What's new in modded minecraft today?

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NJM1564

New Member
Jul 29, 2019
2,348
-1
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Behold, more Greg!

Tooltips are now even more detailed!
y3crCih.png

At some point you aren't going to be able to see the screen any more.
 

DZCreeper

New Member
Jul 29, 2019
1,469
0
1
The Magical Crops beta made me laugh. 3 of the essence types are Harry Potter universe spells, 2 of them are the unforgivables.

To keep this semi relevant to the thread, the latest 1.7.10 versions of Forge have changes to the fluid registration system. Avoid going past 1354 if you have mods that have problems with the changes like BC 6.4.8 did. Or just run latest if you want bleeding edge fixes: http://files.minecraftforge.net/mav...4.1.1361/forge-1.8-11.14.1.1361-changelog.txt
 

ljfa

New Member
Jul 29, 2019
2,761
-46
0
I hope it's not a problem if you merely use other mods' liquids in fluid stacks rather than registering your own
 

Vasa

New Member
Jul 29, 2019
532
0
1
The Magical Crops beta made me laugh. 3 of the essence types are Harry Potter universe spells, 2 of them are the unforgivables.

To keep this semi relevant to the thread, the latest 1.7.10 versions of Forge have changes to the fluid registration system. Avoid going past 1354 if you have mods that have problems with the changes like BC 6.4.8 did. Or just run latest if you want bleeding edge fixes: http://files.minecraftforge.net/mav...4.1.1361/forge-1.8-11.14.1.1361-changelog.txt
And i was wondering why i crash when placing fluiducts.My Forge version is 1355 :mad::rolleyes:
 

Geforce

New Member
Jul 29, 2019
11
0
0
SecurityCraft v1.7.4 is out!

What's new:

1.7.10:
- Added Claymores
- Added Key Panel.
- Added Password-protected Furnace.
- Added new Keypad recipe
- Added Level 4 and Level 5 Keycards
-Added Admin Tool which allows server administrators to see the owner of
the block, installed modules and, if available, its code
- Added tooltips to the module gui, no more guessing which module does what in which block
635356669595017022.png

- Added death message when a player dies from a harming module
- Added death message when a player dies from Fake Water
- Updated /sc help block/item descriptions
- Changed the look of Lasers
- Prevented Cage Trap's Reinforced Iron Bars from turning into regular Iron Bars after a few seconds
- Block Mines and Bouncing Betties can now get bound to the Mine Remote Access Tool
- The Whitelist module can now be used for the portable radar
- Improvements to the Mine Remote Access Tool:
1. Mines can't be detonated via the MAT when defused anymore
2. Mines can't be deactivated when being already deactivated
3. Mines can't be activated when being already activated
-The laser is no longer a transparent block, which means redstone no
longer passes through it and torches can now be placed on it
- Added damage sound to Fake Water
- Fake Water damages you slower and is not as annoying as before
- Fixed a dupe glitch involving Lasers and Modules
- Fixed Cage Traps having no hitbox for the player
- Fixed a crash involving Keypads and Codebreakers
- Fixed Harming Module recipe, it now requires an arrow instead of a player head
- Fixed faulty retract sound on Panic Button
- Fixed Fake Water/Lava recipe not working with some potions
- Fixed Keypad/Laser getting broken if water touches it
- Fixed Reinforced Doors not being able to be removed
- Fixed the sound of Reinforced Iron Bars
- Fixed serious Username Logger bug on servers
- Fixed Fake Water/Lava needing a block update to flow
- Fixed some issues with placing/breaking lasers when other blocks are inbetween
- Fixed speling mistake in Keycard Reader's GUI
- Fixed overlapping text in Keycard Reader's GUI when using custom fonts
- Fixed crash involving Reinforced Doors, KeycardReaders and Inventory Scanners
- Fixed Exceptions showing up in log

1.8:
- Added new Keypad recipe
- Added Level 4 and Level 5 Keycards
-Added Admin Tool which allows server administrators to see the owner of
the block, installed modules and, if available, its code
- Added tooltips to the module gui, no more guessing which module does what in which block
635356669595017022.png

- Added death message when a player dies from a harming module
- Added death message when a player dies from Fake Water
- Updated /sc help block/item descriptions
- Changed the look of Lasers
- Prevented Cage Trap's Reinforced Iron Bars from turning into regular Iron Bars after a few seconds
- Block Mines and Bouncing Betties can now get bound to the Mine Remote Access Tool
- The Whitelist module can now be used for the portable radar
- Improvements to the Mine Remote Access Tool:
1. Mines can't be detonated via the MAT when defused anymore
2. Mines can't be deactivated when being already deactivated
3. Mines can't be activated when being already activated
-The laser is no longer a transparent block, which means redstone no
longer passes through it and torches can now be placed on it
- Added damage sound to Fake Water
- Fake Water damages you slower and is not as annoying as before
- Fixed a dupe glitch involving Lasers and Modules
- Fixed Cage Traps having no hitbox for the player
- Fixed a crash involving Keypads and Codebreakers
- Fixed Harming Module recipe, it now requires an arrow instead of a player head
- Fixed faulty retract sound on Panic Button
- Fixed Fake Water/Lava recipe not working with some potions
- Fixed Keypad/Laser getting broken if water touches it
- Fixed Reinforced Doors not being able to be removed
- Fixed the sound of Reinforced Iron Bars
- Fixed serious Username Logger bug on servers
- Fixed Fake Water/Lava needing a block update to flow
- Fixed some issues with placing/breaking lasers when other blocks are inbetween
- Fixed speling mistake in Keycard Reader's GUI
- Fixed overlapping text in Keycard Reader's GUI when using custom fonts
- Fixed crash involving Reinforced Doors, KeycardReaders and Inventory Scanners
- Fixed Exceptions showing up in log
- Made Reinforced Iron Doors stackable up to 64
- Fixed Fake Lava hurting the player
- Fixed crash when placing down red laser
- Claymores can now get bound to the Mine Remote Access Tool

Enjoy!
 

karmarcharger

New Member
Jul 29, 2019
2,165
0
0
@Reika Updated Rotarycraft,Chromicraft,Voidmonster, Reactorcraft & Dragon API to V6C

V6c:



    • DragonAPI: Texture pack image loading generates fewer messages
    • ChromatiCraft: Dimension entry/exit crashes fixed
    • ChromatiCraft: Dimension now exitable
    • ChromatiCraft: Dimension renderers improved
    • ChromatiCraft: MystCraft books no longer work in the dimension
    • ChromatiCraft: Added some more Dimension worldgen
    • ChromatiCraft: Void monster no longer spawns in the dimension
    • ChromatiCraft: Added config to auto-reset the End
    • ChromatiCraft: Increased crystal charger throughput
    • ChromatiCraft: Pylon compass recipe no longer requires runes
    • ChromatiCraft: Added a page for structure costs to the lexicon
    • ChromatiCraft: Buffed crystal wand core
    • ChromatiCraft: Added a more powerful wand cap
    • ChromatiCraft: Fixed enchanter not working properly
    • ChromatiCraft: Pylons now generate on any ground material
    • ReactorCraft: Fixed Waste Drum lag
    • ReactorCraft: Fixed bedrock pipes not connecting to heat exchanger
    • RotaryCraft: Sprinklers now help clean radiation
    • RotaryCraft: Fixed cryo/pyro-theum recipes
    • RotaryCraft: Angular Transducer now shows fluid compression chamber capacity
    • RotaryCraft: Fixed composter handler item misplacement
    • Void Monster: Added dimension hooks
 
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asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
555
1,086
213
BuildCraft 6.4.10 is out, which actually fixes bugs in Forge 1355+ - while 6.4.9 fixed the pipes, 6.4.10 also fixes the combustion engine, the refinery and the robots. There.

I hope it's not a problem if you merely use other mods' liquids in fluid stacks rather than registering your own

If you use .fluidID instead of .getFluid().getID() (or, in 1355+, .getFluidID()), it will sometimes crash and sometimes not - Forge has a hacky transformer to try and fix it where possible.

If you use FluidStacks with null/unregistered fluids, it will almost definitely crash.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Keridos with OpenModularTurrets
Keridos said:
OpenModularTurrets 1.3.8-35
  • fixed turrets having 100% armor pen
  • railgun now does have 100% armor pen
  • grenades do now have 10% armor pen
  • laser turrets set their target ablaze now
  • turret alarm config now should work properly
  • added config option to disable warn messages by turrets
  • added config option to make turrets breakable by anyone

and @superckl with BiomeTweaker
superckl said:
BiomeTweaker 0.5.32
  • Several bug fixes including color overrides not appearing in some biomes and issues replacing biome blocks in biomes with shortened block arrays
  • Added more info to output files
  • Created ways to reload scripts. Either through the Forge config gui or by using '/btreload' in-game.
  • Created '/btinfo' command that will output information similar to the output files in-game.

and @AlexIIL with Better Loading Screen
AlexIIL said:
Better Loading Screen 1.2.5
  • Added a configuration
  • Add a sound that plays on startup (use http://minecraft.gamepedia.com/Sounds.json to choose one)
  • Fix OpenGL memory leak (this may fix some OpenGL out of memory errors if you have a lot of log spam)

and @Arcaratus with Blood Arsenal
Arcaratus said:
Blood Arsenal 1.1-4
  • Fixed bugs --lots of bugs
  • Added the Soul Compacter, Compacted MRS, and the Portable Altar!
 

CyanideX

New Member
Jul 29, 2019
140
0
1
Subsistence, formerly EDX (ALPHA)
ywOH1bf.png




Definition: maintaining or supporting oneself at a minimum level. That's what this mod does.

THIS IS AN INCOMPLETE ALPHA VERSION.

_______________________________

Subsistence started as EDX: Skyblock, which was based off of tier 1 mechanics in the Electrodynamics mod. We discovered that these blocks and tools alone would function well as a skyblock utility so we isolated it, added a crap-ton of customizable JSON configs, and tweaked a few things. Since this mod had nothing to do with the science of electrodynamics anymore, I felt a name change was in order. Thus, Subsistence.

Infernal Skies - Map/Modpack (ALPHA)
NsfFJYk.png




OBJECTIVE:

Infernal Skies was designed for two players.

Both players start off in the overworld where they are forced to observe the destruction of mankind; a barren wasteland lay before them, burning buildings and skies covered in dark clouds of ash. They will be faced with a simple choice, yet their fates predestined. One of the players will stand before a crumbling world, the ground will catch fire and the player will plummet into a fiery portal to hell where they will begin their adventures in the nether skyblock. The other player will accept their fate, being stranded on an overworld skyblock.

Lacking water and any way to gather food, you will need to work fast to complete the quests in hope of obtaining reward bags containing sustenance. You are forced to rebuild all of mankind, cleared of any knowledge you once had. This is a fresh start. A new beginning.

Each choice will lead to different questlines with the goal of each being to reach the other player.

LORE-DRIVEN QUESTLINE

Throughout your questing you will stumble across additional lore that will greatly expand the story behind Infernal Skies. Be careful to discover every pageand listen for clues to find hidden locations or secret loot stashes.

Tentative mod list.
  • Until IC2 is approved for curse packs, I have removed it as well as any related mods.
  • Subsistence (formerly EDX) will be added once stable.
  • Progression will be added once released.
  • Sprinkles for Vanilla will be added once update is released.
  • Buildcraft 7 will be added in place of Buildcraft 6 once stable.
No quests. No game alterations. No map. No lore.
 
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assassinduke

New Member
Jul 29, 2019
1
0
0
I think the draconic evolution mod is now really a thing. It was so populate so early comparing to other mods it was expanding so fast
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
I can't copy the content though, on mobile and forgot how to make spoilers :p

Content/Description (In spoiler)
Description:
The Calculator Mod introduces a brand new crafting mechanism adding Hand-Held Calculators which can add items together, manage your health and hunger, teleport, craft and change the world around you. With them, the mod introduces new Redstone Flux Generators, Machines, Tools, Food, Fuels and more. The mod features hundreds of hidden recipes to be discovered only by experimentation, with more being added with each update. These hidden recipes can be found on the standard Calculator. The mod's energy storage/usage allows RF from Thermal Expansion and EU from Industrial Craft (change config files accordingly which is used by Calculators and Machines. All recipes (apart from hidden ones) are on NEI.

Summary:
-Adds portable Calculators which can add items together.

-Adds a portable Crafting Table.

-Adds seven Redstone Flux generators.

-Loads of crazy machines

-Conversion between EU and RF

-Adds a quicker and easier way to eat food.

-Adds Terrain Modules making landscaping easier and quicker.

-Adds Trees, Swords, Tools, Food and even a Grenade

-Adds decorative blocks.

-Adjustable sides.

-Redstone Flux API (RF Compatibility)

-Industrial Craft API (EU Compatibility)

-Full WAILA Integration

-Full Not Enough Items Integration.

Mod Packs:

This mod can be used in any Mod Pack as long as you message me with a link because I'd love to see where the mod ends up!



This mod has a lot of recipes and items etc. so I won't be listing any here!
Installing Not Enough Items by Chicken Bones is a good idea