What's new in modded minecraft today?

James_Grimm

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Jul 29, 2019
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New Changelogs (quoted from reddit)

Full Changelogs

Direwolf20 1.0.15

Direwolf20 1.0.16

Magic Farm 2.1.3

Tech World 1.1.2

Lite 1.1.5

All Packs
  • Extra Utilities updated to 1.0.3a (except Tech World)
    • Ender Quarry
    • New Generators
    • FMP Fences and Fence Jackets
  • OpenBlocks updated to 1.2.5
    • Guide Book
    • Radio
  • Thaumcraft updated to 4.1.0d (Except Tech World)
Direwolf20
  • Disabled Pixies
  • Disabled Taint spread
  • Taint is no longer caused by flux
  • Hats has been updated and includes a fix for a world corrupting bug many users were experiencing
Magic Farm
  • Removed Modpack Tweaks
    • The functionality has been replaced in Mariculture
  • Removed Thaumcraft Mob Aspects
    • Not updated to latest Thaumcraft version
  • Changed the book you get when spawning, it is now added in by mariculture
  • Changed recipes for ME Cable, Silicon, Fluix Dust and XP Drain
  • Added a lot of ores to the CoFH World Gen configs
Tech World
  • Changed 4 IDs from Rotarycraft, may come up with warning on world startup, but it is ignorable
Lite
  • Disabled Deep Dark

Does anyone know where is Forestry 2.3.1.1 found? It's listed in the MF2 website changelog, but I can't find a copy of it off Sengir's website or Curse. And is there a reason MF2 is using an older copy of TC (says 4.1b, not d on changelog website) just curious for when I start MF2 later, I don't want to update it myself and cause an error(if the newer one causes a problem?).

Edit: NM on forestry. The main page lists 2.3.1.0 as current, but the download page has 2.3.1.1
 

KhrFreak

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Jul 29, 2019
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Does anyone know where is Forestry 2.3.1.1 found? It's listed in the MF2 website changelog, but I can't find a copy of it off Sengir's website or Curse. And is there a reason MF2 is using an older copy of TC (says 4.1b, not d on changelog website) just curious for when I start MF2 later, I don't want to update it myself and cause an error(if the newer one causes a problem?).

Edit: NM on forestry. The main page lists 2.3.1.0 as current, but the download page has 2.3.1.1
MF2 is probably using 4.1b because that was what the latest build was when the pack was released. Azanor has been pushing out updates like crazy lately with all of the bug fixes he's had to do
 
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Yusunoha

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new day, new update, to be more exact, 2 updates, starting of with @Mineshopper with an update for Carpenter's Blocks
Mineshopper said:
>> Version 2.0.3 Changelog

02/21/2014
- Removed some vanilla ambient occlusion lighting code to fix lighting anomalies.
- Added dynamic partial depth ambient occlusion (defaulted with smooth lighting).
- Added BlockRotatedPillar as rotatable block (hay bale, and maybe others).
- Removed opaque cover requirement for chiseling blocks.
- Slope recipe altered.
- Barrier recipe altered.
- Slope selection is now possible when slope is held; hold sneak and use scroll wheel.
- Prism slopes now automatically connect to each other.
- Pyramid slope renamed to prism slope; is now base prism form.
- Fixed flower pot placement crashes.
- Fixed bug causing Ars Magica 2 ores to drop incorrect blocks.
- Cleaned up and tweaked slope and stair placement code.
- Fixed possible getLightValue crash.
- Fixed possible Carpenters Block client-side crash.

and also an update for JourneyMap
JourneyMap said:
About This Release
  • JourneyMap 3.3.1 has a bugfix for disabled waypoints (when using Zans/Voxel or Rei’s waypoints) and incorporates an experimental error reporting library called ModInfo.
  • JourneyMap 3.3.0 (and newer) only works with Forge. Modloader is no longer supported. For detailed instructions on how to install Forge, see the installation instructions in the Knowledgebase.
  • JourneyMap now has an in-game Minimap
  • Aesthetic changes to in-game Options and Actions menus
  • Entity icons are now smaller by popular request
  • Many performance improvements
  • Various bugfixes, including support for other mods like ExtraBiomesXL and Thaumcraft.
 
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Yusunoha

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Jadedcat has been testing out Ex Nihilo with Magic Farm and has made it in its own modpack for a Magic Farm Skyblock pack

The pack code is "magicfarmskyblock" and she is currently streaming it (with me in the teamspeak) here

been watching the stream. the pack/map looks like alot of fun :D

And a new sneak peak from OpenMods

wow, the openmods team sure keep bringing in new awesome content at a fast pace
 

Not_Steve

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Reikas mods updates
V17:

DragonAPI: Fixed ThaumCraft handler
DragonAPI: Added two new texture binds
DragonAPI: Added redstone arsenal handler
DragonAPI: Made a lot of InventoryHelper NBT sensitive
DragonAPI: Improved in-world rendering performance
DragonAPI: Updated ItemMaterial lists
DragonAPI: Fixed spawn-colored-particle method
DragonAPI: Massive RAM improvements
DragonAPI: Increased some ore yields
DragonAPI: Added ExtraUtilities HandlerDyeTrees: Fixed "already decorating!" crash
DyeTrees: Registered saplings to Ore Dictionary
GeoStrata: Added guardian stone recipeGeoStrata: Crystals are now hostile in the Deep Dark
MeteorCraft: Added Meteor Defence Gun
MeteorCraft: Added Meteor Radar
ReactorCraft: Added handbook
ReactorCraft: Added pebble bed reactors
ReactorCraft: Added CO2 Collector
ReactorCraft: Fixed turbine collision mechanics
ReactorCraft: Fixed some multiblock textures
ReactorCraft: Added hazmat suit (in code only)
ReactorCraft: Added achievements
ReactorCraft: Added Geiger counter (in code only)
ReactorCraft: Machine sound volume now controlled by RotaryCraft
ReactorCraft: Toroid magnets now check solenoid on placement
ReactorCraft: Toroid magnets can now not be placed on flat ground
ReactorCraft: Turbines cannot be placed where they would collide with blocks
ReactorCraft: Fixed condenser console spam
ReactorCraft: Pressurizer now connects to pipes properly
ReactorCraft: Fixed magnet recipes requiring too much magnetite
ReactorCraft: Explosions now spread radiation
RotaryCraft: Gravel gun now spawns particles when firing
RotaryCraft: Jetpack now overlays fuel level to HUD if worn
RotaryCraft: Added grindstone
RotaryCraft: Added defoliator
RotaryCraft: Fixed pick block
RotaryCraft: Changed Borer torque/power behavior
RotaryCraft: Music Box GUI now shows active instrument
RotaryCraft: Added flamethrower (code only)
RotaryCraft: Bedrock armor now provides better protection against the gravel gun
RotaryCraft: Halved compactor power requirement
RotaryCraft: Fixed minimum power display for EMP
RotaryCraft: Conversion and transmission machines no longer display in the "Machine Tiers" handbook page
RotaryCraft: Major code cleanup
RotaryCraft: Massive RAM improvements
RotaryCraft: Floodlight FPS improvements
RotaryCraft: Light blocks no longer stop the hydrokinetic engine
RotaryCraft: Changed Item Refresher range code
RotaryCraft: Fixed some ClassCastExceptions when placing the industrial coil on a ReactorCraft turbine
RotaryCraft: Added Pneumatic Item Pump
RotaryCraft: Redstone arsenal pick can now harvest machines
RotaryCraft: Improved Force Field FPS
RotaryCraft: Added coal dust
RotaryCraft: Fixed overcharged industrial coils not exploding if currently emitting power
RotaryCraft: Fixed the sprinklers not growing mod crops properly
RotaryCraft: Fixed Bedrock Breaker behavior when full of dust
RotaryCraft: Borer will no longer try to add items to Industrial Coils
RotaryCraft: Fixed Distillery Liquid I/O
RotaryCraft: Fixed reservoir accumulating water during rain in non-rain biomes
Void Monster: Creation
Edit: formatting
 
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Bellaabzug21

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reikas mods update
V17:

DragonAPI: Fixed ThaumCraft handler

DragonAPI: Added two new texture binds

DragonAPI: Added redstone arsenal handler

DragonAPI: Made a lot of InventoryHelper NBT sensitive

DragonAPI: Improved in-world rendering performance

DragonAPI: Updated ItemMaterial lists

DragonAPI: Fixed spawn-colored-particle method

DragonAPI: Massive RAM improvements

DragonAPI: Increased some ore yields

DragonAPI: Added ExtraUtilities Handler

DyeTrees: Fixed "already decorating!" crash

DyeTrees: Registered saplings to Ore Dictionary

GeoStrata: Added guardian stone recipe

GeoStrata: Crystals are now hostile in the Deep Dark

MeteorCraft: Added Meteor Defence Gun

MeteorCraft: Added Meteor Radar

ReactorCraft: Added handbook

ReactorCraft: Added pebble bed reactors

ReactorCraft: Added CO2 Collector

ReactorCraft: Fixed turbine collision mechanics

ReactorCraft: Fixed some multiblock textures

ReactorCraft: Added hazmat suit (in code only)

ReactorCraft: Added achievements

ReactorCraft: Added Geiger counter (in code only)

ReactorCraft: Machine sound volume now controlled by RotaryCraft

ReactorCraft: Toroid magnets now check solenoid on placement

ReactorCraft: Toroid magnets can now not be placed on flat ground

ReactorCraft: Turbines cannot be placed where they would collide with blocks

ReactorCraft: Fixed condenser console spam

ReactorCraft: Pressurizer now connects to pipes properly

ReactorCraft: Fixed magnet recipes requiring too much magnetite

ReactorCraft: Explosions now spread radiation

RotaryCraft: Gravel gun now spawns particles when firing

RotaryCraft: Jetpack now overlays fuel level to HUD if worn

RotaryCraft: Added grindstoneRotaryCraft: Added defoliator

RotaryCraft: Fixed pick block

RotaryCraft: Changed Borer torque/power behavior

RotaryCraft: Music Box GUI now shows active instrument

RotaryCraft: Added flamethrower (code only)

RotaryCraft: Bedrock armor now provides better protection against the gravel gun

RotaryCraft: Halved compactor power requirement

RotaryCraft: Fixed minimum power display for EMP

RotaryCraft: Conversion and transmission machines no longer display in the "Machine Tiers" handbook page

RotaryCraft: Major code cleanupRotaryCraft: Massive RAM improvements

RotaryCraft: Floodlight FPS improvements

RotaryCraft: Light blocks no longer stop the hydrokinetic engine

RotaryCraft: Changed Item Refresher range code

RotaryCraft: Fixed some ClassCastExceptions when placing the industrial coil on a ReactorCraft turbine

RotaryCraft: Added Pneumatic Item Pump

RotaryCraft: Redstone arsenal pick can now harvest machines

RotaryCraft: Improved Force Field FPSRotaryCraft: Added coal dust

RotaryCraft: Fixed overcharged industrial coils not exploding if currently emitting power

RotaryCraft: Fixed the sprinklers not growing mod crops properly

RotaryCraft: Fixed Bedrock Breaker behavior when full of dust

RotaryCraft: Borer will no longer try to add items to Industrial Coils

RotaryCraft: Fixed Distillery Liquid I/ORotaryCraft: Fixed reservoir accumulating water during rain in non-rain biomes

Void Monster: Creation

The magic of formatting reveals itself.
 

FyberOptic

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Since technically it's still modding I suppose I could shamelessly plug the MCF topic where I've documented my experience deobfuscating a really old version of Minecraft by myself, and started to mod it with some of the more modern conveniences. I've never really seen many conversations about what actually goes into doing it, so maybe other folks might be interested as I was. But if you hate words and reading then avoid it like the plague!
 

Yusunoha

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whoops, seems I forgot to do an update yesterday, but that means a bigger update today :)
starting of with iichun with an update for Hats
iichun said:
2.1.3
Final commit for this build.
  • Another CME fix attempt.
2.1.4
  • Another attempt at the CME crash. If this doesn’t fix it I don’t know what else to do.

next, ErogenousBeef with quite a big update for Big Reactors
ErogenousBeef said:
Next Release (Anticipated Version: 0.3.0A)
  • Core: Full rewrite of internal reactor mechanics. Substantially more efficient on servers.
  • Core: Big Reactors and BeefCore now log to their own channels, for server admins' convenience.
  • Feature: Reactors now have fluid inlet/outlet ports available to convert them to active cooling.
  • Feature: Active-cooled reactors convert water into steam. Can be used in any mod which uses steam.
  • Feature: Turbines have been introduced. Build a big turbine, pipe steam into it to generate power. Generally more efficient than passively-cooled reactors.
  • Feature: Yellorium, cyanite, blutonium and graphite can now be converted to/from blocks for decoration and storage.
  • Feature: Graphite blocks can now be used inside reactors as a radiation moderator. They're very good at this role.
  • Feature: Turbines can be controlled via Computercraft. Build a Turbine Computer Port.
  • Enhancement: Can now toggle direction of access ports by right-clicking them with a wrench, as well as within the UI.
  • Enhancement: Reactor and turbine parts are more resilient to being hit, so they aren't accidentally disassembled so easily.
  • Compatibility: Most metallurgy, Mekanism, TE and TiCo metals can be used inside turbines as induction coil parts. Rarer generally = better.
  • Balance: Rebalanced reactor heat, energy production and fuel consumption. Most reactors should see all three rise compared to 0.2.
  • UI: Reactor UI redone, tooltips on EVERYTHING! English only, currently.
  • Bugfix: Fixed a rare crash that could occur with itemducts attached to reactor access ports set to "out" mode.

and also chickenbones did updates for ChickenChunks, CodeChickenCore, EnderStorage, NotEnoughItems, Translocators and WR-CBE
though I don't know what changed exactly, but here are the version numbers anyways...
chickenbones said:
ChickenChunks 1.3.3.4
CodeChickenCore 0.9.0.8
EnderStorage 1.4.3.6
NotEnoughItems 1.6.1.9
Translocator 1.1.0.14
WR-CBE 1.4.0.7

and then @CrazyPants with an update for EnderIO
CrazyPants said:
This release includes various new config options to allow greater control 'blinking' (shift+right-click telporting.with the travel staff). You can now disable blinking completely or limit it so you can only blink through transparent or air blocks only. It is now also possible to control if other users can access your Travel Anchor and Ender IO blocks. The person who placed the block my set its access to private (user only), public (anyone can use it) or protected. When set to protected mode, an (up to) 5 item 'password' is set. When a user attempts to access these blocks they are promted to enter with 'password'. Once the user has correctly entered the password once they will not be acked again unless the password is changed.

This release also includes quite a few bug fixes. Very few now, so if you can avoid findnig any more bugs for a week or so we should hopefully have the first non-beta, 1.0 release of EIO.

Full change log here:https://github.com/CrazyPants/EnderIO/blob/1.6.4/ReleaseNotes.txt

Vaygrim has done has a great video overview of some of the new features:

http://www.youtube.com/watch?list=UUr25FxPcosdQr-0qsZS1eKQ&v=1w1FLxMpVU0&feature=player_detailpage

and neptunepink with Factorization
neptunepink said:
0.8.33
Servos weren't dropping their socket tool correctly
Item Shifter defaults to moving some 64 items instead of hoppering 1 item at a time
Added english localizations to the pressure generator setting config

and @pixlepix with updates for ThaumicTinkerer
pixlepix said:
Build 101
  • Removed Locomotive's entity movement
  • Added blacklist for spawning ores in the bedrock dimension
  • Fixed bug where conflicting enchantments could be applied in the enchanter
  • Fix error with disabling dimension
  • KAMI research is no longer hidden.

Build 99
  • Update German Translations
  • Config file for bedrock dimension ore density
  • Updated vis discounting to work with 4.1
  • Removed ability of staffs to work in enchanter, at Azanor's request
  • Fix withers breaking bedrock
  • Fix potential compatibility issues
  • Fix AoE pickaxe if bedrock dimension is disabled

Build 98
  • Fixed Ichorium wand components.

and also @mDiyo with updates for Tinkers Construct and MechWorks
mDiyo said:
1.5.4d1
- Amulet and ring slots replaced with more heart canisters
- Red hearts drop only from player kills, but at an increased rate
- Yellow hearts drop from bosses
- Hearts can be eaten to restore health
- Knapsacks should sync properly on load

and lastly, @Emoniph with another huge update for Witchery
Emoniph said:
Change log
0.15.0
  • NEW: Brew of Sleeping - Drink to enter the Spirit World, your physical sleeping form stays behind (along with most of your gear! Icy needles can pass the world boundaries!). Extremely high chance of having a nightmare when using this Brew.
  • NEW: Apple of Sleeping - Eat to enter the Spirit World, will always cause a nightmare!
  • NEW: Spirit World Dimension - Almost identical to the overworld. If any player in the dimension is experiencing a nightmare it will be night time, otherwise it will be daytime. Players experiencing a nightmare will be chased by their nightmare. Dying in the Spirit World causes the player to wake up in the Overworld. Using an Icy needle will also cause a player to return to the overworld. Circle Magic does not work in the Spirit World.
  • NEW: Nightmare Mob - Chases players in the Spirit World who are having a nightmare. Fast and Hard to kill, run! Drops Mellifluous Hunger, a substance that can be transported back to the Overworld.
  • NEW: Wispy Cotton - Found in the Spirit World, can be picked as either Wispy Cotton or Disturbed cotton depending on if anyone in the Spirit World is experiencing a nightmare. Both types of cotton can return with the player when they wake up! The cotton is used to make Fanciful Thread and Tormented Twine used in the manufacture of Dream Weavers.
  • NEW: Brew of Flowing Spirit - Flowing spirit flows where the potion lands, flowing spirit can be picked up in a bucket. Flowing spirit has a mild regen effect for players standing in it. Undead and demons are weakened when standing in it. Nightmares cannot become invulnerable when standing in it. Flowing Spirit activates Spirit Portals. Can only be brewed in the Spirit World. Can be transported back to the Overworld as long as it remains in its original glass bottle.
  • NEW: Spirit Portal, created using snow blocks surrounded a 2x2 empty area. Activated using Flowing Spirit on. Can only be created in the Spirit World. Players who have used the Rite of Manifestation on themselves can pass though these Portals into the overworld at the same location and appear as ghosts. Only Icy needles can pass though with them! Use an icy needle to return to the Spirit World (or after the effect of the Rite of Manifestation expire). When a manifested players time runs out, or uses a needle anything they are holding (except icy needles) WILL BE DROPPED!
  • NEW: Rite of Manifestation. Allows players in the circle to manifest though Spirit Portals for a total of 2.5 Minutes (+25 secs per coven member). Requires Mellifluous Hunger.
  • NEW: Spinning Wheel. Machine (requires altar power) that turns materials into threads. Used to produce the threads for dream weavers and witches clothing. Can also be used to create cobwebs from string.
  • NEW: Brew of Wasting. Instantly breaks leaves blocks in the area of effect (causing drops if they have them). Monsters hit will be withered. Players hit will experience hunger problems.
  • NEW: Dream Weaver of Intensity. Boosts the effects of nearby dream weavers, Digging and Speed increases the effect (and slightly reduces the duration). Fasting extends the duration from (4 mins to 6 mins). Also adds a very short night vision/blindness effect.
  • NEW: Biting Belt. Craft with a portion to apply that effect one time when hit (same behavior as the Parasytic Louse). Worn as leg armor, has the same protection as leather. Can be died. Can be repaired in anvil or with Impregnated Leather.
  • TWEAK: Using a taglock on a Treefyd for Villagers or vanilla farm animals (sheep, pigs, etc.) will make the Treefyd ignore all creatures of that type instead of just that one instance.
  • TWEAK: Default duration of Dream Weaver of Satiation reduced to four minutes.
  • TWEAK: Added support for Mine Factory Reloaded Planters for Witchery saplings and crops.
  • TWEAK: Witches Hat, Witches Robes, Necromancers Robes and Icy Slippers now use Golden Thread in their recipes.
  • TWEAK: Dream Weaver of nightmares now uses Tormented Twine instead of String in its recipe.
  • TWEAK: Dream Weavers of Fleet Foot and Strong Arm now use Fanciful Thread and Tormented Twine instead of String in their recipes.
  • TWEAK: Dream Weaver of Satiation now uses Fanciful Thread, Tormented Twine and Mellifluous Hunger in its recipe instead of string and potion of harming.
  • TWEAK: Dream weaver of Nightmares now applies a weakness debuff instead of confusion. Two nightmare weavers still cause blindness.
  • TWEAK: New config file setting to control the number of players that must be asleep for a Dream Weaver buff to be applied (prior versions required all players to sleep which is not necessarily the case when using the Morpheus mod).
  • TWEAK: Added support for Altars to draw power from flowers and crops from other mods.
  • TWEAK: Rite of Protection circles are 1 block wider so that they enclose the ritual glyphs to prevent leaving a gap for small creatures to run under. The barriers also remove replaceable blocks like grass and snow.
  • FIX: Placing an Arthana on an Altar was not being rendered correctly in Fast Graphics mode.
  • FIX: A distillery, Rites of Protection and Rite of Recharging were not rechecking the range to the closest Altar when an Arthana was added or removed, requiring them to be replaced/restarted to apply the effect.
  • FIX: The Polynesia charm should not work on a Coven Witch.
  • FIX: Curses and Counter-curses were not refunding foci items if the target player was not logged in.
  • FIX: Rite of Shifting Seasons was not syncing some client-side tile entities with the server-side data following the biome re-sync.
  • FIX: Altars and Void Brambles cannot now be moved by the Rite of Moving Earth due to this requiring way too much state management to get right, this fixes the bug where earth would not raise more than one block if an Altar was in the circle and that an altar split in half by the rite would lead to a null reference exception when used.
  • FIX: Rite of Shifting Seasons did not recognize the skull item necessary to perform biome transformation to type magical biome.
 

casilleroatr

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Since technically it's still modding I suppose I could shamelessly plug the MCF topic where I've documented my experience deobfuscating a really old version of Minecraft by myself, and started to mod it with some of the more modern conveniences. I've never really seen many conversations about what actually goes into doing it, so maybe other folks might be interested as I was. But if you hate words and reading then avoid it like the plague!
Thanks for sharing that it was a good read. It even had a twist at the end!
 

James_Grimm

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Thaumic Tinkerer is actually on version 103 already, although I have no idea what changed, as they tend to do changelogs several days later in batches.
 

unknown zombie

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@SpitefulFox updated Forbidden Magic to work with Thaumcraft 4.1!

SpitefulFox said:
v0.3
- Change: Research modified to be more in line with TC 4.1's research system.
- Change: Wrath Cages rewritten to work with TC 4.1's new pipe system. Cage now only applies suction to a single essentia type at a time and is cycled by right-clicking with the Diabolist Fork.
- Change: Infernus removed from Soul Sand.
- Change: Consecutive bites of Thaumic Cake no longer cause you to transcend mortal needs.
- Change: Interdisciplinary research is now tagged for both mods.
- Addition: Corrupting Enchant, for getting nether shards in the overworld.
- Adddition: Gluttony Shards. Only available through the Corrupting enchant for now.
- Addition: Bloody Scrivener's Tools, for when you just don't want to stop researching.
- Addition: Config to allow the Wrath Cage to accept ANY non-boss mob as an imprint.