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 @DarkCow with Magic Mirror
DarkCow said:
Concept

This mod was suggested by Kodos on Discord as a way to quickly exit dungeons and caves. When a user has a magic mirror in their inventory it will start recording location data. After 1 min of time above ground it will charge up and start working. Once charged it will record the first location when a user exits above ground. Five seconds after not returning to the surface the mirror will mark a teleport location. With a location marked the user can activate the mirror for a few seconds to teleport back to the location.



Configs
Max teleport range -> 200

Min charge time -> 1 min

Min activate time -> 5 seconds



How to get the mirror



The mirror can be found in dungeon loot. If you wish for it to be craftable install a mod that allows adding recipes.

Single Block Mods
This mod is part of the single block mods series which aims at creating simple high quality mods.

Other mods in series
Wooden Rails

Colored Chests

Red Cow Energy Drink

Wooden Bucket



Planned Features

* 2 additional tiers of mirror

* Ability to manually set teleportation point (High tier mirror)





Contact
Join us on Esper.net IRC #BuiltBroken #BuiltBrokenModding

and @Soggy_Mustache with Scaffolding Block
Soggy_Mustache said:
Really simple mod to help you out when you are trying to build big projects. Ever been building and needed a block to get you to the top of your building? You probably had to use dirt which takes too long to break! That is why the Scaffolding Block will save you time and spades!



by downloading you agree to the EULA



DISTRIBUTING THIS MOD ON ANY OTHER WEBSITE IS AGAINST THE USAGE OF THIS MOD AND YOU WILL FACE THE CONSEQUENCES



THIS MOD WAS MADE BY Soggy_Mustache All Rights Reserved ©Soggy_Mustache



My in game name is SoggyMustache

Website: http://Soggymustache.net

and @tterrag1098 with Ender IO
tterrag1098 said:
Ender IO 1.10.2-3.0.1.105_beta
Added Inventory Panel Sensor
Added support for TOP info to telepad tank.
Added full item capability support to machines
Added fluid use to telepad
Added Vapor of Levity
Added the Precient Cystal, powder and recipes for Vapor of Levity.



Made the type of fluid used by the Rod of Return changeable via the config
Moved all remote inv panel settings to config, including fluid type

#3583 Disabled Ender IO block, modified inv. panel remote recipes



Fixed power monitor not always working on chunk load
Fixed magnet flight path
Fixed issue with right clicking on a conduit conector
Fixed tank in Telepad gui being off by a pixel
Fixed invPanel mod filter
Fixed landing particles and improved block breaking particles for conduits
#3675 Fixed Reliquary's Tome of Alkahestry getting deleted in crafter
#3622 Fixed Dim Trans gui not closing when "e" is pressed
#3577 Fixed Cap. Banks not always saving there IO values
#3541 Fixed yeta wrench not alwyas rotating doors

and @maxanier with Vampirism
maxanier said:
Vampirism 1.9.4-1.0.0-beta.2
BETA



+Adds GuideBook. Requires Guide-API to be installed

+Added two hunter armors with different tiers: Armor of Swiftness and Hunter Coat

+Added Hunter Axe with different tiers

+Added a few enchantments

+Added "Vampire Book" which is generated in loot chests and which is required to level up

+Added bugs

-Removed bugs

-Fixed some additional bugs

+Left a few bugs as easter eggs.
 

asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
555
1,086
213
The wait is over! After almost 3 months of silence, BuildCraft has finally released an update!

Introducing BuildCraft 7.1.18 for Minecraft 1.7.10

Bugs fixed:
  • [#3395] Filler in the Nether - Crash (AlexIIL)
  • [#3283] Engine Blocks can be crafted, even if they were disabled in the config (AlexIIL)
  • [#3262] Builders and fillers not working above y=128 in the end (AlexIIL)
 

CreeperShift

Well-Known Member
Dec 31, 2014
99
97
53
I made a little something to be used in a pack I'm working on, but it could be useful to others: NoF3
A simple mod to completely disable the F3 debug screen. It is intended for hardcore or immersive modpacks/gameplay. The F3 screen takes a way a lot of challenge and immersion by showing a players coordinates, entities, biomes and what not.



Shortcuts such as F3+H still work as expected!



This works especially well with mods such as Ingame Info XML.

Said mod also offers an option to overwrite and therefore disable the F3 screen, however the user can disable this either via a keybinding or a config file. Using my mod with Ingame Info XML removes that choice, and can be forced if installed on the server.



You can then use Ingame Info XML to replace the debug screen with a more immersive or true debug screen.







I will be using this mod in an upcoming survival pack, using this and InGame Info XML to replace the debug screen with the following:



jKt0SDP.png


As you can see, the important information like FPS, memory and ping is still there, but it no longer gives away the position.



This can be accomplished by setting Ingame Infor XML's config option to a new file, here called "debugscreen.txt":

# The configuration that should be loaded on startup.
S:filename=debugscreen.txt

and then creating said file, and pasting the contents of this pastebin into it.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Funwayguy with Ore Excavation
Funwayguy said:
Description:

Allows players to mine whole veins of ore, cut down whole trees or any other tool based action in one go. Simple easy to understand configs are also provided for mod pack developers such as tool or block black listings, size limits and tick rate.



Features:

- Mine whole ore veins

- Cut down whole trees

- Works with almost every tool

- Tool blacklist

- Block blacklist

- Configurable speed, size and distance

- Control preferences per client

- Per tool overrides for pack developers

- In game configuration with no restart/reload necessary



Permissions:

Yes you may use this in your mod packs unless specified otherwise. You must also be abiding by Minecraft's EULA.

and @Ivorius with Recurrent Complex
Ivorius said:
Recurrent Complex 1.0.3
* The + button was broken for any type of GUI lists

+ The added village houses now generate in all biome types, and adjust to the biome's block types (Village Specific transformer!)

* Mazes were completely broken

+ Village specific transformers! Easily make your houses fit the village style

+ Wrap multiple transformers into a single one with the multi transformer

+ Spawn conditions for multi transformers and multi spawn scripts (e.g. 'only execute this script in desert villages')

* Houses in villages sometimes spawned in other houses, as well as not being oriented towards the streets

+ New structure: AbandonedWoodTower (thanks to GallopingNaartjie)

* Natural floor and natural air is now more beautiful, reliable and faster

* A lot of expressions now support words (for easier readability)

* Natural air now attempts to remove flying snow and foliage left after generation

* /#replace metadata input was broken

* /#search is now case insensitive, and getting no results on /#search now gives you a message

+ /#import and /#importschematic now support rotation and mirror parameters

and @Flaxbeard with Cyberware
Flaxbeard said:
Cyberware 1.9.4-1.10.2-beta-0.2.2
0.2.2


---------

! Fixed RAM consumption issues

+ Added a HUD customization system, allowing players to recolor and reorganize their HUD

+ Added a notification to remind players to open the Cyberware radial menu

+ Added the Hudlens, an alternative to Cybereyes and the Hudjack

+ Added API system for HUD elements

! Fixed Cyberware armor rendering on zombies

! Fixed player rendering when the player has missing skin and no legs

! Fixed missing limbs and other organs not correctly registering on the client

! Fixed HUD with Tough As Nails installed

! Fixed Engineering Table collision box

! Fixed crash related to bone upgrades

and @mttprvst13 with Infinity Storage
mttprvst13 said:
Everybody loves AE2. Now that 1.10 is out, there is no AE2. There is Ender IO storage, and Refined Storage, but nothing really lives up to Applied Energistics 2. Well now one does! Adding AE2 functionality back into Refined Storage, Infinity Storage is here! Completely based on Applied Energistics 2, Infinity Storage aims to add some of the key features of Applied Energistics 2 back into Minecraft 1.10.



Every single feature that was added on top of Refined Storage is toggle-able, and configurable. From channels, to the machine crafting table, its all configurable!



Credits go to raoulvdberge for making the original Refined Storage, and to msrEagle for the textures.



Please note this mod is still in beta. It will have bugs, and incomplete features.





Modpacks: Yes, you are allowed to use my mod in your modpack, just be sure to give all of the authors credit.

and @456Xander with FuelCanister
456Xander said:
FuelCanister adds the FuelCanister. It's a cheap item which fills itself with as much coal and charcoal as possible on right click. The filled fuel Canister can then be used as a furnace fuel. It combines great efficiency and long burntime, because it smelts one item at a time, but also can smelt as much Items as 16 Stacks of coal by default. The max Fuel and Fuel types can be changed in the config.



If you want to support me, please use the Adfly link: 1.7.10, 1.8.9, 1.9.4, 1.10.2

Crafting:



gaki8KB.png

and @Kamesuta with Sign Picture
Kamesuta said:
753741c2894c300dc7dd91457496e039.png

What's this mod about?

This client mod invites you into a world of image, in both single player and multiplayer. It works out of the box, and will show you the wonderful world!
  • It displays a sign along a particular format as an image
  • It provides a GUI to make the sign of the image easily
  • It works only on the client, it appears in the same way to all players who have put this Mod.
a458962f245dc3bd0d2e5276231d29c2.png


Documentation

Installing the mod
1. Make sure Forge is installed
2. Put the jar in your mods folder
3. Run the game!
How to use the mod
1. Press "\" Key
2. Paste URL andsome of the settings
3. Press "Place" Button
4. Place a sign!

Compatibility Sign Picture works with almost any mod. The main conflicting mod is those such as rewriting the rendering of the sign.


FAQ

I have a bug to report/suggestion to make!

If you find a bug or have an idea to improve this mod, contribute to the issue list!

I want SignPicture in my mod pack!

Sign Picture, being under the LGPLv3. Feel free to redistribute it! My only request is to provide a link to either this thread or the mod's website.

I want to contribute!

If you feel like doing some modding, the source code of this mod is freely available here. Feel free to improve it by adding new features or fixing bugs!


Special Thanks
  • to Kamesuta for creating the mod,
  • to Notch et al for Minecraft,
  • Lex et al for MinecraftForge,
  • all contributors,
  • And of course to every minecrafter who took the time to report bugs and/or leave supporting comments!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @WayofTime with Blood Magic
WayofTime said:
Blood Magic 1.9.4-2.1.0-59
- Added the Living Armour Upgrade, Nocturnal Prowess, which gives night vision in dark areas and increases damage while the area is dark.
- Added a LOT of dungeon blocks. I mean a lot.
- Finished adding the recipes for all of the blocks (except the Demon Alloy)
- Added a temporary texture (finally) for the Inspectoris Scandalum
- Fixed Specters spawning with the /give command
- Fixed the sacrifice range of the altar.
- Fixed the Regeneration ritual so that it works on non-players
- Added Mimic entry to The Architect.
- Configurified the Meteor Ritual - Modpacks and users can edit all of the major properties of the meteor ritual, including what items need to be dropped onto the ritual as well as what you get in the ritual, radius, etc. The config will refresh if there is a version change unless you set "resyncOnVersionChange" to false.
- Merged the three brick variants into one.
- Added the Inversion Pillar models and caps

and @boni with Tinkers' Tool Leveling
boni said:
Remember the good old days when you played GTA, used the cheat code for a tank, and then went on and caused mayhem? This mod is like that, except for Tinkers' Construct Tools and the cheatcode takes longer to enter.



Gives your Tools XP, allowing them to level up. On levelup an extra modifier is rewarded. You get xp for doing whatever the tool was intended for, so breaking blocks with pickaxes, killing things with swords, etc.



Note that swords get XP relative to the damage dealt when the entity is killed, not when the damage is dealt. You only get xp if the mob is killed!



The mod should be compatible with existing worlds. Backup your world before adding it!



Features:

  • Set maximum amount of modifiers a new tool has after being built (default 3)
  • Awards 1 free modifier per levelup
  • Each levelup requires twice the xp than the last
  • Currently no upper limit
  • Starting XP can be adjusted individually in the configs (because I know you all want basically creative modifiers ;P)

and @boni with Tinkers Construct
boni said:
Tinkers Construct 1.10.2-2.5.0
This version requires Mantle 1.0.0 or higher and Forge 2073

Changelog contains all changes since 2.3.3, mostly in chronological order.



This update comes with several internal restructures and WILL break compatibility with some other mods. The changes are easy to adapt to, however. This will be the only time this happens, but it'll take the other mod authors some days to update, so you might not be able to include this version directly into a modpack. Sorry for that, but it was much needed.



New:

  • Dual-Harvesting with offhand tools
  • Tinker Tank, a multiblock tank
  • Seared Furnace, a multiblock furnace
  • Sharpening kits can now be used to repair tools the inventory crafting grid
  • Wooden rail with a trapdoor. Allows hopper carts to insert into inventories below
  • Drying racks can now hold rails
  • Shulking Modifier
  • Webbed Modifier
  • Blasting Modifier
  • Glowing Modifier
  • Buckets can be filled in casting tables
Changes:

  • Mending Moss Modifier level now also increases durability per xp
  • Reinforced Modifier gives 20% chance
  • Slimechannel recipe gives 3 channels now
  • Luck modifier always applies even without Looting/Fortune enchantments being present
  • Repair cost for repairing tools often increases much slower now (actually a bugfix)
  • Repair costs of the big tools weren't adjusted to their bonus durability given. They are now. Meaning they take less material to repair.
Bugfixes:

  • Fix Lumberaxe sometimes not working
  • Fix Shurikens not giving xp/drops when killing mobs
  • Fix throwballs sometimes crashing the game under specific circumstances
  • Fix autosmelt not working on mattocks and in some other cases with effective tools
  • Fix silktouch modifier conflicting with itself in certain part combinations
  • Fix book material index missing materials if too many exist
  • Fix block break progress resetting sometimes if NBT changes
  • Fix cleaver not breaking cobwebs
  • Fix blasting modifier being usable with incompatible modifiers/enchantments
  • Fix items in the offhand not activating on-block-traits
  • Luck modifier also applies on projectiles like shurikens
  • Fix the on-hit fire damage of the blaze modifier not counting as damage dealt by the player (this could make you lose out on drops)
  • Fix Dense-Trait being inverted
Small fixes/changes for the changelog enthusiasts:

  • Add a recipe to craft silky jewel back into silky jewels
  • Alien trait shows its bonus stats now
  • Minor durability buff to obsidian, prismarine and paper
  • More localizations!
  • Texture creation has been adjusted to only create textures for parts that actually need said textures
  • Expanded model capabilities
  • Fix a potential bug where the wrong fluid could get into the smeltery
  • Slime grass does not revert back to slime dirt when the light level is too low
  • Added a config to disable the spawn book
 

Shinoow

New Member
Jul 29, 2019
111
0
0
Updated AbyssalCraft (1.8.9) (1.9) (1.9.4) (1.10.2) to 1.9.3-pre-1:
  • Removed the hurt sounds for the Pete Depths Ghoul variant
  • The Pete, Mr. Wilson and Dr. Orange Depths Ghoul variants now have 3 individual idle sounds, mixed with the regular
  • Added Evil Sheep
  • Added Demon Sheep
  • Dread Spawns, Greater Dread Spawns, Lesser Dreadbeasts and Spawns of Cha'garoth now have their own set of sounds
  • Villages no longer generate in Darklands Highland and Mountain biomes
  • The large Obsidian pillars now generate in the Abyssal Wasteland again
  • Added Enchantment descriptions (can be seen using WAWLA, among others)
  • Getting killed by either plague shouldn't be able to result in entities spawning indefinitely in the death screen
  • Statues now fire disruptions in a more balanced matter (very rare in a normal state, more common when amplified)
  • Removed the Monolith Disruption (will re-add it when there's a lot more disruptions, or not)
  • Added a Disruption that has a chance to completely drain nearby PE Collectors
  • Disruptions are now properly synced between client and server
  • Did some changes to Overworld worldgen: Less Darkstone generation, slightly reduced Shoggoth Lair generation, heavily reduced Liquid Antimatter pool generation
  • The alternate Depths Ghoul variants no longer have different stats
  • The chance of a Depths Ghoul spawning as one of the variants is now 20%
  • Fixed a typo in the Lesser Shoggoth loot tables (1.9+)
  • Added subtitles to all sounds added by the mod (1.9+)
  • All Crystal Clusters should now have correct names (1.10.2 only)
  • Now runs on Forge 12.18.1.2073 (1.10.2 only)
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @P3pp3rF1y with Reliquary
P3pp3rF1y said:
Reliquary 1.10.2-1.3.3.543
Added lingering potions to potion system, can be crafted for all kinds of effects that the regular and splash can as well
- created in cauldron by adding dragon's breath on top of prepared splash potion
- similar to vanilla potions
- they don't get durability or amplifier cut down on crafting them, which makes them more useful
- can be shot out of dispensers
- JEI recipes include the needed dragon's breath for these

Added tipped arrows for all Reliquary lingering potion variants
- limitted to 1/8th of duration the same as vanilla ones
- can be shot out of dispensers
- JEI recipes are included for the different combinations

Added potion shots and related potion magazines
- any shot types can be enhanced with potions by surrounding lingering potion with that shot type
- duration is only shortened to 1/5th for potion shots making them a little better alternative to arrows
- and of course once you put these potion shots in a magazine it will retain both the shot type and the attached potion
- the maximum basic (non potion) damage of potion shots is limitted to 4 to allow for more gentle applying of potions to entities
- JEI recipes are included for neutral shot/magazine combinations with potions



Hero Medallion changes
- additional pedestal functionality - searches for mending items in nearby pedestals and repairs them with its xp
- there are new config options related to this functionality for cooldown, range and maximum amount of xp used for repairs each step
- in HUD it now displays xp levels instead of stored experience points and in addition to levels it shows xp bar for the next level



Made a change to cauldron so that it will work with fluidhandler capability items
Made a change so that all potions are not called the same, but instead we have empty vial, potion, splash potion and lingering potion
Lowered default redstone and glowstone limits on cauldron to more reasonable level - 3 redstone and 2 glowstone (you would need to edit this in your preexisting config file)
Added Single block hoe action to harvest rod, which was missing despite AOE one being there
Added translations for potion amplifiers higher than III
Added compatibility with new tinkers after it has been restructured quite a bit



Fixed using Alkahestry Tome for ore dictionary items
Change to hopefully fix NPEs primarily with Rending Gale, but can affect Ender Staff and Harvest Rod as well
Updated twilight cloak description in JEI to include note on turning it on first
Fixed issue with pedestals inserting into slots they can't and effectively destroying items
Fixed JEI descriptions for mob charms

and @Chikachi with RestartDemocracy
Chikachi said:
With this mod, you add the ability to restart to all players.

But instead of giving them instant access, they will have to vote to restart the server.



If DiscordIntegration is found on the server, this ability will be shared with Discord.

This can be disabled in the config file.



NOTE: This mod requires that the server is running in a way so it restarts when shutting down.

This can be Multicraft or using a shell/batch script.

and @al132 with Packet Filter
al132 said:
This mod introduces a simple block, called the Packet Filter.The purpose of this block is to filter out "packets" of items from any number of inputs, so that if you have multiple types of items being inputted into an inventory it won't clog up with any single item, instead it will be outputted in the exact ratio that is specified in the template slots.



GIF demonstration
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
McJtyLib 2.0.2 for 1.10.2 released (required for RFTools Control) and new RFTools Control 0.1.0beta3 with the following changes:

0.1.0beta3:

  • Warning! There have been a few opcode changes. Some opcodes are deprecated (for example, the opcodes for storage access, this functionality is merged with the normal inventory opcodes). Deprecated opcodes will stay in your grid but you cannot add new ones. It is recommended to replace them with the non deprecated version.
  • Warning! Some parameters have changed so you may have to go over your programs to see if they are still ok
  • Many new opcodes in general and cleanups to them
  • Generalized exception handling. If something goes wrong in your program it will generate an exception. You can catch exceptions and act on them appropriatelly or you can just let them log on the console
  • Some new console commands like 'reset'. Also new 'db' command to do singlestepping. For example, to singlestep core 0:
    • db debug 0
    • db info
    • db step ...
    • db resume
  • Crafting related:
    • Many new opcodes that are suitable for auto crafting
    • New crafting card that can be used to store recipes and ingredients
    • New workbench which is a generic crafting table with internal buffer but also easy to automate with the Processor
    • New Crafting Station which is the block from where you request crafting operations. The processor needs a network card to access this
  • Usability changes:
    • Functions have tooltips
    • Much improved tooltips for opcodes. Opcodes in the left-side opcode selector show general parameter information, tooltips on opcodes already in the grid show the actual parameter values that were used
    • Parameter opcodes are now also shown on the '...' parameter button in the programmer GUI
    • It is now possible to name program cards. Name is shown in the tooltip of the card but has otherwise no effect
  • Timer events are no longer queue up when there are no available cores
  • Several new functions like random
  • New screen module to show the log of the processor
  • The One Probe support to also show the last six lines of the log when sneaking
  • Manual improvements

Download: https://mods.curse.com/mc-mods/minecraft/250763-rftools-control

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @BlayTheNinth with Ex Compressum
BlayTheNinth said:
Ex Compressum 1.10.2-2.0.37
Updated to Minecraft 1.10.2. Requires Forge 2080 or higher.



Notable changes:

  • The mod now functions alongside both Ex Nihilo Omnia, as well as Insaneau's Ex Nihilo fork that's not publically released yet.
  • The Auto Sieve's book slot was replaced by a mesh slot, as both Ex Nihilos now add mesh items.
  • The Auto Sieve will respect the mesh's enchantments; meshes can currently be enchanted using enchanted books in an anvil.
  • Baits minimum player distance was lowered to an area of 6x6 blocks.
  • Baits will now play a sound and particle effect upon animal spawn.
  • The configuration file was rewritten (1.7.10 ones are not compatible) and registries were moved to separate json files.
  • The Chicken Stick is now a drop from the Angry Chicken, which is spawned by slapping a chicken with the stick
  • The Angry Chicken has been rebalanced for a more fair, but also slightly more challenging fight
  • Added Compressed Soul Sand, Compressed Nether Gravel (Omnia), Compressed Ender Gravel (Omnia)
  • Removed Compressed Stone and Compressed Netherrack
  • Chicken Stick will now show a way of obtaining it in JEI.
  • Wooden Crucible recipes are now shown in JEI as well.
  • Auto Sieves will no longer eat Wyld's bowls
  • Added support for Forge's energy capability
  • Added an option to disable particles, for those playing on potatoes or toasters
  • A bunch of network syncing issues were fixed
  • The mod now also runs without any Ex Nihilo installed at all - not sure why you would want that.
It should be stable from what I've tested so far. Might break anytime on Ex Nihilo * updates.

A few new features are planned and will be added over time. Okay byeeee.
 

Lyra_Chan

New Member
Jul 29, 2019
376
6
0
Here are some really neat mods that I'm surprised never ended up here

Vanilla Automation by @UniversalLP
Link: https://minecraft.curseforge.com/pr...ion?gameCategorySlug=mc-mods&projectID=246339
This mod adds things for automation and some other useful tools and tweaks.



Current things in the mod:

The XP Hoppper

The Filtered Hopper

The Block Placer

Dispenser tweaks

The Description Tag

The Poke Stick

The Guide


GitHub.

You can use this mod in your modpack if you want also feel free to tell me about it if you do so!

(I'm also open for ideas if you have any)

Also GregTech 5 fork by @Blood Asp
Updated to 1.10 (He might have posted it here, but I didn't see it >_>)
Link: https://minecraft.curseforge.com/pr...ial?gameCategorySlug=mc-mods&projectID=251053
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
Just released RFTools Control 0.1.0beta6 which is hopefully the last beta before real release:

0.1.0beta6:

  • Several usability improvements to the opcodes
  • Parameters can now be marked as optional and this is shown in the tooltip
  • The program validator also shows missing parameters now
  • Double clicking on an error in the validator will highlight the problematic opcode
  • Several icon improvements as suggested by the community (but not all yet)
  • You can shift click the program card in the programmer
  • Fixed crash with crafting card when the gui was open
  • Support for forge energy units
  • New opcodes to measure liquid

Download: https://mods.curse.com/mc-mods/minecraft/250763-rftools-control

Have fun!
 

Shinoow

New Member
Jul 29, 2019
111
0
0
Updated grue (1.7.10) (1.8.9) (1.9) (1.9.4) to 1.3.0:
  • The timer is now run on the server, syncing to the player when needed
  • Added custom DamageSources for the various Grues
  • The normal Grue deals insane amounts of armor-piercing damage
  • Wimp-mode Grue deals it's normal amount of damage, not armor-piercing
  • The Daylight Grue deals it's normal amount of damage, armor-piercing
  • Added sounds for the Grue (idle while in dark areas, spawn sounds and a death sound)
  • Grues no longer spawn near players in creative mode
  • Right before the Grue spawns, you go blind
  • A warning text will display on the screen every 40 ticks when in areas dark enough for a Grue to spawn
  • Added a config option for disabling the warning text
  • Removed the "Singleplayer Only" config option
  • You can now register dimension whitelist overrides through IMC messages ("registerDimensionWhitelistOverride" to "grue" with a dimension ID converted to a String)
 

RealKC

Popular Member
Dec 6, 2015
1,004
534
129
King of the Hill
New day, new mod. Today it is @quantum64 with ExGregilo:

CurseForge page said:
Technically this mod has no strict dependencies, but it doesn't really make sense to use it without both Ex Nihilo and GregTech installed.

Note: This mod only works with GregTech 5 Unofficial. It will not work with GregTech 5.



Features

- Changes Ex Nihilo sieve outputs to use GregTech crushed ore

- Add the advanced sieve with replaceable meshes for faster early game progression

- Adds a GregTech auto sieve machine



Source

This software is licensed under GPLv3. The source code is available here.



Other

I would appreciate bug reports, feature requests, or texture submissions, and the best place to submit those is on the issue tracker.

This mod removes the recipes for the ExCompressum auto hammers, and the auto sieves from both ExCompressum and ExAstris. These items are unbalanced with the GregTech alternatives, the Macerator and Auto Sieve. Items like Extra Utilities generators should be disabled when using this mod with GregTech, but you will need to do that with configuration.

By default, most RF based mods will be unbalanced with this mod/GregTech, and will require adjustments through the use of something like MineTweaker.
 

McJty

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Mod Developer
May 13, 2014
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RFTools Control 1.0.0beta9 released for MC 1.10.2. This is actually a release candidate.

1.0.0beta9:

  • Needs McJtyLib 2.1.1!
  • Made it more clear for what the 16 expansion slots are meant by marking them more clearly in the processor gui
  • Fixed a bug in 'get ingredients smart'. It would return 0 even if it was not possible to craft something
  • There is now a new parameter for all events called 'single'. If that parameter is set then that event can only be run once. This is to prevent a single event from taking up all cores leaving no room for other events on a processor
  • New opcode to put an inventory as a last result so you can store it in a variable. That opens up some reusability options for programs
  • New signal opcode that sends a signal that can be catched by the signal event (same event that is used by rftools screens)
  • Added command history (arrow up/down) to the processor making it easier to repeat the last commands
  • Fixed a crash when ticks for the timer was set to 0
  • Connectors in the programmer gui now highlight when you hover over them. Also you need to double click them to change because previously it was too easy to accidently change them (can be configured)
  • Add the ability to edit variables in the processor if they are set
  • When editing a variable or a parameter for an event you can no longer use the 'variable' and 'function' sections of the parameter editor since those don't make sense in that context
  • Improvements to the user manual. Added a section on concurrency (locks, single event mode, ...) and a section on debugging (single stepping) your programs

Download: https://mods.curse.com/mc-mods/minecraft/250763-rftools-control

Have fun!
 

McJty

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Mod Developer
May 13, 2014
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RFTools Control 1.0.0 for 1.10.2 released. First non-beta release:

1.0.0:

  • Redstone events are now also supported for nodes
  • Improved the gui for the crafting station and added a filter
  • Added a verbosity option for tooltips
  • Slightly better connector handling in the programmer

Download: https://mods.curse.com/mc-mods/minecraft/250763-rftools-control

Have fun!
 
P

Purplicious_Cow

Guest
Wow, my first post in FTB. Hello people.

In case you didn't see it, my new mod Voxels was released this week for 1.7.10 (working on 1.10.2). I am super-interested in making sure this works for modpacks and servers, and am open to all sorts of feedback.The config is quite flexible, and trader items and prices are configurable via JSON.

Description:
Voxels is primarily a trading modification to Minecraft, greatly improving the overall trading experience, and introducing a new in-game currency, Voxels. With Voxels installed, you will be able to trade items from vanilla or any other mod for Voxels. These Voxels can then be exchanged for items in the game, including hard-to-find resources, special armor or weapons, or even items from other mods.

https://mods.curse.com/mc-mods/minecraft/251175-voxels