GregTech 5.08.18 , now with black magic! (and many other things like working processing arrays)
Enable it on OverpoweredStuff.cfg
Enable it on OverpoweredStuff.cfg
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ganymedes01 said:Headcrumbs 1.5.3
- Fix ears rendering on baby humans
- Added a couple new names
- Heads now have Thaumcraft aspects
- Added support for Laser Creeper Robot Dino Riders From Space
- Added config option to allow converting from Headcrums' player heads to vanilla player heads (and vice-versa) by simply placing them in a crafting table (on by default)
Claycorp said:You MUST have D3 Core to use this mod! <-- Click to get!
Those pesky useless villagers now can have some hot deals!
What it do?
Commands:
- Add new villager trades!
- Remove old villager trades!
- Displays the villager ID on the F3 screen when you look at it! (You can find it on the right side in bright green text!)
- Remove all villager trades! (Open the InsiderTrading.Json and set "clearFirst" to true.)
- Thats all it really does!
- Seriously.
Use TAB completion if you need help figuring it out!
The way villager trading works is quite complicated and hard to explain. Hopefully everyone understands this!
- /insidertrading - Dispalys all options for the command.
- /insidertrading add - Adds the trade chance to all villager professions.
- /insidertrading remove - Removes the trade from all villager professions.
- /insidertrading add [ID] - Adds the trade chance to the specific villager profession.
- /insidertrading remove [ID] - Removes the trade from the specific villager profession.
- You CAN NOT edit trades that exist. If you want to edit one you need to remove it and re-add it.
- If two trades share the same input the newest one the villager gets will overwrite the old one. (Example: 2 wheat = 1 bread will get removed if 4 wheat = 1 emerald is used next.)
- Chance is % of the trade appearing. (1.0 is 100%)
- Max and Min set the range of items that it could possibly cost. (It will never cost more than the max and never less than the min but can be anything in between including the Max/Min.)
- NBT/Meta makes that slot NBT/Meta sensitive. (You can't trade with oak logs if it ask for dark oak. Also you can't trade a purple firework when it wants a green firework.)
- The small box in the corner of the slots is a match anything option. (It is used for removing recipes. Check both input boxes and set the output Max to 64 and the Min to 0.)
- You must use the villager profession number to change a specific type of villagers trades. (This is the only way to do it. You can get the ID by looking at the villager with F3 on or by using TAB to get a list of ID's)
F3 Villager ID text:
Example of the mod:
He really likes his lapis!
Remove GUI:
Adding GUI:
Trading souls for glowstone!?! What a deal!
IFDevelopment said:BeamExtended Chat 0.7.2
- Added All Twitch Global + Subscriber emoticons
- Added All Beam Global Emoticons
- Added All BeamExtended Channel Emoticons
- Added Ability to add/remove emoticon packs from channels
- Emoticon packs are now saved upon adding / removing
Jordsta95 said:Ever get bored of having to prick yourself 5 times before you can make a blank slate? I do, so I assume others are the same.
Blood Magic's early game, before you get a sacrificial dagger + mob farm, is extremely slow and tedious. Arcane Arteries is here to make it a little easier to start out.
What's added?
As of V0.1 - 2 Daggers:
Arcane Blade: Utilizes the inherent magic of Thaumium to make your dagger give you 500LP each time you prick yourself
Elven Dagger: Utilizes metals granted to you by the Elves of Alfheim, along with a little bit of mana, to grant you the ability to get 1000LP (or 1 blank slate) each time you prick yourself.
What's planned?
Thaumcraft:
-Add Thaumonomicon tab
-Make Arcane Blade crafted through Infusion Altar
-Add Arcane Runes (~30% as effective as Blood Magic Runes)
Botania:
-Make Mana Slates, which will turn into Blank Slates with the help of 500LP
-Make Mana Runes (~30% as effective as Blood Magic Runes)
Other mods?
None yet, feel free to suggest some.
MOD PACK DEVS! This is the bit you are looking for!!!!
I have no issues with you using this mod in your mod packs, although dropping me a notification would be awesome.
Olafski said:FastLeafDecay
A simple Minecraft mod that speeds up leaf decay after you cut down the wood in a tree. By default it will only take about five seconds before all leaves are gone.
Download
Download the source code from GitHub, or get the jar version from the Files tab.
Requirements
Only servers need to have this mod, so if you're playing on a server that has it installed you will not need to install it on the client.
- Minecraft 1.7.10
- Minecraft Forge version 10.13.0.1199 or higher
Known (compatibility) issues
This mod is not compatible with RandomThings, as they both modify the leaves block.
Modpacks
Feel free to add this mod to your pack. No permission required! I would appreciate a line in the comments though.
Credits
Lumien for making the Random Things mod. I took nearly all of the code for this mod from that one.
I was literally just about to post thatand @jordsta95 with Arcane Arteries
XCompWiz said:The teleport command that SHOULD be in Vanilla.
This teleport command uses the Vanilla teleport mechanics but still allows for changing dimensions.
Exact rules for modpack permissions are being sorted out.
TehNut said:GoodyBags allows you to create custom loot bags (similar to the Thaumcraft loot bags) through JSON files. You can find information about that here.
There are currently 3 types of bags you can create:
Currently there is no support for NBT. I will look into that at a later date.
- Spawn- Spawns in a player's inventory when they first join the world. Meant to replace the inventory spam that has become current modded Minecraft. I guess you can use it for other things, too.
- Loot- Generates in dungeon chests with a configurable weight.
- Prize- Meant to be given to players as a reward for completing something. Similar to the HQM bags.
gideon was under the base they made the whole time spawning meteors too.AlgorithmX2 Fireball you ducks! I was looking forward to that feature.
Tuhljin said:
- Added the Dimensional Lure and creature-specifying variants of runed obsidian. The Automagy config file controls time and essentia costs involved with operation.
- Added Nether Spire world generation. Generation frequency can be adjusted with the config file.
- Added hellfire wisps. (They do not spawn naturally.)
- You can now see scanned items' aspects in the Inventarium GUI.
- Added infusion enchantment recipes for Lure and Luck of the Sea.
- Added Entropic Refining research, allowing infused stone to be turned into a large number of slivers. Adjustable in the config.
- Golem's Workbench:
- Advanced golem research is no longer a prerequisite. (Advanced golems are still needed to craft some recipes.)
- The Order upgrade on an attached golem now causes leftover items to be placed in the workbench instead of being thrown into the air.
- The Entropy upgrade on an attached golem now affects which items it will attempt to craft.
- The Forge ItemCraftedEvent is now fired when an item is crafted to allow the possible preservation of items that allows. (E.g., essentia phials aren't consumed when assigning an aspect to a jar label.)
- The recipe for aqueous admixture now uses the ore dictionary for black dye.
- Adjusted recipes for the Nethermind, runed obsidian, Siren's Lure, and golemic inhibitor.
- Resonating Redcrystal research no longer required for golemic inhibitor. (Reduces the research barrier for the Amnesiac's Stone.)
- Fixed crafting focus with Transposing upgrade getting placed on crafting sceptres when the keybinding is used.
- Fixed alchemical boiler GUI failing to indicate that certain liquids cannot be processed. (This happened when the liquid had no associated fluid block.)
- Updated several Thaumonomicon entries to improve clarity.
- Updated the Automagy API so creature-specifying runes are supported.
- The Inventarium is now more compatible with the mod Storage Drawers. (Implemented using the API.)
- The Inventarium now respects the limitations set by sided inventories to determine which items should be seen.
SpitefulFox said:Ridiculous World is a new mod to add biomes to Minecraft. My favorite biomes have always been the fantastic and unrealistic ones like Mushroom Island, Deadlands, and Ominous Woods. The aim is to make the world a little more zany than just a few real-world biomes and trees.
- Spooky Forest
- Ossuary
- Rock Candy Mountain
- M̭̖̹͘o͏҉̗͠ͅù҉̬̘̘̮̬n̖͇t̲͔̞̞ą̥̪͉̕̕i͚͉͚n̺͔̻̭̹͎̠̪͝ ͚̞͔ơ̶̦̖̦͔͎f̴̱̘̺͙̥̻͍̀͜ ̘͉̗̮M̭̖͚̙̕͢͟a̲̼͇d҉̸̳n̩̞̰͕̹̟̤͓͇e̦͔̳̰͍̭͢͝s͕̹͍͖͓̥s̢̹̻̙̞̥̯̲̕
- Botanical Garden
- Shadow Fen
Erasmus_Crowley said:Ex Nihilo 2 0.21
- Significantly increased the speed of the sieves.
- Added 'Ash' which is a weak and unreliable version of bone meal. Get it by cooking sticks in a furnace.
- Added a new furnace crafted from dirt. It is slow and incredibly inefficient with fuel, but it allows cooking, torches and ash far earlier than waiting for a stone furnace.
- Added porcelain clay. It has no current uses, but it will be needed for some upcoming features.
CactusCoffee said:Simply Magic! 0.1.1, 0.1.2 & 0.1.3
- Added Mana Collector
- Added Rage (Level 3 Red Spell)
- Added Gale Force (Level 4 Yellow Spell)
- Added Bury (Level 5 Green Spell)
- Added Crystal Swords
- Added particle effects when using some self-targeting spells
- Added sound for traveling spell projectile
- Decreased spawn chances for mana crystal veins - should be slightly less everywhere now
- Updraft no longer stops existing movement
- Fixed crafting recipe for Cold Step Spell
- Fixed crafting recipe for Lava Armour Spell
- Reduced mana collector charging speed
- Adjusted key handler registration, hopefully will work on dedicated servers now
- Tweaked world generation for more balanced resource spawning
- Restructured code to prevent future changes to item IDs. This might break everything. It also might not. Whatever the case, it will be a one-time issue.
- Added Splash (Level 3 Blue Spell)
- Added Stealth Blast (Level 5 Black Spell)
- Added True Shot (Level 4 White Spell)
- Added weaknesses and resistances for each non-boss mob
- Added more sounds and effects to functional blocks, spells, etc.
- Added a quick variant of the arcane infuser that can be accessed via creative mode
- Added a red X to arcane infuser gui when the input is an unacceptable combination - should make it easier to tell what spells can be used with crystal swords
- Added magic silk, craftable with mana crystals and string - currently has no function, but will be used in crafting magic armor in a future update
- Began work on adding music discs, which currently play nothing - tracks will be added when they are completed. Music discs are currently inaccessible except by mods / cheats
- Fixed arcane soul crafting so that shift-clicking does not result in a fully charged soul
- Arcane souls no longer exceed max charge when spawned using creative mode - spawn fully charged instead
- Recipes that require arcane souls now require the souls to be fully charged
- Changed recipe for Strong Heart Spell
- Changed recipe for Illuminate Spell
- Fixed ability to charge staves and arcane souls in creative mode
- Fixed Grow spell launching projectile
- Fixed Blindness Crystal Sword
Vazkii said:They have an inventory you can put in Sand, Red Sand or Soul Sand. Sand is 1 second per, Red Sand is 10 seconds per, Soul Sand is 1 minute per. You can't mix sand types.
CyanideX said:Lore Expansion 1.0.5.B11
- Too many changes to list.
- Bug fixes.
- Massive JSON overhaul.
- Reworked lore sequencing.
- MUCH more stable.
- You won't know how to use it... just wait for some documentation.
CyanideX said:Subsistence 0.0.2
- Too many changes to list.
- Bug fixes.
- Massive JSON overhaul.
- New blocks.
- You won't know how to use it... just wait for some documentation.
jaquadro said:Storage Drawers 1.5.2
- Add Lockable API
- Using drawer key on a controller will lock or unlock all attached drawers
- Fixed locked empty drawers to not accept items through sided inventory.^
- ^ Note, the intention was to match barrel locking behavior. Leave a comment in the Storage Drawers MCF thread or open an issue if you depended on the previous locking behavior.
Otaku said:
"Thaumaturgy creates miracles, but at a cost..."
Tainted Magic, a Thaumcraft addon / extension in which the dark side of thaumcraft shines. Hurl orbs of dark matter at your foes from the tip of your wand, or sew your own crimson robes. Tainted Magic will bring many useful things, as well a lots of dark content.
Currently Tainted Magic adds 2 new foci, the ability to craft Crimson Cult robes of all varieties, new wands and staves along with their own new recharge mechanics, new shards, new armor, new ores, and much more. The main goal of Tainted Magic is to put use to the warp you gain, as well as make it worthwhile to visit a tainted biome.
Screenshots:
Eldritch Wand Focus
Taint Storm Wand Focus
Olafski said:FastLeafDecay 1.2
- Added support for Thaumcraft and Natura trees.
Elec332 said:Custom Villagers 1.2.28
- Added GUI for adding trades
- Trades added are automatically written and exported to an minetweaker script, wich can be found in scripts/Elec332/scripts/Villager_'ID'.zs (ID depends on the villager ID)
- Added /CustomVullagersGui command for accessing the GUI, you must be in creative to open it.
- Example usage: "/CustomVullagersGui 6" opens the gui for villager ID 6
AlexIIL said:This mod moves most ore generation to the sides of caves, making it much quicker to get the ores you need. However, strip mining is now a mostly ineffective method to get ores now, as ores are now on the sides of caves instead of buried in the large areas of stone. This isn't perfect, so if there are no caves in a chunk the ore will still be generated normally.
Currently, only vanilla ores are supported, however modded ores support is planned.
Installation:
Drop this mod into the mods folder in a 1.8 minecraft forge. This mod requires AlexIILLib version 1.3 or greater.
Erasmus_Crowley said:Ex Nihilo 2 0.22
- Fixed a bug that broke the dirt furnace textures.
- Nerfed the stone output of sifting dirt to make the dirt furnace a little more tempting.
- Made ash compostable. All of you guys that have been bugging me about composting wood over the years... Well, there you go.
- Added in-game books! These can be obtained by crafting a "Mail Order Catalogue" and throwing it on the ground.
- Added the Incense system! A handy method of scaling Self-Sacrifice to higher efficiencies by utilizing "mundane" materials. More detailed information can be found in the book "The Alchemist."
- Fixed the teleposer so that it may telepose players both directions (this was an offset issue)
- Teleposers may now telepsoe players and entities across dimensions!
- The Sigil of Holding now has a GUI that is brought up by shift-right-clicking. To cycle between sigils, you now use your scroll wheel while the sigil is selected.
- Changed the Focus of the Ellipsoid ritual so that it now places blocks in the ellipsoid using blocks in a chest below the MRS.
- Ritual Diviner now auto-constructs rituals, and in SSP (will be fixed for SMP later) it will show a ghost outline of the blocks of the ritual when moussing over the MRS.
- Added AgriCraft crops to the Harvest Handler
- Fixed Phantom Bridge being derpy when in the player's armour.
- Created the "Blood of the New Moon" ritual that will rip up a sphere of earth from the ground and into the air.
For more info about the items, read the books! I hope you will enjoy them!
GregoriusT said:6.00.38:
[IC2] Recommended Minimum IC² Version is now 720, due to fixing the huge Lag GT caused by using the older IC² Recipe System.
[ADDED] back the Recipes for 5 missing Tools.
[ADDED] back the Recycling Processing for Macerating/RockCrushing/Pulverizing.
[ADDED] back the IC² Ore Washing and T-Centrifuging Recipes.
[ADDED] Averaging Modes to all Sensors. Just click the Buttons with a Screwdriver directly to change the Range of averaging.
[ADDED] Construction Pickaxe. This Pickaxe is 2 times faster on anything that is neither an Ore nor a natural Rock and 50% slower on Ores and Rocks. (Rocks are anything an Ore can generate inside, and the vanilla obsidian Block)
[ADDED] Coinage Mold. Insert a Tiny Metal Plate, hammer it with a hard Hammer and then extract your Coin. Currently only default Coins are available through that.
[FIXED] Recipe Scanner not working properly when someone added a null-Stack to a vanilla Shaped non-OreDict Recipe, What Twilight Forest does in some of its Recipes...
[CHANGED] Coin NBT to be better. Place and break Coins to fix their NBT (if it is actually broken, if not then don't worry about that).
[CHANGED] Coins without any Shape assigned to them will have the old GT Coin Texture and no fancy 3D Rendering.
[CHANGED] Coins do not simply despawn when thrown on the ground, instead they place themselves (and if they fail doing that they will still not despawn).
[CHANGED]
Timber Functionality of the Axe.
Is now default, since it is finally fair.
Now takes the height of the Tree into account when determining the breaking Speed of the Log.
Each subsequent Log adds up a little bit more to the slowness and lost durability (1.00, 2.10, 3.30, 4.60, 6.00, 7.50, 9.10, 10.80, 12.60, ...).
In case you missed it from previous Changelogs you can hold sneak to prevent Timbering when using an Axe.
Why did this get so many likes .-.
- Added a "Welcome To Botania" entry written by GideonSeymour, it's the first entry in the book and sets the tone for new players.
- Added icons to the tutorial pages, they deserve them, good pages.
- Added the Hovering Hourglass, a new sand based timer.
- Fixed 1.8 Stones' Chiselsed Bricks not being craftable.
- Fixed the Terra Shatterer's rank bar displaying if the player has an item in their cursor.
- Fixed the text highlighter being bad at highlighting text in multiple lines. (the message from alfheim page will no longer only be half italicized)
- Made the Soujourner's Sash a little bit of Mana to work.
- Shift right clicking a special Floating Flower with the Lexica Botania takes you the flower's page rather than the Glimmering Flowers page. (TheWhiteWolves)