What's new in modded minecraft today?

Golrith

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Trusted User
Nov 11, 2012
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Kind of an important Forge update, so I thought it would be a nice idea to post it here.

Hooray, no more missing biomes or taint/magical forests everywhere (also hooray for restarting worlds).
And now we wait until everything updates and is compatible with Forge builds past 1208.
Ive just chucked this version of forge into my mod pack (144 mods loaded), genned a new world just fine, although I've had 2 crashes while exploring. So you might be lucky if you update.
 

LivingAngryCheese

Over-Achiever
Aug 22, 2014
676
1,580
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A place
Incredibly interesting new mod from Theray070696 (a new modder)! early days with this one but if developed on it could be another foundation mod for modpacks. The mod can be used to track various in-game events server-wide in order to create a Tier System which is all defined by configs, this defines what items player's are allowed to craft and will also likely have many more features soon. This mod is what has been missing for many modpacks and again allows even more creativity in modpack development :)

Tier System: Tiered Progression!

What this mod allows you to do is setup different tiers for yourself. When you start out, you are on tier 0, and are heavily restricted on what you can craft with. When you kill specified mobs, the next tier will unlock, allowing you to craft with that tier's items, but not with higher tier items.

For example: cobblestone could be restricted until you kill a pig and a cow, but once you do, you can always craft with cobblestone, but not with higher tier items.

Note: You cannot kill a specified mob early to unlock the tier early. You can only unlock the next tier, if you are on tier 0, only tier 1 mobs count, tier 1 only tier 2 mobs count, etc. etc.

http://www.minecraftforum.net/forum...-mods/2234568-1-6-4-1-7-10-tier-system-v1-0-2
Awesome! I asked for a similar thing in the suggest mods for creation here a while ago!
 

Vazkii

New Member
Jul 29, 2019
351
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0
I was sick today, but I got some progress done on botania. Posting it here today since it's a changelog with stuff I'm pretty sure lots of people wanted.
http://vazkii.us/mod/Botania/changelog.php#r1-2-123

  • Fixed some wireframes rendering out of place.
  • Fixed the Exoflame appearing full even when it's empty.
  • Fixed the pool craft check HUD displaying recipes that require catalysts even if they're not installed.
  • Fixed the pool craft check HUD not displaying stack sizes (relevant for the conjuration catalyst).
  • Generating and functional flowers can now be manually bound to spreaders or pools, respectively, by shift right clicking with the wand of the forest on them while in bind mode.
  • Mana Spreaders now unbind themselves from the wand when bound to something, no need to do it manually.
  • Reorienting spreaders (and binding flowers now) has a beam effect as a visual confirmation.
  • Slightly modified the regular expression used in the divining rod algorithm, it should be actually accurate rather than accepting anything that starts with "ore".
  • Swapped the ring of magnetization's controls, again. It now picks up items when not sneaking, again.
  • The following things now make a sound:
    • Mana Spreaders firing.
    • Endoflames consuming fuel.
    • Hydroangeas consuming water.
    • Thermalilies consuming lava.
    • Gorumaryllis eating food.
    • Kekimuruses eating cake.
    • Orechids making ores.
    • Agricarnations fertilizing crops.
    • Divination rods divining.
    • And a botania update on a pine tree~
  • The ring of magnetization now goes into a 5 second cooldown period whenver the player wearing it tosses an item, this should make using it a lot less hazardous.
  • The Spectator now has fancier particles and they display on top of blocks.
  • The Wand of the Forest now has two modes, Function Mode and Bind Mode. They can be swapped with shift-right click. Bind Mode is reqired to orient Mana Spreaders.
  • [API] Added IWandBindable for the ability to bind blocks to other blocks using the Wand of the Forest
  • [API] Increased version number to 16.
  • [API] SubTileEntities have the methods for IWandBindable built in. SubTileGenerating and SubTileFunctional use them already.
 

NJM1564

New Member
Jul 29, 2019
2,348
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I was sick today, but I got some progress done on botania. Posting it here today since it's a changelog with stuff I'm pretty sure lots of people wanted.
http://vazkii.us/mod/Botania/changelog.php#r1-2-123

Swapped the ring of magnetization's controls, again. It now picks up items when not sneaking, again.


Might I suggest making that control setable via in game command? And/or add a toggle key option.
 

pizzawolf14

New Member
Jul 29, 2019
566
0
0
I was sick today, but I got some progress done on botania. Posting it here today since it's a changelog with stuff I'm pretty sure lots of people wanted.
http://vazkii.us/mod/Botania/changelog.php#r1-2-123

  • Fixed some wireframes rendering out of place.
  • Fixed the Exoflame appearing full even when it's empty.
  • Fixed the pool craft check HUD displaying recipes that require catalysts even if they're not installed.
  • Fixed the pool craft check HUD not displaying stack sizes (relevant for the conjuration catalyst).
  • Generating and functional flowers can now be manually bound to spreaders or pools, respectively, by shift right clicking with the wand of the forest on them while in bind mode.
  • Mana Spreaders now unbind themselves from the wand when bound to something, no need to do it manually.
  • Reorienting spreaders (and binding flowers now) has a beam effect as a visual confirmation.
  • Slightly modified the regular expression used in the divining rod algorithm, it should be actually accurate rather than accepting anything that starts with "ore".
  • Swapped the ring of magnetization's controls, again. It now picks up items when not sneaking, again.
  • The following things now make a sound:
    • Mana Spreaders firing.
    • Endoflames consuming fuel.
    • Hydroangeas consuming water.
    • Thermalilies consuming lava.
    • Gorumaryllis eating food.
    • Kekimuruses eating cake.
    • Orechids making ores.
    • Agricarnations fertilizing crops.
    • Divination rods divining.
    • And a botania update on a pine tree~
  • The ring of magnetization now goes into a 5 second cooldown period whenver the player wearing it tosses an item, this should make using it a lot less hazardous.
  • The Spectator now has fancier particles and they display on top of blocks.
  • The Wand of the Forest now has two modes, Function Mode and Bind Mode. They can be swapped with shift-right click. Bind Mode is reqired to orient Mana Spreaders.
  • [API] Added IWandBindable for the ability to bind blocks to other blocks using the Wand of the Forest
  • [API] Increased version number to 16.
  • [API] SubTileEntities have the methods for IWandBindable built in. SubTileGenerating and SubTileFunctional use them already.
Get well soon!
 

xbony2

WikiWorker
Wiki Staff
FTB Mod Dev
Jul 3, 2013
914
1,353
201
America
ftb.gamepedia.com
Remember Risugami's mods? No one? Whatever.
Anyway, he made an old, popular mod called Biospheres. That mod has been remade to work with forge and version 1.7.10 of minecraft. Here.
3ITZswy.png

9EZiwyY.png
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Remember Risugami's mods? No one? Whatever.
Anyway, he made an old, popular mod called Biospheres. That mod has been remade to work with forge and version 1.7.10 of minecraft. Here.
3ITZswy.png

9EZiwyY.png


Ah yes, Risugami. I have to say, he had some great work. If only all of his best mods were ported...

WITH CONFIGS!
 

pc_assassin

New Member
Jul 29, 2019
1,809
-2
1
I've heard of him before to fresh my memory on the mods?

Sent From Something That You Won't Care About Using Tapatalk 2
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Remember Risugami's mods? No one? Whatever.
Anyway, he made an old, popular mod called Biospheres. That mod has been remade to work with forge and version 1.7.10 of minecraft. Here.
3ITZswy.png

9EZiwyY.png
FINALLY.

I loved biospheres.

Edit: grrr xbony, you didn't add a closing spoiler tag >.>
 
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Reactions: 1SDAN

Yusunoha

New Member
Jul 29, 2019
6,440
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0

Fixided

New Member
Jul 29, 2019
315
0
0
Here's a bit of a Fixided special served with AWESOME on the side

New mod by: @vadis365 and @ganymedes01
Transport Terminals is a utility mod which allows for easy teleportation travel - even across dimensions.

Double Jump by K4Unl (creator of Hydraulicraft)
635484487233929017.png
This mod adds the ability to double jump.
There's a config option to allow you to jump even more.
This mod is required both server and client side.

ExtraBiomesXL 3.16.0
New Features
*Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)
*Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.
*Doors are available in all of our types of wood
**By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.
**If you want stacks or one or only one item per crafting action you can change the setting in the config file.
**Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.
*Fences are also available for all of out types of wood.
**Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.
*Fence Gates for all of our wood types.
**Crafted using four sticks, two on the left and two on the right, with two planks in the middle.

Bug Fixes
*Redrock Stairs were missing the 's' to make them plural.
*Strawberries should now be able to be disable via the config file.

MineChem 1.7.10 beta #5
Changelog:
Update zh_CN.lang — crafteverywhere
fixes fluid dupe with transposer, #217, thx skyboy for the tip — way2muchnoise
optimizes imports — way2muchnoise
fixes cost for mod ores, #233 — way2muchnoise
more NEI enhancement — way2muchnoise
adds null check — way2muchnoise
improves decomposer nei plugin — way2muchnoise
rework decomp nei ui — way2muchnoise
Add fluids reaction system. — yushijinhun
chance* — yushijinhun
Update free space find algorithm. — yushijinhun
Pop a item when no space to generate new chemical. — yushijinhun
Add more chemical fluids reaction. — yushijinhun
Fix fluids reaction will deplete full EntityItem. — yushijinhun
Some refactors, update en_US.lang and zh_CN.lang — yushijinhun
Molecules have room status. Solid,liquid,gas have different viscosity. — yushijinhun
Right click a water block with a empty tube to receive water. — yushijinhun
Two fluids will explode when they meet if you want. — yushijinhun
Add config.explosionFluidMeetFluid and config.explosionItemMeetFluid into config. — yushijinhun
Remove items or fluids after explosion. — yushijinhun
Update zh_CN.lang — yushijinhun
Fix chemical fluids cannot place on the non-solid block. — yushijinhun
fixes #214 — way2muchnoise

3 mods updated by Country_Gamer

Morph Additions 0.0.4
Changelog:
Update git.prop and curseforge.prop, pre curse push
Merge remote-tracking branch 'origin/master'
Changes code for a refactored CGOrigin 3.1.0. Also bumps version to 0.0.4 (Same MC Version, no new content, code changes)
Merge pull request #3 from puyo061/patch-1
Update ko_KR.lang
Update ko_KR.lang
Patch to fix dependencies
Updated for new file format and build.gradle

Weeping Angels 3.1.0
Changelog:
Update git.prop and curseforge.prop, pre curse push
Changes code for a refactored CGOrigin 3.1.0. Also bumps version to 3.0.3 (Same MC Version, some new content, negligible little code basis)
Revert 8e27ac2..4e8fba9
This rolls back to commit 8e27ac2c72f3683970f0a603f010b09b26627c92.
Much updates. Many things have been moved and re-organized.
Moved around age things for correct disposal of angels Fixed corruption on children
Patched todo for morph version. Now we have full Morph compatibility, but abilities will not be active until the 0.10.0 beta release of Morph
Adds functionality for an Angel's Tear: + Can teleport player on right click + Can Set the world time + Uses decremented per use, shown in tool tip they are
+ Decrepit Weeping Angels As Weeping Angels get older, they will begin to crumble, until they expire (die) + Angels can by rejuvenated a little bit by teleporting or, to a lesser extent, infecting, players + A-Cellular Procreation When an angel is near death, it has a chance to reproduce a baby angel, spontaneously + Baby Weeping Angels Double the speed and half the size of a normal angel + Angel's Tear Dropped by a Weeping Angel on death More functionality to come + Angel Arrow Crafted with an Angel's Tear and a vanilla Arrow On hit player, player will be infected with a weeping angel On hit EnderDragon, will turn all Endermen in loaded chunks in the dimension to turn into Weeping Angels + When looked at by a nearby player, angels will try to distract the player by playing a sound behind the player - [Bug] Angels were knocked back when hit - Angel statue removed from decorations and put in own tab
Background utility class modified
Silly Typos :p
Patch in the AngelPlayerHandler
Fixes incorrect entity registering
Rearranged some torch code
This may, or may not, allow angels to quantum lock one another
Adds a Vault word generation, changes the WeepingAngel's size, and moves 2 files
Patch to fix dependencies
Merge pull request #7 from ViKaleidoscope/patch-1
Create zh_CN.lang
Create zh_CN.lang
Simplified Chinese localization.
Updated for new file format and build.gradle

And of course... CGOrigin 3.1.0
Changelog:
Update git.prop and curseforge.prop, pre curse push
Update git.prop and curseforge.prop, pre curse push
Update git.prop and curseforge.prop, pre curse push
Removed auto package searching.
Bumped version. Save MC version, major function and class changes, negligible inner code changes
Much updates. Many things have been moved and re-organized.
Apparently this fix did not carry over...
Adds ability to add final slots easily
Missed a reference to the Container super class stuffs
Missed a reference to the Container super class stuffs
Patched for reference from gui
Added canKeyType method
Fixes a possible out of bounds exception
Patch for packets
Adds method for easily registering a recipe from a json document
Adds default handle to AbstractPacket
Added addButton method
Adds onKeyTyped method
Dammit Typo!
Moves the properties to a folder
Fixes configing for jenkins :)
Update git.prop and curseforge.prop, pre curse push
[/quote]
 
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