust recipe missing from crusher
- fixed ArcFurnace manual entry stating automatic insertion of electrodes as possible
- fixed wires not dropping in singleplayer (thanks malte0811)
- fixed models for Workbench + Core Sample Drill
- fixed broken textures on barrels, caused by Christmas Crates
- fixed model of the drill (thanks Glassmaker)
- optimized renderbounds, useless null checks, ArrayList capacities (thanks cobra)
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @NightKosh with PristineAlveary
NightKosh said:
This is a small Forestry addon. It adds three new alveary components.

1) Ignoble Stabilizator - add this block to your alveary to prevent death of ignoble bees.

2) Pristinizator - this block can convert your ignoble bees to pristine bees. It requires ambrosia to work.

3) Life Reducer - this block reduce bees life cycle to one iteration.



P.S. in current state this mod compatible only with Forestry 3. It will be updated for new version of forestry soon.

and @thevidaj with BigTrees
thevidaj said:
This is a fork/continuation of Karob's BigTrees mod http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1278469-the-bigtrees-mod



What's new:

- Cleaned up code

- Hopefully fixed the missing chunks error

- Optimized code to select which trees should generate

- Scrapped the old configuration, added a completely new one which should be more powerful and expressive. Each tree can have a specific number of trees per chunk and percentage chance per tree configured using either specific biome names or Forge BiomeDictionary groups.

- Disabled saplings for the time being.



What's next:

- Update to 1.8.x

- Implement saplings again

and @AlgorithmX2 with Chisels & Bits
AlgorithmX2 said:
Chisels & Bits 1.7.5
  • Added New Item - Mirror Chisel Design
  • Added JEI Item Descriptions.
  • Removed Chiseled Blocks from JEI/Creative Tab.
  • Fixed a crash if you pulled Chiseled Blocks from JEI/Creative Tab and tried to place it.
  • Fixed Third Person Chiseled Block Renders. ( Again - yay? )
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @alatyami with Growthcraft Community Edition
Alatyami said:
Growthcraft Community Edition 2.4.0
Growthcraft CE 2.4.0 Release Notes
December 31, 2015

Commits: 392 Changed Files: 773



With this release there has been a complete overhaul of the Booze system and Growthcraft Cellar has been given some much needed attention. We have also moved to the latest recommended version of Forge (1.7.10-10.13.4.1566). Below you will find a summary of the recent changes and fixes.

New Features
  • Growthcraft
    • Exposed ALL fermenting, brewing and pressing recipes to user api
    • Locked Growthcraft dependencies
    • Updated localization files
    • New ThaumcraftBoozeHelper
    • Added debug option to all configs
    • New Booze system
    • Refactored Config classes
  • Growthcraft Core
    • Rope has been added to the oreDict as materialRope
  • Growthcraft Bamboo
    • Bamboo walls will now attempt to connect with other blocks
  • Growthcraft Bees
    • Bee boxes are now flammable
    • An axe can now be used to more easily remove a bee box
    • Bee boxes were renamed (note: may break existing worlds)
  • Growthcraft Cellar
    • Yeast has been added
    • Ferment barrels can now form yeast in certain biomes
    • Added an interface for defining heat sources
    • Booze fluids should now act more like fluids
    • New water bag has been added.
    • Bottle volume is now configurable
    • Added ferment jar and it has a GUI
    • Added tooltip helpers
    • Added player sneaking behaviour to cellar blocks
    • Users may now define their own pressing recipes
  • Growthcraft Grapes
    • Grapes may randomly produce bayanus yeast
  • Growthcraft Rice
    • Added Divine Sake
  • Growthcraft API
    • API Version is now set to 2.4
Bug Fixes
  • Growthcraft Core
    • Fixed HashKey expecting an ItemKey instead of a HashKey
    • Fixed bonemeal usage on beebox
  • Growthcraft Apples
    • Fixed structure generation
  • Growthcraft Bees
    • Fixed API isBlockFlower not handling null blocks
    • Fixed bug where beebox would provide infinite honey with a jar
  • Growthcraft Cellar
    • Fixed INVALID FLUID with empty water bags
    • Fixed NETWORK_READ and NETWORK_WRITE issues
    • Fixed time progress for Fruit Press and Ferment Jar
  • Growthcraft Grapes
    • Corrected some of the config descriptions
  • Growthcraft Hops
    • Corrected some of the config descriptions
  • Growthcraft Rice
    • Corrected some of the config descriptions
    • Fixed structure generation
Deprecated
  • Growthcraft Cellar
    • Deprecated buckets are no longer valid containers

and @Yusunoha with Happy New Year!
Yusunoha said:
Happy New Year! Changelog:
  • Removed: 2015
  • Added: 2016
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @MrBrandonPotts with The Aether II
MrBrandonPotts said:
The Aether II 1.6
Highlights:


  • It's the time of giving! Presents are everywhere! Wrap a gift of happiness, or TNT, to your friends and spread the love!
  • Added lots of new accessories! Will you control snowballs of death or make your punches even deadlier?
  • Added two new companions to assist you in your holiday adventure!
  • Lots and lots of fixes and optimizations!
----------

Additions:
- Added the Lucky Bell accessory, which increases the chance for a mob to drop a present.
- Added the Candy Ring accessory, which negates hunger depletion.
- Added the Continuum Bomb item, which creates a festive explosion of continuum!
- Added the Frostbound Sprite companion, which generates infinite snowballs!
- Added the Daggerfrost Locket accessory, which makes snowballs do 1 heart of damage.
- Added the Totem of Clairvoyance companion, which gives the player night vision.
- Added the Skyroot Ring accessory, which creates a 10% chance for blocks to drop doubles.
- Added the Bone Ring accessory, which adds +1 attack damage to the wearer.
- Added presents, which can be crafted by wrapping any item in wrapping paper.
- Added a new record, "Silent Flight" by Jon Lachney.
- Added new holystone decorative blocks.
- Added new menu splashes.

Fixes:
- Fixed donation skin choices not being visible to other players.
- Fixed dungeon mobs dropping Sentry stone with the wrong metadata.
- Fixed mods not being able to access dropped accessories on death.
- Fixed high steps potion effect affecting other mods.
- Fixed a bug where the config file may not generate.
- Fixed duplication bugs with Skyroot Swords.
- Fixed Aechor Plants incorrectly consuming buckets.
- Fixed beds not working in the Aether dimension.
- Fixed companinions not removing their effects on death.
- Fixed a bunch of harvest level registrations on tools.

Changes:
- Entity optimizations.
- World generation optimizations.
- Flying through Aerclouds no longer interacts with the player.
- Made it impossible to sneak on Quicksoil, fixes players being flicked into space and server crashes.
- Removed Skyroot Bowl recipe and changed Skyroot Bucket recipe to planks in a regular bucket's form.
- Made Cold Fire punchable and much less laggy.
- Changed the Ambrosium Torch recipe to craft 6 torches.
- Tweaked Labyrinth loot.
- Changed Continuum Orbs to be stackable, up to 64 now.

and @Lothrazar with Cyclic Magic
Lothrazar said:
Create a Cyclic Wand for access to tons of spells through a single item. Uses a custom mana system displayed by a purple bar (not shown in creative mode since spells are free there anyway).



While holding the wand, use the mouse wheel while sneaking to change your current spell, and then use the wand (right-click) to cast that spell. Note, many spells have no effect without a valid target, while other spells simply toss a projectile or cast a potion status on the player.



There are also two runestones added that have persistent effects while in your inventory (make sure the runestone is turned on to work - use right click). Runestones use no mana and must be in your inventory to work.



Collection rune (inspired by the magnet item in Botania)

- While this is turned on, it always tries to find nearby item stacks floating in the world and pull them towards you.



Protection rune:

- If you catch on fire, this will give you a short burst of Fire Protection

- If you are low on health, it gives you golden absorption hearts and some resistance

- If you are falling a large distance, it gives you a custom 'Slowfalling' effect so you can glide down safely.

- If you are drowning, you get a short burst of water breathing



See the screenshots for other details and recipes.



When you hit the wand on a crafting table, you can hide spells from the main HUD rotation. Use this to change your loadout for building or exploring.

and @XDjackieXD with OpenRadio
XDjackieXD said:
This add-on for OpenComputers add lasers for networking. they transparently transfer network packets to an connected laser.

Through the use of AE-Encoders which can be placed next to a laser you can also connect AE2 networks using lasers.



Lasers need the following things to work:

- a DSP to process the data (tier 3 needed for the AE-Encoder to work)

- a photo receptor to receive data from the other laser

- a semi-transparent mirror to split incoming laser beams and your own laser beam

- a laser to transmit data

- a lens to focus the beam



The laser and lens have the following tiers:

Laser:

- Tier 1 (laser diode) uses 25 RF/t and has a base range of 256 blocks

- Tier 2 (CO2 laser tube) uses 50 RF/t and has a base range of 512 blocks

- Tier 3 (Nd:YAG laser tube) uses 100 RF/t and has a base range of 1024 blocks

Lens:

- Tier 1 (glass lens) multiplies the base range by 0.5

- Tier 2 (quartz infused lens) multiplies the base range by 0.75

- Tier 3 (shaped diamond lens) multiplies the base range by 1

Adding an AE-Encoder multiplies power usage by 10.



Most things like power usage, ranges and multipliers can be adjusted in the config file.

and @MrRiegel with Furnus
MrRiegel said:
A Furnace with upgrades. Thats it.
Find out what the upgrades do (The tooltip may help you).
Cheers!


furnace (n.): early 13c., from Old French fornais "oven, furnace," figuratively "flame of love" (12c.), from Latin fornacem (nominative fornax) "an oven, kiln," related to fornus/furnus "oven," and to formus "warm," from PIE root *gwher- "warm" (cognates: Greek thermos, Old English wearm.
Source


qi9H18C.png




1.8 will follow soon.
 

Aetherpirate

New Member
Jul 29, 2019
243
0
0
Galacticraft updated to 407, many fixes including server compatibility with Rotarycraft (DragonAPI) that was broken when Reika went to v10.

Been waiting on this one. My pack has both and I've been chomping at the bit to update.

***When I did update, the lube disappeared out my diamond gearboxes. Had to race around and shut them all down, replace the lube, repair, and put them back in service. Not sure is this issue is unique to my world and mix of mods.***
 
Last edited:

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Stephen_789 with Biplanes Mod
Stephen_789 said:
A biplane, in its natural habitat:

(apologies for the "Activate Windows" thing, I didn't turn my computer off enough during the Insider Preview)

9pntwm.png


Biplanes Mod adds multiblock biplanes into Minecraft, allowing you to build and modify flyable biplanes from a variety of custom parts and components. Keep in mind, though: it's still in development. I've been working on this mod for about 3 months now, and I've worked hard to iron out a lot of the bugs, but this mod is NOT ready for integration into any modpacks or survival worlds.



The primary items in this mod are as follows:



The Fuselage Frame Block/Slab:
2l92hxi.png


This block comes in various materials. you can place them in the world and use the Mechanic's Wrench
2n4u36.png
to turn a line of them into the fuselage for a biplane. (Note: the block you click becomes the nose block of the plane and MUST be a Steel Fuselage Frame Block
wwf8ci.png
. The rest of the fuselage is generated in a line going back from said block)



The Mechanic's Wrench:
2n4u36.png


This item is the basic tool for Biplanes Mod, it's used to generate the fuselage, adjust wing positions, and remove rotors from engines.



The Wing Section:
2lucbnt.png


After forming the fuselage, you can use these items to add wings onto your aircraft to generate lift (don't take off without 'em)



Various Components:
x3eo78.png
2w1wnj9.png
zx63xg.png
280nq78.png
fkbbyd.png


These Items can be placed within biplane structural parts to modify how it flies.* For example, Ailerons
x3eo78.png
are used to control the degrees of movement for your aircraft. (I realize that the general term is "flaps", but aileron sounds cooler) I don't have the code in to allow canards yet, but I'm working on it!

Note: don't try placing components into a structural block after you've already plated
280nq78.png
it. They aren't ghosts, they can't phase through blocks (but apparently you can, the collision code isn't done yet either)



Useless Items:
b6yoas.png
v3f52d.png
acxw0y.png
wk61cn.png
66f4h5.png


Most of these don't do anything. I might use them in the construction of components and parts later, but for now they're just here to look cool.



Note:

Start up propellers by right-clicking them, mount your craft by right-clicking on a seat, and maneuver with W, A, S, D, LSHIFT, SPACE, and LCTRL. Disembark with LCTRL+RIGHT_MOUSE





A short explanation of the mechanics of flight:

Wings' shapes cause air moving past them to increase in pressure beneath them and decrease above them (see bernoulli), producing an upward force. As a result, the more unobstructed wing area you have the more lift your craft produces, and the less speed it requires to balance the force of gravity.

However, it's not enough to merely float in the air, in order to easily navigate in your craft you must have control over the three degrees of freedom: yaw, pitch, and roll.

-if you want to fly upward, have two options: 1) move fast enough for lift to overcome gravity and rise with your speed, or 2) install Elevator flaps in the rear or front of your plane (currently, Biplanes only supports rear) to change the pressure across your plane to raise or lower the nose (or adjust the pitch), channeling the lift and forward propulsion forces to help you go up and down.

-to turn is somewhat more complicated. You could put a stabilizer with a rudder onto your plane, and use that to adjust the yaw and therefore turn it, but in the air there's not much you can use for traction, so you would drift and may lose control of your craft. Therefore, in order to properly turn while airborne you must control the final degree of freedom: roll. By installing Ailerons on the wings of your aircraft, (only at the front for now, in Biplanes) you can spin your craft. This, in conjunction with the rudder, channels the plane's already present forward velocity into the turn, minimizing drift. Thankfully, Biplanes does this for you, and you only need to install the rudder and ailerons and press "A" or "D" to adjust your rate of turn.





Another note, in case you've forgotten:

This mod is a work in progress. Currently, the biplanes don't render if you relog, or let you fly them, for that matter. They also only fly correctly if you have the same wing area as the Sopwith sample plane. AND for some reason they don't load chunks when you fly in them, any projectiles you fire from a bow spawn from where you boarded, and unless you disembark in mid-air you just teleport back to where you started from. THESE ARE ALL BEING FIXED. DON'T PANIC.

Do, however, help. this is my first mod, and I can use all of the pointers I can get**. I want this mod to be as amazingly awesome as possible, and I'll make it open source as soon as its un-broken and I figure out how to use github properly.

But above all, enjoy.***







*Note: As this mod is still a work in progress, not all blocks work as they should. I'm still working on it and encourage** suggestions

**Don't be spammy in your suggestions, or rude. No one likes rude people. Not even you! Yes, you! the one with the green and gray striped shirt!

***Without stealing.

and @WayofTime with Blood Magic
WayofTime said:
Blood Magic 2.0.0-1
Initial release of the open beta for the mod to Minecraft v1.8.9! This mod version has a lot of changes. Because it is a full-on rewrite, some of the mechanics of the mod have changed/are going to change. As such, the feel of the mod will be slightly different than previous iterations.



This mod has a large amount of compatibility with the recipe look-up mod, Just Enough Items (JEI). It is VERY much recommended that you download JEI, since it will make your life a lot easier with the new mechanics.



Because this is a beta of a rewrite, there will be a lot of missing content. I am trying my hardest to add new content as fast as I can, but my team and I are only human and can only code so fast. Please give a little patience while we make the mod the best it possibly can!



Also, please submit bug reports or feature requests to the github, https://github.com/WayofTime/BloodMagic. We'll get to the issue soon!



Changelog:

  • Initial release - added Rituals, imperfect rituals, the Blood Altar, and sigils
  • Added "Alchemy Array" crafting - this is achieved by making some "Arcane Ash" and clicking on the ground to create an array. You then click on the array with the first ingredient and then the second - breaking the array will give the items back.
  • Added JEI compatibility
  • Added WAILA compatibility
  • Added most of the sigils back - they work, and can be spawned in via the creative menu, but only some of them have recipes via the Alchemy Array crafting.
  • Used the Unity textures for most of the stuff in-game and stole one or two texture artists. Oops!
  • A LOT of under-the-hood work to make the system work better.

and @makeo with CursorPosSaver
makeo said:
Hey,

This mod requires Forge to work and is currently only available for Minecraft 1.7.10!

Normally if you open a new gui in Minecraft your cursor will always be in the center of your screen.

This mod will change this behavior so that your cursor will always remember its last position.

You only need to install this mod clientside but it will not crash if you install it serverside (Its just useless on serverside)

And if you don't like this kind of behavior just ignore this mod ;)