What's new in modded minecraft today?

Dylz101

New Member
Jul 29, 2019
196
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Woot! Helping :p
Glass Shards updated:
http://minecraft.curseforge.com/mc-mods/226834-glass-shards/files/2256191
  • (@Adaptivity) Updated Russian localization
  • Changed all mods' compatibility in a way that doesn't rely on their internals anymore
  • As a result, removed unneeded compile-time dependencies
  • Removed grinding ball hack for EnderIO
  • Put all EnderIO recipes from the code into resource files
  • Added compatibility for EnderIO 2.3's Dark Clear Glass
  • Changed log message for addHandler to be more meaningful
  • Changes to config comments
  • Removed ReflectionHelper class
Enity Lag Fix got updated to 1.8:
http://minecraft.curseforge.com/mc-mods/235864-entity-lagfix
WHAT DOES IT DO

The problem is too many items floating on the ground or too many invisible ones that stay in the server or too many generated effects or even a mystery area causing huge lag times every time a player goes near that place (lagging the whole server).

As an op you may go to the problem location, preferably the middle of it, and do an /entitycount to see the number of Entities and TileEntities and EntityItems in that area. If it seems excessive such as the 4100+ mysterious entities floating above a beehive farm, that only occasionally appear as flames in the sky, then try this: /nukeentities and it may almost instantly remove the lag, as it did for me. The command removed all entities in the area. The area of effect is a default distance of 32 blocks in all directions from you, so know what is around you before you use this. Also you may specify the radius as a parameter.

I needed this for my server several times under different curcumstances. I've seen cobble generators spew 1000s of blocks out causing lag time. Also server crashes leaving malfunctioning mods, and accidental(or not) explosions leaving 1000s of items floating about. Or even 700+ arrows still stuck in the walls and not despawning. The tool has been tested well. It works in single or multiplayer.

Be careful. If you use a large radius number you are probably affecting all active areas of the server. This means player's animal farms too. Farm animals, monsters, pets, and all other animals are entities. There are other types of entities in game as well. /nukeentities removes them all in an area. Note that TileEntities includemachines, chests, and many plants. Entities and TileEntities are different sets of things in game. Removing them means they are gone. You do not get them back. There is a reason this is an operator only set of commands. Be smart and responsible.

This is an op only tool and only needs to be installed on the server side. Clients do not need it, for it to be used. Installing it is just dropping the downloaded file into the /mods/ folder and restarting the game as usual for any forge mod.

COMMANDS
In chat type...

/entitycount or /ecount to count all entities in range. It displays the number of: items, hostile monsters(mobs), animals, arrows, other entities, total entities, and tile entities.

/nukeitems to remove EntityItems such as those dropped on the ground. (a sub type of Entity)

/nukearrows Removes all arrows in range. Due to a bug in Minecraft, arrows sometimes do not despawn

/limitanimals range limit will remove all but the limit-number of animals of each type of animal in range. Farm animals are entity animals. If you have 300 chickens, 500 cows, and 26 pigs within the range, then if you do a /limitanimals 32 40 it will affect a radius of 32 and you should end up with 40 chickens, 40 cows, and 26 pigs. 40 is the default if you do not spefify the limit.

/nukenonanimals will remove all living entities but not remove any animals in range. Farm animals such as sheep and pigs are entity animals and would not be removed.

/listother Displays a list of other entity's short names and counts in range. This refers to the "other entities" counted by /entitycount. See example of this.

/nukeother Removes all other entities in range. This refers to the "other entities" counted by /entitycount.

/nukemobs to remove EntityMobs. (a sub type of Entity)

/nukeentities or /nukeents to remove all Entities in range

/listtiles Displays a list of tile entity types by their short names and counts.

/nuketileentities or /nuketiles to remove all TileEntities in range. Remember that TileEntities are different than Entities.

/nukeup to remove all blocks from your standing location to up all the way

/filldown to add fill from below your standing location to bedrock. Also it repairs any holes in the bedrock bottom layer.



/lagfix Displays a quick reference of all commands in this mod. Any command with "help" after it will do the same.



Specifically filldown fills all air and flowing water and flowing lava with layers as follows: grass(1 deep) dirt(2 deep) stone(3 deep) cobble(fill...) then bedrock(1 deep) at the very bottom layer. Do note that all caves below the area will be filled with cobble which should prevent monsters from spawning below the area. Its handy to make big flat grassy areas, or with a small radius (/filldown 0) make an instant location marker tower if you are flying. This command was just a quick fix for large gaping holes. It was added to crudely fill in holes from /nukeup. It is an operator only command.



One optional parameter specifies the radius of the area for any of the commands.

Its default is 32. So the block you are on then 32 blocks out.

Diameter is 65 = 32+1+32, covering a 65 by 65 square area.



CommandBlock Compatible. Command blocks using /nukeup will clear from the block directly above itself up. Since CommandBlocks are TileEntities, when they use /nuketileentities they will nuke every tile entity exceptcommand blocks within the radius.



NOTES
Both
Single and Multi player.

Only needed on server side for multiplayer servers.

Source code is included.

This is a Forge mod. No Bukkit is needed.

The commands are simple.



Link to official page on MinecraftForum.net

OTHER MODS
You may love these other related utility mods by others that are very useful: Opis(forge) and ClearLag(bukkit)
A new mod, Spawn Commands! Available from 1.6.-1.8
http://minecraft.curseforge.com/mc-mods/235863-spawncommands-spawn-commands-teleport
WHAT DOES IT DO



Spawn Commands Teleport allows players to teleport back to the main spawn, to their bed, to named locations, to shared named locations, to coordinates, and to other players.


In chat type...

SIMPLE COMMANDS: (default)
/spawn Teleports you to the main world spawn point.
/spawn. Teleports you to your bed/home location if it is set. Note the point "." on the end of "/spawn."
/spawn! Set the location of your bed/home to your current location.
/spawn? Displays coordinates of you, the world spawn point, and your bed/home location if set.

ADVANCED COMMANDS:
/spawn+ mylavabase Creates your named location "mylavabase" at your current location.
/spawn mylavabase Takes you to your named location "mylavabase".
/spawns Displays a sorted list of your named locations. The ones in this dimension are highlighted. Any shared location names are listed first and begin with an at sign. Example: @maincastle.
/spawn- henrysplace Removes your named location "henrysplace" from the list.


/spawn+ enable Enables advanced commands on this server. By default this feature can only be enabled or disabled by an op (server operator).
/spawn+ disable Disables the use of advanced commands on this server. Some may consider these features too over powered and might want just the 4 simple commands at the top above (simple is the default configuration). You may set permissions for every command. You may fully disable any command. You may rename any command. These customizations and more are in the config files.
/spawn+ bobislost -123 65 42 Creates a named location at the coordinates you specify, then you are immediately teleported there. Imagine your friend Bob. He is very lost and needs your help so he tells you his coordinates...
/spawn+ @tradecenter Creates a shared location named "@tradecenter" where you are, if you are an op (server operator). All shared location names will be listed at the beginning of everyone's list of locations.

/back Takes you back to where you last teleported from or where you last died. Which ever event happened last.

And for those who are used to a /home and /sethome command here is:
/home Normally this takes you to your bed/home location. If the misc config option homewithnamedlocations is set to true then this dislays a list if your named spawn locations.
/sethome Normally and always sets your bed/home location to where you are now.
/home henrys-castle Takes you to your location named "henrys-castle" if the misc config option homewithnamedlocations is set to true.
/sethome niceview Creates a location named "niceview" if the misc config option homewithnamedlocations is set to true.

Using /spawn- niceview would remove the name from the list.

/ta has been added for mc1.7.10 and mc1.8 but not mc1.6.4 or mc1.7.2

TA means Teleport Ask. Similar to /tpa elsewhere. Currently available in Version 2.1.0 and up only.

/ta PlayerName Asks permission to teleport to a player. Once your request is accepted then try again with just /ta to teleport to that player.

/ta yes|accept|ok Accepts a request to teleport to you for 45 seconds.

/ta no|deny Denies a request to teleport to you.

/ta allow|deny all Allows or denies all requests for 45 seconds. Useful to allow a group of friends to teleport to you all at once within that time. example: /ta allow all

/ta help will always display the quick reference of /ta commands.

This is a polite way to teleport to other players.

/spawnblockdata Displays information about the block you are standing on and the block at your feet and the one at your head. This is intended for ops to find the name of blocks that it is ok to spawn into such as a new vine or tall grass etc. Then those block names may be added to a config file for use.

/spawn help Displays a quick reference of all spawn commands in game.







Link to the official Minecraft Forum page:

http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2131444



NOTES



Both Single and Multi player
Only needed on server side for multiplayer servers.
Handles cross dimension teleports.
Has teleport safety checks for spawning inside blocks, falling down, and lava below your feet.
You can use the simple commands or get fancy and use it all.
Config files allow very advanced configuration including command disabling, renaming, permissions, and more.
Source code is included in the mod's jar file.

This is a Forge mod. No Bukkit is needed.
It keeps your angle of view so you always arrive looking the same way as when you created the named location.
EIRAIRC got updated:
http://minecraft.curseforge.com/mc-mods/68420-eirairc/files/2256171
Don't worry! Releases will slow down again once we get the major oopsies out of the way. Keep reporting issues you find!



Improved logging: debug mode also logs outgoing messages now (passwords are masked) and no more STDOUT

Fixed [Ljava.lang.String;@7a9dfe2c 1 appearing in many places instead of the actual message

Fixed auth file not being loaded (and thus passwords not being there anymore after a Minecraft restart)

Fixed fancy overlay killing the sky blending

Fixed typo in fancy overlay disconnected lang key

Fixed connection timeout on Slack IRC with null topics
Modular Powersuits got a few updates, I compiled a list of ones from today:
http://minecraft.curseforge.com/mc-mods/235442-modular-powersuits/files
Plasma bolts will no longer hit the shooter. Ever. - MachineMuse
Added half-second cooldown to railgun and reduced the default heat generation - MachineMuse
add weight capacity to auto-populating of config - MachineMuse
Changed detailed summary frame to summarize all equipped items & fix overlapping text issues in detailed summary & module tweak frames - MachineMuse
add weight capacity to config - MachineMuse
fix enderIO capacitor recipes - MachineMuse
add mod-specific modules to localization - MachineMuse
ripped off omniwrench code for wrench functionality - MachineMuse
fix clickability of arrows on scrollable frame - MachineMuse
Merge remote-tracking branch 'origin/experimental' into experimental - MachineMuse
added sidedness & sound setting checking anywhere sounds are played - MachineMuse
Merge pull request #609 from AegisLesha/patch-1 - Claire
Update fr_FR.lang - Jean-Marie
And Warp Drive updated:
http://minecraft.curseforge.com/mc-mods/233565-warpdrive/files/2256162
This is the WarpDrive mod itself.



This is an early alpha version by TheNumenorean & LemADEC for Minecraft 1.7.10.

There's no core mod, it's all integrated in a single jar now.

Alpha means "It will probably murder you". There's no compatibility with any past or future version. Your world will get corrupted.



This version requires either ComputerCraft or OpenComputer.

EU and RF power are supported (including but not limited to IC2, Gregtech, AdvancedSolarPanel, AtomicScience, BigReactors, EnderIO, Thermal Expansion).

ICBM, MFFS, Advanced Repulsion System and GraviSuite are supported.



Warning: once upgraded to version 1.3.3 or later, rolling back to a previous version will delete all your WarpDrive blocks and items! You might need to break and place back a few machines.



Notable changes:

  • fixed jumpblocks logging flag by LemADEC
  • fixed Galacticraft oxygen bubble during jump by LemADEC
  • added a patch for Galacticraft crashes when mekanism is not installed by LemADEC
  • added entity and item dictionaries by LemADEC
  • fixed breathing with IC2 compressed air by LemADEC
  • fixed OC holograms detected as logs by LemADEC
  • updated laser beams resolution so they continue pass the first entity by LemADEC
  • updated laser damages towards entities to be at level with block damages by LemADEC
  • fixed Transporter, ChunkLoader, EnergyBank, EnanReactorCore and LaserTreeFarm crashing OC computer when CC isn't loaded by LemADEC
  • added OpenComputers support for Enantiomorphic reactor by LemADEC
  • fixed StarMapRegistry crashing during updates by LemADEC
  • added guide message when right clicking a laser by LemADEC
  • fixed free laserTreeFarm leaf harvesting by LemADEC
  • fixed ShipController getEnergyRequired for OpenComputers by LemADEC
  • implemented block detection globally by LemADEC
  • fixed Enantiomorphic reactor explosion bypassing bedrock by LemADEC
  • updated frequency name to avoid player confusion between beam and camera by LemADEC
  • fixed free IC2 reactor laser cooling by LemADEC
  • updated LUA API and scripts (see wiki for the conversion table) by LemADEC
  • fixed player falling from camera by LemADEC
  • improved default laser cannon config by LemADEC
  • fixed boats, painting, and item frames targetted with laser cannon by LemADEC
  • updated air generation with growth bonus (5 times faster, almost twice the radius) by LemADEC
  • improved client CPU usage related to air generation by LemADEC
Known issues:

  • WorldGeneration is semi-functional
  • Laser tree farm is semi-stable
  • Scanner, Transporter, Beacon and Decorative blocks are 'work in progress', use at your own risk
  • Immersive Engineering wires are lost during jump
And a new 1.7 mod: Minefantasy 2!
http://minecraft.curseforge.com/mc-mods/232408-minefantasy2
MineFantasy is a large medieval based mod with goals to aim on improving many features (particularly crafting). There is a wide range of interactive crafting methods such as Forging, smelting and refining. Mod is still WIP but aims to make even simple things like making a tool or fighting a zombie more interesting.



For previous MineFantasy veterans: You may find that the second is simpler than the first, and a bit more self-explained (particularly due to the book).

The aim for MF2 is to be a bit easier to pick up and play, and not have to spend time learning the basics before even trying to play it. That's not to say that some things aren't going to be hard, it just means that some of the features of MF1 may either not be re-implemented or be altered. But it may not be popular among everyone.



MineFantasy 1 is under new development by someone else and will focus on the hardcore experience.
Thats all I have time for!
 

Lyra_Chan

New Member
Jul 29, 2019
376
6
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Speaking of new 1.7 mods, I made a new mod!
Introducing: Quartz Party!
Ever want quartz to spawn in on the surface, but don't want it to make mods like Tinkers' Construct easier? This is the mod for you! This spawns a new ore added to the overworld called Surface Quartz. The difference between Nether Quartz and Surface Quartz is that it can't be used for anything but aesthetics... and maybe some tools. The tools have a mining level of redstone, but are no better than stone. They also have the enchantability of gold ;)

MODPACK POLICY:
Wanna use it in a pack? Go ahead! All I ask is that I am notified.
You can download it here: http://minecraft.curseforge.com/mc-mods/235884-quartz-party
 

VictiniX888

New Member
Jul 29, 2019
285
-2
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Aaaaand, more new mods!

XCompCraft (by MysteriousAges)
Tired of having to write complicated Mystcraft ages just so your players won't quarry the overworld? Is all you need for your modpack a single void dimension to put your nefarious traps and mechanisms of DOOM in? Are you looking for a mod that allows you to add new dimensions to Minecraft for your server?

This might be the mod for you.

Features
  • Currently supports 4 types of dimensions:
    • Overworld clone or with a seed override.
    • Superflat, for that flat world experience.
    • Single Biome, perfect for Extreme Hills mining ages, or infinite rolling plains.
    • Void, fantastic for falling to your doom in!
    • Support for other mods' world types may be added in the future (Biomes 'o Plenty, Advanced Terrain Generation)
  • Set spawn points via config file per dimension.
  • Easily create new dimensions with an easy to write config style.
  • Enhanced Teleport command with way too many options!
  • Customize dimensional teleporter items via config file.
XCompCraft?
Because it's funny. XCompWiz wrote Mystcraft, and now MysteriousAges is writing XCompCraft. Call it "SimpleDim" if you find it less confusing... just don't call it late for dinner!



*crickets*



Had to get that one out of my system, sorry.

SetNow (by TehNut)
A simple right click of a bed (Anything that extends BlockBed) will set your spawn to that location. Includes a configurable dimension blacklist.

Builder's Helper (by sshipway)
This is a mod aimed at:

  • People who spend all their time in Creative mode
  • People who like the copy/paste features in external editors, but want to create in-game
  • People who don't want to spend another ten minutes creating yet another generic house as they build their city
  • People who want to share their structure with others without having to save and load an entire world
  • People who want an easy way to add auto-spawning structures in-game
  • People who want an easy way to use the schematics libraries online, without having to install more complex mods
The mod adds a new item -- a Wand -- and a few commands ( /wand, /blueprint ). It allows the person holding the wand to create any of a number of predefined structures (plans) at the click of a right-button; it also allows them to save an existing structure as a file (blueprint) that can be loaded back in as a plan and used again multiple times. The resulting map does not need the mod to be loaded for it to work.

Plans may use 'soft' blocks, which only place in air or water, and can also include reference to other place, at translation or rotation. There is also the option to use an element of randomness, so that it can generate varying structures from the same blueprint. It also preserves Block Entity data and can handle blocks added by other mods.

Plans can specify Chests and Spawners using special random syntax, to include randomised loot and spawn potentials. This may be configured using in-line NBT, external NBT files, or symbolically in the code. You can also specify mobile entities, such as carts, armour stands, and mobs.

There are also 'Metablock' symbols, such as 'OLD_STONE' which will resolve to a different block based on current biome and/or random states. So, a cottage will generate using different stone and wood if built in a desert as opposed to being built on a plain.

Blueprints can also copy and paste mobile entities, such as minecrafts, mobs, and armour stands.

Blueprints can contain IFBLOCK and IFBIOME tests to branch on various conditions.

Blueprints can use MOB to create entities, and you can copy entities.

The PICTURE directive can be used to create a custom map in a frame displaying the contents of an external image file.

Plans may be flagged as 'autogenerate' with a probability and a list of biomes, and they will be auto-generated as new chunks are generated.

There is support for MCEdit Schematics, and Ruins Templates. (See http://www.minecraft-schematics.com/ )



The main thing to note is that, once the structures have been built, the mod is not required for the world to work (provided you have removed the Wand from the player inventory of course).

The mod comes with a number of example blueprints, demonstrating the various capabilities. For example:

  • Glass dome -- works on land or underwater
  • Random tower -- random room contents and height
  • Cottage -- simple cottage
  • Well -- example of underground structure
  • Water -- uses 'soft' blocks to fill holes with water without affecting other blocks
  • Jeb Door -- standard Jeb door, with redstone etc
  • Lava trap -- example of trapped chest with opening floor
  • Bridge -- a simple 4-block wide bridge with a 30-block span
  • Tree -- a simple Oak tree
  • Water and Dry -- fill a hole with water, or dry up existing water
  • Topsoil -- add a layer of dirt and grass to any exposed rock
  • Tunnel -- drill a tunnell, with a rail track and torches, until the far side of the hill
  • Dungeon -- generate a random dungeon, with random rooms, monsters and treasure
More details and documentation are included with the mod in the download file.

Suggested uses:

  • Removing repetitive duplication work when building cities, forests and so on
  • Tutorials (eg, redstone) can provide a blueprint containing the example structures
  • Builders can share their work as individual re-useable structures
  • Use of random features giving small variations in a plan, to make more realistic worlds
  • Procedurally generate simple towers and castles
 

Nova Sol

New Member
Jul 29, 2019
73
0
0
ChromatiCraft did a thing!
  • ChromatiCraft: Fixed progression dependency loop with Elemental Sonar
  • ChromatiCraft: Fixed heat lamp being destroyed if not harvested with a pickaxe
  • ChromatiCraft: Increased heat lamp max temp to 615C
  • ChromatiCraft: Repeaters now check all possible orientations on place
  • ChromatiCraft: Added new "Energy Internalization" info fragment
  • ChromatiCraft: Changed crystal plant behaviors with automated farming
  • ChromatiCraft: RF Radiator no longer tries to send energy to IE wires
  • ChromatiCraft: Fixed monument worldgen

RotaryCraft and DragonAPI also had a stunning one change each.
 

jordsta95

New Member
Jul 29, 2019
5,056
-4
1
Some d-bag called jordsta95 uploaded a really crappy mod called Simple Blocks

There is no changelog, only this image:
2015-09-09_20.png
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Mitchellbrine with Cards vs. Crafters
Mitchellbrine said:
Cards vs. Crafters 1.1.2
  • Added:
    • Bots! Now you can play [Cards vs. Crafters] with yourself (Tweet me any bot names you want me to add to future versions! I currently have a lot of them)
    • Current Bot Names:
    • Drullbot
    • Blorph
    • Forgecraft
    • Wheatley
    • GLaDOS
    • Adventure Core a.k.a. Rick
    • Dinklebot
    • HAL 9000
    • ROB 64
    • Bender
    • Burdbot
  • Fixed:
    • Fixed a bug where multiple inputs end up stopping the game (though this bug could've been due to the bot mechanics having issues, not really human interference)
    • Fixed the indexes not being disabled.
    • Fixed a bug where you could get the same black card twice in a row
    • Fixed plenty of possible crashes!
    • Altogether, I think this version is a lot more stable than ANY of the previous versions of CvC (knock on wood).
  • (Next update: Blank cards and 1.8 support (although I may add a 1.8 port for this version).)
  • THIS TIME WITH ONE LESS THUMBS.DB *sigh* -_-

and @Blargerist with Dimensional Control
Blargerist said:
Dimensional Control 0.13.0
  • New stuff:
    • Added option "Infinite Sky Dimension" for setting if the sky dimension should generate infinitely rather than just a single island.
    • Added option "Sky Dimension Height Modifier" for setting the max heights of sky islands.
    • Added option "Sky Island Size" for changing sky island size.
    • Added option "Sky Island Top Hills" for changing the height of hills on the top of sky islands.
    • Added option "Sky Island Bottom Hills" for changing the height of hills on the bottom of sky islands.
    • Added option "Void Teleport Dimensions" for setting up void teleporters, which will teleport a player to another dimension when they fall into the void.
    • Added option "Portal Type" to portals. This can be either "SAME" to send the player to the same coordinates, or "SPAWN" to send the player to the world spawn.
  • Changes to old stuff:
    • Small optimizations to the sky dimension terrain generation code.
    • Made spawn teleporters find the top block if sending a player to a non-DC dimension. This will stop you spawning in walls.

and @Nuchaz with BiblioCraft
Nuchaz said:
BiblioCraft 1.11.0
  • *New Block: Framed Chest Works with the Furniture Paneler to get to color chests using any solid block. The Framed Chest also has a built in single item label that automatically shows the item with the highest quantity in the chest. Chests can be connected into double chests using the screw gun. Double chests will have 2 built in labels and the left side of the chest will select its label item from the top half of the chest inventory and the right side will select from the bottom half of the inventory.
  • *New Item: Stockroom Catalog This allows you to list the contents of any number of chests with a single list. Sneak right-click a block with an inventory (a chest, bookcase, barrel, anything with an inventory) to add that inventory to the list of inventories for the catalog to keep track of. Sneak right-click the same block again to remove that block from the list. A small particle effect will render on that block when holding the Stockroom Catalog to let you know that block is being tracked. Right click to open the GUI and see the list. You can sort the list in ascending or descending order by quantity (Count) or alphabetical order. Click on the title to change it to anything so you can custom label your stockroom catalog. click on the small chest icons on the right hand side of each listing to open the inventory list view. This shows you everywhere inventory in your list that item can be found. You will notice 8 slots across the top. If you have any waypoint compasses in your inventory, they will show up in those slots. This allows you to click the compass, then click the + button next to an inventory and add that location to your waypoint compass. Click the close button on the bottom right or hit ESC to close the inventory list view. Hit the exit button on the bottom right or hit esc again to close the GUI.
  • *New Feature: Fancy workbenches connect to bookcases. Up to 2 bookcases, one on the left and/or one on the right will show their inventory in the fancy workbench.
  • *New Feature: Recipe books can now be used to craft items without a workbench if the player has the required ingredients in their inventory.
  • *Clipboard tweak: Can now navigate between lines using the arrow keys and can enter the next line by hitting enter.
  • *Added a locked message to blocks that have been locked with the lock and key when another player tries to use that block

sadly I'm still without a computer, something weird is going on with it and the shop is having trouble trying to fix it.
I want to thank all of you for jumping in and helping me with the topic during this time.
as you can see I'm trying to pick up the updating again, but it'll go slowly, so until I have my computer back I really appreciate it that all of you are helping me.

I guess it's also a good time to mention that next friday I'll be going on vacation again, so I won't be able to do any updates during that time. my last update will be on the 17th and I'll be back with updating on the 26th
 

bdew

New Member
Jul 29, 2019
69
0
0
Gendustry 1.6.0
  • Added custom hive spawning system
  • Added Error Sensor Cover
  • Added Pollen Scrubber Upgrade (prevents flower spreading and polination)
  • Tools can now be charged using normal crafting and redstone dust/blocks (for packs without charging blocks)
  • Apiaries will emit a block update when error state changes
  • Apiaries will now drop covers when broken (prevents dupes and weirdness)
  • Added option for custom bees to only register when a specific mod or oredict entry is present
  • Fixed housing and bee keeping mode mutation modifiers not applying to custom mutations
  • Fixed apiary BC gate triggers not working
  • Fixed apiaries not connecting correctly to some redstone wires
  • Fixed custom bee products not working correctly if they use the same drop chance
  • Fixed incorrect custom localization loading
  • Updated Chinese localization (thanks InfinityStudio)
  • Fixed issues with with some locales that use weird Latin letter upper/lower case mappings (e.g. Turkish)
Advanced Generators 0.9.18
  • Added detailed tooltips to multiblock controllers/modules
  • Added forestry peat (normal and bituminous) as carbon sources
  • Added PneumaticCraft and MagneticCraft fuels
  • Reduced advanced valve energy cost in TE smelter to 48k so it can be done by a basic machine
  • Updated French and Chinese localization (thanks Mazdallier, Ahtsm, PatchouliHina)
  • Fixed issues with with some locales that use weird Latin letter upper/lower case mappings (e.g. Turkish)
Pressure Pipes 1.2.4
  • Added detailed tooltips to multiblock controllers/modules
  • Added Sluice (thanks CplPibald)
  • Updated Chinese localization (thanks Ahtsm)
  • Fixed issues with with some locales that use weird Latin letter upper/lower case mappings (e.g. Turkish)
AE2 Stuff 0.5.0
  • Added Network Visualisation Tool
  • Added Wireless Connector and Wireless Setup Kit
    • No detailed documentation yet, see mod page for short description of blocks/items
  • Pattern Encoder can now be rotated
  • All blocks can now be disassembled with a wrench and will keep inventory and energy when breaking
  • Fixed crash with Looking Glass and other mods that do weird things with client-side world
  • Updated French and Chinese localization (thanks Mazdallier, Ahtsm)
  • Fixed issues with with some locales that use weird Latin letter upper/lower case mappings (e.g. Turkish)
Compacter 1.1.0
  • Internal changes and update to work with newer BDLib
  • Fixed issues with with some locales that use weird Latin letter upper/lower case mappings (e.g. Turkish)
All mods require BDLib 1.9.2
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Cypher121 with Magneticraft
Cypher121 said:
Magneticraft 0.4.5
  • Fixed:
    • Crashes related to other mods using BuildCraft, CoFHLib or RailCraft API.
    • Some of the render problems.
    • Charge bar display bug.
    • Dupe bug with barrel-like inventories.
    • Most errors related to Inserters.
    • Crash caused by shift-clicking coil in electric furnace.
    • Zinc ore is now properly registered as oreZinc in OreDict.
  • Added:
    • Crushing Table: manually double ores by hitting them with a hammer.
    • Limestone added and will now generate in the world.
    • Decorative Limestone variations and Roof Clay Tiles.
    • Slab/Stair/Microblock versions of new decorative blocks.
  • Changed:
    • Alternators will no longer appear if their respective APIs/mods aren't present. Same goes for Kinetic Generator.
    • Tooltips and names changed.
    • Tooltips are now hidden unless player is sneaking.
    • Ingot blocks can now be cut into microblocks.
    • Items registered as TE hammers or BC wrenches can now be used instead of Magneticraft wrench.
    • Magneticraft wrench can now be used as TE hammer.
    • Poles can now be put into one of three connection modes: ALLOWED, MANUAL-ONLY and BLOCKED. First mode will auto-connect to all poles with same mode in 16 block radius. MANUAL-ONLY will only allow connections from Heavy Copper Coil. BLOCKED will not accept any connections and will just sit there and be useless. Mode can be switched by shift-clicking pole with a wrench. Changing mode will drop all existing connections.
    • Heavy Copper Coil connection can now be dropped by shift-clicking anything that isn't a pole.
    • New pole textures.

and @awweaver with Visual Redstone
awweaver said:
This mod will show the power level or redstone that a block is receiving.



Have you ever wondered what Redstone Power (if any) was being applied to a block?



With this mod that is not any issue anymore! It will show you what level is being applied to the block. To use this mod just craft a Redstone Visualizer with a redstone torch, clock, redstone dust, compass, and a stick. Point it at any block and block highlight will be a different color (soon to be configurable!)



Modpacks: YES.





Note: this mod is mostly done, I still need to add config values for all 15 levels of Redstone.





Thanks to Lance5057 for making the item texture, which I enlarged and used as the logo as well

Thanks also to kg6jay for figuring out the code I was having issues with.
 

Arcaratus

New Member
Jul 29, 2019
41
0
0
Blood Arsenal 1.2-0 is finally up with some major additions! Get it here: http://www.curse.com/mc-mods/Minecraft/228823-blood-magic-addon-blood-arsenal
-Added Forge Multipart integration

-Added Thaumcraft/Forbidden Magic integration

-Finished Tinker's Construct integration

-Started Guide-API documentation



-Fixed the Life Infuser consuming unneeded LP

-Fixed Baubles dupe and bugs

-Fixed moar bugs

-Tweaked recipes and re-balanced things



-Did things that I forgot about at the time I wrote this :p

Note: There is a bug present in the previous versions that cause it to crash if I update the current version on the version checker. This is a heads up warning and I'm giving approx. 3 weeks for everyone to update before I change it
 

VapourDrive

New Member
Jul 29, 2019
536
-8
1
I released the first alpha (and second bugfix version in short notice) of my new mod: Simple Storage
This mod is designed to provide a simple upgradeable chest that doesn't require a dozen different metals or crafting stages, as well as a nifty search feature.
(0.0.1a-1)
  • Initial release
(0.0.2-2)
  • Fixed bug where more than 6 rows could display while searching.
  • Fixed bug where the scrolling display position was overwritten constantly.
 

Blood Asp

New Member
Jul 29, 2019
485
0
0
A bunch of GregTech related updates:

http://forum.industrial-craft.net/index.php?page=Thread&threadID=11488
5.08.27
  • Large Turbine and Large Heat Exchanger overhaul by pyure.
  • Fix Magic gen recipes missing without Thaumcraft.
  • Bronze Dust and Advanced Circuit Achievements now use OreDict.
  • Added 8 missing Metallurgy materials.
  • Fixed VibrantAlloy into molten PhasedGold recipes.
  • Fixed Batbuffer name in Nuclear Control.
  • Added Tooltips for auto output gui buttons.
  • Split used textures for items/blocks (Turbines/QChest/QTank/FusionComp).
  • Fixed QChest visuals in NEI.
  • Added NEI support for UUMatter recipes.
5.08.28
  • Fixed some typos.
  • Fixed packager not accepting some items by automation.
  • Needs maintainance cover now also emits rs singnal to opposide side were a wireless transmitter(in) on the same block can send it.
  • Large Turbine also accepts MRF steam (by DeckerCHAN).
  • Fixed a worldgen issue changing probability.
  • Added additional worldgen logging with debug config enabled.
  • Changed code to compile also with IDEA.
  • Changed soldering iron behavior with not enough energy.
  • Changed large plasma gen output.
  • Added oreHeeEndium processing.
  • Added more shards in Magic Energy Converter.
  • Added thaumcraft liquid essentia as fuel to Magic Energy Absorber.
  • Added turbines disassemble(possible once they have taken damage).
  • Lowered disassembler runtime as in .09.
  • Fixed issue with lock upgrade.
  • Fixed fusion reactor not stopping without energy.
  • Fixed pump spawning infinite mining pipes.
5.08.29
  • Quickfix too much maintainance damage.
  • Another fix for the lock upgrade.


http://forum.industrial-craft.net/index.php?page=Thread&threadID=11488
5.09.00
  • Massfabricator:
8xEU per UUM (still less than IC2 EU costs) max 10 Amp input higher tiers no longer less efficient
  • Tool Material changes:
Titanium: 8.0, 2560, 3 - > 7.0, 1600, 3 Tungsten: 8.0, 5120, 3 -> 7.0, 2560, 3 Iridium: 6.0, 5120, 4 -> 6.0, 2560, 3 Osmiridium: 8.0, 3000, 4 -> 7.0, 1600, 4 TungstenSteel: 10, 5120, 4 -> 8.0, 2560, 4
  • New Materials:
TungstenCarbide VanadiumSteel HSS-G HSS-E HSS-S

  • More complex Titanium and Tungsten production:
Bauxite/Ilmenite + C -> Iron / Rutile + 2C + 2Cl -> Titaniumtetrachloride + 2MG -> Ti / Magnesiumchloride Lava/End Stone now produce Tungstate(but more) Tungstate/Scheelite Electrolyzing now needs EV + Hydrogen

  • Worldgen:
Removed Pu oregen(and byproducts) Added U235 to oregen instead Added Oil Sands oregen Added Asteroids to TheEnd (code from GalacticGreg)
  • Made Single Use Batteries more useful:
Raised EU cap +50% to make them a alternative to produce Energy
  • Increase Large Boiler Efficiency:
Bronze 2.0x 16.000->32.000 (Steam per Charcoal) Steel 1.5x 24.000->36.000 Titanium 1.3x 32.000->41.600 TSteel 1.2x 40.000->48.000
  • Generator efficiencies:
Turbine: 85,75,66 Generators: 95,90,85
  • Disassembler:
Lowered runtime for higher tiers.
  • Rubber changes:
Sticky Resin produces Raw Rubber and no more Plastic(Plastic now comes from Oil) Raw Rubber vulcanization with Sulfur Removed Rubber Cable crafting, now needs Fluid Solidifier + Fluid Rubber ULV Cables can be isolated with paper, LV cables with wool+string
  • Misc changes:
Updated API Version to 5.09 Removed the old Rotors fully(the ones without texture) Wood to Charcoal smelting disabled EU->RF default enabled IC2Cables default disabled Sugarcane into paper or sugar now needs mortar to craft(can be disabled under harder recipes)
  • Cover now protect against cables and pipes shocking or buring:
Currently all covers. Need to limit to non conductive covers.(MetaPipeEntity.isCoverOnSide())
  • Changed and added Fluid pipes:
Reduced TS Pipe Temp resist 12500K -> 7500K, can no longer transfer Plasma Added special Plasma Containment Pipe (nedodym + supercond) Added High Pressure Pipes(More throughput than TS Pipes but need pumps to craft)
  • Added Gem, Reinforced and Metal Storage Blocks:
Metals: 124 types Gems: 37 types Reinforced: TS Reinforced Stone, IrReinforced Stone, Ir TS Reinf Stone, Plascrete Block, more...
5.09.01
  • Fixed Crash with IHL.
5.09.02
  • All 5.08.28-29 changes.
  • Fixed broken steam math of small turbine and large boiler.
  • Fixed circuit not possible to craft.
  • Internal changes to fluid handling.
  • Added burn values to new fuels.
  • Fixed crops needing blocks below not growing.


http://forum.industrial-craft.net/index.php?page=Thread&postID=172332
0.6 - Fixed ores spawning on planet surface.
- Fixed issue with spawn weight.
- Added processing recipes for some Moon and Mars stones into usable materials.

0.7 - Fixed Asteroids not containing ores
- Removed debug logging
- GG now changes it's default accordingly if GT 5.08 or 5.09 is installed.

1.8 - Updated default oregen to fit GT6.00.52.
Fixed randomisation bug on asteroid worldgen.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @hilburn with Passive Torch
hilburn said:
Designed to prevent the natural spawning of anything non-agressive: Slimes, Bats, Sheep, Chicken, Cows, Pigs etc.



Has a range equivalent to ExU's Magnum Torch.

and @hilburn with STFU
hilburn said:
Shut Those Fellows Up!

We have all seen our logs get clogged up by certain useless info or debug messages - makes life hard for people trying to find particular information.

This very quick mod (<250 lines total) allows the user to add custom filters to those loggers to reduce the spam.

and @RiskyKen with Armourer's Workshop
RiskyKen said:
Armourer's Workshop 0.37.0.94
  • Added a private library folder for player on a server.
  • Added dye bottles. (not usable yet)
  • Added back-end support for skin painting and dye systems.
  • Added ability for most wrench tools to rotate skin blocks.
  • Added ability for all tools to be shift clicked on the Armourer.
  • Added support for Metallurgy swords.
  • Added config syncing for allowClientsToDownloadSkins, allowClientsToUploadSkins, overrideSwordsActive and overrideBowsActive.
  • Added blockSkinMaxRenderDistance config option.
  • Added wireframeRender debug config option.
  • Added enableHolidayEvents config option. (for the Scrooge's of the world)
  • Added new holiday event!
  • Changed how skins are stored in memory.
  • Changed skin backer algorithm to remove "caves" from skin before rendering.
  • Changed the library GUI layout. (not final)
  • Changed collision & bounding boxes on block skins to match the skin size.
  • Changed library to remembers type and search filters when the GUI is closed.
  • Changed equipment skins templates item name will now be the skin name if one was set.
  • Fixed transparency with skinnable blocks behind other skinnable blocks.
  • Fixed crash cause by mods returning null as a players display name.
  • Fixed crash if a player beyond tracking range shoots an arrow into tracking range of a player.
  • Fixed block skins being placeable in invalid locations.
  • Fixed block skins not playing a sound when placed.
  • Fixed bounding box blocks being drop from explosions.
  • Fixed old legacy skirts being 1 block too low.

ps. I got my computer back \o/
 

sinkillerj

New Member
Jul 29, 2019
63
0
0
ProjectE 1.9.2 "Servers and Players Rejoice" for Minecraft 1.7 is now live on the Curse Client and at: http://minecraft.curseforge.com/mc-mods/226410-projecte/files

###Version 1.7.10-PE1.9.2
* NEW: Giant Mushrooms added to the Axe list
* NEW: Further MineTweaker integration
* NEW: Italian language file updates
* FIXED: A issue with the new Chisel update
* FIXED: Matter furnaces not accepting collector EMC properly
* FIXED: Desync when clicking a empty transmutation slot resulting from the new backend
* FIXED: A Issue regarding item damage and EMC values
* NOTICE: The below changes are from beta 1.9.1
* CHANGE: Further transmutation GUI backend improvements
* CHANGE: PE item recipe backend improvements
* CHANGE: Void Ring backend improvements
* CHANGE: Flight changes. Double jump for creative. Hold for jetpack style
* FIXED: A flight conflict with other mods
* FIXED: Book of the Alchemist offset issues at certain resolutions
* FIXED: Transmutation search box rendering over tooltips
* FIXED: A issue causing the Life Stone to void fuel
* NOTICE: The below changes are from beta 1.9.0
* NEW: ProjectE items should now respect server protection
* NEW: NEI search filters can be used in the Transmutation search bar
* NEW: Book of the Alchemist partially added
* NEW: Talisman of Repair can repair items in Bauble slots
* NEW: Further API additions
* NEW: x items equal y can be defined using custom conversion configs
* CHANGE: Slight Condenser and Alchemical Chest texture improvements
* FIXED: Some items such as the ExtraUtils QED causing Transmutation GUI desync
* FIXED: A issue causing items to stop working on dimension change
* FIXED: Condenser Mk2 burning items when its output is full
* FIXED: A issue with GUIs when being moved too far from a block
* FIXED: IAlchChestItems crashing
* FIXED: Possible issues with the Turkish locale
* FIXED: A possible NullPointerException on login
* FIXED: A EMC tooltip stack overflow
* FIXED: Matter furnace GUI issues
* FIXED: Talisman of Repair issues with Chisel items