What's new in modded minecraft today?


New Member
Jul 29, 2019
Updated my mods to 1.11 (only minor changes, see the change log for details) Enjoy:

Biome Height Tweaker:
easily configure custom heights and variation of the biomes. Can be used to selectively amplify your world, or just make parts of it slightly more mountainous/flat. Will work with modded biomes in Default world gen, not compatible with mods such as Biomes o Plenty after 1.7.10.

Default World Generator (Port):
my port of fireball1725 original Default World Generator mod to versions of mc 1.8.9 and above. Allows a pack creator to set or force the default world type, and any customization screen. Easiest to configure in the Mods -> configuration gui as this will use the same gui for customization screen as the customize button on the new game screen.


Need a highly customization wasteland terrain with no resources to be found for your modpack, possibly something loosely based off of regrowth or crash landing? This is it, recommended to be used with Default World Generator (port) to set the default for the users of your pack. While not intended to be used standalone, you can try the village challenge in the preset that ought to allow progression to the end via looting the villages.
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New Member
Jul 29, 2019
Updated AbyssalCraft (1.8.9) (1.9) (1.9.4) (1.10.2) to
  • Asorah and Spectral Dragons are now immune to fire
  • Reduced the amount of smoke particles during a ritual
  • Ritual Altar creation now has more visual effects
  • Loading stages are no longer logged
  • A few Item textures have been updated
  • Patron Necronomicon info is now fetched from a remote file (has a local version if something goes wrong)
  • A Necronomicon Page object can now specify a URL that points to an image, which will then be displayed (if the image can be located)
  • Any JSON file added to the "abyssalcraft" folder in the config directory that's properly formatted will be injected into the "Other Information" section of the Necronomicon
  • The "AbyssalCraft Tools" Creative Tab now has a Interdimensional Cage filled with PE alongside the normal empty one
  • Fixed the Item name colors on the Gateway Keys
  • Replaced half of the Darklands structures
  • Added API hooks for generating Darklands structures
  • Added config option to force the dimension biomes to reset the mob spawning lists in order to stop mobs from other mods from populating the lists
  • Made the teal tint on the Depths Helmet overlay A LOT more transparent
  • Added Abyssal Sand
  • Added Fused Abyssal Sand
  • Added Abyssal Sand Glass
  • The terrain in the Abyssal Wasteland now has a top layer of Fused Abyssal Sand, with patches of Abyssal Stone
  • Added Dreadlands Dirt
  • Updated the textures on Dreadstone, Abyssalnite Stone and their brick counterparts
  • Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone
  • Added Abyssal Cobblestone, Dreadstone Cobblestone, Abyssalnite Cobblestone and Coralium Cobblestone Stairs, Slabs and Walls
  • Changed the ritual formation blocks to use the Cobblestone blocks instead of Bricks where applicable
  • Updated the information about statues to mention them needing an open sky to operate
  • Fixed the bug where the random blindness from Darklands biomes would stay when it's reached 0
  • Replaced the Darkstone Cobblestone in Abyssal Strongholds with Abyssal Cobblestone
  • Rituals can now be NBT sensitive (pedestal offerings must have identical NBT tags to the ones in the ritual recipe)
  • You can no longer process Liquid Antimatter or Liquid Coralium Buckets in Furnaces, Transmutators or Crystallizers
  • Removed the crafting recipe for a Liquid Antimatter Bucket
  • Changed some of the Potion Effects added by the various armor sets
  • Now runs on Java 8
  • Wooden Pressure Plates in Darklands villages is now replaced with Darklands Oak Pressure Plates (1.9 only)
  • Deprecated the Liquid Coralium and Liquid Antimatter Buckets, they're now handled by the Forge Universal Bucket (1.9+)
  • Fixed a bug with Potion brewing (1.9+)
  • Fixed crashes with GregTech 5 Unofficial (1.10.2 only)


New Member
Jul 29, 2019
new day, new update, and today it's @LordSaad with Refraction
LordSaad said:
Refraction 1.1
  • Fixed spectrometers not showing r g b values
  • Added wormholes generators (AXYZ)
  • Fixed laser pen not producing beam properly
  • Made beams responsive
  • Added more config options
  • Added photon grenades
  • Changed particles of assembly table
  • Added in light bridges and electron exciters
  • Changed accelerate beam to freeze beam for balance
  • Fixed screwdriver not changing angles when not pointing at a block
  • Added translocators that telepose a beam half a block further and teleport AXYZs to their initial pre-piston-pushed positions
  • Possibly introduced an unknown cause of extreme tps lag spikes
  • Fixed bugs with color mixing in the reflection chamber
  • Fixed bug with the optic fibers not absorbing the light from reflection chambers when connected to them properly from certain angles
  • Fixed assembly table not merging beams that go into it
  • Fixed sound manager not managing sounds properly
  • Added sounds for light bridges and grenades
  • Removed a lot of tickables and tile entities! Stuff is much more efficient now
  • Fixed burn beam not burning blocks properly nor burning entities properly
  • Nerfed bonemeal beam
  • Documented the Beam class
  • Added UUIDs to beams
  • Fixed prism intersection planes not refraction beams properly
  • Increased timer for glowstone fuel in lasers. Configurable.
  • Added achievements
  • Fixed lasers producing double beams probably
and @BluSunrize with Immersive Engineering
BluSunrize said:
Immersive Engineering 0.10 - 49
- rewrote the shader system
- improved texture performance
- changed API integration
- added listing in the manual, including re-ordering
- removed the recipe to turn shaders back into bags
- added the ability to rename wooden crates
- added IRotationAcceptor interface for dynamos and the things that drive them (thanks Malte)
- re-added the config for Excavator fail chance (thanks Malte)
- re-added the ability to dye balloons (thanks Malte)
- re-added the ability to add shaders to balloons
- changed the drill's hardness checks to easier dig ores (thanks Malte)
- fixed duped fluidcontainers on treated wood recipes
- fixed incompat issue with new versions of TConstruct
- fixed CraftTweaker compat (thanks mezz)
- fixed Crusher recipe for sand requiring grass rather than gravel (thanks MalkContent)
- fixed NPE on inserting items
- fixed Wirecutters consuming durability and not working properly on transformers
- fixed various client issues (thanks Malte)
- fixed Structural Connectors and Redstone Connectors not displaying properly (thanks Malte)
- fixed Conveyors throwing NPEs on Servers (thanks Malte)
- fixed dupebug with Charging Station
- fixed a few missing sounds
- fixed a concurrent modification in Tesla Coil sounds (thanks Malte)
and @EuhDawson with Shulker Box Mod
EuhDawson said:
This mod adds a feature that you can interact with your Shulker Box from your inventory.

Just right click the Shulker Box item in your inventory and the GUI of the Shulker Box shows up.
and @nekosune with Modular Forcefield System
nekosune said:
Modular Forcefield System 3.0.01
MFFS Classic!

There will later be updated textures/models however this should be good for people for now

Requires EnderIO or IC2.

Can select in the configs which recipes it uses


New Member
Jul 29, 2019
PSA: Don't use Immersive Engineering 0.10 - 49 with Tinker's Construct unless you have the secret alpha release with bows, it will crash while loading

Bows is coming to next Tinker's Construct release!


New Member
Jul 29, 2019
new day, new update, and today it's @insaneau with Ex Nihilo Adscensio
insaneau said:
Ex Nihilo Adscensio

Do you love Skyblocks? Do you hate having one block that takes you from minute 5 to year 5? Then this is the mod for you!

Ex Nihilo Adscensio is the continuation of the Ex Nihilo mod from 1.7.10, rewritten from the ground up.

The core concepts remain the same, but with a few key additions to give a little extra progression.

  • Sieve blocks in the sieve for resources, just as before, but the sieve now takes different meshes.
    Each mesh gives potentially different results, so check carefully.
    Sieve meshes can also be enchanted in a vanilla crafting table to give an extra boost to your efficiency (or fortune).
  • Hammers now respect a mining level. No more using a wooden hammer for everything!
  • Witchwater is back!
  • Mob Dolls are back!
  • Barrels are back! They can also potentially compost to something that isn't dirt, if you choose.
  • Silk Worms are back! (And easier to see)
  • Crucibles are back! And can potentially melt down to things that aren't lava...
  • The Broken/Crushed/Powdered Ore system has been replaced with a simple "Piece / Chunk" system. I felt like the old system served as nothing more than a nuisance, and ended up with something like this anyway.
Most importantly, from a developers perspective, the entire backend is powered by JSON. This means almost everything is configurable, allowing you to set up the mod as you see fit. This means no more reliance on MineTweaker/ModTweaker.

This mod has been through some alpha testing, and I believe it is now stable enough to be released to the general public. However, please note that I am sure there are uncaptured bugs that may or may not be world corruptors.

I consider this mod feature-complete, barring some mod integrations, particularly relating to ore-doubling mechanics. These will be added Soon (TM)
and @andrenoel1 with Death Quotes
andrenoel1 said:

When a player dies the game announces to all players that you died and from what condition such as "swimming in lava". This mod adds a funny amusing quote just above that message.

The default set of quotes contains about 450 of them. You may add to the quotes file or change it completly. If you don't have a quotes file in the /config/deathquotes.txt it will create the default one for you. Please do post your quotes files for others to use. :)

These quotes are from a bunch of Minecraft players. We had a lot of fun coming up with them and enjoyed playing with this on our own servers for some time.

This should work in single player and in multiplayer servers from Minecraft version 1.7.10 all the way to Minecraft 1.11

Have fun! And have more fun when you die. lol


As with any forge mod, just drop the downloaded jar file into the /mods/ folder and restart the game server. Be sure you selected the download for the version of Minecraft you are playing.


Yes, you may use this for anything.

Yes, you may distribute this.

Only needed on the server side for this mod to work on multiplayer servers.

This is a forge mod, no bukkit is needed.

Source code is included in the jar

Check out my other mods if you like.
and @koxhack with Redstone Flux Arsenal
koxhack said:

Redstone Flux Arsenal adds tools and weapons that use the RF, the energy system added by the Redstone Flux API

Tool - Axe
Redstone Flux Energized Axe - (Capacity 100000, Transfer Rate 100, Energy Per Use 100)
Tool - Pickaxe
Redstone Flux Energized Pickaxe - (Capacity 100000, Transfer Rate 100, Energy Per Use 100)
Tool - Hoe
Redstone Flux Energized Hoe - (Capacity 100000, Transfer Rate 100, Energy Per Use 100)
Tool - Shovel
Redstone Flux Energized Shovel - (Capacity 100000, Transfer Rate 100, Energy Per Use 100)
Tool - Sword
Redstone Flux Energized Sword - (Capacity 100000, Transfer Rate 100, Energy Per Use 100)
Armor - Helmet
Redstone Flux Energized Helmet - (Capacity 100000, Transfer Rate 100, Energy Per Hit 100)
Armor - Chestplate
Redstone Flux Energized Chestplate - (Capacity 100000, Transfer Rate 100, Energy Per Hit 100)
Armor - Leggings
Redstone Flux Energized Leggings - (Capacity 100000, Transfer Rate 100, Energy Per Hit 100)
Armor - Boots
Redstone Flux Energized Boots - (Capacity 100000, Transfer Rate 100, Energy Per Hit 100)
Energized Capacitor Tier 1
Redstone Flux Energized Capacitor Tier 1 - (Capacity 100000, Transfer Rate 100) - (Can charge other Redstone Flux items in inventory)

Energized Capacitor Tier 2
Redstone Flux Energized Capacitor Tier 2 - (Capacity 500000, Transfer Rate 500) - (Can charge other Redstone Flux items in inventory)

Energized Capacitor Tier 3
Redstone Flux Energized Capacitor Tier 3 - (Capacity 2000000, Transfer Rate 2000) - (Can charge other Redstone FLux items in inventory)
Energized Capacitor Creative

Redstone Flux Energized Capacitor Creative - (Capacity 2000000, Transfer Rate 2000) - (Can charge other Redstone FLux items in inventory)


Component (Craftting component)
Dark Ingot

Redstone Flux Energized Ingot

Redstone Flux Energized Plate

Redstone Flux Energized Gem

Redstone Flux Energized Crystal





Join us on Discord:

Discord Invite Link: https://discord.gg/0zDmvoH5AXGBdvnK


Feel free to use it as long as you give credits and a link to this page.

Optional: Let me know about it so I can check it out
and @BluSunrize with Immersive Engineering
BluSunrize said:
Immersive Engineering 0.10 - 50
- added versioncheck for TConstruct to prevent crashes with bows
- added Icons for all IE machines to JEI and fixed recipe displays
- fixed furnace heater constantly updating chunks
- improved UV maps on the revolver, added a new shader
and @elucent with Roots
elucent said:
Roots 0.205

- Achievement screen crash when scrolling up to the top.

- Particles from tile entities appearing in other dimensions.

- Shift-clicking with a staff turning it white and unable to cast spells.

- Spell casting particles not syncing.

- Sanctuary spell having an infinite lifetime.

- Multiple spell entities not having a valid constructor.

- Explosions destroying two-block-tall blocks crashing the server.

- Growth spell (just, like, the whole thing).

- Frost shards not having any spread in multiplayer.


- All sprites are less derpy. They now will not migrate far from their initial spawning position.

- The sprite guardian boss has been revamped. It is now far more aggressive and more difficult. I recommend Botania flasks or other healing items, diamond armor or better, diamond weapons or better, and if possible flight if you want to make the fight easier on yourself.

- The pixie stone has been totally revamped into an air dash.

- All of the post-spirit-tier trinkets besides the pixie stone and the ancient hourglass have been removed for the time being. They still exist in code, but they are uncraftable and do not show up in the Runic Tablet.

- Frost shards now freeze entities in place briefly.

- Almost every combat spell received a damage buff.

- Several other spells received general usefulness buffs.

- Spirit conduits and spirit fonts work better. It's hard to explain, but it should be easier to make spirits flow from one to another now, and they don't create entities so they should be much less laggy (not that they were very laggy before).

- There is also a bunch of unused dimension content in the mod. It's coming later. :^)

- All staves have about 3x the durability.


- Ritual of Recharge. Recharge the uses of any spellcasting item.
and @RWTema with Extra Utilities
RWTema said:
Extra Utilities 2 - 1.10.2 - 1.1.0
- Added Rainbow Generator: the ultimate power source - when ALL the other RF generator types are ALL running simultaneously (on the same player grid), the Rainbow Generator outputs insame amounts of RF to all sides every tick
- Added Creative Chest: infinite source of items
- Added Creative Energy Source: infinite source of energy
- Change textures of creative blocks/items to use a purple sheen, rather than the command block texture
- Reworked Culinary generator algorithm to prevent '0 rf/t and infinite time' recipes
- Add special catch for when block/tile entities are mismatched
- Fix various machines not dropping all items when broken
- Prevent mobs spawning in quantum quarry dimension
- GP Generators are renamed to Mills to prevent confusion with RF Generators.
- Fixed Crusher adding ingot->2x dust recipes
- Fixed Crusher adding duplicate recipes
and @Epoxide with Dark Utilities
Epoxide said:
Dark Utilities 1.10.2-

  • Added filter for fire resistant mobs.
  • Added filter for boss mobs.
  • Added inverted mob filters.
  • Added charm of gluttony, allows players to eat food super fast!
  • Added sneaky bedrock
  • Added agression charm, agrovates nearby mobs in a larger range.

  • The filter recipe to output four blocks rather than one
  • Ender Tether now teleports enderman when they spawn as well.
  • Anti Slime blocks can be disabled using redstone!
  • Timers can now be disabled when powered with redstone!

  • Fixed Ender Tether spawning mobs on the edge rather than the middle.
  • Fixed occasional desync issue with mobs moved by the ender tether.
  • Fixed Sneaky Torch looking like a full block in item form.
  • Fixed Update Detectors breaking instantly.
  • Fixed chests having weird break textures
and @Phylogeny with Extra Bit Manipulation
Phylogeny said:
Extra Bit Manipulation 1.10.2-2.2.0

  • Allowed all tool settings to be set via a menu that opens when pressing the vanilla Chisels & Bits radial menu key bind.
  • Added new item – Modeling Tool:
    • Creates chiseled blocks that are models of collections of blocks in the world.
    • An area of blocks (up to 16 x 16 x 16) is selected by left clicking, and a chiseled block model is created in the world by right clicking.
    • Chiselable block states will automatically map to bits of that block state, while unchiselable block states will map to a default bit (although that is configurable)
    • Whether or not a state is chiselable, a mapping of states to bits, and of blocks (i.e. all states for a given block) to bits, can be manually specified via a GUI.
    • Instructions regarding controls/usage are found in the tooltip and GUI hovering text.
    • Many new configs were added for the Modeling Tool.
  • Added SHIFT, CONTROL, and ALT replacement keybinds for tools (Ex: control + left click becomes some other key + left click), as well as a keybind to open the Modeling Tool GUI.
  • Allowed vanilla Chisels & Bits designs to be edited while holding them upon pressing the keybind that opens the Modeling Tool GUI.
  • Split up config file into three main files: client, server, and common:
    • The client and server files contain only configs accessed from client or server, respectively. The common file contains configs accessed from both client and server.
    • The number of common configs was minimized, so there are far fewer instances where changing a value will cause client/server desync.
    • When a player joins a server, only their common config file needs to be the same as the server's.
    • The config GUI was split into three primary menus to access these three main config files.
  • Switched player-bound tool data from being stored in the player's NBT via the capability system to being stored per-client in separate config files:
    • These additional config files (sculpting and modeling) cannot be accessed via the config GUI and are automatically read from and written to when using their respective tools in-game.
  • Allowed config bit item stacks to be specified via block ID or by string (modid:name), and added support for specifying them with metadata (Ex: minecraft:wool:7 or 35:7).
  • Prevented recipe configs from being changed in-game and caused the Minecraft restart requirement prompt to display when they are changed.

Modeling Tool example usage:



New Member
Jul 29, 2019
new day, new update, and today it's @sinkillerj with ProjectE
sinkillerj said:
ProjectE 1.10.2-PE1.1.0B
###Version 1.10.2-PE1.1.0B
* NOTICE: When reporting issues on the tracker please be sure to tag them as 1.10
* NEW: The Black Hole Band can be used to remove world fluids like in EE2
* NEW: Scoreboard objective projecte:emc_score which reads a players stored transmutation EMC
* FIXED: Night vision no longer causes particles
* FIXED: Homing arrow target height
* FIXED: A pedestal rendering issue resulting from the day cycle being disabled
* FIXED: Other minor pedestal rendering fixes
* FIXED: Tooltips referencing the long since removed wrenching feature have been removed
* FIXED: A Watch of Flowing Time crash
* FIXED: Repair talisman now targets armor slots
* FIXED: A sync issue causing transmutation knowledge to appear empty
* FIXED: XP calculations have been updated to modern MC standards
* FIXED: Tome of Knowledge can be unlearned again
* FIXED: Mysterious red zeroes sometimes appearing in the transmutation GUI
* FIXED: Various sound fixes
* CHANGE: Pedestal GUI has been removed
* CHANGE: Various backend optimizations
* CHANGE: MineTweaker support has returned, further testing is required
* CHANGE: Minor world transmutation rendering optimization
* CHANGE: ProjectE recipes now accept OreDict mats. This may be removed in the future if serious exploits arise
* CHANGE: Swiftwolfs Rending Gale will no longer smite tamed mobs


New Member
Jul 29, 2019
Updated AbyssalCraft (1.8.9) (1.9) (1.9.4) (1.10.2) (1.11) to
  • The Achievements and Rituals with Water Bottles should display Water Bottles, and nothing else (1.9+)
  • Switched the internal method of killing the sacrifice in rituals that requires a sacrifice (Pigs will no longer turn into Zombie Pigmen)
  • The Forge Universal Bucket is actually registered for the fluids, instead of it not being that (1.9.4+)
  • Set the correct textures for the Ritual Altars/Pedestals that didn't have the correct texture (1.9.4+)
  • All of the Ritual Altars/Pedestals now drop the correct block
  • Pressing U while hovering over something used in a ritual will now display the ritual in the list of recipes where it's used in the JEI plugin (1.11 only)
  • Expanded the amount of different types of objects you can input as offerings in a Ritual
  • Made the bounding boxes for Shoggoth Ooze, Shoggoth Biomass and Solid Lava the size of a full block (1.9.4+)
  • Fixed the placement of Torches and Buttons in Abyssal Strongholds (1.9+)
  • Fixed the placement of Torches in Dreadlands Mineshafts (1.9+)
  • The Dread Spawn now plays it's sounds (instead of the Zombie ones) (1.10.2+)
  • Ported to 1.11 (1.11 only)

Yes, AbyssalCraft is now available for 1.11!
Last edited:


New Member
Jul 29, 2019
and @Shadows_of_Fire with Mob Farm
Shadows_Of_Fire said:
Tired of being chained to high power costs or high resource costs to spawn mobs at your will? No more of that.

Mob farm allows you to plant crops that when harvested spawn a monster of their respective type. These monsters are normal versions, and are just as strong as usual, with the same drops.

They can even be automated for use as grinders using other mods such as EnderIO. These crops will not be uprooted by soil being turned back into dirt, as to allow for easier automation.

There is one caveat though, they cannot be bonemealed.
and @NanoHeart with Long Fall Boots
NanoHeart said:
Long Fall Boots

Boots that negate all fall damage when you wear them.

That's it, plain and simple.

Inspired by the Long Fall Boots found in the game, Portal



New Member
Jul 29, 2019
@asie back on Charset again, with 0.3.1 release for 1.10.2

* [All] Removed the following content. Please don't cry. (Okay, you can cry a little bit.)
* Wires - they were broken anyway
* Gates - use amadornes's Super Circuit Maker instead
* Backpacks (Storage) - use copygirl's WearableBackpacks instead
* [All] Fix various NPEs throughout the mod (asie, palaster)
* [Audio] Update DFPWM to "1a"
* [Audio] [#85] Fix SoundEvent crash in NoteBlockManager on server side
* [Audio] [#77] Fix the Tape Drive file dialog freezing Minecraft
* [Pipes] Reduce amount of Shifter models
* [Storage] Fix Hopping Barrels inventory insertion (Tahg)
* [Storage] Fix Locks not rendering on server (asie, palaster)
* [Tweaks] Add support for some modded doors to DoubleDoorTweak
foamfix also updated to 0.3.2a Law

- 0.3.2a

  • [#1] Fix Botania flowers rendering incorrectly
  • Fix crash caused by disabling the deduplication feature


New Member
Jul 29, 2019
new day, new update, and today it's @Raven2396 with Ex Nihilo Omnia
Raven2396 said:
Ex Nihilo Omnia 1.2.1
Fixes issue causing barrels to not properly be destroyed

Added support for draconic evolution draconic ore (Thank you RealGrep!)

New Features:

Support for forestry:
You can craft an artificial hive with a hay bale and silk mesh.

You can treat the artificial hive in a barrel with seed oil and you get a Scented Artificial Hive

This can be placed in the world and, when certain requirements are met, it might attract some bees and turn into their hive

Chorus sprouts and chorus seeds:
You get chorus seeds from sifting end gravel

You can plant them on endstone and grow them into a chorus plant
and @MoSadie with Exponential Power
MoSadie said:
This mod adds a simple late game RF generator using the power of the End. You can craft Ender Cells, which power Ender Generators. For each Ender Cell you add to a Ender Generator, that Ender Generator will exponentially generate more RF/t, up to 2,147,483,647 RF/t with 64 Ender Cells.

Is it overpowered? Yes, yes it is.
and @18107 with Render 360
18107 said:
See the world in glorious 360 degrees (or 2pi radians for mathematians).

This mod renders the world 6 times, then collates it to show the full 360 degrees.

Versions 2.1 and higher should be compatible with optifine.

This mod is still a work in progress. Bugs are to be expected.
and @Cerulan with Health and Hunger Tweaks
Cerulan said:
This mod requires AppleCore.

This mod is in beta, so there will likely will certainly be bugs. Please report them.

Modifies the way Minecraft manages food and the corresponding health regeneration in the following ways:

  • Decreases hunger drain (1/2 normal rate)
  • Gives an effect (Satiated) to players when eating food that disables hunger drain for its duration
  • Disables health regeneration from saturation and fullness (come on, it had to be balanced)
  • Provides a Health Kit system to compensate
This mod is for those who think Minecraft's hunger system is a little poorly-designed, with it being more of an annoyance than an interesting / fun game mechanic.

More information can be found at the repository and the wiki page.

Mod pack information: read the license, though the answer is most likely 'yes'.

Also: don't expect me to read / reply to comments left on Curse. Please use the Github Issue Tracker for bug reports. If there's a crash, post a link to a pastebin of the crash-report found in the Minecraft folder. Give as much information as possible, such as logs, what you expected to happen, what happened, logs, images (if applicable), and logs. Use common sense as well.

Finally: I may or may not be around to update this in the future, so if you feel like forking the repo and distributing it, that's totally fine by me. Just name it in such a way that it can be distinguished from the original (e.g. Health and Hunger Tweaks Reborn, or something like that).
and @Disconsented with Cristallum
Disconsented said:
Cristallum is a Command And Conquer inspired resource generation mod.

Cristallum leeches metals and other heavy minerals out of the soil, concentrating them into crystals which can be easily harvested and processed (in a specially designed refinery) into easy to use resources. The crystal's growth speed and mineral content depends on variables such as soil conditions, moisture, yearly-average temperature, and local weather.

Outcroppings of Cristallum release odorless gases as they appear. While Cristallum was originally considered harmless, these fumes will react materials it comes in contact with as well as heavily poison any carbon-based life form that ventures through it.

Cristallum types:


This is the most basic form of Cristallum . Its crystals are small and green in appearance, thus it is commonly referred to as "green Cristallum ." This type of Cristallum has a low level of leeched minerals and is therefore the least valuable resource, albeit the most available. Riparius grows and spreads very fast.

Less common than Riparius, Vinifera is harder to find, grows slower and tends to container rarer minerals. It can be identified with its distinct blue colour.

The least common of them all is Aboreus which shares many characteristics with Vinifera Cristallum, this is tends to contain even rarer minerals that Riparius and spreads the slowest of them all. It is highly combustible and unstable. It detonates violently when brought into contact with explosives.
and @Aeronica with mxTune
Aeronica said:
mxTune 1.10.2-
  • New status HUD. New option on Music Options dialog to adjust the size the position of the HUD. It's a bit derpy right now. It needs more love.
  • New look for the group status placards for players.
  • No more PLAYING GUI for the PIANO. You will be able to chat while you play!
  • No more PLAYING GUI for JAM/GROUP Sessions! You CAN Walk and RUN while JAMMING - BUT...
  • ... While JAMMING Music Will Stop if the DISTANCE between the JAMMERS goes beyond a set LIMIT!
  • All mxTune music will be 3D audio sound sources for LISTENERS. Music PLAYERS will hear other SOLOISTS and GROUPS in 3D, but will HEAR their OWN PLAYING in STEREO.
  • A new audio chain the pregenerates the audio and the then plays it. This allows the 3D effects and eliminates stutters that could occur in the old chain.
  • Removed the Volume Control from the mxTune Music Options Dialog and placed it on the Vanilla Music & Sound Options dialog. This means that mxTune music can be adjusted like any other sounds in Minecraft.
  • Known issues:
    Starting to play may fail. Just retry. It may be related to accidentally bumping the mouse wheel/scroll while playing. Depends how sloppy/sensitive it is.

I've left some logging turned on the group play and the PCM audio codec. You will see INFO lines in the log like this:
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 0
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 1
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 2
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 3
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 4
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 5
[14:05:20] [Thread-11/INFO]: zeroBufferCount: 6
[14:05:22] [Thread-10/INFO]: cleanup

These are buffers of dead silence that are generated while the audio chain converts the MML to audio. Depending on the speed of your CPU and load on your game and JAVA there may be more. If there are more than 40 per play, your PC is probably too slow to run mxTune properly. It's hard to tell though. I only have my own PC to test on. Please let me know. "cleanup" is posted for any error or the end a clean play. Not very helpful, I need to improve error messages for the audio chain.

Blacklist and Whitelist were lost when a player died or changed dimensions. They are now saved properly.

No more support for Minecraft 1.9.4. I will concentrate on 1.10.2, 1.11+. A release for 1.11 will occur sometime in December.
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Well-Known Member
Aug 14, 2014
This would be alpha7 of Applied Energistics 2 for 1.10.2:

  • Feature #2633 Reworked configuration, added config options to disable more features. - yueh
  • Change #2636: Removed ASMTweaker and replaced it with an AT. - yueh
  • Fixes #2276, #2655: Two dupe bugs related to network storage handling while booting. - yueh
  • Fixes #2623: Network Tool not removing facades with shift rightlick. - yueh
  • Fixes #2626: Subtract the correct amount from the remaining amount of IItemHandlers. - yueh
Not to mention 1.1.1 of Extra Utilities 2, also for 1.10.2

  • Added Magic Apple (when eaten shuffles the random enchantments available at an enchanting table)
  • A full set of running generators is now required for *each* rainbow generator.
  • A 'running generator' is now 'any generator that was running in the last 10 ticks'.
  • Add IMC handler to allow other mods to add new machines and recipes
  • Fix Rainbow generator effect rendering in wrong layer
  • Improved rendering to prevent missing texture particles


New Member
Jul 29, 2019
and @xalcon with TorchMaster
xalcon said:
Adds a special torch which prevents mob spawning in a configurable radius.

and @CreativeMD with AmbientSounds
CreativeMD said:
and @WayofTime with Blood Magic
WayofTime said:
Blood Magic 1.9.4-2.1.0-67
Version 2.1.0-67:

- Added the Destructive Will effect to the Ritual of the Green Grove. This ritual now is done~
- Finished the Augments for the Serenade of the Nether.
- Implemented a new model for the Blood Altar to be more in-line with the rest of the mod (Thanks, wiiv!)
- Made the Blood Altar respect the new capability system for fluid management.
- Finished the Augments for the Ritual of the Feathered Knife.
- Finished the Augments for the Ritual of the Crusher.
- Finished most of the Augments for the Ritual of the Shepherd.
- Changed the Ritual of the Feathered Knife so it respects the Tough Palms Living Armour Upgrade.
- Fixed the Ritual of the Feathered Knife so that its health threshold is percent-based.
- Made the aspected Sentient Tools drop their corresponding Will type on killing enemies.
- Made it so peaceful animals provide more LP by default (to encourage creating your own farm).
- Increased the effectiveness of animals for the Gathering of the Forsaken Souls ritual by a factor of 4.
- Added the framework for the Purification Altar.
- Fixed a crash with the Ritual Diviner when attempting to replace certain blocks.
- Snares can no longer hit the thrower of the snare within 20 ticks of throwing it.
- Updated the book so it contains most of the rituals.
- Added some placeholder recipes for the Living Armour Downgrades - they will eventually change.
and @boni with Tinkers Construct
boni said:
Tinkers Construct 1.10.2-2.6.0
Requires Java 8!

Requires Forge

Requires Mantle 1.1.2 and (if used) JEI

This is an Alpha version. It is fully functional, but things and balance might change in the full release.


  • Bows are back, as well as the crossbow! You'll find that they've changed quite a bit, but the book has you covered
  • Shortbows are fast and mobile
  • Longbows are slow but have higher range and more base damage
  • Crossbows are really slow but are very accurate, have high damage and partial armor penetration
  • Arrows use different shaft materials with traits
  • Bolts also use the shaft materials as base now
  • New book multistructures
  • New book chapters for the different tools, and bow materials
  • New modifier: fins. Put them onto projectiles for underwater fun

  • Swords now have a "sword" harvestability. Also fixes an incompatibility with Waila Harvestability where swords stopped breaking cobwebs
  • Requires newer JEI now, some recipes are displayed a bit differently now
  • The smeltery and tank now displayes empty space as ingots. Press shift to display bucket space

  • Fix table recipes not showing up in JEI
  • Fix scythe calculating handle durabilities incorrectly
  • Fix shurikens not being repairable with all materials
  • Fix a bug where the last shot of a projectile (Shuriken,...) would not deal damage
  • Fix a bug where projectiles could not hit the Ender Dragon
  • Fix a bug where looting on projectiles wouldn't work for Endermen
  • Fix a bug where the rapier animation didn't play
  • Fix a crash with mods that add extra buttons to GUIs
  • Pattern-/Partchests gotten from destroying the block now correctly stack with newly crafted ones

  • A very small minor API break where an event was renamed because of a typo. I doubt anybody used it.
  • Bow stuff is now finished


New Member
Jul 29, 2019
Updated AbyssalCraft Integration (1.7.10) (1.8.9) (1.9) (1.9.4) to 1.4.6:
  • Bump to AbyssalCraft (1.7.10 only)
  • Bump to AbyssalCraft (1.8.9+)
  • Fixed the removePage and removeChapter methods in the MineTweaker integration
  • Fixed the remove methods for rituals in the MineTweaker integration
  • Any string specified as a Chapter title and/or Page text will be localized if possible
  • Added a method for adding URL-based image Pictures in the MineTweaker integration
  • Re-balanced the aspects on the various wands added in the Thaumcraft integration (1.8.9 only)
  • Re-balanced the aspects for creating the wand components in the Thaumcraft integration (1.8.9 only)
  • Added Aspects to more blocks (ones added since AC 1.9.2) (1.8.9 only)
  • Now runs on Forge (1.9.4 only)


New Member
Jul 29, 2019
new day, new update, and today it's @Keridos with Open Modular Passive Defense
Keridos said:
Companion mod for OMT, adds hard blocks, walls and fences. Depends on OMLib.

You most likely know the blocks and fences from the 1.7.10 version of OpenModularTurrets. These are now in their own mod and got some unique new features: They are owned, and their owner can break those blocks instantly (now via shift-rightclicking with an empty hand, later with a tool from OMLib). Also the owner does not get damage from his own fences. If you have any more ideas for the mod please feel free to post them at the issue tracker.
and @Vadis365 with Mob Grinding Utils
Vadis365 said:
Mob Grinding Utils is a mod designed to encourage players to create new ways for farming mobs for drops and experience. Contained in the mod is a fully modular system for players to explore and use to get the most out of their mob farms. Below is a list of blocks, items, and the various features.

Mob Fans. (Moves Mobs & Players in the Direction it Faces)

Spoiler (click to show)
Absorption Hopper. (Sucks up Items and XP Orbs and distributes to Inventories & Tanks)

Spoiler (click to show)
Singularity Tank. (Portable Fluid Tank Holds 32 Buckets)

Spoiler (click to show)
XP Tap. (Attach to Tank to spawn XP Orbs)

Spoiler (click to show)
Iron Spikes. (Spikes for Mob traps)

Spoiler (click to show)
The Mob Masher. (Mashes up Mobs)

Spoiler (click to show)
Wither Boss and Dragon Mufflers. (Muffles Boss Death sounds and Hides Boss Bars)

Spoiler (click to show)
Fluid XP.

Spoiler (click to show)
Mob Swabs & GM Chicken Feed Items (Mob eggs in survival)

Spoiler (click to show)


New Member
Jul 29, 2019
new day, new update, and today it's @Lorexe with BanHammer
Lorexe said:
Ever wanted to use a hammer to ban a player ? NOW YOU CAN!

The mod add modifiers to apply on any Tinker's Construct tools/weapons

Next, hit a player and lets the magic happens

Features :

  • Two modifiers : Ban & Kick (uncraftable)
  • Require to be OP for ban
  • Config to allow players to use the kick modifier
and @Shadows_of_Fire with Attained Drops 2
Shadows_Of_Fire said:
Attained Drops
See MCF page: MCF Page

Originally by VapourDrive

"I created this mod initially to provide an interesting way to farm ender-pearls and then decided to add support for multiple different mob drops" - VapourDrive, 2014

Allowed by the MIT License and with permission from the original author, we have continued this mod to modern Minecraft versions, and rewritten most of it. You will find that some features didn't make the transition (yet).

Vitalized Soil: The basis of drop attainment

Soil Planter: Creation of soil

Mob Drop Plant Seeds

Vitalized Soil Planter

Bulbs: The eight types

  • Slay hostile mobs to attain Life Essence.
  • Craft Mob-Drop Plant Seeds
  • Craft the Vitalized Soil Planter
  • Place the Vitalized Soil Planter in the world surrounded by grass or dirt (Form a ring around the planter)
  • Wait for the Planter to chance the surrounding soil to Vitalized Soil
  • Craft Mob-Drop Plant Seeds and plant them on Vitalized Soil
  • Right-Click on Vitalized soil with a hostile mob drop (or bare hand for chat info)
  • Bone-Meal plant or wait for it to fully mature (a fully mature one can be broken for seeds)
  • Once fully mature the plant will sprout bulbs on top that correspond to the drop in the soil underneath
  • There is a chance that the vitalized soil may revert to dirt.
  • Planters revert to dirt after creating 16 soil blocks.
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New Member
Jul 29, 2019
new day, new update, and today it's @masa with Just Enough Dimensions
masa said:
A small mod that allows registering custom dimensions to the game.
The registration is done via a simple JSON config file.
Due to the way that dimension IDs are handled in vanilla and Forge, this mod is also required on the client side.

There is currently only one configuration option in the main config file (and the in-game config menu):

  • replaceRegisteredDimensions - If enabled then already registered dimension IDs will be unregistered and then registered for the dimensions added via this mod.

The dimension registration is done via the config/justenoughdimensions/dimensions.json file.
Here is an example that you should easily be able to adapt:

Spoiler (click to hide)
"dimensions": [
"dim": 9,
"name": "Test dim 9",
"suffix": "dim9",
"keeploaded": false,
"worldprovider": "WorldProviderSurface"
"dim": 10,
"name": "Test dim 10",
"suffix": "dim10",
"keeploaded": false,
"worldprovider": "WorldProviderHell"
"dim": 11,
"name": "Test dim 11",
"suffix": "dim11",
"keeploaded": false,
"worldprovider": "WorldProviderEnd"
"dim": 15,
"name": "Test dim 15",
"suffix": "dim15",
"keeploaded": false,
"worldprovider": "biomesoplenty.common.world.WorldProviderHellBOP"

The most important part is the dimension id, given in the dim integer.
The dimensiontype object contains the information that will get passed to the vanilla DimensionType registration.
The suffix value is mainly used for certain data filenames, so don't use any fancy characters or spaces in it.
The worldprovider can be one of WorldProviderSurface (for normal overworld-type worlds), WorldProviderHell (Nether) or WorldProviderEnd for the vanilla options, or it can be the fully qualified class name of a modded WorldProvider.

To make things easier, this mod also adds a custom teleport command that works cross-dimensionally. That way you can easily get to a custom dimension at least once, so that you can set up whatever mod teleporters you have available. The command variants are:

  • /tpj <dimension> [x y z] [yaw] [pitch] - Teleport yourself into another dimension. The position arguments in square brackets are optional, it will default to the overworld spawn position (probably not what you want...)
  • /tpj <player> - Teleport yourself to another player. Works cross-dimensionally.
  • /tpj <player1> <player2> - Teleport player1 to player2. Works cross-dimensionally.
Run the command without any arguments to see the current dimension ID, and to see the usage/help.

About using existing worlds
If you want to use existing worlds as custom dimensions, you can do that in two cases:

  • The world is a vanilla world.
  • The world has been created using the exact same level.dat file, which means that it will have the same block and item IDs (so this pretty much never is the case).
So mostly if you want modded alternate worlds, you would need to let them generate while using this mod. Or you could pre-generate them using the same level.dat file from the main world and then copy them over into a DIM directory.

Mod packs/permissions
  • Mod packs: go ahead!
  • Re-hosting the mod file otherwise is not cool, mmkay?


New Member
Jul 29, 2019
new day, new update, and today it's @Vazkii with Quark
Vazkii said:
Quark r1.1-61
The 101 feature update!
Quark now has 101 features to spice up your game.

- General: Any features that turn themselves off when specific mods are loaded now have config options to force them on.
- General: Features now define whether they require a minecraft reload to enable or not. Furthermore, any that don't, can now properly be enabled ingame even if they were disabled before.
- Automation: Added Animals eating food from the ground.
- Automation: Added End Rods working as block breakers when pushed by Pistons.
- Building: Added Soul Sandstone Bricks and Polished Soul Sandstone to the More Sandstone feature.
- Building: Added Soul Sandstone.
- Decoration: Added Iron Ladders.
- Management: Added Deleting Items by pressing DELETE.
- Management: Added Inventory Sorting.
- Management: Moved the Restock button in Chest Buttons and added a Sort button if Inventory Sorting is enabled.
- Tweaks: Added Endermites burying into Purpur, turning into Shulkers.
- Tweaks: Added Food and XP display when mounted.
- Tweaks: Added Food Display on Tooltips.
- Tweaks: The Double Doors feature will now turn off if CharsetTweaks is loaded.