What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @MineMaarten with PneumaticCraft
MineMaarten said:
PneumaticCraft 1.8.0-82
  • Added Oil.
  • Added Gas Lift, Refinery and Thermopneumatic Processing Plant.
  • Added LPG, Gasoline, Kerosine and Diesel.
  • Added 'leave liquid/item' option in Liquid Hopper and Omnidirectional Hopper to allow for filtering.
  • Rebalanced liquid heat values to nerf lava being used to power Refineries / Thermopneumatic Processing Plants.
  • Change to OpenComputers integration: Every block except for the Drone Interface now requires an Adapter placed next to it for the block to provide the functions it used to provide.
  • Drones now will turn themselves on whenever they fall off a Charging Station.
  • Bugfix: Drone Interface returns 'inf' when invoking getPressure when connected to a drone right at world load.
  • Bugfix: Aerial Interface causes null item stack warnings sometimes when trying to feed a player with a full inventory.
  • Bugfix: Pressure Chamber rarely breaks when a server restarts.
  • Bugfix: Plastic Mixer gets stuck when automatically filling it with liquid Plastic.
  • Bugfix: non 3D items don't render in GUI tabs.
  • Bugfix: Very strange ConcurrentModificationException with certain modset.
  • Bugfix: Liquid dupe with the Liquid Hopper.
  • Bugfix: Client crash with Thaumcraft helmet integration.

and @WhiskyTangoFox with CaveBiomes
WhiskyTangoFox said:
CaveBiomes Beta9c
  • Added dripping blocks to wet biome caves (can be disabled in a config)
  • Added several new cave types
  • Code cleanup
  • UBC textures moved to a UBC compatability resourcepacksee the MinecraftForum for download.

and @tyranno66 with Fossils and Archeology Revival
tyranno66 said:
Fossils and Archeology Revival Build-7.2
The change log for this update is pretty long, but the highlights include the addition of Ceratosaurus and Confuciousornis. We've added a variety of new plants thanks to Tyranno. There have been several re-models and texture updates, most notable is a re-haul of the Mammoth model headed by Bluestreak. Changes to the helmets, enabled dinosaur block breaking again, and feature connected textures for both the new Reinforced Glass and Ancient Glass. We've also added in several types of models that appear in the Culture Vat, depending on what you are cultivating. Plants were overhauled, so now you can find petrified seeds/saplings/spores to cultivate. Also, a certain king has been stirring as of late, there are new ancient tablets that have been added that will show you the way.
Misc Changes:
  • Fixed Pteranodon not growing
  • Added new stone tablets
  • Fixed bug with Stone Tablets not rendering when looked at
  • Fixed Bug where texture would flicker on Pteranodon’s beak
  • Pteranodon’s head now rotates
  • Fixed Pteranodon and it’s items being named “Pterosaur”
  • Added a white Smilodon subspecies, a 1 in 5 chance from cloning and a 1 in 20 chance from breeding!
  • Reworked Dilophosaurus model thanks to Raptorfarian
  • Removed dark green Dilophosaurus subspecies, replaced with a desert subspecies
  • Skulls and Skull Lanterns now render their faces when in the inventory
  • Fixed bug with Dodo head being on one side
  • Fixed bug with Dodo floating 2 pixels high
  • Ancient Glass now has a connected texture
  • Fixed Time Machine texture floating 2 pixels
  • Fixed bug where Stoneboards would not render beyond their hitbox
  • New Stoneboard designs which give insight to new features
  • Fixed Texture seams on Velociraptor tails
  • Added Confuciusornis courtesy of Tyranno66
  • Added Reinforced Glass
  • Large Dinosaurs can now break blocks again, but only when hungry; they will break anything weaker than iron, excluding Reinforced and Ancient Glass.
  • Added Failuresaurus Flesh, place it in an Analyzer for a chance to get any random DNA
  • Failuresaurus no longer drop Bio-fossils and now drop Failuresaurus Flesh
  • Changed Coelacanth DNA’s texture
  • Fixed Fly particles from replacing all other particle textures
  • New Model for Mammoth thanks to Bluestreak52
  • 2 new subtypes for Mammoths: a dark brown subtype and an all-white one
  • Removed Chicken Embryo
  • Added Cultivated Chicken Egg
  • Cultivating Chicken DNA now gives Cultivated Chicken DNA
  • Reworked Achievements
  • Added Anubite Statue, dont get within 5 blocks of it in survival!
  • Added Ceratosaurus courtesy of Bluestreak52
  • Fixed Sarcosuchus not eating certain animals
  • Fixed Sarcosuchus not hatching with the correct subspecies
  • Fixed Sarcosuchus not being growable with Chicken Essence
  • Fixed Dodo acting jumpy
  • Reworked Tyrannosaurus model thanks to Bluestreak52
  • Ancient Helmet and Bone Helmet now has a blur effect similar to a pumpkin
  • Ancient Helmet now has a 3D model, not just a flat texture
  • New sounds for Deinonychus thanks to Raptorfarian
  • Feathers config is on by default
  • Feather config is now renamed to scales config
  • Certain wooden blocks in the mod are now flammable
  • Iron Golems no longer attack prehistoric aquatic reptiles
  • Fixed issue with Hardcore End Expansion
  • Re-Implemented the Tooth Dagger
  • Reduced Sarcosuchus hitbox size
  • Various musical improvements and new music track from Nanotyrano
  • Reworked Triceratops model thanks to Bluestreak52
  • Triceratops now has Quills(configurable)!
Plant Changes:
  • Removed Fern Seeds from being obtainable from Bio Fossils, try analyzing Plant Fossils instead!
  • Petrified Palaeoraphe Sapling now replaces the old Plant Fossil, it can be cultivated to get a Palaeoraphe tree
  • Fossilized Plant Seeds/Spores can be obtained from Analyzing Plant Fossils, and can be cultivated to get plant seeds/spores.
  • Plant Seeds can be placed to create a plant
  • Dillhoffia and Sarracina can no longer be obtained via the Sifter
  • Plant Fossils now drop from Fossil blocks
  • Changed Fern Seed’s creative tab to Ancient Materials.
  • Changed Fern Seed’s name to Fern Spore.
  • Fixed Fern block being called “tile.null.name”
  • Removed Fern block from Decorations creative tab
  • Ferns can be placed on Dirt and Podzol
  • Ferns now have a 1 in 5 chance of dropping Fern Spores when destroyed
  • The color of Ferns is now dependent on its biome, similar to Vanilla Leaves or Grass
  • Changed the spelling of “Sarracina” to “Sarracenia”
  • Sarracenia is now two blocks tall
  • Sarracenia now has a more realistic texture
  • Added Cephalotaxus plant
  • Added Lycopodiophyta plant
  • Added Foozia plant
  • Added Zamites plant
  • Added Bennettitales plant
  • Added Welwitschia plant
  • Added Horsetail plant
  • Added Failure Plant
  • Added Plant Seeds and Fossilized Plant Seeds for multiple plants
  • Culture Vat Changes:
  • Culture Vats are now Transparent
  • Culture Vats now render an embryo of the creature they are cultivating
Nether Changes:
  • New world gen: Nether Boats! find them in lava seas
  • Added new Block: Mysterious Idol
  • Something long anticipated, but we rather not spoil it!
Localization Changes:
  • Pirate translation added by Bluestreak52
  • Korean translation updated by lalaladinosaur
  • zh_CN localizations updated by oldjunyi
Structure Changes:
  • New structure by Robberto08
 

VictiniX888

New Member
Jul 29, 2019
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Computronics 1.5.3 (by Vexatos)
  • ADDED: The Chat Box and Camera now emit a comparator signal similar to the usually emitted redstone signal.
  • FIXED: The ability to place a Digital Signal Receiver Box on a side of a block when it's not supported.
  • FIXED: Computronics Blocks not having any functions provided to ComputerCraft when OpenPeripheral is there and OpenComputers is not.
  • FIXED: Crash when placing a Camera or Chat Box next to a Rail.

sprinkles_for_vanilla 1.2.4 (by VikeStep)
Added
  • Adds config to disable beacon checking for sunlight
Fixed
  • Checked if sprinkles_for_vanilla was on the server before changing spawn point

Grimoire of Gaia 3 1.1.0 (by Silentine)
  • Added Ender Girl and Holstaurus
  • Added Ender Girl and Holstaurus Cards
    • Added cards to Trader list
    • Added cards to Deck of Cards item
    • Rarely dropped by Ender Dragon Girl and Minotaurus respectively
  • Sludge Girl no longer rarely drops Slime Girl Card
    • Swamper now rarely drops Slime Girl Card
  • Added Token item
  • Added custom sound effects when cards are used
  • Slightly adjusted Creeper Girl texture
  • Ender Eye can no longer fly
  • Fixed Yeti hand animation
 

SynfulChaot

New Member
Jul 29, 2019
599
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0
~~ New Mods! ~~

RuneTune 1.0-1 (by Vazkii)
Vazkii said:
This mod plays RuneScape music. The music it plays depends on where you are or what you're doing. It overrides the game music, you can change the volume using the normal volume sliders.

Watch a demo:


ExtrabiomesCore (EBXS) 0.1.3 (by allaryin)
allaryin said:
EBXS Core is required for all Extrabiomes releases after EBXL 3.16.x. Apart from supporting all EBXS mods, core currently:
  • Adds custom dyes (fully functional as dye, just not usable to fertilize crops or bake cookies).
In the near future, EBXS core will also add a few biome-nonspecific plants to the game.

Future visible features are eventually planned, but nothing else is nailed down at the moment.

Extrabiomes Autumn Woods (EBXS) 0.0.3 (by allaryin)
allaryin said:
This is the first EBXS release, and provides the Autumn Woods biome.

The mod will eventually provide all of the traditional EBXL Autumn Woods content as well as a few other new features.

ExtrabiomesCore is required. The old ExtrabiomesXL mod should NOT be installed.

Extrabiomes Meadow (EBXS) 0.0.2 (by allaryin)
allaryin said:
This mod is part of the EBXS project and provides the Meadow biome.

The mod will eventually provide all of the traditional EBXL Meadow content as well as a few other new features.

ExtrabiomesCore is required. The old ExtrabiomesXL mod should NOT be installed.
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @perromercenary00 with MercenaryMod
perromercenary00 said:
MercenaryMod 0012 15 06 10
  • add MP5T5 (9mm parabellum subfusil)
  • add steel redstone and obsidian grenades (dangerous toys)
  • add M79 grenade launcher
  • add M4A1 + grenade launcher
  • add magazine 45acp
  • add colt1911 //code fixed
  • add desertEagle
  • add redclub munition (especial explosive munition)
  • add red club magazine (24bullets)
  • add redclub (especial gun)
  • add mark2 magazine ( 5.56x45mm nato magazine for 99 bullets)
  • add mark2Lancer(especial gun)
  • downgraded textures for 57 pistol, 90p, 57ar, and m4a1 to 256

and @BlayTheNinth with Cooking for Blockheads
BlayTheNinth said:
This mod adds a cooking book to Minecraft, that will only show recipes that you can currently make with the things you carry in your inventory.

It was made with Pam's Harvestcraft (and all the other mods that add lots of new food) in mind, as it can get quite overwhelming if you're just starting out in your journey of becoming a kitchen master.

Follow me on twitter for the most recent news and to make me feel better about talking to myself!

Report bugs and crashes in the Minecraft Forum topic or on GitHub please. Make sure to include the crash log if it's a crash. Also include the Cooking for Blockheads version and the Minecraft Forge version you are using. You can also use the topic to post suggestions for features you'd like to see added.

2015-06-11_04.png


Useful Links
Development Versions
Source Code on GitGub

Installation Recipe

  1. Download and install the recommended Minecraft Forge for your Minecraft version.
  2. Download the latest EiraMoticons version for your Minecraft version.
  3. Put the .jar file into the mods folder of your Minecraft installation.
  4. Start the game and begin making delicious food after crafting your very own Cooking for Blockheads book.
Features
  • Recipe book to show all food items you can craft or smelt with the things you have in your inventory.
  • Supports Pam's Harvestcraft: Pam's tools will always be considered as available and the weird 1+1=2 recipes won't show up.

recipe.png



Future Plans
  • Shift-clicking a chest should do the same as right clicking the bug, but for the inventory of the chest instead
  • Buttons to toggle between alternative recipes (right now, only one recipe will show up even if there are multiple ways available)
  • Visual OreDictionary improvements (right now, only one item type will show up even if there are more possible items in the ore dictionary)
If you'd like to see my current ToDo-List, check out the Issues section on GitHub.

License
This mod along with it’s sourcecode is licensed under the CC BY-NC-SA 4.0 license.
Read this to learn what you may or may not do with it.

and @MatrexsVigil with Pam's HarvestCraft
MatrexsVigil said:
Pam's HarvestCraft 1.7.10i
  • Added: Churn Block; uses Salt as fuel to turn Fresh Milk into Butter; Known Bug: Does not have second slot working
  • Added: Quern Block; uses Stone Pressure Plates to grind items normally made with Mortar and Pestle
  • Added: Animal Trap; uses grain bait, veggie bait, or fruit bait to trap and gather animal items (including new meats like turkey!)
  • Added: Fish Trap; uses fish bait to trap and farm fish and water garden foods
  • NOTE: Animal Traps need to be surrounded at the same Y level with at least five dirt or grass covered dirt blocks
  • NOTE: Fish Traps need to be surrounded at the same Y level with at least five still water blocks
  • Added: Wheat Seeds, Pumpkin Seeds, and Melon Seeds to Market Block under Seeds (there is a Wheat for Wheat trade, I know)
  • Added: Oak Saplings, Birch Saplings, and Dark Oak Saplings to Market Block under Temperate Saplings (there is a Oak for Oak trade, I know)
  • Added: Jungle Saplings and Acacia Saplings to Market Block under Tropical Saplings (there is a Jungle for Jungle trade, I know)
  • Added: Spruce Saplings to Market Block under Coniferous Saplings (there is a Spruce for Spruce trade, I know)
  • Change: Chili Chocolate recipe now requires Mixing Bowl instead of Mortar and Pestle
  • Change: Manjuu recipe now requires Mixing Bowl instead of Mortar and Pestle
  • Fix: Listed Raw Salmon, Pufferfish, Clownfish, and Cooked Salmon under the correct Ore Dictionary terms
  • Added: Pumpkin, Potato, Carrot listed as "cropBlah" in Ore Dictionary
  • Added: Torches and Candles listed as "blockTorch" in Ore Dictionary
  • Added: Recipe to make Lit Pumpkins with "cropPumpkin" and "blockTorch"
  • Fix: Candle textures are now correctly centered (thanks jecowa)
  • Change: Removed config option to change amount of Fresh Water gained from recipe
  • Config Option: You can now disable using crop items to plant with enablecropitemsasseeds under "miscellaneous recipes" Default: True
  • Change: Crops should now use IPlantable correctly
  • Change: Mocha Ice Cream now uses "toolMixingbowl" like other ice cream recipes (thanks Geethebluesky)
  • Fix: Various recipes now use "toolMixingbowl" instead of toolMixingbow (thanks Geethebluesky)
  • Fix: Shepard's Pie now renamed Shepherd's Pie and recipe fixed to use right Ore Dictionary (thanks MisfitAngel)
  • Added: Raw Turkey, Rabbit, and Venison Find using Animal Trap
  • Added: Cooked Turkey, Rabbit, and Venison Cook the raw versions
  • Fix: Pot block can now be properly placed on the Oven
  • Added: Strawberry Milkshake, Chocolate Milkshake, Banana Milkeshake, Cornflakes, Coleslaw Burger, Roast Chicken Dinner,
  • Roast Potatoes, Sunday Roast, BBQ Pulled Pork, Lamb with Mint Sauce, Steak and Chips, Cherry Ice Cream, Pistachio Ice Cream, Neapolitan Ice Cream, Spumoni Ice Cream
  • Fix: You can now buy items with metadata from the Market Block (spawn eggs, bonemeal, etc) (thanks Mr. Crayfish)
  • Fix: Apiary code cleaned up and being surrounded by flowers, crops, or grass-based gardens actually makes the Apiary produce faster! (thanks Java Matrix)

and @Crafter_L with AntMan
Crafter_L said:
8B9PDBT.png


BETA

The Minecraft Version of AntMan!
Requires RenderPlayerAPI.

wqHQfkG.png
This is in beta! There are no crafting recipes and there may be bugs!

Current Features:
  • Decrease your size! (default with key F)
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
New version of RFTools (3.00) with the following changes:

3.00:
  • The Builder: This reuses part of the work that was done for the (currently still defunct) space projector.
    • 687474703a2f2f692e696d6775722e636f6d2f4265326f5763572e706e67
    • First you define an area of space (currently limited to 128x128x128) using eight space chamber blocks, link a space chamber card to it and put that in a Builder.
    • The Builder you need to place where you want to move or copy the selected area (can be in a different dimension but that costs more).
    • The Builder supports four operations: move, back, swap, and copy.
    • 687474703a2f2f692e696d6775722e636f6d2f6c5670625752472e706e67
    • To copy an area you need to put an inventory (chest) above or below the builder with the right blocks in it.
    • The builder can move/swap tile entities but there is a rule system associated with this. You can read more about this here: Builder Configuration. By default RFTools is now configured with the Whitelist option which means that it will only move tile entities that are known to be safe.
    • Vanilla mob spawners and Thaumcraft nodes are configured to be more expensive to move.
    • The Builder can also (optionally) move entities.
    • If you right click a space card in your hand you will get a list of all blocks and entities in the linked area. This allows you to get an idea of what will be moved or copied.
    • Current limitations: the builder will not work correctly if the source and destination areas overlap. Be careful with that. The builder can also not correctly move things like torches and crops because these pop off when you try to move the blocks adjacent to them. Rotating is also not tested very well. Use with care.
  • Screen related changes:
    • Fixed a bug where placing a large screen would not correctly restore the invisible screen blocks. This made 3 parts of the large screen not usable for interactive purposes.
    • Fixed a bug when breaking a large screen. The three invisible screen blocks would not get cleared which made it hard to get rid of them since they cannot be broken in survival.
    • Fixed a bug where multiple people looking at the same RF/t energy module in a screen would not see the same thing.
  • Dimension related changes:
    • It is no longer possible to bring down the cost of a dimension to only 10RF/tick. The minimum is set to (by default) 10% of the normal creation cost without bonus dimlets.
    • Implemented Patreon dimlets and the very first two Patreon dimlets: McJty and SickHippie.
    • Tweaked the config values of Material Default/Liquid Default a bit. They were somewhat expensive.
    • The nether iridium ore is now made a LOT more expensive and rarity 6.
    • Fixed a crash after removing mods that add biomes if there are RFTools dimensions that use those biomes. Now it will replace missing biomes with the 'plains' biome.
  • Storage System changes:
    • Fixed a serious item-wipe bug in the storage system if you would click on the storage slot with another item.
    • Fixed a crash bug with an empty/uninitialized filter being inserted in a storage block.
    • The filter search box is now focused by default when opening the gui for a modular storage block.
  • Various:
    • Completely changed how the power relay item works. It now has different behaviour on all six sides and you can control input versus output mode and also exactly how much power is allowed in and out. The behaviour can also change based on redstone signal. This is not compatible with the old relay blocks so if you use those you'll have to change the configuration.
    • Added configuration options to disable the recipes for various machines.
    • Greatly reduced teleportation time in case you have a fully infused transmitter.
    • For all text fields in RFTools Gui's (including the filter search box in the storage system) you can now right-click to clear the text.
    • Selecting a Tile Entity with the Developers Delight item (creative only) will now also get the NBT information of a tile entity in the log (in addition to the window that still appears).
    • Many GUI's in RFTools will now show a grayed out version of the item that they accept in a specific item slot.

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#c50;t1:other-downloads (whenever it gets approved)

Note if you're using the Power Relay. You will have to update the settings of that block so it works again.
Note about the builder. It is currently set in 'whitelist' mode so that it will only attempt to move tile entities that it knows (thinks) are safe (i.e. from a rules list).

Enjoy!
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
Some useful improvements from Greg today
GregoriusT said:
6.00.39:
[FIXED] freshly placed GT TileEntities having twice the Tickrate until they are unloaded and reloaded at least once. I only found that thanks to the TPS Sensor displaying ~40 TPS after being placed and ~20 TPS when they were loaded from the World.
[FIXED] Crucible doing the smelting Conversions multiple times in a row as soon as the melting point is reached causing things like Rubber or Plastic to evaporate, rather than having a slight loss.
[CHANGED] The Axe can now mine Leaves and similar but at an eighth of the Speed.
[ADDED] The File can now harvest vanilla Iron Bars.
[ADDED] more variety to Dungeon Loot Items.
[ADDED] Support for OpenBlocks RGB painting (untested)
[ADDED] TPS Sensors for measuring the Server Ticks per Second directly. This Sensor, unlike the others which do every tick, only scans tps every 20 ticks in order to give a more precise result.
[ADDED] Player Counter Sensors to count the amount of Players on the entire Server.
An example of painting GT machines with OpenBlocks paint:
VT24OwB.png
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @AEnterprise with Buildcraft
AEnterprise said:
Buildcraft 7.0.9
Additions:
  • Robots can now wear player and mob heads! (hea3ven)
Improvements:
  • Power pipe rendering is slightly less laggy. (asie)
  • Shift-right-clicking with a wrench removes wearables first. (hea3ven)
  • Wrenching an iron/wood/etc. pipe sets it to the direction you hit in. (asie)
  • Auto Workbenches only accept recipe-relevant items again. (asie)
  • Add OreDictionary IDs for chipsets (asie)
Bug fixes:
  • [#2785] Water springs do not generate correctly (asie - thanks a lot SpwnX)
  • [#2782] CME in EntityTracker (asie)
  • [#2781] Crash with RailCraft rails and BC tanks (asie)
  • [#2770] Mojang's ambient occlusion assumes full blocks (asie)
  • [#2765] CME with PacketSender (asie)
  • [#2743] DockingStationPipes kept track of invalid pipes (asie)
  • Fix crash in MapRegion (asie)
  • Fix fluid pipe synchronization (again) (asie)
  • Fix handling of template extensions length != 3 (Sangar)
  • Fix Java 6 compatibility (asie)
  • Improve compatibility with Logistics Pipes (asie)

and @TomEV with Router Reborn
TomEV said:
Router Reborn 1.2.0.11
  • Added: Advanced packager, support grid select, filters, and eject.
  • Improved tick time used by around 84% (625% gain on speed) for the packager in test.
  • Changed chest to be a sided inventory making filters apply to external machines or pipes trying to eject or extract.
  • Fixed: Recipe conflict on packager upgrade

and @Erasmus_Crowley with Ex Nihilo 2
Erasmus_Crowley said:
Ex Nihilo 2 0.26
  • Added the Jade Astrolabe
  • It can't be crafted and must be cheated into the game.
  • It only functions when playing singleplayer.
  • When right clicked, it will scan the surrounding area (100 blocks in each direction) in the current world and export any blocks and containers it finds to a JSON map template.
  • The name of the template can be chosen in-game by renaming the astrolabe with an anvil, but it is not required.
  • Complex blocks that use TileEnitities will NOT have their NBT data saved. You can use them, but make sure you are wary of this and test your map before giving it to other people.
  • Added porcelain buckets
  • Can be disabled in the configs.
  • There are variants for milk, water and lava.
  • I tried to match the behavior of the vanilla buckets as closely as possible. Let me know if anything seems off with them.
  • Fixed an issue with barrels sometimes not returning filled buckets when using stacks of buckets to extract fluids.
  • Fixed an issue where the 'hard' map would spawn you below the island and you would repeatedly fall to your death.
  • Added some hammer recipes to allow you to reclaim some of the materials used to craft the dirt furnace and vanilla furnace.
  • Added a config option to disable the moss and mushroom growth caused by rain while still allowing them to grow near water.
  • Reduced the default moss and mushroom growth speed to about half of it's previous level.

and @BlayTheNinth with Cooking for Blockheads
BlayTheNinth said:
Cooking for Blockheads 1.0.12
  • Added sorting buttons to sort recipes by name, hunger restored or saturation.
  • Added buttons to toggle between alternative recipes.
  • Added "No ingredients" text if no recipes are available.
  • Added graphic for the upcoming Tier 2 book (not yet implemented).
  • Made ore dictionary items toggle between their versions in an interval.
  • Limited ore dictionary items display to items that are actually available in the inventory.
  • Added (partial) Chinese translation (thanks to bakaxyf).
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
New release of RFTools 3.01 with some important bugfixes:

3.01:
  • Fixed a bug where putting a filled storage tablet into the crafting table but not getting out the module itself would possibly corrupt the module that is contained.
  • Pressing escape in a text field will now close the window. That avoids having to press escape twice for a storage module block.
  • Implemented an easier way to remove all support blocks by simply right clicking one. This can be useful in case the chamber is destroyed because then the builder has no way of knowing where to cleanup those blocks.
  • Fixed a major problem where picking up the tablet (or shift-clicking it) while that tablet inventory was open would crash the game (and get rid of tablet + contents). Fixed it for shift-click, simply drag, as well as the 1 to 9 keys (which I simply disabled for that gui).

Curse download: http://www.curse.com/mc-mods/minecraft/224641-rftools#other-downloads;t1:other-downloads

Have fun!
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
More Greggy bugfixes for GregTech!
GregoriusT said:
6.00.41:
[ADDED] Creative Tabs for MultiTileEntities. This also breaks some Parts of the MultiTileEntity API in case someone uses that already.
[FIXED] Confusing Nickel (Ni) with Niobium (Nb) in two of the Alloys.
[FIXED] Some Mortar Recipes not being added for some reason.


6.00.40:
[FIXED] Missing Client Data Updates when using OpenBlocks RGB painting Method.
[FIXED] Some Alloying Recipes being X^X times more expensive than they should.
 

jordsta95

New Member
Jul 29, 2019
5,056
-4
1
Arcane Arteries 0.4 is here :)

Added:
Recipes to turn mana/thaumic slates into reinforced slates
Sacrificial Knife for EvilCraft - 400 LP a cut. (due to my lack of knowledge of this mod, you may find this to be a little over/underpowered)
Config options for slates/runes recipes (including the recently added slate -> reinforced slate recipe)
Update checker? (I couldn't get it to work, but the code is there... it may work. If it does, shout at me!)
Probably other stuff... It's been a few weeks since I last touched the mod. Nothing major though.

Removed:
Nothing

Changed:
Mod no longer needs both Botania and Thaumcraft to run. Instead of all recipes being registered in one class, they are now in separate classes, which only get called if one of the mods which Arcane Arteries supports is detected.
 

jordsta95

New Member
Jul 29, 2019
5,056
-4
1
Arcane Arteries 0.4 is here :)

Added:
Recipes to turn mana/thaumic slates into reinforced slates
Sacrificial Knife for EvilCraft - 400 LP a cut. (due to my lack of knowledge of this mod, you may find this to be a little over/underpowered)
Config options for slates/runes recipes (including the recently added slate -> reinforced slate recipe)
Update checker? (I couldn't get it to work, but the code is there... it may work. If it does, shout at me!)
Probably other stuff... It's been a few weeks since I last touched the mod. Nothing major though.

Removed:
Nothing

Changed:
Mod no longer needs both Botania and Thaumcraft to run. Instead of all recipes being registered in one class, they are now in separate classes, which only get called if one of the mods which Arcane Arteries supports is detected.
If you don't ever intend to use EvilCraft and/or the AA blade for it, then this update is fine.
If you want to craft it, you may want to use 0.5... I definitely didn't forget to hold shift when trying to type 2 letters... remember kids, this is why we do everything IN ALL CAPS BECAUSE STUFF ALWAYS WORKS THEN!
 

bdew

New Member
Jul 29, 2019
69
0
0
I've released a beta version of a new small mod - Compacter

This mods adds a single simple block - the Compacter.
  • It will try crafting input items in either 2x2 or 3x3 pattern (configurable in the GUI) and output the result.
  • It will process unlimited items per tick, as long as there enough items and energy provided.
  • You can set it to work only when redstone signal is applied (configurable in the GUI).
  • Recursive compacting mode can be enabled from the GUI which will try combining outputted items again (for e.g. compressed cobble).
  • The compacter will use RF or EU power for every operation.
Requires a recent version of BDLib and either IC2 (experimental) or any RF mod (Thermal Expansion, EnderIO, etc.) for power.

http://minecraft.curseforge.com/mc-mods/231549-compacter
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @tterrag1098 with DifficultyRecipes
tterrag1098 said:
This is a library mod which provides the ability to easily add recipes which change based on difficulty. It comes with an NEI plugin which provides additional info, like the current difficulty and other difficulties the recipe will work in.

ilmGA.jpg


The mod CustomThings has compatability built into it, so you can add difficulty recipes via JSON (as of version 0.0.2-31)

and @warlordjones with SteamCraft 2
warlordjones said:
SteamCraft 2 B4.4
  • Brass Logs can be smelted into Brass Ingots
  • Raygun can directly set enemies on fire
  • Add sulphur charcoal to gunpowder recipe
  • Add phosphate -> bonemeal recipe
  • Allow user configuration of spyglass zoom level
  • Phosphate and Sulphur ores drop 2-5 items
  • Add textures for brass armour on player
  • Add desc to the tea seeds to tell people where to get them
  • Add Skyrail recipe
  • Updated and softened the way fluids are registered
  • Reduced the drop rate of brass ingots from brass leaves
  • Updated quite a few textures, courtesy of WolfieWaffle
  • Changed engraved etherium and uranium textures
  • Use a better method for NBT-based durability bars
  • Rename ores to use fairly accurate names. May revert this.
  • Update the shape of the deeps portal
  • Switch to UUIDs rather than usernames for any special checks
  • Turbine now allows energy extraction from the bottom
  • Switch to using a water bottle in teapot water filling recipe. Also make the recipe shapeless.
  • Fix monocle entity information readout
  • Correct the spelling of sulphur’s ore dictionary registration
  • Fix diving helmet model textures
  • Fix missing textures on breaking modelled blocks
  • Fix the teapot filling recipe only giving you a teapot with one cup’s worth of tea in it
  • Fix drills working without energy
  • Fix cast iron lamp having 0 hardness.

and @BlayTheNinth with Cooking for Blockheads
BlayTheNinth said:
Cooking for Blockheads 1.0.26
  • Added "Cooking for Blockheads II" book - this tier two version allows you to craft the food from within the book.
  • Added config option "enableCraftingBook" (default true) to disable the tier two version of the book.
  • Added proper server-side syncing so that things will always stay in sync and be correct.
  • Changed recipe for the "Cooking for Blockheads" book - you now get it from cooking (= smelting) a book in a furnace.
  • Improved help texts and added tooltips to the items in the recipe list.
  • Fixed the "Sort by Saturation" option.
  • Updated Chinese translation (thanks to bakaxyf)

and @X_Simeon with Matter Overdrive
X_Simeon said:
Matter Overdrive 0.3.4
  • New Shield Ability
  • Added config for the Rouge Android's spawn rate
  • The Rouge Android doesn't spawn in the end and hell
  • Added may tooltip translations
  • New High Capacity Battery
  • New Item Force Field Emitter
  • Various crash fixes
  • Creative battery now outputs at 4k
  • shield_screenshot.png
 

Fixided

New Member
Jul 29, 2019
315
0
0
* Fixided replied to "What's new in modded minecraft today?"
Changelog.... INTESIFIES!

GG, g8 r8kt m8 i r8 8/8 gr8 b8
Oops! Wrong Script.
*Cough*



(I know what you're thinking... "Y U SO BIG IMAGE?!!!eleven1doubleOne!!11"
My response is... Iz liddat k?)


Anyway.... back on topic...

What does it do?
It can store up to 6 items that can be used.
You can combine all items that are available (even modded items).
The toolbox will automatically use the best tool for the specific block it breaks.
It will also all other actions, that the items have (rightclick, item use on block/entity, etc.).
Depending on how many items the toolbox holds the dig speed of the tools decreases (configurable).
You can right click on stuff... and left click too!
Don't wait now! Buy now for that DUAL feature!

For example:
A great miner's toolbox: pickaxe, shovel, torch
- it can break all the blocks a pickaxe/shovel can break
- on right click on a block it will place a torch

A great farmer's toolbox: hoe, shovel, seeds, bonemeal
- it will turn dirt to farmland on right click
- it will plant seeds on right click on dirt
- it will grow the seeds with the bonemeal

I, Fixided am not sure if this mod was posted in this thread 'What's new in Modded Minecraft' and hold no responsibility of "REPOSTING"
GG, g8 r8kt m8 i r8 8/8 gr8 b8
If this does however become "REPOSTING"...
please point fingers at @Yusunoha he is probably responsible.

Here is a changelog of said mod just in case I do get blamed for "REPOSTING"
(Even though it was obviously Yusunoha that caused this)

1.1.3
- disabled performance loss by default
- fixed bugs
 
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keybounce

New Member
Jul 29, 2019
1,925
0
0
Lootbags has an update: http://minecraft.curseforge.com/mc-mods/225946-lootbags

1.7.0 version
-Added a loot source command to generate a dump file showing the loot sources used and available
-Added whitelist functionality for enchanted books, use the syntax minecraft enchanted_book <enchant unlocalized name> <enchant level> <weighting>
-Added item damage range functionality, use the syntax <modID> <itemName> <damage syntax> <max stacksize> <weighting>
--damage syntax is of the form <number>#<number> and <number>&<number> in some combination. # is the exclusive symbol, where only the two bracket numbers are included and & is the inclusive symbol, where all numbers between the two bracket numbers are included. Example: 0#3&7 will add to the whitelist items with damage values 0, 3, 4, 5, 6, 7
-Added empty bag checking and quality of life improvements, so that empty bags do not appear and cannot be crafted.
-Updated the year in all the files
-Added some additional crash checking for empty tables.
 

Eruantien

New Member
Jul 29, 2019
1,181
0
0
I borked a thing. ;-;

http://www.cuchazinteractive.com/blog/tall-worlds-mod-released
http://www.cuchazinteractive.com/tall-worlds/
landscape.jpg


... heavy beta, for 1.8. Also see http://www.reddit.com/r/feedthebeast/comments/39r5kd/new_release_tall_worlds_mod_raises_the_build/
Tall Worlds changes fundamental limitations of Minecraft by raising the build height from 256 blocks, to over 16 million blocks! Build as high as you want in a tall world. Tall Worlds aren't just tall, they're deep too. The sea level is set to 0 and half of those 16 million blocks go up, and the other half goes down, so you can dig as deep as you like as well without fear of ever hitting bedrock.

THIS IS A BETA VERSION
Basically, this version is going to break. A lot. Expect it.

It's going to crash. It's going to destroy your worlds. It's going to erase your amazing builds. It's going to have lighting glitches. It's going to generate terrains that are ridiculous. It might even have horrible lag and crappy frame rates.

When you find problems like this, please report them in our issue tracking system.

The whole purpose of the beta is to give the mod to players so they can find bugs. Once the bugs are known, they can be fixed. Please help us know about the bugs. =)

THIS MOD WON'T DO EVERYTHING YOU WANT ON DAY ONE
It's not going to be compatible with anything else at all. Not world editors, not other mods, not map renderers. Nothing. Nadda.

It doesn't even support servers yet.

Eventually these things will happen, but not on day 1. Until then, Tall Worlds Mod is just client-only and it lives in a vaccuum all by itself.

THIS MOD WILL EAT YOUR WORLDS
While we're beta testing things, don't spend too much time on the Ultimate Tall Amazingest build. There's probably going to be a bug that will destroy it. You'll probably be sad because the beta destroyed your work.

Here are a few rules to help you minimize the pain that the beta might cause:

  • Always backup your worlds before playing with highly experimental mods and modding systems!
  • Tall Worlds Mod will never write over the chunks of a vanilla world. Your vanilla world chunks are always safe, even though Minecraft may think your vanilla world is gone. Don't worry, unless you explicitly deleted the world files in your file manager, your vanilla world is still there.
  • That said, don't ever tell Tall Worlds Mod to load a vanilla world! It doesn't know it shouldn't, and it will try to generate a tall world with the same name. It won't overwrite the chunks of your vanilla world, but any other world-related metadata could be overwritten.
  • Don't load a tall world in vanilla Minecraft either. Minecraft doesn't know what the heck a tall world is and I can't tell it not to load them. Vanilla Minecraft will never erase your tall world chunks, but other world-related metadata may be overwritten. Vanilla Minecraft will probably try to generate a vanilla world with the same name in this case, but I've never tried it, so I honestly don't know what will happen. =)
Obviously this behavior isn't ideal. We just haven't spent any time trying to fix it yet. Feel free to send bug reports and suggestions for how to make things better.

YOU NEED A SPECIAL MOD LOADER TO PLAY
Tall Worlds Mod is designed to run only on a special (and highly experimental) mod loader called M3L. You can read more about it and download it here:

http://www.cuchazinteractive.com/m3l/

Make sure you use the M3L version that matches the Tall Worlds version, and make sure vanilla Minecraft 1.8.3 is already installed.

You must install M3L before you can play Tall Worlds Mod. Don't try to make Forge load the mod. Forge might actually try, but it will probably complain and do something bad.

Once M3L is installed, put the Tall Worlds Mod jar file in your mods folder. eg .minecraft/mods

If the mods folder isn't there for some reason, just make a folder called "mods"

I think that's it for now. Enjoy the mod and send any bugs to our bug tracker.

:( (<- that's because 1.8) :D (<- that's because cubic chunks)
*awaaaay*


Oh and @Lomeli12 with Simple Condensers
Simple Condensers is, as the title suggests, adds simple to use condensers. I was originally just making this for me and my friends, but ended up posting it on twitter and got people interested.
Suuri Star
0M3sCLS.png

Used in the crafting on the Geladen Star and for transferring energy from one condenser to another. Right-click an empty Suuri Star on a condenser to extract its energy, then right click another to transfer the energy to it.
yilaK3r.png


Geladen Star
1ZBUKFR.png

Used in the actual creation of the condensers. To create one, you must make a 3x3x3 structure of Ash Infused Stone with a large Alchemical Chest in the center. Then, with 8 minium dust in your inventory, right click the center of any side of the structure with a Suuri Star to create the Geladen Star.
jXcJW2F.png


The Condensers
SFgJELG.png

CQ8Bmls.png
k9kR4Dz.png
TPC6Rsd.png

There are 3 tiers of condensers (one for each of the Alchemical Dusts), Verdant, Azure, and Minium Condensers. Functionally, they all work the same. They each will consume one item per stack every cycle and convert it into energy, and create one of it's target item per cycle. To create items, you must put a tome in the top right slot of the interface and an item you've learned in the top left slot.
iSGeHzd.png

Then any items that do NOT match the target item and have an exchange energy value will be consumed.

Normally if no valid target item is given, it will leave items stored in it alone. If a redstone signal is applied and no target is specified, it will simply consume all items placed in it and store the energy for later use.

The difference between each tier is speed. The Verdant Condenser has a cycle once every second, the Azure once every 1/2 second, and the Minium condenser once every tick.
http://www.minecraftforum.net/forum...72-simple-condensers-basic-condensers-for-ee3
ETA: Forum addict?! w00
 
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