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buggirlexpres

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The Time Traveler mod updated to 1.7.10. For those that don't remember the mod:
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Welcome to the forum page of TimeTraveler, the ONLY mod that allows time travel in Minecraft! This mod currently includes the ability to go to the past and future, create paradoxes, and generate useful items from the paradox you collect on your journeys!
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To start in TimeTraveler, find a Paradox Structure. In the altar in the center is a Paradox Cube; you will need NINE of them to make the Time Machine. On top of the Paradox Structure is a chest containing a Paradoximer; you only need ONE. Once you collect all nine Paradox Cubes, put them in a 3x3 crafting table in a square pattern to create the Time Machine!


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To travel to the future, right click with the Paradoximer in hand. This will open up a GUI with a few buttons and a text box. Enter the number of years you want to go to the future, and you're good to go! Do note that the more years you're traveling, the longer it will take! To travel to the past, right click on the Time Machine to enter it. Right click again to open up the GUI. Click on the time zone you want to go to, and click Travel! Also note that the most recent time saved is still being written, so DO NOT go to the newest time zone!
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Time zones are saved under the "/mods/TimeMod/" directory. For the future, one time zone is equivalent to one "year". One time zone in the past is equivalent to 1200 ticks in game. Time zones are an aspect of this mod that are definitely going to be expanded upon in the future; at the moment, they are simply a way to track and categorize the times, but eventually controlling and maniuplating these Time Periods will be a crucial part of the mod.
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When a player destroys or places a block, the type of block, metadata, and coordinates are recorded and saved in the player's .ppd file (more on those later). When the player travels to the past, they will see themselves placing and destroying blocks EXACTLY as they did before. Tracking blocks placed by mobs has not been implemented, but should be due in the next couple of patches or so.
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Movement, held items, thrown items, and head rotation are all tracked for replaying during the past. The player, upon traveling to the past, can see themselves moving around, throwing items, holding items, looking around, and doing the normal things players do. Currently, ONLY THE PLAYER is being tracked; in the next few patches mob tracking will be implemented.

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A paradox will happen whenever a player mines a block. Every time a paradox occurs, a bar in the upper left of the screen increases. Each block has it's own "value" of paradox; for example, mining one diamond ore could equal 80 paradox, while one cobblestone could count for 8 paradox. Breaking a Time Machine will INSTANTLY kick you back to the present. When the player's paradox bar becomes filled, the player is sent back to the present with no paradox. If the player manages to return to the present by letting time run out, they retain the amount of paradox they obtained. Paradox can be collected from the player by using a Paradox Extractor; an Empty Bottle is necessary to contain the paradox, however. Once the player has bottled the paradox, it can be run through the Paradox Condenser to form Condensed Paradox, or to duplicate items. However, as soon as the Condenser is closed, all excess paradox is diffused into timespace, so be sure you have a good amount for what you want to do! Paradox will be used in useful items and blocks in the future; expect some in the next few patches. Due to paradoxes having occurred, however, negative events will begin to occur. The more paradox, the worse the consequences are.

Current Paradox Consequences:
Paradox Hunter:
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The mob stats are as follows:
Move speed: 25% faster than the player (0.75F)
Attack strength: 5 hearts
Max health: 20 hearts (twice that of the player)
Armor value: 20 (full armor bar)

The mob has a rare drop of 1 Condensed Paradox.

These also spawn naturally (very rare).





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bdew

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Jul 29, 2019
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Advanced Generators 0.9.10
  • Refactored WAILA handlers to reduce weirdness in laggy SMP and/or LAN
  • Fixed crash in output configuration GUI
Pressure Pipes 1.0.6
  • Updated to BDLib 1.6.4
Gendustry 1.4.7
  • Updated to BDLib 1.6.4
BDLib 1.6.4

  • GUI update packets now have a timestamp. Packets from the past will be ignored.
  • This will reduce GUIs glitching and becoming unresponsive in MP

Downloads on my website

Edit: Added updates to Gendustry and Pressure Pipes, because i fail at backwards compatibility.
 
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NJM1564

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Jul 29, 2019
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You know if we want to see all that info we can just click the link.
The Time Traveler mod updated to 1.7.10. For those that don't remember the mod:

You know if we want to see all that info we can just click the link. It's a bit much to look at from this forum do to formatting differences between the source thread and here.
Though my opinion might be colored by that hard to read picture font.
 

ljfa

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Jul 29, 2019
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Glass Shards 1.1.2
  • Changed the way Thermal Expansion recipes are added
  • As a result, fixed crash with newer Thermal Expansion versions
  • Added Pulverizer recipes for stained glass
  • Reduced RF cost of Pulverizer and SAG mill recipes
  • Added Chinese language file by @ZhangLongYu
This update only affects the version for Minecraft 1.7.10. The 1.8 version is unchanged.
 
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InfinityRaider

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Jul 29, 2019
1,169
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If you use EnderIO, don't rush to add TD or update all the associated CoFH mods, EnderIO always crashes until it can update to latest versions of everything. No doubt many other mods are going to need to update too.
I'm having no issues whatsoever with all the latest COFH mods (inclucing beta versions and release candidates) I did however had to update Project Red, and everything runs fine.
 

VapourDrive

New Member
Jul 29, 2019
536
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If you use EnderIO, don't rush to add TD or update all the associated CoFH mods, EnderIO always crashes until it can update to latest versions of everything. No doubt many other mods are going to need to update too.
The biggest issue is people with outdated forge versions, nothing changed in the api that should break things. Some mods were registering recipes with the induction smelter etc poorly (project red, maybe others) which have caused some other crashes.
 

Golrith

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Nov 11, 2012
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I'm having no issues whatsoever with all the latest COFH mods (inclucing beta versions and release candidates) I did however had to update Project Red, and everything runs fine.
Interesting. Are you using MFR? Seems to be MFR related:

Lcrazypants/enderio/conduit/BlockConduitBundle;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:492)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: crazypants.enderio.conduit.BlockConduitBundle
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
Caused by: java.lang.NoClassDefFoundError: powercrystals/minefactoryreloaded/api/rednet/IRedNetOmniNode
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 38 more
Caused by: java.lang.ClassNotFoundException: powercrystals.minefactoryreloaded.api.rednet.IRedNetOmniNode
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 42 more
 

ljfa

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Jul 29, 2019
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The biggest issue is people with outdated forge versions, nothing changed in the api that should break things. Some mods were registering recipes with the induction smelter etc poorly (project red, maybe others) which have caused some other crashes.
Glass Shards included ^^
But I changed it now as you can see above.
 

Golrith

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Nov 11, 2012
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The biggest issue is people with outdated forge versions, nothing changed in the api that should break things. Some mods were registering recipes with the induction smelter etc poorly (project red, maybe others) which have caused some other crashes.
I'm on forge 1272, while not the latest, it's not that "old". Annoyingly the CoFH download doesn't tell you the minimum recommended forge. I'll give that a go and update that too.
 

capSAR273

New Member
Jul 29, 2019
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Thermal Dynamics! (1.0.0RC1-69)
This should help explain most of the things added by the long-awaited mod.
NOTE: If you wish to add this to a modpack, you must update COFHCore AND ThermalFoundation to their newest versions (they've been updated as dependencies). As for being added to the Infinity pack, according to @Watchful11, if everything goes well "It should, hopefully, be out as non-recommended early next week." Until then, take a read at what Thermal Dynamics has to offer :D

  • Servos (for itemducts and fluiducts)
    • Basic (requires redstone signal)
      • 3 second extract time
      • Moves in stacks of 4 items max (adjustable)
      • White/blacklist with 3 slots for filtering
      • 50% fluid extract rate with NBT and white/blacklist filter for fluids
      • Only extracts from one slot at a time
    • Hardened (also requires redstone signal)
      • 2 second extract time
      • Max item stacks of 16
      • Adds metadata filter on top of basic servo features
      • 75% fluid extract rate
      • Transfers one item slot at a time
    • Redstone (internal redstone control)
      • 1 second extract time
      • Max item stacks of 64
      • Adds NBT, OreDict, and ModOwner filters
      • Adds item routing (nearest first, farthest first, round robin, or random)
      • 100% fluid extract rate
    • Signalum (Extracts from multiple slots)
      • 0.5 second extract time
      • Max item stack of 64
      • All features of redstone servos
      • Adds 2x speed boost through ducts
      • 150% fluid extract rate
    • Resonant (Extracts from multiple slots)
      • Same features as Signalum servos
      • 3x speed boost through ducts
      • 200% fluid extract rate
  • Itemducts!
    • Basic
      • Standard itemduct with opaque and clear varieties
    • Impulse
      • Duct filled with glowstone to move items quicker
    • Warp
      • Uses RF to instantly transfer items!
      • When powered the clear pipe turns to the end portal texture
      • Without power they act as basic itemducts (but why would you want to do that?)
  • Fluiducts!
    • Copper
      • Can explode if contents too hot or cold! (Hint: Lava don't work)
    • Hardened
      • Can handle any temperature contents
    • Flux-Plated
      • Transfers fluids but also can act as a throughput for RF!
      • Transfers at 2k/tick
  • Fluxducts!
    • Leadstone - 200RF/tick
    • Hardened - 800RF/tick
    • Redstone - 8000RF/tick
      • Must be filled with redstone (200mb)
    • Resonant - 32kRF/tick
    • Cryo-Stabilized - INFINITE/tick (loud booming voice)
      • Must be filled with gelid cryotheum (500mb)
  • Item Filters!
    • Same tiers as servos,same features
    • They control what is inserted in to chests, inventories, etc
    • Same number of item slots for filtering as servos
  • Item Retrievers!
    • Think of these as the number one priority location
    • Pulls items out of inventories to itself
    • Same extraction rate, item stack, filter options, and other features of servos (see above)
  • Structuralducts
    • No clue what these do other than "provides structure"!
If there is anything I missed please let me know, this is the fist time I've posted here so here goes! I hope this helps some people get a grasp on the pretty sweet things implemented with Thermal Dynamics :)
 
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