What's new in modded minecraft today?

CarbonBasedGhost

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Jul 29, 2019
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Dude, I didn't even change the color. Black is the default forum text color when making new posts. I never even changed the color. Although there. I set the color to "none".
Black,
None
White

How would you feel if he typed in white?! <----------- Joke

You must have accidently changed it or when you copied it the black got carried over.
 
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DrowElf

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Jul 29, 2019
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Another Thermal Expansion preview!
b6fcd753b3.png


These machines take water, Phyto-grow, and 20RF/t to output 1 of whatever the crop outputs every 18 seconds or 3 every 24 seconds if you use Rich Phyto-grow at 400 RF/t. Accompanying IRC log for whomever is interested.
 

NJM1564

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Jul 29, 2019
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Another Thermal Expansion preview!
b6fcd753b3.png


These machines take water, Phyto-grow, and 20RF/t to output 1 of whatever the crop outputs every 18 seconds or 3 every 24 seconds if you use Rich Phyto-grow at 400 RF/t. Accompanying IRC log for whomever is interested.


Anyone else want animal farm versions. If you could posses the animal poop into niter and slag then this system might be worth it.

Edit: I though that was a thing. You actually can get niter from bird poop. Not easily or at a high quality or quantity but this is minecraft so a little fugging might work well.
And I think you can get slag from grinding mobs, getting sludge, and boiling that sludge in a slag furnace.
So a in block mob farm would work well enough.

I wonder how agracraft seeds would effect this mod. Probably won't do anything at the moment.
 
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Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @jaquadro with Garden Stuff
jaquadro said:
Garden Stuff 1.3.0
  • Added decorative chains.
  • Added support for TCon axes in wood post recipes.
  • Added partial AgriCraft integration.
  • Added bonemeal support for grass / ferns.
  • Added ornamental trees for extended vanilla saplings.
  • Added mycelium as valid substrate.

and @Greymerk with Roguelike Dungeons
Greymerk said:
Roguelike Dungeons 1.3.6
  • Added new unique detailing to biome specific dungeons
  • New dungeon rooms
  • New Towers
  • Variety of loot depending on biome

and @Kandivia with Pocket Nether Link Mod
kandivia said:
Description:
If you're like me, you despise the Nether. It's inhospitable, repulsive and can be a source of a major lag, yet eventually you will have to visit the dimension in hunt of exclusive materials. No longer is this the case. Instead of building up a regular Nether portal, you can light a hand-sized portal. Although entities aren't able to cross to the other dimension, items passed through it are infused with the magical properties of the Pocket Nether Link and are transformed into their Nether equivalent.

Recipes:
nwg6s0.jpg


Quartz Ore World Gen:
Quartz ore now spawns in the Overworld at y-levels 20 to 30 for all your decor needs!

1zpth0n.jpg


Installation:
  • Requires Forge 1.8 - 11.14.0.1299 or Forge 1.7.10 - 10.13.2.1230
  • Place jar in the mods folder

and @masa with Ender Utilities
masa said:
Ender Utilities 0.4.0
  • Fix: Fixed some rendering issues with the Ender Bucket
  • Fix/Change: New renderer for the reusable Ender Pearls, the Elite version now actually renders as the Elite version.
  • Fix: Fixed a derped item subtype on reusable Ender Pearls, which allowed an item change exploit with them
  • Fix: Fixed the previously completely broken Chunk loading ticket release on world load.
  • Fix: Random smaller stuff in various places
  • Change: Refactored big parts of the codebase, for example Block and Tile Entity classes, item NBT etc.
  • Change: Most actual usable items are now modular: they need some modules installed to be used.
  • Change: Changed all recipies (they now use the new parts as ingredients).
  • Add: Added Ender Alloys, Ender Sticks and Ender Rope as crafting ingredients.
  • Add: Added Ender Capacitors, they are modules used to store "Ender Charge", which is now required by most items (config option).
  • Add: Added Ender Cores (Inactive and Active version), used for crafting and as modules in some items.
  • Add: Added Link Crystals. They are modules used in items to store the target information.
  • Add: Added Ender Pickaxe/Axe/Shovel: They can teleport block drops to the player's inventory, or a bound location/inventory.
  • Add: Added a Tool Workstation block, which is used to add and remove modules from items.
  • Add: Added an Ender Infuser, which is one of the three options for charging Ender Capacitors.
  • Add: Added an Ender Relic item, which can spawn new Ender Crystals. (Meant as a way to obtain them, in case they have all been destroyed during the Ender Dragon fight.) Only the ones in The End work for the purposes of this mod. You can however spawn decorative Ender Crystals anywhere in other dimensions. (Beware they explode when taking ANY damage!)
  • Add: Added a Jailer module: Can be right clicked on mobs to prevent them from despawning (uses the item), or can be installed to an Ender Bow or Lasso (doesn't use the module).
  • Add: All items now have a pretty long description on them in NEI, or when the item doesn't yet have any NBT data (hold shift to show it).
  • Add: All items also have an informative tooltip about their status. Hold Shift to show all of it.
  • Add: Added a compatibility conversion of old target data from items on the Tool Workstation. When you first insert an item that has old format data, and add the first Link Crystal to it, the target data is transfered to the Link Crystal and removed from the item. Note that such converted data is incomplete, since the items now store a lot more data on them about the target, and also the player who first bound the item. But it is enough for teleporting items to function. Rebinding is recommended.
  • Change: Thanks to (almost) all items now being modular, most items can now store 3-4 different targets at once, on the different Link Crystals. You can then easily change the selected Link Crystal to change the target (Shift + Toggle mode key (default F), or hold Control and use the mouse wheel).
  • Change/Add: All items that use Link Crystals/store a target location, can now be made private (press Alt + Toggle mode key to toggle Public/Private), so that the destination info is not shown, and the item only works for the owner. Note that this is per Link Crystal! (All that data is stored on the Link Crystals.)
  • Change: The Ender Bag now allows binding to all inventories, but anything other than vanilla blocks won't work over 64 blocks away (don't try to add anything else to the whitelist, they most likely just mess up your inventory/break stuff/crash and burn! The Bag might change in a future update to allow more versatile operation.)
  • Change: The Ender Bucket can now be linked to tanks, and it will chunk load the target for 30 seconds on use.
  • Change: reusable Ender Pearls no longer collide with any entity you are riding.
  • Change: The Basic Ender Porter is no longer single-use. Instead it now only works within the same dimension.
  • Change: The Mob Harness now allows you to control the mob you are riding, even if you are riding a whole tower of mobs. (Doesn't work with mobs that don't have actual AI tasks, such as spiders and flying mobs.)
  • Change: The Mob Harness's maximum binding range was increased from the pathetic 4 blocks to 32 blocks

and @Domochevsky with QuiverBow
Domochevsky said:
QuiverBow 93
  • Fixed the AA not remembering how to use the contents of its first rail.
  • Fixed the Four-Headed Dragonbox only reloading 2 rockets per bundle, instead of 8
  • Fixed the Snow Cannon eating 4 blocks of snow with every shot, instead of just 1
  • Fixed the Seed Sweeper model still having a jar on it, even when empty
  • Fixed reloading with magazines not working. (That snuck in in the last build, I think.)
  • Fixed the Arms Assistant not accepting replacing empty magazines with fresh ones. Tch.
  • Fixed the AA not properly deducting ammo from certain slots and ammo types. (Didn't update a bounds check to make use of the changed item storage.)
  • Added a config option to the rocket launchers and the ERA to not damage terrain when in player hand
  • Changed the Obsidian Splinter Pistol to split every splint in half (Something that was lost when it was changed to using magazines), giving it effectively double the ammunition again. (Dropping the magazine does mean some loss, though. Can't put back together what was split.)
  • Added the Riding Upgrade to the Arms Assistant. You can now upgrade it with a saddle and ride it around (assuming it's mobile; It's gonna be a short ride without that.)
  • By extension it will also fire its weapons if you attack with the QuiverBow weapon in the first slot of your hotbar
  • Added the "STAGGER FIRE" command, which can be written into the book. It'll cause the AA to wait until the first rail is done with half its cooldown before firing the second rail.
  • That should help with not wasting two shots on the same target

and @Sangar with OpenComputers
Sangar said:
OpenComputers 1.5.0.6
This update contains some major changes, so be sure to read the change log. Also, due to these changes, this version may have some neat new bugs hidden in it, in particular in the way robots' and drones' inventories work and how they interact with the world. I did a good bit of testing, but would like to get a few more eyeballs on this before I'm declaring it somewhat stable.
  • Added: eeprom.getData/setData for storing a 256-sized byte array.
  • Changed: Microcontrollers are now fully sided, i.e. they do not pass power, network messages or component access anymore. They can select to which sides they send network messages, however, allowing use as advanced switches.
  • Changed: Internet card now uses userdata for opened connections. The internet library didn't change and remains backwards compatible. However, if you used the internet component directly, you'll need to adjust your code.
  • Changed: Drones can now place blocks and break blocks that can be harvested by hand.
  • Changed: Robot movement restrictions added. They have a limited flight height when in mid-air now (default is eight for now, may add upgrades to boost it). Their movement logic after a good amount of discussion can be summarized as such:
    1. Robots may only move if the start or target position is valid.
    2. The position below a robot is always valid (if it isn't solid).
    3. Positions up to <flightHeight> above a solid block are valid.
    4. Any position that has an adjacent block with a solid face towards the position is valid.
  • Changed: Methods inserting into robot/drone inventories (*.suck()) will now prefer inserting into the selected slot over merging into an existing stack.
  • Removed: computer.getBootAddress/setBootAddress, this is replaced by eeprom.getData/setData. The new Lua BIOS will provide a temporary fallback that uses the EEPROM's new methods. IMPORTANT: you will need to recraft your Lua BIOSes, the old ones will error.
IMPORTANT ADDITIONAL NOTES
  • This version should be world-compatible with 1.4, i.e. blocks and items should be safe.
  • Computers will stop due to computer save-state incompatibility. You will also need to re-craft your Lua BIOSes due to a low-level Lua API change (the one that causes the save-state incompatibility).
  • There were some changes to the Java API. I don't think many mods use the parts that changed, but you may encounter issues with those until they also update.

and @Vazkii with Botania
Vazkii said:
Botania r1.5-163
  • Added kawaii.
  • Fancified the lexicon index pages.
  • Fixed Metamorphic Stone Slabs breaking in one click.
  • Fixed the Force Relay being able to destroy blocks in the world (Bedrock included). Also fixed a rare crash that happened randomly it seems.
  • Right clicking on a Petal Apothecary with an empty bucket removes the water. (gr8pefish)
  • [API] Added an icon ItemStack to LexiconEntry. This is automatically initialized through recipe outputs through LexiconRecipeMappings.
  • [API] Added oreDark (from Evilcraft) to the orechid weight map.
  • [API] Increased version number to 33.

and @MineMaarten with PneumaticCraft
MineMaarten said:
PneumaticCraft 1.6.0-61 & 1.6.0-62
  • Added Heat Sink, changed the Compressed Iron Block, and added Vortex Tube.
  • Added 'Show Range' buttons to the Security Station and Universal Sensor. They now also won't show their range on startup.
  • Drones now can be dyed.
  • Third party power converters now produce heat.
  • Rebalanced the RF converters to produce/use 40RF/tick instead of 20RF/tick by default.
  • Balanced heat system.
  • Drones now will only charge at Charging Stations which aren't protectd by a Security Station which does not whitelist the player who placed down the Drone.
  • Bugfix: Crash when using Drone Condition: Item.
  • Added Drone Interface recipe for when Open Computers is installed, but Computercraft isn't.
  • Removed Firework easter eggs.
  • Bugfix: Drones get stuck when pathfinding over fences.
 

McJty

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Mod Developer
May 13, 2014
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It has been almost 4 days since the last version of RFTools. Way too long! So here is a new version (2.50):

2.50:
  • A new feature. The Environmental Controller. With this block you can control the environment around you using modules. It can affect a cylinder shaped area around you with a maximum radius of 100 and possibly going from the bottom of the world to the top. Of course, larger areas will require more power. There are currently 4 different modules implemented (and their 'plus' versions): regeneration, haste, speed, and saturation. Many more modules will come in the future.
  • New wireless redstone logic blocks. There is a redstone transmitter and receiver. These blocks have no GUI. You simply link a receiver with a transmitter by right clicking the receiver on the transmitter. You can also link a receiver on another receiver so that it is linked to the same channel.
  • Various new screen modules:
    • New redstone screen module that can show a different text based on a wireless redstone signal. To link you also right click the module on a transmitter or receiver.
    • New Counter and Counter Plus modules. These interface directly with the Counter logic block to show you the current state of the counter.
    • Implemented the inventory module. It can show up to 4 slots out of an inventory. Also added an inventory plus module.
    • Small refactor of the screen system to have a slightly more efficient way to send over data from the server to the client side module
  • Changes to the counter logic block:
    • Added WAILA tooltip showing the current counter value for the counter block.
    • Optimized the counter block by no longer doing an update every tick but instead only checking for the counter when redstone value changes.
  • Increased power capacity of the crafter to keep up with fast crafting setups.
  • Fixed the tooltip of extract button on the dimlet workbench.
  • Added a custom death message when power runs out in a dimension.
  • Implemented achievements for RFTools.
  • Apparently the RFTools dimensions didn't properly set a seed with the result that all rftools dimensions basically used the world seed. As such there is nothing wrong with that except that I now want a way to control the seed. Easy to fix but to make this compatible with already generated rftools dimensions I had to add 'world versioning' to dimensions. So all old dimensions will now be version 0 and new dimensions will be version 1.
  • Added a new 'special seed dimlet' that can be used to copy the seed of a dimension into the dimlet and use that to force the seed of another RFTools dimension. This only works with new-version rftools dimensions though.
  • Added efficiency and mediocre efficiency essence items for the dimlet workbench.

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
Mediafire download: http://www.mediafire.com/download/fpyweh4xmukce58/rftools-2.50.jar

Have fun!
 

Golrith

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Trusted User
Nov 11, 2012
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It has been almost 4 days since the last version of RFTools. Way too long! So here is a new version (2.50):

2.50:
  • A new feature. The Environmental Controller. With this block you can control the environment around you using modules. It can affect a cylinder shaped area around you with a maximum radius of 100 and possibly going from the bottom of the world to the top. Of course, larger areas will require more power. There are currently 4 different modules implemented (and their 'plus' versions): regeneration, haste, speed, and saturation. Many more modules will come in the future.
  • New wireless redstone logic blocks. There is a redstone transmitter and receiver. These blocks have no GUI. You simply link a receiver with a transmitter by right clicking the receiver on the transmitter. You can also link a receiver on another receiver so that it is linked to the same channel.
  • Various new screen modules:
    • New redstone screen module that can show a different text based on a wireless redstone signal. To link you also right click the module on a transmitter or receiver.
    • New Counter and Counter Plus modules. These interface directly with the Counter logic block to show you the current state of the counter.
    • Implemented the inventory module. It can show up to 4 slots out of an inventory. Also added an inventory plus module.
    • Small refactor of the screen system to have a slightly more efficient way to send over data from the server to the client side module
  • Changes to the counter logic block:
    • Added WAILA tooltip showing the current counter value for the counter block.
    • Optimized the counter block by no longer doing an update every tick but instead only checking for the counter when redstone value changes.
  • Increased power capacity of the crafter to keep up with fast crafting setups.
  • Fixed the tooltip of extract button on the dimlet workbench.
  • Added a custom death message when power runs out in a dimension.
  • Implemented achievements for RFTools.
  • Apparently the RFTools dimensions didn't properly set a seed with the result that all rftools dimensions basically used the world seed. As such there is nothing wrong with that except that I now want a way to control the seed. Easy to fix but to make this compatible with already generated rftools dimensions I had to add 'world versioning' to dimensions. So all old dimensions will now be version 0 and new dimensions will be version 1.
  • Added a new 'special seed dimlet' that can be used to copy the seed of a dimension into the dimlet and use that to force the seed of another RFTools dimension. This only works with new-version rftools dimensions though.
  • Added efficiency and mediocre efficiency essence items for the dimlet workbench.

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
Mediafire download: http://www.mediafire.com/download/fpyweh4xmukce58/rftools-2.50.jar

Have fun!
Where's the dislike button? Trying to keep my pack fairly up to date :p
 

ljfa

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Jul 29, 2019
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TNTUtils 0.3-alpha
Added:
  • An option to increase the chance that destroyed blocks are dropped as items
  • An option to disable damage to players
  • An option to disable TNT and TNT minecarts
  • An explosion size multiplier (originally @CoolSquid 's idea)
Changes:
  • Reorganized config options into categories. I suggest deleting the config file and letting it make a new one
  • preventChainExplosion will now also affect TNT minecarts
  • Minor internal changes
 

bdew

New Member
Jul 29, 2019
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BDLib 1.6.3
  • Fixed an error that caused some GUI elements to be bigger by 1 pixel than intended in all my mods
  • Fixed crash when placing multiblock modules at Y=0
  • Lowered log level of some spammy messages in config system
  • Updated to Forge 10.13.2.1291
Gendustry 1.4.6
  • Fixed pollen collection kit producing invalid items from binnie's flowers
  • Lowered log level of some spammy messages in config system
  • Updated to BDLib 1.6.3, forge 10.13.2.1291, WAILA 1.5.9
Pressure Pipes 1.0.4
  • Buffed maximum tank size to 200 blocks
  • Fixed crash when placing pipes at y=0
  • Fix canister fluid indicator rendering under some conditions
  • Canisters can now place fluids in the world
  • Updated to BDLib 1.6.3, forge 10.13.2.1291, WAILA 1.5.9
Advanced Generators 0.9.9
  • New machine: Syngas Producer
  • New fuel: Syngas
  • Fixed missing module names
  • Added WAILA support to all machines
  • Restructured config files, lowered log level of some spammy messages
  • Fixed obsidian generated by heat exchanger wrong damage value
  • Made energy units displayed in GUIs and tooltips configurable
  • Updated to BDLib 1.6.3, forge 10.13.2.1291
NEI Addons 1.12.4
  • Added ProjectE philosopher stone support
  • Changed MPSA crafting support to work with QXE version (Korynkai)
  • Remove outdated TiC crafting station compatibility (squeek502)
  • Updated to Forge 10.13.2.1291
Downloads - on my website
 

SpwnX

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Jul 29, 2019
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Here I am again, with:
GregTech 6.00.04 and 6.00.05 with mostly bugfixes.

6.00.05:
[FIXED] The infinite Worldgen Loop caused by another Bugfix...

6.00.04:
[FIXED] Now catching StackOverflow Errors when exploding a MetaBlock. This is just to prevent a useless Crash.
[FIXED] Creation of empty Ores when Worldgen happens to create air below a gravity affected Ore, before the TileEntity has been created.
[FIXED] Empty MetaBlocks and MetaItems having no Localisation, when they aren't getting generated.
[FIXED] Usage of IBlockAccess Serverside. WHY ARE THOSE INTERFACE FUNCTIONS CLIENTSIDE ONLY!?! WHYYYYYYYY!?! (damn automatic Code Selector)
[FIXED] Added a Null check for the send()-Functions of the GT Network Handlers. Maybe that fixes some Bugs, maybe it doesn't. I have no Idea, since the Log didn't tell me about which Mod caused it.
[ADDED] Client Config to re-enable the Icon Overlays of Crates as you know them. Because Crates look far better when they are incognito. (Maybe I will add tiny Warning Icons, if the contents have explosive or flammable content later)
[ADDED] Made all Crates Flammable, since they are made of Wood. So you can loose Stuff when your Warehouse burns away.

and a new mod, a GregTech addon, called
GTExtras by @Blood Asp, which currently only adds modular armor. By the way, the author is requesting help with textures. Anyone up to the job?
ynwODkL.png


0.1 - Initial Release. Only partly working Modular Armor
 
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SkeletonPunk

New Member
Jul 29, 2019
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A new mod by @Elec332 called Custom Villagers
Custom Villagers

This is a mod that has been created upon request by @Golrith, after I showed it to some third-party modpack-maker, they encouraged me to make the mod public.

The Mod
This mod allows you to create custom villagers, with custom textures and custom trades.
It also allows you to override vanilla villagers with your own (EG. Replace all priests with your own custom priest). The trades are also randomised, so they will "never" unlock in the same order. You can create as many custom villagers with as many custom trades as you need through the config files.

Screenshots
BlnZT3e.png

Downloads (Requires forge 1230 or higher):
Latest download (CurseForge)

Requires: ElecCore
 
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SynfulChaot

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Jul 29, 2019
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Strikingwolf

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Jul 29, 2019
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New Botania terrasteel armour? And more?

B-Uo5WVCUAAMQl1.png


Liz ‏@Vazkii 9h9 hours ago
@Damien_hazard Fancy! But now you have to make the other two, how much? :p

Ðamien ℋazard ‏@Damien_hazard 9h9 hours ago
@Vazkii i'lldo those on sunday since i don't work on sundays ;P I do this for free and for fun, and ontop of that people get new toys ;D

Liz ‏@Vazkii 9h9 hours ago
@Damien_hazard I'll hold off on releasing a buld till monday then, poke me with the files when you're done :3
*mouth starts watering*
 

NJM1564

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Jul 29, 2019
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News: Thaumcraft 5 is being planed. That's planed not even a single bit of code has bin written. Ideas are being scribbled down in a notepad.
Azanor is talking about it in the thaumcraft thread. And depending on what post you read he's ether changing nothing or everything.
From what IC an make out all the "tech" will be the same. But expect some radical changes to the system and it's balance.
So new node mechanics, new research, new pipes, new taint, and new corruption.
I'm going to go through his posts and try to summarize things better a bit later.