What's new in modded minecraft today?

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Tuhljin with Automagy
Tuhljin said:
Automagy 0.20 & 0.20.1
  • Fix a crash on dedicated server startup.
  • VERSION 4.2.3.5 OR HIGHER OF THAUMCRAFT IS NOW REQUIRED.
  • Added Wand Focus: Crafting and three related upgrades.
  • Pechs now place a higher value on mercatus amalgam, resulting in better trades.
  • Vis Reader now reads the maximum capacity of amulets of vis storage and related items on wand recharge pedestals.
  • Fixed tooltip for crystalline eyes that are linked to certain blocks (including aura nodes).
  • Thirsty tanks shouldn't gather precipitation through glass or in biomes without rain or snow (such as deserts).
  • Fixed an issue where an aspect completely drained from a node would sometimes still be considered by the Vis Reader.
  • Adjusted the way greedy chests handle item stacks with sizes over the normal limits.
  • Fixed an issue where glowing amber and glowing amber bricks were invisible in-world if using Thaumcraft 4.2.3.5.
  • Attempt to fix a crash involving certain locales when the config file doesn't exist yet or isn't fully populated.
and @hilburn with Extra Fixes
hilburn said:
So - there are a couple of bugs in XU Generators present at time of writing (v1.2.1) which I got frustrated at, so I made a little ASM hacky mod to fix them.
  1. Generators now output to IEnergyReceiver's properly (fixed compatibility with new TE and EnderIO builds)
  2. Generators transfer speeds now scale with level - this means that when using high tier generators you don't lose up to 99% of your power
So there you go: Enjoy!

Permission is granted for anyone to use at any time
and @Lunatrius with Schematica
Lunatrius said:
Schematica 1.7.5.115 & 1.7.5.116
  • Added overlay rendering
  • Added entity related methods to ISchematic
  • Added entity saving to schematics
  • Fixed commands on servers
  • Fixed the schematicaList command failing for users whose schematic folder does not exist
  • Schematic downloader no longer sends blank chunks if their size is a multiple of 16
  • Fixed a crash with the latest LunatriusCore
and @Mamiya0taru with VoxelMap
Mamiya0taru said:
VoxelMap 1.7.10
  • backported persistent world map from 1.8
  • configurable waypoint icons
  • internally: sprite sheets
and @BluSunrize with Traveller's Gear
BluSunrize said:
Traveller's Gear 1.15.5
  • Important fix that caused a crash when running the mod without Botania.
and @Lycanite with Lycanites Mobs
Lycanite said:
Lycanites Mobs 1.10.11.3
  • New Potion Effect Added: Fall Resistance, this will reduce all damage received by falling to 0. (The damage sound and animation might still play but no damage is taken).
  • New World Generation: Pure Lava pools can now be found in the Nether.
  • Improvement: Strider Mounts have been improved. They will now give their rider Fall Resistance for 3 seconds when the rider dismounts so that the rider takes no damage from the fall. Striders should no longer automatically dismount their rider when going underwater making them viable underwater mounts as they will now also provide their rider wit the ability to breathe underwater (witout applying the Water Breathing potion effect as the effect particles could get annoying).
  • Config Change: Added more configuration options for world generation.
  • Config Change: Added a new global option for fire blocks such as Hellfire, Scorchfire, Frostfire, etc called "Remove On No Fire Tick" by default this is set to true where all fire blocks are removed when the gamerule "doFireTick" is set to false, however setting this config option to false will instead cause the fire to stay but not spread or damage blocks, the fire will still apply other effects such as damaging entities, etc. This was added mostly for adventure maps and servers.
and @hilburn with Steve's Addons
hilburn said:
Steve's Addons 0.8.1
Fixes:
  • Fixes a bug in SFM code because of the non-nullchecked item save handling
  • Adds Metadata
and @Dyonovan with Thaumcraft Node Tracker
Dyonovan said:
Thaumcraft Node Tracker 1.0.3
  • Fixed Console SPAM if json file not present
  • Marked Node text turns green if currently being tracked.
and @jaredlll08 with Fluxed-Crystals
jaredlll08 said:
Fluxed-Crystals 0.0.5d
  • Fixed all the issues! (that are known about)
  • mainly just the refiner not working
and @MatrexsVigil with Pam's HarvestCraft
MatrexsVigil said:
Pam's HarvestCraft 1.7.10g
1.7.10g Config Explosion Update
NOTE: You'll need to re-generate your config file in order for most of these changes to take effect.
-----Food-----
  • All food recipes now require only a single tool (too many changes to list)
  • Chocolate ice cream now requires Mixing Bowl
  • Spagetti and Meatballs now requires Mixing Bowl
  • Taco and Fish Taco now require Cutting Board
  • Lemon Smoothie now requires Juicer
  • Soft Pretzel and Mustard now requires no tools to make
  • Banana Split now requires Mixing Bowl
  • Sunflower Broccoli Salad now requires Cutting Board instead of Mixing Bowl
-----Candles-----
  • Config Option: Change candle recipe amount with candlerecipeAmount Default: 4
  • Added: Candles now use OreDictionary for dyes in recipe
  • Config Option: Change candle light amount with candlelightLevel Default: 0.9375F (equal to torch)
-----Fruit Trees-----
  • Fix: Re-wrote Fruit Tree spawning algorithim; No more fruit tree swarms
  • Config Change: Split fruittreeRarity into temperate, tropical, and coniferious versions
  • Config Option: Change temperate fruit tree rarity with temperatefruittreeRarity Default: 15
  • Config Option: Change tropical fruit tree rarity with tropical fruittreeRarity Default: 10
  • Config Option: Change coniferious fruit tree rarity with coniferiousfruittreeRarity Default: 15
  • Tropical fruit trees now spawn in Hot/Not Plains/Not Dry or Wet/Not Plains/Not Dry areas (jungles and swamps in Vanilla)
-----Gardens-----
  • Added Savanna biome tag for Ground gardens
  • Changed Swamp biome tags to Wet for gardens
-----Beekeeping-----
  • Queen bees will now always produce one grub before they die
-----Market Block-----
  • Config Change: Changed capitalization for some config options
  • Config Change: Split marketsellSaplings into temperate, tropical, and coniferious versions Default: True
  • Config Change: Split marketsellfarmAnimals into Pig, Sheep, Cow, Chicken, and Horse versions Default: True
  • Config Added: Customize currency item used to buy specific items with marketcurreny(Item) options Default: 0 (emeralds)
  • >>>>Assign market currency as follows 0:Emerald, 1:Diamond, 2:Gold Ingot, 3:Gold Nugget, 4:Iron Ingot (available option for all)
  • 5:Wheat Seeds (seeds), 5:Oak Sapling (temperate fruit tree), 5:Jungle Sapling (tropical fruit tree), 5:Spruce Sapling (coniferous fruit tree), 5:Egg (animals)
  • 6:Apple (temperate/tropical fruit tree)
  • 7:Cocoa Beans (tropical fruit tree)
  • Config Added: Customize middle item used to make Market block Default: 0 (emerald)
  • >>>>Assign custom middle item as follows 0:Emerald, 1:Diamond, 2:Gold Ingot, 3:Gold Nugget, 4:Iron Ingot
-----Recipe.txt File-----
  • Updated recipe file completely and attempted to make some things easier to read
-----Config File-----
  • Made the Config file read-able and added comments
-----Other Dimension Spawning-----
  • NOTE: Twilight Forest config options assume the default Dimension ID of 7. If you changed the ID in Twilight Forest's config, these will not work.
  • Config Option: Allow fruit trees to gen in Twilight Forest with enabletwilightforestfruittreeGen Default: False
  • Config Option: Allow gardens to gen in Twilight Forest with enabletwilightforestgardenGen Default: False
  • NOTE: Aroma1997's Dimensional World config options assume the defaul Dimension ID of 6. If you changed the ID in the Dimensional World config, these will not work.
  • Config Option: Allow fruit trees to gen in Aroma1997's Dimensional World with enableAroma1997sdimensionalworldfruittreeGenDefault: False
  • Config Option: Allow gardens to gen in Aroma1997's Dimensional World with enableAroma1997sdimensionalworldgardenGenDefault: False
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
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Here is another release of RFTools (2.51) with mostly bugfixes (including a very important one that was involved crashing in dimensions):

2.51:
  • Dimension building improvements:
    • Important fix to the dimension manager which would cause mysterious crashes for some people. This is a very important fix that could also have caused other less obvious issues in many cases.
    • Fixed dimension synchronization so that it also happens if you do Open to LAN. This fixes people crashing in rftools dimensions when they try to connect to such a game.
  • Some fixes on the material, liquid, and biome absorbers:
    • The absorbers no longer reset if you place them above a different biome, material, or liquid. They simply do nothing then....
    • The liquid absorber only works on source blocks now.
    • The material and liquid absorbers will detect if a new block is placed under them and resume absorbing in that case.
    • To clear any of the three absorbers just place them in a crafting grid.
  • Fixed the mining level for dimensional shard ore. Now you need at least an iron pickaxe.
  • Gideon did several updates to the manuals.
  • It is no longer needed to sneak-wrench RFTools blocks to keep the settings. Breaking it with a pickaxe will have the same effect.
  • Fixed the WAILA infused bonus tooltip. It was not working for some reason.
  • Fixed a problem where rotating an ender monitor would not correctly update the link with the adjacent endergenic generator.
  • Fixed the volume calculation for the environmental controller and also tweaked the module costs to make sure it doesn't get too excessive with this fixed volume calculation (we don't want 200000 RF/tick for a single effect do we?)
  • Improvements on the teleportation system:
    • The transmitter beam is no longer a separate block but rendered as part of the transmitter block. That means that you will get a warning about a missing block when you load an old world with this version of rftools.
    • Both the transmitter and receiver are now movable with mods like funky locomotion or remain in motion. Note that you will have to redial the transmitter to the receiver for this to work. In the past dialing a transmitter to a receiver would dial to a physical location in the world. All transmitters that have already been dialed will remain dialed to that. So to fix this you need to redial so that they will now dial to a logical id for the given receiver.
  • The Russian translation got updated.
  • The userdimlets.json support should now work so it should now be possible to add custom dimlets for materials.
  • Blacklisted dimlet mana.
  • Changed the textures from all logic blocks so that the orange dot points to output and the blue dot points to input and only dots that are relevant are shown

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
Mediafire download: http://www.mediafire.com/download/lcrl3ao2anc9l3o/rftools-2.51.jar

As always removing config/rftools/main.cfg is recommended.

And also, having fun is not optional!
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,016
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A bit faster then usual but a big bug had to be fixed. I was giving you guys a bit too much fun (too easy crafting :)

2.52:
  • Fixed a bug in the crafting of efficiency essence items and several of the environmental modules. They would also craft even if the syringe or other relevant item was not properly filled or enchanted.
Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
Mediafire download: http://www.mediafire.com/download/u8x5p6wic9872qs/rftools-2.52.jar

Have fun!
 

Odovbold

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Jul 29, 2019
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@RWTema with Extra Utilities 1.2.2
- Added support for connected textures rendering with blocks that implement IBlockAppearance to mimic those connected textures

- All Unstable tools changed to be the equivalent of their diamond counterparts, just with infinite durability. The shovel and pickaxe will no longer void items.

- Generator buffers changed to 100,000RF for 1x generators, 800,000RF for 8x generators and 6,400,000RF for 64x generators

- Fixed generators not outputing to tiles that only implement IEnergyReceiver
So no one will complain their survivalist generators not connect to XYZ machines again...
 

pc_assassin

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Jul 29, 2019
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And I was just about to install extra fixes too

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Yusunoha

New Member
Jul 29, 2019
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quick look, quick update, and that's @Elec332 with CompactArmour
Elec332 said:
This mod allows you to easily store and carry your armour sets.
The item allows you to cycle through several armor sets and use the one you want.
When you're out and about and want to switch armors, you can simple right click the item or press an hotkey which will cycle through your armors untill you've the armor you'd like.

TODO:
  • Tiered storage: each tier allows you to carry more armor sets with you.
  • Give the player the effects from the armour even when not equipped
This mod requires ElecCore
and @Elec332 with Custom Villagers
Elec332 said:
Custom Villagers 1.0Beta.8
  • Change internal way of registering villagers (No change to the configs) -Preparation for MimeTweaker3 integration
  • Move code to separate mod (Its no longer part of ElecTweaks)
  • Configs can now be found in: config/Elec's Mods/CustomVillagers instead of config/Elec's_Mods/Villages (You can just move your configs over)
and @Sangar with OpenComputers
Sangar said:
OpenComputers 1.5.1.7
  • Added: Allow swapping EEPROM in MCU by shift-rightclicking the block with the EEPROM to insert in hand.
  • Added: Man file for rc script system (Magik6k).
  • Changed: Backported change to robot movement / execution logic so that it runs in a tick handler instead of the tile entity's update method.
  • Changed: Improved rc script system (Magik6k).
  • Fixed: Broken flight height computation.
  • Fixed: Robot tool usage.
  • Fixed: Creative items were broken in creative tab when switching worlds (e.g. joining server after having been in a single player world).
  • Fixed: Incorrect power info values being displayed in robots, e.g. when 100% is hit when charging (got stuck somewhere between 95% and 100%).
  • Fixed: Potential crash when loading corrupted external NBT data.
  • Fixed: Slot offset in crafting upgrade.
  • Fixed: Typos / information in manpages.
 

Yusunoha

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Jul 29, 2019
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and @jaquadro with Garden Stuff
jaquadro said:
Garden Stuff 1.3.0
  • Added decorative chains (hanging pots!).
  • 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.
  • Wood posts and fences check the ore dictionary for any treeWood variant.
and @SpitefulFox with Forbidden Magic
SpitefulFox said:
Forbidden Magic 0.561
  • Bugfix: Blood Magic items no longer crash on trying to set owner
  • Bugfix: Plea of Delayed Insanity no longer crashes
  • Bugfix: Conversion wands no longer charge full price for fractional vis
  • Change: Vis crafting cost on the Dreamwood Staff toned down a wee bit
and @Austinv11 with Peripherals++
austinv11 said:
Peripherals++ 1.2.0
  • +Antenna and Smart Helmet
  • +5 second timeout on mount downloads
  • +NEI now displays standard advanced turtles
  • +Peripheral Container
  • +ME Bridge
  • +Thirsty Turtles
  • +Argument to make the speaker pause the computer until speaking is complete
  • +Iron Noteblock (by @rolandoislas)
  • +Sign-Reading Turtle (by @grandmind)
  • +Gardening Turtle (by @grandmind)
  • +More scripts by @Fxzy
  • *Fixed local mount folder creation
  • *Improved Project Red turtle registration.
  • *Fixed chatboxes
  • *Fixed compatibility with cauldron
  • *Fixed json mismatch exception
  • Changelog from the beta:
  • +Satellites and a rocket (disabled by default, still very experimental and broken; use at your own risk)
  • +A mini easter egg :p
  • +ComputerCraft villagers
  • +NEI Support (all my turtle upgrades will now appear in NEI)
  • +You can now 'name' teleporters using the setName() function (see documentation for more info)
  • +Shearing Turtle
  • +Project Red Turtles (they work like the RP2 turtles from MiscPeripherals)
  • +An overcomplicated DynamicMount, it will now auto load sample programs based upon the peripherals attached to a computer (it'll also auto-update during the pre-init)
  • +Sample scripts by Fxz_y and I
  • +A Speaker Peripheral! It uses the Google Translate TTS API, so it currently requires an internet connection
  • *Lots of internal refactoring for cleaner code
  • *Fixed an issue which caused Ore Dictionaries to always return true
  • *More verbose logging
  • *The teleport() function on teleporters now have a "tp()" alias
  • *There is now an 'effect' key for analyze() returns with saplings
  • *Fixed #11 and #12
  • *Probably lots more stuff that I forgot
and @dan200 with ComputerCraft
dan200 said:
ComputerCraft 1.73
  • Fixed a server-side crash placing certain blocks.
and @SilentChaos512 with Fun Ores
SilentChaos512 said:
Yes, you may use this in mod packs!

The main point of this mod is to add metal ores that will be needed by other mods eventually, so that these ores will already be in your world when you add a mod that needs them! No need to hunt for new chunks. Every ore is highly configurable and can be disabled individually.

The current metal ores are: copper, tin, silver, lead, nickel, platinum, aluminium, and zinc.



Since I was already making a mod about ores, I decided to make ores that drop meat as well! Who doesn't want to eat porkchops they dug out of the ground, right? These ores also drop other items from their relevant animal, such as leather and wool. The drops are even configurable! They are moderately rare by default.



And there are also ores that correspond to hostile mobs! Like meat ores, they are moderately rare and have configurable drops. By default, the Enderman ore drops Ender Shards instead of Ender Pearls. Four Shards can be crafted into one Pearl.





The Metal Furnace is like an upgraded vanilla furnace. It cooks most items faster and with less fuel, except for ores. Ores take longer to smelt and use more fuel, but you get a random number of bonus nuggets in addition to an ingot! This will work for any ore that has a smelting recipe and is registered in the ore dictionary along with a corresponding ingot and nugget. For example, an ore registered as "oreCopper" smelts into "ingotCopper" and some mod also adds a "nuggetCopper". The nugget doesn't even need to be from the same mod!



As seen above, Fun Ores adds an iron nugget, so you get a bonus from smelting iron.
and @UndoRedo with Screenshots Enhanced
UndoRedo said:


What is this mod about?

The Screenshots Enhanced mod improves the way screenshots work in Minecraft. The mod itself modifies the actual process of taking screenshots and adds a new interface to the game which allows you to quickly access screenshots, either by interacting with the chat or pressing a key on your keyboard. Once in the interface you can scroll through the previews, delete game captures you don't like and even upload them to Imgur instantly with only one click.


Could you give some more in-depth information?

Of course I can. That's why I'm here. The mod overwrites the game's internal keybinding for taking a screenshot and assigns it to itself. Long story short: you will still able to take screenshots with the same key like you're used to even though the mod influences the way screenshots are taken. First of all, you may or may not encounter lag spikes whenever you take a screenshot in vanilla Minecraft. This mod effectively removes every sign of lag, meaning that the game will still be at a constant framerate even if you're playing on a high resolution with many, many colors involved. Secondly, look at the following image:



You probably see the little chat output in the bottom left corner. This message indicates that a screenshot has been taken successfully. If you open the chat, you can now click on the underlined part of the message and it'll open the new interface with the preview of your recently taken screenshot instantaneously. You can also access the interface by pressing "V" ingame. It should look a bit like this:



You can switch between the previews by pressing either the buttons to the left and the right of the indicator or you can use your arrow keys on your keyboard. Use the left-key and right-key, the outcome will be the same. Apart from the preview, there are two actions available as of now. On the right, you can delete screenshots you don't like. To be sure, once you click the "Delete" button you have to confirm your choice. Otherwise the mod won't delete the selected screenshot. On the left, you can upload your screenshots to Imgur. As soon as the upload is complete, there will be a link shown instead of the upload button. Click it and the link is in your clipboard. Easy, isn't it?

Important! Thanks to the swell guys over at Imgur this mod has been whitelisted. What does it mean? Basically, you can run riot on uploading screenshots. However, they still have the ability to block your IP if you're spamming their services with screenshots.


But wait, are there any known issues?

I'm not quite sure, but there's an extremely rare case that your screenshots might be shown like that in the preview. If this happens to you, then don't freak out. Your screenshots are not corrupt. I'm still trying to figure out what the problem might be, but as of now my knowledge doesn't reach that far to comprehend what's happening there.

But don't let that scare you off. Like I say, I encountered it only one or two times yet in my development environment and who knows what kind of witchery might have happened there.


I hope that you find this mod enjoyable. If so, then please show me your support in the comments, give this post a diamond if you think that it really deserves it and suggest new features. Keep this mod alive. Remember, it may be only a small functional mod, but even the tiniest thing can cause huge differences.
and @Binnie567 with Binnie's Mods
Binnie567 said:
Binnie's Mods 2.0-pre7
  • Fixed a few critical bugs:
  • Hanging on server when opening certain GUIs
  • Crash on Server when opening databases
  • Ceramic blocks now don't break instantly
 

bdew

New Member
Jul 29, 2019
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BDLib 1.6.5
  • Added logging of all loaded APIs and what mod they were loaded from
  • Mods that ship outdated APIs will be ridiculed with extreme prejudice
  • Fixed update spam in tank and resource dataslots when they don’t actually change
Pressure Pipes 1.0.7
  • Tanks without indicators should not cause rendering updates when their content changes
  • Hand Pump will not work with stacked tank items – this is a temporary fix for a dupe bug
Advanced Generators 0.9.11
  • Fixed Flux Generators not working with some machines and pipes/conduits
Gendustry 1.4.8
  • Updated to BDLib 1.6.5
AE2 Stuff 0.1.6
  • Fixed missing text for creative tab
Downloads on my website (except AE2 Stuff which is on CF)
 

PhilHibbs

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Trusted User
Jan 15, 2013
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Mods that spam about updates should not be included in packs, unless they have a config option to disable the message, in which case that option should be set.

*Edit*
Infinity config said:
# Set to false to disable checking and alerting when new Botania versions come out.
B:versionChecking.enabled=false
Ah, excellent!

However, the flag in MrTJPCore doesn't seem to work:

# Flag to enable or disable the update checker.
B:check_versions=false
I still get a message about a new version available. Oh well this is all a bit off topic for this thread, sorry.
 
Last edited:

KillerRamer

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Jul 29, 2019
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Mods that spam about updates should not be included in packs, unless they have a config option to disable the message, in which case that option should be set.
They usually have a config option to turn it off, pack providers are the ones usually in charge of the configs that get shipped, And they have those update reminders for those folks who are playing old versions, wig out, and send a bug report from thirty versions ago in attempt to keep the issue tracker clean, and up to date. While it's annoying yes, Dealing with people that spam your inboxes with bug reports you've long since taken care of> periodic update reminder.
 

Eruantien

New Member
Jul 29, 2019
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I thought this seemed interesting. It isn't released yet, but it looks really nice.

The Olympia Content System by DasUmlaut
Olympia, as a thing, is a mod/api designed to add large numbers of blocks, items, and more in a consistent manner. With Olympia you'll be able to register several "flavours" of metal, wood, stone, gem, and so on.

Here's an example: All I've done is provide all the textures that Olympia will need, and registered the metal "Mythril". Here's what an NEI screenshot of all the blocks and items generated by Olympia, just by me typing out one line.




A note before continuing, Olympia generates everything in combinations of Flavours, Patterns, and for blocks: Shapes.
For each flavour registered, it creates blocks for that flavour in each pattern, and for each pattern for each flavour it creates several shaped blocks. First, let's take a look at our shapes.

As you can see, we have several shapes for each pattern/flavour combination. I won't go into detail about what each of them can do just yet, but suffice it to say that your creative palette is VASTLY expanded with these shapes. Stay tuned for more information on these here shapes.
Meet the Content...
Below is just a handful of examples of all the blocks that I've added to my minecraft using Olympia. On default windowed screen size and normal GUI sizing, NEI has 265 pages of Olympia content THUS FAR.



First, the various patterns generated when you register a flavour. This example is Titanium
Brick, Bullion, Machined, Panel, Plate, Tile


Here's what flavours I have registered so far. The example here is JUST the Plate pattern.



Like Metal, stone has it's own Pattern set, seen here. I think for this example I used Granite
Brick, Cobblestone, Flagstone, Hewn, Masonry, Paving, Rough, Smooth, Tile


And the flavours so far, using the Hewn Pattern for example purposes


Wood only uses three patterns (but a fourth pattern is in the works)
Boards, Planks, Slats

And the flavours I have registered so far...



Gem patterns are as follows
Cut, Fancy, Rough, and Smooth

And the flavours registered thus far....


Coming Soon...
Decoration items - items that you attach to the side of blocks for even more decorative power.
Lanterns - a wide palette of styles and colors above and beyond the 16-colors of Vanilla Minecraft.
Large Doors - 3-blocks wide and 5 blocks tall. Huge number of combinations based on the wood and metal flavours.
Special Blocks - wierd stuff that you can only see to believe, including Windmills, Waterwheels, and much more.


Sneak peak...
remember some of those wierd blocks I was telling you about, well, here's just a couple to show off.

On the left is a pair of Avernian Gates (inspired by an old JRPG called Xenogears and it's spinoff Xenosaga). Each registered flavour gets an Avernian Gate. On the right is a few Pylons (obviously inspired by Starcraft and Botania). Each Metal/Gem flavour combination gets a pylon. To the extreme right: a very happy horse.
 

pc_assassin

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Jul 29, 2019
1,817
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That was a short lived stay

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