What's new in modded minecraft today?

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Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @BlayTheNinth with Hardcore Revival
BlayTheNinth said:
This mod was originally made for ZeekDaGeek's FTB Departed Hardcore Subserver because we wanted a chance to get back in after dieing while still keeping the hardcore experience and having deaths be painful. It was made completely server-side-only so that players wouldn't need to install any additional mods. It turned out to be fun having to send rescue teams to retrieve the player head from dead player corpses, so I fleshed the mod out and made it fully configurable. Hopefully this will make having Hardcore servers more viable.



2015-10-11_05.png




Features

  • Server-side only - no need to have it on clients
  • Highly customizable - define ritual structure as well as costs and penalties
  • Locate player corpses by burning a specific (configurable) item named after them
  • Player Head spawns on death (necessary for the revival ritual)
  • Revival Instruction Book when a player dies


Useful Links

Development Versions
Source Code on GitHub
Future Plans & Issues on GitHubhttp://www.minecraftforum.net/forum...ods/2515456-trashslot-easy-on-the-environment
@BlayTheNinth on Twitter



Custom Ritual Structures

Ritual structures are defined in .json files. See Goldman.json for the default structure, which is two gold blocks with the head on top, activated by a golden apple.



Detailed description:

Spoiler (click to hide)
mappings: JSON object containing a character->block mapping. The keys of this object MUST be one character long and 'H' is reserved for the player head, so don't define it here.

structure: JSON array containing one JSON array per y-layer of the structure. The inner array contains a string for every z-line, and each character in that string represents one block (character position defines x) based on the mapping defined in mappings

consumeStructure: same as structure, but only allows 1 and 0 - defines what blocks of the ritual should be consumed upon activation (1 = consume)

activationItem: a string defining the item used to activate the ritual; format: <stacksize>x<item>@<metadata>

activationItemNBT: a string representing Jsonified NBT data (same format as in /give command) to be used as NBT data for the activation item

activationItemHelpText: a string that will appear in the help book on the Activation Item page

structureHelpText: one or multiple strings that will appear in the help book on the Structure page (each string is one page)



Installation Instructions


  1. Download and install the recommended Minecraft Forge for your Minecraft version.
  2. Download the latest Hardcore Revival version for your Minecraft version.
  3. Put the .jar file into the mods folder of your Minecraft server.
  4. Configure it the way you wante and have fun in your now semi-hardcore multiplayer world


License
This mod along with it’s sourcecode is licensed under the MIT License:

Yes, you may redistribute it in your modpack.

and @Claycorp with Json Loot Bags
Claycorp said:
You DO NOT need D3Core for this mod!
The JSON options are documented HERE! Please read this first before trying to use this mod else you likely won't understand it!



Bags and bags of loot! Who can stop you now?!!?

What it do?
First the easy parts:

  • This bag drops it's contents on the player, so you can't exploit it for more inventory space.
  • You can't tell what bag you got from looking at the item. (its not determined until you rightclick)
  • The color/name of the item is closable per bag type.
Now for the complex bit:

The lootbags pick items to drop the same way a dungeon chest is filled, aka it fakes an inventory to be filled by Minecraft's WeightedRandomChestContent code.

This results in the following parameters:

  • The amount of random items to be added to the 'inventory', called amountOfItemsMin & amountOfItemsMax.
  • The amount of slots in the 'inventory', called invSlotsMin & invSlotsMax.
  • The array of weighted random items to pick from, with min amount, max amount & weight, called items.
A note on the amount of slots: When filling a chest, Minecraft picks a random slot to put the item in. It does not check to see if the slot is empty!

New things it adds!


Bags of loot!

NtU1hlj.png




Something borked?
Get up to date builds here or Use the Issue list! Don't forget the crash log!

and @Henry_Loenwind with Ender IO Addons
Henry_Loenwind said:
Ender IO Addons 0.4.0
  • New machine: Portal Tank (actually Void Tank)
  • Spoilers, but hey, who reads change logs anyway?

and @LordDusk with Hardcore Questing Mode
lorddusk said:
Hardcore Questing Mode 4.3.0
  • Added :
    • Changed HQM Gates to be unbreakable ( bedrock level )
    • Load and Save commands for loading and saving of the HQM file to seperate JSON files.
  • /hqm load all - loads all JSON files into the game.
  • /hqm load <page> - loads the page you specified into the game.
  • /hqm save <page> - saves the page you specified to JSON .
  • /hqm save all - saves all quest sets to a JSON file.
  • Credits and thanks go to Hilburn for giving me access and permission to use his code.
 

SoraZodia

Forum Ghost
Third Party Pack Team
Mod Developer
Mar 11, 2014
3,924
1,289
253
Survival Tweaks updated to v1.1.0
Change Log said:
-Fixed crash that happens when the player tries to replace a block when the tool's metadata is greater than 16
-Stopped item tools from placing blocks when the player interacts with something
-Blocks placed by tools will now play their StepSound
-Bed's hunger drain will now varies depending on how many health was healed
-Set the burn mechanic of the Nether to default to false
-Added config that allows user to enable or disable all of the features of this mod
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @zazpro with Baubles Stuff
zazpro said:
Hey there!
Welcome to Baubles Stuff!



8tP6SDX.png






My mod adds some Baubles stuff and a lot of upgrades for it!

Here you can find modular baubles. One bauble and a lot of upgrades for it, that work at the same time.



Say NO to switching Baubles!

All things that you need in one item :3



For applying upgrade just add it in craft grid.


Available upgrades:



Belt:

rB3fVAP.png


Amulet:

kkUBCjn.png




Magnet Ring:

It can pull items. Do you need upgrades here?!



Ring[WIP]

...



Authors:

-ZAZPRO

-SteamWolf17 - Textures



F.A.Q.:

Q: Can I use it in private modpack?

A: Yes!

Q: Can I use it in public modpack?

A: Yes, but if you can pm me. Just to notice.

Q:Can I configurate this mod?

A:Yes.



Baubles mod is required!
 

Tombenpotter

New Member
Jul 29, 2019
47
0
0
And here's the 1.0.6 release of Icarus! With spooky Halloween stuffs!
Tombenpotter said:
New features:
  • The Erebus wings
  • Glowstone wings: they give off light around you!
  • Halloweengs: they scare off passive mobs around you!
  • Wings for oredict entries:
    • Steel Wings
    • Peridot Wings
    • Sapphire Wings
    • Ruby Wings
  • Tuberous wings: you can't charge them, but you get them full of energy
Tweaks:
  • RF-powered wings now use half as much food as they did before

EDIT: I also redid the Description Page. Don't hesitate to get check it out!
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
Here is a new version of RFTools (3.50). The donut release!

3.50:
  • Shield changes:
    • Rewrote the shield template block finding algorithm so that it is no longer recursive. That avoids stack overflow situations in some rare cases. Note that if you have a shield that can't compose all template blocks around it then the shape of what it can compose will now be different.
    • Fixed a bug in shield power handling. Instead of having power per block it was only consuming 8 RF/tick even for 32000 blocks. Oops! To make sure this doesn't disrupt your current shields too much, shields smaller then 50 blocks will consume power as they did before. It is only for larger shields that the power consumption will increase.
    • Added info to the shield tooltip to show how many blocks it supports
    • Added a tier 4 shield to cope with huge shields (it can handle up to 32768 blocks):
    • 687474703a2f2f692e696d6775722e636f6d2f695439654a39652e706e67
    • The shield will now work in water and other 'replacable' blocks.
    • Added the ability to use the smart wrench to add or remove templates to an existing shield. That way it is now possible to have disjoint shields (separate from the projector). To use this new feature you first need to put the wrench in select mode (right click in the air) and then shift-right click on the shield projector. Then right click on the shield blocks you want to remove or right click on the template blocks you want to add. Note that this information is not remembered when you decompose a shield.
    • 687474703a2f2f692e696d6775722e636f6d2f3248395756677a2e676966
    • The shield now supports the new 'shape card'. With this item you can configure various shapes (box, dome, sphere, cylinder, torus, and prism) and let the shield form this shape without having to use template blocks.
    • If you have non-damaging shields then they will be more optimal because they will no longer tick. That causes less overhead on a server for HUGE rftools shields. A shield that does damage still has to tick though. Nothing changes there. Note that for this to work on existing shields you have to force them to update. Hitting the shield projector twice with a wrench should do the trick.
  • Builder changes:
    • Builder speed has doubled.
    • The builder can now also build in water or other 'replacable' blocks.
    • The builder also has support for the new shape cards. In this mode it will be even faster because it knows how to skip empty spaces. It will use items randomly out of a chest that is put on top of it. Note that the 'mode' button in the builder gui will no longer be used if you insert a shape card. The builder is automatically in copy (build) mode.
    • 687474703a2f2f692e696d6775722e636f6d2f53545373384a342e706e67
    • The WAILA tooltip of the builder as well as the GUI will now show the y-level where it is currently processing.
  • New Shape Card. This card is used (as described above) for both the shield and the builder. In the (currently really simple) gui you can define the shape as well as the dimension (this is not the radius but the total dimension where the shape will fit in) and the offset relative to where the shield or builder is. The gui of the shape card will also show how many blocks will be used to create the full shape (note that this can be less in reality if your shape intersects world geometry).
  • The block protector can now also protect blocks from being sneak-wrenched (in addition to explosion and harvesting protection).
  • Depends on mcjtylib 1.6.1 which has support for enabling/disabling block ownership concept for all mcjtylib-using mods
  • Fixed the height config for modular storage configuration. Now modular storage GUI should have proper height again
  • The modular storage renderer contents bar now always renders full bright and not random
  • The screen now finally correctly restores GL rendering state so chests no longer flicker
  • RFTools no longer depends on CoFHCore. Instead it depends on CoFHLib
  • Anton updated Russian language support

McJtyLib 1.6.1: http://www.curse.com/mc-mods/Minecraft/233105-mcjtylib
RFTools 3.50: http://www.curse.com/mc-mods/Minecraft/224641-rftools


Let me know if you find any issues. There are a few new features in this release.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
New release of Deep Resonance (0.5.0 beta). If all goes well this should be the last beta before I will release it for real. Also note that this is not the final thing. Even after the release of 1.0.0 the mod is still missing the important Enhancer system which will bring powergeneration from maximum 1700RF/tick per crystal to really big amounts (but be prepared to take the challenges and the risks that come with this!)

0.5.0:
  • Depends on McJtyLib 1.6.1 for better block ownership control.
  • Tanks should be more stable now (thanks to Elec332 for working on this).
  • Russian translation by Anton.
  • It was not possible to automatically extract the crystals from the crystalizer.
  • Fixed a bug where the purifier would keep on purifying even if no liquid was in the tank.
  • Fixed TESR's so that chests stop flickering.
  • Improved item textures for armor pieces so you can now actually see what is what.

McJtyLib 1.6.1: http://www.curse.com/mc-mods/minecraft/233105-mcjtylib
Deep Resonance 0.5.0: http://www.curse.com/mc-mods/Minecraft/233398-deep-resonance
ElecCore 1.4.167: http://www.curse.com/mc-mods/minecraft/227391-eleccore-dimensionapi

Have fun and let me know if you have questions or find issues!
 
Last edited:

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @portablejim with VeinMiner
Portablejim said:
VeinMiner 0.30.0
  • Changes:
  • * Add a '/veinminer reloadconfig' command. This reloads the configs from the config file (yes, it does what it says on the tin).
  • * New config option 'expmodifier' to customise the amount of experience is used (and is required) for each block VeinMiner mines.
  • * New config option 'hungermodifier' to customise how much extra hunger each block takes to mine.

and @Zyin055 with Zyin's HUD
Zyin055 said:
Zyin's HUD 1.4.4
  • Added undo buttons for sliders in the config GUI
  • 'Mode' buttons in the config GUI can now be right clicked
  • Clock
  • The time between being able to sleep and when mobs start spawning is colored orange
  • Health Monitor
  • Added a volume slider
  • Quick Deposit
  • Will now extract the item in a furnace's output slot
  • Potion Timers
  • Replaced the 'Use Potion Colors' button with a 'Text' button which also allows you to change the color to white, colored, or turn it off
  • Player Locator
  • Will use the player's team color if they are on a team

and @amadornes with Framez
amadornes said:
Framez 2 - 0.1.0 Alpha
  • Complete rewrite - All the info is in the project description!

and @Subaraki with GraveStones
Subaraki said:
Subaraki's Gravestone Mod

Die classy.



*Follow me on my twitter for update news about my mods ! *




1.7 Compatibilities
As of 1.7 : release v.3, graves are compatible with multiple mods.
RpgInventory, Tinkers Construct, Baubel and Mariculture's inventory contents will now all be dropped in the grave when you die. Check VIII.Compatibilites for more info


I. What does this mod do ?
When a player dies, a grave will pop up, containing a small honor message, your name and the items you have lost on death.


II. Graves, Grave Models and how to change them.

Spoiler (click to hide)
There are 10 models available from which you can choose.
Simply press 'M' on your keyboard and a menu showing off all graves pops up, letting you choose whichever grave you want.

The Key can be customized in Minecraft's Control Settings menu.

Graves always spawn facing east, but they can be rotated while sneaking (hold Shift key and right click block). They have 24 rotate stances. (every click makes it turn 15°)

Spoiler (click to show)

III. Grave Inventory.

Spoiler (click to hide)
Graves come with an inventory that gets filled with the player's inventory when they die.
The items can be taken back in many ways :

If the grave is dedicated to you :
Right click the grave to open it's interface. You can take out any items you like.

if the grave is from someone else :
Right click the grave to open it's interface. You can loot 1 item. then the grave will be sealed, and no more items can be taken out.

-Note that items can be taken out, but not placed in.
-If a player takes away an item, the grave will be sealed to everyone, except the owner.
this means that 1, and only 1 item can be taken.

-In creative mode, you can fill graves with items.

As of 1.7 : release v.3, graves are compatible with multiple mods.
RpgInventory, Tinkers Construct, Baubel and Mariculture's inventory contents will now all be dropped in the grave when you die. If you open the grave, multiple tabs will appear from any mod in the list that you installed. You can simply click those and get the content from that mod back.

Zc6ox21.png

ryVgaN6.png


Spoiler (click to show)


III. b Grave Beams and Armor Rendering.

Spoiler (click to hide)
IF :
-the grave is your grave
-the grave has items

then the grave will emit a beam and help you to find it back easely.

If you died with armor on (helmet, chest), these armor items will be rendered on the bust grave !

Spoiler (click to show)


IV.Decorative Graves

Spoiler (click to show)

V.Videos
(I could use some 1.7 videos)

1.6

Spoiler (click to show)

VI.download






VII.trivia

Spoiler (click to hide)

-Graves search the environement for solid blocks when you die in or above lava. It looks in a spiral around you, looking for any solid blocks, then looks for a block with air above it. a grave should always be spawned, unless you died in the void. Therefor graves always spawn : and if no block was found, it spawns exactly at the spot you died.

-When blown up by a creeper, graves do spawn, but get destroyed by the same explosion when spawned. Your items will still be dropped on the ground, so no worries.

- Config file : there is now a config file, in which you can determine wether to choose a grave manually (with the M key), or wether a grave should spawn every x levels, and in what order. this would mean that the more levels you get, the cooler your grave will be !

VIII.Compatibilities

Spoiler (click to hide)
Mods that dump their inventory in the gravestone:
Other compatibilities :
-Contains lots of recipes and extras, catacombs and mobs. You can disable his graves spawning on death so you can use this gravestone mod while profiting of all his extras.


known bugs :

  • there are no aknowledged bugs today.
Have fun !
many thanks to futureCraftLP for making the 'Classic Grave' and Making the base of 'Pillar' graves :D
Thanks to bossnoodle for his Angel Model that inspired me to make my own !

copyright note :



Provide a link to this page,

Provide my name (Subaraki),

Do not copy this download, neither for personal use nor gain, or any other reasons apart from it being to put it in your modpack's eventual forum page. the download can only be put available by link to either this page, or the download link available on this page.

and @jaredlll08 with ContentTweaker
jaredlll08 said:
ContentTweaker is an addon for MineTweaker3. Minetweaker lets you adjust recipes, remove them entirely, or add new recipes. One of the features that it lacks, is the ability to create new items and blocks, ContentTweaker plans on allowing users to add more to their game, not only recipes, but actual items and blocks.



With ContentTweaker, you can currently add the following:

• New Items

• New Blocks

Tinkers Construct Tool Materials





Due to the limitations enforced by Minetweaker, Scripts containing methods from this mod, should be treated differently from normal Minetweaker scripts, the most noticeable differences are:



• Scripts go in the "contenttweaker" folder, it can be found in the same folder as the "scripts" folder.

• ContentTweaker scripts cannot be reloaded, this is due to the fact that you cannot add or remove Blocks or Items while the game is running.

• When you use the reload command, it will print in the minetweaker.log file saying that it cannot remove items while the game is loaded, but it will still allow the normal reload to continue for recipes



You can find documentation for the mod on the official Minetweaker wiki here: ContentTweaker



If you would like to add textures to your Blocks or Items, you can do so by putting the texture file in: "config/contenttweaker/icons/items/" and for blocks: "config/contenttweaker/icons/blocks/"



If you would like to add localization to your blocks or items, you can put the .lang files in, "config/contenttweaker/lang/"



This mod needs Minetweaker3 and Fluxed-Core to run.
 

Sangar

Member
Jul 29, 2019
36
0
11
OpenComputers 1.5.19 is out! All the small things...

  • Added: Capability for redstone component to read comparator input.
  • Added: Crashed machines (computers, MCUs and servers) will now blink their power indicator red, instead of just turning it off.
  • Added: Disk usage program for OpenOS (payonel).
  • Added: Initial BuildCraft Builder compatibiltiy (once BC 7.2 releases).
  • Added: Nanomachine configurations can now be saved to a nanomachine item in the player's inventory.
  • Added: Option to specify from which side to interact with inventories when using the inventory controller (for "sneaky" insertion/extraction, as it's often called).
  • Added: RotaryCraft integration for Jetpacks (additional item stack information) (Voidi).
  • Added: Signal when content of tank upgrades changes.
  • Changed: Alias utility for OpenOS (potentially breaking) (payonel).
  • Changed: Made cd program more POSIX compliant (payonel).
  • Changed: Nanomachines now change their address when a new set is consumed.
  • Fixed: Compatibility issue with Magnanimous Tools.
  • Fixed: Compatibility issue with Sponge.
  • Fixed: Debug card's NBT editing not working in non-dev.
  • Fixed: Potential (non-crashing) NPE in crafting event handler.
  • Fixed: Robots refusing to fly over the void, even with a T2 hover upgrade.
  • Fixed: Shell tab completion for ./ (payonel).
  • Fixed: Some recipes using item names instead of oredict names (specifically, oredict names of items not by default registered in the oredict).
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @LatvianModder with FTB Utilities
LatvianModder said:
FTB Utilities is a mod by LatvianModder. It aims to provide several useful utilities within the FTB Platform ranging from friends list, server configuration utilities, world borders, guide system and many other features.



  • Guide system - Introduces a very basic way to write game guides that can be used in game. These can be written offline in plain text and imported into your client. This will allow anyone to write guides that can be used in game as tutorials etc.
  • Friends system - Self explanatory, it's an in game friends system that is used for various other features such as…
  • Chunk Claiming - Players will now be able to claim chunks preventing anyone but themselves and/or their friends from building or breaking blocks in that chunk. This is limited via config options.
  • Backup system - Back up your worlds on a regular basis.
  • Auto-restart timer - One of the best ways to maintain your server is regular restarts, this allows admins to automate the process.
  • World borders. Allows admins to effectively limit the size of any worlds with a 1.8 minecraft like border. Borders can have custom position (default to 0,0) and size per-dimension
  • Inventory viewer - This command will allow admins to access any player's inventory at any time online and easily add or remove items. Supports Baubles. (Personal note, this command is amazing)
  • Warps (/setwarp [ID], /warp [ID]) - Players can teleport to any location/dimension set by server admins
  • Config reloading with “/admin reload”
  • FriendsGUI where you can see misc stats of users - Total play time, deaths, first time joined, last time seen etc.
  • Safe spawn from mobs / Spawn PVP - Hostile mobs in spawn area won’t spawn and won’t be able to attack you. SpawnPVP blocks other players from attacking you.
  • MOTD & rules link on player login - Self Explanatory
  • Starting items - Want your players to have a set of tools or items when they first join the server, (Items are set in server config, in format “minecraft:item_id size damage”)
  • Chat links - When someone posts a link in chat and it’s not clickable, FTBU prints “[Link]” that you can click from chat window.
  • Json configs (Can be edited with “/admin config”)
  • Badges - Now you can make and add custom badges to players that are playing on your server.

and @LatvianModder with FTB Tweaks
LatvianModder said:
This is a very simple mod that introduces the concept of game modes. For want of a better description this allows you to set up multiple minetweaker profiles and switch between them on the fly (no server restart required) This gives you the ability to have game modes like easy and hard etc.

and @The_Fireplace with Bedrock Replacer
The_Fireplace said:
Bedrock Replacer is a mod that replaces bedrock in your world with another block, which you can choose in the config. By default, it will replace all of the bedrock with stone. It also works with blocks added by mods. This mod does not leave a flat bedrock layer at the bottom.

I highly recommend against replacing bedrock with a block with a tile entity(crafting table, furnace, piston, etc). If you do, your world will probably become a lot slower.

and @skierz with Torch Realism
skierz said:
Torches now need to be lit after crafting. This can be done by crafting them with a flint and steel or by using the flint and steel on them once placed. The torches will go out when it rains and will also burn out eventually but can be relit.



crafting.png


display.png




TODO:

- Remove vanilla torches which are generated with the world

- Allow torches to be smelted to be lit

and @warlordjones with SteamCraft 2
warlordjones said:
SteamCraft 2 B5.0.0
  • + Whales! Kill them for blubber, bone and meat. - warlordjones
  • + Refinery for turning blubber into whale oil - warlordjones
  • + Liquid boiler that uses whale oil and other liquid fuels like lava or other mod's oil (Note: all fluids currently display as whale oil in the GUI) - warlordjones
  • + Whalebone armour. - warlordjones
  • + Steel Hatch. Just a badass version of a trapdoor. Only operable via redstone signal. - warlordjones
  • + Ligher slate that generates higher, while the old slate was changed to generate deeper. - warlordjones
  • + Added a config option to disable the deeps portal generation, since it seems to be very broken. - warlordjones
  • + Metal plates. Just metallic carpet. - warlordjones
  • + Rusty and Mossy variants of metal blocks. - warlordjones
  • + Coins which have no recipe, just useful as server currency. Accurate old english denominations. - warlordjones and WolfieWaffle
  • + Correctly register steam canisters as fluid containers - warlordjones
  • + Add uranium blocks to the ore dictionary - warlordjones
  • + Added double capacity reinforced steam canisters - warlordjones
  • + Readded the spanner's ability to act as a RC crowbar. - Skysom
  • + Add teacups to oredict. Should allow BetterSleeping compat. - warlordjones
  • + Allow the grindstone to configurably grind metals that aren't in SC2, like lead. - warlordjones
  • + New battery bank model. - warlordjones
  • + Stonebrick (with all variants), stoneslab and brick wall. - warlordjones
  • + Electric Jars can now charge items in the player inventory by shift-right clicking them. Works similar to Thermal Expansion's Capacitors.
  • + Tier 2 steel pipes.
  • * Brand new awesome armour editor GUI :D - Skysom
  • - Copper and Brass parts. Should halve the clutter problems.
  • - Removed obsidian and etherium related items. After much deliberation I feel they didn't really fit. Will be available in BrassUtils soon. - warlordjones
  • * Nerfed the buffs from tea. Still need to figure out what I actually want it to do :p - decebaldecebal
  • # Prevent steam drill from being able to mine otherwise indestructible blocks (even bedrock!) in 3x3 mode. - warlordjones
  • * Decrease energy usage of the raygun - decebaldecebal
  • # Fix teacup recipe - decebaldecebal
  • # Raygun/shrinkray no longer work without electricity. - decebaldecebal
  • # Fixed ore drops being messed up. - warlordjones
  • # Fix TC Clusters not giving enough ingots. - warlordjones
  • # Fixed some stray pixels. - warlordjones
  • # Hopefully fix the disappearance of golden hammers. - warlordjones
  • # Fixed Tea plant drops. Again. - warlordjones
  • # Fixed Statis Field not keeping items from despawning. - decebaldecebal

and @BlayTheNinth with Hardcore Revival
BlayTheNinth said:
Hardcore Revival 1.0.9
  • Added /hardcorerevival reload command to reload configuration + ritual
  • Added "disallowFakePlayer" option to disallow revival through automatic right clickers
  • Allowed ":" to be used for metadata instead of "@" too
  • Don't crash on invalid configurations, just error and disable revival
  • Fixed heads sometimes not spawning when dieing near bedrock
  • Fixed incorrect head consumption check
  • Fixed crash upon revival (oops)

and @CubeX2 with Custom Stuff 3
CubeX2 said:
Custom Stuff 3 0.7.0
  • added tile entities, tileEntity attribute to blocks, a few tile entity methods to world
  • added guis, openGui, openItemGui, openBlockGui methods to player
  • added getStack method to inventory
  • added setDead method to entity
  • fixed DEL key goes to previous gui
  • fixed possible crash when getting an items container item
 

Blood Asp

New Member
Jul 29, 2019
485
0
0
New Update of GT5 Unofficial!

GT5.08.31

Fixed spelling issues.
Fixed some achievements not working.
Moved Reactor fuel recipes into GT canner.
Biomass distillation recipe.
Processing array running with not enough fluid for 1 recipe.
Soldering iron issue with only one lot left.
Renamed aluminium achievement because of an conflict. Needs to be unlocked again.
Added missing PFAA material.
Fixed TypeFilter crashing with certain items.
Made NEI Button in Fusion GUI work.
Fixed some autogenerated recipes missing empty cells.
Added GT Coolant cells to VacFre recipes.

5.09.09 (experimental)
All 5.08.31 fixes.
GT bees mutation fix.
Hot pipes damage.
Palladium, Iridium and Osmium now need EBF and VacFre to smelt.
Fixed oil dill/adv miner II not working in some combinations.
Fixed seismic scan output "null" fluid.
Changed IC2 rotor recipe.
Changed Carbon fiber recipe to use a catalyst.
Fixed Carbon dioxide electolyze recipe.
Added oil compatibility recipes.
Added chemical dye recipes.
changed string/wool/carpet machine recipes.
Added Pyrolyse Oven.
Fixed glowheat.
Added recipes for Nylon and Epoxid.
Added syntetic fiber recipe.
Added that oildrill/advmII now also use mining pipes from input hatch/bus.
Changed that gt Teleporter does interdimensional teleport with plasma in case no dragon egg is available.
Added Microwave energy transmitter.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0

RenzosNips

New Member
Jul 29, 2019
199
-1
0
BlayTheNinth updated RefinedRelocation to 1.1.10

Added a way of copying filter settings using the linker (shift-click to change mode) - might be moved to a separate item in the future

Added a better multimodule GUI, using the scroll list that's used for the filter GUI too



Fixed just a tiny minor little bug, nothing serious at all (dupe bug, aka "Dynious' Legacy")

Fixed toolbox not correctly working with all wrenches

Fixed toolbox not rendering RotaryCraft's wrench

Fixed edit filter button not appearing in the Filtering Hopper

Fixed dolly support on our side since JABBA doesn't care (rotation still won't work though)

Fixed Wireless Block Extender "Linked To:" tooltip

Fixed overflow in array packets causing NegativeArraySizeException disconnects when opening filters

Fixed wildcard check not working for single "*" (=> all) patterns

Fixed wildcard check not working for "abc*xyz" (=> wildcard in center) patterns

Fixed wireless and filtered block extender no longer being able to insert items

Fixed block update loop when placing two unconnected extenders in the same chunk

Fixed flickering of redstone toggle button

Fixed block extender settings not being saved unless you got lucky (how did this bug survive for so long?)

Fixed Advanced Filtered Block Extender not being correctly synchronized from the server

Fixed insert directions in Block Extender GUI resetting to default when toggling redstone mode



Marked ME Sorting Interface as deprecated. It has many compatibility issues and breaks AE2's balance. Will probably be removed for 1.8.

Renamed Sorting Importer to Sorting Input Pane to make its purpose more clear

Changed sorting chest upgrade recipe

Removed the need to have two of the chest materials in your inventory when upgrading sorting chests, as it wasn't very intuitive

Removed the DepLoader (that ugly thing that was downloading CodeChickenLib at startup)

Required Java 7
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
Various bugfixes and internal improvements to GregTech 6.
GregoriusT said:
6.00.56:
[API] Changed a lot of the Recipe System. The Recipe Lists can be found in the RecipeMap Class. The old RecipeAdder is now deprecated. If you fill in any wrong Parameters, the GregTech.log File will contain small StackTraces of where you inserted those.
[API] Improved NEI Recipe Handler to now support up to 12 Fluid Inputs and 12 Fluid Outputs per default, instead of just one of each. Also increased the Max of Item Inputs and Outputs from 9 to 12. It will should work well as long as Item-IN + Fluid-IN <= 12 and Item-OUT + Fluid-OUT <= 12.
[API] Improved Basic Machines to now accept Liquids when the Recipe Handlers specify their existence.
[CHANGED] Recipe Handlers of GT now automatically generate Config Files instead of me having to do that stuff manually. It is inside the Folder called "Recipes". The Recipes themselves are represented by a List of all their Input Items and Fluids.
[CHANGED] Sifter Recipes can now have up to 12 Outputs instead of just 9.
[ADDED] Config to change Tool Durability, Quality, Speed and Handle Material of Materials. (Note that already placed or worldgenerated Blocks are NOT affected by the new Tool Quality/Harvest Levels)
[FIXED] YET ANOTHER Div/0 Error, that somehow never happened to me while testing the IC² Enet Stuff. Why is a Voltage of 0 even possible?!?
[FIXED] Basic Machines sometimes outputting infinite Items due to exceptions happening.

6.00.55:
[FIXED] Fine Wires not being available for certain Materials, making the non-Steel Sifters uncraftable
[FIXED] Div/0 Error, that somehow never happened to me while testing the IC² Enet Stuff.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @MrIbby with Weapon XP
MrIbby said:
Inspired by TheXFactor117's Levels mod, Weapon XP is a work-in-progress mod that allows you to level up your weapons by earning experience.



Features:

  • Calculations identical to player XP
  • Rarity (Common, Uncommon, Rare, Epic)
  • Potion effects

and @Winter_Grave with Iskall Mini Mobs
Winter_Grave said:
Iskall Mini Mobs 1.2.21
  • Added GUI for Mini mobs. You access it by sneak right click on your little friend.
  • Mini mobs can carry inventory and will pick up things as they touch it.
  • Mini mobs drop corpses (keep 'em).
  • They drop their inventory on death.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
This weekend my son and me worked on two new wands for the Not Enough Wands mod: The release hasn't been approved yet but soon you'll be able to download version 1.2.0 with the following changes:


Version 1.2.0:
  • Protection Wand:
    • Added a new protection wand. This wand can (by default) protect up to 16 blocks from explosions, harvesting and sneak-wrenching. Every wand has its own ID and a wand can only unprotect blocks that were protected with this wand. Be careful that you don't lose this wand!
    • It is possible to make a copy of a wand in the crafting table. If you do that then both wands will share the same unique ID and they can protect/unprotect the same blocks. This is a way to keep a backup of a wand in case the original is lost.
    • When the protection wand is equipped all currently protected blocks are highlighted (within a radius of 10 blocks (configurable))
  • Master Protection Wand:
    • The master protection wand can unprotect blocks protected by any other wand and it has (by default) no limit on the number of blocks.
    • All blue highlighted blocks are blocks protected by other wands (non-master wands).
    • All red highlighted blocks are protected by the current equipped wand
  • Displacement Wand:
    • With this wand you can push or pull blocks relative to your position. It will only be able to do this if there is room (air, water or another replacable block).
    • It can push/pull single blocks or 3x3, 5x5, or 7x7 walls (depending on the mode).
    • It will correctly push/pull tile entities (like chests, machines, ...)
  • Other changes:
    • Highlighted blocks are now colored correctly even if F7 (light level indicators) are on.
    • The building wand can now also build in water and other replacable blocks.
    • It is no longer needed to sneak right click with the moving wand and the displacement wand. Even if you use these wands on objects like chests.

Download (when approved): http://www.curse.com/mc-mods/minecraft/235595-not-enough-wands

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @LordDusk with Hardcore Questing Mode
lorddusk said:
Hardcore Questing Mode 4.3.1
HQM is now Open Sourced.




Fixed



  • Progress wiping for some teams after a restart.
  • Preventing a new player joining from bugging out repeatable quests.
  • Loading quests through JSON that already exist will update rather than crash you.


Added



  • Threaded item searching (speeds up looking for items significantly.).
  • Reward bag saving/loading through JSON.
  • In-Minecraft Config changing, this excludes changing into edit mode.
  • Notification in the main quest line when a set has unclaimed rewards.