What's new in modded minecraft today?


New Member
Jul 29, 2019
new day, new update, and today it's @AEnterprise with Buildcraft
AEnterprise said:
Buildcraft 7.0.9
  • Robots can now wear player and mob heads! (hea3ven)
  • Power pipe rendering is slightly less laggy. (asie)
  • Shift-right-clicking with a wrench removes wearables first. (hea3ven)
  • Wrenching an iron/wood/etc. pipe sets it to the direction you hit in. (asie)
  • Auto Workbenches only accept recipe-relevant items again. (asie)
  • Add OreDictionary IDs for chipsets (asie)
Bug fixes:
  • [#2785] Water springs do not generate correctly (asie - thanks a lot SpwnX)
  • [#2782] CME in EntityTracker (asie)
  • [#2781] Crash with RailCraft rails and BC tanks (asie)
  • [#2770] Mojang's ambient occlusion assumes full blocks (asie)
  • [#2765] CME with PacketSender (asie)
  • [#2743] DockingStationPipes kept track of invalid pipes (asie)
  • Fix crash in MapRegion (asie)
  • Fix fluid pipe synchronization (again) (asie)
  • Fix handling of template extensions length != 3 (Sangar)
  • Fix Java 6 compatibility (asie)
  • Improve compatibility with Logistics Pipes (asie)
and @TomEV with Router Reborn
TomEV said:
Router Reborn
  • Added: Advanced packager, support grid select, filters, and eject.
  • Improved tick time used by around 84% (625% gain on speed) for the packager in test.
  • Changed chest to be a sided inventory making filters apply to external machines or pipes trying to eject or extract.
  • Fixed: Recipe conflict on packager upgrade
and @Erasmus_Crowley with Ex Nihilo 2
Erasmus_Crowley said:
Ex Nihilo 2 0.26
  • Added the Jade Astrolabe
  • It can't be crafted and must be cheated into the game.
  • It only functions when playing singleplayer.
  • When right clicked, it will scan the surrounding area (100 blocks in each direction) in the current world and export any blocks and containers it finds to a JSON map template.
  • The name of the template can be chosen in-game by renaming the astrolabe with an anvil, but it is not required.
  • Complex blocks that use TileEnitities will NOT have their NBT data saved. You can use them, but make sure you are wary of this and test your map before giving it to other people.
  • Added porcelain buckets
  • Can be disabled in the configs.
  • There are variants for milk, water and lava.
  • I tried to match the behavior of the vanilla buckets as closely as possible. Let me know if anything seems off with them.
  • Fixed an issue with barrels sometimes not returning filled buckets when using stacks of buckets to extract fluids.
  • Fixed an issue where the 'hard' map would spawn you below the island and you would repeatedly fall to your death.
  • Added some hammer recipes to allow you to reclaim some of the materials used to craft the dirt furnace and vanilla furnace.
  • Added a config option to disable the moss and mushroom growth caused by rain while still allowing them to grow near water.
  • Reduced the default moss and mushroom growth speed to about half of it's previous level.
and @BlayTheNinth with Cooking for Blockheads
BlayTheNinth said:
Cooking for Blockheads 1.0.12
  • Added sorting buttons to sort recipes by name, hunger restored or saturation.
  • Added buttons to toggle between alternative recipes.
  • Added "No ingredients" text if no recipes are available.
  • Added graphic for the upcoming Tier 2 book (not yet implemented).
  • Made ore dictionary items toggle between their versions in an interval.
  • Limited ore dictionary items display to items that are actually available in the inventory.
  • Added (partial) Chinese translation (thanks to bakaxyf).


Mod Developer
May 13, 2014
New release of RFTools 3.01 with some important bugfixes:

  • Fixed a bug where putting a filled storage tablet into the crafting table but not getting out the module itself would possibly corrupt the module that is contained.
  • Pressing escape in a text field will now close the window. That avoids having to press escape twice for a storage module block.
  • Implemented an easier way to remove all support blocks by simply right clicking one. This can be useful in case the chamber is destroyed because then the builder has no way of knowing where to cleanup those blocks.
  • Fixed a major problem where picking up the tablet (or shift-clicking it) while that tablet inventory was open would crash the game (and get rid of tablet + contents). Fixed it for shift-click, simply drag, as well as the 1 to 9 keys (which I simply disabled for that gui).

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#other-downloads;t1:other-downloads

Have fun!


Wiki Staff
Dec 31, 2012
Worcester, Massachusetts
More Greggy bugfixes for GregTech!
GregoriusT said:
[ADDED] Creative Tabs for MultiTileEntities. This also breaks some Parts of the MultiTileEntity API in case someone uses that already.
[FIXED] Confusing Nickel (Ni) with Niobium (Nb) in two of the Alloys.
[FIXED] Some Mortar Recipes not being added for some reason.

[FIXED] Missing Client Data Updates when using OpenBlocks RGB painting Method.
[FIXED] Some Alloying Recipes being X^X times more expensive than they should.


New Member
Jul 29, 2019
Arcane Arteries 0.4 is here :)

Recipes to turn mana/thaumic slates into reinforced slates
Sacrificial Knife for EvilCraft - 400 LP a cut. (due to my lack of knowledge of this mod, you may find this to be a little over/underpowered)
Config options for slates/runes recipes (including the recently added slate -> reinforced slate recipe)
Update checker? (I couldn't get it to work, but the code is there... it may work. If it does, shout at me!)
Probably other stuff... It's been a few weeks since I last touched the mod. Nothing major though.


Mod no longer needs both Botania and Thaumcraft to run. Instead of all recipes being registered in one class, they are now in separate classes, which only get called if one of the mods which Arcane Arteries supports is detected.


New Member
Jul 29, 2019
Arcane Arteries 0.4 is here :)

Recipes to turn mana/thaumic slates into reinforced slates
Sacrificial Knife for EvilCraft - 400 LP a cut. (due to my lack of knowledge of this mod, you may find this to be a little over/underpowered)
Config options for slates/runes recipes (including the recently added slate -> reinforced slate recipe)
Update checker? (I couldn't get it to work, but the code is there... it may work. If it does, shout at me!)
Probably other stuff... It's been a few weeks since I last touched the mod. Nothing major though.


Mod no longer needs both Botania and Thaumcraft to run. Instead of all recipes being registered in one class, they are now in separate classes, which only get called if one of the mods which Arcane Arteries supports is detected.
If you don't ever intend to use EvilCraft and/or the AA blade for it, then this update is fine.
If you want to craft it, you may want to use 0.5... I definitely didn't forget to hold shift when trying to type 2 letters... remember kids, this is why we do everything IN ALL CAPS BECAUSE STUFF ALWAYS WORKS THEN!


New Member
Jul 29, 2019
I've released a beta version of a new small mod - Compacter

This mods adds a single simple block - the Compacter.
  • It will try crafting input items in either 2x2 or 3x3 pattern (configurable in the GUI) and output the result.
  • It will process unlimited items per tick, as long as there enough items and energy provided.
  • You can set it to work only when redstone signal is applied (configurable in the GUI).
  • Recursive compacting mode can be enabled from the GUI which will try combining outputted items again (for e.g. compressed cobble).
  • The compacter will use RF or EU power for every operation.
Requires a recent version of BDLib and either IC2 (experimental) or any RF mod (Thermal Expansion, EnderIO, etc.) for power.



New Member
Jul 29, 2019
new day, new update, and today it's @tterrag1098 with DifficultyRecipes
tterrag1098 said:
This is a library mod which provides the ability to easily add recipes which change based on difficulty. It comes with an NEI plugin which provides additional info, like the current difficulty and other difficulties the recipe will work in.

The mod CustomThings has compatability built into it, so you can add difficulty recipes via JSON (as of version 0.0.2-31)
and @warlordjones with SteamCraft 2
warlordjones said:
SteamCraft 2 B4.4
  • Brass Logs can be smelted into Brass Ingots
  • Raygun can directly set enemies on fire
  • Add sulphur charcoal to gunpowder recipe
  • Add phosphate -> bonemeal recipe
  • Allow user configuration of spyglass zoom level
  • Phosphate and Sulphur ores drop 2-5 items
  • Add textures for brass armour on player
  • Add desc to the tea seeds to tell people where to get them
  • Add Skyrail recipe
  • Updated and softened the way fluids are registered
  • Reduced the drop rate of brass ingots from brass leaves
  • Updated quite a few textures, courtesy of WolfieWaffle
  • Changed engraved etherium and uranium textures
  • Use a better method for NBT-based durability bars
  • Rename ores to use fairly accurate names. May revert this.
  • Update the shape of the deeps portal
  • Switch to UUIDs rather than usernames for any special checks
  • Turbine now allows energy extraction from the bottom
  • Switch to using a water bottle in teapot water filling recipe. Also make the recipe shapeless.
  • Fix monocle entity information readout
  • Correct the spelling of sulphur’s ore dictionary registration
  • Fix diving helmet model textures
  • Fix missing textures on breaking modelled blocks
  • Fix the teapot filling recipe only giving you a teapot with one cup’s worth of tea in it
  • Fix drills working without energy
  • Fix cast iron lamp having 0 hardness.
and @BlayTheNinth with Cooking for Blockheads
BlayTheNinth said:
Cooking for Blockheads 1.0.26
  • Added "Cooking for Blockheads II" book - this tier two version allows you to craft the food from within the book.
  • Added config option "enableCraftingBook" (default true) to disable the tier two version of the book.
  • Added proper server-side syncing so that things will always stay in sync and be correct.
  • Changed recipe for the "Cooking for Blockheads" book - you now get it from cooking (= smelting) a book in a furnace.
  • Improved help texts and added tooltips to the items in the recipe list.
  • Fixed the "Sort by Saturation" option.
  • Updated Chinese translation (thanks to bakaxyf)
and @X_Simeon with Matter Overdrive
X_Simeon said:
Matter Overdrive 0.3.4
  • New Shield Ability
  • Added config for the Rouge Android's spawn rate
  • The Rouge Android doesn't spawn in the end and hell
  • Added may tooltip translations
  • New High Capacity Battery
  • New Item Force Field Emitter
  • Various crash fixes
  • Creative battery now outputs at 4k


New Member
Jul 29, 2019
* Fixided replied to "What's new in modded minecraft today?"
Changelog.... INTESIFIES!

GG, g8 r8kt m8 i r8 8/8 gr8 b8
Oops! Wrong Script.

(I know what you're thinking... "Y U SO BIG IMAGE?!!!eleven1doubleOne!!11"
My response is... Iz liddat k?)

Anyway.... back on topic...

What does it do?
It can store up to 6 items that can be used.
You can combine all items that are available (even modded items).
The toolbox will automatically use the best tool for the specific block it breaks.
It will also all other actions, that the items have (rightclick, item use on block/entity, etc.).
Depending on how many items the toolbox holds the dig speed of the tools decreases (configurable).
You can right click on stuff... and left click too!
Don't wait now! Buy now for that DUAL feature!

For example:
A great miner's toolbox: pickaxe, shovel, torch
- it can break all the blocks a pickaxe/shovel can break
- on right click on a block it will place a torch

A great farmer's toolbox: hoe, shovel, seeds, bonemeal
- it will turn dirt to farmland on right click
- it will plant seeds on right click on dirt
- it will grow the seeds with the bonemeal
I, Fixided am not sure if this mod was posted in this thread 'What's new in Modded Minecraft' and hold no responsibility of "REPOSTING"
GG, g8 r8kt m8 i r8 8/8 gr8 b8
If this does however become "REPOSTING"...
please point fingers at @Yusunoha he is probably responsible.

Here is a changelog of said mod just in case I do get blamed for "REPOSTING"
(Even though it was obviously Yusunoha that caused this)

- disabled performance loss by default
- fixed bugs
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New Member
Jul 29, 2019
Lootbags has an update: http://minecraft.curseforge.com/mc-mods/225946-lootbags

1.7.0 version
-Added a loot source command to generate a dump file showing the loot sources used and available
-Added whitelist functionality for enchanted books, use the syntax minecraft enchanted_book <enchant unlocalized name> <enchant level> <weighting>
-Added item damage range functionality, use the syntax <modID> <itemName> <damage syntax> <max stacksize> <weighting>
--damage syntax is of the form <number>#<number> and <number>&<number> in some combination. # is the exclusive symbol, where only the two bracket numbers are included and & is the inclusive symbol, where all numbers between the two bracket numbers are included. Example: 0#3&7 will add to the whitelist items with damage values 0, 3, 4, 5, 6, 7
-Added empty bag checking and quality of life improvements, so that empty bags do not appear and cannot be crafted.
-Updated the year in all the files
-Added some additional crash checking for empty tables.


New Member
Jul 29, 2019
I borked a thing. ;-;


... heavy beta, for 1.8. Also see http://www.reddit.com/r/feedthebeast/comments/39r5kd/new_release_tall_worlds_mod_raises_the_build/
Tall Worlds changes fundamental limitations of Minecraft by raising the build height from 256 blocks, to over 16 million blocks! Build as high as you want in a tall world. Tall Worlds aren't just tall, they're deep too. The sea level is set to 0 and half of those 16 million blocks go up, and the other half goes down, so you can dig as deep as you like as well without fear of ever hitting bedrock.

Basically, this version is going to break. A lot. Expect it.

It's going to crash. It's going to destroy your worlds. It's going to erase your amazing builds. It's going to have lighting glitches. It's going to generate terrains that are ridiculous. It might even have horrible lag and crappy frame rates.

When you find problems like this, please report them in our issue tracking system.

The whole purpose of the beta is to give the mod to players so they can find bugs. Once the bugs are known, they can be fixed. Please help us know about the bugs. =)

It's not going to be compatible with anything else at all. Not world editors, not other mods, not map renderers. Nothing. Nadda.

It doesn't even support servers yet.

Eventually these things will happen, but not on day 1. Until then, Tall Worlds Mod is just client-only and it lives in a vaccuum all by itself.

While we're beta testing things, don't spend too much time on the Ultimate Tall Amazingest build. There's probably going to be a bug that will destroy it. You'll probably be sad because the beta destroyed your work.

Here are a few rules to help you minimize the pain that the beta might cause:

  • Always backup your worlds before playing with highly experimental mods and modding systems!
  • Tall Worlds Mod will never write over the chunks of a vanilla world. Your vanilla world chunks are always safe, even though Minecraft may think your vanilla world is gone. Don't worry, unless you explicitly deleted the world files in your file manager, your vanilla world is still there.
  • That said, don't ever tell Tall Worlds Mod to load a vanilla world! It doesn't know it shouldn't, and it will try to generate a tall world with the same name. It won't overwrite the chunks of your vanilla world, but any other world-related metadata could be overwritten.
  • Don't load a tall world in vanilla Minecraft either. Minecraft doesn't know what the heck a tall world is and I can't tell it not to load them. Vanilla Minecraft will never erase your tall world chunks, but other world-related metadata may be overwritten. Vanilla Minecraft will probably try to generate a vanilla world with the same name in this case, but I've never tried it, so I honestly don't know what will happen. =)
Obviously this behavior isn't ideal. We just haven't spent any time trying to fix it yet. Feel free to send bug reports and suggestions for how to make things better.

Tall Worlds Mod is designed to run only on a special (and highly experimental) mod loader called M3L. You can read more about it and download it here:


Make sure you use the M3L version that matches the Tall Worlds version, and make sure vanilla Minecraft 1.8.3 is already installed.

You must install M3L before you can play Tall Worlds Mod. Don't try to make Forge load the mod. Forge might actually try, but it will probably complain and do something bad.

Once M3L is installed, put the Tall Worlds Mod jar file in your mods folder. eg .minecraft/mods

If the mods folder isn't there for some reason, just make a folder called "mods"

I think that's it for now. Enjoy the mod and send any bugs to our bug tracker.

:( (<- that's because 1.8) :D (<- that's because cubic chunks)

Oh and @Lomeli12 with Simple Condensers
Simple Condensers is, as the title suggests, adds simple to use condensers. I was originally just making this for me and my friends, but ended up posting it on twitter and got people interested.
Suuri Star

Used in the crafting on the Geladen Star and for transferring energy from one condenser to another. Right-click an empty Suuri Star on a condenser to extract its energy, then right click another to transfer the energy to it.

Geladen Star

Used in the actual creation of the condensers. To create one, you must make a 3x3x3 structure of Ash Infused Stone with a large Alchemical Chest in the center. Then, with 8 minium dust in your inventory, right click the center of any side of the structure with a Suuri Star to create the Geladen Star.

The Condensers

There are 3 tiers of condensers (one for each of the Alchemical Dusts), Verdant, Azure, and Minium Condensers. Functionally, they all work the same. They each will consume one item per stack every cycle and convert it into energy, and create one of it's target item per cycle. To create items, you must put a tome in the top right slot of the interface and an item you've learned in the top left slot.

Then any items that do NOT match the target item and have an exchange energy value will be consumed.

Normally if no valid target item is given, it will leave items stored in it alone. If a redstone signal is applied and no target is specified, it will simply consume all items placed in it and store the energy for later use.

The difference between each tier is speed. The Verdant Condenser has a cycle once every second, the Azure once every 1/2 second, and the Minium condenser once every tick.
ETA: Forum addict?! w00
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New Member
Jul 29, 2019
Blood Arsenal 1.1-12 is up here!
-Added configs for disabling items/blocks

-Added more configs

-Made the Transparent Orb read more accurately

-Moved the api folders

-Fixed Life Infuser texture bug

-Improved LP Materializer

-Fixed Compacted MRS textures

-Fixed Glass Sacrificial Dagger

Note this is the flagship release for FTB Horizons 1.7.10!
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New Member
Jul 29, 2019
new day, new update, and today it's @OreCruncher with Thermal Recycling
OreCruncher said:
Thermal Recycling
  • Changed facing logic for machines. Unfortunately the change will cause currently placed machines to shift directional facing. On the plus side, you can now use a wrench to change the machine facing. You can whack those currently placed machines with a Crescent Hammer to rotate them back into place.
  • New device called a Vending Machine. Similar to IC2's Trade Station and the trading booth from the Trading Booth mod. Check the Wiki link for details on it's operation. I would appreciate feedback on this device.


New Member
Jul 29, 2019
ProjectE 1.6.0 "The Void Awakens" is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

Due to recent computer issues making development difficult (full story at link) I have started a IndieGoGo if you wish to help out: https://www.indiegogo.com/projects/new-development-pc/x/11027946

###Version 1.7.10-PE1.6.0
* NEW: Void Ring
* NEW: German language file updates
* FIXED: FoV issues with Gem Boots
* FIXED: Talisman of Repair not obeying noRepair in some situations
* FIXED: Vein mining not working properly on redstone
* FIXED: Null tile references
* FIXED: A Transmutation Tablet crash
* FIXED: Watch of Flowing Time now obeys config while on the pedestal


Wiki Staff
Dec 31, 2012
Worcester, Massachusetts
GregoriusT said:
[ADDED] Tooltip to Materials which contains the Information on what "Enchantment" it gives when being crafted into a GT Tool.
[FIXED] Stainless Steel Recipe by using Invar instead of Nickel now, so that Nichrome cannot form. The Material Ratios for making it are still the same ofcourse.
[FIXED] Liveroots Boiling Point being below the Wrought Iron Melting Point making Ironwood almost impossible to obtain.
[FIXED] Burning Boxes not creating Ashes, when being blocked while being shut down.
[CHANGED] The Saw is now faster on Planks and similar wooden things, but slower on Logs.
[CHANGED] The Cooldown Timer of Crucibles to 100 Ticks after the last HeatEnergy->Temperature Conversion happened rather than 10 Ticks. Once it starts cooling down however, it will still be 1 Kelvin every 10 Ticks. (and yes it is linear because people otherwise would have even more problems with the Maths behind this)
The way GregTech applies advanced Stone Hardness.
It is highly advised to set the Hardness Multiplier of Underground Biomes to the >>>Original Value<<< if you use this new Multiplier, otherwise GT Pickaxes will break way too fast (since durability loss goes via Hardness and not via Speed).
The higher the Multiplier the longer the Stone takes to break.
The new way does not change the Hardness, but instead directly the Speed you mine it with any Tool (even non-GT ones).
Also added this Multiplier for Ore Blocks.
This Config does, or at least should, synchronise to the Client whenever you join a Server with it.


New Member
Jul 29, 2019
new day, new update, and today it's @CactusCoffee with Simply Magic!
CactusCoffee said:
Simply Magic! 0.2.0
Restructured spell code to allow for changes to be applied to extant spell items and just generally make it better. This might break everything again
  • Added Mage Clothes that give weaknesses / resistances to certain elements and give bonus effects when wearing a full set
  • Added Volcanic Ritual (Level 4 Red Spell)
  • Added Rending Arc (Level 4 Yellow Spell)
  • Added Famish (Level 3 Green Spell)
  • Added Crystallize (Level 5 Blue Spell)
  • Added Nullify (Level 3 Black Spell)
  • Added Healing Hands (Level 3 White Spell)
  • Removed Bury because it was broken and a stupid idea to begin with
  • Added Armour Pierce (Level 5 Green Spell) to replace Bury
  • Healing spell now renamed Recover
  • Changed recipe for Recover spell
  • Changed recipe for Underworld Staff to require quartz intead of ghast tears, should make it easier to get
  • Magic flowers can now spread naturally like mushrooms
  • Scorchbloom now sets entities that walk through it on fire
  • Fluteweed now emits sound effects
  • Frostbell now applies slowing effect to entities that walk through it
  • Updraft and Gale Force should now should work on players
  • Stealth Blast mines no longer last forever
  • Slightly decreased Radiant Aura range.
  • Mana crystal ore and magite ore now work with Fortune enchantment
  • Music discs still aren't ready yet sorry
  • Arcane Soul no longer displays damage bar when moused over in creative menu
  • Radiant Aura spell now has particle effects
  • Changed arcane infuser GUI texture so red X icon resembles that of the vanilla anvil
and @dmf444 with FLORA Reborn
dmf444 said:
This is a mod that adds various fluid-based armors. Each piece of armor can be loaded with fluids, in the Fluidic Armor Infuser. Higher-tier armor provides more protection and can be loaded with more fluids. By putting fluids in your armor, you get special buffs. Buffs are caused by the interaction between fluids. For example, if you have armor with three fluids A, B, and C, you get six buffs: A-A, B-B, C-C, A-B, A-C, B-C. The more liquid you have on your armor, the stronger the buff. However, be careful: Some 'buffs' have negative effects. The list of all buffs can be found here, but you might prefer to discover them for yourself.

Because Pixlepix no longer updates FLORA because of his new mod Aura Cascades, I've taken it up for the time being, and decided to release it on curse for people to use.
and @OreCruncher with Thermal Recycling
OreCruncher said:
Thermal Recycling
  • A Vending Machine in Server mode will "void" items given by players for a trade. Prior to this change the items would be placed into the inventory.
  • Machines placed prior to v0.3.9.x may not be rotatable using a wrench because of invalid facing data. Logic now detects when this happens and forces to a valid facing.
  • Transport pipes no longer connect to Vending Machines. This behavior can be changed by modifying the configuration file.
  • Worms can be fed to chickens. This will cause 0-3 eggs to spawn around the chicken.
  • If there aren't enough items in a Vending Machine inventory to complete a trade the ItemStack rendered in the Vending Machine entity will have a quantity color coded in RED.
  • When a magic item is scrapped Bottles of Enchanting are added as part of the output component list. The number of bottles added is dependent on the quantity and quality of enchants on the item. (These bottles will also show in the Scrap Assessor output.)
and @Sangar with OpenComputers
Sangar said:
This pre-release includes the new Lua 5.3 architecture, which is also the reason this is a pre-release.

If you've been playing with a 1.5.13 dev-build (i.e. one you got from Jenkins), you'll have to manually set the option `enableLua53` to `true` in your config, because it originally wasn't until I did some stability testing myself. At this point I think it's stable enough for more general testing.

To play with the new Lua 5.3 architecture, take a CPU and sneak-rightclick while holding it in your hand. You'll see a notification in your chat log about what architecture it is now configured for (you can also see that in the extended tooltip of the CPU).

There have also been a good number of other changes, full changelog will be coming with the release proper. For now, I'd appreciate some testing. Let me know if you run into any issues, thanks!
and @BlayTheNinth with EiraIRC
BlayTheNinth said:
EiraIRC 2.8.270
  • Added Twitch name badges (this feature requires the latest EiraMoticons to be installed, but EiraIRC will still run without)
  • Added IRC name completion (press TAB when having an IRC channel active) - client-side only (won't work with the server-side bridge bot)
  • Added help text on how to switch channel that appears for a few seconds below the active channel target
  • Added a save button to the channel config GUI (just a visual help, it always saves anyways)
  • Changed loading of image preview to be asynchronous to prevent lagspikes when viewing an image
  • Changed switching between channels to use SHIFT+<KEY> (default: Shift+TAB) to avoid conflict with username completion
  • Tiny performance improvements on the Twitch related features (no longer checking the Twitch host on every message).
  • Fixed the scaling of the image link preview to keep the proper image ratio
  • Fixed Twitch name colors and name badges not working if the nick is not all lower-case
  • Fixed crash with LLibrary installed (however, automatic screenshot features will not work -> compatibility issue)


Mod Developer
May 13, 2014
New version of RFTools 3.02:

  • Improved the GUi of the storage scanner. Now uses the same background color as the modular storage system and the widgets are layed out more compactly.
  • The default background color for the modular storage and storage scanner has changed to dark gray instead of bluish dark gray and the config option for it has moved to the general section.
  • Two new patreon dimlets: one for Lockesly L'Crit and one for Daniel Nissenfeld.
  • Added missing documentation about crafting efficiency dimlets to the dimension builder manual.
  • The Matter Beamer gui no longer has a syringe icon in the material slot. That slot doesn't accept syringes.
  • Fixed a possible divide by zero in the matter transmitter that someone reported but which I could not reproduce.
  • Fixed a 1-pixel offset error in the inventory of the dimension enscriber. Now your dimlets will be positioned properly in the gui!
  • Fixed a small bug which prevented volcanoes and dimlet buildings to spawn on the x axis as well as on the z axis of a generated world.
  • Try to protect against some common blocks having a null item (like mossy cobblestone) for some weird reason (could be something Project Red is doing)? This affected some people only.
  • Fixed the modular storage gui so that you can again use digits in the filter but without the dangerous 'swap slot' behaviour.

Curse: http://www.curse.com/mc-mods/minecraft/224641-rftools#t1:other-downloads

Have fun!


New Member
Jul 29, 2019
New mystcraft
[ModCompat]Fixes a logic issue with fluid symbol construction (any blacklisting prevents all later fluids)
[BugFix]Fixes an issue with falling blocks
[Visuals]Adds a border highlight for missing book name in binder
[Profiling]Moves client-side baseline profiling to be done at first time startup
Server profiling has not changed
Each single player save will not do individual baseline profiling now
It can be backgrounded, but a singleplayer game cannot be started until it is complete
Deleting the mystcraft folder will cause the data to be rebuilt
Changes to the mods in the environment are not detected, so manual deletion of the data is necessary if instability occurs
PACK MAKERS: The result data can be included with a pack
JADED: The included pack data doesn't have to be the actual result data...

If you experience crashes during te startup profiling, disable the mobs on the main menu
config/bspkrsCore.cfg -> B:showMainMenuMobs=false
The profiling change: Your pack will do profiling only once, based on the generic configs, not per-world, based on world-specific configs. (For multiplayer, this is no difference; for single player, some mods let different saves have different configs).

And, if the pack maker ships a profile results file, that profile file is trusted and accepted, no matter if it actually corresponds to the pack or not ...