What's new in modded minecraft today?


New Member
Jul 29, 2019
new day, new update, and today it's @asiekierka with InventoryNeko
asiekierka said:

This mod adds a set of "inventory mascots". They are special items which can be found as loot in dungeon chests.


The twist is that, as long as they are in a container of some kind, they're sentient! Sort of. For example, they can react in certain ways to different items placed in the same inventory they are in - that is to say, certain mascots will start running towards a certain kind of item. Other functionality may be added in the future. Video Example


The mod currently provides five different mascots. From left to right: Neko, Tora-Neko, Dog, Sakura Kinomoto and Tomoyo Daidouji. Collect them all!

The inspiration for the mod, as well as the assets used, come from the "oneko" program for Unix-based operating systems.

The recommended GUI scale for this mod is "Normal". Note that the mascots will only work in rectangular containers such as chests - other types of containers may prove too complicated for them and they'll just go to sleep.

and @bl4ckscor3 with Sit
bl4ckscor3 said:
Sit makes it possible to use slabs and stairs like chairs. Simply rightclick a right side up slab or stair block to sit on it. To exit, press the key you use to exit a minecart (by default SHIFT). Usually, mod blocks are supported, however if any do not work, please contact me.

This mod works on singleplayer as well as multiplayer, but needs to be installed on both sides if it's used on a server.

You are allowed to use this mod in any modpack.

and @notanimposter111 with FannyPack
notanimposter111 said:
Requires Baubles.

Basically, it's just the Traveller's Belt from Tinkers', but it's for 1.10.2. It switches between 3 hotbars, instead of 2, though, because 2 was never enough for me.

Craft and equip the Fanny Pack to your belt slot, and you can now press the hotkey (backslash by default) to swap your 9 hotbar slots with another hotbar. You can keep your blocks on one, tools on another, and bags of holding on yet a third hotbar!

I only spent a few hours on this mod, my first Java project in a few years. From my limited testing, it works well enough, but expect bugs.

To do:

I might make the fanny pack upgradable with additional hotbars (starting from 2) instead of just always 3.
  • Like
Reactions: Lethosos


New Member
Jul 29, 2019
new day, new update, and today it's @ProfessorLucario with Factory Tech
ProfessorLucario said:
Factory Tech is a new tech mod, centred around designing intricate automation setups. It adds some of the same machines as other tech mods, but it differs from them in that no machine in Factory Tech requires power. Instead, each machine has a list of parts that it needs to run, which gradually wear out and need replacing. It aims to be as close to a true tech mod as possible, in terms of making the challenge stem from creative engineering instead of resource acquisition.

Spoiler (click to hide)
Machines added:

  • River Grate: Slowly generates metal when placed in a river
  • Chop Saw: Converts logs into planks more efficiently than normal
  • Grindstone: Sharpens parts and tools
  • Metal Cutting Machine: Cuts ingots into precise metal parts
  • Woodcutter: Chops down trees
  • Drill Grinder: Grinds ores to dust to double their output
  • Magnetizer: Magnetizes iron ingots
  • Electric furnace: Smelts faster than a normal furnace and has a few unique recipes
  • Centrifuge: Separates things into their components
  • Crucible: Melts things into liquids
  • Potion mixer: Combines potion effects
  • Circuit scribe: Etches circuit patterns onto quartz
  • Mining machine: Digs a large hole, outputting resources
  • Mob disassembler: Kills monsters for more loot than normal
  • Fluid drill: Extracts sulphur and propane from the Earth
  • Fluid agitator: Vigorously mixes solids and liquids together
  • Electroplater: Purifies ore dust, redoubling its output
  • Refrigerator: Freezes liquids back into solids
  • Compression chamber: Fills portable tanks with compressed fluid
  • Propane furnace: Uses propane tanks to smelt extremely quickly
  • Core charger: Charges energy cores for eventual use
  • Stabilization table: Stabilizes charged energy cores to make them safe to use
  • Biosynthesis unit: Uses energy cores to spawn mobs
  • Mob disruptor: Stops nearby monsters from moving
  • Negative ion disperser: Applies positive potion effects to players
  • Tesla coil: Zaps any nearby creatures not wearing full chainmail
  • Universal Supercharger: Consumes energy cores to double the speed of adjacent machines

To begin playing with Factory Tech, craft a Blueprint Collection, which will explain everything else in the mod.


Factory Tech has a lot of potential for clever setups. Here is a very basic woodcutting factory with manual inputs, but you will find that all of your automation will end up intertwined as parts are produced and deployed to all of your machines.


and @bugfroggy with AdvancedXP
bugfroggy said:

Minecraft Mod to customize your Experience Orb colors & traits.



  1. Move the .jar into your "mods" folder in .minecraft (after installing Forge)
  2. Start the game & then close it
  3. Move/create any themes you want in .minecraft/config/advancedxp/themes/ in json format (default.json will be there as an example. Modifications to this file will not be saved).
  4. Start the game back up
  5. Type /axp or /advancedxp while on a server or single player world to cycle through your themes. You may edit individual theme files while the game is running, and you do not need to restart when you are done. You must restart to load or delete themes, though!
Theme Documentation

There's multiple settings you may customize within your theme `json` files, all of which can be seen in the `default.json` example:


  • name (S): Display name on the Theme button in /axp. This must be unique. (Default: Default)
  • enabled (B): Whether or not this theme is currently enabled. Only one theme may be set to true at any given moment. (Default: false)
  • translateX (D): How far away from the entity in the x direction the entity should be rendered. (Default: 0.0)
  • translateY (D): How far away from the entity in the y direction the entity should be rendered. (Default: 0.1)
  • translateZ (D): How far away from the entity in the z direction the entity should be rendered. (Default: 0.0)
  • globalColor (B): Whether or not the color of XP orbs should be synced, or instead based off of their lifetime. (Default: false)
  • scale (D): How large the entity should be rendered in relation to its texture. (Default: 0.3)

  • redStatic (B): Whether or not the red channel should remain constant as opposed to change over time. (Default: false)
  • redStaticValue (I): If the red channel is set to be static, how intense should the red be? (0 - 255) (Default: 255)
  • redSquareWave (B): Whether or not the change in color over time should be more jagged rather than smooth. (Default: false)
  • redWaveOffset (D): How much of an offset should there be between the other channels (0 is equivalent to 6, 12, etc.). (Default: 0.0)
  • redSpeed (D): How fast the channel color should change. (Default: 0.5)
  • redMultiplier (D): How intense the red channel should be. (0.0 - 1.0) (Default: 1.0)

  • greenStatic (B): Whether or not the green channel should change over time or remain constant. (Default: true)
  • greenStaticValue (I): If the green channel is set to be static, how intense should the green be? (0 - 255) (Default: 255)
  • greenSquareWave (B): Whether or not the change in color over time should be more jagged rather than smooth. (Default: false)
  • greenWaveOffset (D): How much of an offset should there be between the other channels (0 is equivalent to 6, 12, etc.). (Default: 2.0)
  • greenSpeed (D): How fast the channel color should change. (Default: 0.5)
  • greenMultiplier (D): How intense the green channel should be. (0.0 - 1.0) (Default: 1.0)

  • blueStatic (B): Whether or not the blue channel should change over time or remain constant. (Default: false)
  • blueStaticValue (I): If the blue channel is set to be static, how intense should the blue be? (0 - 255) (Default: 255)
  • blueSquareWave (B): Whether or not the change in color over time should be more jagged rather than smooth. (Default: false)
  • blueWaveOffset (D): How much of an offset should there be between the other channels (0 is equivalent to 6, 12, etc.). (Default: 4.0)
  • blueSpeed (D): How fast the channel color should change. (Default: 0.5)
  • blueMultiplier (D): How intense the blue channel should be. (0.0 - 1.0) (Default: 0.2)

Pre-written Themes
If you're not in the mood to create a theme yourself, or just don't understand how it works, that's okay.
I've created a bunch of sample themes you can download and choose from. Head to the themes folder on the GitHub and
copy the themes you like into the config/advancedxp/themes folder

and @SanAndreasP with Clay Soldiers
SanAndreasP said:
Clay Soldiers 1.12-3.0.0-alpha.4
Brings back all upgrades, new glass soldiers and the first mount: horses


  • added horse mounts
  • added glass soldiers
  • added bowl upgrade
  • added iron block upgrade
  • added gold nugget upgrade
  • added red mushroom upgrade
  • added brown mushroom upgrade
  • added firework upgrade
  • added gunpowder upgrade
  • added skull upgrade
  • added paper upgrade
  • added clay upgrade
  • added ghast tear upgrade
  • added redstone dust upgrade
  • added slimeball upgrade
  • added diamond (item) upgrade
  • added diamond (block) upgrade
  • added wooden button upgrade
  • added stone button upgrade
  • added ender pearl upgrade
  • added blaze powder upgrade
  • added lily pad upgrade
  • added prismarine crystal upgrade
  • added rabbit foot upgrade
  • added wheat upgrade
  • added nether wart upgrade
  • added fermented spider eye upgrade
  • added rotten flesh upgrade
  • added sponge upgrade
  • added emerald upgrade
  • added string upgrade
  • added cactus upgrade
  • added nether brick upgrade
  • added prismarine shard upgrade
  • added wool upgrade
  • added sugar cane upgrade
  • added coal/charcoal upgrade
  • added gold ingot upgrade
  • added placing sounds to soldier dolls
  • added sound to cauldron when washing out soldier dolls

  • fixed null assignment in soldier doll item
  • fixed sync packets messing up upgrade registry
  • fixed NullPointerExceptions caused by easter egg
  • fixed attacking and following AI, pathfinding is still wonky, but not much I can do about it.
  • fixed localization for obsidian clay disruptor
  • fixed localization of creative tabs
  • Like
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Well-Known Member
Mar 30, 2017
Draconic Evolution! Out for 1.12.
Changelog, nothing new content wise, minor bug fixes.
-Fixed armor damage sound firing when 0 damage is actually taken.
-Fixed crash when inserting items into draconic chest.
-Fixed solid blocks allowing light to pass through them.
-Fixed Draconium Chest colour showing as black when world loads until chest is opened.
-Added ability to disable enchantments on tools via tool config.
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New Member
Jul 29, 2019
new day, new update, and today it's @elucent with Blockcraftery
elucent said:

Blockcraftery is a mod that provides a very simple feature: Framed Blocks. Framed blocks can be placed in the world, then can be given another block's texture by right-clicking.

Framed blocks also come in a variety of shapes! Currently, the mod provides the following shapes:

  • Framed Blocks. Standard full cubes.
  • Framed Stairs.
  • Framed Slabs.
  • Framed Walls.
  • Framed Slants.
  • Framed Slant Corners.
Each can be textured to your heart's desire.

Want to get in touch with me about the mod? Follow me on Twitter, or even better, join the official Discord server!

If you really enjoy the mod, and would like to support me continuing its development, I have a patreon here: https://www.patreon.com/elucent


New Member
Jul 29, 2019
new day, new update, and today it's @ Furgl with Minewatch
Furgl said:
Minewatch 1.12.2-3.3
  • New: Added Mercy
  • New: Added abilities:
    • Mercy’s passive regeneration
    • Mercy’s Angelic Descent
    • Genji/Hanzo’s wall climb
    • Genji’s double jump
    • Genji’s Deflect
    • Genji’s Swift Strike
    • McCree’s Combat Roll
    • Reaper’s Wraith Form
    • Ana’s Sleep Dart
  • New: Armor size has been adjusted to match the player model, so heroes will look less bulky
  • New: Added an survival inventory tab to easily change hero skins and mod options
  • New: Added LOTS of new skins
  • New: Skins are now client-dependent (each player can use different skins)
  • New: Added a damage and kill indicator overlay over the crosshair
  • New: Added in kill and multi-kill sound effects and kill messages
  • New: Added a config option to control if projectiles should cause knockback
  • Fix: Damage from Hanzo’s arrows has now been limited properly
  • Fix: Restricting item usage to prevent dual wielding with weapons that don’t have offhands now works properly
  • Fix: Reinhardt’s Rocket Hammer now swings consistently
  • Fix: Reinhardt’s Rocket Hammer AOE now hits other players properly
  • Fix: Players can no longer fly while using Reaper’s teleport (for real this time)
  • Fix: Fast projectiles now stop at the correct position after hitting an entity
  • Fix: Weapon ammo can no longer get mixed up when quickly switching between weapons
  • Reaper now becomes transparent as he teleports
  • Mei’s freezing effect now interrupts active abilities
  • Genji now has jump boost and reduced fall damage while wearing the full armor set
  • The camera has been zoomed out more and can be moved around during Reaper’s teleport
  • The config has been reorganized into Client-Side and Server-Side categories


New Member
Jul 29, 2019
new day, new update, and today it's @elucent with Blockcraftery
elucent said:
Blockcraftery 0.1.3

- Shift-right-click to remove texture.

- Config option to allow right-click replacing of textures.


- Recipe. It's now four sticks in the corners of the crafting grid.


- Item loss when swapping block textures.

and @Vexatos with OpenComputers
Vexatos said:
OpenComputers 1.12.1-
  • More coremod fixes. (Vexatos, asiekierka)
  • Even more OpenOS features. And more. And more. And more. (payonel)
  • Made equipment slot actions work again. (Vexatos)
  • Fixed table returned by getAllStacks().getAll() being 0-based. (Vexatos)
  • The mod now works with 1.12.1 and 1.12.2. (Vexatos)


New Member
Jul 29, 2019
new day, new update, and today it's @theillusivec4 with Comforts
theillusivec4 said:
Comforts 1.12.2-0.0.3


  • Added Well Rested configuration option - when true, it prevents going to sleep again for a configurable amount of time after sleeping
  • Added Sleepy Factor configuration option - when Well Rested is true, determines how long players must wait (larger numbers here mean they can sleep sooner)
  • Added Auto Use Sleeping Bag configuration option - when true, players can simply right click with their sleeping bag in hand and, provided proper conditions are met, they will automatically use the sleeping bag and go to sleep. They can still choose to place their sleeping bags by sneaking.
  • Added Insulated Sleeping Bags configuration option (Tough as Nails compatibility feature) - when true, sleeping in sleeping bags will warm a player up depending on how long they sleep

and @Davenonymous with Bonsai Trees
Davenonymous said:
Bonsai Trees
A Minecraft mod adding a block that grows small trees in two block spaces.

How to get started
  1. Craft a Bonsai Pot and place it somewhere with at least one block of air above it
  2. Get a compatible sapling and right-click it on the Bonsai Pot
  3. Watch it grow.
  4. You can then optionally harvest the tree by right clicking it with an axe or breaking the block. The Bonsai Pot itself only breaks when there is no sapling growing at the moment.
  5. You can also upgrade your Bonsai Pot to a Hopping Bonsai Pot which automatically drops the items into inventories below the Pot. This might be disabled in the config though!
It is recommended to use JEI to look up compatible saplings and what they drop. Waila and TheOneProbe will show what sapling is growing and its progress.

Sapling compatibility
Integrated support @ 2017-09-29:
  • All Vanilla trees
  • All Forestry trees incl. mods utilizing the Forestry Tree system (i.e. ExtraTrees)
  • All Pam's Harvestcraft trees
  • IndustrialCraft 2 Rubber Trees
  • Integrated Dynamics Menril Trees
Generating Missing Shapes
Newer versions of Forestry or Pams might add more trees that are invisible when planted in a Bonsai Pot. This is because there are two parts required for a tree being compatible:

  • A TreeType definition, this can either be Java code or JSON
  • Some shape descriptions for that tree type, these are all JSON In case of these mods their tree types are dynamically added via Java, so they are simply missing the corresponding shape files. The server log notifies you about these.
But it is relatively easy to auto-generate those shape files (and I appreciate pull requests for them so others can benefit of your work) in case the integration is Java based:

  1. Create a new super-flat world, the following step will erase a 32x32 block area!
  2. Look somewhere on the ground and enter the command: /bonsaitrees generateMissingShapes yes
  3. This will generate all the missing shapes in the configs/bonsaitrees/shapes.d folder, make sure to have them on both client and server.
  4. Restart the game and continue playing your normal world
If the integration is not Java based, i.e. there is no way for Bonsai Trees to know how to actually grow a tree, you will need to create the shape JSON yourself. There is another command helping you with this: /bonsaitrees saveTreeShape <tree-type-name>. So your process in case you want to define some shapes for mytreemod:redstone_tree would be something like this:

  1. Grow a few of your trees or build a structure resembling your tree (maybe you want to grow bonsai redstone crystals?). Make sure all they are touching is dirt and air. This is really important or your shape will include whatever they were touching.
  2. Look at it directly and enter the command /bonsaitrees saveTreeShape mytreemod:redstone_tree
  3. Repeat step 2 for the other shapes of your tree so you have more than one tree shape growing in your bonsai pots.
  4. After making sure you have the shape configs on the client as well as the server, restart the game and continue playing your normal world
Making a Sapling compatible yourself
Simple trees via JSON files
Example: config/types.d/ic2_rubber.json


  • name: The name of the tree type, this must be unique and generally follows the ResourceLocation naming scheme. Only the first tree type with a given name will be loaded, all following tree types with the same name will be skipped.
  • mod: Specify this if this tree type is only available if the given mod is loaded.
  • sapling: Used to describe the sapling that grows into this tree type. This is simply the item registry name and the meta data.
  • growTimeMultiplier: A factor the default grow time (configureable via config) will be multiplied with. Use this to change the time required for a tree of this type to grow.
  • drops: Is an array of items being dropped. Each entry requires an item registry name and its metadata, but also a type it belongs to. You can think of this as a category of which there are 5: WOOD, SAPLING, LEAVES, FRUIT and STICK. These are used to determine the chance and amounts for this item to drop. You can also specify CUSTOM, but then you'd also have to specify a count property between 1 and 64 and a chance between 0.0 and 1.0.
Please consider creating a Pull Request for these, so other users can benefit from your work as well!

Saplings with NBT data
These currently require Java code to be integrated. There is a work-in-progress API, but I'm very certain that i'll change it again and it is not yet final. Please don't use it at this point.

Configuration Options
There is a settings.conf in your configs/bonsaitrees/ folder that can be used to tweak some of the gameplay settings of this mod:

  • *Chance fields allow setting the default drop chances of items.
  • *Amount fields allow setting the default drop amount of items.
  • maxTreeScale is a client-side setting that applies this as a multiplier to the size of the bonsai trees. This is used to make them a little bit smaller than an actual block by default.
  • showChanceInJEI can be used to prevent players from looking up drop chances in JEI
  • disabledIntegrations can be used to disable individual Java based integrations, e.g. to disable Pam's Harvestcraft, you'd add org.dave.bonsaitrees.integration.mods.PamsHarvestcraft. You can get a list of integrations here.
  • disabledTreeTypes can be used to disable individual tree types, e.g. to prevent users from growing Forestry's Hill Cherries in Bonsai Pots you'd add forestry:hillCherry. To list all registered tree types you can use the command /bonsaitrees listTrees.
  • disableHoppingBonsaiPot: Disable Hopping Bonsai Pots functionality.
CraftTweaker2 integration
You might need more precise control over which drops are being generated by the individual tree types. Bonsai Trees adds two methods to CraftTweaker allowing you to remove and add drops however you like.

The following zenscript example makes Vanilla Oak Trees drop buckets, but no leaves or sticks:

mods.bonsaitrees.TreeDrops.addTreeDrop("minecraft:eek:ak", <minecraft:bucket>, 0.01);
mods.bonsaitrees.TreeDrops.removeTreeDrop("minecraft:eek:ak", <minecraft:leaves>);
mods.bonsaitrees.TreeDrops.removeTreeDrop("minecraft:eek:ak", <minecraft:stick>);
About This Project
  • Project ID
  • Created
    19 hours ago
  • Last Released File
    17 hours ago
  • Total Downloads
  • License
    MIT License
Recent Files
Minecraft 1.12
  • Like
Reactions: Nuclear_Creeper0


New Member
Jul 29, 2019
new day, new update, and today it's @Vazkii with Botania
Vazkii said:
Botania r1.10-348
R1.10 348
  • Added new Azulejo variants.
  • Added the Shulk Me Not, a new endgame generating flower! Only took me almost 2 years!
  • Added the Shulk Me Not to the challenges as a Hard level challenge.
  • Changed the recipe for the Cocoon of Caprice.
  • Daffomills and Animated Torches will now face away from the player when placed. (quat)
  • Fixed a crash when using Red String.
  • Fixed a server crash when using the Mana in a Bottle.
  • Fixed Dreadthornes killing baby animals instead of adult animals.
  • Fixed Hopperhocks never running out of mana, even if their source is removed. (codycoolwaffle)
  • Fixed ladders, fences, and other stuff connecting to a lot of botania blocks they shouldn't connect to.
  • Fixed mana bursts piling up and causing horrible lag.
  • Fixed Mushrooms not fitting in the Petal Apothecary.
  • Fixed some weird crash on startup only some people were able to reproduce? I think I did.
  • Fixed switching a Corporea Spark to another network causing it to not connect until the chunk is reloaded.
  • Fixed the Corporea Crystal Cube not rendering the item inside.
  • Fixed the Lexica Botania not calling forge tooltip events in its item tooltips, causing mods like Quark to not show their stuff.
  • Fixed the Mana Fluxfield not reporting its max energy properly. (Infinoid)
  • Fixed the Matrix Wings.
  • Fixed the Open Crate delaying item pickup even if not powered.
  • Fixed the Petal Apothecary not having any sparkles when there's stuff inside.
  • Fixed the Ring of Loki not offsetting the mining with the Terra Shatterer properly.
  • Fixed the Third Eye not highlighting all mobs properly.
  • Fixed the Thorn Chakram being able to be killed by explosions.
  • Made the Cocoon of Caprice accept dropped items as modifiers.
  • Re-enabled the tutorial video in the lexica botania, using the new Bit by Bit video from Mischief of Mice. Only took me almost 2 years!
  • Removed references to the previously removed Ring of the Aesir.
  • Removed the version checker and ingame updater because it's 2017 and nobody needs those.
  • The Lexica Botania can now swap between items in recipes that have multiple valid items in one slot (like ore dictionary recipes). Only took me 3 and a half years!
  • The Lexica Botania will now have different textures before elven knowledge is unlocked.
  • The Rune Crafter challenge is now categorized as "Lunatic+" instead of "Lunatic" because it should probably stand apart from the others.
  • Updated a lot more textures and models and stuff to the new art style.

and @CD4017BE with Inductive Logistics
CD4017BE said:
This mod brings some features of my earlier mod Inductive Automation to Minecraft 1.11 with some changes and some new features. Its recommended for use in modpacks.


  • Item & Fluid transport pipes where the contents are passed on from one pipe to the next along a predefined path similar to conveyor belts. Contents are only visible when a back-lock builds up (they move so fast you wouldn't see much anyway)
  • Pipe Filters with many functions. Except for the usual blacklist, NBT, oreDict, etc. there is also a stock-keeping function which is often very useful for distributing items over multiple inventories.
  • Universal Pipes for both Items and Fluids that will move them instantly to their destination without internal storage. In combination with Filters they can be very powerful.
  • Fluid Tanks in multiple sizes that allow filling or draining fluid containers inside. Also their fluid type can be locked so they won't accept other fluids even when empty.
  • Item Buffers in multiple sizes. What's very special about them is that you can adjust the amount of available slots in their inventory and even the stack limit to whatever you need. This also means that Items can be stacked higher than normal in there.
  • High configurability: Almost everything from pipe extraction rates to tank sizes and even crafting recipes can be edited in the config file. So you can tune this mod optimally for the needs of your mod pack.
  • I also tried to make this mod as performance friendly as possible.

Spoiler (click to hide)
  • Setup Minecraft with Forge.
  • Download this mod and the required version of CD4017BE_lib
  • put both .jar files into the mods folder of your Minecraft Forge installation
Notice: not all versions of CD4017BE_lib will work. The change log description will tell you which version is required (under section Dependencies). In case you also want to install some of my other mods and they require a different version then use the newer one.

It's highly recommended to have JEI installed.

Also check out my other mods for MC-1.11:

Permission for use:
You are allowed to use this mod for any Modpack, Server, Youtube Project, etc.
If you are providing a copy of the mod's binary data somewhere else that is public available (public modpacks for example), please mention the Author somewhere and provide a link from where you originally got the file(s).

and @csb987 with The No-Holds-Barred Halloween Mod: Back from the Dead
csb987 said:

It's the scariest time of the year, the day when people tremble in fear! It's Halloween again, and so let me present the No-Holds-Barred Halloween Mod! It's called no-holds-barred for a reason: no compromises were made at all! Were you planning on making a mod like this? TOO BAD! Did one of your ideas get used here? TOO SAD! Kingbdogz? I'M SORRY! But the mod is what it is, and that's scary. Now, before you decide to run in fear, there are a few things you should know. Because of course, Halloween Night is a dangerous time, and not all is what it seems to be...
Spoiler (click to hide)

Of course, NO Halloween mod would be complete without this delicious festive treat! Candy can be found throughout the night, and collected for your own enjoyment! It can be carried in large stacks and consumed for one hunger point each. there are five different flavors: watermelon, green apple, lemon, pumpkin, and grape. Even more exciting, they can all be combined into a super-amazing MEGA CANDY! (you'd better appreciate that HTML because it took a lot of work!)

This mega candy not only heals 5 hunger points, but also 2.5 hearts! It's a delicious snack that's well worth collecting. But of course, the candy isn't free! You have to go out and find it yourself, but unfortunately, monsters have stolen it! Which monsters? Well, these ones:
Spoiler (click to hide)

That's right, it's a jumpkin - a jumping pumpkin. But jumping isn't all it does! During the night, these ghastly gourds will hide among the hills, disguised as perfectly normal pumpkins. But when you get close, they will give chase! At 7.5 hearts each, thay aren't too frightening. Just don't let them get the best of you. Also, there is one other monster who has stolen the candy:
Halloween Creepers!
Spoiler (click to hide)

What's more frightening than a creeper? A Halloween Creeper! These towering giants have glowing faces and hard, crusty orange skin! Even worse, they're INVINCIBLE! Like really, totally impossible to damage! All attacks are useless against them. So the only way to get rid of them is to force them to detonate! But that's okay, because when they do explode, candy will fly everywhere! As you run to pick it all up, you should be careful! There are even more ghastly foes roaming the earth on Halloween Night:
Zombie Hands!
Spoiler (click to hide)

The zombies have suddenly gotten smarter! They now have the ability to dig underground, which changes many things about the way they act! Underground zombies are slower, yes. But in exchange, they are much stealthier, can fit through 1x1 spaces, and take no knockback! Even worse, they have a chance to pop out of the ground right at you! Be very careful when dealing with these crafty corpses, or you might get a face full of zombie! And if you thought zombies were disgusting, there's someone else I should introduce you to:
Spoiler (click to hide)

Even though it's supposed to be halloween, this foul wench keeps showing up to ruin it! Her appearance is disgusting, and her wretched voice is even worse! She just goes around cackling about some joke she can't get over. If you ever see her walking around your world, give her a good pummeling! Watch out though, because we heard that she might have magical powers. She carries around these strange-looking orbs that she can throw at anyone who makes her angry. And if she hits you, there's a good chance she'll lay a curse on you. Oh, did we not tell you about curses? Well here, this is a basic explanation:
Spoiler (click to hide)

Curses are basically the souls of defeated monsters compacted into a small object called a curse orb. Witches have lots of these, and will drop them if they are defeated. If a creature is struck violently with a curse orb, the monsters' souls will haunt that creature for a minute. The curses are all based on a canonical minecraft monster, and there are six in total. Some are worse than others, but none are deadly. This is a brief list of them all:
Zombie Curse: Your inventory will be constantly flooded with poisionous potatoes.
Slime Curse: You will be slowed down, and your jump height will be increased.
Spider Curse: Your character will constantly be bumped around the screen.
Creeper Curse: If you swing your weapon too often, the creepers circling around your head will explode.
Ghast Curse: Monsters within 50 blocks of you will gradually walk towards your position.
Skeleton Curse: Your health will be in a constant state of flux, it's like health roulette.
Luckily, eating any piece of candy will quickly remove the curse. Just know that you can't eat candy if you're full! Oh, and these nerdy little kids decided to show up too:
Trick or Treaters!
Spoiler (click to hide)

Trick-or-treaters have one thing in mind: candy. In fact, they want it just as much as you probably do. If you find yourself getting a surplus of sugary goodness, give a few out to the trick-or-treaters and you might be rewarded for your efforts. For every kind of candy, there's a type of trick-or-treater who likes it the most. However, they all enjoy mega candy, so you can't go wrong with giving those out. Just be careful: if you (for some sick reason) decide to kill a trick-or-treater, an angry monster will show up to get revenge.
Spoiler (click to hide)
And there's one last thing you should know about. There is one kind of exceedingly rare monster. It's a ghoul that is only told about in fairy tales. It's said to be able to control other mobs, and it also has been said to be invisible. If you do somehow find this mythical creature, there is one thing you should know. It can drop certain evil compounds and energy that can be used to create a strange technological device. This is all the information we have about it:

And with that... Have a very ghostly Halloween Night!
Credits and Acknowledgements
This is a remake of the No-Holds-Barred Halloween Mod, originally created by KodaichiZero for Minecraft Beta 1.8.1 and revived with his permission. Thanks go to Kodaichi for creating the original mod and for allowing me to resurrect it. Thanks also go to ivuul and Shamos2000 for their assistance testing my version.


New Member
Jul 29, 2019
new day, new update, and today it's @MrTutankhamun with Storage Boats
MrTutankhamun said:
Storage Boats 2.6
*Added an inventory to the furnace boat! You can place coal in it and see how much fuel the boat has! To open the inventory you can press the shift key and right click the furnace boat.
*You can press the forward key to move the furnace boat forward when it has coal in it!

*Fixed some bugs!

and @JamiesWhiteShirt with Trumpet Skeleton
JamiesWhiteShirt said:

Adds a new skeleton, the Trumpet Skeleton. Its trumpet can be used to scare both the living and the dead.

Made for the MMD Spooky Jam.


New Member
Jul 29, 2019
new day, new update, and today it's @jonafanho with Minecraft Transit Railway
jonafanho said:
Minecraft Transit Railway 1.10.2-2.1.2
  • Added new rails!
    • Intersection
    • Reverse
    • Switch
  • Added the golden repeater
  • Added a next train prediction system
  • Added 7, 8, and 12 car SP1900 trains
  • Adjustable train timer
  • Improved and fixed curved rails and rendering
  • Improved the SP1900 textures
  • Added a version checker
  • Fixed mcmod.info
  • Fixed sounds


New Member
Jul 29, 2019
and @MatrexsVigil with Pam's HarvestCraft
MatrexsVigil said:
Pam's HarvestCraft 1.12.2a
HarvestCraft 1.12.2a
- Added: Secret: A quote from Sjin of the Yogscast
- Changed: Fruit Blocks/Fruit Logs: Can now be sheared and placed under leaves, resets the fruit/log back to growing stage 0
- Fixed: Fruit Blocks/Logs now have an icon when in inventory
- Added: Fuel: Pressed Wax and Wax Blocks can now be used as fuel (4 items per wax, 40 items per block)
- Added: Added Raw Duck to Water Trap, Ground Trap
- Added: Items: Cornedbeef Breakfast, Green Eggs and Ham, Spaghetti Dinner, Theatre Box, Cookies and Milk, Crackers and Cheese, Chicken Dinner, BBQ Platter, Weekend Picnic, Corn Dog, Chili Dog, Ham and Cheese Sandwich, Tunafish Sandwich, Tuna Salad, Grits, Southern Style Breakfast, Chimichanga, Clam Chowder, Breakfast Burrito, Butter Cookie,
Sugar Cookie, Potato Chips, BBQ Potato Chips, Sour Cream and Onion Potato Chips, Chedder and Sour Cream Potato Chips, Tortilla Chips, Chips and Salsa, Chips and Dip, Cheeze Puffs, Surf and Turf, Liver and Onions, Fortune Cookie, Deviled Egg, Mozzerella Sticks, Gumbo, Jambalaya, Succotash, Eggs Benedict, Fried Green Tomatoes, Chicken and Waffles, Potatoes O'brien, Tater Tots, Smores, Thankful Dinner, Steak Fajita, Ramen, Miso Soup, Onigiri, Grilled Cheese Vegemite Toast, Monster Fried Dumplings, Salisbury Steak, Crispy Rice Puff Cereal, Crispy Rice Puff Bars, Babaganoush, Berry Vinaigrette Salad, Tomato Herb Chicken, Pasta Gardenia, Fiesta Corn Salad, Three Bean Salad, Sweet and Sour Meatballs, Pepper Jelly, Pepper Jelly and Crackers, Salted Caramel, Spider Eye Pie, Cheesy Shrimp Quinoa, Bulgogi, Omurice, Korean Dinner, Pemmican, Dried Soup, Crab Kimbap, Frog Leg Stir Fry, Crawfish Etoufee, Haggis, Chicken Katsu, Chocolate Orange, Festival Bread, Fruit Cream Festival Bread, Pho, Bubble Tea, Raw Duck, Cooked Duck, Wonton Soup, Spring Roll, Meaty Stir Fry, Pot Stickers, Orange Duck, Stuffed Duck, Roux

and @McJty with RFTools
McJty said:
RFTools 1.12-7.00alpha2



New Member
Jul 29, 2019
new day, new update, and today it's @Drullkus with The Twilight Forest
Drullkus said:
The Twilight Forest 1.12.2 - 3.0.0
The mod has been finally ported!


  • A few new blocks for the WIP Final Castle, including stairs and pillars.
  • A few new mobs for the WIP Final Castle.
  • We still don't know if Experiment 115 is cake.
  • Twilight Forest now has a Discord! Come chat with us!

  • The Mod checks player progression through the Advancements System. It has a very fancy background and everything.
  • More Advancements, too!
  • Changed the Algorithm the Aurora blocks use. They're way fancier now. :D
  • You now can place Fireflies, Cicadas, and Moonworms on your head! Just put them in your helmet slot. Just don't let those little critters slip or get hit!
  • Several more blocks now glow in the dark, make sure you use ConnectedTexturesMod witness the glowiness!
Known Issues

and @raoulvdberge with Refined Storage Addons
raoulvdberge said:
Refined Storage Addons 0.2
  • Updated Forge to 2493 (MC 1.12.2) (raoulvdberge)
  • Added Infinite Wireless Transmitter (can be configured) (raoulvdberge)
  • Added Network Picker (raoulvdberge)
  • Added Network Bag (raoulvdberge)

and @UpcraftLP with SpookyCraft
UpcraftLP said:

Adds new Skeletal mobs and other scary features to make a better Halloween experience.

  • Pumpkins are a nice Decoration! Right-click a pumpkin with a torch to turn it into it's spooky, evil counterpart.
  • them.
  • Your dead pets will come and haunt you too, so think about what you kill!
    • Won’t burn in sunlight but will only be aggressive during the night
    • Skeletal Cows have been known to produce Pure milk ;)
  • Skeletals are the undead souls of those animals you've hunted and killed. They are here to take revenge on what you did to them.
But beware: if you don't wear a pumpkin hat at evening you probably won't make it to the end of the night!

Made for the MMD SpookyJam. (/r/feedthebeast) (#SpookyJamMC on Twitter)

developed during first SpookyJam contest from october 01 to october 07 2017,

made by UpcraftLP and Epiic_Thundercat

artists: Subaraki, Epiic_Thundercat

and @Aikralacia with Extreme Animals
Aikralacia said:
This is my mod, Extreme Animals, I have been working on it for a while, 2 years in a couple weeks, and I thought I'd post it here!

(I strongly recommend a mod like NEI while using this mod)

Here is everything in the mod!

Spoiler (click to hide)
- Animals (25 normal + 1 extreme + 1 add-on!)

  • Mouse
  • Gecko (Cricket add-on *Only purpose is for food chain*)
  • Snake
  • Meerkat
  • Platypus
  • Crocodile
  • Seal
  • Narwhal
  • Skunk
  • Armadillo
  • Penguin
  • Raccoon
  • Lion
  • Eagle
  • Fox
  • Chinchilla
  • Goat
  • Scarlet Macaw
  • Reindeer
  • Sloth
  • Fennec Fox
  • Turkey
  • Tiger
  • Panda
  • Scorpion
    • Extreme Mouse (Mouse of different coloration, spawn biome, and some features) [Savannah]
    • First 9 animals have custom ambient sounds
Items & Blocks

  • An ore and ingot for each animal [Found at height 15 and below]
  • Extresium Ore and Ingot [Used for making "extreme" items]
  • Mob drops [Furs, Scales, etc]
    • Ancient mob drops [Found at height 15 and below]
      • Put in crafting table with water bucket to get 3 of the corresponding mob drop
  • Book of Animals
    • Animal Name
    • Species animal is based on [Ex: Mouse based off of Common House Mouse]
    • Endangerment Level [Find out if animals are near extinction and maybe you could help them!]
    • Brief description and spawn biome
  • Block of Cheese
    • It's literally just a block of cheese...
    • Cheese food item
  • Armor, sword, and tools for each animal [No sword or tools for extreme animal type]
  • Mutated items for each of the bosses
    • Mutated Cheese
    • Mutated Leaf
    • Mutated Silver
    • Mutated Drill
    • Bucket of GeneMX [Crafted using GeneMX, which is crafted using empty vile with numerous items]
    • Mutated Quartz
    • Mutated Snowball
    • Mutated Flint
    • Mutated Slimeball
Special Animal Weapons

  • A special weapon for each animal!
  • Mouse - Cheese Bomb
  • Gecko - Leafage Staff [Needs green magic to work]
  • Snake - Fang Blade
  • Meerkat - Drill Gun [Needs drill to work]
  • Platypus - Sword of the Seas
  • Crocodile - Jaw Glove
  • Seal - Snowball Launcher [What it needs is self-explanatory; it needs snowballs]
  • Narwhal - The Piercer
  • Skunk - Stink Bomb
  • Armadillo - Armored Battle Axe
  • Penguin - Icicle Dagger
  • Raccoon - Bandit's Knife
  • Lion - Lion's Nobility [Gives potion effects upon right-click]
  • Eagle - Beak Knuckles
  • Fox - Fox's Pride [Gives potion effects upon right-click]
  • Chinchilla - Miner's Pickaxe
  • Goat - Spiky Ball
  • Scarlet Macaw - Rainbow Cannon [Needs dye to work]
  • Reindeer - Antler Blade
  • Sloth - Claw Knuckles
  • Fennec Fox - Fennec Spear
  • Turkey - The Gobbler
  • Tiger - Tiger's Eye [Gives potion effects upon right-click]
  • Panda - Bamboo Rod
  • Scorpion - Stinging Blade
    • -=~Derp Face~=- [First sword from this mod I created and used to kill the Ender Dragon in a survival world]
Bosses and Orbs [9 Regular + 1 Extreme]

  • 9 Bosses representing the "First 9" [The First 9 refers to the first 9 animals in the mod, the first 9 on the top of the animals list, cricket not included]
    • Orbs made using Skull Fragment, Soul Sand, Mutated Item for corresponding animal, and Empty Orb
  • Cheesy Meanie - Mouse
  • Climber Timer - Gecko
  • Silver Slither - Snake
  • Diggy Biggy - Meerkat
  • Platyduck Bills - Platypus
  • Japper Snapper - Crocodile
  • Frost Tusks - Seal
  • Quadruple Pierce - Narwhal
  • Stinky Thinking - Skunk
    • Extreme Cheesy Meanie - Extreme Mouse
I have a Twitter dedicated to my mods: here you can point out bugs to me and suggest animals for secondary parts of future updates! @EAModMinecraft

We will be having events for holidays starting on October 20th with the Halloween Event, so be sure to stay tuned for events AND new updates!


New Member
Jul 29, 2019
AbyssalCraft Integration (1.10.2) (1.11.2) (1.12.1) has been updated to 1.6.0:
  • Compiled against 1.12.1 (1.12.1 only)
  • Now runs on Forge (1.12.1 only)
  • Added Game Stages integration (allowing you to lock rituals behind stages) (1.11.2+)
  • Added a CraftTweaker method for adding Ritual Stages (addRitualStage, first parameter stage, second ritual unlocalized name) (1.11.2+)
  • Added a command to write out ritual unlocalized names in chat, or write more detailed information to a text file
  • Added CraftTweaker support for Summoning Rituals
  • Added CraftTweaker support for Gateway Key overrides (allowing you to specify additional dimensions where you can use Gateway Keys)
  • Added CraftTweaker support for Ritual dimension mapping (allowing you to specify additional dimensions where you can perform rituals)
  • Like
Reactions: Ommina and Yusunoha


New Member
Jul 29, 2019
new day, new update, and today it's @Giselbaer with EasierChests
Giselbaer said:
This mod adds some buttons around the standard chest GUI:

- move a whole row, or column, of items from your inventory to a chest or back

- move all items from your inventory to a chest that already occur in the chest

- sort your inventory, or a chest's contents (not implemented yet)

This mod works with servers as well, as long as they don't explicitly disable some actions using NoCheatPlus or else. However, this mod doesn't allow to do anything you couldn't do without it, it just saves some clicks; so you might be able to talk to your server owner about it. No plugin is neccesary on the server.


New Member
Jul 29, 2019
and @pilotofsomething with Simple RPG
pilotofsomething said:
This mod requires Player API which can be found here.

This mod add RPG mechanics to Minecraft. Killing mobs gives experience that is separate from the vanilla experience used to enchant. Gain enough experience and you earn more health and deal more damage per hit. Most of the mod is configurable.

Experience gained by killing a mob is calculated in the following steps:

  1. A value is added based on the max health (default 0.05 per half-heart) and attack damage (default 1/7 per half-heart) of the mob
  2. The above value is then multiplied by a value based on armor (default 0.1 per armor point)
  3. The value is then multiplied by a value based on difficulty (default: peaceful 0.25, easy 0.75, normal 1.0, hard 1.25)
  4. If the world is a hardcore world the value is multiplied by another value (default 1.25)
The player has a default base health of 20 and gain 2 health every level plus a multiplier of 0.0075 per level. Attack damage is calculated by multiplying the base damage of the hit by the following formula:

(atk - 1) * atkMultiplier

where atkMultiplier is a configurable value and atk is calculated from this formula:

level * (1 + level * 0.005)
After that the value is then multiplied by a value based on two values set in the config. (default 0.75 base damage, 0.5 variation)

The mod also has a custom overlay that can be disabled in the config:


The bright green bar at the top is the experience bar, the red one is health and the green one (bottom) is hunger. The level and experience bar and label don't work in multiplayer however you can use the following commands to view your level, experience and when you will get the next level:

/pilotsrpgmod_stats OR

and @mangoose with Lilliputian
mangoose said:


Lilliputian is a mod that allows players and other entities to be resized. It is heavily influenced by the Gulliver mod, which hasn't been updated since 1.6.4. When an entity is resized, many of it's stats will be affected by it's size, including speed, step height, damage, jump height, reach distance, and more. Along with the stat changes, certain sizes have specific benefits and detriments. For example, tiny players can climb walls by holding a slimeball in both of their hands, but they must also watch out for ocelots which will hunt down tiny mobs and players. Not all size-related abilities and detriments from the original Gulliver mod have been implemented yet, but most should be added in future updates.

Players and entities can be resized in three ways: with potion effects, with commands, or by changing the mod's config file. Through the config, any entity can have its default size set to either a specific value or a range of values. If the base size is set to a range, each mob or player will have it's base size determined randomly based on the range when they spawn. For players, this base size will persist also through death, but not across different worlds or servers. Changing the config will not affect entities that already exist, unless those entities were spawned before the mod was installed. A potential use for this feature would be to give mobs a slight variation in size (like 0.9 - 1.1), just to add a bit of variation. The config also includes an option to prevent certain mobs from being resized.


  • Almost all living entities can be resized, including any added by other mods
  • Configurable base sizes for all mobs
  • Size affects:
    • Speed
    • Step height
    • Jump height
    • Attack damage
    • Attack speed
    • Mining speed
    • Reach distance
    • Damage taken
  • Potions for changing size (also elixirs, if Rustic is installed)
  • Commands for changing base size
  • Ocelots hunt tiny players
  • Large and tiny players are immune to cacti
  • Tiny players take contact damage from being in rose bushes
  • Large players
  • Tiny players can mount other mobs and players by clicking on them with string
  • Tiny players can climb walls by holding slimeballs in both hands
  • Large and tiny players won't fit into armor

Planned Features:

  • Large entities damaging smaller ones by stepping or jumping on them
  • Large players breaking foliage on contact
  • Tiny players gliding with paper
  • Tiny players using lily pads as boats
  • Enchantment to allow armor to be worn by tiny or huge entities
  • Make the player render as normal sized in the inventory
  • Fix issues with resizing to above 8x or below 1/8x
  • Fix entities sizes taking a few moments to update when joining a world
  • Advancements
  • Separate the coremod into it's own jar, and sign it to meet Forge's lame guidelines
  • Other size-based abilities and detriments

Mod Compatability:

I've tested the mod with Optifine, Dynamic Surroundings, and all the mods in my personal modpack, and I haven't found any issues so far. As in, I've been able to load up worlds and resize things, but I haven't done much more than that. If you find any issues, report them on Github so I can try to fix them.


I will not be backporting this to older versions. I just don't have time for it. Sorry.

Special Thanks:

  • UncleMion, the author of the original Gulliver mod
  • AlexThe666, for letting me use code from his size changing mod he started in 1.10.2
  • Lordician, who made the potion effect icons

and @Drullkus with The Twilight Forest
Drullkus said:
The Twilight Forest 1.12.2 - 3.1.128

  • Twilight Boss Trophies now have fancy models!
  • Right-Clicking on Boss Trophies will play a sound.
  • Added Minoshroom and Knight Phantom as Trophies. They're not so special so they get an iron background instead of the fancy gold background the big guys get. Some day, fellas, some day.

  • Upped a few Blast Resistances of Blocks in Final Castle
  • Removed Map Markers if that Twilight feature is disabled in the code.

  • Crashing on Launch for users with Older versions of Forge. It will instead present a screen requesting Forge to be updated.
  • Optimized Twilight Forest's world generator a bit.


Mod Developer
May 13, 2014
Major new release of RFTools 7.00 for 1.10, 1.11, and 1.12:



  • Elevator changes:
    • Fixed elevator button modules sometimes not calculating the right floor for the last column of floors
    • The elevator can no longer move bedrock blocks or blocks that it is not allowed to break
    • Made the screen guis a bit more compact so that the elevator module's gui fits nicely
  • Shield changes:
    • It is now again possible to have the shield mimic other blocks (like in 1.7.10)
    • Fixed a bug where removing a shield block would leave most of the template blocks formed as shield blocks.
  • Builder changes:
    • Everything related to the Builder, Shields and all the new shape card related blocks is now documented in a new manual (Shape Manual)
    • Added redstone mode control (no longer needed to bring a lever)
    • There is now a 'restart' button in the gui of the builder to restart the scan for the Builder
    • New feature for the Builder to place liquids in the world (new type of shapecard). Needs a tank on top or below the builder to work
  • Shape cards:
    • New 'heart' form for shapecards (useful for Shield and Builder)
    • New 'cone' form for shapecards
    • The shapecard gui now shows a preview of the shapecard (same as the Composer and Scanner do). If the previewed area is bigger then 256x256x256 then this preview will not work due to performance reasons.
    • If you have a shapecard in your hand you can save the contents to a file using /rftshape save <filename>. Note that this will save the actual resulting data to the file. That means that if you save a primitive shape (like a box or torus) the end result will be the actual generated data. That means that if you load it again you will get a shapecard of type 'Scan' as if it came from a scanner. Similarly for a composed shapecard. Saving that will not save the actual formulas being used but only the end result
    • If you have a shapecard in your hand you can load the contents to a file using /rftshape load <filename>. This will result in a shapecard of type 'Scan'. Because of that you can only use this command if the shapecard in your hand is already linked to a Scanner. So to use this. Place a Scanner, insert a shapecard in it. Then remove that shapecard and load your data. The Scanner is automatically locked and will have the data
  • Major new features:
    • New 'scanner' block. With this block you can scan an area in the world and put the result in a shapecard. The scanner data is stored in the world/rftoolsscans folder. Note that a scanner gets an ID so only that scanner will be able to modify that scan. That's important if you want to change the scanned data for shapecards linked to that scan id. Note that a scan can take a while. Especially on big areas but progress is not remembered! Make sure the scanner tile entity doesn't get unloaded or it will have to start over!
    • Added 'rftshape listscans' command to list all available scans and their ids
    • New 'composer' block. With this block you can compose more complex shapes out of other shapecards. In contrast with the Scanner the composer does not need to remain for the composed shapecard to work. However, keep in mind that you cannot edit a composed shapecard unless you have the composer with the child shapecards still present! The composer can also work with shapecards containing a scan of an area (from the Scanner)
    • New 'projector' block. This block can project shapecards directly above it. It has various controls to scale and rotate this projection. It also has a 'grayscale' mode. This is useful in combination with the Locator as the colored beacons and markers are easier to see that way
    • New 'locator' block. Place this block on top of a scanner and then projectors projecting that scan will be able to show various information found by the Locator. The Locator can find passive mobs, hostile mobs, players (with or without name and nametags). In addition it can also find blocks that are low or high on energy. Note that looking for energy blocks only works for maximum 5x5 chunks as it is too expensive to calculate otherwise. The projector can show these markers as icons or with beacons. The color can be configured in the Locator
    • New 'modifier' item. This item can be used to modify the end result of the scanner by discarding some types of blocks or changing some types of blocks into other types. The modifier also supports the storage filter item
    • Using the Composer and Scanner it is possible that shapecards also contain block information (the Scanner will collect that block information from the world, possibly modified with a Modifier item, while the Composer has the ability to force shapes into using a certain block). The Shield and Builder will respect that block choice if possible. For the Shield you have to set the shield to 'mimic' mode for this to work. For the Builder you need the right materials in the inventory on top or below it.
  • Various:
    • The powercell statistics are now long instead of int to prevent overflow
    • In the storage scanner UI it is now possible to search for @mod and multiple words
    • Changed the default config so that that dimensional shards spawn in the nether and end even if RFTools dimensions is present

Have fun!


New Member
Jul 29, 2019
new day, new update, and today it's @Shinoow with By The Gods
Shinoow said:
Adding Great Old Ones as enemies to Minecraft? Yeah... this'll probably end with the player dying.

Since people have asked me in the past to add Great Old Ones as bosses to AbyssalCraft, I instead decided to make that a separate mod. By The Gods adds rituals for summoning various Great Old Ones, each with their own abilities. The rituals require the base Necronomicon, with offerings somewhat matching traits reminiscent of the deity in question.

Great Old Ones, with rituals to summon them!

Currently you can summon the following deities:

  • Cthulhu
  • Nyarlathotep
  • Hastur
  • Dagon
  • Azathoth
  • Shub-Niggurath
  • Yog-Sothoth

Due to some rather destructive things that can happen through usage of this mod, I've written a pretty small End-User License Agreement (EULA) to reflect on that matter:

Spoiler (click to hide)
By The Gods End-User License Agreement (EULA)

By installing this mod, you agree to the following:

1. Anything affecting your world negatively due to usage of this mod falls under your responsibility.
1.1 If you are a player, you'll be the one to blame for anything bad happening through usage of this mod.
1.2 If you are the owner of a server (or anyone in charge of a server), you would hold partial blame with the player who initiated the bad thing (as you allowed the mod onto the server, while they did the deed).
1.3 If you are a modpack developer, you should either reset the config file prior to a pack update/release, or aknowledge that the mod is present with the EULA prematurely accepted. Failing to do so gives the user and/or server owner the right to blame your for anything bad happening due to lack of warning.
2. You revoke your right to hold me (Shinoow) accountable for anything negative (small or big) caused by usage of this mod. You accept full responsibility for any action in regards to this mod.

If you do not wish to comply to these terms, please remove the mod immediately.
When launching the game with the mod for the first time, you'll be prompted with a screen where you accept the EULA (for servers, the game will shut down early in the loading sequence, in the same fashion as it does before accepting Mojang's EULA). A copy of the EULA is included in each released mod file, and can also be found on the mod's GitHub repository.

Server hosting

I'm sponsored by Aim2Game, and you can use the following codes for discounts on your own server!
ABYSSAL25 - 25% off for life for new customers
ABYSSAL50 - 50% off first month for new customers

This mod may be redistributed as part of a modpack, provided proper credit to the author (me, Shinoow) is given, along with a link back to the Curse/CurseForge page for the mod. You are not allowed to redistribute the mod on third party websites (by mirroring the mod or creating a "mod installer"), and legal actions will be taken against websites found violating this.


New Member
Jul 29, 2019
The Beneath (1.10.2) (1.11.2) (1.12.2) has been updated to 1.3.0:
  • Recompiled against 1.12.2 (1.12.2 only)
  • Now runs on Forge (1.12.2 only)
  • The sky colors when the Night Vision potion effect is enabled can be changed in the config file
  • When initially teleporting into The Beneath, torches will spawn on the edges of the platform (can be toggled in the config file)
  • You can't use the teleporter unless you're within 2 blocks of it (so you don't accidentally fall 50 blocks to your imminent death when entering, instead of dying later)
  • The health and damage boost of mobs inside The Beneath can now be configured
  • Added a configurable list of fluid blocks to generate lakes with inside The Beneath
  • Added a config option to set the rarity of the aforementioned lakes
  • Things like Dirt, Gravel, and the various stone types now generate inside The Beneath (run before the ore generator, using a separate json file, named blockdeco.json)
  • Added a config option to disable the aforementioned decorator
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