What's new in modded minecraft today?

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @MineMaarten with PokeMod Go
MineMaarten said:
My entry for The Modding Trials 2016, a competition in which a Minecraft mod is created in 96 hours. This is a parody on Pokemon Go.



It uses an external database (http://pokeapi.co/) to gather all sorts of data about Pokemon, like textures, names, types (fire, water) and habitats. It uses this data to dynamically determine where you can encounter Pokemon.



By default it uses the Pokemon from the first generation (#1 - #151), this however can be changed in the configuration file as you wish.

and @Shadow_Hawk with Better Animations Collection Revived 2
Shadow_Hawk said:
This is a revival of a revival mod, so there's a lot that needs updating. For now, I'll be keeping the description short and sweet, and the releases in alpha. The alpha releases will all probably remain on 1.8.9, and all versions, current and future will require LiteLoader to function.



The current alpha release has an issue with player models, and will give off a startup error. You can ignore this, as I suspect it's the mob models you actually downloaded this relic of a mod for. The only other issue I can think of is that the sheep model may be a bit off when it eats grass. Currently all the main options are set to true, and cannot be toggled.



The previous revival can be found here, and all of its features are tucked away in my revival, whether they've been activated or still undergoing repairs.



New models included in this mod:

Chicken

Cow

Creeper

Enderman

Ghast

Iron Golem

Magma Cube

Ocelot

Pig

Sheep

Slime

Spider

Squid

Villager

Wolf

Player
 
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SatanicSanta

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Jul 29, 2019
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squeek502 released a new mod today, AppleSkin

Standalone mod providing the HUD features previously included in AppleCore. This is a mostly client-side mod, but it needs to be on the server in order to display accurate saturation/exhaustion values on the client.

Note: AppleSkin provides information about some mechanics that are invisible by default (it does not add or change any mechanics). To read about Minecraft's exhaustion and saturation mechanics, see the Minecraft wiki article on Hunger

Features
  • Adds food value information to tooltips:


  • Adds a visualization of saturation and exhaustion to the HUD


  • Adds a visualization of potential hunger/saturation restored while holding food


  • Adds hunger/saturation/exhaustion info to the debug overlay (F3)
  • Syncs the value of saturation and exhaustion to the client
Misc

Support me on Patreon
You are welcome to add this mod to any modpack you'd like.

As well as a new version of AppleCore, 2.0.0
AppleCore has been split into two separate mods
  • AppleCore is a coremod that provides the AppleCore API, used for modifying the food and hunger mechanics of Minecraft
  • AppleSkin is a new standalone mod that adds various food-related HUD improvements that were previously included in AppleCore (food value tooltips, saturation visualization, etc)
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @JustusFT with SimplyDaggers
JustusFT said:
simplydaggersbanner.png


As the name states, this mod adds a new weapon to the game - daggers.

Some properties of the daggers include:

A shorter attack range compared to a sword (2.5 block range vs 4 block range)
Attacked mobs will have a shorter invulnerability cooldown. i.e users can attack significantly faster
Less knockback
Weaker than swords (but it's faster)
Can be tipped with potions to "inject" targets.
- Currently only negative potion effects are supported
- Can only tip with potions without modifiers (no extended or amplified potions)
- Effects last 2/3 of the original time
Backstab bonus - will deal 2 more hearts of damage if the user is directly behind the target. The bow's "ding" sound would play if done sucessfully.
Daggers can't block.

This is my first mod, so feedback is much appreciated!

Modpack permissions:
You can use this mod for your modpacks. :)

and @Lythom with Capsule
Lythom said:
Capsule 1.2.0
1.10.2-1.2.0 : The Big 1.10.2 update : the modpack maker update : the Structure blocks update




* Now uses structure blocks mechanics and file format to store capsule content.
* Compatible with structure blocks (a structure template can be converted into capsule and a capsule can be load from structure block).
* Add a preview of the future content deployment when the capsule is activated. Red wireframes indicates the deploy will fail.
* The capsule will always deploy exactly where is was previewed.
* Recipes tweaks, see NEI or wiki for new recipes (https://bitbucket.org/Lythom/mccapsule/wiki/Home).
* Visual changes on blocks and items.
* One use Loot capsules now appears in dungeon chests.
* Add tools for modpack makers. See https://bitbucket.org/Lythom/mccapsule/wiki/Modpack maker How To's.
* Fixes :
* Fix enchantment registring to match latest forge pratices.
* Fix preview rendering for capturing and undeploying
* Fix undeploying from another dimension



NOT BACKWARD COMPATIBLE with any previous version of the mod : backup, deploy all your capsule contents, and destroy all your capsules items before updating from a previous version.
 

sokratis12GR

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Jul 29, 2019
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ArmorPlus has been updated for Minecraft Versions 1.10.2

Mod's Versions 1.10.2-6.0.1.0

Now requires TheDragonCore 1.1.0

Mod Feedback page: http://forum.feed-the-beast.com/threads/157530/

Link to the Mod's Wiki: http://ftb.gamepedia.com/ArmorPlus

1.10.2-6.0.1.0
{Features Added}
  • Arrows
    • Lapis Arrow (Gives the enemy Nausa)
    • Redstone Arrow (Gives the enemy Slowness)
    • Lava Arrow (Sets the enemy on Fire)
1.10.2-6.0.0.1
{Bugs Fixed}
  • Lava Crystal Ore spawn being between y level 58 and 8 rather than 16 and 6
{Features Added}
  • Added the ability to disable the DeBuffs from the Ultimate Armor
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Universal with Just Enough Buttons
universal said:
Small client-side mod with no dependencies, which adds some utility buttons to the inventory screen.



aSKfUTz.png




These buttons are more or less just shortcuts to the commands, e.g. clicking on kill all entities will simply execute "/kill @e[type=!Player]"

So if the player is not allowed to execute the command, which the button is representing, the button will be turned off.

The buttons can all be turned off in the config gui.

These are the current buttons:

  • Switch gamemodes (Adventure and Spectatormode can be disabled)
  • Switch to rainy/sunny weather
  • Delete Items
  • Set time to night/day
  • Remove all entities
  • Enable/Disable Daylightcycle
A note about the trash button:

When in survival mode just grab a stack and click on the button to delete all items of that type. Hold shift if you want all items, including sub items, to be deleted (e.g. All types of wool or colored glass).

When In creative it won't delete the item you're currently dragging around, so you'll want to hover over the item you want to delete, press

C (Can be changed) and then click on the delete button.

Like this:

Spoiler (click to hide)
4yH43KA.gif


That's it, source code is available on Github!

and @P3pp3rF1y with Reliquary
P3pp3rF1y said:
Reliquary 1.10.2-1.3.3.467
Added new mob charm for Guardians
- new drop for these - spike
- the mob charm behave as others
- guardians ignore player even if attacked
- gets damaged when you kill guardians
- can be repaired with spikes
- can go into mob charm belt



Added check to prevent applying Mending enchant to mob charms and alkahestry tome
Changed code so that Unbreaking enchant does nothing with mob charms
Updated tome and its recipes so that bad crafters won't be able to dupe items with it anymore - instead it gets deleted after first craft if used in those
Removed most of JER code as JER is now able to read loot tables and thus display all Reliquary drops
Added a tiny bit of code to display eye of the storm with "when powered" tooltip in JER
Tuned holy hand grenade a bit so that it doesn't get thrown that much up
Changed Shears of Winter to inherit from ItemShears - this makes them usable wherever shears can be used
Updated bucket pedestal wrapper to try picking up other liquids around when the current liquid in the queue can't be put in any tank
Added top block icon in JEI crafting screens for mortar and cauldron
 
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Yusunoha

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new day, new update, and today it's @MKTim with SafeJoin
MKTim said:
SafeJoin is a simple mod that should prevent players from death when they are logging in.



It only stops simple damage and stops mobs targeting the player when the player logs in

After he moves/use item/let the server know he is ready to play, everything is back to normal





I made this mod just because players were getting killed when they are logging in at night and because of loading time couldn't stand a chance



This mod works ServerSide only



Feel free to use in modpacks, as long you give proper credits to this page



Not that this is a big mod, but donation link

https://www.tipeeestream.com/makertim/donation

and @EdgarAllen with Super Crafting Frame
EdgarAllen said:
Super Crafting Frame 1.10.2-1.2.1.86
- crafting frames ignore durability when looking for ingredients. This allows items with durability, like the IC2 Hammer, to be crafted with.

- fixed improper translation key for teleportation frame tooltips.
 

Shinoow

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Jul 29, 2019
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Updated AbyssalCraft (1.8.9) (1.9) (1.9.4) (1.10.2) to 1.9.2.9:
  • Added chiseled variants to the Brick types that didn't previously have one
  • Made more crafting recipes depend on the Ore Dictionary
  • Added a cracked variant to all the Brick types
  • Added configurable Item Blacklists for Entities that can pick up item
  • Removed the config option for Abyssal Zombies picking up rotten flesh (superseded by the above)
  • Remnants now have their own yes/no sounds when trading
  • A random chant will now play when performing a ritual
  • Remnant priests will randomly chant
  • Added a ritual that allows you to change the weather in the Biome you're currently at (if possible)
  • The Dreadium Katana and Sacthoth's Soul Reaper Blade now swing like regular swords (1.9+)
  • Statues now transfer PE to players again (1.9.4 only)
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @boni with Tinkers Construct
boni said:
Tinkers Construct 1.10.2-2.4.0
Beta-Version. Requires Mantle 0.10.4



Many changes. Seared Furnace. Detailed changelog will follow or be in the non-beta release.

Things/Balance may change in future versions.

and @Vazkii with Quark
Vazkii said:
Quark r1.0-51
- General: Out of beta, baby!

- Decoration: Added Varied Bookshelves.
 
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Yusunoha

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new day, sad update, posted by @Flaxbeard
Flaxbeard said:
James, who published under the name LycaonX, was the developer of Advanced Thaumaturgy. As someone who got to know James as a fellow Thaumcraft addon developer, it has saddened me deeply to learn that he has recently passed away. As a beginning modder, I was awed and inspired by James and his works. I was always excited to see his newest inventions that he shared, and I know many others in this community enjoyed James' mod. May he rest in peace.

MonzterAssassin is planning on continuing the mod in James' honor. If anyone is willing to help him out, he should be reached through his Minecraft Forums profile.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @davdes15 with DuckTapeMod
davdes15 said:
This mod adds one single item, The Ducktape.


With this item you will be able to tape (you have to use a crafting table) things back into their original form:


You can tape your slabs and stairs back into blocks, you can tape your leftover sticks into any kind of wooden planks, also you can get some ingots back taping the iron bars that you don't need, that goes for glass panes and glass too.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @WayofTime with Blood Magic
WayofTime said:
Blood Magic 1.9.4-2.0.4-55
- Made Guide-API a required mod.
- Fixed a funky issue where the Sound of the Cleansing Soul did not reset the upgrade points internally.
- Added Sentient Specters, which are essentially tamable companions. Drop a sentient tool if you have more than 1024 Will of a given type to summon one (at the cost of 100 Will).
- Added Mimic Blocks!

- Fixed the potion flasks so they are no longer "repairable".

and @canitzp with TUMAT
canitzp said:
TUMAT (Tell us more about this) is a InWorld Tooltip Mod, like WAILA or TheOneProbe.

It shows the names of Blocks, Fluids, Entities and as a special feature ItemEntities.

You can change the distance via the config, but if you play on a server with this mod, the server decides wich features of the mod you can use.



The following picture shows the tooltip at a block from Actually Additions. You can see the name of the block, the energy that is current stored (only Tesla support), the type of lens that is installed at the Atomic Reconstructor and the name of the mod that contains the block.

pic1.png
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @zmaster587 with Advanced Rocketry
zmaster587 said:
Advanced Rocketry 0.7.0
  • Implemented Modular space suits
  • Added Jetpack
  • Added Bionic Legs
  • Moved multiblock blocks/items to a new item group in creative
  • Moved most multiblock code to libvulpes
  • Now requires libvulpes 0.1.0
  • Added Aluminum
  • Added pressure tanks
  • Oxygen Charger renamed to Gas Charger
  • Gas Charger now can fill hydrogen tanks in spacesuits
  • Massive Refactor of code! May require liquid/data/satellites hatches to be replaced!

and @MigukNamja with Pollution
MigukNamja said:
Introduction

Pollution is caused by burning fossil fuels and works a lot like Thaumcraft Flux. Pollution in this mod tracked by chunk. When there is no pollution, there are no ill effects. As pollution increases, players takes damage, experience nausea, and there the air becomes cloudy. Machines also operate slower and due to the lower oxygen levels, fossil fuels burn slower. Crops stop growing and may even die off at the highest pollution levels.



Why Pollution ?

The idea is provide incentive to move beyond early-game fuels like charcoal, coal, and oil and progress into wind, water, solar, and nuclear. Tree farms that produce wood that is either burned directly, as planks, or as charcoal will be hit especially hard. This mod is certainly not for every pack.



Spread

Pollution spreads to surrounding chunks, which lowers pollution in the course chunk where pollution is being generated, but of course increases pollution in the surrounding chunks.



Avoidance and Mitigation

Pollution can be avoided entirely by not burning fossil fuels. In the early game, this is very difficult to accomplish due to a lack of other power sources. It is therefor advised to limit furnace activity to a minimum and use mods which draw power from wind, water, solar, nuclear, etc..



In future versions of the mod, trees will slightly lower pollution and certain plants will likewise slowly absorb pollution. There will also be pollution scrubbers and other mechanisms that either filter pollution at the source or clean it up in the general environment.

and @necauqua with Chiseled Me
necauqua said:
This is (obviously) a coremod.

It adds some items, recipes to which you can see with JEI/NEI.

These items are pretty self-explanatory, but to get the recalibrator that makes you normal size again, you need to deplete any recalibrator(so the cheeper one you make - the more you click).



Known issues:

* Liquids are funky

* Ladders are funky

* No riding(but will be in the future)



About coremods:

* They DO NOT EVER corrupt worlds.

* They DO NOT EVER corrupt your jar-files, the whole point of them is not to modify the jar but still modify the program, at runtime.

* They MAY not work just for you for unknown reasons, but most likely they will.



If you have any issues, feel free to report them at issues page, but they only will be reviewed if you provide your fml-client-latest.log file.



You can use this mod in your modpacks freely. To be nice you could also tell me something like "added to modpack XXX" but this is not required.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @AtomicBlom with Shear Madness
AtomicBlom said:
Shear Madness
A stupid mod about making sheep more aesthetically pleasing.

Manual for chiselling sheep
Prerequisites
You NEED chisel 0.0.6.33 or higher to use this mod.

Chiseling a sheep
  • Make a iron or diamond chisel and right click to open the chisel preview.
  • Insert the block you wish to chisel the sheep with into the preview slot on the top-left hand side
  • Leave the menu
  • Left-Click on the Sheep you wish to chisel.
  • Sheep should now be very confused, and a block will be removed from the chisel.
Unchiseling a sheep
  • Left-Click on a sheep when no item is in the preview slot, the block will be returned to you.
Configuration Options
Shear Madness supports changing the behaviour of what happens when you attempt to shear a sheep, this option can be modified in shearmadness.cfg in the /config/ directory.

S:behaviour controls the shearing behaviour.

By default, shearing a sheep will return it to a vanilla sheep, but the following other options are available:

  • RevertSheep - The Default, changes the sheep back to a vanilla sheep
  • ChiselFarm - You can farm blocks by allowing the sheep to regrow. Not recommended for server owners as it currently allows users to grow diamond, iron and redstone blocks from sheep.
  • CannotShear - Shearing is completely disabled for these sheep. They will need to be reverted to normal before they can be sheared again.
Future Development
I have lots of ideas for other shearing behaviours and other features. Feel free to drop ideas or bugs to my GitHub tracker, other feedback is welcome here and on Twitter.

FAQ
Will I be able to chisel pigs and other mobs in the future?

I'm not really planning on it, sheep have a nice layering system that separates the body from it's wool.



Your mod is one big dupe glitch!

I know, that's why I released 1.0 with shearing behaviours. Set it appropriately.

and @Kostronor with Minecolonies
Kostronor said:
Minecolonies is a SSP and SMP town building mod, allowing you to create your own thriving Colony within Minecraft.



Featuring many NPC workers, ranging from Builders, Crafters and Farmers, to Guards, Enchanters and Alchemists, the mod provides the ability to create a unique Colony with many many inhabitants.


A robust permissions system in the SMP version allows you to collaborate on a single colony with your friends, or have individual colonies each competing to be the best!


Featuring completely free placement of structures within your Colonies boundary using our fantastic build tool, allows you to visualise a buildings position before placement, ensuring you can build increadibly large and detialed Colonies that look fantastic.


Our dev team are continuously working to add more content to our mod, and make the MineColonies experience ever greater.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Vazkii with BlockDispenser
Vazkii said:
There's not much to say here. This allows dispensers to place blocks.

It handles rotations properly (vanilla ones at least). There's also a blacklist to make sure some blocks aren't dispensable.

Any blocks that already have a dispensing behaviour (like TNT) aren't included.



Source Code

If you have any problems with the mod or just want to contact me, you can find me on Twitter (@Vazkii) or IRC (#vazkii on irc.esper.net).

and @BluSunrize with Immersive Engineering
BluSunrize said:
Immersive Engineering 0.10 - 38
Tentative beta release for 1.10
For full content, check changelogs on github.

and @SkeletonKing with SkyWarp
SkeletonKing said:
DISCLAIMER: This Mod is Made And Developed Using MCreator. It is also known to sometimes be incompatible with other dimension mods. Use at your own risk.

Now there are tons and tons of dimension mods out there, but I plan to make this one very diverse and with variety.



Spoiler (click to hide)
I have launched the 'source code,' which I prefer to call it the 'Development Kit' for this project. It is not exactly 'source code' which is why I don't like to call it that. It is a .mcr file, meaning that it is the MCreator project, which can be imported into the software and edited to your liking. Because of this, I have also launched a 'User Ideas' folder. This is where you guys can send in your edited .mcr files (provided you have only added/changed features, nothing removed) to me, and I can add them into the mod itself (Don't worry, you'll be credited).

Please note, this is the first time I've ever allowed user-created content for my mods. I'm not sure if I'll add all content into an add-on for the mod, or put it in the full mod itself.



Development Kit

Submit Ideas



SkyWarp takes the ideas of travelling between randomly generated and nearly infinite planets, with different climates, ores/minerals, etc. into a distinct Minecraft mod. However, this mod is in very early Pre-Alpha, so there will be many dimensions to come.

Currently, this mod adds two dimensions/planets: Zorada, the Ice planet, and Krishna, the Molten planet. To travel here, you will need to craft Warp Blocks and place them into a portal shape. There are 2 'Keys' that correspond to the planets. This mod also adds a spacesuit which is stronger than diamond, and a boots upgrade to survive in the Molten Planet.



Recipes:

Warp Block

DqIozq2.png


Ice Key

Gwu44l9.png


Molten Key

4SqumsL.png


Spacesuit Armor Set

0JfxVUg.gif


Molten Boots Upgrade

AdpUaGg.png


Current Bugs:

  • Frozen trees technically don't have leaves
  • Frozen trees have an abnormally high spawn rate
  • Lava pools can be found in Ice Land
  • Naturally spawning underground structures spawn, making them really easy to find
Any bugs you guys find other than the ones listed please report them in the issue tracker.

and @JoltEffect with Tesla Modular Solars
JoltEffect said:
Tesla Modular Solars



This mod adds a modular solar panel which generates / transfers and stores a low level of power during the day.



You can craft upgrade modules:



  • Power Generation Telsa/PerTick
  • Power Capacity
  • Power Transfer Rates


Each upgrade comes in 3 tiers T1/2/3, simply right click a solar panel with an upgrade item in your hand to increase the Solar Panel's attributes accordingly. Don't worry about moving your Solar Panels around, simply harvest the Panel and it will drop all your added upgrades, nothing is lost.



Solar Panels don't work at night, whilst raining or if you place blocks directly above.



I do plan on expanding the mod and have added an Ore called Titanium to the worldGen, also added the Dust/Ingot and Block to the OreDictionary.



You also have some slightly strong Armour to use, along with a full set of "Interesting Tools", by interesting, you should try them out and see what wonders they hold.



This mod has a dependency on Tesla API, make sure to download that mod/api as well.



This Mod will also work with compatible mods which add the Tesla to RedStone Flux conversion.



2016-08-21_18.png


2016-08-21_18.png


2016-08-21_18.png




2016-08-21_18.png


Have Fun



Jolt

and @CrazyPants with Ender IO
CrazyPants said:
Ender IO 1.10.2-3.0.1.94_beta
Added Exit Rail



Updated ru_RU.lang
Update zh_CN.lang



Fixed TelePad being a Travel Anchor only on some regards
Fixed Weather Obelisk not exposing its tank using any public interface
Fixed tank item not having its content in its tooltip
Fixed chargable tools re-equipping on charging
Fixed issue with large dimension IDs and remote inv. GUI
Fixed to crash when displaying a GUI for an invalid conduit
Fixed error in recipe alternatives
Fixed disconnect from fluid conduits when the side is disabled
Fix: Items that use power themselves are not batteries
Fixed recipe using a third-party oreDict name
Fixed Chisel compatibility



Allow Vacuum Chest range of 0 (which gives 1/32 range)
Allow Inventory Panel Remote to be crafted with vanilla items
Improved Conduit and Facade replacement
Reworked TESRs
Imporived performance when hiding / showing facades
Routed info message to debug unless 'INDEV' flag set.
 

sokratis12GR

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Jul 29, 2019
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ArmorPlus has been updated for Minecraft Versions 1.10.2

Mod's Versions 1.10.2-6.0.2.4

Now requires TheDragonCore 1.1.0

Mod Feedback page: http://forum.feed-the-beast.com/threads/157530/

Link to the Mod's Wiki: http://ftb.gamepedia.com/ArmorPlus

1.10.2-6.0.2.4
{Balancing Update}
  • Fixed Ender Dragon Zombie Spawn Rates
{Bugs Fixed}
  • Wrong Loot Table for the Ender Dragon Zombie
1.10.2-6.0.2.3
{Balancing Update}
  • Fixed Ender Dragon Zombie Spawn Rates
1.10.2-6.0.2.2
{Bugs Fixed}
  • Fixed Ender Dragon Zombie not rendering the Ender Dragon Battle Axe
1.10.2-6.0.2.1
{Bugs Fixed}
  • Server Crash on Start up
1.10.2-6.0.2.0
{Features Added}
  • Entities (Monsters)
    • Ender Dragon Zombie (will spawn with full Ender Dragon Armor and Battle Axe)
  • Dimensions
    • ARP Dimension (WIP) (WARNING: Dangerous)
  • Blocks
    • Lava Nether Brick
    • Lava Cactus
  • DebugMode (WIP)
    • If DebugMode is enabled you can view how many items are dropped from a mob with custom drops from ArmorPlus' Config (ex: "Ender Dragon Dropped: armorplus:ender_dragon_scale x 12)
  • A new Dev Tool (WIP)
    • Prints the current (exact) health of the entity, that the item was used on. (ex: "[ Zombie ] - Health: 20")
{Features Removed}
  • Ender Dragon Egg Recipe (Useless for the Mod)
{Features Fixed}
  • World Gen should work perfectly now ^^
{Features Changed}
  • Block of Steal & Electric Block can now be used as beacon base
  • Added Light Level to the Block Lava Crystal
  • Each Type of bow has its own shot power damage
  • The Ultimate Armor is now unbreakable, added Mending to it, and made it unable to be combined with other enchantments
  • Changed some deprecated code
  • Updated some old code information
 

keybounce

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Jul 29, 2019
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Torchplacer:
https://minecraft.curseforge.com/projects/torchplacer

Places torches in dark areas for you. Torches have to be on your hotbar. Placement can be turned on/off for each player. Keep your tunnels clean as you walk. Based on the "mod review" video, it looks like it triggers at light level 5 or less when near torchlight. For 1.7.10, 1.8.9, 1.9.4, and 1.10.2.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @McJty with RFTools
McJty said:
RFTools 1.10-5.18
  • Fixed a possible CME when using the charged porter to teleport between dimensions. Finally!!!
  • Fixed an item deletion bug that could occur when trying to upgrade a storage module from within the crafting grid of a modular storage block
  • Fixed the shield from destroying blocks when it was turned on/off and those blocks were in the way
  • The elevator will no longer destroy blocks that are in the way of where the platform will go. However it will not form the platform block there which means that one block is lost there

and @Lach_01298 with More Bees
Lach_01298 said:
Have you ever thought bees, what can they make and you search up and find out not really much. well there's honey but that's mainly for food. there's ones that produce sugar, gunpowder and fire proof wax. well that's all well and good but i want more maybe some hard things to get like ores or some rareish blocks. This is why i made this mod it adds well if you read the title more bees to forestry !



in total this mod currently adds as of version 1.0

  • 19 new bee species (+ 4 bees if industrialcraft is installed) that produce all manner of different things from iron to redstone to prismarie to obsidian to red sand (Trust me i went a long way to find red sand but you don't have to now!)
  • 1 new base species: Rock
  • 3 new types of frames
  • + added chorus plants as an ender flower because dragon eggs are ridiculous as a flower
  • more to come!


I will and do take suggestions for more features in the future!







This mod was inspired by Binnie's mod extra bees but that mod hasn't been updated for a while so i made my own

Special thanks to the forestry team for forestry which you can get here https://mods.curse.com/mc-mods/minecraft/forestry which is required for this mod

and @19435007Max with Crossroads
19435007Max said:
A Tech & Magic mod (magic NYI) with the goal of making automation interesting. There is no one block solution, and every system has to be carefully designed in order to make it the best it can be. Prepare to design heat distribution systems that get as hot as possible without melting, and gear setups that aim for specific speed to energy ratios.

Isn't it time you earned your automation?



Installing GuideAPI is HIGHLY RECOMMENDED.

There is ingame documentation if GuideAPI is installed.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @kroeser with Integrated Dynamics
kroeser said:
Integrated Dynamics 1.9.4-0.5.0
As always, don't forget to backup your world before updating!
Requires CyclopsCore version 0.7.6 or higher.

Additions:
* Add Network Diagnostics to profile networks, highlight parts and teleport to them.
Run /integrateddynamics networkdiagnostics to open it.
* Add filled Menril Log variant, they drop menril logs

Changes:
* Texture overhaul by @Yulife
* Make squeezer and variable transformer recipes easier
* Update Drying Basin and Logic Cable recipes for texture consistency
* Improve logic programmer escape behaviour
* Remove server warning when removing part that is not attached to a cable
* Don't drop parts and cables in creative mode
* Disable networks after a crash
* Rename Cable to Logic Cable

Fixes:
* Fix broken Menril Sapling model
* Fix torches can be placed on all sides of the squeezer and drying basin
* Fix squeezer insta-squeezing items when it was squeezed before
* Trigger block render update when removing cables with attached parts
* Fix parts not dropping in corrupted networks
* Fix network corruption after server crash.
* Make cable state retrieval safe for client desyncs
* Make getCapability safer
* Fix render crash while logging in, Closes #61 and closes #62

and @Kostik654 with Chopper
Kostik654 said:
"Forest chopper"



Mod for those who likes to destroy. Mod greatly simplifies the production of wood. Now you can create a chainsaw, which can break about 1,000 wood blocks with great speed. Plus added the ability to create wooden beams that are much harder than normal planks, do not burn and fit well into the interior. But that's not all. Also mod adds a small conversion of some blocks to the other through the workbench. In near future will be added 3D drill. Crafting details and screenshots listed below:



Update V4 at soon!
Electric blast rifle and Creeper launcher!


Combat Update V3


Added hand mortar

Bullet - stone

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or
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Added heavy machine gun

For bullet - heavy bullet

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Chainsaw craft:



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If you right click on any block holding chainsaw you can dismantle it in block and put it where ever you want! If you want to pick up it then you should to right click on it!





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Wooden beams



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Wooden beams craft:

You can use any vanilla wood. Also you can pick up this block with out breaking. Just right click on it. If you need to put this block on the same block without putting up, you should to press shift and right click on it.

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Using this beam you can craft the paper:



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The filtering Convertion:


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Cobblestone to gravel




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Gravel to clay




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Clay to dirt




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Dirt to sand