What's new in modded minecraft today?

Eruantien

New Member
Jul 29, 2019
1,181
0
0
CRhirEa.png
"UTLITY"
I'm sorry...
 

Vazkii

New Member
Jul 29, 2019
351
0
0
Botania R1.6 175, highly recommended update.
http://botaniamod.net/changelog.php#r1-6-175

R1.6 175
  • Added 1.8 stones (Andesite, Diorite, Granite and an extra, Basalt) as mana infusion recipes alongside with some variants and stairs/slabs.

  • Added a config option to disable Relics.

  • Added a config option to disable the fire resist for the Ring of Odin.

  • Added shiny golden flower renders to the heads of contributors.

  • Added Sunny Quartz, new yellow quartz made with Sunflowers. It has corresponding wings too.

  • Added the Bubbell, a new flower that makes underwater bubbles of air where you can build.

  • Added the Solegnolia, a flower that can disable the Ring of Magnetization's effect.

  • Added two awesome tracks of battle music by Kain Vinosec to the Gaia Guardian fight. You can also get these tracks in music disc form as a drop.

  • Brazier Petal Apotecaries now emit light.

  • Changed the Marimorphosis' biome dictionary tag for the Taiga stone from SNOWY to COLD so it works properly in Taiga biomes.

  • Changed the text in the Lexica Botania's landing page a bit.

  • Changed the url in the mcmod.info file from vazkii.us to botaniamod.net.

  • Corporea Sparks will now properly respect the ISidedInventory protocol and not pull items from slots that can't be extracted from the top.

  • Fixed a Stack Overflow crash when a player with a Cloak of Sin attacks or is attacked by a mob from Infernal Mobs with the Vengance attribute.

  • Fixed being able to add Timeless or Resolute Ivy to an item that already has it.

  • Fixed Books being able to go in the Mana Enchanter.

  • Fixed Corporea Sparks not behaving properly with JABBA Barrels and Storage Drawers (from the mod that name). They'll only see 64 of the item but will not destroy items any more like they used to.

  • Fixed Double Flowers sometimes dropping Tallgrass and other things like that when sheared.

  • Fixed Mana Spreaders not dropping their lens or sleeve when broken.

  • Fixed the Changelog and Website buttons in the auto-updater using the old website instead of the new one.

  • Fixed the Flugel Tiara's tooltip not having the "SHIFT for more info" that all the other baubles have.

  • Fixed the Lexicon's lookup feature picking up liquids and fake air blocks.

  • Fixed the Loonium not having a display when looked at with the Manaseer Monocle.

  • Fixed the Manasteel/Elementium Pick and Axe not removing the last item from the inventory but a ghost stack instead when their right click ability is used.

  • Fixed the Resolute Ivy being able to dupe items in the crafting grid.

  • Fixed the Ring of Odin displaying a fake player death animation when unequipped.

  • Having the avlu pb dapm equipped increases the Terra Shatterer's level by 1.

  • Increased owa wrfln te ajylpbb's saturation output.

  • Increased Thermalily cooldown from 6 minutes to 7 minutes.

  • Made the srpa fw iikd's regen effect slower.

  • Optimized flower (and other botania tile entities) client load on syncing by not marking blocks for update and rather directly sending packets to nearby players.

  • Optimized spark network usage and processing. They should work a lot better, both fps and tps wise.

  • Replaced Flugel Tiara Firelord Wings with Phoenix Wings.

  • The Black Hole Talisman will no longer keep a stack of the specified block in the inventory, block placing is done through right clicking with it exclusively now. Putting the talisman in a crafting table will allow one to extract a stack of the block at once.

  • The Hardmode Gaia Guardian can now drop records.

  • The ingame downloader now downloads the file as a .jar.dl and renames it to a .jar when done to prevent loading of broken mods if any interruptions happen.

  • [API] Added a blacklist for the Loonium.

  • [API] Added canExtractItem check to CorporeaHelper.isValidSlot.

  • [API] Added VanillaPacketDispatcher to the internal namespace.

  • [API] Increased version number to 38.

  • [API] Replaced dumb stack size subtractor from CorporeaHelper in favor of a decrStackSize() call.

  • [API] SubTileEntity.sync() now calls the method from VanillaPacketDispatcher rather then using markBlockForUpdate().
 

RenzosNips

New Member
Jul 29, 2019
199
-1
0
RWTema updated Dense Ores !

- Added integration for MFR, Thaumcraft and IC2

-- Thaumcraft aspects are generated for dense blocks as 2.5x the base blocks aspects value

-- Added IC2 macerator recipes for dense blocks -> 4x base block, and if the base block is present in scrap boxes, the dense version will be added at 10% of the base blocks chance.

-- If the MFR Laser drill mines the base block, the dense block is added at 10% of the chance with the same assigned color focus (if the base block has one).
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Lomeli12 with Trophy Slots
Lomeli12 said:
Trophy Slots 1.2.2
  • Fixed issue with Steve's Workshop
  • Adds option to have slots in reverse order (bottom right instead of top left).

and @FatherToast with Special Mobs
FatherToast said:
Special Mobs 3.1.1
  • Added gravity creeper.
  • Drowning creeper now drops gold nuggets (presumably from wrecked ships) and ignore water push.
  • Ghasts now have appropriate default ranged attack data (meaning they should actually shoot again).
  • Ghasts now use the SMArrowRange tag for their max shooting range.

and @Tuhljin with Automagy
Tuhljin said:
Automagy 0.22.2
  • Unseen Scribes and Requisition Tomes now remember players' sorting preferences and Unseen Scribes remember the contents source preference. These settings are saved per player and per block.
  • NEI integration: NEI's "?" button can now be used to populate standard recipes into the crafting focus's GUI.
  • Fixed a crash involving liquid containers from some mods and the thirsty tank's envy glyph functionality.

and @jaquadro with Garden Stuff
jaquadro said:
Garden Stuff 1.6.1
  • Added Witchery integration (Trees and plants support)
  • Allow lanterns to be used as a Thaumcraft Infusion Stabiliser when magic candles are placed inside.

and @Vadis365 with The Erebus
Vadis365 said:
The Erebus 0.2b
  • Requires Forge 1.7.10-10.13.3.1360 or later to run
  • Mainly a bugfix and assets change update.
  • BLOCK OF BONES IS NOW FIXED!
  • Wither webs can now be silk harvested with shears
  • Updated to be compliant with the new forge fluid registry.
  • Grasshopper breeding and locust spawns are nerfed.
  • Fossil Ore should be more common now.
  • Several texture changes and some things have been renamed.
  • Some bug fixes on rendering and a few 'under' the hood changes.

and @BluSunrize with Witching Gadgets
BluSunrize said:
Witching Gadgets 1.1.4
  • attribute check to avoid doubled modifiers
  • saved inventory for blastfurnace
  • added ArrayOutOfBounds checks for those people that cheat in invalid metadatas >_>
  • switched harvestBlock and onBlockHarvested in primordial tools
  • fix Primordial Armor model when sneaking
  • improved projectile protection on Primordial Armor, thanks to WayOfFlowingTime
  • extended the list of clusters that can be blast-tripled and made it work with WG clusters disabled
  • possible fix for particle glitch involving blast furnace

and @tool_user with TanglerGrenade
tool_user said:
This mod allows construction of a variety of grenades the generate different types of degrading cobwebs. These are great for trapping those pesky creepers and making good you escape. But act quickly, as the webs disappear over time like leaves on trees. You will also find grenades that produce glowing webs for caving and hardened webs for trapping your "friends."

Most recipes involve some redstone and lots of slimeballs so start hunting slimes!

and @XCompWiz with Mystcraft
XCompWiz said:
Mystcraft 0.11.4.00
  • [Performance]Threads the profiling of chunks, dramatically improving generation/initial profiling lag
  • [Performance]Slightly improves mapping functions (remnant code)
  • [Interface]Handles shift-clicking of items from inventory into open portfolios (writing desk and held item)
  • [Localization]Allows creative spawned notebook names to be localized by the client spawning them
  • [Localization]Adds a formatted localization key for the "Biome" wrapper on biome symbols (biome names not localized).
  • [Localization]Adds a formatted localization key for the "Block" wrapper on block symbols.
  • [Visuals]Fixes clipping of text for page surface element
  • [Visuals]Fixes a GUI render issue when placing books into lectern/stand slots
  • [BugFix]Fixes library generation height determination
  • [BugFix]Fixes archivist houses not storing generated height across sessions
  • [BugFix]Fixes NPE issue with external elements referencing WorldInfo spawn point before it's set
  • [API]Changes "modname" of Mystcraft API to "Mystcraft|API"

and @tonius11 with NEI Integration
onius11 said:
NEI Integration 1.0.8
  • Added player inventory dumper
  • Added even more safety/null checks to prevent crashes
  • Fixed some incorrect config descriptions

and @benstonecoder with MoreTorches
benstonecoder said:
This mod adds 16 new torches. The torches can be easily crafted with any dye.
2015-04-11_10.png

2015-04-11_10.png

and @tterrag1098 with Ender Zoo
tterrag1098 said:
Ender Zoo 1.0.11.27
New
  • #74 Improve Dire Wolf howl sounds
  • Add pack howls, where howls will group together
  • Add configs for all howl sound parameters
  • Limit the minimum time between howls globally
Changes
  • New textures for enderminy and concussion creeper. Can be changed back in the config.
Bugs
  • #72 Fix dire wolves spawning in lit bases, now follow normal wolf rules
  • #69 Fix concussion creepers teleporting you below bedrock
  • #78 Fix strange rendering on wither cats

and @Reika with DragonAPI, ChromatiCraft & RotaryCraft
Reika said:
DragonAPI, ChromatiCraft & RotaryCraft V6d
  • DragonAPI: Fixed ASM self-conflict
  • DragonAPI: Fixed some update checker rendering issues
  • ChromatiCraft: Added "Bulk Mover"
  • ChromatiCraft: Fixed "InterceptPopulation" crash
  • ChromatiCraft: Fixed MystCraft linking event crash
  • ChromatiCraft: Made particle setting control ley line particles
  • ChromatiCraft: Fixed growth wand
  • ChromatiCraft: Fixed arrow shield not working
  • ChromatiCraft: Botania loonium no longer gives fragments
  • RotaryCraft: Fixed lubricant hose connectivity to gearboxes
 

VictiniX888

New Member
Jul 29, 2019
285
-2
0
Fair warning, this update crashes if you don't have IC2 installed. Had to downgrade to 1.5. https://github.com/rwtema/DenseOres/issues/74
RWTema has just released Dense Ores 1.6.1, which fixes this issue!
Fixed a crash when the IC2 API is present but IC2 isn't.

...And a few other mod updates

Steve's Addons 0.10.2 (by hilburn)
Additions:
- Delay Trigger

Fixes

- Some screwy behaviour with thinking AE is loaded when it's not

- Crash when trying to render multipart covered tanks

Witching Gadgets 1.1.5 (by BluSunrize)
- fixed Blast Furnace recipes crashing on startup
- added config to allow registering custom clusters

MineTweaker3 3.0.9C (by StanH)
Version 3.0.9C
  • Fixed removed recipe rollback being broken in some rare occurrences
  • Temporarily disabled support for BuildCraft 6.1 . This fixes a crash on startup with BC 6.1
Version 3.0.9B
  • Fixed some wrongs in data matching, causing crashes with onlyWithTag in some cases
  • Fixed a variable check when resolving variables (caused a crash)
  • Fixed multiple saplings with the same ID not working in the Planter
  • Fixed crash when using /mt hand on a dedicated server
  • Fixed crash in /mt recipes in some cases
  • Added a couple missing Harvester functions

EDIT:
Lycanites Mobs 1.10.13.1 (by Lycanite)
============================================================
Lycanites Mobs Update: Tooth and Claw - Version 1.10.13.1 for Minecraft 1.7.10
Configs older than 1.10.12.0 will be reset.
============================================================

--------------------
Balancing:
--------------------
Lowering the leeching of Beholders when they eat buffs off attacking players, they now also have a 50% chance of eating buffs when hit down from 100%.

Added a hitscan check when Striders attempt to grab players/entities.


--------------------
Minor Fixes:
--------------------
All custom spawners now respect the "doMobSpawning" gamerule.

Fixed a bug where piercing stat boosts via the config were decreasing the stat instead of increasing it.
 
Last edited:

L0NExW0LF

New Member
Jul 29, 2019
118
0
0
Emoniph has updated Witchery to version 0.24.0!

Emoniph said:
0.24.0 (1.7.10 download)
NEW: Magic Mirror, made by binding a demon to the mirror with a circle magic rite, activate it to find the fairest in the land, the fairest may not be the player but rather another NPC (leaving only one way to become the fairest).
NEW: Magic mirrors remember who walk past them, and will tell when asked.
NEW: Walk into the mirror to enter it, beware the demonic creature inside (defeat it to take control of the inners of the mirror, although the mirror will then no longer be able to talk to you, or do other reflection magic).
NEW: using "/chant mirror mirror send me home" may get you out of a stuck place in a mirror
NEW: Placing a mirror on the wall when in a mirror may need altar power to get working (until both sides of the gap have mirrors on them)
NEW: Using the Taglock kit of another player on a mirror containing a demon will allow the player to change their looks (skin) to that of the other player if there is altar power available. Using an empty taglock kit (or the players own taglock) can be used to turn back to normal (this does not need altar power). Brews of Revealing can also remove this effect. Use the config options: B:AllowChatMasquerading and B:AllowNameplateMasquerading to control these two aspects of this power.
NEW: Create a Duplication Grenade by using a Quartz Sphere on a mirror containing a demon to charge it with the players reflection (assuming enough altar power is available). Throwing this sphere will create a duplicate of the bound player and cause mobs currently targeting the player to target that instead.
NEW: Reflection demon, mirrors the player.
NEW: Use opposite facing mirrors (that have had their demon slain), to teleport between them (over a maximum of 16 blocks), or teleport up or down up to 16 blocks with mirrors above each other with the same facing.
NEW: Heart of Gold, dropped from the Fairest of NPCs, used to add animal attraction or animal repulsion effects to a brew in the cauldron. Drinking the Animal Attraction will instantly tame untamed creatures in a wide area, and all animals will try to approach the drinker. Animal Replusion will untame tamed creatures (not tamed by the drinker) and cause animals to run away.
NEW: Summon Reflection Demon, use a mirror in a circle rite to summon one of these odd creatures.

TWEAK: Added a config option I:RiteOfEclipseCooldownInSecs that will set the minimum number of seconds allowed in a world between activations of a Rite of Total Eclipse. By default this is zero but may be increased up to 3600 (1 hour). This cooldown will only take effect if more than one player is in the world at a time.
TWEAK: Lowered the priority of the hotbar drawing so other mods have a chance to draw their stuff before Witchery vampire code takes over.
TWEAK: Village guards and witch hunters are now immune to arrows from village guards.
TWEAK: Werewolf silver weapon detection should now support a few more silver types from other mods.
TWEAK: Added a configuration option to increase Spirit spawn rates.
TWEAK: There is now a config option to disable player to player werewolf infections: B:AllowPlayerToPlayerWolfInfection.
TWEAK: Added more bed types to taglock kit support
TWEAK: Added PVP mode support to some Mystic Branch effects, so no damage can occur if PVP is disabled.

FIX: Rite of Total Eclipse now persists the minecraft day.
FIX: Glyphs drawn with chalk are now immediately visible to other players on a server.
FIX: Sunlight grenades no longer replace non-complete solid blocks that they pass over (under some circumstances)
FIX: An issue with incorrectly set up potion ids lead to a NPE when the domination effect was on a villager.
FIX: Suppressed a (probably correct) NRE when another mod incorrectly provides a null value for the fluid to various fluid API methods.
FIX: Bats spawned with the vampire power no longer drop items.
 

karmarcharger

New Member
Jul 29, 2019
2,165
0
0
Every time I check this thread, I feel like half the mods I use in my modpacks have been updated...
Try going one month without turning on the computer :3... Might reduce the amount of mod updates you would have to do that month.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @GKB with Tinker I/O
GKB said:
logo.png


Tinker I/O is developing, so it may have lots of BUG. Please report HERE if you found a BUG.

Request
Minimum required Tinkers’ Construct 1.7.10-1.8.2
Minimum required Forge 1291


The function of Tinker I/O

Fuel Input Machine


Tinker I/O adds an item called “Solid Fuel”. Put the Fuel Input Machine next to close to the Smeltery Controller, and you can use this machine to put the Solid Fuel into the Smeltery Controller. As long as you collocate with “Speed Upgrade”, you can transform metals into the form of liquid immediately.

Smart Output

Smart Output can be used to replace Casting Table. Its output speed is faster than Casting Table. Collocating with the Fuel Input Machine, thus, it becomes a faster and cheaper mineral processing system.

If you have any requests, you can post it HERE!

Support
Waila

About Modpack and License
It is fine for everyone to use Tinker I/O into your modpack,and you do not have to ask me for permission.You can send an e-mail to me,if you are willing to. I will post your modpack in this article.

Tinker I/O is licensed under a Creative Commons 3.0 License.

and @Nuchaz with BiblioCraft
Nuchaz said:
BiblioCraft 1.10.3
  • NEW FEATURE: The Potion Shelf, Tool Rack, Shelf and Clock can be shifted forward half a block with the screw gun / hand drill like the bookcase. Just right click on any one of these blocks with the screw gun or hand drill and it will shift forward. The tool rack and shelf will only shift forward if you right click the back of the block. This allows the blocks to still be able to hold the screw gun or hand drill.
  • Added black dye ore dictionary support to the printing press. It should now be able to use any black dye from mods such as TerraFirmaCraft or anything else that adds new black dye items.
  • Added suupport for BiblioWoods TerraFirmaCraft edition and added some general TFC related tweaks.

and @ewyboy with Rainmaker
EwyBoy said:
Rainmaker 1.5
  • Added water elemental from blood magic (configurable)
  • Lang file

and @joshie with Progression
joshie said:
635643969948571547.png

What is progression?
Progression is a mod that allows you to control how a player can interact with the world, or the things they can craft, at the basic level. At the more involved level, it allows you to build and design tech trees, where a player cannot complete something until, something else is done. Be this action crafting an item, or collecting drops or more. You can also reward them for completing specific tasks, instead of restricting what they can do, if you so desire. Progression would also allow you to build class systems, restricting what certain groups of players can do, or give them abilities based upon their class. You could for example, forbid a group of people from ever being able to craft a furnace. While another group can build furnaces, but they walk much slower. This is just a basic overview of the things you can do with progression. With it's requirements, conditions and results, you can create many more different systems than I have listed here, making it a very powerful tool for modpack makers.

How to get Started editing
There are two ways to access the editor. You must be in creative to edit. You can either right click a vanilla book, or type the command /progression edit. Please keep in mind when editing, that in order to test properly you are going to want to switch back to survival. You can always craft items, when you are in creative, which is why you should test in survival. To reset player data just use the command /progression reset.

Tree Editor View
treeeditor.png


Criteria Editor View
criteriaeditor.png

and @RiskyKen with Armourer's Workshop
RiskyKen said:
Armourer's Workshop 0.29.1.75
  • Added tabs to the equipment wardrobe
  • Added armourers giveSkin, clearSkins and setSkin commands.
  • Fixed blocks being rotated around the wrong point on mannequin heads.
  • Added a config option to stop players from opening the equipment wardrobe GUI.
  • Move skin override options into a list.

and @armaDio with Magical Instruments
armaDio said:
Magical Instruments

A Minecraft Mod about magical instruments that give you various buffs similar to any potion.

There are three tiers of instruments at the moment. Higher tiers will give you better effects and will last longer.

Duration, number of uses and level of buff for every tier can be changed in the configuration file. You can also decide if you want to apply the effect in the area around the player or only to himself.

The effects given by the instruments are:
  • Ukulele -> Water Breathing
  • Bagpipe -> Strenght
  • Flute -> Regeneration
  • Oboe -> Night Vision
  • Ocarina -> Invisibility
  • Horn -> Resistance
  • Drum -> Speed and Haste
The mod is still in development so some features might be not working or missing
Recipes:
  • Altar:
    f261cdcb8ffd1f369a6786e713f60da2.png
Notes

  • Golden Note (T1 items):
    2b946c10a1a13f382b79746e3a975437.png
  • Nether Note (T2 items):
    9f1c98c35c544542d002fde56eefbcf0.png
  • Ender Note(T3 items):
    c2cc7081c114fe5018bacda15c1084cf.png

Instruments
  • Ukulele:
    abcf5b951ae85294d32901b8fe1dd321.png
  • Ocarina:
    8da4d138fee7fe55f8e0169f9399e0d9.png
  • Drums:
    fb05efdc98f4a744c433afb654f4a6d0.png
  • Oboe:
    6564b8de1555f78f50d0dd5dc8cdd81b.png
  • Flute:
    03d559f5664afdde9b705c41e5c6bbe5.png
  • Bagpipe:
    7ca1fe5948a64b12d4b90b14fe17b026.png
  • Horn:
    75bbe52a4056a882ea915e2b6163b1b2.png
[/spoiler][/spoiler]

Downloads:
Minecraft 1.7.10
Version 0.1.2 alpha - Mega - adf.ly

Version 0.1.1 alpha - Mega - adf.ly

If you find any problem or bug please create a new issue here

For additional infos like the crafting recipes and changelogs please visit the mod's website

Modpacks
You are allowed to include this mod in any modpack without asking as long as you give proper credits to the authors (armaDio, Sem_Oki and Fill)

Special Thanks
Fill - sounds and testing
Sem_Oki - models and textures
armaDio - development

and @GotoLink with Ancient Warfare 2
GotoLink said:
Ancient Warfare 2 2.4.96
  • Fixed infinite storage loop in backpacks
  • Fixed backpack duplication exploit
  • Fixed key input handling
  • Split trade order item texture
  • Improved command baton overlay rendering
  • Fixed NPC names inconsistency
  • Improved gate placement/ owning system
  • Fixed core depending on structure module
  • Added customization for research based crafts
  • Added spawn protection into town generation
  • Fixed NPC detection in structure scanner
  • Fixed glitches when NPC mount horse
  • Fixed automation blocks interaction inconsistencies
  • Fixed worksites / NPC owning
  • Improved automated block breaking
  • Fixed GUI backgrounds rendering
  • Added NPC settings: attack damage/walk speed/path/exp drop
  • Improved localizations
  • Added enchantment rendering on shields
  • Included more default into Structure module config, thanks to MohawkyMagoo
  • Added all target subtypes into NPC module config
  • Improved Advanced Mob Spawner with more settings, locals, bug fixes and spawning effect

and @Ivorius with Recurrent Complex
Ivorius said:
Recurrent Complex 0.9.6.1
  • New: You can now choose the save directory when exporting structures (active vs inactive)
  • New: Lots of chat messages are now clickable
  • New: /#shift which moves the selection
  • Change: The ruins transformer is now more powerful
  • Change: The current village houses now only spawn in fitting biomes
  • Fix: /#import now works correctly again
  • Fix: Transformers now work correctly in maze blocks and villages

and @Dyonovan with NeoTech
Dyonovan said:
NeoTech 1.6
  • Added Electric Miner (Needs testing. Please report any bugs). A chest MUST be placed on top of miner and then items can be piped out from the chest.
  • Added 2 new upgrades for Electric Miner. Size and Silk Touch (WIP)
  • Changed Fluid Generator recipe to need a blaze rod. It was to easy to make and bypass the Furnace Generator.
  • Fixed being able to use water in Fluid Generator. This was never intended. Right now lava is the only valid fluid.
  • Added Block Form of Copper and Tin.
  • Fixed a bunch of bugs in the upgrade system.

and @Vazkii with Botania
Vazkii said:
Botania r1.6-176
  • Added some code to atempt to fix chunkloading conundrums with the Mana Spreader. This might fix the bug where a bunch of bursts pile up in one position when there's a chunkloader there. I can't tell for sure.
  • Fixed Mana Spreaders dropping wool every time when broken.
  • Hydroangeas now detect when they have an infinite water source and don't remove the water or cause block updates in that case. Better performance!
  • Mana Pool packet load when receiving bursts is now throttled to one packet per 10 ticks. Previously it would send a packet per burst.
  • Mana Spreaders no longer send packets when they receive bursts. That wasn't needed since it doesn't have a visual change.
  • Right clicking with a water bottle on a water block in the end will no longer create a bottle of ender air.
  • Tweaked the packet dispatcher to maybe work with GalacticCraft when some other mod that changes stuff is loaded. Don't ask me if it works or not because I have no clue. There was a weird crash somewhere in there.
  • [API] Added IThrottledPacket.
  • [API] Removed generic type from the world.playerEntities list in VanillaPacketDispatcher with hopes to please some mod's dumb ASM nonsense.
  • [API] Increased version number to 39.

and @CD4017BE with Automated Redstone
CD4017BE said:
This mod contains some redstone components that allow very compact redstone control systems and signal transfer.
It was intended as addon mod for Automation but of course it can also be used on its own.

Content:
Redstone cables:
-Can be placed free hanging in the air.
-Two cables laying next to each other can be disconnected from each other.
-The max signal transfer distance is unlimited, but has a delay of 0.05s every 16 blocks.
-Like the item and fluid pipes from Automation you need to define the starting and ending points using the Input and Output wires.
-The cables can be covered with any solid block, so they can be hidden in walls.

They also come in a compact 8-bit version transfering 8 signals in one cable:
-The singnals are combined/splitted in a block called 8-bit redstone port adapter.
-There is a 8-bit Lever which acts like 8 different levers in one block
-and a 8-bit Display which is able to display the 8-bit redstone states as either 8 lamps (binary), a hexadecimal number (00-FF) or a decimal number (0-255).

Redstone Circuit:
The Redstone Circuit block allows you to put complicated redstone logic circuits into one single block, making them very compact and a bit cheaper in redstone cost.
To define what the block should do you need to program it using the Circuit Programmer.
Also your circuit needs some logic gates, IO-ports, and counter to perform the program. These are installed using the Circuit Assembler.
The exact amount of these parts depend on your program and is displayed in the Circuit Programmer when trying to install the program on the circuit.

The Redstone Circuit block has an interface where you can define the tick speed of the circuit and which side of the block should be connected to which input or output channel.
It has a maximum of 16-bit input, 16-bit output, 128 logic gates and 8 8-bit-counter (they occupy 8 bit from the logic gates each, from 64-127)
To use all the 16 input and output channels on only 6 available block faces, you would need to use 8-bit wire or place multiple circuits next to each other.

Circuit Programming:
Logic Gates:
The logic gates are defined on the left side of the circuit programmer GUI.
Every line defines one of the following logic gates:
OR-gate (+): output on if any given input on.
NOR-gate (-): output off if any given input on.
AND-gate (&): output on if all given inputs on.
NAND-gate (*): output off if all given inputs on.
XOR-gate (/): output on if an uneven number of given inputs on.
XNOR-gate (\): output on if an even number of given inputs on.
Input-port (% ): output on if the given input channel of the circuit receives a redstone signal.
x = k (# = ): output on if the given byte equals the given number.
x < k (# < ): output on if the given byte is smaller than the given number.
x > k (# > ): output on if the given byte is greater than the given number.
The line starts with the logic gate symbol (shown in brackets) and is followed by zero or more parameters which are seperated by colons (,).
For the OR,NOR,AND,NAND,XOR and XNOR command every parameter is a number in range 0-127 that defines which bit of the circuit's logic RAM to use as input for this gate.
For logic gates the bit ID is the same as the line number in the program and for counters the bit ID is 64 + (counter number * 8) + counter bit.
The Input command requires one number in range 0-15 as parameter that defines which of the 16 input channels to use.
The comparator commands require a number in range 0-15 as parameter before the comparator sign that defines which 8-bit-block of the circuit's logic RAM to use, and a number in range 0-255 as parameter after the comparator sign that defines the number to compare that 8-bit-block with.

Counter:
Every counter uses 8 bits of the circuit's logic RAM to store its value (0-255).

It will increase its value by 1 every circuit tick if its set-bit is on.
If the value of a counter reaches 256 or if its reset-bit is on it will be set back to 0.
The set and reset bits of all the 8 counters can be set in the first two columns on the right of the GUI.
Set them to -1 if a counter is not used.

Output:
The numbers in the third and fourth column on the right of the GUI define which bit of the circuit's logic RAM to use for each of the 16 output channels.
Set it to -1 if a output channel is not used.

Compatibillity with other mods:
Spoiler (click to hide)
It uses Forge Modloader so it can be installed together with other Forge based mods.

The Detector from Automation is compatible with 8-bit redstone by output all 6 comparator states into a connected 8-bit wire.

Computercraft peripherals:
The 8-bit Lever and 8-bit Display can be used as Peripherals to input or output 8-bit signals with a Computer from Computercraft.

Lever:
setOutput(state) -> set the current 8-bit lever state to the given byte value (range 0-255).
state = getOutput() -> returns the current 8-bit lever state.
Display:
state = getInput() -> returns the 8-bit value received by the display.
Installation:
1. Download the Mod file for your Minecraft version:
1.7.10 -> AutomatedRedstone-2.0.0 (requires CD4017BE_lib-2.1.0)
2. Download and install Forge Modloader for your minecraft version. (http://files.minecraftforge.net)
3. Start Minecraft (don't continue with next step if the game crashes)
4. Put the zip-files into the mods folder in your Minecraft directory.
5. Start Minecraft again. (In main-menu there is a Mods-Button. If this mod is listed there the installation was successfull)

If you have already set up a Modpack, just add the Mod file(s) to the mods folder.
Its strongly recommended to install the NotEnoughItems-Mod, too (Mod Page)
This mod will show the crafting recipes of Items.

and @lumien with Hardcore Darkness
Lumien said:
Hardcore Darkness 1.4
  • Added: Options to make the nether (Default true) and the end (Default false) dark
  • Changed: Moved Transformer log to DEBUG