What's new in modded minecraft today?

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hiroshi42

New Member
Jul 29, 2019
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Thaumcraft 4.1 has been released

4.1.0 (current)
  • SCANNING: added caps to rp gained from items (8 per aspect) and added a soft cap on rp gain once your rp pool gets big enough.
  • SCANNING: the bonus rp gained from discovering an aspect while scanning is just +2, not double.
  • SCANNING: essentia is also capped at no more than 8 units per aspect type - in the long run it will be better to get essentia from components or raw materials rather than finished products (this has always been true to a lesser degree)
  • SCANNING: these caps are configurable
  • RESEACH: changed the minigame for research
  • RESEACH: "lost" research is being deprecated and rolled into "lost" research - no point in having both tags
  • RESEACH: hidden/lost research applies to more than just golem accessories now. Lost research is hidden in your thaumonomicon until you scan something that gives you a clue to its existence, making it visible and thus selectable.
  • RESEACH: "lost" research can still be gotten via knowledge fragments, but this may change in a future update
  • RESEACH: updated the "how to research" entry in the thaumonomicon
  • RESEACH: ditto for the "tubes" research
  • RESEACH: tweaked a lot of researches to better fit the new system
  • API: numerous additions and changes, some of which will break compatibility
  • API: IVisDiscounter is being removed and replaced with IVisDiscountGear. I'm keeping the old one around simply to prevent crashes by addon mods till they get a chance to update, but it won't do anything anymore.
  • API: Overlapping research is no longer possible - trying to add research to an already occupied slot will log an error and the research won't be added.
  • API: arcane furnace bonus nuggets whitelist has changed to use inputstack instead of resultstack. Blacklist has fallen away
  • TUBES: changed the way tubes work so only one type of suction can pass through a tube at a time
  • Arcane furnace nugget production has been reduced a small amount
  • Added /thaumcraft (aliases /thaum, /tc) admin console commands to give research and aspects to a player
  • aura nodes can recharge even when not chunkloaded
  • changed the components of some aspects
  • mana pods now grow very slowly in the wild - lamps of growth are required to get any sort of reasonable speed out of them
  • added some AA/blur to certain textures. Thanks Vazkii
    wink.png
  • "time zones - how do they work? -- Pahimar"
  • foci are now selected from a radial menu
  • item grates now count as an inventory and when in the open position items can be piped in from the top to be automatically ejected out the bottom.
  • glimmers of light should no longer prevent trees from growing
  • angry zombies spawn chances in normal biomes have been reduced considerably
  • thaumometer is now much easier to craft making it simpler to get started with TC
  • altered the alembic collision box to be a full block - that should prevent decanting golems from getting stuck on top of the alchemy furnace.
  • removed alembic spout and the ability to fill them by placing them below the spout
  • jars can now be filled directly from alembics via right-clicking
  • alembics can now be labelled
  • fixed research related crash on server when someone adds overlapping research
  • tallow candles color recipes now use ore dictionary dyes
  • rebalanced the way thaumic slimes spawn and split
  • pedestals will no longer launch items in random directions when you try and retrieve them
  • various tweaks to increase performance
  • wand foci should no longer be able to accept durability enchant
  • made some changes to how speed boosts from haste and boots of the traveler are applied
  • hover harness flight is now toggled by pressing "F" instead of double-jump
  • added Essentia Resonator to help troubleshoot tube networks (gained as part of initial tube research)
  • fiddled with lamp of growth - it should be less essentia hungry and work better
  • infusion enchantments should only go where they are supposed to
  • most worldgen only occurs in the overworld now - this exludes things that are supposed to be in other dimensions and ores
  • infused and amber ores should now be silk-touchable
  • added config options to turn certain world-gen features on or off
  • devices that draw essentia (like the lamp of growth) only applies suction when they require essentia
  • ethereal blooms are a lot more expensive now, but drop the bloom when broken meaning it doesn't have to be recrafted.
  • magic mirrors no longer require essentia to function
  • split the packet sent to players on login into several smaller packets to prevent a crash bug some people have been experiencing
  • removed ability to achieve orbital flight via boats (and other mounts) using sword of the zephyr
  • arcane levitator can now levitate items again
  • numerous small tweaks, bug fixes and additions
  • new stuff
Woo! Happy dance time!
 
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Yusunoha

New Member
Jul 29, 2019
6,440
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0
Thaumcraft 4.1 has been released

4.1.0 (current)
  • SCANNING: added caps to rp gained from items (8 per aspect) and added a soft cap on rp gain once your rp pool gets big enough.
  • SCANNING: the bonus rp gained from discovering an aspect while scanning is just +2, not double.
  • SCANNING: essentia is also capped at no more than 8 units per aspect type - in the long run it will be better to get essentia from components or raw materials rather than finished products (this has always been true to a lesser degree)
  • SCANNING: these caps are configurable
  • RESEACH: changed the minigame for research
  • RESEACH: "lost" research is being deprecated and rolled into "lost" research - no point in having both tags
  • RESEACH: hidden/lost research applies to more than just golem accessories now. Lost research is hidden in your thaumonomicon until you scan something that gives you a clue to its existence, making it visible and thus selectable.
  • RESEACH: "lost" research can still be gotten via knowledge fragments, but this may change in a future update
  • RESEACH: updated the "how to research" entry in the thaumonomicon
  • RESEACH: ditto for the "tubes" research
  • RESEACH: tweaked a lot of researches to better fit the new system
  • API: numerous additions and changes, some of which will break compatibility
  • API: IVisDiscounter is being removed and replaced with IVisDiscountGear. I'm keeping the old one around simply to prevent crashes by addon mods till they get a chance to update, but it won't do anything anymore.
  • API: Overlapping research is no longer possible - trying to add research to an already occupied slot will log an error and the research won't be added.
  • API: arcane furnace bonus nuggets whitelist has changed to use inputstack instead of resultstack. Blacklist has fallen away
  • TUBES: changed the way tubes work so only one type of suction can pass through a tube at a time
  • Arcane furnace nugget production has been reduced a small amount
  • Added /thaumcraft (aliases /thaum, /tc) admin console commands to give research and aspects to a player
  • aura nodes can recharge even when not chunkloaded
  • changed the components of some aspects
  • mana pods now grow very slowly in the wild - lamps of growth are required to get any sort of reasonable speed out of them
  • added some AA/blur to certain textures. Thanks Vazkii
    wink.png
  • "time zones - how do they work? -- Pahimar"
  • foci are now selected from a radial menu
  • item grates now count as an inventory and when in the open position items can be piped in from the top to be automatically ejected out the bottom.
  • glimmers of light should no longer prevent trees from growing
  • angry zombies spawn chances in normal biomes have been reduced considerably
  • thaumometer is now much easier to craft making it simpler to get started with TC
  • altered the alembic collision box to be a full block - that should prevent decanting golems from getting stuck on top of the alchemy furnace.
  • removed alembic spout and the ability to fill them by placing them below the spout
  • jars can now be filled directly from alembics via right-clicking
  • alembics can now be labelled
  • fixed research related crash on server when someone adds overlapping research
  • tallow candles color recipes now use ore dictionary dyes
  • rebalanced the way thaumic slimes spawn and split
  • pedestals will no longer launch items in random directions when you try and retrieve them
  • various tweaks to increase performance
  • wand foci should no longer be able to accept durability enchant
  • made some changes to how speed boosts from haste and boots of the traveler are applied
  • hover harness flight is now toggled by pressing "F" instead of double-jump
  • added Essentia Resonator to help troubleshoot tube networks (gained as part of initial tube research)
  • fiddled with lamp of growth - it should be less essentia hungry and work better
  • infusion enchantments should only go where they are supposed to
  • most worldgen only occurs in the overworld now - this exludes things that are supposed to be in other dimensions and ores
  • infused and amber ores should now be silk-touchable
  • added config options to turn certain world-gen features on or off
  • devices that draw essentia (like the lamp of growth) only applies suction when they require essentia
  • ethereal blooms are a lot more expensive now, but drop the bloom when broken meaning it doesn't have to be recrafted.
  • magic mirrors no longer require essentia to function
  • split the packet sent to players on login into several smaller packets to prevent a crash bug some people have been experiencing
  • removed ability to achieve orbital flight via boats (and other mounts) using sword of the zephyr
  • arcane levitator can now levitate items again
  • numerous small tweaks, bug fixes and additions
  • new stuff

And a bugfix update to Extra Utilities: 1.0.3a
Version 1.0.3a
  • Added: NEI Item info will now show when the user press 'R' over an item, after the crafting recipe
  • Added: Config options to change Ender quarry power consumption
  • Changed: Removed WIP notification from generators GUI
  • Fixed: Added missing documentation
  • Fixed: EnderQuarry tiles not being properly invalidated on destruction
  • Fixed: 'Fake Players' not being unloaded

dang, you beat me to it :p
guess I'll still post it with mine aswell though, as the update for thaumcraft is so damn good!

my ooh my, so many mod updates today, with quite some awesome updates aswell.
prepare your minecraft holes, a new what's new in modded world today is coming!!

first, @Reika with some more bugfixes for DragonAPI and Rotarycraft

Reika said:
V16d:
  • DragonAPI: Fixed SSP crash caused by V16c fix

V16c:
  • DragonAPI: DragonAPICore.isSinglePlayer() no longer crashes servers
  • RotaryCraft: Fixed fermenter GUI crash if extremely high speeds fed into machine
  • RotaryCraft: Fixed Compactor WAILA error if empty inventory

next up, @CrazyPants with an update for EnderIO

CrazyPants said:
With 0.10.0 EnderIO gets a bunch more 'endery' with a revamped EnderIO block mechanic and new Travel Anchor + Staff of Travelling (think Open Blocks elevators mixed with enderman like teleporting). The enderface has been replaced by the staff and ME terminals can now be accessed using the ender IO block. A video tutorial explaining all the changes should appear soon.

This release will form the basis of 1.0. Features are now done, will just need to update some textures and resolve any remaining bugs.

and now, an update for JourneyMap
note how Journeymap now has it's own minimap aswell

JourneyMap said:
  • JourneyMap 3.3.0 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.

next, updates for all the OpenMods by @mikeemoo and his team

Mikeemoo said:
OpenModsLib 0.2
  • Feature: added om_config_* command that allows to change configuration values in-game. Also added @OnLineReconfigrable to mark values that can be changed without restart
  • Feature: event PlayerMovementEvent is send client-side every time player jumps or sneaks
  • Feature: config processing now supports list
  • Feature: ReflectionUtils
  • Feature: new item drops callback, to improve interactions with block breakers
  • Fix: shift-click now works properly with Slot.isItemValid
  • Fix: inventory utils ignoring NBT tags when stacking
  • Fix: missing onBreak callback
  • Fix: always logging outbound packets, even when debugLogPackets is false

OpenPeripheral Core 0.3.1
  • Feature: added Forestry butterflies and tree saplings reading
  • Feature: ability to read destination and owner from Railcraft tickets
  • Feature: added mods blacklist (disableMods in config)
  • Feature: added developer mode - reflection calls in Lua (devMethods in config)
  • Feature: Basic FMP integration (OP will now properly recognize tank, inventories, etc. in multiblocks)
  • Feature: @Alias annotation (multiple Lua names for single method)
  • Feature: @Property, @CallbackProperty - automatic getters and setters for adapters
  • Feature: daylight sensor integration
  • Fix: tons of broken integration (mostly SGCraft)
  • Fix: exception thrown when @LuaCallable returns primitive type
  • Fix: proper handling of potential crashed in other mod’s blocks. Crashes and bugs in foreign code will now cause: integration module and adapter disabling, returning valid placeholder peripheral
  • Fix: OnTick peripherals not working properly in multicoroutines programs (parallel API)
  • Fix: game crashing when trying to adapt TE with broken sideness
  • Fix: Bee property tolerantFlyer not reported correctly
  • Fix: some Mystcraft notebook inventory functions broken
  • Fix: argument print order in docs program
  • Fix: some inventory functions not working with sided inventories
  • Fix: PIM trying to drop player inventory
  • Fix: Sensor not handling air blocks properly
  • Tweak: improve startup time

OpenPeripheral Addons 0.1.1
  • Feature: player_on event from PIM now contains player name
  • Fix: All objects returned in terminal glasses API now have listMethods (same format as peripherals)
  • Fix: missing delete method on terminal glasses drawables
  • Fix: sensor method not OnTick synchronized (potential crash)
  • Fix: recipe conflict (antenna with glider wing from OB)
  • Fix: peripheral proxy not working
  • Fix: crash when saying message prefixed with $$ without glasses
  • Tweak: PIM rendering

OpenBlocks 1.2.5
  • Feature: Almighty Book!
  • Feature: Radio!
  • Feature: middle clicking on tank with any liquid gives item with full amount
  • Feature: proper building guide localization
  • Feature: other mods block breakers now pick all dropped items
  • Feature: cannon pointer no longer resets after single click
  • Feature: blacklist for blocks that should be ignored by cartographer
  • Feature: disableMobs blacklist now accepts mod names too
  • Feature: way to specify special block rules for elevator
  • Fix: target dropping arrow shot by infinity bow
  • Fix: squids spawning water in nether
  • Fix: sprinkler animation sometimes halts
  • Fix: missing drops from canvas
  • Fix: trophy resetting type after breaking with any block breaker
  • Fix: invalid sponge step sound
  • Fix: cannon not able to target in certain directions
  • Fix: Luggage trying to pick item even with full inventory
  • Fix: block placer using whole stack instead of single item
  • Fix: elevator not working when high level jump boost/other jump helpers are used
  • Fix: color formatting in paint mixer GUI
  • Fix: trophy flickering when placed in creative
  • Fix: crash when using cursor with no selected target
  • Tweak: enderman trophies now shoot enderpearls instead of teleporting directly

and now for the pièce de résistance, an update for Thaumcraft 4 by @Azanor

Azanor said:
4.1.0 (current)
- SCANNING: added caps to rp gained from items (8 per aspect) and added a soft cap on rp gain once your rp pool gets big enough.
- SCANNING: the bonus rp gained from discovering an aspect while scanning is just +2, not double.
- SCANNING: essentia is also capped at no more than 8 units per aspect type - in the long run it will be better to get essentia from components or raw materials rather than finished products (this has always been true to a lesser degree)
- SCANNING: these caps are configurable

- RESEACH: changed the minigame for research
- RESEACH: "lost" research is being deprecated and rolled into "lost" research - no point in having both tags
- RESEACH: hidden/lost research applies to more than just golem accessories now. Lost research is hidden in your thaumonomicon until you scan something that gives you a clue to its existence, making it visible and thus selectable.
- RESEACH: "lost" research can still be gotten via knowledge fragments, but this may change in a future update
- RESEACH: updated the "how to research" entry in the thaumonomicon
- RESEACH: ditto for the "tubes" research
- RESEACH: tweaked a lot of researches to better fit the new system

- API: numerous additions and changes, some of which will break compatibility
- API: IVisDiscounter is being removed and replaced with IVisDiscountGear. I'm keeping the old one around simply to prevent crashes by addon mods till they get a chance to update, but it won't do anything anymore.
- API: Overlapping research is no longer possible - trying to add research to an already occupied slot will log an error and the research won't be added.
- API: arcane furnace bonus nuggets whitelist has changed to use inputstack instead of resultstack. Blacklist has fallen away

- TUBES: changed the way tubes work so only one type of suction can pass through a tube at a time
- Arcane furnace nugget production has been reduced a small amount
- Added /thaumcraft (aliases /thaum, /tc) admin console commands to give research and aspects to a player
- aura nodes can recharge even when not chunkloaded
- changed the components of some aspects
- mana pods now grow very slowly in the wild - lamps of growth are required to get any sort of reasonable speed out of them
- added some AA/blur to certain textures. Thanks Vazkii ;)
- "time zones - how do they work? -- Pahimar"
- foci are now selected from a radial menu
- item grates now count as an inventory and when in the open position items can be piped in from the top to be automatically ejected out the bottom.
- glimmers of light should no longer prevent trees from growing
- angry zombies spawn chances in normal biomes have been reduced considerably
- thaumometer is now much easier to craft making it simpler to get started with TC
- altered the alembic collision box to be a full block - that should prevent decanting golems from getting stuck on top of the alchemy furnace.
- removed alembic spout and the ability to fill them by placing them below the spout
- jars can now be filled directly from alembics via right-clicking
- alembics can now be labelled
- fixed research related crash on server when someone adds overlapping research
- tallow candles color recipes now use ore dictionary dyes
- rebalanced the way thaumic slimes spawn and split
- pedestals will no longer launch items in random directions when you try and retrieve them
- various tweaks to increase performance
- wand foci should no longer be able to accept durability enchant
- made some changes to how speed boosts from haste and boots of the traveler are applied
- hover harness flight is now toggled by pressing "F" instead of double-jump
- added Essentia Resonator to help troubleshoot tube networks (gained as part of initial tube research)
- fiddled with lamp of growth - it should be less essentia hungry and work better
- infusion enchantments should only go where they are supposed to
- most worldgen only occurs in the overworld now - this exludes things that are supposed to be in other dimensions and ores
- infused and amber ores should now be silk-touchable
- added config options to turn certain world-gen features on or off
- devices that draw essentia (like the lamp of growth) only applies suction when they require essentia
- ethereal blooms are a lot more expensive now, but drop the bloom when broken meaning it doesn't have to be recrafted.
- magic mirrors no longer require essentia to function
- split the packet sent to players on login into several smaller packets to prevent a crash bug some people have been experiencing
- removed ability to achieve orbital flight via boats (and other mounts) using sword of the zephyr
- arcane levitator can now levitate items again
- numerous small tweaks, bug fixes and additions
- new stuff
 

Lathanael

New Member
Jul 29, 2019
959
0
0
And here we have fairly new mod: High Pressure Tanks
Quoting from the thread:
patrick96 said:
High Pressure Tanks (HPT) is a Minecraft mod that adds multiblock-tanks which can store fluids under high pressure.
The tanks are meant to be rather late-game content. However, as of right now they're not that advanced.
But I am aiming to add a lot of customization, automation, control mechanics and integration with other mods.
"Spotlight" from Danilus:
---------------------------------------------------------------------------------------------------------------------
Another not so new mod which many won't know: Open Computers
Sangar said:
This mod adds programmable, modular and persistent computers to the game
As mentioned above, this mod adds programmable computers, i.e. blocks that can be used to write and run Lua programs. It also adds robots, which are basically mobile mini-computers that can interact with the world much like the player can: they can use items, break and place blocks, activate blocks and so on.

Here are a few key concepts of the mod:
  • Computers persist: they will resume where they were interrupted when loaded again after the chunk they're in was unloaded (e.g. when you quit the game and load the world again or go to the nether and come back).
  • Computers are modular: you can configure your computers as you like by installing different expansion cards (redstone, network) and different tiers of memory (RAM) and hard drives.
  • Computers need power: you'll want to use this mod alongside some other mod that allows generating power, such as BuildCraft, IndustrialCraft2, Thermal Expansion or a mod that generates Universal Electricity. This can be disabled in the config, though.

Limited Resources
You'll notice is that computers are not cheap. There are several recipe sets, included are, aside from the default one, a hardmode set, which makes the recipes more complex and expensive, and a GregTech set which builds upon the hardmode set but uses GT specific items in a couple of recipes.

Aside from the crafting prices, there are two more resources, memory (RAM) and disk space (Floppy Disks and Hard Disk Drives). You'll need at least one memory module in you computer to get it running. Having more means you can run more complex programs (by the way, this is the actual amount of memory used by the Lua VM, excluding kernel overhead). If your computer runs out of memory, best case is the currently running program will crash, worst case the whole computer will stop.

HDDs on the other hand are semi-optional: each computer has a built-in /tmp file system, that provides a small amount of writable space. All data in the temporary file system will be wiped on reboot, though, so if you want to store something longer than one session, you'll want a floppy or hard disk.
 
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unknown zombie

Well-Known Member
Jan 31, 2013
213
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Florida
Thaumcraft 4.1 has been released

4.1.0 (current)
  • SCANNING: added caps to rp gained from items (8 per aspect) and added a soft cap on rp gain once your rp pool gets big enough.
  • SCANNING: the bonus rp gained from discovering an aspect while scanning is just +2, not double.
  • SCANNING: essentia is also capped at no more than 8 units per aspect type - in the long run it will be better to get essentia from components or raw materials rather than finished products (this has always been true to a lesser degree)
  • SCANNING: these caps are configurable
  • RESEACH: changed the minigame for research
  • RESEACH: "lost" research is being deprecated and rolled into "lost" research - no point in having both tags
  • RESEACH: hidden/lost research applies to more than just golem accessories now. Lost research is hidden in your thaumonomicon until you scan something that gives you a clue to its existence, making it visible and thus selectable.
  • RESEACH: "lost" research can still be gotten via knowledge fragments, but this may change in a future update
  • RESEACH: updated the "how to research" entry in the thaumonomicon
  • RESEACH: ditto for the "tubes" research
  • RESEACH: tweaked a lot of researches to better fit the new system
  • API: numerous additions and changes, some of which will break compatibility
  • API: IVisDiscounter is being removed and replaced with IVisDiscountGear. I'm keeping the old one around simply to prevent crashes by addon mods till they get a chance to update, but it won't do anything anymore.
  • API: Overlapping research is no longer possible - trying to add research to an already occupied slot will log an error and the research won't be added.
  • API: arcane furnace bonus nuggets whitelist has changed to use inputstack instead of resultstack. Blacklist has fallen away
  • TUBES: changed the way tubes work so only one type of suction can pass through a tube at a time
  • Arcane furnace nugget production has been reduced a small amount
  • Added /thaumcraft (aliases /thaum, /tc) admin console commands to give research and aspects to a player
  • aura nodes can recharge even when not chunkloaded
  • changed the components of some aspects
  • mana pods now grow very slowly in the wild - lamps of growth are required to get any sort of reasonable speed out of them
  • added some AA/blur to certain textures. Thanks Vazkii
    wink.png
  • "time zones - how do they work? -- Pahimar"
  • foci are now selected from a radial menu
  • item grates now count as an inventory and when in the open position items can be piped in from the top to be automatically ejected out the bottom.
  • glimmers of light should no longer prevent trees from growing
  • angry zombies spawn chances in normal biomes have been reduced considerably
  • thaumometer is now much easier to craft making it simpler to get started with TC
  • altered the alembic collision box to be a full block - that should prevent decanting golems from getting stuck on top of the alchemy furnace.
  • removed alembic spout and the ability to fill them by placing them below the spout
  • jars can now be filled directly from alembics via right-clicking
  • alembics can now be labelled
  • fixed research related crash on server when someone adds overlapping research
  • tallow candles color recipes now use ore dictionary dyes
  • rebalanced the way thaumic slimes spawn and split
  • pedestals will no longer launch items in random directions when you try and retrieve them
  • various tweaks to increase performance
  • wand foci should no longer be able to accept durability enchant
  • made some changes to how speed boosts from haste and boots of the traveler are applied
  • hover harness flight is now toggled by pressing "F" instead of double-jump
  • added Essentia Resonator to help troubleshoot tube networks (gained as part of initial tube research)
  • fiddled with lamp of growth - it should be less essentia hungry and work better
  • infusion enchantments should only go where they are supposed to
  • most worldgen only occurs in the overworld now - this exludes things that are supposed to be in other dimensions and ores
  • infused and amber ores should now be silk-touchable
  • added config options to turn certain world-gen features on or off
  • devices that draw essentia (like the lamp of growth) only applies suction when they require essentia
  • ethereal blooms are a lot more expensive now, but drop the bloom when broken meaning it doesn't have to be recrafted.
  • magic mirrors no longer require essentia to function
  • split the packet sent to players on login into several smaller packets to prevent a crash bug some people have been experiencing
  • removed ability to achieve orbital flight via boats (and other mounts) using sword of the zephyr
  • arcane levitator can now levitate items again
  • numerous small tweaks, bug fixes and additions
  • new stuff
Oh, man! I'm so excited.. But I think I'll have to wait for ThaumicTinkerer and ForbiddenMagic to update because I notice in the changelog he says the API changed some and could break compatibility.
 

jokermatt999

New Member
Jul 29, 2019
250
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0
I love everything about that Thaumcraft update except the removal of the Sword of the Zephyr/boat shenanigans. That was a nice harmless (AFAIK) little bug.
 

Lathanael

New Member
Jul 29, 2019
959
0
0
He lied. It breaks most compatibility :p
Yeah pretty much :D
Oh, man! I'm so excited.. But I think I'll have to wait for ThaumicTinkerer and ForbiddenMagic to update because I notice in the changelog he says the API changed some and could break compatibility.
ThaumicTinkerer does have an update already: 2.3-92
It can be found on their DL list
 

casilleroatr

New Member
Jul 29, 2019
1,360
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Just to add to the mention of Open Computers up there, there is now an addon for it called Open Components

https://github.com/MightyPirates/OpenComponents/

This adds the ability for open computers to interface with a wider variety of modded blocks, like open peripherals for computercraft.
As a big fan of computercraft I am interested to see what direction these mods go in.

By the way, it seems more and more these days that "open" is the new "craft" when adding a word to your mod's name
 

jokermatt999

New Member
Jul 29, 2019
250
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By the way, it seems more and more these days that "open" is the new "craft" when adding a word to your mod's name

Well, it does make the open source nature of those mods apparent, which is important to some people. It's nice to know that even if the original mod author moves on, someone else can pick up where they left off. I understand there's perfectly valid reasons for mod authors not to want to open source their mods, but I definitely prefer those that do. It creates a more robust mod ecosystem. Rather than have to wait for someone to code all of Project Red, they could have just updated the code to Redpower if it had be open source.

Just my general opinion, hopefully no one starts an argument over this. I know it can be a controversial topic.

On another note, I'm seriously impressed that ThaumicTinkerer basically managed to drop an update simultaneously with Thaumcraft breaking the API. That's some damn quick updating.
 
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FyberOptic

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I understand there's perfectly valid reasons for mod authors not to want to open source their mods, but I definitely prefer those that do. It creates a more robust mod ecosystem. Rather than have to wait for someone to code all of Project Red, they could have just updated the code to Redpower if it had be open source.

I think we may start seeing a lot more mods releasing their source as they're ported to 1.7. The new Forge dev environment essentially makes the entire project portable. No longer does a project need complex custom build scripts, you just sync a single folder to Github or somewhere and you're practically done. Anyone can pull the project, run like two commands, and they can build it themselves.

I'm considering releasing my two larger mods in this fashion from 1.7 onwards, but only after some significant code clean-up. Especially after the patchwork required to get things to build for 1.7. I see it similarly to wanting the chance to straighten up the house before having company over. It's just a matter of getting around to it.
 

Zenthon_127

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On another note, I'm seriously impressed that ThaumicTinkerer basically managed to drop an update simultaneously with Thaumcraft breaking the API. That's some damn quick updating.
I think the authors work together directly. TT was compatable with TC4 during its earliest Forgecraft testing.
 

VikeStep

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Blood n Bone Pack News:

@Eyamaz just released the modlist for his pack he is making: https://docs.google.com/spreadsheet...VF82T1BkbVVwTmpSQ0lEanBkNFE&usp=sharing#gid=0

I have been beta testing it and let me tell you it is brutal. In fact these are his words: "one of the most sadistically difficult mod packs you may ever play". Here is the 1.5 version, but it is nowhere as hard as the 1.6 version: http://forum.feed-the-beast.com/thr...lic-pack-blood-n-bone-pack.31815/#post-437169

He is going to speak to Slow about getting it on the launcher: Source
 
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Yusunoha

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Admit it, you are just after the likes :p

I actually types out the whole post before realizing you already posted it, and I was to lazy to edit it :p

Blood n Bone Pack News:

@Eyamaz just released the modlist for his pack he is making: https://docs.google.com/spreadsheet...VF82T1BkbVVwTmpSQ0lEanBkNFE&usp=sharing#gid=0

I have been beta testing it and let me tell you it is brutal. In fact these are his words: "one of the most sadistically difficult mod packs you may ever play". Here is the 1.5 version, but it is nowhere as hard as the 1.6 version: http://forum.feed-the-beast.com/thr...lic-pack-blood-n-bone-pack.31815/#post-437169

He is going to speak to Slow about getting it on the launcher: Source

one day, a little boy was seeing people play the MagicFarm modpack, and saw that many people died. the little boy thought to himself "not enough people are dying!!" then the little boy grew up and created the Blood 'n Bones modpack

it's like a little kid with a magnifying glass trying to kill as many ants as possible, and trying to find better ways to do it :p
 

Yusunoha

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small update today, starting with @pixlepix and @nekosune releasing a new Thaumic Tinkerer version for Thaumcraft 4.1

pixlepix said:
DOWNLOAD
DETAILED CHANGELOG

As you probably know, nekosune and I took over TT a few weeks ago. This is our first major content release. It includes all the new shiny stuff we've been working on.

MOBILIZER: See http://www.reddit.com/r/feedthebeas...umic_tinkerer_testing_builds_of_levitational/ . Mobilizers have been changed since then, and have gotten a shiny new non-crappy texture.

Bedrock Dimension: Dig through bedrock with an awakened ichorium pickaxe. This brings you to a dimension full of bedrock, full of gigantic columns of ore. This is intended to be end-game mining that can match the output of a quarry.

TiC tool repairs: Tinkers construct tools can be repaired by the Thaumic Restorer. Note that this has to be enabled in the config, by request of the Tinkers Construct developers.

Golem Peripheral: A new block that can attach to golems and interact with them via computer craft.

and @WayofTime releasing a very small update for Blood Magic regarding Thaumcraft 4.1

WayofTime said:
Edit: Added a v0.7.2b. It is exactly the same as version a, however has the TC folder deleted.
 

Eyamaz

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I actually types out the whole post before realizing you already posted it, and I was to lazy to edit it :p



one day, a little boy was seeing people play the MagicFarm modpack, and saw that many people died. the little boy thought to himself "not enough people are dying!!" then the little boy grew up and created the Blood 'n Bones modpack

it's like a little kid with a magnifying glass trying to kill as many ants as possible, and trying to find better ways to do it :p

lol. actually, the 1.5 version I did release I purposefully did not include hunger overhaul and such because I did not want people to think it was just a MF clone. In 1.6, I don't have such misgivings about what mods I include.

Blood n Bone Pack News:

@Eyamaz just released the modlist for his pack he is making: https://docs.google.com/spreadsheet...VF82T1BkbVVwTmpSQ0lEanBkNFE&usp=sharing#gid=0

I have been beta testing it and let me tell you it is brutal. In fact these are his words: "one of the most sadistically difficult mod packs you may ever play". Here is the 1.5 version, but it is nowhere as hard as the 1.6 version: http://forum.feed-the-beast.com/thr...lic-pack-blood-n-bone-pack.31815/#post-437169

He is going to speak to Slow about getting it on the launcher: Source

you quoted that wrong. its going to be on the launcher regardless, but I am not going to make the decision myself about whether or not its public or behind code. That would be completely unfair and abuse of what I do in FTB. It is a 3rd party pack, not an FTB pack. Unless it is popular, in which case I may change that in the future like MF.
 

Golrith

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Don't think it's been mentioned, but my server is telling me that Mekanism has been updated to version 6.