What's new in modded minecraft today?


New Member
Jul 29, 2019



New Member
Jul 29, 2019
new day, new update, and today it's @McJty with RFTools
McJty said:
RFTools 1.1x-5.90

  • The builder works better with silk touch now and should actually be able to properly silk touch most things
  • The block that the builder uses to replace with (dirt or stone in the old version) is now configurable. A new option 'quarryReplace' replaces the old option for this and you can set it to any block. Default is still dirt

and @Purplicious_Cow with Animania
Purplicious_Cow said:
Animania 1.10.2-1.0.4

Release Notes 1.0.4

“I see what you did there”

Major Updates:

  • Cows now blink! (I know. I know. I’ll do the rest of the animals later, but it’s 1:20 in the morning here and I’m exhausted).
  • Throwing seeds now uses Shift-Right-Click, due to compat issues with Forestry and Agricraft (credit: Erinbutt)
Bug Fixes:

  • Hereford cows have eyes again! (Credit: @StacySays)
  • Chickens, Cows, Ferrets, and Hedgehogs have all had their hitboxes and eye heights corrected (credit: Tschipp)
  • Hedgehogs should no longer drown (as often) (credit: @StacySays)
  • Reduced size of hedgehog (credit: @NaniSanborn)
  • Reduced spawn rates for Rodents, they were out of control (credit: Sunconure11)
  • Hedgehog now immediately runs after being named Sonic (credit: @StacySays)
  • Adjusted internal feeding/water default timers (again)
  • Hamsters can now be named after taming, and their given name now appears in the chat if they die (credit: anneliesexx, Tschipp)
  • Reduced default spawn probabilities of all animals (credit: Sunconure11)
  • Seeds no longer stick in midair if no support (like sand) (credit: Tschipp)
Compat issue:

  • Server no longer crashes due to conflict with Harder Farming (Credit: Hypocrita20XX)
  • Fixed compat issue with Agricraft and Forestry caused by Throwing Seeds. Please use Shift-Right-Click

  • Has anyone found any of the other easter eggs?

and @ewyboy with Engineers Workshop
EwyBoy said:
Engineers Workshop 1.2.1-1.10.2
BUILD: 1.2.1-1.10.2
  • Added support for another Ender IO Machine the Alloy Smelter.
  • Fixed icons rendering in the Transfer tab in GUI.
  • Minor fixes and changes to improve the mod.
  • Like
Reactions: Pyure


New Member
Jul 29, 2019
and @115kino with Aether Legacy
115kino said:
Aether Legacy 1.4

-Fixed login Swet crash

-Right-clicking Accessories fix

-Fixed golden amber drops

-Aerbunnies no puff when ridden

-Sun Spirit no longer spams chat

-Fixed Sun Spirit not having any animation

-Fixed Slider awakening, colliding and moving sounds

-Blue Aerclouds no longer kill you when bouncing

-Fixed weird lighting issue with stairs

-Fuild Event handler no longer modifies modded fluid pickup

-Any teleportation issues FIXED

-Skyroot Stick lore typo removed

-freezer texture fixed

-Present sound changed

-Sapling growth handler changed


-Improved Valkyrie combat

-Valkyrie damage increased

-Increased the amount of music played
-2 block jumping with Aerbunnies and Moas


-JEI Integration

-Added Quark support!!

-Aether menu added back!

-Aether portal overlay improved

-Berry bush hardness has been decreased

-Config option to disable menu added (default false)

-Config option to disable trivia added (default false)

-Only skyroot bucket portal activation added

-Aether trivia uses txt (allowing custom additions)

-XZ offset for aether flowers

-World generation improved

-Added log axis properties

and @iChun with iChunUtil, Trail Mix, Torched, Gravity Gun, Bee Barker & Back Tools for 1.10.2


New Member
Jul 29, 2019
and @dmillerw with Impractical Storage
dmillerw said:

One of my biggest issues with Minecraft, specifically modded Minecraft, is how we begin to lose our sense of scale very easily. The general theme these days is essentially magic blocks that can do anything and everything we desire of them, without taking much in the way of space. There's no incentive to create vast factories, or massive warehouses, simply because the bulk of it would end up being empty space.

With Impractical Storage, I aim to change all that. See, Impractical Storage adds another method of storing your vast quantities of Blocks and Items, but does so in a very different way. Instead of supplying you with a GUI and Slots, which manages to stuff all your gold into a one block space, Impractical Storage makes the World your storage space, and ensures you can only store as much as you have room for.

The entire mod centers around one block, known as the Controller. Once placed in the world, it creates a 9x8x8 (soon to be configurable via Gui) zone in front of itself, in which it will store whatever Blocks or Items you feed into it. The Controller itself will appear as a normal inventory, so any other mod that interacts with inventories will function just fine.

and @Purplicious_Cow with Animania
Purplicious_Cow said:
Animania 1.10.2-

Release Notes

“Don’t blink or you’ll miss it!” (tagline credit: @FiskFille)


  • All animals now blink. I know, ridiculous, right?
  • Troughs no longer break adjacent and/or unbreakable blocks on placement (credit: Tschipp)
  • Throwing seeds can be switched in the config to require ‘Shift-Right-Click’ in case of conflicts (credit: WesCook)
  • Seeds blocks now ‘drop’ the item if the supporting block is destroyed (instead of becoming a falling block like sand) (credit: Tschipp)
Bug Fixes:

  • Due to multiple legacy issues with overspawning, esp. with biome generating mods, and many legacy config files, all spawn probabilities and group sizes have been hardcoded into the mod and are no longer configurable.
  • Updated the ‘Mating AI’ and ‘Follow Parent AI’ to reduce server lag caused by these entitites (credit: OreCruncher)
  • Fixed the shadow size of baby peachicks
  • Angus Bull heads no longer appear to be floating
Compat issue:

  • This time, I really did fixed the compat issue with Agricraft and Forestry caused by throwing Seeds on to Humus or Crop Sticks. Thrown seeds will now act like normal seeds with these blocks going forward (credit: ErinButt)

and @Vadis365 with Drones
Vadis365 said:

Drones is a small mod with mobs originally Made for the Invasion Mod-pack by Darkosto available on the Curse Launcher.

Drones adds Just 2 Mobs and 2 items to your world, an aggressive drone that flies and shoots a saw blade at you and a player made drone that will protect you and attack hostile mobs with built in lasers. The player drone will display the owner's head.

Hostile Drone

Spoiler (click to hide)

Player Drone

Spoiler (click to hide)


Spoiler (click to hide)
Drone Disruptor.

The Drone Disruptor is a craftable item that will send out an 'EMP' signal which will destroy any non player drones within range.

This is a 1 use item and crafted as below.


Drone Constructor.

The Drone Constructor is a craftable item that will spawn a player owned drone. The drone will display the player's head as a way of showing it's owner. Player drones have a ranged attack laser that will shoot 2 beams, on a small cool down, that will harm hostile mobs but not other player drones or players. Player drones will follow their owners and also melee attack hostile targets.

This is a 1 use item and crafted as below.


There are several configuration options available to change how the mod works including mob damage, health and spawning rules.

The in game config menu available from the 'mods' tab on the main menu allows you to customise many aspects.

Drones will not spawn in The Nether, The End, and any Biome that has an Ore Dictionary type of WATER or OCEAN.

Any settings in the config file based on 'days' are set as in game days from when you 1st started your world.

and @Funwayguy with DarkoTweaks
Funwayguy said:

A collection of various tweaks used in a number of mod packs made by Darkosto.

- Respawn overrides

- Flammable torches

- Dimension attribute modifiers

- Enchantment banning

- Dimension access control


Requires written permission from Darkosto before public use. Must also be compliant under Minecraft's EULA

and @hubertbonisseurdelabatte with BigBattery
hubertbonisseurdelabatte said:
Big Battery is a mod where you build multi-block structure battery to generate RF power.

You can make very huge structure ( max is set to 100x100x100 in the config file, you can change it up ) that will generate very huge amount of power.

Like real battery you'll need electrodes and electrolyte made from differents materials, each materials have differents properties, some material will last very long but offer less power generation potential, as other materials will do the contrary. Its up to you to fine the right balance with what materials you have in hands.

You can use interfaces to handle materials refilling of your battery. Interfaces handle hopper, item or fluid pipe from other mods.


Craft BigBattery manual to learn everything ( Book + Steel ) ( Steel = Iron in furnace ).

For Mod packs : Materials are easily configurable in materials.xml file.

Source : https://github.com/nflantier/BigBattery

Issues tracker : https://github.com/nflantier/BigBattery/issues

and @The_Autistic_Gamer with Easy Underground Base
The_Autistic_Gamer said:
you can use this mod in your modpack feel free

This mod is for minecraft version 1.7.10.


You can build easy rooms and tunnels in the underground

  1. Look west and place the stairs down block on the ground and right click it he build stairs down
  2. Go the stairs down and right click the free block Room 21x21 West and you build youre first room
  3. Then you can place the other rooms or tunnels on the green glass (is best place but you dont need place it there) but you need place on the right side (west= look west, East= look east, North= look north, South= look south, Press F3 for check side or watch the room ,tunnels texture)

4.Be sure that you place the Blocks on the right place or you destroy youre rooms or other things that on the way from the room or tunnel


Show spoiler
If you want activate the Blocks just right click it.

Sample underground base


and @imageinnova with Transporter
imageinnova said:
This is the initial release of the mod. To install:

  1. Install Forge for version 1.11.2.
  2. Download and copy the .jar file below to the mods directory for version 1.11.2, e.g. %appdata%.minecraft\mods\1.11.2.
  3. Launch Minecraft and select the Forge version for version 1.11.2.
A few usage notes:

  • The Transporter is found in Creative mode on the Redstone tab.
  • In Survival mode, you can craft a Transporter by surrounding a diamond with 8 blocks of obsidian.
  • To operate the transporter:
    • Right-click on a transporter to activate the control panel.

    • Any other transporters within range will be displayed. Note: the display is oriented with North at the top. Click one to select it as the destination; click again to deselect it.

    • Drop at least one redstone item into the fuel slot.

    • Press the Fly Away button.

    • If you do not select another transporter, you will be transported in the direction you were facing when you activated the control panel. The transporter will attempt to land you safely, ensuring that you do not transport into the middle of a block or standing on air. However, be careful as you may transport onto water (or worse yet...lava)!
Enjoy, and please post any issues you find.

Note that the sources can be found at GitHub.


New Member
Jul 29, 2019
new day, new update, and today it's @mrnerdy42 with Keyboard Wizard
mrnerdy42 said:
Keyboard Wizard shows a visual representation of your keyboard, and allows to to easily find keys that are unbound or conflicting. By default, the GUI is opened by pressing F7.

For more information and download links, check out my post over on the Minecraft forums: http://www.minecraftforum.net/forum...minecraft-mods/2802980-1-10-2-keyboard-wizard

It's open source! Check me out on GitHub: https://github.com/MrNerdy42/Keyboard-Wizard

I am currently working on adding support for AZERTY and QWERTZ, any help over on GitHub would be much appreciated.

and @lumien with Random Things
Lumien said:
Random Things 1.11.2-3.8.1
  • Added: Worldgen Config Options for Dungeon Loot
  • Added: Spectre Pickaxe / Axe / Shovel
  • Added: Inventory Rerouter
  • Added: (For now decorative) Runic Dust that can be placed on top of other blocks to create patterns.
  • Added: Short JEI Description for almost all blocks / items in Random Things
  • Changed: Holding Shift while looking at a summoning pendulum now lists the entities that are inside it.
  • Changed: Decreased Bean Sprout texture saturation.
  • Changed: A Block Breaker will now automatically output the drops of the block it mines into inventories behind it.
  • Changed: Redstone Interfaces now cache their redstone state which hopefully results in better performance & less sync issues.
  • Changed: Player Interfaces now use IItemHandler and should be more reliable on player login / logout.
  • Changed: The North Side of Player Interfaces now points to the "shield slot" of players.
  • Changed: (Filtered) Item Redirectors are now omnidirectional
  • Changed: Item Redirector recipe
  • Fixed: Not being able to place sugar cane on colored grass.
  • Fixed: Model Errors on startup
  • Fixed: Right clicking a pitcher plant with a stack of fluid containers would consume them all and only return 1 filled.
  • Fixed: Nature Core Generation possibly causing more chunks to generate.
  • Fixed: Spirit Spawn Egg Name
  • Fixed: (Advanced) Item Collectors putting items into the side opposite to them.
  • Fixed: Error in log when opening a redstone remote for editing.
  • Fixed: Redstone Remote button not working when there isn't a filter in every slot before it.
  • Fixed: Various Blocks not dropping items when they are supposed to
  • Fixed: Compressed Slime Blocks having the wrong bounding box
I'm not a native English speaker so feel free to report spelling mistakes or weird grammatical constructs in the JEI Descriptions on Github.


New Member
Jul 29, 2019
new day, new update, and today it's @Lorexe with Just Enough Pattern Banners
Lorexe said:
What does Just Enough Pattern Banners ?

Many mods begin to add special banners into the game and nobody seems to know that !

With JEPatternBanners you can see in JEI which items you can use to make pattern banners !

Examples in JEI :



  • Forge 1.10.2
  • JEI >= 3.14.7

Current Features :

  • Display all patterns register in vanilla way (most of mods tested use this method)
  • Display patterns from Immersive Engineering (custom crafting banners)

Planned Features :

  • Support for 1.11.2

Want to help ?

I can't test all the mods, if you find a mod that add banners and are not in JEI, write a comment below and I will try to add them in a next update ;)

Source code

The mod is under LGPLv3 license, the source will be available as soon as I can on github.

Feel free to use it in your modpack.

and @Ternsip with StructPro
Ternsip said:
Automatic structure generation based on schematics
Author: Ternsip

Mod: StructPro Mod

Minecraft versions: [1.10.2], [1.11.2]

Latest mod version: 1.0

Dependencies: Forge

Tags: [World Generation], [Structure Spawn], [Schematic Control]

Repository: https://github.com/ternsip/StructPro

Previous variation: Placemod

Status: Ready to suggestions

License: You can freely distribute this mod. Just read license.

Parent: minecraftforum


Adds new functionality to the world generator. It automatically spawns various structures based on schematics during world generation on the server side. It works both with server and client-integrated server. Strutures can reach gigantic proportions and generates as quickly as possible. During the world exploration you can discover neatly pasted schematics that looks harmonically with environment. Any user can add arbitrary schematic to make it possible automatically appear in the world. Collected more than 2900+ great schematics and include them to standard mod releases. Mod config provides the ability to adjust spawn rates. There is possibility to generate villages constructed from schematic sets.


First time launching this mod with 3000 schematics consumes about 1-5 min in forge loading screen, because of reading new schematic entails appropriate calculating dump files to speed up pasting routine in future. If your schematic have ground level with grass, gravel, stone, dirt etc. it will dig down as it is necessary. if your scheme made roughly, paste process will automatically detect air outside of your structure and place it goodly. Creatures automatically spawns inside buildings. For example blazes and ghasts in nether, villagers in village, cave spiders in undergrounds. Every chest have random loot according to configuration and may reproduce some schematic-native items. I spent many time to identify the best approach of the problem of the most beautiful schematic insertion in the world. I realize that schematic cosmetic-configuring is very time-expensive, so I decide to entrust this job to computer. I figured out many ennobling approaches and sewed it all to the mod.


  • Arbitrary schematics supported
  • Compact village generation
  • Available all possible types of buildings: Common, Underground, Underwater, Afloat, Sky, Hill
  • Accurate pasting and position calculation with several nearby attempts
  • Handling any inconvenience things that may happen
  • Automatic schematic parsing and biome determination
  • Keep tile entities like in schematic (Text signs, Command blocks, Spawners, Chests, etc)
  • Random chest loot
  • Random mobs spawn-control
  • Automatic mob-population inside generated structures
  • Flexible configuration of entire generation processes
  • In-game creative commands to paste schematics or even villages
  • Any players can combine their own schematic sets
  • Built-in schematic rotation and flipping algorithms
  • Lots of best schematics collected and it number over 2900
  • No dependencies
Differences with Placemod:

  • Major changes in logic system.
  • Fixed most bugs.
  • Fixed critical bug when overlapping blocks had not removed tile entities.
  • Much more accurate soil-roughness calculations.
  • Spawn attempts order to surely spawn some type of building if it possible.
  • Universal world-cache system for fast and more simple world control.
  • Convenient spawn commands for schematic and village.
  • Isolated dump-files.
  • Biome spawn relations improvements.
  • Workable Command block, Text Signs and Dispensers
  • Random chest loot for all versions


  • Schematic proportions W <= 1024, H <= 256, L <= 1024
  • Schematic volume <= 256^3
  • Schematic file size <= 16 MB
  • Java: 1.7+


You can find all .schematic inside schematics folder that you have to put inside your .minecraft root directory.

By default it has next subdirectories: Common, Floating, Underground, Underwater, Water, Village.

You can put your own folders and schematics inside without any problems.

Important folder names:

  • Common conventional buildings
  • Sky | Floating hovering in the sky, like floating islands
  • Underground fully dug into the ground
  • Underwater appears under water
  • Afloat | Water spawns exactly on water
  • Village same folder schematics tries to appear all at once as village
  • Hill | Mountain spawns like basic buildings, but without roughness-accuracy bias.
You can add your schematics to any sub-folder of %appdata%/.minecraft/schematics/Your_Schematics.

Biomes determines automatically and fully isolated from players and builders.

Mod Configuration

Config file located in config/placemod.cfg

  • DENSITY Double [0..+INF] Spawn probability per chunk
  • DENSITY_VILLAGE Double [0..+INF] Village probability per chunk
  • ACCURACY Double [0..+INF] Calibration accuracy
  • BALANCE_MODE Boolean Replace rich blocks to poor
  • NATIVE_LOOT Boolean Set chest spawn priority to native loot if it exists
  • NO_COMMAND_BLOCK Boolean Prevent command block for spawning
  • CHEST_LOOT_CHANCE Double [0..+INF] Chest loot chance
  • FORCE_LIFT Int [-INF; +INF] Force lift up every structure (recommended 0)
  • PREVENT_MOB_SPAWNERS Boolean Prevent mobspawners for spawning
  • SPAWN_MOBS Boolean Prevent mobspawners for spawning
  • ALLOW_ONLY_VANILLA_BLOCKS Boolean Allow only vanilla blocks to spawn
  • ADDITIONAL_OUTPUT Boolean Print additional mod output to console
  • MIN_CHEST_ITEMS Integer [0; 27] Min number of stack per chest inclusive
  • MAX_CHEST_ITEMS Integer [0; 27] Max number of stacks per chest exclusive
  • MAX_CHEST_STACK_SIZE = Integer [0; 64] Max item stack size for chest loot
  • SPAWN_DIMENSIONS = Array Allow spawning structures only in dimensions with given ids
  • VILLAGE_DIMENSIONS = Array Allow spawning villages only in dimensions with given ids
Pasting schematic in the world. Each field may not be specified. Available only for creative users.

/structpro paste

  • name= Select random schematic which path contains this name (default = "")
  • posX= Position X in the world (default = Player position X)
  • posY= Position Y in the world (default = Player position Y) (Put = 0 To auto detect height)
  • posZ= Position Z in the world (default = Player position Z)
  • rotateX= Rotation around X axis (default = random 0) [not works]
  • rotateY= Rotation around Y axis (default = random 0..3)
  • rotateZ= Rotation around Z axis (default = random 0) [not works]
  • flipX= Flip X axis (default = random true..false)
  • flipY= Flip Y axis (default = random false) [You want flip your building upside down?]
  • flipZ= Flip Z axis (default = random true..false)
  • village= Spawn entire village (default = false)


- Are you using any dependencies like schematica to spawn structures in the world?

- Placemod are fully independent. It can be easily added or removed.

- Where does the schematic folder go?

- %appdata%/.minecraft/schematics/

- For using own schematics, do we also need something?

- You need only to put schematics in the folder. Nothing more.

- How to make structures more rare?

- Go to config and open structpro.cfg file then put density, for instance 10 times less than before (0.005 -> 0.0005)

Known bugs

  • Incorrect rotation metadata: Portals, Electrical Rails.
  • Creative command "paste" may produce structures with invisible mobs. Chunk reloading helps.
  • Forge logo screen not showing loading progress.
  • Put downloaded jar to your minecraft mods folder
  • Download and unzip the schematics and put %appdata%/.minecraft/schematics

and @canitzp with VoltageDrop
canitzp said:
What's VoltageDrop?
VoltageDrop is a mod for Minecraft. It adds an energy system and blocks and items that use it.
The energy system is based around units that are used in real life, however it's not 100% accurate.
Like many other mods, VoltageDrop is supposed to expand Minecraft in a unique way, however, without making it too easy.

Why a new energy system?
There's a lot of alternatives, however, none of the systems has a lot of realism to it. That's why I decided to make a system that is as realistic as possible.
Because of this, it's very hard to convert it into different systems.

What makes VoltageDrop special?
Besides the unique energy system, it doesn't use any GUIs for the machines.
Instead, it's based on world interaction. For instance, you have to throw down items to use machines which makes automation harder, making things like the ore doubling less easily achievable.

and @Eladkay with Trampling
Eladkay said:
Yep, that's basically it.

It just prevents farmland from being trampled.


New Member
Jul 29, 2019
new day, new update, and today it's @Vazkii with Quark
Vazkii said:
Quark r1.2-88
- General: Implemented global config settings. Currently you can turn off the anti-overlap globally, turn off seasonal features and turn off the /quarkconfig command.
- General: Made the /quarkconfig command a standard feature, moved out of Experimental.
- General: Sent some signals over to the Charset mod so its block moving feature works with Quark's tile entities.
- Automation: Chest buttons (including the ones in the inventory) can now be keybound. None are bound by default.
- Automation: Dispensers can now play records if they have a jukebox right in front.
- Automation: Pistons can no longer move jukeboxes if they have a record inside, as this broke the music.
- Management: F to Switch Items now disables itself if the Visible Armor Slots mod is loaded, as that mod adds the same feature.
- Management: Fixed inverting the inventory dropoff button not inverting its tooltip.
- Management: Fixed status bar tinting with the hotbar swapper.
- Management: Moved the chest buttons around to be more sensible. Also added a second sort button to containers, which sorts the player's inventory.
- Tweaks: Added some checks to double doors to allow them to interact better with anti-grief methods.
- Tweaks: Added visual stat display for tools, weapons, and armor.
- Tweaks: Double doors now open together at the exact same time rather than having a short delay for networking.
- Vanity: Fixed not being able to dye an item's name and change the name at the same time.
- World: Fixed crystal caves not requiring a game restart to enable.

and @CubeX2 with Chest Transporter
CubeX2 said:
Chest Transporter 1.10.2-2.5.10
- added support for storage crates from actually additions

and @Ferdinand with Fex's Vehicle
Ferdinand said:
Fex's Vehicle Mod - a from scratch written mod supposed to allow as customisable as possible vehicles with the minimal creation simplicity level of making a Resourcepack!

For information how to use it check out the videos:

The Mod itself has no working vehicle entities yet, it's making use of (modified) Flansmod Entities as of now,more specifically, the 1.11.2 version of Flansmod Minus which you can download here:

Means that if you don't have Flansmod Minus installed, the entities won't be available.
If you want to just use the Vehicles as decoration, you can make use of the "Display Blocks".
They are made specially for that.

This mod is currently in "alpha", meaning features may be added or completely removed on any update, backup your worlds!


- make new content on the simplicity level between Vanilla resourcepacks and Flansmod
(possiblity to do it without compiling)*
- advanced part-based system to customize vehicles
- possibility to repaint vehicles into all RGB colours
- scripts - which give you access to the most important events in the vehicle and allow for even more customisation
with inbuilt methods for simple server-client synchronisation
- <watch the videos>
- more features and compatibility with other vehicle mods planned!


Issues or Crashes?
Post them here: https://github.com/Fexcraft/Minecraft-Stuff/issues/1!

In short, illegal redistribution is completely forbidden, if you want to post it on another site, either at least PM me, or use my url shorteners, or even make use of the downloads API which I could explain if you PM me. (or take a look at the download page's javascript).

Just don't re-upload this anywhere, it costed me a few months to get this Mod and it's content into such a state!

FVM - Fex's Vehicle Mod™ is a Trademark of Fexcraft Net © 2013-2017


New Member
Jul 29, 2019
new day, new update, and today it's @Turkey with Headcrumbs
Turkey said:
Headcrumbs 2.0.2
Updated forge versions

Added head on clay transforms into statue

Added 3 more people to default mobs

and @Kashdeya with Tiny Progressions
Kashdeya said:
Tiny Progressions 1.10.2-1.2.0


Major changes in this update.

I have redone the whole mod to make it easier on me to update between 1.10.2 and 1.11.2. In doing so all items, tools and armor names have changed. This will break your world So please do not update unless you have to or ready to start a new world. If you own a server and want to update please either start a new world or you will have to spawn in all items you had before the update.


  • Fixed armor for the last time.
  • Added missing recipe for stone rod and torch.
  • Changed Flint armor & weapons to use flint and not flint ingots.
  • Added vanilla style Battle Axes.
  • Added Emerald Tools.
  • Added Obsidian Tools.
  • Added Ender Ore.
  • Added Ender Ore Dust.
  • Added 3 Gravel into flint recipe.
  • Added vanilla style Multi Tools.
  • Redid the Scythes See below.
  • Added vanilla style Spears with configurable reach limit.
  • Added reinforced Obsidian ingots.
  • Everything is configurable.
  • Scythes can not do something different then any other farming tools, You can right click any type of dirt block and turn it into another type. Please see below.

Scythes new Right click function:

  • Grass Block = Dirt
  • Grass Path = Dirt
  • Dirt = Farmland
  • Coarse Dirt = Dirt = Farmland
  • Podzal = Coarse Dirt = Dirt = Farmland
  • Mycelium = Coarse Dirt = Dirt = Farmland
  • They can also be used as Swords now!
  • They also harvest crops in a 3x3 area and replant seeds!
I hope you all enjoy this update and with this update the 1.11.2 updates will come a lot more easy now.

and @Tomson124 with Simply Jetpacks 2
Tomson124 said:
Simply Jetpacks 2 1.10.2-
- Finished the Fluxpacks

- Updated some (not all yet) textures to fit the new EnderIO textures

- Enabled Dark Soularium Jetpack and its recipe

- Rebalanced Fluxpack Stats

- Make Vanilla Integration disabled by default in the configs

There are major changes in the config file please delete the old ones before installing this version to avoid any possibly conflicts!
  • Like
Reactions: Kashdeya


New Member
Jul 29, 2019

Done a couple updates to Impractical Storage since it was last posted, I think it's going quite well!


Fully implemented Crate block and tiers (not yet used)
Better determination of whether a Block can stack inside a crate or not (plants, hoppers, etc)
Improved render performance for Blocks placed in world. Should fix reported FPS issues with large amounts of items, among other render issues (#11, #13)
Fixed more issues with mod inventory interaction (#16)
Expanded the available localization

Fixed AIOOB exception when setting block bounds to their max (#8)
Allow for numbers to be typed directly when configuring Controller boundaries (#9)
Fixed issues with mods being unable to extract items from Controller (#10, #12)
Give Controller block hardness and resistance values (# 15)
Added Comparator support (#14)

New config GUI for controller
Ability to set controller bounds in-game
Ability to toggle visible bounds
Ability to set sorting mode in game
Added new sorting mode, columns
  • Like
Reactions: Yusunoha


New Member
Jul 29, 2019
new day, new update, and today it's @Purplicious_Cow with Inventory Pets
Purplicious_Cow said:
Inventory Pets 1.11.2-
Inventory Pets
Release Notes (for 1.11.2 only)

“ZOMG Inventory Freaking Pets 1.11.2”


  • [1.11.2] Updated to 1.11.2. DUH!
  • [1.11.2] House Pet can now return you to your spawn point from any dimension
    • House Pet can also set your spawn point in any dimension
  • [1.11.2] The long awaited Illuminati Blacklist feature is here. In the Inventory Pets config directory you’ll find a new blacklist file. Simply:
    • Add any item to the list, such “minecraft:dirt” to exclude the item
    • Or add any mod, such as “bibliocraft:” to exclude the entire mod
    • Credit: Flexico, Jon Bams, Kehaan, most of my family
  • [1.11.2] Config GUI added (access from Mod Options in Main Menu)
  • [1.11.2] Can now mine full speed when flying with Cloud Pet (credit: tlsctf2)
  • [1.11.2] Can now mine full speed when swimming with Squid Pet
  • [1.11.2] Bed Pet now adds hours to total World Time when sleeping to get to the next day instead of resetting total World Time back to zero (credit: al132)

and @tterrag1098 with Chisel
tterrag1098 said:
Chisel 1.10.2-
Chisel MC1.10.2-


- Ender Offset Wand works again, has Recipe now. You can use this to shift multi-block textures like the Factory Blocks' Massive Fan.
- Brownstone is back! It used to be Concrete, but it still will accelerate your player as your player walks!
- You can craft Marble and Limestone in Thermal Expansion's Compactor - Presser Mode.
- Re-Implemented IMC, allowing other mods to add and remove blocks to Carving Groups via Forge's Inter-Mod Communications.

- Chiseled Blocks of Metal are now legal Beacon Bases.
- Chiseled Stained Glass will now affect the color of the Beacon Beam.

- Cloud Blocks are now translucent again.
- Fixed Dupe with DE
- Filled some missing Language keys in en_us.

and @Ollie_Lansdell with Flux Networks
Ollie_Lansdell said:
Flux Networks 1.10.2-1.1.9

- Added Delete Network Button in GUI

- Added Config options to disable/enable energy transfer for all compatible types.


- Fixed Flux Connections not transferring energy on world reload.


New Member
Jul 29, 2019
new day, new update, and today it's @Winter_Grave with Iskallium Reactors
Winter_Grave said:
Adds a reactor made with Iskallium and Steel Casing.

You find Iskallium Ore generated in the world. Mining it yields Iskallium Essence. The essence is used to craft Iskallium Blocks, as well as Steel casing, Iskallium Glass, Reactor power tap and Reactor controller.

A box needs to be built using steel casing on the corners, top and bottom, Iskallium blocks in the center and Iskallium glass on the sides.

The reactor will output 160 rf/t per every Iskallium block inside.

and @csb987 with Lapis Stays in the Enchanting Table
csb987 said:
Ever get fed up having to put Lapis in the Enchanting Table when you're enchanting something? And then take it out and find somewhere to store it when you're finished?
Well, problem solved! This mod makes the Lapis Lazuli slot in the Enchanting Table persistent, so you can leave your lapis in the table and it'll be there for the next time you need it. For more information and other small mods, please visit the Minecraft Forum thread:

and @modmuss50 with FTB Achievements
modmuss50 said:

FTB Achievements has been designed from the ground up in conjunction with FTB's new SpeedRun map.

Warning to pack makers:
The initial versions of this mod have been made specifically for FTB SpeedRun. I do not recommend using this mod in your own packs until I make a more general use version with some documentation. This mod does change some core gameplay mechanics that cannot be disabled. If you have any feature requests or ideas please let me know on the issue tracker.

This mod is closed source for now, this is because it has some features that are used to connect to our leaderboards system. This is done to try and minimize cheaters. Once I work on a more general use version of the mod I will make it open source.
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New Member
Jul 29, 2019
new day, new update, and today it's @MrComputerGhost with Vitals
MrComputerGhost said:

This mod allows for pack makers and players to define items they consider vital in a configuration file that will prevent the player from losing those items on death. That's it, what were you expecting?

The file is in the /PROFILE/config/vitals folder, and is named vital_items.txt

By default, the file is generated with allowing Diamond Armor and Diamond Swords to be kept.


New Member
Jul 29, 2019
new day, new update, and today it's @Steelfeathers with Crystal Caves
Steelfeathers said:
What is this?

[MC 1.11.2] [Forge]

Crystal Caves is a small mod that adds crystals to the world of Minecraft. Different sizes of crystals will now spawn in caves and the nether. Crystals glow with the same light as redstone, and drop Crystal Shards when broken. Crystal shards can be used for all sorts of nifty things.

Here you can see several small crystals, plus the smallest size of "big" crystal:

Crystal shards can be crafted into a variety of things...

Crystal Tools:


Crystal tools can break the same blocks as iron tools, are slightly faster than iron tools (but slower than diamond) and are as enchantable as gold tools, but their durability is between iron and stone. Still, it's basically a much more useful version of gold tools, since they last so much longer.

Crafted like so:


Crystal Bone Tools:


Crystal Bone tools are crafted with bones instead of sticks. This doubles their durability, so that they now have 150 more uses than iron.


Crystal Glass (and Crystal Glass Panes):

When smelted, crystal shards harden into shatter-resistant crystal glass, which has the same blast resistance as stone. It will also drop itself when broken, without needing the Silk Touch enchantment. Sweet!


Crystal Block:

Glows slightly, like other crystals, but its main use is for storage. Sure looks pretty, though.

(Crystal Block is on the left, raw crystal is on the right. Raw crystal can only be harvested by using Silk Touch on a large crystal)



and @joserobjr with Uranium Big Reactor
joserobjr said:
This is a simple mod that register a new type of reactant to the reactors from Extreme Reactors (also known as Big Reactors).


The new reactant accepts IndustrialCraft's Enriched Uranium Nuclear Fuel and any item that is registered in the ore dictionary as "uraniumFuel" or any fluid named "uraniumfuel" as fuel source.

The Reactor Fuel Rods blocks will show a green liquid when uranium fuel is used and will produce cyanite when the uranium is depleted (might change to plutonium in future versions)

This mod also makes the Big Reactors accept IC2 Coolant and liquid UU-Matter as coolant blocks.

This project was created based on the modification to the Big Reactors mod that Saereth did and shared on reddit and github under MIT license. Thank you Saereth.


New Member
Jul 29, 2019
Updated AbyssalCraft (1.10.2) (1.11.2) to 1.9.4-pre-1:
  • Darklands Highlands and Mountains are now in the cold biome group, and snow generates in them
  • Initial Spellbook implementation (WIP, GUI and some backbone code, nothing functional yet)
  • Added a new font, used along with wharrgarbl to produce unreadable stuff
  • Remnant legs are now composed of more flexible limbs
  • Initial implementation of unlockable knowledge (WIP, only Entity information is partially locked, kill them to unlock the pages
  • The Decorative Statues now have their own recipe (Monolith Stone, Clay and a dye)
  • Added Rending Pedestals (PE powered blocks that collects essences through the use of a Staff of Rending)
  • Set harvest tool for a plethora of blocks that didn't have that set
  • The Abyssal Zombie has a new texture
  • The Abyssal Zombie now has it's own sounds
  • Improved worldgen performance (especially Overworld structures)
  • When broken or placed, the Luminous Thistle and Wasteland's Thorn now plays the correct sounds
  • You can't pick up the item placed on a altar/pedestal if your inventory is full
  • Shoggoth Ooze blocks are now made out of layers (like snow) instead of being a solid block
  • Removed the majority of the Shoggoth Ooze config options (superseded by the layered ooze blocks)
  • The skies in the dimensions are now composed of a skybox rather than a single color
  • Added a disruption that transforms surrounding animals
  • Item pages in the Necronomicon now has a frame around the displayed Item
  • Upgrade Kits are now applied at an Anvil, instead of the crafting grid
  • Improved the rendering of Items placed on altars/pedestals
  • Night Vision is no longer given from the normal armor sets, and the special ones only give it while in the Overworld
  • You shouldn't be able to repair Transmutation Gems with repairing items/blocks from other mods
  • Spectral Dragon and Asorah's hitboxes work now (huge shoutout to Vadis365 for the code that helped debugging the entity part placement)
  • Most player interactions with Necronomicons can't be completed unless the player owns the Necronomicon
  • You can now till Darklands Grass, Dreadlands Grass and Dreadlands Dirt with any hoe
  • You can now plant more things on Darklands Grass, Dreadlands Grass and Dreadlands Dirt
  • The Darklands Oak Log now has the correct textures when rotated (1.11.2 only)
  • Like
Reactions: Ommina and Lethosos


New Member
Jul 29, 2019
Santa's Decor is now available for 1.10.2 at version 2.0.0.

  • Port to 1.10.2. This was actually a complete rewrite, and there is significantly less code total in the mod. Around 20 classes were removed for more generic versions (i.e., there used to be a class for every type like Brick, Stone, Cobblestone, etc. as well as a class for every ItemBlock of every type; now, there are 3 classes for "generic", "generic pillar" and glass, and only 1 generic ItemBlock class).
  • FIX: Include an mcmod.info file.
  • TWEAK/FIX: Logs and Quartz Pillars no longer store their family type in the metadata. There is a separate block for each family applied to Logs and Quartz Pillars. This is kind of gross, but is necessary for them to store their axis (the way they face) and for the possibility of adding more families in the future.
  • TWEAK: Reorganize the textures folder.


New Member
Jul 29, 2019
new day, new update, and today it's @Nividica with Thaumic Energistics
Nividica said:
Thaumic Energistics
Built for:
  • MC: 1.7.10
  • Forge:
  • Thaumcraft:
  • Applied Energistics 2: rv2 beta 18
  • Jar labels can be set in the essentia terminal.
  • Added config option that controls if essentia gas can be used by ExtraCells.
  • Crafting cores now uses 3 quicksilver drops.
  • Crafting 1k storage cells takes 2 less essence.
  • Clarified some Thaumonomicon entries.
  • Essentia filter-slots can now be set by jar labels.
  • Blocks now make sure their tile entity is valid before using them.
  • Removed essentia types are now properly ignored on launch.
  • Assembler AE-network connection initialization now protected.
  • Wrench focus disabled when quartz wrench has been disabled.
  • A.C.T. ignores right-clicks on the crafting result.
  • Aspect registration during load is now protected from causing a crash.

and @lumien with Custom Main Menu
Lumien said:
Custom Main Menu 1.3
  • Added: #username# as a String placeholder
  • Changed: hoverImage for Images now allows web images & random images
  • Fixed: Config Folder not being selected properly sometimes
  • Fixed: Wrapped Buttons not working

and @Kobata with Inventory Tweaks
Kobata said:
Inventory Tweaks 1.59
  • Auto-refill is more consistent.
  • Compatibility XML file can now disable display of buttons.
  • Shortcuts try harder to merge stacks instead of filling up empty space.
  • Tool damage ordering can be reversed by configuration file.
  • Sorting rules should be less likely to cause strange behavior. (KNOWN ISSUE: Chests still frequently act strange in horizontal/vertical sort mode)

and @Vanhal with Progressive Automation
Vanhal said:
Progressive Automation 1.6.9
  • Tinkers tools will be ejected into the machine inventory once they are broken
  • Added config option to eject vanilla tools once broken also
  • Added Russian translation (Thanks to shikhtv)
  • Fixed an issue where the Mattock was not taking duribality damage
  • Miner now needs to be running for the cobble gen to work

and @Reika with ChromatiCraft, RotaryCraft & TerritoryZone
Reika said:
ChromatiCraft, RotaryCraft & TerritoryZone V6b
  • ChromatiCraft: Added recipe for Crystalline stone groove alternate
  • ChromatiCraft: Fixed freezing when calculating item value due to AE/TiC/BC integration
  • ChromatiCraft: Added fragment for heat lamp
  • RotaryCraft: Added WAILA note for high-ratio gear
  • RotaryCraft: Bedrock coils now take more torque and power to charge than steel ones
  • TerritoryZone: Added option to disable HUD overlay

new day, new update, and today it's @Purplicious_Cow with Inventory Pets
Purplicious_Cow said:
Inventory Pets 1.4.2
Release Notes 1.4.2 for 1.7.10

“Hotfix 1.4.1”


  • Corrected label on Pac-Man to show super damage boost (Credit: Lachlan)
  • House Pet so it properly eats ender nuggets (Credit: Lachlan)
  • House Pet no longer places you underground if spawnpoint not set
  • Quiver Pet no longer gets hungry when other pets are hungry
1.4.1 Notes Below

8 New Pets

  • April Fool Pet (Holiday)– Spawn Foolishness during the month of April
  • Quiver Pet (Special) – Infinite Arrows and 30 second Rapid Shot
  • Apple Pet (Fan-suggested) – Toss two different types of deadly apples at your enemies
  • Cheetah Pet (Fan-suggested) – Super Speed Boost and Haste
  • House Pet (Fan-suggested) – Set your home coordinates and return at will
  • Pac-Man Pet (Fan-suggested) – Auto-eats for you when you are hungry and 10-second Power Up
  • Silverfish Pet – Walk through walls, and immune to suffocation
  • Wolf Pet – Spawns an elite wolf to fight for you and provides toggle-able wolf alarm when enemies are near

  • Russian and Ukranian translations (Credit: dmrayz)
  • Increased Cloud Dungeon appearance rate (slightly)

  • Feed Bags no longer allow negative Item amounts (Credit insuusvenerati)
  • Illuminati and Juggernaut timers no longer shared between players (credit: zzApotheosis)

and @BlayTheNinth with Ex Compressum
BlayTheNinth said:
Ex Compressum 1.1.95
Added Ore Smasher

  • Hammer that only works on Ex Nihilo Ore Gravel / Sand
  • Right-click to automatically place Ore Gravel / Sand blocks from your inventory
  • It will also attempt to automatically craft Broken and Powdered Ores into their block variant upon right-click and place them instantly
Fixed the Auto Sieves not accepting Enchanted Books

  • They will now accept Fortune and Efficiency books.
Fixed the uncompressed mobs spawning from Compressed Mobs not carrying a weapon

  • Uncompressed Skeletons will now carry a bow
  • Uncompressed Wither Skeletons will now carry an iron sword
  • Uncompressed Zombie Pigmen will now carry a gold sword

and @TheCricket26 with FTB Islands
TheCricket26 said:
Island Creation tool for servers running the pack. There are multiple commands that you can use.

You may make up to 100 islands including spawn

[Op Only]

/island create <name>

/island createall (use when you don't want people to join islands)


/island join name

and @Reika with
Reika said:
DragonAPI, ChromatiCraft, ReactorCraft & RotaryCraft V12d
  • DragonAPI: Maybe fixed more PlayerAPI incompatibility
  • DragonAPI: Fixed ItemMatch NBT behavior
  • ChromatiCraft: Fixed Location Warp spawning nether portals
  • ChromatiCraft: Redesigned lumen tile tooltip
  • ChromatiCraft: Added missing localization
  • ChromatiCraft: Added "Cancel" button to Casting Delegate
  • ChromatiCraft: Added TC aspects for pendants
  • ChromatiCraft: Increased minimum Lumen Beacon range
  • ChromatiCraft: Fixed Lumen Repeater crash
  • ReactorCraft: Waste ducts are now the only thing that can transport liquid nuclear waste
  • ReactorCraft: Breeder neutrons no longer trigger thorium fission
  • RotaryCraft: Fixed fuel enhancer crash
  • RotaryCraft: Moved recycling to worktable
  • RotaryCraft: Jet engine failure more dramatic

and @Steelfeathers with Vertical Slabs
Steelfeathers said:

What is this?

[MC 1.11.2] [Forge]

Precisely what it says on the tin. This mod adds vertical slabs to the game, one for each type of vanilla slab. They work the same way as normal slabs, and form double slabs when placed together on the same block. Except, ya know, they're vertical instead of horizontal.

Types of Vertical Slabs:

  • Smooth stone Stone brick Brick Cobble Sandstone/Red sandstone Quartz Purpur Oak, birch, spruce, jungle, acacia, dark oak

Here, have some pretty pictures to show you why you need vertical slabs in your game:

A nice fence ~


Improve your castle walls ~


Works with any texture pack!


And they're crafted like this. Substitute the material of your choice to get the corresponding slab.


and @Chocohead with Advanced Machines
Chocohead said:
Advanced Machines 60.0.2
- Added sounds back
- Added new textures (thanks Brychtik)
- Added Taiwanese translation (thanks CLOVERsquare)

and @elucent with Roots
elucent said:
Roots 2-0.015
- Totally redesigned progression in the mod.

- Complete rebalance of game mechanics.

- Updated to 1.10.2!

WARNING: This update will not be compatible with worlds that have had Roots 1! You will lose your Roots 1 progress!

and @EnderiumSmith with Charcoal Pit
EnderiumSmith said:
This mod allows you to build shapeless multiblock structures for turning logs into charcoal and coal into coke.

Start by placing you log piles/coal blocks in any shape you want then cover any exposed faces with the appropriate block. For charcoal piles any non-flammable block that is solid on the side facing the pile will work. For coke only specific blocks will work: bricks and nether bricks by default.

To start it light one of the log piles/coal blocks on fire and quickly cover it. Its working if you see smoke particles at the top.

If the structure is invalid the log piles/coal blocks will burn out and invalidate even more blocks leaving you with nothing but tears. Seriously, each block contains 9 logs/coals, you can easily lose stacks of resources.

After a while (18MC hours for charcoal and 36MC hours for coke by default) it will stop smoking and the log piles/coal blocks will turn into an ash-looking block. So diggy diggy that up and you will get charcoal/coke and ash. It's not a 1:1 conversion but fortune helps. Ash can be used to make fertilizer.

But it does not end there. It's also possible to collect creosote oil from this process. To do this craft a few creosote funnels and follow the instructions on the tooltip. Creosote oil will be produced during the process, NOT at the end of it. Remember that the stone brick version does not work for coal piles. Creosote oil can be used as furnace fuel.

By default this mod disables log->charcoal furnace recipes.
  • Like
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New Member
Jul 29, 2019
and @alex1the1666 with Ice and Fire: Dragons in a whole new light!
alex1the1666 said:

For hundreds of years, Dragons have roamed the lands of the Known World. They are not simply pests and menaces, but the main cause of the loss of many lives. Only a brave few can slay a dragon. Even less can tame one.

Welcome, to Ice and Fire.

Ice and Fire is a mod created by both Raptorfarian and Alexthe666, which hopes to add dragons in a proper way. Currently, Dragons have two types: Ice and Fire. Fire Dragons breathe fire and roam most of the habitable world, whilst Ice Dragons inhabit the coldest places known to man and freeze their prey to death. Both kinds of dragons spawn naturally as adults. We plan on including additional mythical creatures. For further details read the Minecraft Forum page.

Ice and Fire aims to bring to you a revolutionary dragon experience.
We allow role players and mod pack makers to have access to all
the basic and advanced needs of a dragon hunter and tamer role. These

Dragon skeletons - these can be found in desert biomes and can be used to collect a few bones

Dragon roosts and caverns - where you can fight dragons and find grand treasures

Dragon eggs - which can be found in dragon caves

Dragon taming and riding - mount up your tamed dragons and even armour them

Dragon equipment - craft tools and weapons from dragon bones and armours from dragon scales

Bestiary - for collecting and learning information with regards to dragons
In additional updates we will invest time in other mythical monsters and creatures.

and @iChun with Better Than Llamas
iChun said:

The proud successor to Better Than Bunnies is here! Dapper Llamas is here to make your world fancy!


Fezs and curly moustaches totally included.

Parts of model by RazzleberryFox. Individual parts of the outfit can be disabled, and llamas are randomly weighted for fanciness, allowing for many, many different variations!

Mod is client-side only and does not require any other mods other than Minecraft Forge.


and @Aroma1997 with TATW
Aroma1997 said:

TATW is a mod, that allows you to use RF with your IC2 machines.

If the mod crashes on startup, make sure you run the LATEST version of AromaCore with it.


New Member
Jul 29, 2019
new day, new update, and today it's @BlakeBr0 with Mystical Agriculture
BlakeBr0 said:
Mystical Agriculture 1.5.0
Release 1.5.0


  • Soulstone changes:
    • It now generates in the nether (can be disabled/configured in the config)
    • Added 6 more decorative variants of Soulstone
    • Soulstone now drops Cobbled Soulstone unless broken with Silk Touch
    • Added some Half Slabs, Stairs, and Walls of some of the variants
  • Added Essence Shears
  • Added the Tinkering Table:
    • Used to add charms to Supremium Armor/Tools
    • Can be made of any of the essences (doesn't matter which one you use, they all do the same thing)
    • You can still remove charms in a crafting grid just fine
    • More uses to be added later (I think)
  • Finally added a recipe for the Strength 2 charm
  • Added nuggets for all the ingots
  • Changed all the Dye and Mystical Flower essence recipes to use nothing but essence for consistency and convenience
  • Fixed the Supremium Hoe not having it's sneak ability
  • Fixed Biomes O' Plenty support

and @RazzleberryFox with DecoCraft2
RazzleberryFox said:
DecoCraft2 2.4
New Model List


Fireplace tools
Modern Toilet
Umbrella Basket
Video Camera
Drum Set
Bar Stool 1 (16 colors)
Drum Set (16 colors)
Small Flat TV
Medium Flat TV
Large Flat TV
Polaroid 1000
Billiard Rack
Roadwork Barrier
Concrete Barrier
Shopping Cart
Trash Bin (4 colors)
Metal Desk
Wood Desk 2
Car Park Barrier
Road cone
Table Lamp 2 (16 colors)
Office Chair 1 (16 colors)
Office Chair 2 (16 colors)
Desk Lamp (16 colors)
Door 1 (3 colors)
Door 2 (3 colors)
Door 3
Hanging Lamp
Cogniac Bottle
Basket with Baguettes
Market Register
Door 4 (16 colors)
Door 5
Rotary Phone
Upright Piano
Ingolf Chair (5 colors)
Industrial Ceiling Lamp
Glass Desk
Industrial TV Stand (5 colors)
Borje Chair (80 colors)
Industrial Chair (16 colors)
Industrial Sofa (16 colors)
Industrial FootLamp (16 colors)
Office Chair 3
Tulip Vase (16 colors)
Industrial Coffee Table Light (3 colors)
Industrial Table (3 colors)
Industrial Table 2 (3 colors)
Hanging Lamp Short
Piano Stool
Patron Doll Oddles
Patron Doll Hazardrar
Patron Doll Cottonbaler
Patron Doll thatdesiree

and @WhiskyTangoFox with WTF's Tools
WhiskyTangoFox said:
Do you want a more interesting tool crafting system, but find Tinker's Constructs to be a bit TOO complex? Do you want 3D modeled tools?

This mod adds new modelled Tool heads and handles for all the vanilla tools, with configurable options to add tools from materials provided by other mods. It is an alpha release, with basic functionality for vanilla mod added tool materials, with more content to come.

See the images tab for pictures, and recipes for the tool heads and handles.

Be aware, that if this is the first time you're not already using WTF-Expedition, the first time you load the mod you will need to enable the WTF-Expedition resource pack that generates. This pack holds all the models for the tools that generate.

and @Ipsis with Woot
Ipsis said:
Woot 1.10.2-1.3.0
## 1.10.2-1.3.0

### Features
- Ender Dragon now supported. Default drops are for vanilla and Draconic Evolution. [#48, #144, #148]
- Drops and spawn/death values fully configurable in config file
- Spawn progress now shown in TOP. Will turn red at 100% if not enough power provided in time [#118]
- Added config control for the internal power buffer of the factory [#142]
- Blacklisted Botania to respect the progression built into that mod [#137]
- Recipes updated to allow AE crafting [#138]
- Learning loot box now moved to just under built height, no bedrock restriction [#172]
- Changed Dye->Die as I cannot spell [#156]

### Fixes
- Loot box exploit fixed [#146]
- Blacklisted WitherCrumbs to stop crash [#140]


New Member
Jul 29, 2019
new day, new update, and today it's @MiningMark48 with Stimulus
MiningMark48 said:
Is your furnace to slow? Sugar cane not growing fast enough?

Stimulate your blocks and make them work faster with the Stimulator.

This mod adds one item, the Stimulator.

All you have to do is [sneak] right click on a block to speed up the block ticks.

Includes configuration settings for tick speed, recipe, and durability.

Warning: Mods may respond badly if used on their blocks. This mod is not responsible for damage to your world if the item is used on a block that comes from another mod.

and @Guichaguri with BetterFps
Guichaguri said:
BetterFps 1.4.3-1.10
This is a port of 1.4.3 for Minecraft 1.10.2. Everything should work, but it is not heavily tested in this version.

Here is the whole changelog since 1.3.2 (the last version for 1.10):

  • Fixed a bunch of bugs (I can't list them, it's a huge amount)
  • Added translation support!
  • Added German translation (Thanks to QuImUfu)
  • Added Brazilian Portuguese translation
  • Added Simplified Chinese translation (Thanks to Degh_Cilon_)
  • Recoded the installer. There are more options now, it supports translations, creates a profile, etc
  • Recoded the options screen. For now there aren't noticeable differences, but the new code supports stuff that I'll be using in the future
  • Recoded the whole patching system, fixing incompatibilities with other mods.
  • Added Fast Beacon (the beacon should do server things on the server and client things on the client, which is a bit faster)
  • Added Fast Hopper (the hopper should be way faster. TIP: placing building blocks (like stone) on top of the hopper stops it from picking up items, which reduces lag)
  • Added Fast Beacon Render
  • Added option for memory preallocation
  • Added Update Checker
  • Added option for fog
  • Changed the "restart" trigger for the options menu. It shouldn't ask you to restart when you don't even need :)
  • Fixed options menu not saving
  • Added Fast Creative Search. It should be noticeable in modpacks with lots of items :)
  • Fixed "double respawning" bug
  • Fixed fast creative search conflict with other mods custom tabs
  • Added Multithreaded (Async) Creative Search
  • Fixed the options button not using translation
  • Fixed the options button overlapping other buttons
Note: 1.4.3 compared to 1.3.2 is a whole recode of the mod.