What's new in modded minecraft today?

Discussion in 'Modded Minecraft News' started by Yusunoha, Jan 24, 2014.

  1. masterzh

    masterzh Forum Addict

    Now thats what i call proper self-promotion. You sad that Truss Mod can move multiblock but RIM can do it with template carriages too right? (heh, i was expecting something like "...but RIM can do all of these and rule them all..." in the end of your post... )
  2. Yusunoha

    Yusunoha New Member

    new day with a new update featuring a pretty nice new mod called CleanView by @ZLainSama
  3. SoraZodia

    SoraZodia Forum Ghost Third Party Pack Team Mod Developer

    Cannibalism v1.0.2

    • Fixed a bug where you can speed-click an entity to get extra meat.
    • Adjusted the damage done to an pig and cow when an knife is used on them (It's now 1.25~1.5 hearts of damage per knifing).
    • Added a API that allows custom entities to do something when an knife is used on them.
    • Blood + Config.
    • Korean Translation (Thanks [MMKP]Puyo061!).
    Yusunoha, GreatOrator and VictiniX888 like this.
  4. Ipsis

    Ipsis New Member

    @Ipsis Dyetopia


  5. Sangar

    Sangar New Member

    OpenComputers 1.4.4 is out, fixing all the things.

    • Added: Creative Drone and Microcontroller cases.
    • Added: Preconfigured Robot, Microcontroller and Drone to creative tab (Microcontroller and Drone still need a programmed EEPROM to be put useful).
    • Added: EEPROM cloning recipe (EEPROM + EEPROM -> 2x EEPROM with same data). If one is empty, the one with data is preferred. If both have data, the first one gets copied onto the second.
    • Added: Waila options for toggling energy, address and component name.
    • Added: eeprom.getSize, eeprom.getChecksum and eeprom.makeReadonly(checksum).
    • Added: file:read("*n") implementation (thanks Soni).
    • Changed: Coloring tooltips of devices according to their tier now.
    • Fixed: robot.drain and robot.fill not always returning the amount transferred.
    • Fixed: EEPROM being network visible.
    • Fixed: EEPROM component proxy being fetched too early in flash.lua.
    • Fixed: Inventory slot offset for tank controller upgrade.
    • Fixed: NEI item hiding derp.
    • Fixed: NPE in AE2 controller driver usage screen when AE2 channels are disabled.
  6. pancakemaster24

    pancakemaster24 New Member

    Big Factories
    this mod adds few multiblock structures - factories - for ore smelting duplication and triplication at cost of a large amount of renewable materials. Second factory chain is for oil processing.
    This mod was created as addition to other technical mods (specifically buildcraft+forestry+railcraft), but is not directly depended on them, for ore duplication is no other mod needed and for ore triplication any mod with fluid pipes will work. Oil processing required buildcraft installed.
    This mod doesn't use any ore dusts, shards, etc. in production chain, so theoretically all metal ores can be smelted (the conditions are existing furnace recipe and correct ingot item name in Forge Ore Dictionary).
    Main goal of this mod is to give the player a reason to build large production base with automated tree farms(e.g. forestry), automated cactus farms (no mods needed), large fluid tanks(e.g. railcraft), lots of pipes and of course with Big Factories.
    Pyure, Vasa, VictiniX888 and 7 others like this.
  7. L0NExW0LF

    L0NExW0LF New Member

    Witchery has been updated to version 0.22.0!

  8. NJM1564

    NJM1564 New Member

    Can you make it so that beacons require a base of beacons to work? :D
  9. Yulife

    Yulife New Member

    Calm down there, Satan.
  10. masterzh

    masterzh Forum Addict

    Pistronics Beta 0.4.0

  11. karmarcharger

    karmarcharger New Member

    Tinkers defense by Lance5057

    Create Mine and Blade 2 shields the Tinkerer way!

    Add's 2 shield types -

    Round shield - A cheaper shield with lower durability and defense but can be made using the standard tool station. Requires 1 Large plate - 1 Pan head - 1 Toolrod
    Heather shield - A strong shield that can only be made using the tool forge. Requires 2 Large Plate - 1 Tough Binding - 1 Tough Rod
    Modifiers -

    For the time being only the Redstone modifier works, allowing you to lift your shield longer. The others are just for show.

    New Metals -

    Aeon Steel - Weaker than manyullym while keeping the manyullym mining level. Great for when Ardite ore is scarce. Recipe: 1 Alumite + 1 Cobalt = 1 Aeon Steel.
    Queen's Gold - A replacement for the lack of gold parts. Very weak. Recipe: 8 Gold + 1 Emerald = 8 Queen's Gold
    Dogbearium - An average metal with a thirst for blood. Adds the Serrated ability, greatly increasing the damage it does as it gets damaged. Recipe: 1 Ardite + 160 Blood units + 1 Ender Pearl
    Planned Features:

    Crest mounts - Mount a shield and weapons to the wall for display.
    Bauble jewelry - Tinker rings, amulets and belt buckles.
    Tower Shield - Able to hold it up for a very long time but makes you very slow when holding it.
    Additional Heater shield patterns.
    More Modifiers - Thorns, Fire resistance, Luck, Knockback
    Better graphics
    Requires Tinkers' Construct and Mine and Blade 2!

    Screenshots -
    [​IMG] [​IMG]

    Spoiler (click to show)
    Known Issues -

    The buttons for the shields in the tool station/forge are blank. -I've tried everything to get them to take my own icons texture and it still only uses the ones from TiCo so I just left them blank.
    The shield works like a pickaxe. -I need to make a shield type tinker tool, for now its acting like a harvesting tool.
    1SDAN, Eruantien, NJM1564 and 7 others like this.
  12. McJty

    McJty Over-Achiever Mod Developer

    New version of RFTools with the following changes:

    • Added some sensible defaults for some IC2, MFR, railcraft, and Metalurgy liquids
    • Fixed a problem with all RFTools blocks being breakable by hand (and being lost then). Now you need a pickaxe.
    • Added a new 'rftdb toggle' command to toggle RFTools in debug mode.
    • The destination analyzer block now also checks (in addition to checking for sufficient power) if the destination dimension has sufficient power. This can be used in combination with the dialing device for the 'Check' button but also in combination with a matter transmitter. If the dimension is out of power then the matter transmitter teleportation beam will be red instead of green.
    • The dimension monitor item now gives a visual indication of the amount of power left in the current dimension.
    • Added protection so that spawned in 'invalid' realized dimension tabs no longer crash the game.
    • Fixed lag causing logging with the timer, sequencer and endergenic block.
    • Added new dimension monitor logic slab block which can send out a redstone signal if the power in the current dimension goes below some percentage.
    • Implemented better checking if a player/server is allowed to use an rftools console command.
    • Added a creative dimension builder which needs no power and makes dimensions immediatelly. Also fixed a bug in the inventory handling of the dimension builder.
    • Fixed a bug where it was possible for the spawn platform to be generated at y=256 (which obviously doesn't work) in some special cases.
    • Implemented a new cavern terrain dimlet (replaces the old 'cave world' dimlet that was never implemented and blacklisted)
    • Added a new rftdim info console command to dump the description string and generated features from the current or specified dimension.
    Don't forget! It is always ok to regenerate rftools/main.cfg but do not delete rftools/dimlets.cfg on an existing world!

    Mediafile link: http://www.mediafire.com/download/vqeinpeu1c2v3h2/rftools-2.12.jar
    Curse link: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
    Last edited: Jan 12, 2015
  13. Yusunoha

    Yusunoha New Member

    new day, new update, starting with @iChun and Tabula
    and @Nividica with an update for Thaumic Energistics
    and a new mod by @GuyRunningSouth called Sliced
  14. VictiniX888

    VictiniX888 New Member

    Hardcore Darkness 1.2 (by Lumien)
    • Fixed: Optifine compability

    Also, new mod!
    It's Raining Food! (by insaneau)
    Mine World Mod 0.4 (by Minehendrix)
    • Added sounds for the mobs of the new dimensions
    • Added structures in the new dimensions for boss and mobs
    • Ghost and Necromancer no more spawn in group in the Shadow Dimensione but upon the Tombstones
    • Bosses no more spawn the dimension chest after their death (they only drop the key). The chest is inside their own structure
    • The Titan explosion doesn’t destroy blocks anymore (to prevent that the Sacred chest were destroyed)
    Bug fixed in this version:

    • [MW-0062] The Flambeau has a wrong inventory position (is now in “Decoration Blocks”)
    • [MW-0063] Going back to Overworld from a dimension different from Nether or The End teleports the player in a wrong or dangerous position (Is now possible to travel safely to the new dimensions without the danger of air respawn)
    • [MW-0064] The Crazy Portal doesn’t generates the portal to overworld
    • [MW-0074] The Wireless TNT Activator generates some solid invisible block when exploding tnt (Thanks to Blargerist for help)
    • [MW-0075] Some entities models are wrong
    • [MW-0076] Opening a Sacred Chest made the game crash
    • [MW-0077] The “Regeneration” ability of the Corruptor don’t work
    • [MW-0078] THe Coloured Chest don’t have a texture when placed on ground
    • [MW-0079] Mod mineworld is missing the required element ‘name’. Substituting mineworld
    • [MW-0080] Some ores doesn’t spawn properly in the new dimensions
    Thanks to all the Minecraft Forge Forum guys for the helps given :)
    Last edited: Jan 12, 2015
    NJM1564, Vasa, Yusunoha and 2 others like this.
  15. Sangar

    Sangar New Member

    OpenComputers 1.4.4a is out.

    So I lied. 1.4.4 didn't fix all the things. As usual, most bugs pop up right after the release... it's almost like they're waiting for it or something.

    • Fixed: IC2 is recognized as energy providing mod again (note: it still worked as long as there was another supported power providing mod present, but OC went to no-power mode if IC2 was the only such mod present).
    • Fixed: Negative values for width/height of gpu.copy/gpu.fill doing bad things.
    • Fixed: Forgot adding backwards compatibility to inventory_controller.getStackInSlot; sides.back now refers to the robot's own inventory again. However, please transition to using inventory_controller.getStackInInternalSlot for this.
    • Fixed: Drones with an active leash causing leash items to be dropped when picked up (shift-rightclicked).
    • Fixed: Leash on drones not rendering centered on drone.
    • Fixed: Potential NPE in Waila handler.
    Yusunoha, VictiniX888, xbony2 and 3 others like this.
  16. McJty

    McJty Over-Achiever Mod Developer

    Ooh, that familiar feeling... I imagine bugs as little creeps that hide when you try to look for them and reappear when nobody expects it.
    Sangar and Yulife like this.
  17. Planetguy

    Planetguy New Member

    @Iskandar has been named as the maintainer of Technic's official modpacks. Congratulations and good luck!
    Vasa, Yusunoha, VictiniX888 and 5 others like this.
  18. Eruantien

    Eruantien New Member

    This should get me some good karma...

  19. Bashful Giant

    Bashful Giant New Member

    Indeed it has! No more assigning pointless neutral reps. Literally hours saved. One happy me.
    pc_assassin, tatsu011 and Eruantien like this.
  20. masterzh

    masterzh Forum Addict

    Resonant Induction(Calclavia) is possibly merging with Electrodynamics


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