What's new in modded minecraft today?


New Member
Jul 29, 2019
new day, new update, and today it's @tterrag1098 with Ender IO
tterrag1098 said:
Ender IO
  • Henry Loenwind: Update to current Forge
  • Henry Loenwind: Logic fix for reading the current task from nbt
  • Henry Loenwind: Fix: NPE on kamikaze fluid container
  • Henry Loenwind: Use short git hash for dev build id
  • jztech101: Added Apatite, Amethyst and Saltpeter Recipes
  • Henry Loenwind: Use seperate texture for machine bottom
  • Henry Loenwind: Export more sensible Forge requirement
  • MrNuggelz: changed getGui method for conduit filters
  • Henry Loenwind: Added some defensive null checking
  • Henry Loenwind: Keep care not to store ItemStacks of furnace recipes
  • Henry Loenwind: Machine bottom now is its own texture
  • Henry Loenwind: Cache some rendering calcs
  • Henry Loenwind: Solegnolia support for Magnet
  • Henry Loenwind: Fix client-side code being needed on the server
  • Henry Loenwind: More checks on unsupported software on crash
  • Henry Loenwind: Don't crash if in MP a client doesn't have another player's profile
  • tterrag1098: Add pistons/noteblock to redstone connectable list
  • tterrag1098: Fix WAILA on conduits not working, also fix conduit pick block
  • tterrag1098: Allow facades to be placed on conduits using adjacent block faces
  • tterrag1098: Fix being able to add facade to a conduit with microblocks on it

and @WeasleNinja with Helpful Villagers
WeasleNinja said:
Helpful Villagers 1.3.0
  • Added Rancher profession
  • Added update checker
  • Fishermen can now harvest ink sacks from nearby squids
  • Added more mod compatibility support
  • Fixed various bugs


New Member
Jul 29, 2019
ProjectE 1.9.3 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-PE1.9.3
* NOTICE: As of this build legacy save conversion code has been removed. If you are upgrading from PE1.7.1 or below you will need to run PE1.9.2 once before upgrading further
* NEW: Custom conversion API
* NEW: More new config options
* FIXED: A issue causing Klein Stars to receive the wrong charge value
* FIXED: Scroll wheel desync in the transmutation GUI
* FIXED: isUsableByPlayer issues on various PE tiles
* FIXED: A issue causing condensers to finish instantly on world load
* FIXED: Blast resistance on alchemical and other chests
* FIXED: Block place log spam caused by a forgotten debug string
* FIXED: Step height issues on dimension change
* FIXED: A issue causing condensers to finish instantly on world load
* FIXED: A Book of the Alchemist crash when using the Chinese language setting
* CHANGE: Katar tree harvesting has been improved
* CHANGE: Nova explosions now spawn loot on the player again
* CHANGE: The philostone wrench feature has been removed. This may return as a separate item in a future addon


New Member
Jul 29, 2019
So this is a thing now.

Jens Bergensten ‏@jeb_ 7h7 hours ago

Ok, here's a gfy. And as always, work in progress! https://gfycat.com/SerpentineHighlevelAmurminnow… (for 1.9, Java edition)

They fold when you land and replace the cape (if any) when equipped. They are styled as the cape + new Mojang cape:

More info! Not craftable, only found. Here's a gfy of 3rd person mode with Mojang cape texture: https://gfycat.com/LeadingIndolentGangesdolphin…

Check the links for better video.

Also this.

Nathan Adams ‏@Dinnerbone 10h10 hours ago

Changed how player movement is sent & processed by server. It'll either break things or improve cheat detection, either way it ends in tears.

Moding for 1.9 is going to be so fun. Kappa


New Member
Jul 29, 2019
new day, new update, and today it's @TheTemportalist with Compression
TheTemportalist said:
Allows player to compress all normal blocks (cobble, grass, stone, etc.) and any non-data item (apples, sticks, diamonds, etc.) into large stacks. You can use these stacks much like normal blocks. Once each stack gets large enough, certain affects kick in. Some can become blackholes sucking in all items they are like, much like a magnet for a specific item. Great for large storage.

and @Lilylicious with Thaumic Equivalence
Lilylicious said:
An addon to both ProjectE and Thaumcraft! The aim of the addon is to merge the two mods into a more fluid play experience, utilizing one to improve the other. The addon is developed with configs heavily in mind, allowing the user to tweak their experience the way they want. By default, the mod will attempt to keep things relatively balanced.

There are two modes planned, with a third potentially coming at some point in the future.

  • First: The default setting, where Thaumcraft items get EMC and the addon will try to not be completely overpowered. New Thaumcraft items using ProjectE mechanics will avoid being too broken.
  • Second is ProjectE hardmode. This mode will remove recipes for ProjectE items, adding new ones using the Arcane Workbench as well as the Infusion Altar. This mode will function much the same as the default mode when it comes to Thaumcraft, but will also use Thaumcraft to restrict/nerf/slow down ProjectE.
  • Third is not currently planned, but may potentially be implemented: Brokenmode. Items too ridiculous to balance will be enabled in this mode. Even without this mode, they would be able to be enabled in the configs.

Thus far, the only features on by default are EMC generation.

and @K4Unl with ServerInfoViewer
K4Unl said:
How often have you logged out to let others sleep, just to come back to see it's still nighttime?

No more! With ServerInfoViewer you can see if it's day or nighttime before you log in:



You can report issues to the github issue tracker. Or you can join me in #K4Unl on irc.esper.net

Required mods:

All of my mods require K4Lib. However, this mod also requires ServerQueryExtender to be installed on the server. Otherwise it won't show any info. (it won't crash, just won't show anything)

Modpacks:I'm okay with modpacks, as long as said modpack does not make any money. (Twitch and Youtube monitization is fine. Don't sell the pack directly) And i'd like a little bit of credit :)


New Member
Jul 29, 2019


New Member
Jul 29, 2019
new day, new update, and today it's @xbony2 with Nuclear Control 2
Xbony2 said:
Nuclear Control 2 is a fork of the original Nuclear Control created by Shedar. It allows easy monitoring of IndustrialCraft 2 Reactors with the Thermal Monitor, easy monitoring of EU/RF energy nets with the Average Counter, easy trolling of "friends" with the Howler Alarm, and much more!

Nuclear Control was originally created by Shedar, and ported to 1.7+ by Zuxelus and Xbony2. It continues to be maintained by Xbony2 and DMF444, with Pyrolusite contributing textures and other assets. Other contributors are listed here.

and @Purplicious_Cow with Inventory Pets
Purplicious_Cow said:
Inventory Pets 1.3.4

  • New Pet Race Pets: Illuminati Pet, Juggernaut Pet
  • Plus, new Grave Pet (Saves Inventory on Death)
  • Sponge Pet, (slightly) reduced the water absorption amount
  • Improved the Drop Rate of Legendaries
  • Fixed an exploit that kept pets happy even when not eating
  • Fixed a bug where Nether Portal was dropping players to their doom from too high
  • Heart Pet, upgraded to Regen IV, AOE now lasts 1 minute
  • Shield Pet, upgraded to Resistance III, AOE lasts 1 minute
  • Increased Pingot Detect and Auto-Extract Range
  • Pingot now extracts in Creative Mode
  • Added new achievement for Illuminati Confirmed! (Getting an Illuminati Pet from an Illuminati Pet)
  • Removed Particle effects for Purplicious Cow and Mickerson
  • Pets now consume Duct Tape, but it doesn’t heal them since it’s empty calories
  • Multiple Chests & Double Chests now allowed in Hotbar
  • Updated Chinese Language File (Thanks, ExtraMeteorP!)
Bug Fixes

  • Loot Pet now longer stacks with Silk Touch or Looting
  • Bed Pet no longer lets you sleep during the day (even when it protested)
  • Illuminati Pet no longer aggros passive mobs
  • Grave Pet and Juggernaut now work on servers
  • Jukebox Pet no longer works while hungry
  • Disabling individual recipes now working properly

and @BlayTheNinth with Refined Relocation
BlayTheNinth said:
Refined Relocation 1.1.4
Hi, I'm Blay! I'm basically the new maintainer of this mod now.

This update was still brought to you by both Dynious and me though.

You may scream at me on Twitter if anything breaks.

Improved Filter System

  • New Filter UI
  • Allows multiple filters of different types
  • Much bigger textbox for custom filters - it's now multiline (one statement per line now)
  • Blacklist / Whitelist setting is now per filter
  • New Type: Mod Filter
  • New Type: Same Item Filter (passes if inventory already contains item)

  • Added "Forge non-FMP Relocators" config option to work around world corruption when FMP is being added in or taken out
  • Added Adventure Mode Restriction config option (disallows editing filters - was mainly used for BetterThanMinecon 2015)
  • Made toolbox consume wrenches even if a block is clicked with it, but only toggle between wrenches if right clicking in air
  • Made item detector filter to be a blacklist by default
  • Made the sorting upgrade removeable by using JABBA's barrel hammer
  • Made the texture of the Power Limiter and Sorting Interface display their connected side more clearly
  • Shortened the update notification to be less annoying
  • Renamed Relocation Controller to Player Relocator Base

  • Renamed Module Redstone Block to Module Redstone Gate
Overhauled the Sorting Importer

  • The buffer slot is now no longer visible - instead it can get stuffed like interfaces. Right clicking while it's stuffed will retrieve the item. This was done because the buffer slot made it look like this was simply an OreDict converter that didn't work. It should now be more clear that this block is supposed to be used within a sorting network.
Cleaned up some of the other GUIs and made them more user-friendly

  • Added redstone mode buttons to GUIs so the functionality was no longer hidden behind shift-rightclick
  • Added "Edit Filter" button to the left of sorting containers
  • Remade Power Limiter GUI
  • Added and improved tooltips and help texts for many things
Deprecated Sorting Alchemical Chests

  • Sorting Alchemical Chests will remain in players' worlds with all their content but no longer provide their sorting functionality. All ways to obtain a Sorting Alchemical Chest have been disabled and putting a Sorting Alchemical Chest into a crafting table will revert it back to a normal one. A tooltip has been added to Sorting Alchemical Chests and the name has been adjusted to hint at their removal. This had to be done due to compatibility issues that caused item duping exploits.

  • Fixed duplication exploit with Relocators
  • Fixed BSpace upgrade in sorting JABBA barrels precluding the usage of void upgrades
  • Fixed void barrels holding a phantom stack, revealed through ME Sorting Interface
  • Fixed crafting module's stack size button not holding its value
  • Fixed crafting module and backstuffing stacking unstackable items
  • Fixed crash on startup related to Block Extenders
  • Fixed crash when trying to render wrenches without proper icons (as in RotaryCraft)
  • Fixed relocator module GUI only showing a white square
  • Fixed creative tab sorting filter not being saved correctly depending on mod loading order
  • Fixed Relocator Multi-Module not being dropped itself when it is dismantled
  • Fixed partial itemstack sort syncing (overall more robust syncing)
  • Fixed item detector module (it actually works now!)
  • Fixed relocator modules popping off after relogging
  • Fixed crafting modules consuming items that aren't normally consumed
  • Fixed crafting modules keep requesting items even when the max stack size doesn't allow it
  • Fixed WAILA data being incorrect until GUI has been opened at least once
  • Fixed incorrect tooltip for barrel sorting upgrade
  • Fixed power limiter not updating its energy types once placed down

and @TheDoctorSoda with Sodacan Utilities
TheDoctorSoda said:
Sodacan Utilities 01.07.00

Added the Golden Water Bucket
Added the Water Eraser
Added a configVersion variable in the configs. This is so that Sodacan Torches can detect when the config file was generated. Every version of sodacan torches this value will go up by 1.
Added Stone, Obsidian, Netherrack, Quartz, and Blaze levers (Work in Progress)
Added a nether brick tier of items
Added a new wooden and nether brick fence--old one can be crafted by placing a new one in the crafting grid
Added Gold and Diamond bars
Added a mcmod.info file
Added a creative-only "logoblock"
Added the Hardened Sand block
Added the Sandy Bricks block
Added the Ender Ladder + Ender Stick
Added some in-inventory 3-D rendering (Thanks to @ganymedes01 for that!)
Added flower pots
Added the blaze block
Added the charcoal block

Removed texture overrides
Removed unused items

Blaze, Obsidian, and Quartz ladder speeds are configurable
Blaze, Obsidian, and Quartz ladder speeds doubled by default
All ladders now use 2 classes, rather than 4
Fixed fence and fence gate creative tabs
Fixed fences--they connect to blocks properly
Removed individual removal of blocks configs
Individual torch ore dictionary entries
Fixed proxies
Init method now runs off on the proper event

and @BlayTheNinth with Twitchcrumbs
BlayTheNinth said:
This mod does nothing more than read whitelist-style files from one or more remote sources and add those players to the Headcrumbs players (heads as well as mobs). It'll update automatically on every startup. It can be used with services like http://whitelist.twitchapps.com to get your Twitch subscribers into your game, but it can basically read from any file located somewhere on the internet. Each line in said file has to contain one username, similar to how whitelists were handled prior to the change to UUIDs.

How to use:

Head over to the twitchcrumbs.cfg config file and add your whitelist source(s) to the list as shown in the example below.

Spoiler (click to hide)
general {
# One whitelist source link per line. Example: http://whitelist.twitchapps.com/list.php?id=12345 [default: ]
S:sources <

and @WeAthFolD with AcademyCraft
WeAthFolD said:

AcademyCraft is a Minecraft mod about superability, including its aquiring, upgrading and using. The inspiration of the mod comes from A Certain Scientific Railgun (とある科学の超電磁砲) but the mod content is not limited of the background.

In ACMod, you can experience lots of superabilities that has (or has not) appeared in the original series, and become more and more powerful through the use of ability. ACMod will completely override your game process in Minecraft. You can use various skills to speed up harvesting, move and combat more efficiently...

In ACMod, you have to use block Ability Developer to learn and acquire an ability category. Ability Developer consumes the mystery energy named Imag Flux, thus you need to construct your set of energy system to support ability developing and the crafting of many other items and materials. However, you are permanently free from the burden of connecting and setting up wires! You can use the Wireless Energy System to build connections between energy blocks! ACMod is still young and is in active developement, we are trying to add more contents and mechanisms. Currently, ACMod has implemented:

  • Three categories: Electromaster, Meltdowner, Teleporter
  • 30+ unique skills
  • A complete achievement system
  • Rich cross-mod/cross-plugin support (EU/RF energy, NEI, Residence plugin)
  • Server friendly (Allows to turn off PvP and block destroy and stuffs)
  • Custom skill data using Ripple script
  • And lots more....

ACMod has its own website. visit http://ac.li-dev.cn/ for more information about the mod.


Mod Developer
May 13, 2014
New release of Gear Swapper 1.2.0:

Version 1.2.0:

  • Fixed a bug where rendering the Gear Swapper could cause crashes in some situations
  • Fixed a bug with the tooltip rendering of the gui. It was not placed correctly and rendering it would disrupt the display of the baubles overlay in case baubles was not present
  • Fixed a severe bug with Baubles not present where clicking on the inventory slots would remove items!
  • Fixed chests and some other things flickering when the gear swapper is visible

Download: http://minecraft.curseforge.com/projects/gear-swapper

Have fun!


New Member
Jul 29, 2019
new day, new update, and today it's @MichiyoRavencroft with OpenFM
MichiyoRavencroft said:

Streaming radio for Minecraft, with OpenComputers support.

fm = components.openfm_radio


Highly modified version of Dragon's Radio Mod, Dragon's Radio Mod is Licenses MIT.


Forum Addict
Jan 6, 2013
So we are now posting (not really)new "EVERYTHING" from curse mr Yusunoha

new day, new update, and today it's @xbony2 with Nuclear Control 2
This is neither a new mod or update. If point of user posting this was to show that nuclear control 2 is available for 1.7.10 i have to point out its doubleposting. Or is he sponsored by curse to do so?

OK as i promised lets t.... ! @bait

"i" Is For Inventoryby Spinach_Chicken

Are you tired of waiting for your food to cook? Wasted a stack of bonemeal on one crop like an idiot? Maybe you just want to pull more ingots out of those gold ores you harvested. Whatever your case may be, inventory machines are exactly what you need.
(this one is legit and totally useful mod, veryy recommended by masterzh)

Industrialcraft 2 2.2.782 by IC2team

Less annoying fluid cell use with full tanks
(going to post update each day and .... this thread with eventful IC2 updates)

WR-CBE - RedPower by chicken_bones

In its simplest this is a mod that allows you to transmit your redstone state wirelessly. Even if you dont use redstone this mod could still be for you. Found an awesome landscape you'd like to mark, a cool cave to explore, or keep losing your way from base to base? Ever wished that compass pointed somewhere else or there was a way to mark things on a map. Well now there is. With the wireless addons component of this mod you can use wireless signals for navigation.
(Is it new mod? No. Is it new on curse? Yes. There you go, new update)

Ohh, and in yesterday update of relevant thing about relevant stuff there were no planets which is sad.

Disclaimer warning: This post contain only 2 exclamation marks, no word "spam" or "troll" and contain legit updates posted within the limits of this thread rules. Moving this post to "RED" will force me to report this as user restricting or abuse .
  • Like
Reactions: SuperSandro2000


Forum Addict
Jan 6, 2013
Actually it is. Version 2.3.0-Butt was just released. Please don't spread mis-information.

Also the link you counted as doubleposting is wrong even if a new update wasn't released when it moved to Curse, as the newest version before was 2.2.5, unlike your link which had 2.2.0.
I see no information in mentioned post regarding "UPDATE" of NC2. Its copy-paste of curseforge Nuclear Control 2 mod overview with ZERO information about any update, changelog or news so my point stands. It feel like cheap advertising instead of community update.


New evening, new curseforgeupdate, say hello to @xbony2 with Nuclear Control 2 2.3.0a-Butt

Nuclear Control 2 2.3.0a-Butt
  • Added the Portable Information Panel.
  • Added the RF support for the Energy Sensor Kit with the RF Energy Sensor Location Card.
  • Allowed Howler Alarms to be dyed.
  • Added IndustrialCraft 2 Classic's Steam Reactor support to the Remote Sensor Kit/Reactor Sensor Location Card.
  • Fixed and added some new OpenComputers Drivers.
  • Fixed Average Counter issues with IndustrialCraft 2 Classic.
  • If IndustrialCraft 2 Classic is loaded, it will automatically use "classic" recipes.
  • Fixed blocks not dropping items when broken.
  • Fixed the Range Upgrade not being craftable.
  • Fixed a calculation error.
  • Modified the texture of the Applied Energistics Monitor Kit and Applied Energistics Card.
  • Fixed recipe sorter.
  • Fixed the usage of a few deprecated methods.
  • Fixed the ME Network Monitor's lack of block hardness.
  • Made cape errors less noticeable.
  • Fixed small typo.
  • General refactoring.

Funny fact mr. Chocohead. Your post doesn't include any update informations and will be moved. Mine does. I am calling mighty hand of justice! mr Padfoote its your turn...
  • Like
Reactions: SuperSandro2000


New Member
Jul 29, 2019
new day, new update, and today it's @Killjoy1221 with Achievement Get
Killjoy1221 said:
It allows server admins (or single players) to create custom stat-based achievements for their players to achieve. Creating new achievements is as simple as editing a json file and restarting the server. See the wiki page for more info on it.

This mod is NOT required on the client, so it is an optional mod. Players without it will not suffer from any bugs because of it. But if they do have it installed, they will receive a popup when they get an achievement and also be able to check their progress in the achievement page.

Requires Minecraft Forge.

The 1.8 version is recommended because 1.8 has significantly more stats than 1.7.10 for achievement creators to take advantage of. Additionally, item-based stats use the item's string id instead of the numeric. The actual code in either versions hasn't changed.

and @Lothrazar with Potion Storage
Lothrazar said:
Adds a button that simply puts your active potion effects on hold.

It is in the upper left of the screen. Clicking this takes any active potions you have and pauses them (saved to your player NBT data) for later. Click again to reapply.

This is great for survival for when you eat a gold apple, or say you drink an 8 minute speed potion. But then, you are done using the speed effect with 3 minutes left, and it goes to waste while you stand around crafting or fighting. Well, now you can pause that timer and turn it back on later.

In other words

- If you click the button while ANY potion effects are in storage, it always gives them back to you. So, if you put some in storage and drink more, then pushing the button will put more in storage.

I am working on future updates that will merge the effects together (say if you have speed 2 in storage and drink a speed 1). I also want to add more features such as a way to view/list out what you currently have, and so on.

and @Dr_Schnauzer with Alchemy Craft
Dr_Schnauzer said:
Alchemy Craft 0.5a
  • Added Blacksmith Book (W.I.P., more pages will be added with upcoming updates)
  • Changed Forge Structure completely (explained in the book)
  • Added Forge Distributor
  • Added Forge Charcoal Tank
  • Added Forge Access Port
  • Added Model for Adjustable Armor, not perfectly animated
  • Hot raw materials now use the base texture of the item (not everything transforms into a Ingot while heating up)
  • Heated items now lose heat over time
  • Armor Worktable is now 2 Blocks wide and has new model
  • Removed Gui Textures that don't fit the style anymor
  • Fixed Tool Worktable drops


New Member
Jul 29, 2019
And Tombenpotter's Icarus 1.0.5 is out!

Tombenpotter said:
Lots and lots of new features:
  • You are now able to attach armor to the wings! It will render, and take all the properties of the armor rendered. Any wing + any armor works!
  • Added a config for dimensions where wings won't work at all. The Outer Lands are added by default when TC4 is present
  • Creeper King Wings
  • Witch Hunter's Wings
  • Vampire Wings
  • Radioactive Wings: They work really well, but you get constant hunger and poison when you flap them! Needs to have Uranium in the OreDict
  • Manaweave Wings
  • Treated Cardboard Wings
  • Hemp Fabric Wings
  • Waterproof enchant to remove rain's effect on the wings
  • Custom keybind for the wing's hover. This is because using the sneaking key slowed you down way too much
Fixes too:
  • You won't get stuck in one-block deep water pools anymore
  • Normal jumping shouldn't cause durability loss
  • RF-powered wings don't consume as much food as non-RF ones


Wiki Staff
Dec 31, 2012
Worcester, Massachusetts
Behold, some basic machines have been added to GregTech! As you'll see, machines now have very specific energy unit requirements.
GregoriusT said:
[API] Changed a Part of the Recipe System. Also added Hooks into the 3 NEI Recipe List Functions (Usage, Recipes, All Recipes), so that Recipes which are generated dynamically can now be handled properly (also has the side effect of being able to put dynamic recipes at the end of the large list).
[FIXED] Energy Types which only have one Value such as RF, MJ, HU or Vis not being accepted by some consumers, nor being emitted properly by converters, because their Packet Size has to be 1.
[FIXED] Recycling Maceration of certain Materials not yielding the right output Material. (yeah I found that while readding the Macerator btw.)
[CHANGED] Moved the Stacksize Configs into a separate File. It will default to the old Values in the Main Config
Code for the new Basic Machines. It will be a lot different than the old Basic Machines!
Comsumption Type of Power depends on each individual Machine. A Lathe or a Macerator would need Rotation Energy (RU) from a Motor, a Furnace would need Heat Energy (HU) from a Heater or a Burning Box. Only very few things would accept Electricity (EU) directly, such as the Electrolyzer.
Under normal circumstances every Basic Machine is usually constructed like a "multi-block", since you almost always need to attach some Power Converter (Motors, Heaters, Lasers, Magnets, Engines etc.) to the whole thing.
The Machines run constantly even if they have nothing to do (unless you cut power ofcourse). So "Power Input = ON/OFF-Switch", meaning you need to stop the whole power supply in order to stop the Machine, what can be as simple as using a Splitter Cable or a Batbox with Redstone Mode (if it is electric ofcourse).
Power consumed doesn't depend on the EU/t of the Recipes anymore, the Machine itself calculates duration depending on Energy Input, so the more Energy you insert the faster it is (remember that the thing will explode with a too high Packet Size).
The EU/t of a Recipe are now only the minimum requirement to run the Recipe, if the Energy goes below the EU/t of it, or if the Energy goes below the minimum Input of the Machine itself, it will reset progress and start from 0 again (just like the good old times).
If you use a Soft Hammer on the Machine, it will delete the progress and ALSO delete the Input Items (of the currently processed Recipe), so that it clears out without having to break and replace the thing (because the previous ON/OFF Functionality of the Rubber Hammer is now moved to the Power supply).
Building a Machine can take MUCH more effort than it seems in the beginning, since you need to attach a LOT of things to a Machine for it to work the way you want it to work. Don't wanna waste Energy? Attach some kind of ON/OFF-Switch to the Power Supply. Wanna macerate faster? Attach a second Batbox to your LV Motor to overclock it.
The old Overclocking by using higher Tier Machine mechanism is still in place. If the Max Input of a Machine is 4 times higher or more than the Recipe, and the Min Input smaller than the Recipe, it will half the Process Time and quadruple the Minimum Energy Input.
The GUIs of the Machines will be simple, just Input/Output Slots and a Progress Bar. Since everything else is basically done via "hardware" and other external Blocks now there won't be the need for any Buttons or things like that.
I'm still kindof considering the addition of RF powered low efficiency versions of every Machine. But their Recipes will definitely be disabled per default if I really do that. Not that people instantly go into the final Tier with Big Reactors, and that on default settings.
Most Machines have some kind of Diamond(s) or Diamond Plate(s) in their Recipe, what makes it a little bit harder to create them.
Oven. (Just a renamed MC Furnace)
Does whatever Recipes a Spider Furnace does.
It needs Heat Energy (HU) from the bottom side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Ovens, they can just turn them around.
Shreddering Machine. (Just a renamed Macerator, that does not crush Ores)
Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways)
It needs Rotational Energy (RU) from the left and/or from the right side.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
Will sometime get different set of Outputs, because I plan to add a Pulverizer for making scraps into dusts, and then I will let it emit scraps instead, so you essentially need two Machines.
It is also responsible for Recipes like Stone/Cobble->StoneDust, Obsidian->ObsidianDust
Crushing Machine. (Just a renamed Macerator, that does crush Ores but no regular Stuff)
Does Macerator alike Recipes and with 4 Outputs. (the old Tier = Output Count was stupid anyways)
It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now.
Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes (crushing Cobble to Gravel) than a slow (blue) MV Engine.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.
It is also responsible for Recipes like Stone->Cobble->Gravel, StoneBricks->CrackedBricks->Cobble and Obsidian->CrushedObsidian (from Railcraft)
For Sand you will have to sift Gravel. Or just use the IC² Macerator.
Lathe. (which is basically a Lathe, like in the good old GT5 Days)
Does Lathe Recipes. 1 Input, 1 regular Output, 1 Output for Dusts. Makes Ingots to Rods, Bolts to Screws, Nuggets to Rounds, Gem Plates to Lenses and Wood to Sticks.
It needs Rotational Energy (RU) from the bottom side.
If you place a Chest or something to the left of it, it will automatically suck in Items, and it will emit Items to the right side automatically.
It has two "front" faces, even though one of them is on the back, technically making it the back face. This is if people wanna have right->left Lathes, they can just turn them around.
Sifting Machine. (Automatic Sifting Table)
Does Sifter Recipes and with 9 Outputs.
It needs Kinetic Energy (KU) from the back side. And yes, I did something that makes it require positive and negative KU, which only GT Engines with their push/pull-movements can supply for now.
Also the Engine Frequency has a HUGE Effect on the Energy Efficiency depending on Recipes. So sometimes a fast (red) LV Engine is better for short Recipes than a slow (blue) MV Engine.
If you place a Chest or something ontop of it, it will automatically suck in Items, and it will emit Items to the bottom side automatically.


New Member
Jul 29, 2019
new day, new update, and today it's @Ellpeck with Actually Additions
Ellpeck said:
Actually Additions
  • Leaf-Eating Generator
  • Long-Range Breaker
  • Ranged Collector
  • New NEI Handler for the Booklet
  • Re-introduced NEI Handlers for machines
  • Removed "Press I for more information"-Feature

and @hilburn with Quest Sheets
hilburn said:
This is a small (relatively speaking) utility mod to allow modpack creaters to save HQM questing pages from in-game into a human-readable JSON file that should be safe to import into other modpacks or even edit offline.

It then allows you to import these pages back into a quest book, keeping everything but requirements/options that are set between pages.

The command /qs help can be used to get more information and syntax, but /qs save can save HQM files at any point, but /qs load can only be used if you could normally edit the quest book


New Member
Jul 29, 2019
ProjectE 1.1.0 for Minecraft 1.8 is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

###Version 1.8-PE1.1.0
* NOTICE: When reporting issues on the tracker please be sure to tag them as 1.8
* NEW: Feature and bugfix complete with 1.7.10-PE1.9.3h. See main changelog for details
* FIXED: PE chest inventory icons implemented


New Member
Jul 29, 2019
new day, new update, and today it's @alatyami with Growthcraft Community Edition
Alatyami said:
Growthcraft Community Edition 2.3.0
New Features
  • New Apiarist design
  • Prickly pear juice textures added
  • Grapes and Hops are now IPlantable
  • Added Waila handlers
  • Growthcraft Fluids are now buckable and world placable
  • Right clicking an apple block will now drop it as an item
  • Right clicking a grape block will drop it as an item
  • New configuration options for grapes, hops and core
Bug Fixes
  • Silenced those annoying javadoc errors
  • Fixed fuel handler value for saplings and bamboo wood
  • Fixed apples, bees and rice village structures spawn
  • Fixes structures not spawning correctly on unlevel terrain
  • Fixed issues with vine drops
  • Growthcraft ItemBoozeBucket is now deprecated, we have real buckets of booze now.

and @ewyboy with Ewy's Workshop
EwyBoy said:
Ewy's Workshop 1.0.3
New base block foundation built

New base tile entity foundation built

New texture on one side of the workshop table to display fuel charge level (Not done implementing yet)

Config file is so much better now

Optimizations and small bug fixes

Started working on new secret block!

GitHub Progression Logs:



and @MatrexsVigil with Pam's HarvestCraft
MatrexsVigil said:
Pam's HarvestCraft 1.7.10k
  • Absolute Massive Change: Grapes are now found in Berry Bushes instead of Tropical
  • Added: Water Chestnut, Green Heart Fish (can't be cooked) drops to Water Gardens
  • Added: Curry Leaf, Sesame Seeds drops to Tropical Gardens
  • Added: Curry Leaf, Sesame Seeds, and Water Chestnut crops
  • Added: Gooseberry Trees as a temperate tree spawn
  • Added: Added de_DE (German) and pt_BR (Portuguese) language files (Thanks LorenzoDCC, ReneMuetti, Yulife)
  • Change: Gardens should no longer generate in dead biomes (Thanks Lawremi)
  • Change: Fruit Trees should no longer generate in dead biomes (Thanks Lawremi)
  • Change: Several recipes now use "listAllspice" instead of "cropSpiceleaf" to allow for Curry Powder use
  • Change: Shepard's Pie now requires "listAllmuttonraw" instead of using any raw meat
  • Change: Fish recipes named Whatever Salmon now use "foodSalmonraw" instead of "listAllfish"
  • Fix: Water Buckets should return to same slot (Thanks blay09 and others)
  • Fix: Shift-clicking in my tile entities should now work! (Thanks blay09)
  • Fix: Water crops should stop popping out of the ground (Thanks Lareitaia)
  • Fix: Chocolate Sprinkle Cake now known as Chocolate Sprinkles Cake (Thanks LorenzoDCC)
  • Fix: Candleberries now registered as cropCandleberry (Thanks bogatyr-n)
  • Fix: Config option freshwaterfrombucket should now work (Default: 1) (Thanks xsi93)
  • Config Option: You can disable listAllwater OreDictionary for vanilla Water Buckets enablelistAllwatervanillawaterbucket Default: True (Thanks
  • TheQuantumGeneral)
  • Config Option: You can disable listAllwater OreDictionary for Fresh Water enablelistAllwaterfreshwaterDefault: True (Thanks TheQuantumGeneral)
  • Recipe: Combine Plain Yogurt and Milk to get 2 Plain Yogurt (Thanks AngleWyrm3)
  • Recipe: Sesame Seeds ---> Cooking Oil in Presser
  • Recipe: Curry Powder (mortar pestle/quern)
  • Recipe: Toasted Sesame Seeds (furnace/oven/Mr.C's oven/Mr.C's microwave)
  • Recipe Changes: All jelly sandwichs can be made with all types of nut butters
  • Recipe Change: Pistachio Baked Salmon now accepts all fish (Thanks kotoroshinoto)
  • New Foods: Almond Butter, Cashew Butter, Chestnut Butter, Cornish Pasty, Cottage Pie, Croissant, Curry Powder, Dim Sum, Fried Pecan Okra, Gooseberry
  • Jelly, Gooseberry Jelly Sandwich, Gooseberry Milkshake, Gooseberry Pie, Gooseberry Smoothie, Gooseberry Yogurt, Green Heart Fish, Ham & Sweet Pickle
  • Sandwich, Hushpuppies, Kimchi, Mochi, Museli, Naan, Okra Chips, Okra Creole, Pistachio Butter, Ploughman's Lunch, Pork Lo Mein, Salmon Patties, Sausage,
  • Sausage Roll, Sesame Ball, Sesame Snaps, Shrimp Pork Okra Hushpuppies, Soy Sauce, Sweet Pickle, Veggie Strips, Vindaloo

and @InfinityRaider with AgriCraft
InfinityRaider said:
AgriCraft 1.4.1
  • CHANGE: Optimized the peripheral's performance a bit
  • CHANGE: Optimized the journal's gui code
  • CHANGE: Split the difficulty setting in two: one to define what are considered valid parents for stat inheritance, and one to define if non-parents affect stat gain negatively
  • ADDED: When only the parents are discovered, the journal will now render a mutation with an undiscovered result
  • ADDED: Config option to only allow stat inheritance from identical crops
  • ADDED: Hardcore stat breeding: 1 parent: 3/4 decrement, 1/4 nothing. 2 parents: 2/4 decrement, 1/4 nothing, 1/4 increment. 3 parents: 1/4 decrement, 1/2 nothing, 1/4 increment.
  • ADDED: Config options to disable the trowel and the magnifying glass
  • ADDED: Clipper item: use on crops to get a clipping, a clipping can be planted on crop sticks to get an identical sprout. Success is dependent on strength stat (credits for texture to skullygamingmc)
  • ADDED: Support for the new version of Magical Crops' fertilizer
  • FIXED: Crash involving the peripheral
  • FIXED: Updated fr_FR.lang (Mazdallier)
  • FIXED: Crash when crossbreeding
  • FIXED: Sugarcane requires sand again instead of farmland
  • FIXED: Mutations not being synced to players connecting to a local LAN world

and @Vazkii with Botania
Vazkii said:
Botania r1.7-225
  • Added Shimmerrock and Shimmerwood Planks, rainbow blocks made with Bifrost Blocks.
  • Added the Rafflowsia, a new flower that eats passive flowers for mana. And you thought they were useless!
  • Fixed some entries telling you to go to "Magical Apparatus" when the section is actually called "Natural Apparatus".
  • Flowers can now be dyed using Floral Powder.
  • The Dandelifeon produces a lot more mana per cell now, however, whenever a cell is eaten, the board is wiped. Also added an "warning: experimental" page to the entry.As always, this is still not final.
  • [API] Fixed API dependency on non-API Botania classes.
  • [API] Increased version number to 65

and @shadowfactsmc with Ye Olde Tanks
shadowfactsmc said:
Configurable tanks. Yep, it's that simple.

Default config (located at config/shadowfacts/YeOldeTanks.cfg)



Dipping Stick:


and @Tonius with Zoom
Tonius said:
Zoom is a small mod that adds a single tool to the game: Binoculars! This tool can be used to zoom in, in order to see distant objects better.

Binoculars can be crafted like so:


To use the Binoculars, simply hold right-click while holding the tool in your hand. Binoculars can also be used from anywhere in your inventory by using a keybind (Z by default).

While using Binoculars, you can adjust the zoom level with the mouse wheel.

Render Player API
If Render Player API is installed, a small visual effect is enabled: players that are using Binoculars can actually be seen holding them up to their eyes.

This does not work if Binoculars are used with the keybind. It might also look glitchy when wearing armor with unique models from other mods.