What's new in modded minecraft today?

Ommina

Well-Known Member
Aug 14, 2014
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Refined Relocation refines their AE2 integration:

  • Fixed AE2 integration (insertion and extraction from ME interface work properly now)
  • Item insertion will now insert on a stack with the same item first
  • Sorting Upgrades are cheaper but upgrading requires two items of the chest material when upgrading
and Carpenter's Blocks lights up with fixes, additions, and things:

  • Added Carpenter's Garage Door and five total styles.
  • Added rail and pole ladder styles.
  • Redstone propagation for Carpenter's Block added.
  • Buttons can now be placed on top or bottom faces of block.
  • Pressure plates can now be placed on any side of block.
  • Daylight sensor can now be placed on sides of block, and has a new dynamic sensitivity setting.
  • Fixed long-standing brightness problem.
  • Placing side covers now plays correct sound.
  • Improved ShadersModCore support; slopes and collapsible block now shade properly.
  • Added block illumination; sneak right-click a block with glowstone dust.
  • Added proper side render checks for collapsible block.
  • Fancy fluids no longer restricted to fancy graphics, should look cleaner.
  • Fixed stretched textures on interior oblique sloped faces when rotating textures.
  • Fixed crash when loading mod as jar in development environment.
  • Fixed possible crash when removing covers.
  • Fixed dupe bug on block destruction.
 

Abastro

New Member
Jul 29, 2019
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I am developing Stellarium mod, which adds the constellations, planets, etc. in Minecraft.
You can see the better, realistic night with this mod.
Also, I have plan to add customization of planetary system with config.
here's some photos: (with Voxelmap)

2013-09-12_063053_zps7523b359.png

2013-09-12_063029_zpsb7a04c13.png


If you want to make a discussion on this mod, please post your opinion here
 
Last edited:

KaosRitual

New Member
Jul 29, 2019
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I am developing Stellarium mod, which adds the constellations, planets, etc. in Minecraft.
You can see the better, realistic night with this mod.
Also, I have plan to add customization of planetary system with config.
here's some photos: (with Voxelmap)

2013-09-12_063053_zps7523b359.png

2013-09-12_063029_zpsb7a04c13.png
Hm, do you plan to add any stuff with other mods? I could see this working well with Galacticraft. I swear I saw someone making a magic mod based on the stars at one point also.
 

KaosRitual

New Member
Jul 29, 2019
338
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1
Botania updated,
Changelog:
R1.2 122
  • Added an alchemy recipe to change Hardened Clay into Red Sand.
  • Fixed botania particles rendering white if the NEI spawn overlay is enabled.
  • Flower generation is now done in patches of the same color rather than fully randomly. Here's a Before & After (with flower spawn rates turned higher than by default)
  • Removing lenses from the Mana Blaster is now done via placing it in a crafting grid rather than shift-right click.
  • The Ring of Magnetization now only works when sneaking rather than when not sneaking.
 

buggirlexpres

Relatable Gamer
Trusted User
Retired Staff
Nov 24, 2012
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@bdew has created a new configuration system, called BACON:
I’m currently doing some changes to how configuration works in Gendustry, Pressure Pipes, Advanced Generators and all future mods.

The system started as a way to specify simple crafting recipes in normal text files back when i started modding in Scala, and had a lot of ad-hoc additions since then. There were quite a few things that have bugged me about it over time so I’ve decided to do a major cleanup and refactoring pass.

Things that got changed

  • Clear distinction of what executes at what point, statements are split between Configuration and Recipe blocks. This replaces the old Delayed Statement thing.
  • Recipe characters used to be global which caused errors when characters that were used all over the place got changed by accident. The new systems has clearly defined blocks with all definitions being local to their block.
  • If statements have been normalized, also added some basic boolean operations.
  • Lots of minor inconsistencies were unified, like “->” vs “=>” in different statements, “:” vs “=” in config entries, “mb” after fluid amounts, etc.
I have also started doing some proper documentation for the format and how it’s used in my mods now that the cleanup is out of the way.

Gendustry (1.4.x) and BDLib (1.5.x) are now on Jenkins with support for the new format, and the main BACON documentation and Gendustry configuration are now online. There is even a mini-guide on adding custom bees.

Pressure Pipes and Advanced Generators will be done in the next few days.
Source
 

ThomazM

Phoenix Team Founder
Jun 11, 2013
1,308
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The Immortal's Cemetery
I eagerly hope that this will be possible.
Other than that, looks mindblowing!

Sorry for the seemingly pointless ping, but @Abastro, you really need to hear this guy's feedback, 'cause that would be complete and utterly amazeballs! Of course, if it is possible to do - and don't get me wrong, your mod, even as it's stands right now, is really really cool-looking, but I really do believe that a more "filled" sky would be even better; Maybe the stars's visibility can change slightly depending on the biome you are...? So, in a forest, you could see the sky as your screenshot shows, but in, for example, a desert, it would be like @Yulife 's image! I really do believe that that would add some personality to the mod. :)
 
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Reactions: Yulife and 1SDAN

SatanicSanta

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Jul 29, 2019
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Maybe the stars's visibility can change slightly depending on the biome you are...?
Or even better, to make it as realistic as possible, brighter the light level you are currently in, the less stars show up.

Also, to keep it mildly on topic, Funky Locomotion updated to Beta 2
- Gave Blocks a 'Hardness' value so that they don't instantly break

- Fixed a rendering crash with Sliders

- Recipes are now created in post-initialization
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @LoveHoly with Ex Astris
LoveHoly said:
Ex Astris 1.12
  • Added Automatic Sieve GUI
  • Bug Fix : Strongly Compressed Stone Waila text bug

and @lumien with Random Things
Lumien said:
Random Things 2.1.6
  • Added: Op Spectre Key
  • Added: Duration parameter to the Notification Interface & the "/rt notify" command.
  • Improved: The amount of time notifications are displayed should be much more consistent.
  • Changed: Operators can now move freely in the Spectre Dimension
  • Fixed: Color of spectre key particles
  • Fixed: Explosion Resistance of Spectre Blocks
  • Fixed: Void Stone texture
  • Fixed: Crash while using a wireless lever
  • Fixed: When Hardcore Darkness was enabled the wither darkening would "invert" the light
  • Fixed: Spectre Blocks pick block
  • Fixed: Console Spam while locking gamma
  • Internal: Improved Message System
  • Updated: zh_CN.lang

and @Azanor with Thaumcraft 4
Azanor said:
Thaumcraft 4.2.1.2
  • herba mana pods should now be a lot less common in worldgen
  • the arcane bore will now only repair broken pickaxes with the repair enchant instead of just constantly draining vis.
  • the invisible fence block for paving stones of warding no longer emit light and can now be clicked through when placing blocks.
  • climbing mobs like spiders will have a much harder time getting over paving stones of warding
  • improved jar rendering by getting rid of the odd transparency issues. Unfortunately they lost the ability to wobble. ;.;
  • tubes and machines will now be able to draw from the essentia reservoir
  • harvest golems can harvest stacked (reeds, cactus) and clickable (pams, etc) crops again. Seems I left in some debug code disabling it.

and @boni with Tinkers Construct
boni said:
Tinkers Construct 1.7.0d4
  • The sneaking-harvest thing for AOE tools now correctly only works with the Lumber Axe
  • AOE Tools now only breaks up to 10x harder blocks. No more obsidian breaking when harvesting stone.
  • Restore old pattern chest until new one is ready.
  • Small fix regarding attacking with tools. Stuff might deal minimally less damage.
  • Chisels pop out of the crafting grid now when they break. Automation!
Bugfixes
  • Fix the black bars and similar rendering issues
  • Fix moss-modifier on armor not updating the damage display
  • Many more NEI/Knapsack fixes
  • Fix the smeltery-bottom not being taken into account correctly
  • Fix invar and electrum not being alloyable in the smeltery
  • Fix Autosmelt giving smelt items even if the block wasn't harvestable
  • Fix golden carrot/melon requiring too much gold
  • Fix chisel crafting with damaged chisels
  • Several random crash fixes caused by other mods.
  • Several other random fixes
 

dmillerw

New Member
Jul 29, 2019
255
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@Azanor released another update for Thaumcraft
4.2.1.3
- anisotropic filtering was causing a strange rendering issue with infused ores so I changed the rendering method slightly.
- void jars can now be used to empty alembics just like normal jars
- further improvements to the essentia reservoir making it easier for blocks like the essentia buffer to get stuff out if it
- the essentia buffer can now have connections toggled on and off just like tubes.
- the essentia buffer connections can also be shift-clicked to choke the suction down to 1 on that side no matter how many bellows are attached.
- altered the essentia buffer recipe to reflect its new super powers - don't worry, it basically only costs a stone block and a lever more than before.
- the arcane bellows can now be placed in all possible orientations and is a lot less picky about where it is placed. Even though an infernal furnace can now technically have 4 or more connected bellows, its speed still caps out at only 3.
- mana pods should now properly keep track of what beans they are supposed to drop if a non-player entity breaks them
- increased the chance of fully grown pods dropping two beans from 50% to 66%
- fixed axe of the stream desync issue
- node-in-a-jar should once again render its jar when in item form
- toned down the visuals of the essentia reservoir to make it less laggy and easier to see how close to full it is. Still has a fugly model though. :(
- fixed a derp which could cause custom crops from other mods not to be harvested at the correct growth stage if they extend vanilla BlockCrops
 

Fixided

New Member
Jul 29, 2019
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Updated to 1.7!
Woop! Gonna make an instance right now and start playing!

Super long changelog! said:
TFC 0.79.4 Changelog
Tweaks
  • Changed Unfinished Armor tooltip to be smaller. Moved the "Stage" part down into the tooltip.
  • Unfinished metal armor is now smeltable back into liquid metal.
  • Ore dictionary tweaks.
  • The Size/Weight of food stacks has been changed so that full food stacks weigh less in the inventory. As a result, they fit in more slots without needing to be split.
  • Wolves now do slashing damage instead of generic.
  • Removed placement restrictions on thatch blocks. Note: It is still not a solid block.
  • Tweaked tree worldgen spawn parameters. Allowed a few tree types to spawn further south and reduced the minimum biotemp for jungle trees so that they recede back towards the equator.
  • Added a check to try and prevent fog from being super dense for some people.
Bug Fixes
  • Fixed vertical support not breaking when the block at its base was destroyed.
  • Merged tool rack into a single block instead of two separate blocks. This fixes the Acacia Crash.
  • Fixed loom chat spam.
  • Fixed tannin production crash.
  • Fixed grass blocks not having grass material. Fruit trees are now plantable on grass, oops!
  • Fixed barrels filled via right clicking water not causing overburden.
  • Pondweed and cattails should no longer drop items when destroyed.
  • Fixed some flower naming issues.
  • Fixed H Supports dropping the wrong item when a falling block destroyed them.
  • Fixed losing item equipped in your back slot when upgrading crafting grid.
  • Prevented fruit tree block from replacing itself when broken by hand. Instead it just drops nothing.
TFC 0.79.3 Changelog
Tweaks
  • Disabled spawning on beaches. This should prevent spawning in oceans and also be a lot less cool.
  • Added missing jute barrel recipe.
  • Wild crops no longer drop seeds when they die from environmental causes. This stops the world from eventually becoming overrun by seeds.
Bug Fixes
  • Fixed server anvil crash
  • Clay grass now always has at least 1 item drop of clay. This brings it in line with non-grass-covered clay blocks.
  • Water plants should disappear if not in water.
  • Fixed several issues with support beams
  • Fixed goldenrod spawning crazy amounts
  • Fixed loom crash again, my bad.
  • Fixed mortar recipe only giving 1 mortar per sand block
  • Added some validation to various block checks to prevent related crashes
  • Fixed sulfur not spawning above lava
  • Fixed sluices only accepting salt water as input
  • Fixed Creeper crash again.
  • Fixed killing animal with a projectile does not drop meat.
  • Fixed food recipe result items showing too much food weight.
TFC 0.79.2 Changelog
Bug Fixes
  • Fixed creeper crash
  • Fixed a different seaweed crash Forgot a null check :/
  • Fixed barrels not retaining solid storage
  • Fixes goldenrods spawning in water
TFC 0.79.1 Changelog
Bug Fixes
  • Fixed log piles not stacking
  • Fixed harvesting seaweed crash and missing seaweed item name
  • Goldenrod flowers now grow over clay even if the clay is under a layer of soil.
  • Fixed client world init packet not being sent to clients by the server.
  • Fixed limewater recipe not consuming flux.
  • Fixed loom NullPointerException
  • Fixed Brining recipe always returning false.
  • Fixed S hotkey crash.
TFC 0.79.0 Changelog

IMPORTANT
Minecraft 1.7 is known to have very bad lighting calculations which are exacerbated by TFC’s 256 height worlds. As a result, minecraft may run very poorly with TFC installed. To fix this and many other issues with minecraft performance it is highly recommended that you use FastCraft by Player . This mod is optional and can be run by both a server or client to correct issues with vanilla code.

Chickenbone’s NEI as well as Dries007’s NEI Plugin are both recommended for looking up the new recipes while the wiki is still under construction.

New Features
  • Added Ore Dictionary support for many items.
    • I did not add everything because there are just so many things, so please let me know if there is something specific you would like added. -Kitty
  • Added Leather Rack. Right click on the top a horizontal placed log with a soaked hide. Then right click on all of the spots on the hide with a knife to scrape the pieces off. Scraping the last piece off will give the scraped hide.
  • Added a bunch of new flowers. No use for them yet other than to be pretty.
  • Hot Springs now regenerate player health.
  • Barrels now render their liquids inside, and containers can be filled and emptied into barrels by right clicking on the barrel with item in hand. Unsealed barrels collect rainwater.
  • Added wood-specific chests.
  • Added a bunch of new ambient and animal sounds, including crickets and frogs at night.
  • Added rock-specific gravel that now spawns in varying depths beneath the dirt.
  • Added Large Ceramic Vessel that acts as a lower tech version of the barrel in all respects. It can only hold 5000mb of liquid which is half the capacity for the normal barrel and only has 9 slots for solid storage instead of 12. As mentioned before, the tech level is lower which means that some recipes like alcohol simply aren’t available until you have a barrel.
  • Added capacity for wearable objects. At this time we’ve opted to start slowly with only items that are carryable on your back. If you have an item in your inventory that has been marked as too heavy for normal carrying, you will be unable to move until the item is removed or it is placed on your back. These items will render correctly as though you are carrying it. Examples of carryable objects would be sealed barrels and anvils.
  • Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface. Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types. Salads on the other hand are your basic meal and are incredibly easy to create.
  • All foods now have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.
    • When players make meals they want to get the taste profile of the meal to match the taste profile of whomever is going to consume the meal as closely as possible because this increases both the satisfaction(which makes food last longer) and the nutritional value of the meal for that player(I’m aware this isn’t realistic please don’t make threads about it).
    • All foods have a base taste profile which is then modified by various factors. In the case of animals, the modified taste is random(I want to expand upon this to make it more controlled in the future). When it comes to crops however, the modified taste value is directly influenced by the environment in which it is grown and can be controlled by the player (Again I want to expand upon this in the future to make it more transparent).
    • When making a meal, all of the tastes are added together to determine the taste of the meal. This is pretty straight forward.
  • Added name tag crafting recipe: marking, paper, string
    • Right-click a name tag to give it a name
  • Fishing has been rewritten to provide a much more rewarding experience.
    • Hold right click to charge the fishing rod when casting
    • Reel in the bobber by right clicking
    • When a fish bites onto the line, try to reel it in without letting the line snap
    • Squid now only spawn in the ocean, and bass now spawn in lakes.
  • Added Prospecting and Butchering Skills.
    • Leveling up your prospecting skill will cause less false negatives to occur. It also has a role to play in panning for ores, causing higher tier ores to be available to find. Example: Reaching Adept level unlocks silver to be found from panning.
    • Butchery skill is gained when killing any animal. As this increases, more meat will drop from animals that are killed. As a result of this, the amount of meat dropped at low levels is drastically reduced. With no skill in butchery, only 1% of current amounts will drop as usable meat to simulate the players lack of knowledge about general animal anatomy.
  • Added weather and time based fog effects where fog will close in during inclement weather or early in the mornings.
  • Torches now burn out after roughly 48 in game hours. They can easily be relit by right clicking them with a torch in your inventory. Additionally you can create new torches by right clicking on a placed torch with a stick. This is not as efficient as creating them in a firepit but is useful when on the move.
  • Rewrote and reenabled armor stands.
  • Added loom for cloth creation.
    • Place string on the loom with right click. (16 wool yarn or 24 spider string)
    • hold shift-right click once full to begin to weave the threads together
    • once the loom stops operating, right click to remove your cloth
    • silk and wool can be used interchangeably to make carpets, beds and paintings
  • Added Smoke racks for smoking and drying foods. The food must first be brined in... you guessed it Brine. This is a combination of 10% Vinegar and 90% Saltwater. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.
  • Added shears recipe to the anvil. This is created with two wrought iron knife blades.
  • Added wrought iron grill for cooking up to 6 food items at once.
  • Added metal trapdoors which are made by combining any metal sheet with any metal ingot. The sheet will determine the color of the door, and the ingot will determine the color of the hinges. these trap doors can be placed facing any side of a block.
  • Added a bunch more configuration options.
  • Added mud brick items. No use yet.
  • Added server slowdown effect when there are no players online along with a config variable for changing the slowdown speed.
  • Added config option to change quiver HUD position. Choices are bottomleft, left, topleft, bottomright, right, topright.
  • Skeletons now wear quivers.
  • Food now has two different indicator bars. The top bar indicates the amount of decay on the food (Green for the first 10% of decay. Red for the other 90%). The bottom white bar indicates the weight of the food out of 160 oz.
  • Added Hotkeys for quick food management. Press S in the inventory while hovering over a piece of food to combine all like food pieces. Press D in the inventory while it contains a knife to trim all decay.
  • Added numerical overlay on health bar.
  • Smithing skill should properly affect tool/weapon/armor durability. Skill also now affects the damage done by forged weapons.
  • Lava blocks now randomly create sulphur deposits on the sides of blocks above them.
Tweaks
  • Plank items are now called “Lumber” to hopefully reduce confusion between the item and the block.
  • Cooked meat can now be salted.
  • Straw gotten from refining grain is now based on food weight.
  • Clay dirt drop at least 1 clay item when broken.
  • Added “Solidified” tooltip to metal-filled vessels that are no longer liquid.
  • Removed gender chat message for all animals with visual gender differences.
  • Charcoal pits can no longer be covered with flammable blocks.
  • Made doors flammable.
  • Crops no longer instantly die when they get too cold. Instead they have a chance to die which increases each day.
    • Dead crops will leave their seeds on the ground as an item similar to the rocks and sticks debris, instead of an item that can despawn.
  • Debris on the ground render as a flat 2D texture in fast graphics.
  • Removed the ability to harvest crops with right-click. All crops including tomatoes and peppers are now harvested by breaking the plant.
  • Removed all non-English language files. These will be added back in under a new format at a later date.
  • Rewrote barrels into a much more useful and user friendly block. Barrels now contain two tabs, one for liquid storage and one for solid storage. The liquid storage interface is very similar to the old barrel UI from 78 but now provides better information when processing items inside the barrel. Additionally, TFC barrels function as a Liquid container for any forge liquids from other mods (Hooray compatability!). The solid storage tab is only available if there is no liquid in the barrel. Similarly if the player places more than one item in the barrel, the liquid tab is disabled.
  • Barrel processing has been completely rewritten, and is no longer as flexible. Exact ratios must be met in order for processing to work.
    • Alcohol can now only be made with a full (10 bucket) barrel of water, and a 160 oz item. Must be sealed for at least 72 hours to complete.
      • Added Corn Whiskey
    • Tannin can now only be made with a full (10 bucket) barrel of water and a single Oak, Birch, Chestnut, Douglas Fir, Hickory, Maple, or Sequoia log.
    • Curdled milk can now only be made with 9 buckets of milk and 1 bucket of vinegar. Will result in 160 oz of cheese. Must be sealed for at least 8 hours to complete.
    • Leather processing now requires exact ratios in order to complete. 3 Buckets to 1 Small Hide. 4 Buckets to 1 Medium Hide. 5 Buckets to 1 Large Hide.Must be sealed for at least 8 hours to complete.
    • Limewater is now only crafted in a barrel. Ratio is 2 flux to each bucket of water.
      • Mortar is now only crafted in a barrel. Ratio is 1 Sand to each bucket of lime water gives 1 mortar. Must be sealed for at least 8 hours to complete.
  • Updated Quern rendering.
  • Updated Skills tab to show progress bars rather than numbers.
  • Removed pipe placeholder item.
  • Completely changed the way in which animals are tamed. Gone are the days when a few bones are enough to create a wolf army.
    • Instead of being tamed with a bone, wolves will only follow players
    • All wolves will sit if tied to a fence post and stand if tied to a player
    • All animals now have a familiarity value which needs to be increased
    • Familiarity can be increased by performing a particular action at least once a day
      • for wolves, this means shift-right clicking to pet them
      • for cows, sheep, chickens, and pigs this means feeding them grain
      • for bears, this means feeding them fish
      • for horses, this means feeding them grain, however after a certain point, the horse will no longer become familiar this way, and instead will only become familiar by riding it for an average of 30 seconds per day
      • for deer, this means feeding them salt
    • Certain familiarity levels are required to interact with animals in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals
    • Familiarity will decrease slightly each day if it hasn’t reached a certain level and you haven’t interacted with the animal
    • Familiarity has a set cap after which it can no longer be increased in adult animals. Baby animals can always increase their familiarity, and do so much faster than adults.
    • Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it
  • Added command to transfer ownership of an animal to another player. Format is /transfer [new owner] when you’re near a tamed animal. If no characters are entered after the command (ie "/transfer" verbatim), the animal will be set free. Can't transfer to yourself, can't transfer animals you don't own, fails if anything but exactly one tameable animal that is tamed by the command sender is within range.
  • Adjusted pregnancy times for animals and the length of time for them to reach adulthood:
    • Bear*: gestation time: 7 months. Adult age: 60 months
    • Chicken/Pheasant*: Adult age: 4.14 months
    • Cow: gestation time: 9 months. Adult age: 36 months
    • Deer*: gestation time: 7 months. Adult age: 24 months
    • Horse: gestation time: 11.17 months. Adult age: 30 months
    • Pig: gestation time: 3.7 months. Adult age: 15 months
    • Sheep: gestation time: 5 months. Adult age: 12 months
    • Wolf: gestation time: 2.25 months. Adult age: 9 months
    • *Animal currently cannot be bred
  • Deer, bears, and wolves are now considered wild, and will despawn and respawn.
  • Any animal that has been roped at least once won’t despawn, in case you want to keep them around
  • Agriculture skill level now affects the ability to view nutrient levels of crops. You must be an Expert to get this information.
  • Overhauled Jungles so that they are no longer barren and just plain terrible. Ground shrubs and vines once again inhabit these regions.
  • Condensed support beams into a single item and totally rewrote how they are placed in the world. Horizontal beams can only be placed between two vertical beams and can not be placed individually anymore. If any horizontal block breaks, the entire beam will break causing the ceiling to lose support. The changes to rock were made to encourage the use of these blocks more.
  • Reduced the hardness of all raw stone blocks to allow for easier mining. Increased the rate at which raw stone collapses to make tunneling far more dangerous. Raw stone also reacts to stone being broken in a larger area to prevent certain ways to get around this mechanic. Smooth Stone and Stone Bricks have had their hardness increased greatly to make them a more defensive material.
  • Reduced the hardness of player placed logs to make using logs a more attractive option in building.
  • Updated sluice rendering. The sluice was the very first minecraft block that I ever created and its age showed. The block has received a visual overhaul even though its basic mechanics have not changed at all. In a future hotfix/build I will update it once again to show the type of wood from which it was made.
  • Rewrote how charcoal pits are created. They’ve finally reached my original vision. Firepits are no longer needed for the creation of charcoal(this was always weird right?). Instead after creating your pile of log piles and covering it over, you drop a torch on top of any logpile. After a few seconds, the torch will disappear and that logpile will mark itself for charcoal creation. It will then propagate this to all log piles that it touches. At this point it should be fully covered over lest the whole thing burn up.
  • Baby zombies have been disabled. Zombie reinforcements are now correctly TFC variants instead of vanilla.
  • Thatch blocks are no longer a solid block. They’ve been redesigned to more correctly match their intended purpose as an early game roofing material. We feel that with the changes to the chopping speed of placed logs, this will have a positive effect on the way players interact with the world. As it was, thatch was an incredibly cheap magic block much the same way that peat used to be.
  • Berry bushes can now only be placed on grass. They can now be left clicked to harvest them when in season. Enabled Cranberries.
  • Bloomeries can now be crafted with a mix and match of bronze sheets.
  • Disabled crafting of minecart chests.
  • Protection meter and Quern base can be made with any combination of smooth stones.
  • Quern handstone can be made with any combination of raw stones.
  • Bloomery will no longer accept items while there is a player inside the chimney.
  • Birthdays replace the day of the week text instead of the date.
  • Single and double metal sheets can now be recycled in the crucible.
  • Crucible accepts a stack of items in the input slot. If temp is hot enough, will melt one item every 2 seconds.
  • Replaced “Not Full” with unit count in partially filled molds.
  • Donkey chests now accept and refuse the same items as TFC chests.
  • Disabled taking damage when the player is starving. Instead, nutrition levels decrease at 3x normal rate.
  • Altered rooster crows. Less variance in pitch, slightly quieter and now only done when the rooster can see the sky.
  • Seaweed is now edible.
  • Leaves are no longer shearable.
  • Stone drops 1-2 rocks instead of 0-3.
  • Added new texture for refined iron blooms.
  • Support Beams now stack to 32.
  • Tweaked ice to melt slower based on temperature. Ice now forms along coastlines and spreads outward instead of randomly.
  • Food decay is no longer consumed on eating. Players instead eat around the decay, therefore increasing the decay percentage.
  • Armor does a better job at absorbing generic damage attacks. Generic damage reduction multiplier is now the average of the 3 defense stats + 0.25. Its possible for armor to block generic damage entirely.
  • Player placed logs now break twice as fast.
  • Added ceramic bowls which replace the use of vanilla wooden bowls in all instances.
  • Farmland can now be broken faster with a shovel.
  • Cave ins are much more common. Mining the top block first no longer guarantees it won’t cave in.
  • Changed acacia textures so they are a bit less ugly.
  • Sugarcane is now a farmable crop. Raw sugarcane can be processed in a barrel to create sugar. This process will be expanded in the future once a way to boil water is created. This is a temporary solution.
  • Glass bottles can no longer be used to gather water.
  • All foods including fruits and vegetables can be cooked. Foods can be cooked to different levels of done-ness, each with different flavors.
  • Very heavy modifications to worldgen.
    • Overall, oceans should be smaller than in 78.
    • Added Lake biomes full of fresh water.
    • Added gravel beaches straddle rocky/hilly areas and oceans
  • All beaches are now relatively flat and only 1-3 blocks above sea level. They are also feature stone cliffs between them and their neighboring land biome which simulates tidal erosion. I think this is an incredibly beautiful feature. i hope you guys like it as much as I do -B
Bug Fixes
  • Fixed inability to drink milk buckets.
  • Grass no longer turns into the wrong type of dry-grass when snowed upon.
  • Fixed wild sapling generation to be more common.
  • Grains no longer show the “DO NOT USE ME OR YOU WILL CRASH” message when processing.
  • Fixed excessively precise weight tooltips on vessels with food in them.
  • Fixed acacia trees occasionally dropping saplings.
  • Fixed API accessing outside classes.
  • Skills now properly sync to the player upon respawning.
  • Crops now properly check for sky access as they grow. Sorry guys, no more underground farms.
  • Fixed a few chiseling bugs.
  • Fixed pheasants spawning everywhere.
  • Can no longer split Acacia planks into lumber without a saw.
  • Fixed pit kiln instant cooking.
  • Fixed random blocks above bloomery being deleted when firing completes.
  • Fixed ingot pile not syncing in SMP.
  • Fixed spawn protection behaving oddly.
  • Fixed unlocalised chat messages in SMP.
  • Fixed a bunch of quiver/armor related bugs.
  • Fixed decay not properly transferring to refined grains.
  • Fixed Peat and Clay grass not spreading.
  • Fixed flint and steel attempting to set fire to blocks before attempting use.
  • Detailed blocks now properly get removed when the last bit of material is removed via chiseling.
  • Fixed items in crafting slots disappearing when changing tabs in inventory.
  • Fixed server configs not properly overwriting client configs.
  • Fixed rain particles and sound playing when its snowing.
  • Fixed placing logs or log piles in your face causing suffocation.
  • Fixed bismuthinite surface spawn parameters.

In addition,
@dries007 created an NEI Plugin for TFC!
anvil0.png




Since there is no uitput slot in an anvil I cheated:

anvil1.png




Another cheat: Some liquids have no blocks or containers so I used sponges with custom names.

barrel.png




kiln.png




knapping.png




loom.png




quern.png
 

buggirlexpres

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Updates 'n stuff
Equivelant Exchange 3 updated:
Build 1.7.10-0.2.345:
pahimar: Fixed block bounds depending on orientation
Player API updated, but there was no changelog
Pay2Spawn updated, with no changelog
Underground Biomes Construct updated:
Added rescue recipes to convert UB stone products into vanilla project. Improved Tile Entity management on destroying blocks. Corrected emerald generation in Highlands Cliffs, Rock Mountains, and Snow Mountatains.
 

CarbonBasedGhost

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Jul 29, 2019
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Go full fun mode and have Gregtech installed with it. I believe GT has stuff in it to work with TFC, anyway.
It doesn't and GT and TFC do not play well together, there would probably need to be an addon to make the ply well together, this is the case with a lot of mods (ex. why when I have a fusion reactor do I still have to go around finding lakes of clean water?)
 

buggirlexpres

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Dire's talking about 1.7 plans and stuff:

Also Blood Magic excitment:
WayofTime ‏@WayofTime 5m5 minutes ago
Blood Magic v1.2.0 will hopefully be out this weekend! This update will include the new reagent system and several new rituals.

And Hardcore Questing Mode updated:
Fixed: Crash on dedicated servers when loading quests with reputations.

Fixed: Having non-negative reputation that is still in the neutral span is now considered neutral properly.
 
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