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    What's new in modded minecraft today?

    Additional Resources is now version 0.2.0 and now for 1.10.2 and 1.11 Audio Death is now on version 0.6.3 and now for 1.10.2 and 1.11 Better Builders Wands is now on 0.9.2 (already on 1.10.2 and 1.11) Config file should have slightly better descriptions for blacklists Default forced_blocks...
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    Recent Events Discussion (RED) Thread

    I'm not an expert on code clarity (and certainly don't have perfectly readable code), but this is my view: There are good comments and bad comments. There can be code that doesn't require comments and there can be code that should really have a comment. Good comments don't repeat what the code...
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    What's new in modded minecraft today?

    Recently Forge 1.9 made a change changed some key classes, renaming stuff, getting rid of some old stuff, etc. There apparently will be more. (TLDR; alpha is alpha; Hang on tight) Those changes broke: Audio Death Better Builder's Wands Veinminer So I fixed up the problems on a newer forge...
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    What's new in modded minecraft today?

    I have updated some of my mods. Additional Resources Work around resource access issue in 1.9. 0.1.2 for MC1.9 AudioDeath Port to 1.9 Changes: * The audio should only play while on the game over screen. Fixes: * Further fixes to sounds.json file 0.6.0 for MC1.7.10 0.6.0 for MC1.8.9 0.6.0 for...
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    What's new in modded minecraft today?

    Better Builder's Wands has got an update: 0.5.1 for 1.9. (Direct port from 1.8.9)
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    Merry What Ever

    Happy/Merry Christmas Sent from my SM-T705Y using Tapatalk
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    What's new in modded minecraft today?

    Better Builder's Wands is now up to 0.3.2. And now for 1.8.8 as well.
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    What's new in modded minecraft today?

    Veinminer (http://minecraft.curseforge.com/projects/veinminer) has a 1.8.8 release. Sent from my SM-T705Y using Tapatalk
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    Request Suggest mods for creation here

    http://www.curse.com/mc-mods/minecraft/221849-fognerf
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    What's new in modded minecraft today?

    Looking back an noone has posted about the VeinMiner updates. Well then... VeinMiner [1.7 / 1.8] is now up to 0.28.3
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    New Version Checker Mod

    It seems you may be parsing HTML wrong (unless you are referencing using an parser library). If it is a valid XML, use an XML parser. If it is not XML (or may not be XML) but just HTML (or some broken variant thereof) use jsoup (Java port of python-based Beautiful Soup)
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    What's new in modded minecraft today?

    Note: Alpha builds are just running from my jenkins. So not really something to report on. They are prereleases. I have now released PowerConverters 3.2.0. Changelog: Fixes: * Fix crashes on opening GUI in SMP. Changes: Re-add gregtech back in for Gregtech 5 port. Energy bridge '% chg'...
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    What's new in modded minecraft today?

    I updated "Curse ModPack Downloader" (cross platform program, not a mod) to 0.2. Changes:
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    What's new in modded minecraft today?

    Try this link. (how?)
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    What's new in modded minecraft today?

    I updated PowerConverters to a build that actually works. PowerConverters 3.1.0 (broken): PowerConverters 3.1.1 Fixes: Steam consumers and producers actually work.
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    What's new in modded minecraft today?

    I updated PowerConverters. Edit: On second thoughts ... Wait for another update.
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    What's new in modded minecraft today?

    If you mean for breaking the blocks (in the same way you would with a pickaxe), you can already configure it to be that way. If you mean for when you right click with a wrench, then no, it is a different mechanic.
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    What's new in modded minecraft today?

    I updated Veinminer VeinMiner 0.27.0 Changes: Make the mode work reliably in 1.8 The update for 1.7 was just a re-working of code to allow the change for 1.8 (No real additional features.)
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    What's new in modded minecraft today?

    I updated PowerConverters, and put it on Curseforge. PowerConverters Changes: Removed MJ api (unused and already deprecated) Removed Gregtech support (broken and unsure if needed) Added recipes for Forestry.
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    Recent Events Discussion (RED) Thread

    Currently I am helping manage a pack that is ridiculously over powered. It includes Orespawn, ProjectE, Magical crops, MFR, Veinminer, morph and lucky blocks (as well as lots of others). Expoits are encouraged, not nerfed (e.g. ProjectE tome is enabled). Unfortunately it seems like I can't have...