What's new in modded minecraft today?

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dmillerw

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Jul 29, 2019
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*maniacal laughter*

7AENC.png
 

SkeletonPunk

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Jul 29, 2019
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I don't believe this has been brought up yet, but OpenMods has a new mod. It's called NotEnoughCodecs, and it's an addon for OpenBlocks.


^from openmods.info

can we keep random discussion like this out of the thread? and like others have said, they exist. as well as vanilla, ue, and gregtech: http://machinemuse.net/recipes.php
I've seen that before, it looks sounds pretty cool[DOUBLEPOST=1395185762][/DOUBLEPOST]
*maniacal laughter*

7AENC.png
You evil bastard!!! You have destroyed the very fabric of reality that is minecraft
 

YX33A

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Jul 29, 2019
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I don't remember. Definitely the energy cell is added. It was probably a gear or impeller or something.

I guess the cell requires at least a bit of infrastructure. You need to be able to make hardened glass or fused quartz, and energized redstone.
Yeah, that's a bit of infrastructure needed, sure, but it's hardly expensive. Fused Quartz is 4 quartz whatever EnderIO machine it needs, and a magma crucible is actually pretty cheap to make/run.
 

Reika

RotaryCraft Dev
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Yeah, that's a bit of infrastructure needed, sure, but it's hardly expensive. Fused Quartz is 4 quartz whatever EnderIO machine it needs, and a magma crucible is actually pretty cheap to make/run.
Any ideas on how to buff the cost further without making it too expensive for copious late-game low-power use?
 

YX33A

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Jul 29, 2019
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Any ideas on how to buff the cost further without making it too expensive for copious late-game low-power use?
Honestly? Maybe use a bit of blast glass, if you really want to make it more expensive. Late-Game Low-Power doesn't really click in my head. Low-Power implies it's weak, Late-Game implies it's strong, or better then alternatives. They can't emit higher amounts of half of the shaft-power equation yet are expensive/late-game. I don't think that making them more expensive really matters at this point. They aren't too expensive currently, but aren't that useful IMO anymore.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Any chance of tiering it like the coil? Make a less-useful version with the current recipe, and reserve the better one for those who put in the Rotary-effort.
 
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YX33A

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Any chance of tiering it like the coil? Make a less-useful version with the current recipe, and reserve the better one for those who put in the Rotary-effort.
This sounds good to me.

To quote Heavy(from Mann vs Machine: A Tale of Two Cities): This will help.


...What? Heavy may not be the smartest Mercenary at Mann Co., but he's not stupid, nor dumb. Just a man of simple words.
EDIT: Almost Forgot, Witchery Master Race, Rejoice! Another Witchery update was released.(those who were checking the changelog when I posted the last updates for it would have seen some planned changes, which are included in this update)
NEW: Armor Protection Poppet. Works like a Tool Protection Poppet, but for armor.
TWEAK: Using Ruby Slippers now requires the player to be infused. The slippers cost 20% of the total power for the waystone teleport (40% if it is cross dimensional) and 40% of the total power if it is the teleport to bed (60% if this is cross dimensional). The cooldown on the waystone teleport is increased to 60 seconds.
TWEAK: When wearing a Bark Belt, the number of park pieces will be indicated by small sticks drawn over the armor icons in the player GUI.
TWEAK: Coven witches now also drop Witches Hands.
TWEAK: Taglock Kits can now be used on Carpenters' Beds from the Carpenters' Blocks mod.
TWEAK: Added a green enchantment glint to the held 3D models for the Mystic Branch, Spear of the Huntsman and the Horned Huntsman.
TWEAK: Added support for the armor stands in the BetterStorage mod.
FIX: When an Enchanted Broom is placed it will now be at 90 degrees to the player's facing.
FIX: When a stack of Taglock Kits is filled on a player (or bed) the last one will now stack correctly with the others and not require some time to pass before this is possible.
FIX: Statue of the Goddess can now cure Curse of Waking Nightmare
FIX: Healing Potions and Swiftness potions dropped by witches and later converted into Potions of Harming II or long duration swiftness potions, can now be used for brewing infusions.

This looks a bit better then the code tags from last time. Also should be able to add the release date and release number if I do it this way.
 
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Padfoote

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EDIT: Almost Forgot, Witchery Master Race, Rejoice! Another Witchery update was released.(those who were checking the changelog when I posted the last updates for it would have seen some planned changes, which are included in this update)

Lots of updates, all look good. I feel slightly bad for @SatanicSanta and all the wiki updates he'll have to do to stay caught up.
 
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Padfoote

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It's only been 1 full version update and 3 subversion updates, he'll be fine. Right?

Depends on how many more updates come out between now and whenever his "vacation" ends in a couple of weeks. At this rate, could be quite a few.
 

SatanicSanta

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Jul 29, 2019
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Lots of updates, all look good. I feel slightly bad for @SatanicSanta and all the wiki updates he'll have to do to stay caught up.
:p I appreciate the kindness. I believe I've only got one OpenMods/OpenBlocks update, and one Witchery update, along with actually finishing Witchery.
Depends on how many more updates come out between now and whenever his "vacation" ends in a couple of weeks. At this rate, could be quite a few.
It'll be ending this week, hopefully in a couple of days ;)
 
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Yusunoha

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Jul 29, 2019
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new day, new update. starting with a few updates with no changelog really... one is from @CrazyPants with EnderIO
and chicken_bones released some developers versions for ChickenChunks, CodeChickenCore, EnderStorage, NotEnoughItems, Translocator and WR-CBE

and the OpenMods released a new batch of updates for OpenPeripheral Core, OpenPeripheral Addons, OpenBlocks, OpenModsLib and NotEnoughCodecs
OpenMods said:
OpenPeripheral 0.3.3
  • Feature: Improved Thaumcraft integration (for better compatibility with Thaumic Tinkerer)
  • Feature: Added op_dump command to dump all known peripheral APIs to XML
  • Feature: TileEntity blacklist (OPC will not try to register handler for that blocks)
  • Fix: swapStacks now respects ISidedInventory restrictions (fix for ToolForge)
  • Fix: API swallowing exceptions
  • Feature: Ability to read information about ComputerCraft items in inventories
  • Feature: MFR integration
  • Feature: Custom update handlers for generated peripherals
  • Feature: @Volatile - to mark tile entities that bypass cache
OpenPeripheral-Addons 0.1.3
  • Fix: Fixed server crash in terminal glasses icon rendering
  • Fix: sensor.sonicScan returning empty list
  • Fix: PIM dropping items
  • Fix: Peripheral Proxy getting stuck after block is broken
  • Fix: terminal glasses now render items same way as other GUIs
OpenBlocks 1.2.7
  • Feature: XP Shower!
  • Feature: fan strength is now controlled by redstone
  • Feature: radio now accepts with URLs pointing to PLS and M3U files and understands HTTP redirections
  • Feature: actual skyblock
  • Feature: Last Stand enchantment
  • Feature: more tomfoolery!
  • Fix: block placers and breakers sometimes swapping/emptying inventories
  • Fix: crash when trying to display crayon in Thaumonomicon
  • Tweak: better guide shape generation
OpenModsLib 0.4
  • Feature: added InventoryUtils.swapStack (normal and sided inventory version)
  • (WIP) Feature: utilities for Icon manipulation
  • (WIP) Feature: ByteStore (server-client byte payloads synchronization)
  • Fix: item slots rendering order
  • Fix: logger can now be used before mod preInit
  • Fix: removed FakePlayer caching (to prevent race conditions)
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Hey @Reika will electricraft have IC2 compatibility?
As per my FAQ:
"[ROTARYCRAFT] Are you going to add the ability to convert RotaryCraft power into BuildCraft, IC2, ThermalExpansion, etc?"
I have two machines to convert RotaryCraft power into BuildCraft power and back (Air Compressor and Pneumatic Engine).
There is also a machine to convert BC fuel into my jet fuel.
I am not going to add IC2 conversion because its power system is incompatible.
RailCraft power (steam) can also be generated, using the Friction Boiler, or converted to RotaryCraft power with the Steam Turbine.
Two machines also exist to convert to and from Redstone Flux (Rotational Dynamo and Magnetostatic Engine).
These machines all fetch data from their parent mods, and can not be forcibly enabled.

Also, I am toying with an idea for 1.7:
Both DyeTrees and GeoStrata have been drifting away from their roots and towards more "magical" properties. Would it be a good idea to move the crystals, plants, and guardian stone from GeoStrata to DyeTrees, and rename that mod "Rainbow Magic"? This leaves GeoStrata as it originally was when I first created it, with only the stone, and it would silence all those people complaining about wanting either the rock or the crystals removed from GeoStrata.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
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Waterloo, Ontario
As per my FAQ:


Also, I am toying with an idea for 1.7:
Both DyeTrees and GeoStrata have been drifting away from their roots and towards more "magical" properties. Would it be a good idea to move the crystals, plants, and guardian stone from GeoStrata to DyeTrees, and rename that mod "Rainbow Magic"? This leaves GeoStrata as it originally was when I first created it, with only the stone, and it would silence all those people complaining about wanting either the rock or the crystals removed from GeoStrata.
Take my input with a grain of salt as I'm not as familiar with the mods, but this sounds very sensible. Except the name. Call it PrismCraft or something.
 
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