What's new in modded minecraft today?

McJty

Over-Achiever
Mod Developer
May 13, 2014
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Just uploaded a new version of RFTools (2.53):

2.53:
  • Added a configurable bedrock layer for cavern and flat type terrains. By default this is set to 1 which ensures that you'll get at least 1 level of bedrock in those terrains. Normally the bedrock layer is added by worldgen/biome gen but in some situations it appears that this is not happening and therefor this option was added. This extra layer of bedrock is just a safety to make sure there always is bedrock and that you don't get big oceans falling down into the void.
  • Added ore dictionary support for material dimlets. All materials that have a name that starts with 'ore' will now get a dimlet (like 'oreCopper', 'oreSilver', ...). For some of these the right rarity and cost is already set but not yet for all so you might get some cheap ores :)
  • Removed the (sometimes unstable/not working) crafting recipes for large and transparent screens. Instead just use a wrench on the screen to cycle between four different mods: normal, large, transparent, large and transparent. This works a lot faster.
  • Fixed a potential crash bug in the manual with recipes that are smaller then the usual 3x3
  • Added a new charged porter item for emergency teleports. This item needs to be charged with RF. It also needs power for the teleportation which also depends on distance and dimension. The cost of a teleport is 50% more then it would have been using a normal matter transmitter. This basically means that with default configuration you can only do one cross-dimensional teleport. The remaining power will be enough to do small teleports. This charged porter has to be linked to a matter receiver (sneak-right click).
  • Added a new Phased Field Generator item. This is a chargable item that provides protection in a dimension that has run out of power. This item must be in your hotbar to work. Do not at any time remove it (not even to sawp it to another spot in the hotbar) or you will die. No power is used by the item when the dimension still has power. And while this device is active you will get hunger, slowness and mining fatigue. It does protect against the poison and other bad effects from the dimension though.
  • Syringes should now work on mooshrooms. In previous versions you got cow essence instead of mooshroom essence.
  • Fixed crafting of the peaceful essence (needed for peaceful dimlet creation).

It is recommended (to get the new settings) that you delete config/rftools/main.cfg.

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads
Mediatfile download: http://www.mediafire.com/download/fwnoih43wvwl0fz/rftools-2.53.jar

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @10paktimbits with Plant Mega Pack
10paktimbits said:
Plant Mega Pack 5.00 PRE9 & PRE10
  • Worldgen is fully functional.
  • added: config screen: coral reef systems are now customizable
  • changed: planter recipes use bone meal instead of conditioner
  • changed: maximum elevation variance for plant spawning changed to 8 from 16
  • changed: doubled output of trellis recipes now gives you 6 instead of 3
  • fixed: setting for "overwrite vanilla plants" 100% accurate, should preserve modded plants too
  • fixed: plant powders now work on vanilla cactus and sugar cane
  • fixed: plant powders now work on PMP cactus
  • fixed: fertilizer used on saplings now produces particle effect
  • Fixed: worldgen bug causing crash
and @lumien with Random Things
Lumien said:
Random Things 3.0
  • Initial 1.8 Release
and @Lunatrius with Schematica
Lunatrius said:
Schematica 1.7.5.117
  • Fixed a IllegalArgumentException in postRenderBlocks
  • Fixed tile entities sometimes not rendering (wrong view point coordinates)
  • Optimization: overlay chunks outside the schematic are no longer processed
and @Kandivia with Pocket Nether Link Mod
kandivia said:
Pocket Nether Link Mod 1.3
  • Added Glowstone Dust to Blaze Rod Recipe
  • Looting Now Affects Skeleton Skull Drop
  • Added Config (With Default Values of):
  • chanceToDropSkull = 2.0
  • netherLinkDurability = 512
and @Sangar with OpenComputers
Sangar said:
OpenComputers 1.5.2.8
  • Added: Achievements! Rudimentary crafting based ones for now.
  • Added: Recrafting recipe for robots and tablets to change their EEPROMs, needed after 1.5 update to allow people to update their BIOS.
  • Fixed: Potential crash when EnderIO AE conduits were placed next to OC blocks.
  • Fixed: Looping sounds were not muted when game was paused.
  • Fixed: Keyboard input on screens not working when inventory key was bound to the same key used for focusing NEI's search bar and the inventory was the last open container before opening a screen GUI. Yep.
and @Elec332 with CompactArmour
Elec332 said:
CompactArmour 1.0.8
  • Added recipe for the storage item (Whoops)
  • Added 2 enchantments, Information I & II
  • The Information I enchantment shows the items in the storage.
  • The Information II enchantment shows the items in the storage (Also shows custom item names) and their enchantments.
and @Mr_TJP with Project Red
Mr_TJP said:
Project Red 4.5.13 build #65
  • FIX: Updated ComputerCraft compatibility
 

Odovbold

New Member
Jul 29, 2019
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0
1
@WayofTime released Blood Magic 1.3.1-2
- Fixed a LOT of bugs. Hopefully enough to keep people happy~
- Added a few Ritual Diviner changes
- Soul Fray can no longer be cured by milk. Sowwie!
- Added Teleposer blacklist
- Finished the base effects for the Orchestra of the Phantom Hands ritual
- General cleanup
- Fixed the compression sigil. It seemed to have it in its head that the best way to compress things was to compress players out of their servers. Don't .rar me, bro!
- Added moar fake player checks
- Initial book stuff - since it doesn't have a texture, it should be rather obvious it isn't done.
- Possible to now add meteor paradigms via MineTweaker - don't ask me how, it's not like I know how to use it!
P.S. Download is on Curse http://www.curse.com/mc-mods/minecraft/224791-blood-magic
 

Yusunoha

New Member
Jul 29, 2019
6,441
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0
new day, new update, and today it's @jaquadro with Garden Stuff
jaquadro said:
Garden Stuff 1.3.2
  • Fix block sounds for ivy and saplings.
  • Fix soil kits with high rainfall values resetting (NOTE: all existing soil kits and tinted plants will have different values on load).
  • Allow devil's ivy to spread to large pots and other non-solid blocks with solid sides.
and @zoonie with Custom Interaction Sounds
zoonie said:
Custom Interaction Sounds 1.0.4
  • Project rename
  • Loop bugs fixed
  • Repetition bugs fixed
  • Folder bug fixed
and @mallrat208 with UBC Ore Registrar
mallrat208 said:
UBC Ore Registrar 0.1.3.0
  • Magical Crops Essence Ore, Texture is based off of the EssenceOre_layer file in the magicalcrops jar. I'm not shipping one for this.
  • Project Red Exploration Ruby, Sapphire, and Peridot Ores, Shares the same texture as the Biomes O' Plenty equivalents as they are functionally equivalent and I'm lazy
and @jaquadro with Storage Drawers
jaquadro said:
Storage Drawers 1.2.4
  • Added 'Invert Shift' option (contrib by tterrag1098). Causes click behavior to match JABBA.
  • Added 'Debug Logging' option. Mainly to help diagnose a reported issue.
  • Fixed rare crash in 'fancy' mode renderer when interacting with some modded blocks.
and @10paktimbits with Plant Mega Pack
10paktimbits said:
Plant Mega Pack 5.00 PRE11
  • several small enhancements to config screens
  • re-added trellis inventory rendering fix
  • removed unneeded 'plants' default resource folder from mod
and @austinv11with Peripherals++
austinv11 said:
Peripherals++ 1.2.1
  • The Big Update (Redux)
  • Hopefully fixes a bunch of issues
and @Lunatriuswith Schematica
Lunatrius said:
Schematica 1.7.5.118
  • Fixed weird textures for fluids and possible other blocks
  • Prevent chunks outside the schematic to rebuild (should make things a bit faster)
and @Dr_Schnauzer with Alchemy Craft
Dr_Schnauzer said:


Do you ever wanted to forge your very personal armor? Crafted from any materials you like? In various combination? Maybe some magic on top?
Well, then you’ve come to the right place. AlchemyCraft not only allows you to forge your personal and individual armor, it also allows you to use magic to improve your armor and create powerful tools, potions and many more ...

Please keep in mind, that this Mod is currently work in progress. There are many planned features missing and have yet to be implemented.
So, I need your suggestions to help me improving the mod. This is also my first mod, so please tell me what you think about it.


Let's get started then, shall we?
As of now there are the following features implemented:
  • a multiblock forge that allows the player to heat up ingots for processing
  • tools that allow transport of hot ingots without burning the Player
  • a blacksmith’s anvil and hammer to forge plates and linkages
  • an armor worktable to create your personal armor out of any plates and linkages in predefined shapes
  • the armor’s durability and resistance depends on the items used in crafting
Screenshots:


An example for the chestplate made out of different materials



The forge's GUI



The forge multiblock itself

Beginner's Guide:

1. The Forge:
The forge is a multiblock structure. For this you simply put together some forge bricks, some vents and one interface as shown below and you’re ready to go.



Now, you have to fill the center with charcoal blocks (made out of 9 charcoal). After that, open the GUI by right-clicking on the interface. There are 25 heating slots and one fuel slot, along with a heat bar with the current forge temperature.
To heat up the forge, simply put some solid fuel into the slot below the heat bar.



You may notice that the forge’s heat won’t go very high. That’s because the solid fuel by itself only puts out a small amount of heat. To reach a higher temperature you have to build in at least one forge vent and place a bellow next to it.

By right-clicking the bellow, it will slowly increase the heat in the forge (The bellows can only be clicked every 8 seconds). Each metal needs a different heat level. If the level is too low, the ingot won’t get hot enough to be processed. If the level is too high, the ingot will be destroyed.



Iron Ingot: min: 900 heat | max: 1300 heat
Gold Ingot: min: 400 heat | max: 800 heat
Bronze Ingot: min: 500 heat | max: 900 heat
Steel Ingot: min: 1000 heat | max: 1400 heat
hardened Iron: min: 1000 heat | max: 1400 heat


2. Processing:

To get going, you need to craft a fireproof glove, a blacksmith’s anvil and a hammer. When you right-click the forge interface with the glove you will get a extra Slot opened up. This Slot will alloy you to hold the hot Ingots without burning yourself. Now place down the anvil, simply open the GUI by right-clicking with the glove in hand and put the hot ingot into the top left slot and smash the anvil with the hammer (hitting not breaking). After a few hits you should get two plates. You can now use these for crafting, or hammer it again and get some linkages.
(Once you managed to get some Iron plates, you can also create tongs, which provide 4 slots for hot Ingots. Keep in mind this recipe will require a armor Worktable)



3. Crafting:

So, to finally craft your armor you’ll need an armor worktable – and yes, it has 49 slots. Currently, you can only craft one armor part. So let me show you how the different parts will be crafted. Just keep in mind, you can use different metals for the plates and linkages.

The Helmet:




The Chestplate:




The Leggings:




Finally the Boots:


Thanks for reading and stopping by. I hope you like the idea and the mod itself. More Content is deffinetly on the way!

For up to date information visit the forum thread: link
and @MineMaarten with PneumaticCraft
MineMaarten said:
PneumaticCraft 1.6.3-65
  • Added relative coordinates to drones!
  • Improved seed picking up and planting.
  • Programmers now can be set up to automatically program an item as soon as it gets inserted into the Programmer.
  • Added External Program drone widget.
  • Programmers now apart from the player's inventory, will also use adjacent inventories to program.
  • Bugfix: Sometimes you glitch through an elevator when starting the elevator.
  • Bugfix: Crash with Elevators when having two or more Elevator Callers next to eachother.
  • Bugfix: Dupe bug with Liquid Hoppers.
  • Bugfix: NEI Pressure Chamber recipe handler shows that only 1 gunpowder is required in making an Etching Acid Bucket.
  • Bugfix: IGW entry for Drones is missing.
and @Sangar with OpenComputers
Sangar said:
OpenComputers 1.5.2.9
  • Fixed: Potential crash in robot update.
  • Fixed: Initial color value for cables when placed as multiparts.
 

NJM1564

New Member
Jul 29, 2019
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New Things of a Random nature.

Random Things 1.8
Status update on RT 1.8

Created 1 week ago · 6 images · 29 views · stats
Ported stuff from 1.7.10

Fertilized Dirt, the player interface, lapis (1.7.10 spectre) glass, the dyeing machine and the lapis lamp are ported. The online detector is also pretty much done but only works as a open computers component right now.

Decorative Stuff

Colored Bricks & Colored Grass


Blocks that have the foliage color of the biome they are in.


The Portal Generator allows you to open up temporary connections between 2 points in the world. Not sure how to balance this yet, might make it consume ender pearls / end stone or something like that.


From the left: - The Summoning Pendulum is like the entity mover from rt 1.6.4 but it can hold 5 entitys instead of just one. Will probably be attainable through some sort of worldgen. - The Stable Ender Pearl can be bound to a player and will teleport that player to it when it's dropped. - The Chalice of Immortality makes you immortal.


Villages are now assigned random names, you will be able to use magnetic force to teleport to them.
https://imgur.com/a/7yhqF#MSy9LIR
Lumien @lumien_2 · Feb 26
Released Random Things 3.0 for MC 1.8, will add the content of it to the wiki later.

[This is the Draconic Evolution guy.]
brandon3055 @Brandon3055 · Feb 19
Here is a sneak preview of the feature i am currently working on!! It should be ready for release fairly soon.

 

Eruantien

New Member
Jul 29, 2019
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another day, anoth-- *fishslap*

@Domochevsky with Quiverbow
- Allowed the AA to reload the Potatosser (Doesn't require coal for now.)
- Fixed the AA only loading up one arrow on the Double Crossbow
- Added the Communication Upgrade to the Arms Assistant. (This lets it communicate with the owner and be aimed with the Targeting Helper.)
-> Added the Arms Assistant Targeting Helper. It's a handheld device that lets you manually aim AAs. Using this required the Communication Upgrade.
-> Added the "REMOTE FIRE" command. This will cause the AA to aim and shoot where you are pointing the Targeting Helper
-> Added the "HOLD FIRE" command to the AA. They will not shoot unless told to do so via the Targeting Helper.
-> Added the "TELL AMMO" command to the AA. Only relevant with the Communication Upgrade. It'll tell the owner when it has run out of ammunition.
-> Added the "TELL HEALTH" command, same conditions as above. It tells the owner when this thing's health is below 30%.
-> Added the "TELL DEATH" command, also the same as above. Tells the owner when an AA was destroyed.
- Added the Heavy Plating upgrade to the AA. This provides 50% knockback resistance and 3 damage reduction vs anything blockable, at the cost of 50% speed
- Added the "SAFETY RANGE" command, (communications-unrelated). This will cause the AA to at least try to not get hurt by its own explosives.
- Changed the ability to fire the AAs weapons while riding them and tied it to the Targeting Helper instead.
- The AA will also now no longer attack players in creative mode. (No point in doing so.)
- I also hooked into some forge events for block breaking, so protection plugins can actually do something about it.
- Adjusted the Ray of Hope reloading recipe to not create 1,8k recipe permutations. Makes it a little easier on NEI. :p
@carliman with Toolbox
- fixed some bugs
@Dyonovan with TC Node Tracker
  • Fixed ESC not closing GUI
  • Fixed New Mystcraft dims not showing on list until client reconnects
@TehNut with More Chisels
  1. Update zh_CN.lang
  2. Bound chisel only crafted with Diamond Chisel
  3. Themed recipes for ExU
  4. Themed recipe for Fiery Chisel (TF)
  5. Remove redundant param for ItemChiselGem
  6. Cricket is a cool person, too
  7. Damage is a Short, not an Int.
  8. Update Chisel 2 dep
  9. Voidmetal Chisel does Void-y things
  10. Meh, Bedrockium Chisel is unbreakable now.
@skyboy026 with... a lot of ALPHA CoFH stuff. I'm not even going to lie.
As usual, there's been no ALPHA changelog provided, but please take note that while these are the latest and greatest ALPHA builds, they may cause you to have a very minor case of serious world damage. You have been warned...

EDIT: And to nobody's surprise, @Vazkii with Botania
R1.5 166
  • Added a little note to the bottom of the lexicon pointing to the fact that you can search. The search bar has been there for ages but it's often overlooked.
  • Added NEI recipe handling for floating special flower recipes. (Tonius)
  • Added some secret codes. (these are client only, server owners don't need to worry :3)
  • Fixed a crash when the alfheim portal is clicked with a wand of the forest from a dispenser.
  • Fixed all sounds depending on the "Friendly Creatures" volume bar and actually split them properly.
  • Fixed some typos. I can into english.
  • Fixed the Gaia Guardian's health bar flickering weirdly when it's spawning in multiplayer.
  • Fixed the Hardmode Gaia Guardian's drop table having Mana Pearls twice rather than Mana Pearls and Mana Diamonds.
  • Fixed the Livingwood and Crystal bows not having a proper render.
  • Fixed the Mana Mirror trying to update on the server side, causing some desyncs sometimes. I think. I can't reproduce this issue so this is just a wild guess.
  • Fixed the tutorial arrows never pointing properly to the next/prev page buttons in the index pages, causing the tutorial to get stuck if the book had elven knowledge.
  • Implemented regex based fake player checking. Not 100%, but should catch most of them.
  • Mana Spreaders can now be sleeved with wool by right clicking them with a wool block. This makes them colorful and fancy and also muffles the shooting sound.
  • Pylons now give out some light.
  • Renamed some achievements.
  • Replaced instances of ticksExisted with an internal timer in the magic missile class used by the hardmode Gaia Guardian and the Rod of the Unstable Reservoir. May or may not fix hangs with cauldron servers.
 
Last edited:

Odovbold

New Member
Jul 29, 2019
234
0
1
another day, anoth-- *fishslap*

@Domochevsky with Quiverbow


@carliman with Toolbox


@Dyonovan with TC Node Tracker


@TehNut with More Chisels


@skyboy026 with... a lot of CoFH stuff. I'm not even going to lie.
CoFHCore
CoFHLib
Thermal Foundation
Thermal Expansion
Thermal Dynamics
MineFactoryReloaded
As usual, there's been no changelog provided, but please take note that while these are the latest and greatest ALPHA builds, they may have cause you to have a very minor case of serious world damage. You have been warned...

EDIT: And to nobody's surprise, @Vazkii with Botania
Please don't post TeamCoFH alpha builds , as KingLemming asked people don't use alpha builds as they might corrupt your world (Unless you absolutely know what you're doing)
 
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Pyure

Not Totally Useless
Aug 14, 2013
8,349
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Waterloo, Ontario
Please don't post TeamCoFH alpha builds , as KingLemming asked people don't use alpha builds as they might corrupt your world (Unless you absolutely know what you're doing)
Would it be valid to say that since this is a news thread, if people are releasing alpha versions of interesting stuff, I may want to know that?

Of course it would still be crucial that we clearly label these things as alpha/unstable versions.
 

Eruantien

New Member
Jul 29, 2019
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Please don't post TeamCoFH alpha builds , as KingLemming asked people don't use alpha builds as they might corrupt your world (Unless you absolutely know what you're doing)
Would it be valid to say that since this is a news thread, if people are releasing alpha versions of interesting stuff, I may want to know that?

Of course it would still be crucial that we clearly label these things as alpha/unstable versions.
@skyboy026 with... a lot of ALPHA CoFH stuff. I'm not even going to lie.
As usual, there's been no ALPHA changelog provided, but please take note that while these are the latest and greatest ALPHA builds, they may cause you to have a very minor case of serious world damage. You have been warned...
Better?

Plus, alpha versions may have crucial bugfixes and all that wizardry. So it helps to know, at least.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,349
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Waterloo, Ontario
Better?

Plus, alpha versions may have crucial bugfixes and all that wizardry. So it helps to know, at least.
fwiw, I wasn't referring to your post when I said labeling was important. For all I knew you had already clearly labeled it, it was just for reference. Thanks for clarification though.
 

Eruantien

New Member
Jul 29, 2019
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fwiw, I wasn't referring to your post when I said labeling was important. For all I knew you had already clearly labeled it, it was just for reference. Thanks for clarification though.
I know. I was just quoting you for reference.

... YO DAWG
 

VapourDrive

New Member
Jul 29, 2019
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Posting alphas of mods that update everyday due to automated uploading build systems is probably not worthwhile... If a dev flags a build as "hey people, try this out, there'c cool new stuff but beware it's alpha, only test worlds please", sure go ahead, it'll likely interest people (obviously give a disclaimer).
 

Pyure

Not Totally Useless
Aug 14, 2013
8,349
7,216
383
Waterloo, Ontario
Posting alphas of mods that update everyday due to automated uploading build systems is probably not worthwhile... If a dev flags a build as "hey people, try this out, there'c cool new stuff but beware it's alpha, only test worlds please", sure go ahead, it'll likely interest people (obviously give a disclaimer).
I actually agree with this to a good extent, but its different when its rolled up into a big summary.

Specifically: I'm not really excited about seeing a single post devoted to every single typo-correction in every mod ever. But a bunch of them for a bunch of mods rolled into one post? Go for it.
 
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Revemohl

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Jul 29, 2019
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You can kind of figure out what changed between the hourly/daily/near-daily alphas by paying attention to CoFH's Github repository, but yeah it's generally not advisable to care about them, especially at this point. Just go enjoy the newest release of everything​
 

Yusunoha

New Member
Jul 29, 2019
6,441
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new day, new update, and today it's @pixlepix with Aura Cascade
pixlepix said:
Aura Cascade 276 & 279
  • Added: Fluxing node (Turn power into RF)
  • Fixed: Right clicking with a fairy charm destroys it even if the ring of binding is full
  • Fixed localization of purple protection amulets
  • Fixed issue when wearing ring of binding in #3 slot instead of #2
  • Rebalanced yellow and blue aura
  • Fixed: More than one recipe for an item via modtweaker causes graphical glitches in NEI
  • Fixed: #31
  • Fixed: #32
  • Fixed: Aura nodes can be moved via frames (Blocked RiM, Funky locomotion, TT, TC)
  • Fixed fortune enchantment working on wither
  • Fixed descriptions for yellow and purple enchantments
  • Lowered default potion ID to fix an arrayindexoutofbounds
  • Massively extended fluxing node blacklist
and @WayofTime with Blood Magic
WayofTime said:
Blood Magic 1.3.1-3
  • Fixed Routing ritual so that it would respect imposed stack limits >= 64.
and @Shad0wB1ade with Solar Expansion
Shad0wB1ade said:
Solar Expansion 1.4f
  • This is the BASIC version of the mod which means that this is of normal users. If you are a modpack/map creator I recommend you go to the EDITABLE version.
  • Added Achievements (don't ask me why... I don't know)
  • Added Steel Ingot, Steel Nugget, Lapis Shard (just more crafting components)
  • Changed a lot of crafting recipes
  • Changed the textures a little bit
  • Fixed a bug where the Solar Panel would do weird things on chunk reload
  • The Editable version will come later.
and @MrComputerGhost with Runic Dungeons
MrComputerGhost said:
Runic Dungeons 1.0.6 & 1.0.6b
Added:
  • Magical Staff
  • Compressed Obsidian
  • Runic Glass (WitherBoss-Proof)
  • Demonic Bricks
  • Runic Demonic Bricks
  • Survival Demonic Bricks
  • Runic Survival Demonic Bricks
  • Chaotic Sand
Changed/Fixed:
  • Magical Chalk no longer works, you must use a Magical Staff
  • Amulets now work as intended
  • Spawning issues
  • Key Recipe Bug
and @AEnterprise with Buildcraft Additions
AEnterprise said:
Buildcraft Additions 2.0.2
  • fix remapping issue
  • no more shipping the BC and RF api's
  • fix dust localizations
 

VictiniX888

New Member
Jul 29, 2019
286
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Dynious is making a new mod, Biota!
Biota is a work-in-progress aiming to make the Minecraft plant life less static. Ground will have nutrients that plants need to grow and live. The aim is to make this as close to reality as possible. Of course it should stay fun too, so things will be simplified.

Nutrients & Light

Nutrients are essential for plants. Over-farming on the same ground will make your plant grow more slowly and eventually die. Plants will change color when a certain nutrient is missing. This can give you an idea on what your plants need to grow. Of course plants will not only need nutrients to grow, but also to stay alive. When an ecosystem is stable bacteria will decompose all dead plants (and animals) and give back the nutrients to the ground, so new plants can grow.



But not only nutrients are needed for plants to stay alive. Light is also an essential resource for plants. Plants get their energy from light and to little light means no plants. This will also be like this is with Biota.



Spread & Die

When plant have more than enough nutrients and light to grow, they will also start to spread. When your ground is fertile enough one seed might be enough to fill a whole farm. But when a plant spreads too fast it might start competing with other plants, causing them to not grow or even die. Survival of the Fittest.

You as a player can also have an impact on the world around you. What happens when you walk on the same patch of grass over and over? Yes, it gets worn and dies. This also happens with Biota.

 

masterzh

Forum Addict
Jan 6, 2013
292
408
168
Slovakia
Joining "like-farm" with pistronics update.
Pistronics Beta Version 0.5.3
(available for 1.6.4 1.7.2 1.7.10)

Changelog:
Added: Statues
Added: Petrify Arrow
Added: Petrify Extract
Added: ConfigOption: statueScale -Min/-Max/-Step
Added: ConfigOption: renderStatuesInInventory
Added: ConfigOption: renderStatuesAsBoxes
Added: ConfigOption: statueSmoke
Changed: Updated Camoupaste and Spade Tooltip
Changed: sortInRows is now disabled by default
Changed: FMP blocks are now blacklisted (This is a temporary solution)
Changed: slightly increased gear hardness
Fixed: Recipes including gears not showing in NEI
Fixed: Camoublock textures can now be removed with a Spade
Fixed: Pushed Blocks sometimes changing their Blockbounds
(Hopefully) Fixed: Gears sometimes not rendering if the center is not in your field of vision.
 

ljfa

New Member
Jul 29, 2019
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Glass Shards 1.2
Changes:
  • (@goldenapple) Russian translation now uses plurals
  • EnderIO's Enlightened Clear Glass will now drop shards and glowstone dust (you always get 4 so you don't lose any glowstone)
  • The API no longer requires blocks to drop nothing
  • Fixed drop chance being wrong in some circumstances (e.g. explosions)
  • Fixed a bug where drops from other mods' glasses were being removed
  • Reorganized the internal workings
Enjoy! :)
 

CoolSquid

New Member
Jul 29, 2019
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SquidAPI 1.0.5
  • Added a config option to set the max potion id.
  • Added a config option to remove the FML/Forge/Optifine brandings from the main menu.
  • Added a config option to add a custom branding to the main menu.
  • Added an "/about modid" command, which shows the description, version and url of the mod.
  • Overhauled the ReflectionHelper.
  • Simplified the process of adding mod metadata.
  • Added a hashing method.
  • Added a StringParser class.
  • ContentRemover now allows for removal of recipes, enchantments, potions, fishes (fishing), junk (fishing), treasure (fishing), dungeon mobs, chest items and villager professions.
  • Overhauled the logger.
  • Added a VillageHelper.
  • Added a PotionHelper.
  • The LogHelper now logs to logs/SquidAPI.log and the Forge log.
  • Added a FishingHelper.
  • Added an EnchantmentHelper.
  • Added a "findFreeId" method to the BiomeHelper.
  • Replaced most reflection by access transformers.
  • Added IdException.
  • Added a "/SquidAPI togglesuperspeed" command. Deobfuscated environments only.
  • Added a "setUrl" method to ChatMessage.
  • Simplified and minimized the BlockBasic class.
SquidUtils 1.1.8
  • Scripting:
  • Added "potion remove ID".
  • Added "enchantment remove ID".
  • Added "biome remove ID". (may not work)
  • Added "fish remove modid:item".
  • Added "junk remove modid:item".
  • Added "treasure remove modid:item".
  • Added "dungeonmob remove ENTITYNAME".
  • Added "chestgen remove chestname;modid:item".
  • Added "villager remove ID".
  • Added "compat rotarycraft add grinding modid:item modid:item".
  • Added "compat rotarycraft add worktable modid:item modid:item".
  • Added "compat rotarycraft add compactor modid:item modid:item pressure temperature".
  • Added "compat thermalexpansion add pulverizer modid:item;amount modid:item;amount modid:item;amount SECONDARYCHANCE ENERGY".
  • Removed "command create user ..."
  • Updated the ScriptingAPI.
  • Other:
  • Added config option to explode Minecarts with TNT whenever they collide with an entity.
  • Added config option to set a world border (experimental, might lag).
  • Added optional RotaryCraft and Thermal Expansion dependencies.
  • The LogHelper now logs to logs/SquidAPI.log and the Forge log.
  • The ScriptHandler now runs in the postinit for certain commands.
SafeChat 1.0.3
  • Bug fixes.
StarStones 1.0.3
  • Bug fixes.
 
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