What's new in modded minecraft today?

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VikeStep

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Jul 29, 2019
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Hmm... I thought the Mindcrack guys were gonna use FTB for the new pack as there is a 1.6.4 version listed under changelings but it doesn't have any updates on it, I thought that was a sure sign of the pack being FTB
I have removed it as being a 1.6 pack. I didn't find out until I read this post but for those who would like to hear more about the migration of the MindCrack pack to ATLauncher, go here: http://www.reddit.com/r/mindcrack/comments/23g8xq/important_crack_the_beast_modpack_news/
 
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masterzh

Forum Addict
Jan 6, 2013
292
408
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Slovakia
If you liked good old RP2 frame-tubes there is now solution thx to "planetguy". RIM author is inactive since January so he started nice fork called "Remain in motion". Newest update add hollow carriages so you are able to have any type of FM supported cable/tube/wire/conduit inside the frame. Of course mod is approved by E.R.A.M. corporation.
iTekTF7K5C8Cn.jpg
 

Mevansuto

New Member
Jul 29, 2019
1,739
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Quick look at what we're doing for the Buildcraft texture revamp! :) Shout-out to the wonderful @CyanideX, as this wouldn't be possible without him!

oJvX3na.png

ag5PZME.png

vmcRuTJ.png
If only I had a reason to dig out Buildcraft in 1.6. But these look great. The gates look really nice. I'd like to see more textures for more mods.
 

unknown zombie

Well-Known Member
Jan 31, 2013
213
219
68
Florida
Quick look at what we're doing for the Buildcraft texture revamp! :) Shout-out to the wonderful @CyanideX, as this wouldn't be possible without him!

oJvX3na.png

ag5PZME.png

vmcRuTJ.png
Don't get me wrong -- These textures look nice, but I do really prefer the original textures. Especially for the pipes.

These aren't replacing vanilla BC textures, are they?
 
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CyanideX

New Member
Jul 29, 2019
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Don't get me wrong -- These textures look nice, but I do really prefer the original textures. Especially for the pipes.

These aren't replacing vanilla BC textures, are they?


Don't worry, I will be providing an alternate white color scheme for you (can be changed in the config). I knew a lot of people would be shocked at the drastic changes and hopefully these alternative textures will allow for a refreshed Buildcraft look but also leave the classic Buildcraft feel.

Unfortunately, the pipes will remain the same in both versions (although lower res versions will be available).
 

Dylan4ever

New Member
Jul 29, 2019
151
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Don't worry, I will be providing an alternate white color scheme for you (can be changed in the config). I knew a lot of people would be shocked at the drastic changes and hopefully these alternative textures will allow for a refreshed Buildcraft look but also leave the classic Buildcraft feel.

Unfortunately, the pipes will remain the same in both versions (although lower res versions will be available).

You, sir, are an absolute gift of the gods to Buildcraft. While I never thought BC was ugly, your textures are still very, very major improvements. I'll probably have a hard time choosing between the white and the gray color schemes... Though white is easier on the eyes... Hmmm... Anyway, can't wait to see these in my own 1.7 world.
 

buggirlexpres

Relatable Gamer
Trusted User
Retired Staff
Nov 24, 2012
3,937
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Pneumaticraft got a few updates:

1.6.4
minemaarten said:
1.1.4c

-Bugfix: Crash with the Pressure Chamber Interface when having a Pressure chamber on a chunk edge and when you are at the edge of chunk loading range of the Chamber.
-Bugfix: Plastic plants drop differently damaged seeds (when harvested automatically), causing them to not work in crafting recipes.
-Bugfix: Crash when using Drones with an Inventory im-/export with multiple inventories selected.
1.7.2
minemaarten said:
1.1.7

-Added German localization (thanks Cakestory!)

-API: Finished up some MC1.7 things. It should work now as of this version.

-Bugfixes: Same as PneumaticCraft 1.1.4c.
-Bugfix: Elevator ignores max height when using Elevator Callers.

It also appears that there's some CC integration coming up.
BlwL6ZQCMAAWpyb.png

Blv0a39IAAErgg9.png
 

Not_Steve

Over-Achiever
Oct 11, 2013
1,482
3,264
293
Major Mekanism update now version 6.1- major things are setup and implementation of a better energy progression
Even up hydrogen consumption and generation.
Start work on Pressurised Reaction Chamber.
Get PRC functionality going.
Start generalising the hydrogen generator to burn other gases
More work on fuel gas system and hydrogen generator
Start on GUI work for gas gen
Start work on gas gauge gui element. Very rough so far.
More work on Gas gauge stuff
More work on Guis and elements
Access modifiers are generally advisable.
Work on giving the PRC a GUI and adding in some missing textures (I don't usually do pixel art for a reason. This reason should be apparent).
HDPE Blocks! 64 new cosmetic blocks for the low low price of just 4 new textures!
Update pl_PL.lang
Fix ElectricBlocks not accepting from IC2. Stuff seems to come from UNKNOWN a lot...
Remove IC2 reception support from UniCables. Fixes #1123 and #1280.
Make universal cables pull from IC2 Sources when in PULL mode.
Work on localisations and Item rendering.
Add HDPE block recipes.
Remove IEnergySink from UniCables, it's not needed any more.
Gui work
Lots of GUI element work. Fixed Crystallizer typo.
Oops.
Update ComputerCraft API. No idea if I've implemented IPeripheral.equals() correctly, its documentation is not the most helpful.
Glow panels.
Discover native block colouring support within normal block rendering code.
Add Glow Panel to localisation files
Recommit the Armour and tool balance config. It disappeared somehow when the 6.0.4 update was committed.
Remove some unused imports
Change some HDPE stuff. They don't need TileEntities or renderers any more but they use 4 ids now. I couldn't see any other way around.
Add recolourBlock support to plastic.
Glow Panel item rendering
Fix recolour. It uses wool colours, not dye colours.
Add Plastic road, update lang.
Make brown orange. It's the closest colour I can find.
Generators and Energy Cube Gui improvements.
Some Heat Generator changes: bring other fuels into line with lava buckets and provide a large passive boost in the nether.
Rename a method.
Finish up some PRC stuff
Prepare some gui textures and texture sheets for upcoming GuiProgress.
Reduce H2 energy density by factor 10 to make balance seem a bit more fair.
More gui work. I've just noticed this all has screwed up NEI. I'll try to sort that later.
Remove some more unneccessary gui bits
Adjust some ratios, make ethylene's energy density a function of hydrogen's and biofuel's.
Work on un-screwing up NEI recipe GUIs.
Add tiered mechanical pipe recipes.
I hereby declare this Mekanism 6.1.0!
Remove some unused textures that I couldn't find being used any more. Remove the WIP label from the PRC texture.

I created a thread detailing the changess through pictures, you can find it here
http://forum.feed-the-beast.com/threads/mekanism-6-1-update-picture-through-and-the-changelog.44693/
 
Last edited:

buggirlexpres

Relatable Gamer
Trusted User
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Nov 24, 2012
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twitter.com
AE2 Update
AlgorithmX2 said:
rv0.alpha build 95
  • Move RenderManager interaction to Post Init ( fixes strange conflict with keybind mod. )
  • Facades and FMP parts can no longer overlap.
  • Added NEI Sync.
  • Fixed Bug: #0347 - 'Search Box Mode' and 'Terminal Style' are not saved/loaded
  • Added IMC's for AE2's API - http://ae2.ae-mod.info/IMC/
  • Fixed Bug: #0333 - Storage Buses ignore security
  • Networks now run at 1x speed instead of 2x speed.
  • Illuminated Panels now use proper channel and power settings.
  • Fixed bug with Import Bus with 4 accelerators only pulling 64 items. ( should be 96 )

Also, I found a neat Thaumcraft Add-on, but I'm having trouble getting it to work in 1.7.2:

meew0 said:
Symcalc: A mod that allows you to see how stable your infusion altar really is.
Note: Both for MC 1.6.4 (TC 4.1.0g) and MC 1.7.2 (TC >=4.1.1.10)

How to use

The research for the stability calculator is hidden, scan a Runic Matrix with Infusion already researched to get the clue. After researching and making it, right-click a runic matrix to see its stability.

Download

Got the above mod working, basically, it provides a item research that allows you to determine how stable the Infusion will be based on where the items are on the altars around it. So if your altars aren't very well balanced, this mod will tell you.
 
Last edited:

Odovbold

New Member
Jul 29, 2019
234
0
1
Major Mekanism update now version 6.1- major things are setup and implementation of a better energy progression
Even up hydrogen consumption and generation.
Start work on Pressurised Reaction Chamber.
Get PRC functionality going.
Start generalising the hydrogen generator to burn other gases
More work on fuel gas system and hydrogen generator
Start on GUI work for gas gen
Start work on gas gauge gui element. Very rough so far.
More work on Gas gauge stuff
More work on Guis and elements
Access modifiers are generally advisable.
Work on giving the PRC a GUI and adding in some missing textures (I don't usually do pixel art for a reason. This reason should be apparent).
HDPE Blocks! 64 new cosmetic blocks for the low low price of just 4 new textures!
Update pl_PL.lang
Fix ElectricBlocks not accepting from IC2. Stuff seems to come from UNKNOWN a lot...
Remove IC2 reception support from UniCables. Fixes #1123 and #1280.
Make universal cables pull from IC2 Sources when in PULL mode.
Work on localisations and Item rendering.
Add HDPE block recipes.
Remove IEnergySink from UniCables, it's not needed any more.
Gui work
Lots of GUI element work. Fixed Crystallizer typo.
Oops.
Update ComputerCraft API. No idea if I've implemented IPeripheral.equals() correctly, its documentation is not the most helpful.
Glow panels.
Discover native block colouring support within normal block rendering code.
Add Glow Panel to localisation files
Recommit the Armour and tool balance config. It disappeared somehow when the 6.0.4 update was committed.
Remove some unused imports
Change some HDPE stuff. They don't need TileEntities or renderers any more but they use 4 ids now. I couldn't see any other way around.
Add recolourBlock support to plastic.
Glow Panel item rendering
Fix recolour. It uses wool colours, not dye colours.
Add Plastic road, update lang.
Make brown orange. It's the closest colour I can find.
Generators and Energy Cube Gui improvements.
Some Heat Generator changes: bring other fuels into line with lava buckets and provide a large passive boost in the nether.
Rename a method.
Finish up some PRC stuff
Prepare some gui textures and texture sheets for upcoming GuiProgress.
Reduce H2 energy density by factor 10 to make balance seem a bit more fair.
More gui work. I've just noticed this all has screwed up NEI. I'll try to sort that later.
Remove some more unneccessary gui bits
Adjust some ratios, make ethylene's energy density a function of hydrogen's and biofuel's.
Work on un-screwing up NEI recipe GUIs.
Add tiered mechanical pipe recipes.
I hereby declare this Mekanism 6.1.0!
Remove some unused textures that I couldn't find being used any more. Remove the WIP label from the PRC texture.

I created a thread detailing the changess through pictures, you can find it here
http://forum.feed-the-beast.com/threads/mekanism-6-1-update-picture-through-and-the-changelog.44693/
This looks more like a git commit logs than changelog XD
Does "even up" actually mean "nerf"?


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