What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @TomEV with Router Reborn
TomEV said:
Router Reborn 1.10.2-4.0.1.83_universal
Added:

- Quarry, uses RF

- Vacuum upgrade for the chest, range 15 blocks

- All recipes are now loaded from the config and can be changed, see below for details.

Fixed:

- Collision box on chest.



Recipes:



Recipes are loaded from config and uses the following format:

<shaped|shapeless|disable>, <result>, <input1>, <input2 ....



Items for result and input uses the following format:

modid:itemname@meta#count as an example "dye@4" giving you a dye with meta 4, (lappis)



Count can be used alone, and Meta can be used alone, but if both are used, meta must be first.



Example:

shaped, routerreborn:cable#6, glass, chest, glass



Giving you 6 inventory cables from 2 blocks of glass and a chest.



Ore dictionary names always get priority.

Any error in a recipe will be logged in the console.
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @itayfeder with Magnets
itayfeder said:
This is a small, cute mod that adds a magnet to the game! I know almost every mod added a magnet but this is different! this magnet is a new mechanic!

DON'T ACTIVATE THE MAGNET ON ANY ENTITY!

and @guriguridqm4 with Glare Torch
guriguridqm4 said:
This MOD to add a glaring torch.

This torch illuminates a wider area than a normal torch.

Please refer to the image for details.

and @BlakeBr0 with Mystical Agriculture
BlakeBr0 said:
Mystical Agriculture 1.5.3
Release 1.5.3

Changes:

  • Added Vanilla crops: End
  • Added Forestry crops: Apatite
  • Added Base Metals crops: Aquarium, Cold-Iron, & Star-Steel
  • Added Essence Arrows
  • Added an essence recipe for Nether Wart
  • Increased the speed of the Watering Cans slightly & added a tier bonus to growth speed
  • Decreased the size of Soulstone veins, and increased the amount
    • You will want to either regen the config file or manually set "soulstone_veinsize" to 40 and "soulstone_veincount" to 8
    • This should prevent the chunk generation cascading issues Soulstone generation caused before

and @masa with Ender Utilities
masa said:
Ender Utilities 1.10.2-0.7.0
  • Added slab and layer variants of the Ender Elevator
  • Added a Chair Wand - it can spawn invisible entities that the players can sit on, to make decorative chairs etc. usable
  • Added an Adjustable Storage Unit - the slot count can be set to anything between 1 and 9, and the maximum stack size to 1 .. 1024
  • Added a Barrel
  • Added a Massive Storage Unit and a Massive Storage Bundle - basically 1 and 9 slot DSUs
  • Added a Junk Storage Unit - 270 slots, only accepts normally non-stackable items
  • Added a Molecular Exciter block - it can turn any (non-unbreakable) block into a falling block entity, which can also be moved by minecarts
  • Added a Dolly item, that can (only) move blocks that have externally exposed inventories
  • Added Floor and Cracked Floor blocks. The Cracked Floor will let item entities and XP orbs through.
  • Added a Phasing Block and an inverted variant - they will toggle between solid and non-solid on redstone signal
  • Added an Inserter and a Filtered Inserter. They are almost like simple pipes, but not officially pipes. The intended use is to insert items into an inventory on the (enabled) sides first, if that fails, then the items will continue to the front output side.
  • Added a Void Pickaxe - mining blocks with it will drop nothing, not even inventory contents. Also works that way in Creative mode.
  • Added a "creative breaking" module for the Ender Tools. It will change block breaking so that blocks break instantly, but there is a short cooldown between blocks.
  • Added a Nullifier item, with 9 slots and max 1024 items per slot
  • Added a Passifier Syringe - it will make hostile mobs neutral. If any entity attacks the passified mob, it will become hostile again.
  • Added a Sound Block, that can play any registered sound from the game
  • Added a Drawbridge and an Advanced Drawbridge
  • Change: Inventory Swapper can now swap the Baubles slots too
  • Change/addition: Added white- and blacklist configs for the Living Matter Manipulator
  • Change: Improved the Ruler HUD readability
  • Various fixes and internal code clean-up and some refactoring etc. as usual

and @EuhDawson with Ultimate Car
EuhDawson said:
The Ultimate Car Mod [Experimental]



2017-04-18_12.50.49.jpg




This mod brings cars, road construction and biodiesel production into your minecraft world. There are many vehicles with different features to choose from. But before you can start driving, you need to get started
with your gas production. Based on the real biodiesel production, we created a system, which is a
vital factor of the mod. After having your car, road construction is the next step: You have various
options to design your own streets and be creative!



Quick Start Guide

Crafting Recipes



Features


Cars
  • Single seater car (6 colors)
  • Two seater car (6 colors)
  • Truck (two seats,16 colors)
  • Truck with container (two seats,16 colors)
  • Single seater sports car (16 colors)
  • Cars have sounds
  • Cars can be damaged and have a damage indication
  • Cars need fuel to run
  • Cars need to be turned on before driving
  • Cars have speedometer and fuel gauge
  • Cars can be locked
  • Cars have luggage space
  • Car horn
  • Different cars have different speeds and fuel consumption
  • Cars are faster on roads
  • Car workshop
  • Tools for repairing
  • Car crafting
  • Many car parts for crafting


Roads
  • Different asphalt blocks for road construction
  • 27 white road markings (lines and arrows)
  • 27 yellow road marking (lines and arrows)
  • Painter for markings
  • Crash barrier
  • Cars are faster on asphalt roads


Fuel (production)
  • Biodiesel
  • Gas station
  • Tanks
  • Biodiesel fabrication
  • Canola cultivation
  • Oil mill (rape cake as a byproduct)
  • Rape cake (to be used as fodder)
  • Backmix reactor
  • Split Tank (for decantation)
  • Methanol extraction through pyrolysis (charcoal as a byproduct)
  • Fuel production needs energy created by a generator
  • Generator
  • Generator needs fuel to run
  • Old school generator that needs no fuel to run
  • Cables
  • Fluid pipes
  • Fluid extractors
  • Canister
In the config file, you can configure many things. For example, everybody can adjust the
consumption and gas production as he pleases.



Be reminded that this is an experimental version.



!CAUTION! Please read the Quick Start Guide for further information.



For all crafting recipes, please read this: Crafting Recipes



Known issues:

  • Split Tank fluid rendering bug
Some more screenshots:



Spoiler (click to hide)
2017-04-17_21.50.37.png
2017-04-17_21.09.54.png
2017-04-17_21.24.02.png
2017-04-17_21.18.44.png
2017-04-17_21.12.46.png
2017-04-17_21.14.12.png
2017-04-17_21.12.23.png
2017-04-17_21.18.14.png

and @MrTutankhamun with Storage Boats
MrTutankhamun said:
Storage Boats 2.3
*You can now travel up on rivers with boats! Thanks soccerguy3!

2017-05-13_15.png

and @CovertJaguar with Railcraft
CovertJaguar said:
Railcraft 10.1.2
  • NEW: Restored and redesigned Elevator Tracks. Should be much less fiddly now.
  • NEW: Restored Forestry backpacks.
  • NEW: Add Bore Head Enchantment compatibility. (contribution by liach)
  • NEW: Various IC2 integration fixes and improvements. (contribution by GeneralCamo)
  • CHANGE: Poor Ore output increased to 3 nuggets instead of 2.
  • FIX: Limit Enchantments to proper tools.
  • FIX: Experiment fix for random train unlinking.
  • FIX: Cart Disassembly recipes work again.
  • FIX: Boxes and Actuators must be placed on solid surfaces again.
  • FIX: Catch possible null entries before they get added to the creative list. (contribution by liach)
  • API: Added a Train wide IItemHandler and IFluidHandler provider for interfacing with Architect.
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @MSandro with MS Utilities
MSandro said:
This is my first mod!

I have created the mod for my planed modpack.

This mod should act as core-mod for my future modifications.



Features:

  • Generate a underground shelter where the players will spawn on the first login.
    The shelter spawns at y:20 and have one sapling and dirt in the middle. Perfect for modpacks with ExNihilo.
    Every player spawns in his own shelter at an random position of the world.
    shelter.png
  • Give the player 3 items at the first login to choice the starting-equipment.
    Items: Easy (iron sword, 3 water bottles and 16 potatos), Normal (stone sword, 2 water bottles and 8 potatos), Hard (wooden sword, 1 water bottle and 4 potatos)
  • Universal .jar - the mod works on clients and servers.
Planed features:

  • configurable starter-kit.
  • configuration for the shelters and support for other structures.
  • better structure-generator.
  • and more...
Heave fun!



You have my permission to include this mod in any modpack, public or private, provided that credit is given, the source code is not modified and the overall mod pack is distributed free of charge.

and @Daedalus1400 with Ambient Effects
Daedalus1400 said:
Overview:


This mod functions mostly client side to provide events triggered by ambient conditions. It is not intended to provide action -> reaction events (e.g. when player picks up item, apply potion effect). Instead, it is intended to create events with a chance of occurring while conditions are true (e.g. while player has not slept in at least 2 in game days, player will occasionally receive nausea effects).



Events are setup in the mod's config file, and are formatted as JSON objects. The simple example below creates an event where there is a 1 in 20 chance that the player will be struck by lightning every second while the player is above y-level 100:

{<br />"tooclosetothesun": {
"conditions": [
{"type": "playerpos", "dimension": "y", "comparison": "&gt;", "value": 100}<br /> ],
"actions": [
{"type": "lightning", "target": "player", "chance": 20}<br /> ]
}<br />}
The event name must be unique, but is not used outside of log entries, so they should be made descriptive for easy debugging.



"conditions" and "actions" both contain arrays of JSON objects. Each object represents one condition or action. All conditions must be met for the actions to occur. Once the conditions are met, all actions will occur.



Conditions and actions both contain a "type" that indicates what they check/do, followed by their arguments. Due to the way JSON objects are parsed, the order of key/value pairs is irrelevant.



TODO:


  • Create documentation
  • Add more conditions
    • Time of day
    • World time
    • Time since las sleep
  • Add more actions
    • Potion effects
    • Sounds?


Version Info:


Version 0.1.0:



Initial release.

Conditions:

  • playerpos
    • Checks the player's position in one (selectable) dimension
Actions:

  • lightning
    • Strikes the player with lightning

and @DaBigJoe97 with Obsidian Animator
DaBigJoe97 said:
Obsidian Animator
The Obsidian Animator is a brand new way to create animations for Minecraft mods. The animator allows you to import any models you want to use in your mod, and create complex animations with ease. Combined with the Obsidian API (coming soon), the animations can be used with other mods in Minecraft.
The Obsidian Animator is part of an open source project - The Obsidian Suite - that aims to revolutionise the Minecraft modding and animating community by improving upon existing model animation techniques for mods.
Click here for more information and downloads!
 
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Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @dries007 with WeatherConfig
dries007 said:
Configure Minecraft weather
After dropping the mod in the mods folder, start the server/client and you can edit the config file to change the MC weather patterns.

On the client you can use the ingame Mod Config editor (via main menu -> mods -> 'WeatherConfig' -> Config OR via pause menu -> Mod options... -> 'WeatherConfig' -> Config).



No comparability with other weather mods guaranteed.

The Math
The config contains 4 pairs of numbers, 2 for rain and 2 for thunder.

The two pairs per weather effect are to set the length of the weather and the time in between.

Every pair has a constant '...Cnt' and a random '...Rnd' part. The constant is always added, the Rnd number is the maximal value for the random part.



The final count (in game ticks) is calculated like so:

time = random(RND) + CNT
This is all explained in the config..

and @Gigabit101 with QuantumStorage
Gigabit101 said:
QuantumStorage 1.11.2-4.2.2
Fixed tank not updating client

Added crate still WIP

and @romelo333 with Not Enough Wands
romelo333 said:
Not Enough Wands 1.1x-1.5.5
1.5.5:


  • Not enough wands should no longer be hard dependend on something that provides RF
  • Added the ability to globally set the wands to use RF with a new 'wandSettingPreset' and four possible options for that: 'default' (use whatever the wand wants), 'easy_rf', 'normal_rf', and 'hard_rf'
  • New mode for the swapping wand to swap with the block in off hand
  • New feature for the teleportation wand to teleport through walls if you hold sneak. Can be disabled in config. Note that when you do this it will still only teleport half the distance

and @Thiakil with Ender Portal Decoration
Thiakil said:
Adds 3 blocks. One that looks like an Ender Portal surface, one that looks like an Ender Gateway, and one that is pure black (because my partner wanted it).



All can emit light (toggleable with right click).



Portal & Gateway can emit Ender particles (toggleable with crouch right click)
 

Yusunoha

New Member
Jul 29, 2019
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and @Keridos with OpenModularTurrets
Keridos said:
OpenModularTurrets 1.10.2-3.0.0-135
  • added: overlay to show where a turret, lever or expander would be placed at when you hold it.
  • fixed: turrets not shooting properly
  • fixed: crash with opencomputers installed on 1.11.2
  • fixed: NPE with memory card, thanks to Rokiyo
  • change: min omlib version

and @Daedalus1400 with Ambient Events
Daedalus1400 said:
Ambient Events 0.3.0
Added actions:

  • Potion effects
  • Play sounds

and @GenDeathrow with Hatchery
GenDeathrow said:
Hatchery 0.3.12
- 0.3.12


  • Added RF to Fertilizer Mixer to allow it to mix faster
  • Fertilizer Mixer can accept fluid pipes from anysides now, and will push or pull correct fluid (water/liquid fertilzier)
  • Added GUI to Hatchery Nest
  • Switched nesting pens to use new inventory storage code
  • Fixed recipe for generators to use redstone block not redstone ore

and @Vadis365 with Mob Grinding Utils
Vadis365 said:
Mob Grinding Utils 0.1.8.20
Added Singularity Tank with a Drain to store player XP - slight loss system - stand on it.

Added player using empty bottle on tanks gives bottle of enchanting - uses 200Mb of fluid xp.

Fixed a crash when using GM Chicken feed on Hatchery Rooter Mobs.

Some other things - that I don't remember because Darkosto needs a release and I'm rushing.
 

Yusunoha

New Member
Jul 29, 2019
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and @xalcon with AnalyzeIO
xalcon said:
Shows the modifiers for a loot capacitor from EnderIO in the tooltip (while holding left CTRL):



Note: EnderIO Machines seem to not use the special modifiers at the moment - it just uses the capacitor level. The current release adds a strike through line for all special modifiers to indicate this.

JhiztNZ.png




Planned feature:
Analyzer (similar to the bee analyzer from forestry) to introduce a balancing mechanik. This will have to wait until the machines do what they are supposed to do (use the special modifiers)



AnalyzeIO Logo "specialCapacitor" by EnderIO!

and @Nuchaz with BiblioCraft
Nuchaz said:
BiblioCraft 2.2.2
v2.1.2 / v2.2.2 Changelog

*Everything from the BiblioCraft v1.11.6 update
*Fixed the clipboard dropping a block in addition to the clipboard item when broken
*Fixed the tape measure post dropping when broken.
*Fixed the toolrack deleting items with a stack size greater than 1, stack size limit increased to 64
*Fixed sword pedestal recipes with dyes, previously would return the incorrect pedestal color
*Fixed clipboard block changing 2 pages at a time when trying to change places with the clipboard in the world
*Implemented IItemHandler to better support mods interacting with BiblioCraft inventories
*Fixed the typesetting table not correctly saving books
*Fixed several console errors
*Fixed marker pole position in GUI so it doesn't overlap other objects in mods like JEI
*Fixed multiple rendering bugs casuing the game to crash
*Fixed several rendering bugs relating to item and block rendering to fix some missing model rendering issues
*Fixed framed blocks keeping their custom textures / panels when broken
*Improved support for tinkers tools and weapons in BiblioCraft toolracks and such
*Improved support for Pams Harvestcraft on the Potion Shelves
*Fixed incorrect Fancy Sign text colors
*Fixed armor stand rendering
*Fixed armor stand not dropping correct block if top block is broken
*Fixed atlas not rendering player position
*Fixed a dupe with the atlas
*Fixed shelf middle part not loading when shelves are places on top of one another
*Added Atlas book border and waypoint pins to first person veiw so it again look like it did in Minecraft v1.7.10
*Fixed atlas updating properly when in off hand and fixed a dupe with the atlas
*Can now use space bar in additional the the middle mouse click to select a map in the atlas (only if auto-center is off)

and @tripl3dogdare with Wrench in the Works
tripl3dogdare said:
oORrSXr.png


Wrench in the Works is a little side project of mine made with the intent of making working with pistons, stairs, and other things that turn less of a royal pain in the neck. It was inspired by one of Welsknight's Kingdoms videos (which I have since been unable to find) where he mentioned that if there was one thing he'd add to vanilla Minecraft, it would be a wrench that rotated things. I thought, "Hey, I could make that!", and here we are.



Note: as of right now, WitW is only for MC 1.11 and 1.10. Older versions are highly unlikely. Newer versions will happen as they come out.



Out of the box, WitW simply adds one item, the Wrench. Right-clicking with the Wrench on most rotatable blocks will cycle through the possible rotations. This includes stairs, pistons, slabs, observers, chests, and so on. It is crafted like this:

HtsjjFG.png




However, where WitW really shines is it's configurability. Any and all rotations can be defined through the config file, which can be accessed through the ingame Mod Options menu. You can completely configure which blocks can be rotated, and which properties to actually "rotate". WitW comes pre-configured to work with most vanilla blocks that make sense to be rotatable, however working with other mods may require a bit of configuration. I will be working on expanding the default config to work reliably with some of the more popular mods eventually.



Default Whitelist/Blacklist:

Spoiler (click to hide)
Whitelist:

  • Any block with the properties facing, axis, half, or rotation
Blacklist:

  • Beds
  • Banners and signs hung on the wall
  • Buttons and levers
  • Torches/Redstone Torches
  • Tripwire Hooks
  • End Portal Frames
  • Nether Portals
  • Extended pistons
How to configure:

Spoiler (click to hide)
The blacklist and whitelist each take the form of a list of entries. Blocks/properties must be whitelisted to be considered, and the blacklist will override the whitelist.


Valid input takes the form:

<domain>:<name>[<property name>,<filter name>=<opt1>|<opt2>|<opt3>...]
where

  • <> mark named segments and should not be included
  • all segments may only contain alphanumeric characters and underscores
  • domain and name are optional
  • if only one of domain/name is present, it is assumed to be name
  • if domain is not present, the colon must not be present
  • if domain is not present, is is assumed to be "minecraft" (vanilla Minecraft)
  • domain/name can contain or be replaced with * as a wildcard
  • the [] are optional, but cannot be empty
  • the [] can contain any number and combination of comma-separated properties or filters
  • filters may have any number of pipe-separated options
<domain>:<name> forms the registry name of a block to match.

  • If omitted, any block will be matched.
  • Putting * anywhere in either will act as a wildcard that will match any valid string of any length.
Properties define the blockstate properties that the wrench can rotate. For example:

  • piston[facing] will allow the wrench to cycle the facing property of pistons.
  • [rotation,axis] will allow the wrench to cycle the rotation or axis properties of any block that has them.
Filters define blockstate properties and values that must match for the entry to apply. For example:

  • piston[extended=true] will only match if the block is an extended piston base.
  • [rotation=0|1|2] will only match if the block's rotation property is 0, 1, or 2.
Note the wildcards are very inefficient as of right now and should be used sparingly.



As of right now, filters are added separately from the properties they are defined with; this means that blacklisting piston[facing,extended=true] will blacklist both piston[facing] and piston[extended=true]. This will change later to more properly reflect how I originally wanted it to work.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @mangoose with Rustic
mangoose said:
Rustic 0.3
Rustic 0.3: The "Trouble's Brewing" Update


This update will break any existing fluid bottles in your world!

Additions:

  • Added 12 different herbs which spawn in different biomes and can be farmed or used in alchemy
  • Added a new alchemy system
  • Added 7 new potion effects
  • Added 2 new creative tabs
  • Added crop stakes
  • Added tomatoes (you can throw them at entities to inflict the "shame" debuff)
  • Added chili peppers (they're spicy!)
  • Added wildberries, which spawn throughout the overworld
  • Added apple trees
  • Added rope
  • Added grapes
  • Added a bunch of different juices, some of which can provide positive or negative effects
  • Added 6 unique types of alcoholic beverages, each of which has a unique effect dependent on its quality
  • Added a brewing system for obtaining the alcoholic beverages
  • Added 2 new pot variants (thanks, Nazenn!)
  • Added CraftTweaker support
Changes:

  • Lowered default slate generation frequency
  • Made evaporating basins update less frequently
  • Improved chain to make it more like rope
  • Tweaked food values of ironberries and olives
  • Improved custom fluid rendering and behavior
  • Improved bee item texture (thanks, Nazenn!)
  • Improved slate roof texture (thanks, Nazenn!)
  • Changed barrel and liquid barrel recipes
  • Cabinets can now only be opened from the front
Fixes:

  • Fixed oredict entries for a few blocks and items
  • Fixed recipe outputs for wooden stairs and slabs
 

Yusunoha

New Member
Jul 29, 2019
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0
new day, new update, and today it's @tattyseal with Horizontal Glass Panes
tattyseal said:
Spoiler (click to hide)
Please gain permission from me by Private Messaging me after reading the following rules

  • Permission does not need to be obtained before using Horizontal Glass Panes on packs distributed through the FTB (Feed The Beast) Launcher.
  • You cannot distribute your pack through an ad-wall, a site that requires a user to view ads before downloading (adf.ly, adfoc.us, etc)
  • My mod must be removed from your pack on request.


Authors:

  • tattyseal (Developer)
YouTube

Twitter

and @robin4002 with The Spotlight Mod
robin4002 said:
e29102bcbf.png


The Spotlight Mod adds a block similar to the beacon but with only a aesthetic purpose and with a lot of customizable features.





What does it look like:



8d9bf33207.gif






Recipes



78815d03f1.png




The item used to store configurations:



9b005f809d.png






Usage

Right click on the block, and click on the bottom right button to show the integrated help!



cd98f1ea7a.gif




To enable the block, a redstone signal is requiered by default.

and @alfredpsloan with Merlin's Structures
alfredpsloan said:
Merlin's Structures are village structures including:

  • forge
  • church
  • store
  • small house
  • barn
that are compatible with vanilla village structures.



Place the block in the center of the space you want to build on, click the side of the block to determine the direction the structure faces, then break the block.

and @CreativeMD with PlayerRevive
CreativeMD said:
PlayerRevive 1.1.0
Added player laying on the ground

Added blur shader

Added chat to bleeding screen

Added revive command

Added music

Added particles effects if the player is about to die

Fixed IGCM config synchronization

and @MrTutankhamun with Craftable Ships
MrTutankhamun said:
About this mod:

This is a mod that will add ships that you can craft! You can craft a ship with a sail by putting three wooden planks in a crafting table! If you have any ideas you can comment and I will try to add them!

2017-05-15_15.png


Downloads and installation:

1. Install Forge 1.11.2-13.20.0.2227 or higher.

2. Download the mod file!

3. When you have installed Forge, you should find a folder called 'mods' in your Minecraft folder. (You can create it if its not there).

4. Drag and drop the mod .jar file into the 'mods' folder.

5. Done!

If you find any bugs or crashes:

If you find any bugs, or that Minecraft crashes with the mod, you can add them to the Issues page or post a comment, and I will try to fix them!
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @Flaxbeard with Immersive Petroleum
Flaxbeard said:
xSebEIq.png






Immersive Petroleum is a lightweight content add-on for Immersive Engineering that introduces oil, oil extraction, and oil processing to the mod's tech progression. It includes an expansive set of configuration options to ensure that it will be a welcome addition to any modpack that includes Immersive Engineering.



HB4Q0Lg.png




To utilize Immersive Petroleum, players must first locate an oil deposit buried deep belowground, trapped under a thick layer of Bedrock. The Core Sample Drill can be used to detect these reservoirs. Once a source of oil is discovered, Pumpjacks can be built to pump the Crude Oil to the surface.



Using the large Distillation Tower multiblock, Crude Oil is heated to separate it into layers of varying boiling points. From the Crude Oil input, the structure produces Diesel, a less environmentally friendly but longer-burning alternative to Biodiesel. Bitumen is also produced, a gooey byproduct that's used in making Asphalt paving.



The initial version of Immersive Petroleum includes all you need to start building your oil empire, including the Pumpjack and Distillation Tower as well as Asphalt paving. Expect to see new multiblock machines, from bedrock-piercing Oil Derricks to Cokers that can crack Bitumen into Diesel and Petcoke in the future.

and @wazmaster_jastin with Experience Cache
wazmaster_jastin said:
Experience Cache




Store your XP and keep it safe.



Craft gems that can hold XP.

Use the gems in the XP Storage block to insert or extract XP.



Crafting Recipes

Spoiler (click to hide)
First craft a Golden gem (Emerald, Diamond, or Nether Star)

crafting_golden_diamond.png




Then cook it in a furnace to transform it

crafting_xp_diamond.png




Craft the Experience Cache Block

crafting_xp_storage.png




How to use


Spoiler (click to hide)
Place the cache block somewhere in your world and right click on it while holding an XP gem to insert the gem. The block can only hold one gem at a time.



Sneak right click on the cache block with an empty hand to deposit all of your XP.

Right click on the cache block with an empty hand to extract 1 level of XP.

Sneak left click on the cache block with an empty hand to take out the gem.



Built for Minecraft 1.11.2 with Forge 13.20.0.2260

and @xalcon with AnalyzeIO
xalcon said:
AnalyzeIO 1.10.2-0.3.0.18
  • Added analyzer block
  • Added configuration options
  • Now requires Shadowfacts' Forgelin (1.4.2+)
  • Reduced mininmum requirement for EnderIO to the latest stable release (3.1.183)
Known issue:

Really powerful capacitors (level 4+) render over the bounds of the gui. I will fix that later :x Consider it a feature for now; I need to do some stuff with JEI to get more space.. or rework the GUI.

and @Zarathul with Simple Portals
Zarathul said:
simpleportalsbanner.png




What?
Simple Portals is a mod that adds constructable portals that allow intra- and interdimensional travel between them as long as they have the same address.



Features
  • Allows travel between dimensions.
  • Can be build in different sizes 3x3 up to 7x7 (default).
  • Standing and lying portals.
  • Old school address system using the corner blocks.
  • Item based power system.


How?
Installation
  • Download and install Forge
  • Download the mod and place the jar in your mods folder


Recipes
Default recipes can be changed in the config.



Portal Frame (obsidian, lapis lazuli, ender pearl)

portalframerecipe.png




Power Gauge (portal frame, redstone)

portalgaugerecipe.png




Portal Activator (emerald, eye of ender, gold ingot)

portalactivatorrecipe.png




Mechanics


Portal construction
The portal is constructed similar to the nether portal. It needs to be rectangular and can be of any size between 3x3 and 7x7 (intermediate sizes like 3x6 also work). The 4 corners of the portal must be filled with any combination of simple blocks (non-tileentity). These 4 blocks represent the portals address. To activate the portal right click with the portal activator on any of the inner faces of the portal frame (just like you would with flint and steel and the nether portal). The portal activator can also be used by a dispenser. The dispenser must face the block in front of any of the inner faces of the portal frame.



standingportal.png


lyingportal.png


dispenseractivation.png




Addresses
As stated before, the 4 corner blocks represent the portals address. The order of the corner blocks does not matter. The address only consists of the types of the corner blocks and their count. For example diamond blocks on the left and gold blocks on the right is the same as gold blocks on the left and diamond blocks on the right or any other order of 2 diamond and 2 gold blocks. Meta data of blocks is also considered, so using differently colored wool will yield different addresses. If more than 2 portals share the same address a random destination portal is chosen. If there is not enough room around a portal for the player to fit in, that portal is not considered a valid destination.

simpleportalsaddresses1.png


simpleportalsaddresses2.png




Power system
By default using a portal costs 1 power and portals can store up to 64 power. Both values can be changed in the config. Power is added to the portal by throwing in a power item (ender pearls by default). To visualize a portals current power level or for automation purposes replace a portal frame with a power gauge and place a comparator next to it. This works the same as with a chest. The redstone signal strength is based on the power stored.



simpleportalspower.png


powergauge.png




F.A.Q.
  • Can I put your mod in a modpack?
  • Yes.
  • Can I use a different item as the power source?
  • Yes. You can set the item that provides power to portals in the config (ore dictionary is supported).
  • Can I turn off the power system to use the portals without any cost?
  • Yes. Just set the power cost to 0 in the config.
  • What's up with the "Player moved to quickly!" messages in the server log?
  • You can safetly ignore those. It's an unfortunate side effect of teleportation that I couldn't get rid of.
Bug report & source code
Bugs can be reported here.

Source code can be downloaded from here.
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @BordListian with Better With Addons
BordListian said:
This mod aims to bring back new and old Better than Wolves addons, updating them to newer versions of Forge, for use with Better With Mods.

Every module within this mod is merely a spiritual successor. To respect the original owners' copyrights, no code from the addons was used. Every port is done from scratch using only properly licensed code.



Contained Addons (Don't expect all of these to be 100% complete/faithful):

Spoiler (click to hide)
BTWTweaks - GromPE

Deco Addon - kaos78414

Deco Addon - Yhetti

Condensed Outputs - Shinxy

Better Redstone - gyx

Japanese Weapons and Architecture - Eriottosan

In addition to the above, Better with Addons also comes with content of its own.



I highly recommend Rustic if you don't like my derpy chandelier.

and @tterrag1098 with Blur
tterrag1098 said:
Ever thought that the world behind your inventory was just too distracting? Then this is the mod for you!

PurJ43u.png




Blur adds a Gaussian blur shader to the background of all GUIs, which fades into give it a sleek look. It is also highly configurable, so you can tune the look of the mod to your liking. Click here for a massive gif demonstration!



Change the blur radius!

7J2vGHf.png




Change the background colors and gradient!

xpn94KZ.png


DoA3Rme.png




Get lost in your GUIs!

8yBf97c.png




Gorgeous rainy evening with you and your blur:

U5Cx2Lk.gif




Explanation of Config Settings

  • fadeTime
    • This is the time it takes for the blur to "fade in", in milliseconds.
  • gradientStart/EndColor
    • The colors to use for the overlay on all GUI backgrounds. The value here is a hexadecimal color value, in the format ARGB (alpha first, then rgb). Because the background is a gradient, two colors can be specified. The default is black with a 45% alpha value (75000000).
  • guiExclusions
    • A list of classes to be excluded from the blur shader. This is to be used for GUIs which do not necessarily cover the screen. It defaults to containing only one GUI, the chat.
 

Shinoow

New Member
Jul 29, 2019
111
0
0
Updated AbyssalCraft (1.10.2) (1.11.2) to 1.9.4-pre-3:
  • The Knowledge event handler shouldn't crash from trying to save the ID of an unregistered entity
  • Fixed a small client de-sync when draining energy for a ritual
  • Added a ritual that allows you to "purge" the Darklands, coverting areas of it into their Overworld counterparts
  • Added a ritual that allows you to "corrupt" Overworld biomes, converting areas of them into their Darklands counterparts
  • Added a ritual to resurrect dead companions (tamed and named)
  • Slowed down the spread of Mimic Fire (now it spreads about as fast as normal Fire)
  • Slightly more information is now locked (also overhaul of Necronomicon internals)
  • Changed the model of the Sacrificial Altar (so that it's easily distinguishable from the Ritual Altar)
  • More worldgen performance improvements in the Overworld and Dreadlands
  • Fixed a minor derp in the Gateway Key portal placement code and made it a bit more modular
  • Made some alterations to the Dread Spawn model (the "arm" is now composed of a independently moving tentacle, and the other bit has tendrils sprouting out of it)
  • Reduced the movement speed of Greater Dread Spawns and Lesser Dreadbeasts
  • The Crystallizer now stops trying to crystallize something when the output slots are full
  • Added Energy Depositioner (block that can generate PE by siphoning it out of Stone Tablets)
  • Added Stone Tablets (used in the Energy Depositioner, can also be used as alternate storage solution)
  • Added State Transformer (used for filling the Stone Tablets with items/energy)
  • Performance improvement to most PE blocks
  • Smoke from the pedestals during a ritual only comes from the ones that had something on them
  • The Staff of The Gatekeeper now works like a Staff of Rending and a Gateway Key combined
  • Particles from PE transfers made by statues are now synced to the transfer, instead of random
  • Highly optimized particle rendering for PE transfers
  • Changed the recipe for the Sacrificial Altar (replaced Torches with Shadow Fragments)
  • Upgrade Kit recipes can now be viewed in JEI
  • Now runs on Forge 13.20.0.2258 (1.11.2 only)
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @dreadwing93 with Faucets and Filters
dreadwing93 said:
This mod adds 3 new blocks to the game.

hopperpipe_recipe.png


Hopper Pipes can be faced any direction, and will simply push their items into the block they're facing.

When placing hopper pipes, by default they will face toward you. Or, you can hold shift and they will face the block you place them against. Filter Hoppers are placed in the same manner.

The crafting recipe can be configured to craft anywhere from 1 to 5 pipes.

hopperfilter_recipe.png


Filter Hoppers can be faced in any direction. They will pull items from the block behind them and push items into the block in front of them.

Filter Hoppers have two inventories. The top inventory is the regular inventory, and the lower inventory is the filter inventory. One side of the block has a filter on it, and items will only be allowed through this side if they match the filter.

When the filter hopper is powered by redstone it will enter blacklist mode. This means items matching the filter will not be allowed through, but all other items will.

Can be configured to capture item entities only when facing downward (because gravity), or when facing any direction.

faucet_recipe.png


Faucets will pull items from inventories up to two blocks behind them. They will automatically spew items in their inventory onto the ground, unless powered by redstone. There is a switch on top of the faucet that when pushed will reverse the behavior, only spewing items when powered.

When there is a solid block blocking the faucet, it will not spew items but will continue to pull items from inventories behind it.
 
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Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today it's @aidancbrady with Mekanism, Mekanism Generators & Mekanism Tools

and @Ellpeck with TrustCircle
Ellpeck said:
Whenever players are close to each other, they get a new potion effect called Trust Circle. Its duration and amplifier are dependent on the distance between each player and the amount of players grouped together. What the Trust Circle effect does is basically a combination between the Regeneration and the Strength effect.
By default, only players that are on the same scoreboard teams will gain the effect.

All values can be modified in the config file or gui.



screen.png




If you like this mod, please consider supporting me on Patreon by clicking here. Thanks a lot!

and @socol_pc with Improved Extraction
socol_pc said:
Improved Extraction 1.10.2-0.0.3
- Added the ability to correct throw small stones
- Added fragments drop from Finite Ore
- Added rocks drop from supported Gems Ores (like Coal, Redstone, Lapis e.t.c)
- Added full support of M-Ore mod
- Added support of Basalt stone (Quark mod)
- Added support of Biotite ore (Quark mod)
- Added support of Inferium ore (Mystical Agriculture mod)
- Added support of Prosperity ore (Mystical Agriculture mod)
- Added support of Soulstone stone (Mystical Agriculture mod)
- Added support of Nether ores (Nether Core)
- Added support of End ores
- Auto Cutting Table now respects sides for hoppers
- Added The One Probe intgeration
- Fixed Cutting Table item lighting

and @legobmw99 with Allomancy
legobmw99 said:
Allomancy 2.7.0
Allomancy 2.7.0


This update changes how metals are selected! Now only one keybind is required, and will display a GUI to select which metals to toggle. Simply click them to turn them on or off. Red metals are burning, and black are empty.

2017-05-27_11.png
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
CustomizedLore is now available for 1.11–1.11.2 at version 4.0.0

  • Update to Minecraft 1.11.x.
  • Add support for crafting the Lore Customizer using the OreDict "workbench".

New version of OreDictTips which adds support for 1.11–1.11.2, version 1.0.1


  • Add support for Minecraft 1.11 and 1.11.2 (#1)
  • Refactor for better OO and functional design
    • canShowTooltips is moved into ConfigRequirement, which tests against a predicate passed in the constructor.
    • The keybind is always created, now.

New version of SeedCopy which adds support for 1.11–1.11.2, version 3.0.3


  • Support Minecraft 1.11–1.11.2 (#5)

I've added Paypal donation things to all my CurseForge projects (except Freedom and Sparkly Pants because for some reason CurseForge won't save my settings in those projects; and FSP because that is a community project), too \o/
 
Last edited:
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