What's new in modded minecraft today?

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NJM1564

New Member
Jul 29, 2019
2,348
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Please what?

Those vanilla mod devs are up to something again.
Jens Bergensten @jeb_ · 24m 24 minutes ago
This reddit post made me happy about a new block type we're working on for 1.9...
Rg7HYOw.png

No idea what they are working on. Those all look like preexsisting blocks t me.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
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Flaxbeard's Steam Power update to 0.28.0

  • NEW: (Zenith) Crucibles can now be read by comparators
  • NEW: (Zenith) Molds can output to pipes and hoppers
  • NEW: Crucibles can tip when activated with a redstone signal or pulse
  • NEW: Copper and Zinc should be able to generate in stone nodes in custom dimension IDs.
  • TWEAK: Rocket Launcher block damage is now enabled/disabled based on gamerules.
 

ljfa

New Member
Jul 29, 2019
2,761
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A small mod to bring Minecraft 1.8's Adventure Mode to 1.7.10:
Adventure Backport
This mod allows you to use the CanDestroy and CanPlaceOn features from Minecraft 1.8, allowing precise control over which blocks the player can mine and which blocks they can place where.
You can use the config to enable or disable the CanDestroy and CanPlaceOn features individually. Additionally, there is an option for expanding the scope of CanPlaceOn to also restrict which blocks the player may interact with (e.g. requiring a key to open a chest).
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
A small mod to bring Minecraft 1.8's Adventure Mode to 1.7.10:
Adventure Backport
This mod allows you to use the CanDestroy and CanPlaceOn features from Minecraft 1.8, allowing precise control over which blocks the player can mine and which blocks they can place where.
You can use the config to enable or disable the CanDestroy and CanPlaceOn features individually. Additionally, there is an option for expanding the scope of CanPlaceOn to also restrict which blocks the player may interact with (e.g. requiring a key to open a chest).
According to your description you use command lines to identify destructible blocks. Can you do so with configuration files to allow a pack maker to define unbreakable blocks and whatnot?
 

ljfa

New Member
Jul 29, 2019
2,761
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According to your description you use command lines to identify destructible blocks. Can you do so with configuration files to allow a pack maker to define unbreakable blocks and whatnot?
Those command lines are vanilla /give commands. The CanDestroy and CanPlaceOn tags lay on the items in your inventory.
Every block is unbreakable unless you have a tool with appropriate CanDestroy tag. Every block is unplaceable unless it has a CanPlaceOn tag.
Basically it just mimics how Minecraft 1.8's adventure mode works, but I will be including some more features over and beyond that.
 

asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
555
1,086
213
new day, new update, and today it's @asiekierka with BuildCraft

BuildCraft 6.4.2

Additions:

  • IList, IMapLocation APIs for modders in the new buildcraft.api.items (asie)
  • Updated Russian (Adapativity) and Chinese (crafteverywhere) translations
  • New French Canadian translation (DragonsLover)
Bugfixes:

  • [#2518] Exceptions in Pump Robots (hea3ven)
  • [#2517] Programming Table crash in certain Java configurations (asie)
  • [#2510] Entity stripes handler duplicating items (hea3ven)
  • {#2509] Robot gets stuck in recharge mode (asie)
  • [#2506] Builder causes lag in 6.4.1 (asie)
  • [#2502] Combustion Engine not recognized as tank from front (asie)
  • Incorrect Forge version dependency (Vexatos)
  • Infinite loop when looping through direction parameters and no pipes are connected (hea3ven)
  • Invalid power scale for laser colours (asie)
  • Low/High Energy Stored trigger works as expected again (asie)
  • Robots fly away when searching for a station to recharge (hea3ven)
  • Robots are charged wirelessly (asie)
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
And here I present to you a shiny new version of RFTools, fresh out of the oven! It is version 2.54 with a very surprising dimension power usage bugfix (among other things):

2.54:
  • You will like this: all dimensions were using twice as much power as they should!!! Fixed now :)
  • New Time Absorber block. Set this block in the world (where sunlight can reach it) and give it a redstone signal at the correct time. Do this 10 times (note that there is a timeout so you will have to wait a full day cycle) and you'll get a time essence that you can use to craft time dimlets (i.e. for that eternal noon dimension).
  • Environmental controller changes:
    • New creative flight module. This is slightly experimental as I'm not sure how it will interact with other mods that add flying. Also be careful when going out of the range of the environmental controller as you will fall down immediatelly when the flight buff wears out.
    • New feather falling module. Very useful in combination with the flight module.
    • New buff bar showing all active buffs from the environmental controller (default top-left).
    • Added support for user settings config file.Added a new /rftcfg buffs command to change the position of the buff bar (or disable it).
    • The environmental controller will not render particles if it has power but no modules in it
  • Crafting of efficiency essence should work now in all cases.
  • Crafting of efficiency dimlets in the dimlet workbench should now also work.
  • Fixed a rare case of the matter transmitter crashing in case the destination dimension was deleted somehow. Now it will simply spam you with 'invalid destination' which isso much nicer then crashing.
  • New mob dimlets for villagers, withers, and ender dragons. Note that you cannot get the ender dragon generated in a random dimension. You can only get it by manually specifying the dimlet. There is a maximum of 5 withers and 4 ender dragons at the same time. Be careful :)
  • Added some protection to avoid returning null in case a dimlet is not known anymore. This may fix problems people were having in combination with Steves Factory Manager.
  • Added wildcard support at the end of blacklist names in the internal json file.
  • Blacklisted all gregtech ores. They seem to cause some problems. In the future they may be enabled again when I find time to test them properly and see why exactly they are causing problems.
  • New option for dimension builders to randomize the seed (instead of calculating it from base world seed which is still default).
  • Fixed a problem with the /help command in combination with rftools. Fixes #75
  • Fixed typo in the clearVision achievement.

Mediafire: http://www.mediafire.com/download/9y69gvi1hwnn11n/rftools-2.54.jar
Curse: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads

Have fun!
 

Revemohl

New Member
Jul 29, 2019
595
0
0
Looks like CoFH everything got updated today. Changelogs:
CoFHCore said:
1.7.10R3.0.0RC3 Bugfixes w/ Mojang's lackluster local caching.
RedstoneArsenal said:
1.7.10R1.1.0RC2 Minor bugfix to the blocks.
ThermalDynamics said:
1.7.10R1.0.0RC3 Bugfixes related to some corner cases. Still important.
ThermalExpansion said:
1.7.10R4.0.0RC3 Bugfixes related to security; QoL changes.
ThermalFoundation said:
1.7.10R1.0.0RC4 Localization updates, minor adjustments.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @jaquadro with Storage Drawers
jaquadro said:
Storage Drawers 1.3.0-alpha1
  • ALPHA RELEASE
  • Added Drawer Controller block
  • A drawer controller allows you to insert items, and they will be sorted into any attached drawer (through a chain of drawers) up to 12 blocks away. They also act as a central attach point for pipes or AE2 storage busses, allowing an entire bank of drawers to be treated as a unit.

and @Brandon3055 with Draconic Evolution
brandon3055 said:
Draconic Evolution 1.0.1-snapshot_5
  • fixed tesseracts not accepting energy from pylons.
  • updated RF API.
  • fixed energy pylons not remembering which core they are connected to.
  • fixed spawner not working with hostile mobs when chunk loaded.
  • added recipes for energy relays and transceivers.
  • added tool tip to charging draconium blocks.

and @Mamiya0taru with VoxelMap
Mamiya0taru said:
VoxelMap 1.7.10
  • zooming in world map much more consistent with low framerates
  • handle resource packs included with saves
  • handle launchers that connect the client directly to a server
  • handle resource pack waypoint icons with different sizes
  • waypoints created with a now missing image will show as the default instead of not at all

and @octarine_noise with Cart Livery
octarine_noise said:
Are you fed up with standard-issue gray minecarts? Have you ever wished you could color your carts so they match your shiny new steam locomotive? Or just stand out from the crowd?
Well, now you can! Cart Livery is a mod that allows you to paint your carts in all 16 glorious sheep colors, and apply colored stickers to them.

Usage
  • Craft a Livery Cutting Tool in a normal 3x3 crafting table like this:
dP3qNcV.png

  • Right-click with the Livery Cutting Tool to bring up its GUI
XuNTSQV.png

    • There is a preview in the top left, where you can test how your livery will appear
    • You can left- or right-click on the preview with a piece of dye to change the primary color and secondary color of the sticker, respectively
    • Change which sticker to craft with the arrow buttons. The colors in the preview are for show only, you will always get white stickers
    • Put some paper in the left slot, and you can pull out the Livery Sticker from the right
    • The Tool has 100 uses
  • Place your sticker in the center slot of a 3x3 crafting table, then place the primary color dye on top, and the secondary color dye on bottom.
  • This crafts a sticker with the two colors (similar to coloring Railcraft locomotives).
TWJEhDA.png

  • Sneak + right-click with a Livery Sticker on a cart to apply it. If the cart already has a sticker on it, the old sticker will pop off of it so you can recollect it.
  • Sneak + right-click with the Livery Cutting Tool on a cart to remove the sticker from it. The sticker will pop off of it so you can recollect it.
lk8GTvz.png


  • If you have Railcraft installed and the config option enabled, you can apply Railcraft emblems to carts. Just sneak + right-click with an emblem on a cart to apply it. If the cart already has an emblem on it, the old emblem will pop off of it so you can recollect it.
  • Sneak + right-click with the Livery Cutting Tool on a cart to remove the emblem from it. The emblem will pop off of it so you can recollect it.
7wtt4sr.png


  • If you are someone that is automation-oriented, you can craft the Livery Cutting Press in a 3x3 crafting table like this:
viBMNwv.png

  • To use the Livery Cutting Press, place paper in the left slot and a pre-made sticker in the middle slot as a template.
  • The Livery Cutting Press will craft a white sticker with the same pattern as the template and put it in the right slot.
  • Unless you disable the config option, the Livery Cutting Press will require RF (redstone flux) in order to craft stickers.
b4I2iLk.png


Stickers
Cart Livery is designed with extensibility in mind. The mod itself contains only a few livery stickers, but new ones can be easily added with resource packs. Other mods may also define their own built-in set of stickers if they wish.

The stickers you are able to craft are determined solely by your client - i.e. the sum of all resource packs you have active at the moment. In SMP, other players who don't have the particular pack a sticker comes from will not be able to see it; everything else however will still work (they can color and apply the stickers normally).

Creating a Resource Pack
My own textures may be bad, but it's my hope that some more artistically minded people will take off with this idea. Creating a pack is quite easy, take a look at the provided pack - which is a subset of those available built-in - to get an idea how it's done.
Basically you need 3 things:

  1. A pack.mcmeta file (as always), with some extra metadata to list the stickers it adds
  2. One or more language files in /assets/cartlivery/lang to define the names of the stickers (yes, you can localize them)
  3. The textures themselves in /assets/cartlivery/textures/livery (PNG format)
The mod simply draws a textured box around the minecart, with a texture that's mostly transparent. The easiest way to make a texture is to start off from the test.png texture in my pack. There are no technical reasons to use only white, however colored textures may look weird when dyed.

Compatibility & Support
The mod works fine both with and without Railcraft installed (tested version is RC 9.5.0.1 for MC 1.7.10, RC 8.3.2.0 for MC 1.6.4). It also works fine with Extra Carts and Steve's Carts installed.

Support for Waila versions 1.5.0 and higher is included out-of-the-box, it can show you the name of the sticker on a cart, the resource pack it is from (if you have it), the colors, and the emblem on the cart. These may be switched on and off separately.

Sticker coloring recipes do not show up in NEI at the moment.

License
You may use Cart Livery in any public or private modpacks without any limitation.

You may distribute Cart Livery as part of a public or private modpack, but any form of monetization on the download is forbidden (this refers only to distribution: you may run your servers however you like).

You may not publicly distribute Cart Livery standalone, or hotlink to the underlying files. Use the provided goo.gl redirector link, or simply link to this topic.

If you use it in your pack, a link to this topic or my GitHub page would be much appreciated.


Installation
Put the JAR in yout /mods folder, you know the drill.

Bug Reports
Head to my GitHub project page

Comments & feedback are always welcome!

and @Barteks2x with FastFlyBlockBreaking
Barteks2x said:
This small mod allows you to break blocks with normal speed when flying in survival mode. Useful for easier mining when flying with Morph mod, or any other mods that allow you to fly in survival mode.

Installation:
Install MinecraftForge and copy it to mods folder in '.minecraft'.

If you have any issues - report it here.

Compatibility:
It should be compatible with almost every mod you will find. I tested it with a few FeedTheBeast modpacks and it worked fine. If you find any incompatibility - report it as a bug.

Notes:
  • You will still break blocks with slower speed when you are falling. It makes the speed normal only when flying.
  • If you install this mod and join server that doesn't have this mod - you will need to break block 2-3 times when flying in survival (it breaks clientside and the reappears, the same effect as when breaking pprotected blocks). If anyone has any idea how to fix it while still allowing to join servers without this mod - PM me or submit pull request on github.

and @BluSunrize with Witching Gadgets
BluSunrize said:
Witching Gadgets 1.0.3 & 1.0.4
  • fixed the cluster removal. Now actually removes the item. Not as stealthy as before, but AOBD is a bit odd with the OreDict, so it had to be done
  • fixed gem affinities for Netherquartz
  • fixed fluid capsules
  • (hopefully) fixed ScanCamera's NoMethodFound exception
  • Improved documentation on the cutting table
  • removed all aspects added added to non WG items. No more Botania and Metallurgy stuff for you, people!
  • added seperate config to disable nugget transmutations
  • fixed aqua infused gems replacing nodes
  • replaced the Spinningwheel render

and @joshie with Mariculture
joshie said:
Mariculture 1.2.4e
  • Switch the fuel handling of the crucible, should hopefully make it not crash/dissappear anymore?
  • Make custom blocks check if string is null when saving
  • Boosted Sluice power output (configurable).
  • Fix more of the 5000 missing lang
  • Fix fishing nets only ever catching raw cod
  • Remove calls to registering textures that are never needed.
  • Screw damage on plans... It's decorative. Also screw slooow processing. (More blocks Configurable).
  • Faster burnt bricks.
  • Fish Feeder will update tank size, whether you put male or female in first, because reasons.
  • Faster fishing. It's boring come on? (Config option, Defaults to 50, set to 0 for no speed boost (old way))
  • Add Ray trace distance, and milliseconds between blink config options for blink enchantment
  • Added an alternative recipe for the celestial mirror (fish breeding for it, is annoying, I want it sooner :D) (can turn off with config)

and @joshie with Enchiridion 2
joshie said:
Enchiridion 2 2.0d
  • Add check for invalid characters in page names (Only allow Alphanumeric characters, no spaces (no need it's an unlocalized name));
  • Require at least one letter/number in page names
  • Disable Autodiscovery by default
  • Fix deleting a wiki page... Deleting too much on some systems (Well kinda fixed).
  • ^ Must enable deleting pages in the config

and @Dr_Schnauzer with Alchemy Craft
Dr_Schnauzer said:
Alchemy Craft 0.2
  • Added Forge Redstone Port will emit a Redstone signal if the heat of the forge is higher than the one defined in the forge Interface (Textfield next to the current heat).
  • Added Forge Item Import automatically gathers Items from a adjusted Inventory and fill the appropriate slots. It won't pull out any of the items inside the forge! Also it can be controlled by redstone
  • Added Creative Forge Heater [Creative Only] When no redstone signal applied and the forge has some heat, it will heat up the forge by 50 heat units every second.
  • Added Mortar and Pestle currently only used for crafting powders
  • Added Lavender can be harvested like wheat. Currently only used in crafting into powder (Powder is equal to purple dye)
  • Added Shade Rose can only be planted on Obsidian and if the light level is below 10. Currently only used for crafting into powder (Powder is equal to black dye)
  • Added toggle tool tip for some Items
  • Added Alchemical Symbol key (Default 'F') pressing while hovering over a Item will show Alchemical Symbols (only a couple symbols available)
  • Fixed Forge Charcoal still burns when Interface is broken
  • Fixed Forge structure miss interprating the structure
  • Fixed Forge Recipes don't accept items from ore Dictionary

and @Lycanite with Lycanites Mobs
Lycanite said:
Lycanites Mobs 1.10.11.4
  • Balancing: When cheking light levels for spawning water mobs, the spawner will search up to 16 blocks upwards to find the water surface, it will then use the surface light level to decide spawning instead of the underwater block, this should heavily impact the spawning of hostile water mobs, for instance Jengu were able to spawn in deep surface rivers or lakes during daytime, this should no longer be possible. Oceans should also now be less hostile during the day unless you go really deep.
  • Bug Fix: Rocs and Raiko will no longer zip up into the air right after picking up a target if they can't see the sky directly above them.
  • Bug Fix: Mobs that spawn in the dark were able to spawn incorrectly in light levels of 8 and below instead of 7 and below (which follows vanilla standards), this has been corrected.

and @EXTER7 with Foundry
EXTER7 said:
HUhlZoe.png


Foundry is a mod that adds machines for melting metals into liquid, making alloys, and casting the to make various items. Supports items from other mods such as tools, armor, gears, plates, etc.

Machines:
All foundry Machine require energy in the form of RF, or EU (When using EU all machines can safely accept up to 32 EU/t, except the ICF which can accept up to 128 EU/t), which is converted into Energy that the machines use.

All machines support NEI recipe lookup.

Energy ratios:

  • 10 Energy = 1 RF
  • 40 Energy = 1 EU
Induction Crucible Furnace::

The Induction Crucible Furnace is a machine that melts items into liquid metals. This machine requires MJ to operate an can accept up to 4000 Energy/tick. When powered the heat level will begin to rise according to amount of Energy received per tick. The machine will also lose heat if not receiving sufficient power. The higher the stored heat the more heat it loses per tick. This means more energy is required to sustain higher temperatures. Once the heat level reaches the melting point of the metal the melting process starts. The higher the heat level is above the melting point, the faster it will melt. Fluid can be extracted with containers, or fluid pipes.

Metal Caster:

The caster is a machine that takes liquid metals and casts them into items or blocks using molds. This machine requires 10000 Energy to cast an item. Can store internally up to 40000 Energy. To create a mold, craft a blank mold then place the blank mold and the item with the shape to be created in a crafting table (for example: any pickaxe + blank mold, creates a pickaxe mold). When crafting a mold the item used as a shape is not consumed. Once the mold is crafted it then needs to be hardened in a furnace. Some recipes require extra items to cast (for example: 2 sticks are needed in the extra slot to cast a pickaxe).

Alloy Mixer:

The alloy mixer is used to make liquid metal alloys. It has 4 internal tanks for the alloys components and 1 for its resulting alloy. This machine requires 10 Energy per mB of alloy created. Fluids can be inserted/extracted with containers, or fluid pipes.

Metal Infuser:

The infuser is a machine combine liquid metal with other non-metal substances, also extracts substance from items for infusion. This machine uses up to 600 Energy/tick to extract substance, and 100 Energy/tick to infuse substance. The amount of energy required depends on the item being extracted. Once the substance is extracted it's stored internally in the machine. Currently supports carbon to make steel, and dyes to make colored glass.

Alloy Furnace:

The alloy furnace is a low-tech version of the Alloy Mixer. It uses coal to instead of energy, and only has 2 input slots (and a fuel slot). This machine is needed initially to make some of the machine components.

Material Router:

The Material Router is a machine that sorts item. Unlike other sorting systems, this machines sorts items by material (iron, copper gold, ...) and type (ore, ingot, dust, block, ...).

Refractory Hopper:

The refractory hopper is like a vanilla hopper, except that it move liquids instead of items. It can move liquid between machines/tanks. This hopper can also drain liquid from the world when placed at the bottom of a lake/ocean. Note since the hopper is open at the top and uses gravity to move liquid, it wont accept gasses or lighter than air fluids.

Items:
Refractory Fluid Container:
The Refractory Fluid Contaner is an item that stores fluids inside similar to buckets. Unlike buckets the Refractory Fluid Contaner can be partially filled with fluid up to 1000 mB. Another feature is that it can interact with any tile entity. When right clicked while holding a container and looking at a tile entity it can drain from it if not holding the sneak button, or fill into it if holding the sneak button 100 mB at a time. if the container is completely empty it can pickup fluids from the world by right clicking. If the container is full the fluid can be placed in the world by holding the sneak button and right clicking.

and @Tuhljin with Automagy
Tuhljin said:
Automagy 0.20.2
  • Adjusted vis cost of crafting focus usage. Without the gratis upgrade, crafting arcane items consumes a small amount of ordo in addition to the normal cost.
  • The Thaumostatic Spire will now use the controller's location to drain vis when it fails to do so from the top of the spire.
  • Removed machina from redcrystal's research requirements.
  • Fixed a crash when attempting to see the Inventarium's contents if the Core is in a chunk that isn't loaded on the client.
  • Fixed the Inventarium's miscounting of items in crates from the mod BetterStorage under certain situations.

and @iChun with Streak
iChun said:
Streak 5.0.1
  • Fixed crash due to improper use of Morph API, thanks Akai for reporting this.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Some bug fixes and more config options today in 0.28.1 of Flaxbeard's Steam Power

  • NEW: Steam consumption for Steam Tools is now configurable
  • NEW: Steam consumption for Power Fist is now configurable
  • FIX: (Zenith) Crucible can now accept items not thrown by a player
  • FIX: Blocks that are not expected to be used with the Rock Smasher (for example: a Gold Block) no longer get infinitely deleted on smash.
 

sinkillerj

New Member
Jul 29, 2019
63
0
0
ProjectE 1.3.0 is now live at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

* NEW: Patreon donors and code contributors are now announced as high alchemists
* NEW: Bucket functionality for fluid amulets
* FIXED: Some siding issues on collectors and matter furnaces
* FIXED: Mercurial Eye should now behave properly
* FIXED: Assorted Archangel's Smite crashes and issues