What's new in modded minecraft today?

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NJM1564

New Member
Jul 29, 2019
2,348
-1
0
Puh. I got kinda scared. RF is overused. I want the IC era to come back...

You want to power your stuff a dozzen different ways go ahead and do it no one is stopping you. But don't force others to do the same.
Over-engineering should be a choice not something forced upon you.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Tuhljin with Automagy
Tuhljin said:
Automagy 0.22
  • Added the alchemical boiler.
  • Added an upgrade system for the thirsty tank in the form of glyphs. The following glyphs are included: Void, Consumption, Siphoning, Envy, Temperance, Preservation, Guzzler, Reservoir, and Bovine.
  • Added aqueous admixture (for crafting glyphs).
  • Added vishroom soup. First you want to eat it, now you want to swim in it? Are you mad??
  • Added mushroom soup and milk (liquids). Config options exist to have Automagy use the mod MineFactory Reloaded's equivalent liquids instead when possible (enabled by default).
  • The research for vishroom soup requires scanning vishroom stew. If you have already scanned it using a previous version, you MIGHT need to use knowledge fragments or op commands to unlock it. (This research is informational only at this time. It doesn't unlock any crafting recipes.)
  • Added a new op command: /automagy (alias /tca). Use it to remove a specified item from a player's list of scanned items or to empty that list entirely.
  • The recipes that turn a runic whitelist into a runic blacklist and vice versa now preserve the filter data of the original list.
  • Recipes were added to copy filter data from one runic whitelist/blacklist to another. Simply place the two of them in an arcane crafting table. The first's data is copied to the second.
  • Fixed thirsty tank not returning empty buckets when filled using certain items such as a bucket of liquid death or a bucket of purifying fluid.
  • Thirsty tank operates slightly slower than before but can be upgraded to be much faster.
  • If the thirsty tank hasn't found a source block it can fill itself with for some time, it will check less frequently until it finds one.
  • Hungry/finical maw is no longer knocked down by liquids like water.
  • Fixed some rendering issues with the thirsty tank and other blocks with transparent/translucent elements.
  • Fixed an issue where the version checker message could include incorrect information if the site it checks can be reached but is having problems.
  • API: Added interfaces to help mods integrate better with the Vis Reader and the Essentia Locus. (IAspectContainerWithMax and IEssentiaLocusReadable, respectively.)

and @Shad0wB1ade with Solar Expansion
Shad0wB1ade said:
Solar Expansion 1.5a
****IMPORTANT****
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 Solar Helmets, after many requests. MANY REQUESTS! (me)
  • Updated ru_RU.lang (me)
  • Added ko_KR.lang (nark31)
  • Added a recipe to convert Lapis Shards back into Lapis Lazuli... it was intended to be in from the beginning, derp! (me)
  • Bumped Minecraft Forge version to 10.13.2.1343 but old ones should work just fine. (me)
Just some info about the Solar Helmets:
When you have no blocks above you, it is not raining and it is daytime the helmet will charge itself. The helmet charges other items in your inventory and the speed is the energy transfer of the solar panel. It can charge multiple items at a time. Lets say you the helmet makes 64RF/t and you have 8 items in your inventory that need charging, each one is going to receive 16RF/t because the energy transfer of a solar panel is 2x the energy generation and all that divided by 8 is going to be 16RF/t. (I am horrible at explaining things, I'm sorry :( )

Editable version will come later... :( been really busy IRL.

and @Lunatrius with Schematica
Lunatrius said:
Schematica 1.7.6.124
  • Fixed the printer not working under certain circumstances
  • Fixed Tile Entities rendering even if there was a block already placed
  • Added cocoa beans to the placement registry
  • Added banners to the ignore list

and @KakesRevenge with No Nether Needed
KakesRevenge said:
This mod adds :
Quartz Ore generated in the overworld
Nether Gate everything from this mod is crafted from this item (50 uses)
Recipes to all items/blocks from the nether

Recipes showcase in images section.
Press F3 + H to show durability.

Inspired by kandivia's pocket nether link.

Feel free to use this mod in your private modpack, but please notify me if you want to use this in a public modpack.
Please write your advice! :)

and @neptunepink with Factorization
neptunepink said:
Factorization 0.8.89
  • Chinese translations by catmunyi!
  • French Canadian translations by DragonsLover!
  • Furnace heaters can now cook entities
  • Add hinges. Blocks can be placed on them, and clicking will turn them
  • Position selection bounding box properly on moving DSEs
  • Selection bounding box of rotated blocks won't obscure selection of normal blocks
  • Refactored dark iron ore worldgen to hopefully be involved in less worldgen crashes.
  • (The Colossus still remains as it was, but at least it is fairly rare & usually not too big; silver ore's probably harmless)
  • Fix sculpture bugs that caused bad rotation/cook state
  • The config option for using the manual without the manual was backwards
  • Hammer can be disabled; this will also disable things that require Hammer.
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
Greg's RF steam engine update is out!
That's right, you can now power your RF machines with GregTech!
6.00.25:
[FIXED] Storage Blocks and Ores saving an empty NBT Object inside themselves instead of a null, what wastes a bit of Memory.
[FIXED] GT Renderer not being able to render GT Models.
[FIXED] RF Compat not working on some Blocks for weird Reasons. Maybe CJ is having an old RF API in RC, or something else is borked with the RF Interface Hierarchy.
[ADDED]
Steam Engines for emitting Kinetic Energy (KU, not to confuse with the kU of IC²).
They can emit up to twice the Energy displayed on the Tooltip, so there is a bit of tolerance.
BUT if they reach the x2 margin they release the Steam and shut down and therefore loose the Energy and you need to Rubber Hammer them to start them back up.
Also suitable as RF Engines with a loss of at least 50%.
They emit the used Steam (currently directly distilled water, later "used" Steam) to the Sides if possible so you can collect it for distilled water.
Note: You will only get 80% of the distilled Water back!
Currently no fancy Piston Animation on the Engine.
 

XBlack_LeopardX

New Member
Jul 29, 2019
28
0
0
@XCompWiz Mystcraft
XCompWiz said:
This build has various fixes and improvements to the baseline profiling system.
This includes some in-game notifications and indication to expect lag, as well as an option to prevent clients from connecting while a dedicated server is profiling.
Lots of performance improvements, so the lag should be very manageable now.

I’ve moved my downloads over to CurseForge. Existing downloads on my blog here will remain, but all future ones will be over on CurseForge. This will hopefully simplify things.

Enjoy!

EDIT: I’ve pushed 0.11.2.01 to fix a critical bug in generation. The Vanilla-Mystcraft mappings got flipped, so terrain was all wrong.

Check the Mystcraft Forums for updates and the change log.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Funwayguy with RecipeResearch
Funwayguy said:
RecipeResearch 1.0.11
  • Fixed NPE crash in table GUI
  • Recipes are now unhidden automatically when researched
  • Server now synchronizes research data with clients
  • Server syncs hide setting with clients
  • Research tooltips
  • New 'How to Research Recipes' book
  • Moved some API stuff to its own file
  • Added automatic Curse Forge uploading

and @Tmtravlr with Music Choices
Tmtravlr said:
Music Choices 1.0_beta5
  • Added battle music (doesn't work exactly the same as the battle music mod, but hopefully should add some awesome tunes to your fights!)
  • Added priority for songs
  • Added biome and biome type blacklists
  • Removed block/entity music (wasn't working well)
  • Fixed a ton of bugs
  • There are probably some other things I can't think of right now

and @Lycanite with Lycanites Mobs
Lycanite said:
Lycanites Mobs 1.10.13.0
============================================================
Lycanites Mobs Update: Tooth and Claw Version 1.10.13.0 for Minecraft 1.7.10
Configs older than 1.10.12.0 will be reset.
============================================================
--------------------
New Features:
--------------------
  • New Forest Mob Added: Warg
--------------------
Major Fixes:
--------------------
  • Fixed a crashed caused by the familiar GUI when rending an icon that can't be found, for now an empty entry is shown instead of a crash, I'm looking into fully fixing this issue though.
--------------------
Config Changes:
--------------------
  • Health is now fuylly configurable like all other stats, allowing for difficulty modifiers, per mob modifiers and per mob boosts.
--------------------
Changes:
--------------------
  • By default all mobs will have 10% extra health on Hard difficulty.
  • All mounts with melee attacks will now melee their rider's attack target.
  • Pure Lava will now turn any water block into stone.
  • Dwellers now inflict the poison debuff.
--------------------
Balancing:
--------------------
  • Halved the mobs spawned from Raptor Rampage.

and @Mamiya0taru with VoxelMap
Mamiya0taru said:
VoxelMap 1.7.10
  • performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
  • teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don't end up inside a wall
  • player icons reflect whether the player has his hat layer turned off
  • waypoint icons in icon selector sorted alphabetically

and @iChun with iChunUtil
iChun said:
iChunUtil 4.2.1
  • Much needed ATs added in for future purposes
 

VictiniX888

New Member
Jul 29, 2019
285
-2
0
1.7.10 mod updates

PneumaticCraft 1.6.4-66 (by MineMarteen)
-Added Remote
-Minor tweaks to the Programmer difficulty system.

-Bugfix: Drone Interface peripheral does not properly return a table for getAllActions()
-Bugfix: Omnidirectional Hopper GUI has a mislabeled Redstone setting.

Guide-API 1.0-7 & 1.0-8 (by Tehnut)
1.0-7
Now you should be able to run everything safely serverside if you stop using the fontrenderer. Woo

1.0-8
No issue with registering books serverside! You should do it!


1.8 mod updates

Inventory Tweaks 1.59-beta-175 (by Kobata)
Add lower bound check to auto refill. Fixes #250 - Kobata

Bloodmoon 1.1 (by Lumien)
- Added: /bloodmoon <force|stop> to force a bloodmoon for the next night or stop one currently running.
- Changed: The Red Light modifier now only affects skylight, blocks with less skylight exposure will appear less red.
- Changed: Slight performance increase due to less sinus calculations.

- Changed: Again, trying to fine tune the color mechanics to not appear to yellow / pink.
- Fixed: Crash while joining a world when the server side bloodmoon handler was not loaded.



MQxB7R2.png
 

10paktimbits

New Member
Jul 29, 2019
13
0
0
Plant Mega Pack Version 5.00 for Minecraft 1.8 has been released.

Get the mod here.

Added: 45 planters in 4 different styles
Added: 15 trellis blocks
Added: 4 beach plants
Added: 7 forest plants
Added: 18 climbing plants
Added: 4 hanging plants: 'tiny' green foliage 3 ivy vines
Added: lots of new food items
Added: corn flour, mutton and rice food wraps
Added: foliage textures for epiphyte plants
Added: plants are sensitive to fire and lava below them
Added: moss ground cover can be used to make mossy cobblestone wall and mossy bricks
Added: growable plants grow faster on fertile soil
Added: vanilla flowers, except sunflower, can be crafted into hanging plants
Added: all ferns can be crafted into a foliage hanging plant
Added: defoliant powder now works on leaves
Added: fertilizer powder changes regular stone bricks to mossy stone bricks
Added: defoliant powder changes mossy stone bricks to regular stone bricks
Added: lot's of new food recipes
Added: 'basic' and 'advanced' world generation modes
Added: worldgen 'empty chunks' settings - use to create areas where plants don't spawn
Added: config: lists on config screens now respond to double clicks
Added: config: accurate hitbox, turn off to use vanilla behavior
Added: config: plant block replaceable, default=disabled
Added: config: solid bamboo, default=enabled
Added: config: solid cactus, default=enabled
Added: config: plant particles, for future use
Added: config: adjust maximum growth for stackable plants (bamboo and kelp)
Added: config: reset all plant settings to defaults
Added: config: ability to disable a plant from world generation
Added: config: advanced plant powder elevation limit
Added: config: advanced plant powder effective underneath plants
Added: config: button to enable/disable extra drops - affects all plants
Added: screen: generated chests - controls chances PMP's items spawn in chests
Added: screen: generated chest items - select the items/blocks that spawn in chests
Added: screen: content: planters - enable/disable by group
Added: screen: decorator area plant spawn settings
Added: screen: plant locator - find where a plant spawns
Added: screen: worldgen - all worldgen stuff starts on this screen
Added: screen: worldgen features
Added: screen: worldgen coral reef systems
Added: screen: worldgen village features
Added: verification check of all decorator plants at startup - log file will show any problems
Changed: lowered hardness of cactus plants slightly
Changed: hanging plants can now attach to underside of cobblestone walls
Changed: bamboo rendering
Changed: floating flower rendering
Changed: you can mix the 2 different rice while crafting cooked rice
Changed: corals use gravel sound instead of wood
Changed: metal wall bracket rendering and hitbox
Changed: crafting medicinal salves use the actual plant instead of an item from the plant
Changed: flower color varieties have max. count of 9 instead of 13
Changed: Sea Oats moved to beach category from grass
Changed: submerged plants and vines now have separate block/item code
Changed: some magenta color varieties changed to pink
Changed: plant drops are now sensitive to fortune-enchanted tools
Changed: plant growth rate is now a percentage of vanilla growth rate
Changed: bamboo and kelp plants can grow naturally to a maximum of 30 blocks tall
Changed: plant config files no longer have unused settings
Changed: default effectiveness of advanced plant powders is now 90%
Changed: all recipes using bamboo poles now use actual bamboo plant instead
Changed: empty food wrap recipe now shaped and uses 3 ingredients and return 3 wraps
Changed: modified recipes as needed for other changes in this release
Changed: celery can now be used to craft food wraps
Changed: updated tooltips for advanced plant powders
Changed: epiphytes now check for a solid face to attach to
Changed: wall brackets now check for a solid face to attach to
Changed: reworked/enhanced almost all config screens
Changed: maximum elevation variance for plant spawning changed to 8 from 16
Changed: fertilizer now works on bamboo plants
Changed: fertilizer now works on epiphyte plants
Changed: plant list on add plant screen is wider - can see all plant names now
Changed: main menu buttons - worldgen stuff consolidated into a single button
Changed: user decorator settings moved to a subfolder for each decorator set
Changed: when adding a plant to a decorator area, the plants list is now re-sorted
Changed: add plant config screen no longer displays plants that are already assigned
Changed: all stackable plants (bamboo, climbing, kelp) have a minimum growth height of 4
Changed: berry/fruit drink recipe
Changed: rebalanced hunger/saturation values on most food items
Changed: massive amount of adjustments to plants assigned to decorators
Changed: default plant growth rates are now 100%
Changed: default world generation setting is now 100%
Changed: default decorator area settings are now 50%
Fixed: some recipes registered even if content settings caused them to never be used
Fixed: issues with vines - they are now identical to vanilla vines
Fixed: spruce wall bracket cannot be crafted
Fixed: wall brackets not decreasing inventory when used
Fixed: fertilizer used on crops clones plants at same growth as original plant
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
Removed: bamboo poles
Removed: color varieties: burgundy, coral, magenta, royal
Removed: plant-specific flower and leaf items, except cattail spike
Removed: plant-specific hanging plants
Removed: optional wall brackets
Removed: 'edge' decorator files and code - replaced by new decorator area
Removed: all 'sky' stuff from the mod as it is not needed
Devstuff: massive code rewrite for 1.8 upgrade - at least 75% of mod rewritten
Devstuff: completely new worldgen code
Devstuff: moved decorator default .cfg files from java folder to resources folder
Devstuff: internal code to generate .json files automatically for faster development
Devstuff: enhanced console/log output
Devstuff: review/standardize ore dictionary names
Devstuff: reorganize/consolidate many language file entries
Devstuff: introduced and then fixed at least 20 major bugs during the upgrade
Devstuff: massive web site update at CurseForge