What's new in modded minecraft today?

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Geometry

New Member
Jul 29, 2019
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@Reika has updated Rotarycraft to V24

Reika said:



    • CritterPet: Fixed taming of most creatures not working
    • DragonAPI: Made SlicedBlockBlueprint allow for "anything but" mapping
    • ElectriCraft: Changed wire recipe to vertical ingots
    • ElectriCraft: Added LODs
    • GeoStrata: Tile Accelerator no longer works on cables, conduits, or wires, to prevent network issues
    • GeoStrata: Tile Accelerator no longer works on any machine from RC or its addons
    • GeoStrata: Fixed client crash with Tile Accelerator
    • GeoStrata: Fixed some pendants not functioning
    • MeteorCraft: Ores can now have weighted probabilities
    • ReactorCraft: Boilers can no longer be used directly in HTGRs, even if empty
    • ReactorCraft: High-Pressure Turbine multiblock now more tolerant of nearby blocks
    • ReactorCraft: Added LODs
    • ReactorCraft: Plasma can no longer be piped in anything but magnetic pipes, and will never interface with other mod's tanks and pipes
    • ReactorCraft: Fixed water particles behind high-pressure turbine spawning in too wide a radius
    • ReactorCraft: Nerfed HTGRs slightly
    • ReactorCraft: Turbine dynamometer now supports the high-pressure turbine
    • RotaryCraft: Added pipe pump
    • RotaryCraft: Added LODs
    • RotaryCraft: Blast Furnace now can make coal coke from coal at 400C
    • RotaryCraft: HSLA steel bonus now only happens when using coke instead of coal
    • RotaryCraft: Pipes now have a pressure limit of 2.4 MPa
    • RotaryCraft: RC ethanol can now be used in TE3 compression dynamos
    • RotaryCraft: Fixed flake registration to the Ore Dictionary
    • RotaryCraft: Fixed heater forgetting temperature state on reload
    • RotaryCraft: Fixed engine fuel timer in GUI reading 00:00:00 with ECU throttling
    • RotaryCraft: Fixed worktable being able to uncraft damaged gearboxes
    • RotaryCraft: Fixed pile driver not dropping items
    • RotaryCraft: Fixed pile driver server/client desync
    • RotaryCraft: Fixed pile driver sound only playing from machine
    • Void Monster: Fixed blacklist
 

Yusunoha

New Member
Jul 29, 2019
6,440
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Really? Big Time Rush? To each his own I guess but I personally prefer shows like Happy Days, Drake and Josh and Kenan and Kel. I guess Victorious is good too, but in my opinion the older a show is, the more they get away with. *Cough* Ren and Stimpy *Cough*

let me be honest, I don't know anything of what you just said, except ren and stimpy, I know that one

GqXq8Gk.gif
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @iChun with Mob Dismemberment
iChun said:
  • Fixed incorrect import causing the mod to crash the game.

Get it at the usual spots.

and bluedart with DartCraft
bluedart said:
DartCraft Beta 0.2.20
  • Bugfix: Fixed a generation bug that would cause serious problems if certain DartCraft blockIDs were not the default settings.
  • Bugfix: Fixed a bug where normal Bombs would not drop ore if both Bombs and Super Bombs were set to drop ore.
  • Bugfix: Fixed Snow Wafers turning into Bombs when right-clicked.
  • Added a config option to make Force Fountains less picky in where they generate. By default they will be picky, which means they have to replace 75% Stone, Dirt, or Gravel. You may want to set this to "false" if you use a mod that modifies Minecraft's 'junk' blocks to something else. (GeoStrata, I'm looking at you.)
  • Added a config option under the 'insane' category to make every new Upgrade Tome automatically mastered. (This was specifically requested.)
  • The Magic Meter's empty background has been decreased in opacity, making it easier to see your magical defecit.
  • The Zelda Hud (or just Magic Meter if the Hud is disabled) has gotten some positioning options. It can now be set to top-left, top-middle, top-right, bottom-left, bottom-middle, bottom-right or even given exact x and y coordinates for the individual that likes customization.
  • Added the Force Hud Toggle hotkey. When pressed it will move the location of the Force Hud to the next of the 6 preset spots. When pressed while sneaking it will toggle the Zelda Hud option. These changes are immediately saved to the user's config file.
  • The Zelda Hud's health will render a bit differently for a player with four pieces of Sturdy Force Armor.
  • Added the /setmaxhealth command. Pass in a player and the amount of hearts you want them to have and they will be given that maximum amount of health. This number will generally reset upon death.
  • The Zelda Hud now represents a percentage of player health based on their current and maximum health. In addition 1/4 and 3/4 hearts will be displayed when these are the closest approximations.
  • Added the 'Max Hud Health' option to the config. This is a per-client option that will determine how many hearts (1-20) are shown in the Zelda Hud based on the amount of health the player has out of the configured maximum possible hearts. (Ex. If another modification is used that allows players to achieve a maximum of 40 hearts and this value is changed to 40, the starting health of players (10 hearts) will render as 5 hearts. The number of hearts displayed will increase as the ratio of current max/possible max increases, with the maximum rendering as a full two rows of ten hearts each.) By default this number is 20, which will display 10 hearts consistently unless the player's max health changes. Neglecting to change this value will not cause the Zelda Hud to show an incorrect current/max health ratio as it is based on percentage.
  • Sturdy Force Armor has now been given an exact coefficient in the config file. By default reduction for full sturdy armor is 75%. This value can be changed from 25% to 100% in the config. The previous default was likely somewhere around 60%. One quarter of this coefficient is applied to Force Armor even without the Sturdy upgrade.
  • Red and Blue Potion heal values have been allotted to go up to 100 hearts in the config. The default of 20 hearts has not been changed.
  • Chateau Notch's duration is now alloted to go from 1-20 minutes. The default has been changed to 5 minutes.
  • Added recipes for Claws and the four colors of Chu Jelly from UU-Matter.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
  • ElectriCraft: Added LODs
  • ReactorCraft: Added LODs
  • RotaryCraft: Added LODs
A lot of people have avoided the RotaryCraft mods and submods for resource/performance concerns (some warranted some not).

The LODs addition is yet another performance improvement Reika's been making. Might be worthwhile to check out the mods again if you haven't over the last several upgrades.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
A lot of people have avoided the RotaryCraft mods and submods for resource/performance concerns (some warranted some not).

The LODs addition is yet another performance improvement Reika's been making. Might be worthwhile to check out the mods again if you haven't over the last several upgrades.

In addition, note that most Reika's mods got a big performance increase from version 19b to 20 as well and many people are still using 19b as that is still the version used with some mod packs (like Horizons). On my single player world/custom mod pack I did notice a bit better fps after upgrading from 19b to 20 some time ago.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
In addition, note that most Reika's mods got a big performance increase from version 19b to 20 as well and many people are still using 19b as that is still the version used with some mod packs (like Horizons). On my single player world/custom mod pack I did notice a bit better fps after upgrading from 19b to 20 some time ago.
A lot of people have avoided the RotaryCraft mods and submods for resource/performance concerns (some warranted some not).

The LODs addition is yet another performance improvement Reika's been making. Might be worthwhile to check out the mods again if you haven't over the last several upgrades.

Uh, whatever was out a couple days ago (probably 23 or 24 something) still made me have unplayable fps...
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
Uh, whatever was out a couple days ago (probably 23 or 24 something) still made me have unplayable fps...

I'm curious as to how many machines you actually have? I have several RoC machines in my world and I have no problems at all. My solar panel is one of the slowest things for some reason but other then that I get much more performance loss in other stuff like Jabba barrels and Applied energistics monitors.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
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I'm curious as to how many machines you actually have? I have several RoC machines in my world and I have no problems at all. My solar panel is one of the slowest things for some reason but other then that I get much more performance loss in other stuff like Jabba barrels and Applied energistics monitors.
fresh world.

If I uninstall Reika's mods my fps flies up to like 60-200.
IIRC you play on something similar to a potato though. :p
Yeah, it's a mashed potato.
 
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Fixided

New Member
Jul 29, 2019
315
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Hey! Long time listener, first time poster.
I prefer giving awareness of cool little/big new mods I come across.

World Generation Manager
Everyone knows the situation, you want to add a new mod, but the ores doesn't generate in your generated chunks. I was really sick about it, so I decided to make a mod which allows you to regenerate a specific mod.
Therefore I had to edit some Forge classes, but it works perfectly.
The version 0.3.1 is the first stable version of it.

How it works

The mod creates a config file. By default no mod ares are regenerated, because it isn't activated.
Under the category "regeneration" there is a list of all WorldGenerators, you can disable and enable what ever you want. If you enable a mod's Worldgenerator in the config ALL ores and other World generation stuff (e. g. marble deposits from redpower) from that mod is regenerated in all Chunks you visit.

Minecraft Loader
gaf6WT7.gif

Wished I could post on my iPad.... sadly I can't :(
 

Wagon153

New Member
Jul 29, 2019
3,148
-3
1
Hey! Long time listener, first time poster.
I prefer giving awareness of cool little/big new mods I come across.

World Generation Manager
Everyone knows the situation, you want to add a new mod, but the ores doesn't generate in your generated chunks. I was really sick about it, so I decided to make a mod which allows you to regenerate a specific mod.
Therefore I had to edit some Forge classes, but it works perfectly.
The version 0.3.1 is the first stable version of it.

How it works

The mod creates a config file. By default no mod ares are regenerated, because it isn't activated.
Under the category "regeneration" there is a list of all WorldGenerators, you can disable and enable what ever you want. If you enable a mod's Worldgenerator in the config ALL ores and other World generation stuff (e. g. marble deposits from redpower) from that mod is regenerated in all Chunks you visit.

Minecraft Loader
gaf6WT7.gif

Wished I could post on my iPad.... sadly I can't :(
Gonna add both mods to my instance now.[DOUBLEPOST=1402495392][/DOUBLEPOST]
@ThatOneSlowking uses an iPad. Care to explain?
Doesn't he use Tapatalk?