What's new in modded minecraft today?


Mod Developer
May 13, 2014
New version of RFTools (3.32) to fix a problem introduced in 3.31:

  • Hot fix for shields. Right clicking them with a wrench would crash servers (single player is fine). Fixed this by no longer checking for ctrl to compose a disconnected shield but instead you have to left click the shield block (don't do this in creative!) for this new functionality. In future releases I will come up with a better mechanic that also works in creative.

Download (as soon as it gets approved): http://www.curse.com/mc-mods/minecraft/224641-rftools#other-downloads;t1:other-downloads

Have fun


New Member
Jul 29, 2019
In modpack news, Jon Bams and Kehaan have released the third version of the Madpack. It's based around survival in the Aether II.

The group over at Hermitcraft have released their second version of Hermitcraft Modsauce. It features a different and interesting modlist, with some mods not being used too often in many FTB/ATL packs.

They are both available through the AT Launcher


New Member
Jul 29, 2019
new day, new update, and today it's @Modbder with EssentialCraft 3
Modbder said:
EssentialCraft 3 4.6.1710.63
  • Added: Elemental Drops ore now drops some XP
  • Added: Some EC3 blocks are now registered in the OreDictionary. Good for things like digital miner
  • Added: a gamerule(ec3:weaponMatrixDamage) to control weapons damaging player matrixes
  • Added: Improved the book of knowledge now recognizes more mouse inputs and keyboard(essentially the book can now be fully controlled and browsed even without a mouse, but the question why remains...)
  • Changed: Magmatic wand now fires a BreakEvent good for things like WorldGuard
  • Changed: Magical Digger now fires a BreakEvent good for things like WorldGuard
  • Changed: Magical Building wand now fires both BreakEvent and PlaceEvent good for things like WorldGuard
  • Changed: Orbital strike's ability to melt down blocks now follows the mobGriefing gamerule
  • Changed: Demons are now much easier to summon
  • Changed: the networking system will now make sure the client will recieve the sync message from the server after 20 ticks the tile has been loaded on the CLIENT side. This ensures clients always knowing the full tile information witout spamming unnecessary packets. For players that means that they should no longer see things like No MRU in the device even though there is some.
  • Changed: Some recipes for ackronite stuff. More Ackronite plates are produced the same goes to Neuronic Enriched Plating
  • Fixed: Player clones from the hologram bossfight dropping player equipment
  • Fixed: Buttons appearing in the Soul Pentacle's GUI for 1 frame
  • Fixed: Magical Building Wand now renders the outline between points in the same way the BoundGem does, effectivly removing all render glitches.
  • Fixed: MRUCUs creating corruption blocks even if the allowCorruption is disabled in the config
  • Fixed: MRU guns corrupting matrix even with PVP off
  • Fixed: MRU guns corrupting matrix f players on the same team
  • Fixed: Issue #15(crash with some weird data damage, not EC3's fault, but a safety check can never harm)
  • Fixed: Demons counting just the Demonic Pentacles(without the actual structure) a sufficient reason to stay.
  • Fixed: The drops ore in the world should no longer flicker(sadly no OF support yet)
  • Fixed: a bug where all items would render as a monster spawner from a first person view perspective after the player has hold a spawner in their hand
  • Fixed: Fixed: a possible <ERROR> in the WAILA description of EC3 machines without a bound gem slot
  • Also that is a 200'th commit on my github! Yay!

and @RWTema with Funky Locomotion
RWTema said:
Funky Locomotion Beta 7
  • Added: Frame Boosters
  • Placing these facing a Frame Pusher/Puller/Slider will increase the speed of the frame movement by 'number of boosters x 100'%.
  • The boosters require power (the same amount as the block they are facing) to operate, and if they don't have enough then the base block will not function.
  • Changed: When blocks start moving they will start rendering instantly, which gives a much smoother look. This may impact performance on some computers and can be disabled in the config.
  • Changed: FLoco blocks will now recognize any wrench that uses a compatible Wrench API class.
  • Fixed: Removed possilbe memory leaking when client tiles are unloaded.


New Member
Jul 29, 2019
I have put out the initial build of a new addon for ProjectE/Aether 2: http://minecraft.curseforge.com/mc-mods/234981-projecte-aether-addon

This mod adds new content that bridges ProjectE and Aether 2. Currently added is a Coin Mill which allows you to convert Aether Coins into Alchemical Coin items which can be transmuted for EMC, or converted back into Aether Coins. This not only gives a use to the Aether Coins, but allows you to safely store them.


New Member
Jul 29, 2019
new day, new update, and today it's @OnyxDarkKnight with Jewelrycraft 2
OnyxDarkKnight said:
Jewelrycraft 2 1.1.0
  • Added:
    • A GUI for Curses (default key is C)
    • Curses now have localized names
    • Config options to disable each curse individually or curses in general
    • Config option to disable or enable extra info on jewelry (it's on by default)
    • Crystals now emit particles (can be disabled through a config)
    • 1 achievement
    • 1 challenge (viewable in the achievements menu)
    • 1 new structure
    • 1 new curse
    • A curse tab in the guide
    • The book now remembers the last page and tab you visited
    • The ability to activate or deactivate curses in creative through the Curses GUI
    • A message telling you how bad of a person you are if you kill a heart
    • Sound effects while the ritual is in progress
  • Removed:
    • The ore to ingots tab in the guide (it was more for testing anyway)
  • Changed:
    • Changed Hearts despawn time from 30 to 45 seconds
    • Hearts now are invulnerable first 3 seconds after they spawn
    • "Humble Bundle" curse is now called "2 for 1"
    • The guide GUI (it's fancy now)
    • Crystals have a more random render
    • With Pentagram curse you can now steal a maximum of 2 hearts per entity (3 if you completed the challenge)
    • Moved the hearts icons so they don't conflict with the battlegears mod
    • Structure spawning method so it is more reliable
    • Molten metals are more reliable now
    • If you destroy a full smelter it will drop 6 cobblestone, a bucket of lava and a bucket of the molten metal it contained
    • The text in the guide is now slightly smaller
    • Vampire Hunger now has a 50% to heal you when attacking a creature
    • You will be set on fire if you go outside during the day while having Vampire Hunger active
    • Aurelyium Pink Crystal to Razzium Pink Crystal
    • Vazkiium Magenta Crystal to Aurelyium Magenta Crystal
  • Fixed:
    • Pentagram should now be visible for everybody (aka people can now see the pentagram underneath you)
    • Hearts are no longer removed if in creative (so if you take damage in creative the extra hearts don't get removed)
    • Cursed Eye now follows you properly
    • Hearts now protect you from all damages (not just physical)
    • White Hearts not adding an extra heart in multiplayer
    • Some recipes being wrong in the guide
    • NEI not showing the recipes of some blocks
    • A lot of sync issues between the client and server (woohoo)
    • Smelters will now drop the block if you destroy them
    • The console log is a bit cleaner now
    • Displayer text being weird, displaying the same text twice

and @FireBall1725 with FTB Pax Timer
fireball1725 said:
The timer mod that is used for the FTB Pax challenge maps.

Use this mod in your own projects at your own risk, there is no support for this mod.

Plans to open source this mod and provide support will be made after pax

and @K4Unl with Hydraulicraft
K4Unl said:
Hydraulicraft 2.1.227
The Fluidi update

Here goes. SO much, i'll try to do this from memory, highlight the biggest points:

tl;dr: Everything's changed, backup your world.



  • Minerals. You'll need these to filter the pure oil
  • Oil! Yes, you can use buildcraft and PneumaticCraft oil.

  • Filler. Fills buckets and other containers
  • Assembler. Used for creating a lot of the recipes now. Will need special fluids to do so.

  • Fluids:
    • Perfluoro Carbon Fluid
    • Lubricant
  • Diving suit! Needs to be filled in the filler with Perfluoro Carbon Fluid
  • Powered wrench
  • Diving in an ocean without a suit? Bad idea! Pressure'll get to you!
  • Particles to show the leaking of water!
  • Support for In Game Wiki Mod. All the documentation is now on there. Or atleast, i started it

  • Mixer is now filter. Uses minerals to filter the crude oil into different fluids
  • A lot of rendering changes
  • New lower resolution textures! Finally!
  • Streamlined the code for the hoses, they are now faster in figuring out their connections, makes then less derpy
  • Internal recipe code changes.
  • New API! People using this mod, please have a look at the github!
  • Probably more than mentioned here, but i forgot about.
Remember! Bugs go on the github issues page!

Also, don't forget to fetch the latest k4lib!


New Member
Jul 29, 2019
new day, new update, and today it's @MysteriousAges with Magic Bees
MysteriousAges said:
Magic Bees 2.3.4
  • Added Enchanted Soil: magical dirtstuff that will make plants grow faster, especially when stacked in farms and wider areas.

and @RiskyKen with Armourer's Workshop
RiskyKen said:
Armourer's Workshop
  • Added block skins.
  • Added new premade block skins.
  • Added multipass rendering for skins. (should fix most transparency issues)
  • Added number of skins being rendered to the F3 debug text.
  • Added mannequinMaxEquipmentRenderDistance config option.
  • Added multipassSkinRendering config option.
  • Added Aqua Tweaks support for skinnable blocks.
  • Added Armourer can be shift clicked with the shade noise tool to quickly shade all blocks.
  • Changed the way mannequin models are rendered. (should be a little fastr)
  • Changed armour containers to be skinned in the skinning table.
  • Changed skinned bow to only show arrows when the bow is in use.
  • Changed arrow skins to be a little bigger.
  • Fixed arrow entity skins being flipped.
  • Fixed bow skin animation frames not being timed correctly.
  • Fixed dedicated server crash when a mod tries to access the AW client API on the server.
  • Fixed rare CME crash from skin data cache when cleaning up old skins
  • Fixed transparency on bows and skins in the inventory.
  • Fixed bow skins sometimes rendering in the wrong place.
  • Fixed set and give skin commands mixing up the file name.
  • Fixed major bug that was allowing skins and tile entities to have the same cube colour reference.
  • Fixed the undo system so that it can undo more than one block face at a time.

and @tloader11 with EU - RF Crossover
tloader11 said:
Want a mod that converts RF to EU and backwards?


Then try and use this converter block with an internal storage of 800M EU or 3200M RF. The texture still needs (some) work.


4 RF = 1 EU. , 100000 EU/t - input/ouput

1 EU = 4 RF. , 100000 RF/t - input/output

NOTE: when using EnderIO: to insert RF (from a cell, for example) : select the conduit that is connected to a side of the power converter and set the mode to insert !


Make a texture.

Fix the "NOTE"





M = MFSU (not filled)

C = Resonant Cell (not filled)

and @WalterWeight with StorageSilo
WalterWeight said:
StorageSilo is a mod that allows a large amount of storage (999 stacks) all from a single block. The block has a GUI not dissimilar to the ME Terminal from the Applied Energistics 2 mod. The StorageSilo has no power requirements though, so is an ideal high capacity item storage solution for those who prefer their game play without complex power systems.

To craft the StorageSilo, you need to place an EnderChest in the centre of your crafting table, with eight regular chests surrounding it, as shown below.


Note that the StorageSilo mod is work derived from QuantumFlux mod, developed by JoeKaiser, specifically the StoreHouse block. I have sought consent to distribute this mod from Joe, and in doing so, have complied with the terms of the QuantumFlux License. If you like this mod, please visit JoeKaiser's Patreon page, and show your appreciation by donating to help support his rather excellent hard work.

If you find any issues with this mod, please report them via the issues link above, please do not report issues with this mod to the QuantumFlux project or developer, as they will not provide support.

See the license page for this mod, for information regarding distributing this mod within a modpack.

This mod has no dependencies, other than Minecraft 1.7.10 and the forge mod loader. I've not extensively tested interaction with other mods, however if you do find any issues, please report them via the issues link above.


New Member
Jul 29, 2019
New LMT update is live~ :3
FIX: Organized and cleaned up lots of code
FIX: Armour having 33000 durability. It was a miscalculation.
NEW: Fully Implemented Armour
INFO: Bloodmoon armour gives strength, resistance, mining fatigue as well as slowness.
INFO: Icarium armour give speed, haste and flight, but also weakness.
NEW: Infused Alloy
INFO: Isfused Alloy is made from fusing a Dreamium and Nightmarium ingot together
NEW: Dreamium, Nightmarium, Infused Alloy, and Heavenly Alloy Storage Blocks
NEW: Sort of implemented Sinister Stones
INFO: When held in hand, they will apply buffs to the player. They are kind of buggy at the moment so I wouldn't trust them.
CHANGE: Dream Imbued Stone's texture is slowed down
CHANGE: Dream Imbued Stone spawns a lot less
CHANGE: Astris is removed
INFO: Any recipes using Astris now either uses Diamond or Infused Alloys
CHANGE: Changed Creative Tab icon


New Member
Jul 29, 2019
new day, new update, and today it's @Brandon3055 with Draconic Evolution
brandon3055 said:
Draconic Evolution 1.0.2-Snapshot_1
  • stabilized spawner's will now keep their original mob type when created.
  • mobs spawned by stabilized spawner are now allowed to despawn after 30 seconds.
  • increased the length and render distance of the particle generator beam.
  • shortened the teleport sound.
  • added Draconium Infused Obsidian.
  • added Draconic Portal.
  • removed old debug code from bow.
  • fixed energy crystal name localisation in hud.
  • crystal binder can now rotate blocks.
  • fixed weapon aoe not using power.
  • fixed rendering error caused by the energy infuser.
  • fixed draconium dust not smeltable in TE redstone furnace.
  • fixed game freezing for a few seconds on startup.
  • energy core now stores its energy value as a long (fixes potential issues)
  • added draconium and awakened draconium blocks to the ore dictionary.
  • made some adjustments to the armor.
  • implemented ore dictionary in recipes.
  • added Flow Gates.
  • added Draconic Reactor (WIP)
  • spawner blacklist config now actually works on the spawner as well as opposed to just preventing the soul drops.
  • fixed energy relay recipe.
  • fixed minor rendering bug in energy infuser GUI.

and @Vazkii with Botania
Vazkii said:
Botania R1.7 209
  • Added a recipe for cobwebs.
  • Added factorization's new dark iron ore dictionary key to the orechid's list. (TheWhiteWolves)
  • Added Relic Knowledge, a new knowledge type for relics. This knowledge is unlocked by opening the lexicon with a relic in the inventory. The contents update dynamically depending on what relic achievements have so far been acquired. This replaces the poems in the relics' tooltips.
  • Added the ability for botania armor and baubles to have Thaumcraft runic shielding. (ruifung)
  • Added the Slime in a Bottle, effectively a slime chunk detector.
  • Added the Starcaller by very popular request. A new sword that makes shooting stars. Yes, it's the Starfury/Star Wrath from terraria.
  • Changed the 1.9 brick textures to the actual ones from the 1.9 snapshot jar.
  • Changed the element and season runes' textures to new versions in Sosho by miznib.
  • Changed the hardcore passive generation value to 48000 by default instead of 24000. It was supposed to be that to begin with but I can't do math.
  • Dice of Fate dropped by the Gaia Guardian now bind on drop rather than on pickup.
  • Fixed baubles that store mana not updating the mana bar above the XP bar in real time.
  • Fixed being able to remove water from the Petal Apothecary with a bucket in GoG, allowing for water to be acquired a lot earlier.
  • Fixed fake players locking the multiblock display.
  • Fixed more typos.
  • Fixed some botania entities not having proper localizations.
  • Fixed some of the double tall flowers having secondary drops.
  • Fixed the Ritual of Gaia's multiblock display only accepting iron rather than all valid beacon blocks.
  • Fixed the sashes not being counted as mana using items despite using mana.
  • Fixed there being duped text in the runic altar entry.
  • Hydroangeas are now quieter.
  • Increased the Hopperhock's vertical range by one block.
  • Lowered the default and max radius of /botania-skyblock-spread by a tenfold to prevent floating point errors such as hopperhocks not recognising item frames at extreme distances.
  • Made the Rod of the Molten Core's sound a lot less infuriating.
  • Passive flowers now get replaced with Dead Bushes when they despawn rather than getting removed altogether.
  • Prismarine now animates properly.
  • Removed the Holy Sword Excaliber and replaced it with something far cooler.
  • Removed the regen from the Ring of Odin. It already gives you a full heart bar, come on.
  • Replaced the Mana Pool HUD's Sparing/Accepting text with a more pleasing visual.
  • Repurposed the Eye of the Flugel a bit, I wasn't happy with what it did before.
  • The Dice of Fate no longer hurts players if they're not the right owner.
  • The elven portal is now much faster at outputting the stuff you put in.
  • The Flugel Tiara now has a limit of how much you can fly with it.
  • The Fruit of Grisaia, Ring of Loki and Eye of the Flugel now use mana.
  • The Gaia Guardian's difficulty and rewards now scale on the amount of players participating.
  • The hardmode Gaia Guardian now drops a lot more runes.
  • The Pink Wither no longer drops Nether Stars.
  • The Wither effect the Gaia Guardian's purple fire creates can no longer be healed by milk or brew of absorption.
  • [API] Add oreFzDarkIron to the orechid weight table.
  • [API] Addded relic knowledge to the main class, it's there for completeness sake and shouldn't be used.
  • [API] Added LexiconEntry.isVisible(), currently used for the relics but can also be used for other types of dynamic entries.
  • [API] Changed the SubTileGenerating despawn to place a dead bush instead of air.
  • [API] IBotaniaBoss.bossBarRenderCallback now has some params.
  • [API] Increased version number to 59.
Botania R1.7 210
  • Added the ability to Dash and Glide to the Flugel Tiara, read on these new abilities in the book!
  • Fixed a major dupe with the Resolute Ivy and container items.
  • Fixed more typos.
  • Fixed the recipe for the spectral platform crashing the client if used with the Shift-? feature in NEI.
  • Hopperhocks now check all 6 sides instead of only the 4 cardinal directions. (iambob314)
  • The Flugel Tiara no longer sets you on fire if you run out of charge, that was a cool thematic idea but it ended up just being annoying and dumb.

and @BluSunrize with Immersive Engineering
BluSunrize said:
Immersive Engineering 0.5.3
  • fixed raytracing on HV relays (thanks cobra)
  • updated zh_CN.lang
  • fixed dupebug with blueprints (thanks malte0811)
  • fixed tooltips rendering below text (thanks UnwrittenFun)
  • introduced mod-priority system, allowing users to configure which mod they'd like the ores the excavator spits out to be from
  • fixed Excavator's chance system for good, hopefully
  • added blacklist for dimension IDs, rather than restricting IE ores to the overworld
  • added a config to force-enable the crushing of ores with the Engineer's Hammer
  • added Minetweaker support for the Arc Furnace
  • fixed the appearance update of the Arc Furnace, even when it's shut off by redstone
  • moved coke blocks, coke oven bricks, blast furnace bricks and hempcrete to a separate block class to allow for multiparts and carpenters blocks
  • Arc Furnace should respect the stacksize limit for outputs now
  • fixed a rare NEI crash
  • fixed DenseOres not registering for the crusher
  • changed internal recipe handling of fermenter and squeezer
  • made changes to the lightning rod, improving its chances of getting hit
  • fixed crop growth display for WAILA
  • fixed extraction of items from Arc Furnace
  • fixed derpy crafting-navigation-arrows in manual
  • added metal dusts smelting in the Arc Furnace

and @alatyami with Growthcraft Community Edition
Alatyami said:
Growthcraft is a mod for Minecraft, that was originally developed by Gwafu. It aimed to improve the agricultural and farming aspects of the game. Improvements were added to the game included but were not limited to the addition of unique crops and fun ingame-hobbies. Gwafu has since moved on from Minecraft and released his source code for the Minecraft Modding community to fix the FluidStack issue that broke brewing. We have taken up the torch to continue his fine work as a Community Edition project.


New Member
Jul 29, 2019
ProjectE 1.9.0 Beta for Minecraft 1.7 is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

###Version 1.7.10-PE1.9.0B
* NOTICE: The primary features of this alpha that need testing are related to the Transmutation Table and Tablet
* NOTICE: If a item such as the ExtraUtils QED was causing desync for you in the past try the item again and open a issue report if the issue is not fixed for it
* NOTICE: Also in need of testing is using NEI filter terms in the Transmutation search bar
* NOTICE: Please report any issues pulling items out of the Transmutation Table and Tablet, including receiving the wrong item or no item

* NEW: ProjectE items should now respect server protection
* NEW: NEI search filters can be used in the Transmutation search bar
* NEW: Book of the Alchemist partially added
* NEW: Talisman of Repair can repair items in Bauble slots
* NEW: Further API additions
* NEW: x items equal y can be defined using custom conversion configs
* CHANGE: Slight Condenser and Alchemical Chest texture improvements
* FIXED: Some items such as the ExtraUtils QED causing Transmutation GUI desync
* FIXED: A issue causing items to stop working on dimension change
* FIXED: Condenser Mk2 burning items when its output is full
* FIXED: A issue with GUIs when being moved too far from a block
* FIXED: IAlchChestItems crashing
* FIXED: Possible issues with the Turkish locale
* FIXED: A possible NullPointerException on login
* FIXED: A EMC tooltip stack overflow
* FIXED: Matter furnace GUI issues
* FIXED: Talisman of Repair issues with Chisel items


New Member
Jul 29, 2019
new day, new update, and today it's @The_Fireplace with In-Game Account Switcher
The_Fireplace said:
In-Game Account Switcher
  • Added the ability to search the account list
  • Added an edit button
  • Added a preview of the account's skin
  • Added details about if the account is premium, how many times you have switched to the account, and when you last switched to the account
  • Fixed some crashes
  • Major internal improvements

and @Gigabit101 with QuantumStorage
Gigabit101 said:
A small mod that adds a container to hold nearly unlimited of one type of item.

This is highly based on the Deep Storage Unit form Minefactory reloaded.

This mod was a request from a friend who wanted the DSU but did not wont to install the whole of MFR for it.

The mod was called simpleDsu but after a few things happened I decided the mod should be renamed so now we have QuantumStorage.

If you had SimpleDsu installed please remove any simple dsu's that are in your world before updating.

This will be the only time this will happen.

and @OndraSter with Timers of Death
OndraSter said:
Timers of Death is a fairly simple mod - it records people's death and time of the death. And based on the severity of the death you may configure debuffs! Let me give you an example.

Bob dies frequently because of hunger because he is not taking care of his food well enough. He gets away with it because he does not get punished by it. Well, not anymore. Now you can define that "death by hunger has got severity of 5 and the total amount of severity of 30 in the past 7 online days means that you will get slowness!"

The mod itself records the online times of the user meaning that for multiplayer games it counts only when the player was online and not the actual server in-game time. That means that user cannot log off for a day to get away with it! They will still get punished once they log on!

Server only
Yes, this mod should run even if it is installed serverside only, clients do NOT (should not) need the mod installed. If you run into issues, tell me and I will fix it!

You are very much welcome to include it in your modpack, you just should not have a direct income of the modpack (streaming online, launchers etc is fine). Also, if you have the chance, show your support and link this page in your modpack description/mod listing, please!

Bug reports
Bug reports belong on my GitHub page - click on Issues on top of the project page!

You can find me on IRC on Esper.net under the nickname Ashlee (or Ashlee|away) on a few channels, I do not have any particularly my own one, just try pinging me!

and @Nentify with Drillify
Nentify said:
Drillify 0.2.5
  • Added new models if Armourers Workshop is present
  • Will only use the new models if Armourers Workshop is present and the config is set to true
  • The drill no longer swings if it has energy stored


Mod Developer
May 13, 2014
New release of RFTools 3.33:

  • Fixed an exploit with the builder mode in copy for blocks were different meta means a different block and not just a different color.
  • Made the stacksize of dimlets configurable. Default is still 16.
  • Changed ore dictionary dimlet registration so that it will try to find the most expensive entries given by IMC or config to create the final dimlet. This is for situations where there are multiple versions of the same ore in the dictionary and multiple mods assign different rarities/costs to each of these ores. RFTools will then find all the configuration values for that dimlet and pick the most expensive one. If one of the mods blacklists the ore then it will be blacklisted for all.
  • Fixed IMC message blacklisting of dimlets.
  • Worked around a bug in the crafter when crafting fireworks in some situations.

Download (once approved by CurseForge): http://www.curse.com/mc-mods/minecraft/224641-rftools#other-downloads;t1:other-downloads
(don't forget McJtyLib 1.3.0 at http://www.curse.com/mc-mods/minecraft/233105-mcjtylib#t1:other-downloads)

Have fun!


New Member
Jul 29, 2019
new day, new update, and today it's @MineMaarten with PneumaticCraft
MineMaarten said:
PneumaticCraft 1.11.0-120
  • You can now power (Vanilla) Furnaces by connecting a heat source.
  • Fluids with a temperature equal or higher than Lava will turn into Obsidian when too much heat is exhausted into blocks.
  • Fluids with a lower temperature than lava will turn into Stone when too much heat is absorbed, and will turn into Ice when too much heat is exhausted.
  • You will now catch fire when touching a hot Heat Sink.
  • Added Heat Frame.
  • IGW changes: Compressed a fair amount of images, moved the images to the PneumaticCraft assets, and updated a few screenshots to the current looks.
  • Added Pressure Chamber Wall + Glass = 1x Pressure Chamber Window recipe.
  • Added Pressure Chamber Wall + Pressure Tube = 1x Pressure Chamber Valve recipe.
  • Bugfix: When grabbing a puzzle piece out of the Programmer's panel, you can accidentally zoom.
  • Bugfix: Various thing in the mod break when setting gamerule doDaylightCycle to false.

and @X_Simeon with Matter Overdrive
X_Simeon said:
Matter Overdrive 0.4.0-RC3
  • New animations on the Matter Analyzer and Matter Recycler
  • Matter Network optimizations
  • Matter Analyzer will not analyze items that are fully analyzed in the Network
  • Lots more config Options
  • Mod Blacklisting for Recipe Matter Calculation
  • Matter Network Filters (Network Flash Drive)
  • Rewritten comprehensive API
  • All kinds of API events
  • Fixed Pattern Monitor GUI
  • New Holographic Sign
  • a bunch of changed recipes
  • Mater Registration Improvements (Linear Registration and a lot more ore dictionary items)
  • Increased Matter Transfer between machines
  • Lowered Replicator and Decomposer fail rate
  • New Energy and Matter Storage Upgrades
  • Increased Replication Speed drastically for higher amounts of matter
  • New Phaser Rifle Weapon
  • Weapon System overhaul
  • Weapon GUI for Android players
  • Fixed Crash when putting unused weapon in Weapon Station
  • New Energy Packs for easy weapon reloading
  • Added matter Overdrive Ores to Ore Dictionary
  • Improved Transporter GUI and increased Upgrade slot count
  • New Hyper speed upgrade
  • New Transport Flash Drive for loading Transporter locations easily
  • Weapons are now enchantable
  • New Enchantment Overclock
  • New Command for Forcing Recipe Matter ReCaluclation
  • New Dialog System with Mad Scientist
  • New Tritanium Glass



and @Shinoow with Grue
Shinoow said:
If you've ever played the classic Zork trilogy (which was popular around the 80's), you've probably encountered the Grue, silently killing you because you were inside a dark room. Well, now that monster appears in Minecraft, haunting you there!

What this mod does is adding a new mob called "Grue", whom spawns close to a player if they're in an area where the light level is 2 or lower (simply standing still will only make more of them spawn). The Grue is immortal, and deals almost infinite damage (so there's no way to survive it if you get hit). But there is one way to banish it, which is as simple as getting into a place where the light level is higher than 2, in which case the Grue bursts into a plume of smoke, eliminating the threat for now.

This mod was made so that Tedyhere could use it in an adventure map, but that doesn't mean anyone else can't use it and feel the pain and suffering from being killed by these monsters.


You are free to include this mod in a modpack, as long as you credit me and include a link to this page.

and @pahimar with ForgeCraft: The Modpack
Pahimar said:

You've played their mods, you've watched their streams and YouTube videos - now play along with the same mods and configs as your favourite ForgeCrafters!

This is the only official pack for the modded ForgeCraft minecraft server. This will be updated frequently with the latest publicly available versions of the mods on ForgeCraft, and also includes our configs and map seed.

DISCLAIMER: This pack will not include ALL of the mods on the ForgeCraft server for various reasons (some mods are server only things, some mods are currently being tested and not public, etc). Also, we give no warranty that things are going to work perfectly at all times. So pretty much, it's like normal ForgeCraft :D

This pack contains the following mods by default:

This pack contains Fastcraft, by Player, enabled by default. Fastcraft enhances Minecraft with increased performance. Bug reports being made directly to Mod Authors should state Fastcraft is enabled.

Pack art by BigBadChris


Active Member
Nov 26, 2012


New Member
Jul 29, 2019
new day, new update, and today it's @Vazkii with Botania
Vazkii said:
Botania r1.7-211
  • Added even MORE tiny potato variants :D
  • Added Grass conjuration recipe.
  • Added Mithril and Platinum ores to the orechid's list. (phantamanta44)
  • Added the Rod of the Shifting Crust, effectively a copy of the Thaumcraft Wand of Equal trade with a few new things added on.
  • Changed the Rune of Sloth in the Orechid recipe to a Rune of Greed. Turns out I planned the rune recipes really poorly, the only thing you could make with the greed rune for the longest time was the bore lens. Since the new rod uses a sloth rune I moved this around and now all is balanced :D
  • Fixed a crash when you /give yourself a botania flower with the wrong metadata.
  • Fixed more typos.
  • Fixed the Corporea Index kicking you out of the server if you try requesting an item with control codes in the name (such as brews).
  • Fixed the Flugel Tiara rubberbanding in multiplayer. Maybe. Hopefully. Probably not.
  • Fixed the Flugel Tiara using CodeChickenLib Vector3 rather than Botania Vector3, causing crashes if the item is worn without NEI loaded.
  • Fixed the Flugel Tiara's sprint delay being 1.5 seconds rather than the intended 3 seconds, also changed it to 2 seconds, so the intended is now 2 seconds rather than 3 seconds. So this line should read "Fixed the Flugel Tiara's sprint delay being 1.5 seconds rather than the intended 2 seconds", but the intended was 3 seconds before and 2 seconds now because 2 seconds feels better than 3 seconds. I don't even know.
  • Fixed the Hand of Ender being stackable.
  • Fixed the Hovering Hourglass accepting any item through automation and not just sand and not syncing its contents properly when its inventory is changed through automation.
  • Fixed the name suffix of the Black Hole Talisman not using the block's damage value to get the name.
  • Fixed the Tiara flight bar not rendering with Tinkers Construct. (TheWhiteWolves)
  • Rewrote the way the conversion in the Mana Fluxfield works to prevent a dupe with EnderIO capacitors banks.
  • The "Items Remaining" display now has colors to make it easier to read if there's multiple stacks left.
  • Trying to infuse an item with a Diluted Mana Pool now shows a "Upgrade your Mana Pool to infuse this item" indicator.
  • Updated the Force Relay entry to say how to break the block properly.
  • [API] Added IBlockProvider, an interface for items that can provide blocks for the Rod of the Shifting Crust or other things.
  • [API] Added oreMithril and orePlatinum to the orechid weight table. (phantamanta44)
  • [API] IWireframeCoordinateListProvider.getWireframesToDraw is now @SideOnly(Side.CLIENT), because that just makes sense, really.
  • [API] Increased version number to 60.

and @tterrag1098 with ColorblindHelper
tterrag1098 said:
Colorblind Helper is a mod that allows you to customize the look of any item in the game, to better distinguish certain items from others.

The main use of this is for those players who are colorblind. For colorblind players, many items, such as ingots, ingot blocks, conduit types (cough Vaygrim), etc. are very hard to distinguish from one another. This mod aims to fix that.

Requires both NEI and EnderCore to be present.

See the wiki for configuring instructions.

and @RazzleberryFox with DecoCraft2
RazzleberryFox said:
DecoCraft2 2.1_1.7.10
  • Added 50models, did some renderer optimization!
  • Better, faster, stronger rendering. Everything is based on VBOs, triangle strips and magic. The rendering is completly GPU bound and not CPU bound anymore. Perfs, perfs, perfs.
  • The renderer itself is a new wip mod included in this release (PTRModelLib). If you want to desactivate the outline when looking at a model, check out PTRModelLib.cfg.
  • Shift clicking will ignore the bounding of other models, allowing you to place models within models.
  • Glass and snow are not blocking placement anymore.
  • Fixed potential problem with fake tileentity badly casting.

and @elix_x with Teleplates
elix_x said:

Telepates: Highly advanced teleportation.
-Movable and Teleportable
-Renameable and Shareable

Official MCF page with info always up to date.
Decription (for up to date desc, go to mcf page):
Getting started

Craft yourself some teleplates (default recipe):

Place it down:

When you will place it, naming gui will pop up:

Name it and press confirm button:

Now, place another one somewhere else:

Now, depending on your config option you may or may not need to power them or it.
If your rf usage option (configurable) is 0, skip these steps.
If it is 1 (default), then enrgy is shared accross all your teleplate, meaning at least one must to be powered.
If it is 2, each teleplate must be powered.

Attach cables from buttom of teleplate:

Charge it up!



Now stand on it, prepare yourself and look down to teleport:
(Stop looking down if you want to cancel teleportation).

After 5 seconds you will enter 5th dimension,
Teleplate selection gui will pop up:


If 2 teleplates have the same name, their coordinates will be shown next to name:
(You can force coordinates display in config)

Click on one where you wish to leave 5th dimension...

Even more cool stuf
Allows you to enter 5th dimension from anywhere.

To enter 5th dimension from portable teleplate, hold right click and look down.
(You can be in motion while teleporting from portable teleplate)

If rf usage is 0, it does not require power.
If it is 1, it will drain power from network, network cannot be filled via portable teleplate.
If it is 2, it will drain power from itself, so it must be charged.


Teleplates can be moved by frames and other things from different mods.
You can teleport to teleplate even if it was moved.


Teleplates can be telported using ae2 pylons, blood magic teleposers and others.
You can teleport to teleplate even if it was teleported.


Teleplate can be renamed when right clicked with paper.

Permissions system
(enabled only on dedicated servers)
Allows you to give permissions to players:
-User: can teleport to this teleplate
-Moderator: can rename this teleplate
-Administrator: can break this teleplate and op others up to moderator level
-Owner: can do anything he wants with teleplate
To change/add permissions:
-First right click on teleplate with stick.
-Then hit with that stick players that you want to op (hit multiple times to cycle through levels).
-Then right click teleplate with this stick again to save permissions.

Network system
Complicated player based system that links teleplates, shares rf and more...
Example of teleplates net with 2 players, 1 energy source, 5 teleplates and 1 shared teleplate:


Default rf values
  • Rf usage type - 1
  • Rf usage per to/from 5th dimension transfer - 25000 rf
  • Rf storage per net (/teleplate if usage type is 2) - 250000 rf
You can configure most aspects of mod in teleplates.cfg
Note: i don't play very much, so suggestions of default rf values are welcome.

Special Thanks
To senpaisubaraki for his mod telepads which inspired me to create teleplates.
Default teleplate recipe credit also goes to him.

Go here.
Source code
Check out my other mods:
Store all your armor in 1 slot with Armor Sets!
Now mobs are afraid of creepers once more: Avoid Exploding Creepers!
All you tools in 1 slot? easy cheesy with tools compressor!
SAY NO TO CONFLICTING BIOMES! Install anti id conflict and solve them in 5 mins!
Key Combos Are Here! Presenting you Key Bindings Overhaul!
Colourfull blocks - Color any block in any color!!!
InvisiZones - Invisibility Made Simple.

If you like my mods, your support is very appreciated and will speed me up improving my mods!
If you would like to support me, you have 2 options, patreon is prefered one:

Teleplates by elix_x is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

I grant exception for mod showcases: you can monetize it (video) AND you need to redirect download to this page, you have my permission.

I also grant exception for modpacks: you can use this mod in any modpack, in condition of non commercial purpose (no ad, adf.ly or other).

For other exceptions, you need to ask me.

In short, as long you aren't stated in exceptions:
You can make mod showcase/tutorial about this mod and monetize it.

You can make modpacks with this mod.


and @TheCricket26 with Chisel 2
TheCricket26 said:
Chisel 2 2.5.0
  • New
    • Connected Textured Blocks should show in the chisel menu
    • Beacons!
    • Piping
    • 1.9 Blocks
  • Changes
    • Limestone gets a new look
    • Ball of moss is cheaper
  • Fixes
    • Bookshelves pick block
    • Assorted other bugs got squished