What's new in modded minecraft today?

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

buggirlexpres

Relatable Gamer
Trusted User
Retired Staff
Nov 24, 2012
3,937
7,362
663
she/her
twitter.com
Also, it's Sunday *Happy Father's Day*, which means it's time for @Vazkii 's Botania Weekly Update Summary, today featuring builds 46-57.
Vazkii said:
R1.0 46
  • Added the Abtruse Platform, a block to help you get around. Totally not a copy paste from Thaumic Tinkerer, nope.
  • Added the Manastar flower (under the Mana Manipulation section), which lets you measure if you're getting a profit or loss of mana.
  • Droped the nerfhammer on Dayblooms and Nightshades. To start off, they're a bit slower by default now. They also suffer diminshing returns from having any flowers of the same type adjacent. Go get creative with better mana generation methods now.
  • Moar references!
R1.0 47
  • Added a config option to disable the references in the flowers' tooltips. Though, be warned, I hate you if you do <3
  • Added a tease for kcztegpsko.
  • Added two new generating flowers, the Entropinnyum and the Kekimurus. Help, I'm running out of names :c
  • Buffed the output of the Rosa Arcana.
  • Fixed Composite lenses not being localized.
  • Fixed a crash with right clicking the Abtruse Platform with an empty hand.
  • Fixed generating flowers outputting ALL their power to spreaders even if they can't take all of it. Warning: This change modifies API files SubTileGenerating.java and IManaCollector.java.
  • [API] Added IAddonEntry for subtitle support on entries, mostly to prevent the whole [TT] or the like thing in Thaumcraft addons.
R1.0 48
  • Fixed Generating Flowers never outputting any mana whatsoever to spreaders.
  • *sigh*
R1.0 49
  • Artificially increased the accuracy of the Damaging Lens and Terra Blade.
  • Commented the flower quantity and density config options.
  • Fixed the Kekimurus eating only from the south east.
R1.0 50
  • Added a config option to disable the Fallen Kanade, for Blood Magic users.
  • Added an alchemy recipe to turn slimeballs back into cactus. Basiscally the same as the other one, just backwards.
  • Added some checks to the Rod of the Lands to prevent players from suffocating themselves with it.
  • Added some new quartz types (might have gone overboard), find them in the Decorative Blocks entry under Miscellaneous.
  • Added the Soulscribe, a weapon to kill Endermen.
  • I wonder what happens if I throw sixteen pink petals in an apothecary...
  • I apologize for any possible issues in this patch, as I stayed up till 3 to finish it :')
R1.0 51
  • Added a config to disable Smokey Quartz for TT users.
  • Added fancy versioning to the Lexica Botania.
  • Added some sanity checking to the flowers' connection code, be it for Spreaders or Pools. In theory, this ought to fix the bug where flowers lose their binding upon relog. I can't exactly tell you if that is the case though, because this issue is completely sporadic and nigh-on impossible to reproduce with consistency. Warning: This change modifies API files SubTileGenerating.java and SubTileFunctional.java.
  • Fixed the Soulscribe being able to be blocked with. How does that even work anyway?
  • Fixed the config file re-saving if nothing changed.
  • Renaming the Lexica Botania changes it's cover and title.
R1.0 52
  • Added sound effects to the Petal Apothecary.
  • Re-enabled the ingame downloader for new versions. Many thanks to Scottwears for providing web hosting that actually lets me do this :)
  • Shift right clicking a Petal Apothecary or Runic Altar with an empty hand now removes the last item put in.
  • Throwing a piece of Floral Powder in a Mana Pool now colors it.
R1.0 53
  • Fixed compatibility with the latest forge versions with ore dictionary changes. The mod now requires forge 1117 at minimum.
R1.0 54
  • Added some checks to the adding of mana spreaders and mana pools to the world. In theory, this ought to fix the bug where flowers lose their binding upon relog. I can't exactly tell you if that is the case though, because this issue is completely sporadic and nigh-on impossible to reproduce with consistency. Deja vu, I hate this bug.
  • Added some new items that don't do anything yet, don't mind them, I just happened to have them done before I pushed this update.
R1.0 55
  • Added some sanity checking to the flowers' connection code to reflect the changes in 54, be it for Spreaders or Pools. In theory, this ought to fix the bug where flowers lose their binding upon relog. I can't exactly tell you if that is the case though, because this issue is completely sporadic and nigh-on impossible to reproduce with consistency. Warning: This change modifies API files SubTileGenerating.java and SubTileFunctional.java. Third time's the charm, right? Please be so.
  • Mana Mirrors no longer show their binding in the tooltip, but rather in world.
  • [API] Added ICoordBoundItem.
R1.0 56
  • Fixed Mana Spreaders not showing the prediction beam, another thing broken by 54...
R1.0 57
  • Fixed moar tpyos (CatDany)
  • Fixed server crash.
  • Mana Spreaders can now be remotely oriented to a block rather than just by holding right click. There's some kinks to it, this is the best I can do.
  • Reworked mana network internals to, hopefully, fix the issue of flowers disconnecting once and for all. Crosses fingers
Sorry if these all didn't happen during this week, I just selected a random build to start with, because why not.
 

Mevansuto

New Member
Jul 29, 2019
1,739
1
0
It looks like @MineMaarten is working on what appears to be some tubes we're very familiar with...
BqKYhcpCcAAYxSE.png

source
Not only that, but it looks like @King Lemming is back... for a limited time

Blue Power?
 

Moridin

New Member
Jul 29, 2019
54
0
0
Blue Power?
Its something that Minemaarten and Quetzi are working on for 1.7.2. I'm sure there are others, but those are the two I know of. Its like RP2. It adds in the basic tools and gems, volcanoes (that ERUPT), and apparently the tubes are back as well now. Probably more is in the works, and I eagerly await it.

With all their hard work, while I'm happy Eloraam is back, I'm hoping that she'll decide to make something new and innovative like RP2 was back in the day.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today we start with neptunepink with an update for Factorization. sadly the changelog seems to be down, so I can't post a changelog for the update

and JourneyMap has been updated aswell, with a very very long changelog
JourneyMap said:
New Feature: In-game Waypoint Markers
  • Features include: Labels, waypoint icons, beams (beacons), and font size
  • New Waypoint Options dialog provides customization of in-game waypoint display
New feature: Waypoint Editor
  • Multiple dimension support, color picker, error-checking (form validation)
  • In-game: Use the “B” key to create a Waypoint at your location and open the Waypoint Editor
  • Full-screen Map: Double-click anywhere on the map to open the Waypoint Editor
New feature: Waypoint Manager
  • Features include: Find on Map, Teleport To (if permitted), Sort by Name or Distance, Filter by Dimension, Toggle all On/Off, Edit, and Delete
  • In-game: Use CTRL-”B” to directly open the Waypoint Manager
  • Full-screen Map: Use the “Waypoints” button to open the Waypoint Manager
  • Use the Help dialog to import waypoints from Rei’s MiniMap or VoxelMap (Zan’s MiniMap)
New feature: Master Options
  • In-game Master Options dialog provides central point to enable major functions and open specific Options dialogs.
New feature: General Display Options
  • New dialog shows common full-map options and Minimap options side-by-side
MiniMap Improvements
  • Mob/player locations and headings now update in real-time (Unlimited Edition)
  • Sneaking entities (usually players) will no longer appear on the radar (Unlimited Edition)
  • Offscreen waypoints now show icons on top of MiniMap frame (instead of half-circles under the frame)
  • Uses explicit coordinates designations. For example: “x:982, z:-520, y:70″
  • MiniMap Options can now be customized differently than the Fullscreen Map options
  • MiniMap Options dialog shows FPS so you can see performance impact of option changes
  • New option to Show/Hide “self” (blue arrow in center) on MiniMap
  • New option to Change icon sizes on MiniMap
  • New Small Size added, old “Small” is now “Medium”
  • New option to Force Unicode for display of FPS and Location labels
  • Player skin icons now smaller
Full-screen Map Improvements
  • Block coordinates under your mouse are now displayed at the bottom of the screen. Elevation and biome are also shown if that chunk is loaded.
  • Double-click anywhere on the map to open the Waypoint Editor
  • Double-click an existing Waypoint to open it in the Waypoint Manager
  • Mob/player locations and headings now update in real-time (Unlimited Edition)
  • Sneaking entities (usually players) will no longer appear on the radar (Unlimited Edition)
  • Uses explicit coordinates designations. For example: “x:982, z:-520, y:70″
  • A single-click will highlight the block as long as your mouse is still over it.
  • Added “Caves:On/Off” button to full-screen map (Unlimited Edition)
Misc. Improvements:
  • Improved cave-mapping and surface mapping. Floating glass and stained glass now supported.
  • Default chunk_offset changed from 5 to 8
  • Minor facelift to web map controls
  • The journeyMap.properties file has been migrated to multiple files in journeyMap/config/. Many properties are now configurable instead of hard-coded.
  • Chat warning now displayed when OutOfMemoryError or LinkageError encountered
  • Chat warning now displayed when logging level set below INFO
  • JourneyMap logger now tied into FML logger for cleaner FML log output
    Performance Improvements:
  • Faster map updates via listeners for block placement, removal, and numerous events like TNT explosions
  • Mob/player radar operations are now an order of magnitude faster
  • In-game maps are more efficient about checking render steps are within the active viewport; should improve pan/zoom update speeds on slower machines
  • Minimap render pass simplified
Bugfixes:
  • In-game full-screen map: Waypoint positioning was erratic when panning map
  • In-game maps: Label positions and Mobs positions were jittery during map movement
  • In-game maps: Surface map tiles would “show through” in un-mapped underground areas
  • Full-screen Map “Follow” didn’t reset to true after changing worlds.
  • Pressing “J” didn’t exit full-screen map for some players.
  • Minimap disappeared after opening inventory in full-screen map
  • Minimap didn’t show off-screen waypoint locators along edges
  • VoxelMap 1.7.2 waypoints were not recognized
  • Double-high grass color was gray instead of determined by biome
  • Improved handling of errors produced by custom biomes. (Looking at you, Mystcraft).
  • Improved log messages when detection of Rei’s/Voxelmap encounters a problem
  • Biome colors weren’t properly caching
  • Minimap wouldn’t show if Voxel/Rei’s loaded, even if “enabled” manually set to true
  • Crash when sound event from other mods didn’t have an actual sound or name (NullPointerException)
  • Keybinding customizations sometimes wouldn’t save after restart
Known issues:

and @joshie has updated Mariculture
joshie said:
Mariculture 1.7.2 BETA 11
  • NOTE: I started work on Turbine Re-Renders, I'll finish them when we have Forge for 1.7.10, If the model bothers you, change the config in machines.cfg to enable the old models
  • Only the base fish can be caught alive once again in the wild, they also all have an increased chance of being caught alive by default, Just wasn't a fan of skipping everything. I have better plans for this in 1.2.4 ;)
  • Improved Scuba Mask and Diving Helmet vision, Snorkel now has the old diving helmet vision
  • Added EnderIO fuels as usable with the crucible
  • Fixed HYPER Hungry Fish
  • Fixed Autofisher not consuming bait
  • Tank Size is now ONLY updated when a male fish enters the fish feeder
  • Added Waila Support for Casters
  • Added Nugget Caster
  • Heating upgrades now process 4 x as many eggs at once in the incubator.
  • Added RF/t to the tooltip when hovering over the power indicator for rf using/making machines
  • Droplets are now their own item, craft old droplets with themselves to make new (will be removed at some point). This is to make it easier to specify any droplet in a recipe.
  • Water Turbines output slightly more
  • Diving Boots will now make you sink faster when holding shift
  • Added lifejacket, will cause to stay afloat on top of water.
  • Wetsuit now makes Flippers twice as fast, You need to take flippers on and off if you put wetsuit on first, as speed is only updated when flippers are put on, or you can enter/leave water
  • Fix NEI Tooltips in normal minecraft
  • Didn't like my sifter changes... Sifter now pops items as before. ;D

and lastly @dmillerw with an update for Remote IO
dmillerw said:
1.0.4
  • Properly fixed ore recipe crash
 

Fixided

New Member
Jul 29, 2019
315
0
0
MFR Patches!
Hi visitor, here you can find some patches which fix the behavior of Harvesters from Minefactory Reloaded. They are lightweight and easy to install.

TL;DR: It's good for you.

a) What these mods/patches do?
These patches make the Harvester more intelligent, which means: the outcome will be the same as if somebody right-clicked the crops.

cool.png
What crops/mods are supported?

All crops from Pam's Harvestcraft and the Hunger Overhaul crops (wheat, carrots, potatoes).
 
  • Like
Reactions: jokermatt999

unknown zombie

Well-Known Member
Jan 31, 2013
213
219
68
Florida
MFR Patches!
Hi visitor, here you can find some patches which fix the behavior of Harvesters from Minefactory Reloaded. They are lightweight and easy to install.

TL;DR: It's good for you.

a) What these mods/patches do?
These patches make the Harvester more intelligent, which means: the outcome will be the same as if somebody right-clicked the crops.

cool.png
What crops/mods are supported?

All crops from Pam's Harvestcraft and the Hunger Overhaul crops (wheat, carrots, potatoes).
Hmm, I wonder if @Jadedcat plans on including these in the next version of AS?
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
reason why I haven't installed it yet. I was quite excited when I saw it, but I'm not planning on editing the jar files to get this installed

also, anyone want some TE barrels?

More TE3 spoilers for 1.7.2 (puu.sh)
submitted 21 minutes ago by maxxori

That capacity bar on the barrel is sexy; but numbers still rule. I demand both. Using my powers of no influence whatsoever.
 

Bevo

New Member
Jul 29, 2019
240
0
1
Modded News is going to be a day late this week. Wanted to wait for 2 mods to include, and going to try some new editing formats.

Also I am thinking of moving the weekly news to Tuesdays. I have noticed a lot of developers do lots of work over the weekends and push out their updates on Sunday nights/Monday mornings which I have a habit of missing in the following week. What do y'all think? Would Tuesdays be ok? It would include more up-to-date and relevant info rather than week old info since so many updates are put out on Sunday nights/Monday mornings (8 days old by time the news is posted).
 

masterzh

Forum Addict
Jan 6, 2013
292
408
168
Slovakia
Modded News is going to be a day late this week. Wanted to wait for 2 mods to include, and going to try some new editing formats.

Also I am thinking of moving the weekly news to Tuesdays. I have noticed a lot of developers do lots of work over the weekends and push out their updates on Sunday nights/Monday mornings which I have a habit of missing in the following week. What do y'all think? Would Tuesdays be ok? It would include more up-to-date and relevant info rather than week old info since so many updates are put out on Sunday nights/Monday mornings (8 days old by time the news is posted).
I see no difference in such time schedule change. As far as you continue to post news any date will do.
 

CarbonBasedGhost

New Member
Jul 29, 2019
910
-1
0
Modded News is going to be a day late this week. Wanted to wait for 2 mods to include, and going to try some new editing formats.

Also I am thinking of moving the weekly news to Tuesdays. I have noticed a lot of developers do lots of work over the weekends and push out their updates on Sunday nights/Monday mornings which I have a habit of missing in the following week. What do y'all think? Would Tuesdays be ok? It would include more up-to-date and relevant info rather than week old info since so many updates are put out on Sunday nights/Monday mornings (8 days old by time the news is posted).
Tuesdays would be completely fine as there really is no diffrence between them and the Mondays except Tuesdays will give use more relevant and up to date info. The only down side is now there is I was anticipating it today and now I have to wait :(.