What's new in modded minecraft today?

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Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @DrasticDemise with Terrain Crystals Add-ons
DrasticDemise said:
This mod is an add-on to the mod Terrain Crystals and plans to add modded biome functionality for 1.9 biome mods. You may find the Terrain Crystals base project here: http://minecraft.curseforge.com/projects/terrain-crystals



sOnhunJ.png






Currently adds support for the following mods:

  • Biome's O Plenty
Planned:

  • Thaumcraft (Eerie Magical Forest, Tainted Lands)
Adds Terrain Crystals for the following Biomes O'Plenty Biomes:

  • Cherry Blossom
  • Origin Island
  • Flower Field
  • Flower Island
  • Coniferous Forest
  • Bamboo Forest
  • Lavender Fields
  • Maple Woods
  • Mystic Grove
  • Ominous Woods
  • Orchard
  • Sacred Springs
  • Seasonal Forest


This mod is open sourced and can be included in any mod pack. This mod may only be downloaded/hosted on this website.

and @EuhDawson with Reap Mod
EuhDawson said:
This mod adds a function that harvests crops when you right click them.

It also works with other mods that are adding other crops to Minecraft.

In the config file you can define which crops can be harvested or not.



Be sure to update the newest Forge version!



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pm92i4g2.png




r6tg2kk2.png




b3ej4x2l.png
 

ljfa

New Member
Jul 29, 2019
2,761
-46
0
Totemic 1.8.9-0.7.1 has been released.

Changes:
  • Changed how the cooldown of Flute and Rattle works. They should be less clunky to use now.
  • The Rattle can now be used when aiming at a block
  • The Flute Imbuation ceremony will now also affect flutes in your inventory, no longer requires dropping them on the ground
  • The maximum startup time for Ceremonies now depends on world difficulty
  • Increased the range of most Totem effects. Also, the ranges are now affected by the type of wood.
  • Fixed Blaze totem effect range being too small
  • Increased the strength of the Zsphkiel Waltz ceremony
  • Disabled the effects of the Bat potion effect in creative mode
  • Decreased Baykok's movement and attack speed
  • (Sunconure11) Changed Baykok's texture
  • Fixed Baykok's hitbox
  • The Ceremony HUD now has a section in the profiler (Shift+F3)
  • The chat messages from right-clicking Totem Bases with the staff are now localized
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
The wait is finally over! Flaxbeard's Steam Power 0.29.0 for Minecraft 1.7.10 has been released!
Here is an absolutely enormous changelog:
  • INFO: New issue and pull request templates on GitHub repository.
  • INFO: Welcome Lance5057 (of Tinkers' Defense) and DoopPatrol to the Aesthetics Team! Also welcome DivineAspect to the Testing Monkeys team. Divine also helps out a lot with game design, and Lance helps out a lot with development and game design. These new team members have been crucial to this release, and many more to come! <3
  • NEW: Steam Tools can now be upgraded in the Engineering Table. Each tool has a head slot, and a core slot. Some upgrades can be placed into the core slot of any tool!
  • NEW: Exosuit steam will now automatically power the steam tools if they run out.
  • NEW: Steam Cells. Empty Steam Cells can be charged in the Steam Filler to produce Full Steam Cells, which can be used to charge the Exosuit and the Steam Tools with a right click, or automatically with the Steam Cell Filler bauble.
  • NEW: The Void universal core upgrade
  • NEW: Exothermic Projector universal core upgrade
  • NEW: Overclocker universal core upgrade
  • NEW: Big Drill drill head upgrade
  • NEW: Battle Drill drill head upgrade
  • NEW: Stone Grinder drill head upgrade
  • NEW: Precise Cutting Head drill head upgrade
  • NEW: Thermal Drill drill head upgrade
  • NEW: Multiplicative Resonator drill head upgrade
  • NEW: Calamity Injector drill head upgrade
  • NEW: Dynamic drill heads. These can be modified in the FSP-materials.json. I can't briefly describe how this system works, so please read the wiki article about it.
  • NEW: Internal Processing Unit drill core upgrade
  • NEW: Leaf Blower saw head upgrade
  • NEW: Timber Chain saw head upgrade
  • NEW: Forest Fire saw head upgrade
  • NEW: Chainsaw saw head upgrade
  • NEW: Cultivator shovel head upgrade
  • NEW: Rotary Blades shovel head upgrade
  • NEW: Backhoe shovel head upgrade
  • NEW: Sifter shovel core upgrade
  • NEW: Rebreather Exosuit helmet upgrade
  • NEW: Hydrophobic Coatings Exosuit boots upgrade
  • NEW: Pyrophobic Coatings Exosuit boots upgrade
  • NEW: Anchor Heels Exosuit boots upgrade
  • NEW: Piston Push Exosuit chest upgrade
  • NEW: Reloading Holsters Exosuit leggings upgrade
  • NEW: Frequency Shifter Exosuit helmet upgrade
  • NEW: Dragon Roar Exosuit helmet upgrade
  • NEW: Zinc Exosuit Plate
  • NEW: Gilded Iron Exosuit Plate
  • NEW: Gilded Iron Plates, made from dunking iron plates in gold
  • INFO: Release files now use the naming convention "FSP-MCVERSION-RELVERSION"
  • NEW: Tinkers' Construct integration with a new Steam Modifier for tools, which repairs them using steam. TiCo tools with this modifier can be charged in the Steam Charger (Issue #307, PR #369) (Lance5057).
  • NEW: NEI support for Rock Smasher and Steam Heater recipes (#328, #243).
  • NEW: Non-vanilla water containers can now fill boilers (#245, PR #339) (Vidar Johansen, vidaj)
  • NEW: Steamed Salmon (#141).
  • TWEAK: Gilded Iron Ingots are now registered in the OreDictionary as ingotGildedIron
  • TWEAK: Entries opened through shift or control clicking now open to their first page, rather than the page that contains their recipe (#377).
  • TWEAK: SU amount now only shows up in the Exosuit's tooltip if it actually has a tank installed.
  • TWEAK: Valve Pipe redstone control is enabled by default now.
  • TWEAK: The Valve Pipe's redstone control is much more consistent now. When the signal is applied, it closes the pipe, and when it turns off, it opens the pipe. This change does not sacrifice the existing manual system (#263).
  • REFIX: Server crash caused by shift-right clicking things with the Esteemed Innovation journal (#168 #347 #362).
  • FIX: Improve tool tick/speed saving. These values are no longer saved with the player, but with each individual tool. This fixes rendering weirdness when there are multiple tools on the screen. Unfortunately, this also brings a new issue that will not be fixed until post-1.7.10, where the reequip animation plays a few times when winding up the tools.
  • FIX: Pages in the Esteemed Innovation journal no longer overlay on top of each other when the book is opened through in-world shift clicking or in-inventory control clicking (#287).
  • FIX: Exosuit Chestpiece properly loses its charge when its tank is removed (#185).
  • FIX: Exosuit Chestpiece (and really any other thing that had this issue) no longer spins around when charging on the Steam Charger with ItemPhysic installed (#357).
  • FIX: The Rock Smasher API is actually used now.
  • FIX: Vacuums, Fans, and Steam Hammers render on the right side of Item Frames now (#163, #51)
  • FIX: Improve performance of Steam Exosuit, Survivalist's Toolkit, and Steam Tool events (#354).
  • FIX: Improve performance by dynamically setting needed villager fields accessible only once, instead of every tick.
  • FIX: Improve performance by not using unneeded Java reflection in the following areas: pre-initialization, Extendo Fist range extending/checking, Steam Whistle sound playing/checking, villager updates, Blood Magic integration, Botania integration (#353).
  • FIX: Piton Deployer uses the use keybind rather than the right mouse button (PR #350).
  • FIX: Greatly improve networking/packet code. We now use the SimpleImpl system rather than an ancient packet sending/handling system. There are 5 fewer packets being sent, so you should see a huge improvement in the client/server bandwidth usage. This also included fixes for potential, but never noticed/reported, bugs involving modifying NBT data on the client instead of the server. The five packets that were removed were the SpacePacket (sent to server every tick that the player was using the jump key), NoSpacePacket (sent to server every tick that the player was not using the jump key), RocketJumpHackyPacket (sent to client every time the player used the rocket launcher and a rocket exploded), ExplodePacket (sent to client never), and GrapplePacket (sent to server every time the player used the Piton Deployer) (#344, #183, PR #350).
  • FIX: Replace all references of getEntityId or getEntityById with an IExtendedEntityProperties class (one for players, one for villagers). This should improve performance, predictability and reliability of the code (PR #343, and inadvertently PR #350).
  • FIX: Slightly improved performance of some API stuff. You might see performance boosts when loading the game, or viewing the book.
  • FIX: ClassCastException error spam that typically occurred on Cauldron servers during networking (#173).
  • FIX: Monocle keybind is now translatable (PR #342)
  • FIX: Fixed the Exosuit rendering bug in which the arms would stay in place as if they were constantly aiming a bow, typically occurring after using a Flintlock Weapon, although that is not necessarily relevant to the bug aside from testing (#305).
  • FIX: Rocket Launchers can now shoot through the correct blocks, like tall grass (#338).
  • FIX: Fixed all Steamed Food APIs and what-not, allowing for metadata items to be output as steamed food easily (#141).
  • REMOVE: Config options to toggle blocks without effect ore generation no longer exist, because they caused too many problems for no gain. What I mean by this, is that the existence of the ores is not dependent on the generation of them, thus this config just overly complicated the ore code. This lazily fixes a crash bug, too. (#330, #358, #381)
  • FIX: Better integration code by actually using the variables that were added in the cross mod refactor.
  • FIX: Flash Boiler now properly updates the heat countdown (#272).
  • FIX: Boiler heat countdown no longer stays at 0 (#272).
  • FIX: Boiler heat countdown no longer resets when the GUI is exited (#272).
  • FIX: Fix crash that occurred when looking at the ore page in Esteemed Innovation (#321) (jaredlll08).
  • FIX: Fix Vacuum ticking block entity crash (#191) (jaredlll08).
  • 'FIX: Steam Heaters from Steam Workshops are no longer orphaned/duplicated (#294).
  • API: New addSteam method in ISteamChargable to add an amount of steam to the item. This should expect negative values used to remove steam.
  • API: New constructor in BookPageItem for string formatting.
  • API: New ISteamTool interface. It contains an isWound(ItemStack), hasUpgrade(ItemStack, Item), and toolClass() methods.
  • API: New ISteamToolUpgrade interface. It contains a renderPriority(), getToolSlot(), getInformation(), getIIcons(), and isUniversal() methods.
  • API: New SteamToolSlot enum containing all of the valid steam tool slots (Note: tool integer -1, used by TOOL_CORE, is valid for all tools).
  • API: New UtilSteamTool method to assist in working with steam tools. It contains hasUpgrade(ItemStack, Item), getUpgrades(ItemStack), getUpgradeStacks(ItemStack), and getHarvestLevelModifier(ItemStack).
  • API: New AnimalTradeEvent, fired when a player trades with an animal using the Frequency Shifter
  • API: Proper method in UtilPlates to remove a plate from an Exosuit piece
  • API: ExosuitSlot enum now uses CONSTANT_CASE, so please update your upgrade code.
  • API: Clean up a lot of methods and add docs to a lot of things to help out other developers. You will probably need to update your code to use the new stuff, but chances are, the things that were removed were not even used by you.
  • API: Remove IEnhancement#cost and IEnhancement#getEnhancementName and document the IEnhancement interface (#356).
  • API: Renamed a lot of things in the SteamcraftRegistry, and added a bunch of new methods for adding/removing things (#327).
  • API: You can now actually add molds without having to implement ICrucibleMold. The SteamcraftRegistry molds field didn't really do much because you were required to implement ICrucibleMold in your item. Blank molds are now considered molds instead of standard items.
  • API: addCarvableMold takes an Item instead of an ICrucibleMold.
  • API: New removeMold method to remove an item from the list of valid molds.
  • API: Rocket Launcher shots now post an ArrowLooseEvent to the Minecraft Forge Event Bus, like the Firearm shots.
  • DEV: We now use Travis CI for build testing.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @abab9579 with Photoptics
abab9579 said:
Photoptics


Photoptics is a mod which adds Optical Instruments to minecraft, like telescopes.

Currently it adds basic binoculars, which can be crafted by 4 glass panes on the edges, 3 iron ingots on the middle row in the crafting table,

and can be used using right click.

Images
Spoiler (click to hide)
Using basic binoculars:
2016-04-24_03.53.01_zpsofxfzhvm.png


Combination with Stellar Sky:

2016-04-24_03.55.52_zpsq60l5dzv.png


Planned Features

- Handheld and Portable telescopes will be added in a few days.

- Portable telescope means the telescopes which can be installed on a telescope.

- Also telescope structure in dome will be added.

- Modular binoculars and telescopes.

- The performance of the optical instrument will be based on used materials, the structure, and level on lens/mirror making.

- The model will be different via the used materials.

- Lens/Mirror making process, and level of the player on the technology.

- Power system based on light will be added. Various wavelengths will be used to analyze information from the sky, and it will be able to be used as power source.

and @css_maya with DeathCounter
css_maya said:
Did you ever watched hermit craft players when they look at the list of online players and see their number of deaths?

Thanks to xsumavoid for his nice tutorial, here you have the same feature.

This mod basically adds a score board command without a need for your world to have cheating on or on servers without a need for the op to set the commands for it.

The only thing you need to remember is this, because this is a score board command, the moment you add it to your mod list, it won't keep track of death count before hand. In other words, you will only see the numbers from that moment and forward.

The mod adds the commands to any world generation right then and there, but, if you add it to your list in the middle of world play, it will still work, only thing to remember is what i said above about the counting from that moment forward.

Simply add this mod to your mods folder and have fun, to see the number of deaths, just use the short key to list the online players (default is Tab key) and you will have it :D

Mod Packs : Feel free to add this mod to your pack, you don't need to ask permission. Have fun with it.



forum: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2663256-deathcounter

and @Kloonder with Lucky Cases
Kloonder said:
EU6KmdM.gif




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mxf577Z.png




heIRxd5.png




This mod adds a bunch of cases, which combine all the items, that are registered in your minecraft.

So you don't have to worry about other mods, items from other mods are

automaticially added to the cases and sorted correctly.

Like in CS:GO, your items can have different conditions,



Untouched,

Minimal Wear,

Used,

Well Worn,

Scarred



These conditions do affect the durability of the items you will get.

Also you have a on the rarity depending chance of getting an fully enchanted item.

You can't craft these cases, like in CSGO, you can get them by playing.

Actually you will get a bunch of them every 10 minutes.

But you still need a key to open them.



65wgRbL.png
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
New Flaxbeard's Steam Power hotfix update 0.29.1

  • FIX: Shovel and Saw no longer have experimental sound code that I apparently forgot to delete.
  • FIX: Don't modify tool NBT while mining. This resolves a bug preventing the tools from mining at all
  • FIX: Handle client chat messages only on the client, not the server. This fixes the NoClassDefFoundError when installed on a server.
  • FIX: Properly check harvest levels (greater than -> greater than or equal to) for steam drill heads.
  • FIX: Fix potential issues with client-side classes in the Hydro/Pyrophobic Coatings code.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @lumien with Random Things
Lumien said:
Random Things 1.9-3.7
  • Added: Super Lubricent Platform
  • Added: Filtered Super Lubricent Platform
  • Added: Redstone Remote
  • Added: Filtered Item Redirector
  • Added: Config options for the range of item collectors
  • Changed: Remade Item Filters Icons & added tooltips
  • Changed: You can now shift click items into Item Filters
  • Changed: If there are no Light Redirectors, don't run any code related to them
  • Fixed: Default Item Filter values being weird
  • Fixed: Issues relating to Items with inventorys (Item Filter, Ender Letter)
  • Fixed: Magic Beans causing crashes on latest forge
  • Fixed: Chat Detector not working without Open Computers being installed
Redstone Remote:


Super Lubricent Platform: Gfycat
 

sokratis12GR

New Member
Jul 29, 2019
187
0
0
ArmorPlus has been updated for Minecraft Versions 1.8.9 and 1.9
Mod's Versions 1.9.2-1.9 (It had second update from 1.9.1-1.9 for a Quick Fix) and 1.9.1-1.8.9

Mod Feedback page: http://forum.feed-the-beast.com/threads/147865/

Link to the Mod's Wiki: http://ftb.gamepedia.com/ArmorPlus

{Features Added}
  • New file "ArmorPlus.html" for some information about the mod
  • Some Small Name Changes for the Config File

{Bugs Fixed}
  • An Error When Launching Minecraft
{Features Added}
  • A new command "/armorplus"
  • New file "ArmorPlus.html" for some information about the mod
  • Some Small Name Changes for the Config File
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Gigabit101 with Blocked Layers Reborn
Gigabit101 said:
With this mod you can add simple quests, which allows the player to dig deeper.



I have permissions for the author of Blocked Layers to continue this mod.

Permissions from the original author for me to update and release this mod can be found down bellow



Some changes have been made since the last release eg:

  • Pack creators can now set Y=0 as a option.
  • Pack creators can now set a dimension ID for the quest to be completed in.
The description is valid for 1.7.10-2.0 or higher



A file quests.json will be created in config/BlockedLayers.

You can only break blocks under a layer when you complete all quests on this layer.



Example file: http://hastebin.com/pixururole.ini



name: anything you wish, but unique

activity: eat, break, kill, harvest, loot, own, consume, xp, find, craft


object: the thing you want to eat, craft, kill, ...

modID: with vanilla blocks and items it is minecraft

text: a text that describes the quest

layer: any layer you wish (1-255)

meta: usually 0, necessary with blocks, items and skeleton (normal and wither), -1 for any meta

number: max. 2147483647



Activities:

eat: self-explaining

break: break blocks

kill: self-explaining

harvest: similiar to break, counts the drops of a block

loot: similiar to kill, counts the drops of an entity

own: have the items in your inventory

consume: similiar to own, but the items disappear

xp: pick up the amount of xp

find: find a biom

craft: craft or smelt items

It is possible to team up with other players (You can disable teams in the config.). Members of a team share their successes.

To join a team use the command /bl team <player> <team>.

Example:

"/bl team Notch Masters"





There is a command to reset progress.

/bl reset quest|layer <player> <layer|quest>

Example:

"/bl reset quest Dinnerbone deathOfChicken",

"/bl reset layer Dinnerbone 32"

If you reset a layer, all quest on the layer will be reset too.



In the config you can enable the reward feature.

There is the file config/BlockedLayers/rewards.json.

You could add items like "modID:itemID:meta:number" or "oreDictionaryName:number"

By reaching a new layer you get the items.

Example file: http://hastebin.com/wigexotayo



If you want to have a look on your progress, you can open a clipboard with a hotkey (default: L).

MADCnXS.png




Hints:

  • don't take items from crafting table or furnace with shift. It won't count correctly.
  • you can use the dump function of NEI to see the correct modID and itemID.
Permissions

6v9eGdo.png

 

Jokish363

Active Member
Nov 26, 2012
8
19
29
I want to introduce some interesting mods.
I stumbled upon when I checked for updates to my mods.
They are still for MC 1.8, but the developer wrote that he is updating to MC 1.8.9.
I played a couple of days with the mods and had a lot of fun while discover new interesting stuff.
btw: there is a really good and clear description of the content, the mechanics and the recipes.

Vanilla Food Pantry
Super Blocks Mod
Upsizer
Author the_wabbit

I recommend a try
 

sokratis12GR

New Member
Jul 29, 2019
187
0
0
ArmorPlus has been updated for Minecraft Versions 1.9
Mod's Versions 1.9.3-1.9

Mod Feedback page: http://forum.feed-the-beast.com/threads/147865/

Link to the Mod's Wiki: http://ftb.gamepedia.com/ArmorPlus

{Features Added}
  • Added full set effects in the config file (You don't have to make the others to false, but it is recommended that you make all the other pieces from true to false)
{Features Changed}
  • Super Star and The Ultimate Armor Regeneration has Increased to level 3
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @gigaherz with Enderthing
gigaherz said:
Enderthing* provides the ability to have globally-shared color-coded inventories.

(* Name subject to change)

Current Featues
  • Ender Key: By shift-rightclicking on an Ender Chest, you can open the shared inventory corresponding to the color code of the key. Anywhere, any time.
  • Ender Lock: By shift-rightclicking on an Ender Chest, you can permanently convert this chest into an Ender Key Chest, which will allow hoppers and other pipes to access the chest.
    • If you use the lock on an already-keyed chest, the old lock will pop off, meaning it's reusable.
    • If you want to de-key a chest, put it on your hand, and shift-rightclick on air.
Planned Features
  • Private Keys: These items would act like t he normal keys, but instead of opening a global inventory, the inventory would be player-bound instead.
  • Private Locks: Similarly to keys, they would act like normal locks, but with a caveat: Private chests can not be automated, since the inventory is bound exclusively to the player.
Support and Contact
Please use the GitHub issue tracker for issue reports and feature requests. Link is available through the curseforge project page.
 

Shinoow

New Member
Jul 29, 2019
111
0
0
Released a new mod today, AbyssalBlocks!
logo_blocks.png

Ever thought what would happen if you mixed Lucky Blocks with AbyssalCraft? Complete utter annihilation of everything that exists? Yeah, probably, but anyways, look no further!

Overview
This mod was created for Tedyhere to use in some modpack (likely for the purpose of making someone's experience a living hell all of a sudden), but that doesn't stop anyone else from experiencing random things that either bring good or simply makes you flip a table and throw your computer out the window (although, I would recommend you don't do that, unless you're incredibly rich and can buy a new computer every day for the next decade or so before you might have to think about your financial situation).
The AbyssalBlocks use a RNG (Random Number Generator) to pick a number between 0 and 100 (about equal to rolling a 100-sided dice), which it uses to select a category (there's 10 categories, where 10 most likely will give you something good while 1 has a pretty high probability of either butchering you, your animals or the area where you broke the AbyssalBlock) from which it then selects a random trigger that it then runs. The triggers can be pretty much anything (but at this point they're somewhat generic). Some triggers you may encounter are:
  • A entity/a few entities spawning
  • A Ritual Altar with pedestals is assembled (only happens in dimensions where rituals can be performed)
  • A random structure is generated (structures found in AbyssalCraft can be found here, except the larger buildings)
  • An item from a loot pool (like dungeon chests, strongholds, mineshafts, pyramids, even the bonus chest)
  • An item from one of the AbyssalCraft loot pools (Abyssal Stronghold, Dreadlands Mineshaft)
  • A random number of items from a loot pool (minimum 1, maximum 4)
  • A structure from a schematic is generated (more about this further down)
  • You receive some free Potential Energy (if you have a Necronomicon in your inventory)
  • A couple of different entities spawn in masses
  • A Potion Effect is applied to all entities within a certain radius of the block
  • A random Disruption is activated
  • You're suddenly pulled into the Dark Realm
  • An Antimatter explosion is thrown at you
  • A Shoggoth infestation is triggered
  • A judgement day-scaled Shoggoth infestation is triggered
There will likely be more types of triggers later on, and there's also an API you (or a mod developer you persuade) can use to add your own triggers (alternatively you can use existing ones, but with your own stuff). At this point there's currently no crafting recipe for the AbyssalBlock, but that is something I plan on adding eventually!
You can read all about it here!
Currently there's only a 1.7.10 version, but a port for 1.8.9 and 1.9 will also be released today!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @mezz with Forestry
mezz said:
Forestry 4.2.12
Fixes:

  • Update PlantMegaPack Plugin
  • Fix issues with Farm and Buildcraft Triggers
  • Fix localization for Leoprine Bee effect
Features:

  • Add mead, which can be distilled from short mead
  • Add IC2 industrial fertilizer as farming fertilizer
  • Add trades with villagers for wild hive drones

and @elix_x with Forever Enough Items
elix_x said:
41OSm5W.png

Bringing back NEI to latest minecraft versions.
-Utilities grid on top left!
-Inventory save & load.
-Item Subsets.




But with improvements, and a lot more!
-Unlimited amount of profiles.
-Full configurability: from background color to disabling whole element.
-API for easier integration.



Getting Started
-Install FEI, Excore, JEI, LLOR and CEI.
-Launch your game and enjoy!

(Sometimes FEI gui elements may not adapt properly to your screen size. Just right click on profile icon in bottom left corner, or hit P, right click on selected profile, right click on element that's not properly postionned in the list, click on "Position and Size" settings to move your element around with mouse or align it with numpad).
Configuring FEI for your look and feel!
-If you hover over anything (from FEI) and hold shift, tooltip explaining how to use it will appear.
-In the bottom left corner, you have profiles selector. Left clicking will display quick selector, right clicking will bring up profiles manager. In there you can change, remove and create new profiles. From there eveything is annotated and intuitive to use!
-You can also go to profiles manager anytime (in gui), by hitting P.
-Concerning elements positions: you can align elements, in "Position And Size" gui, by using your numpad (2 axis), and your arrows (1 axis: x for left & right, y for up & down).



Custom permissions system!
-FEI has custom permissions system. It consists of user, moderator, administrator and owner. You can use /feiop to OP others. You can OP to any level below yours.
-In order to OP first player (owner), use server console with /feiop <PLAYER> (server), which will make PLAYER and owner, or /feiop (single player / lan), to OP yourself (works only if you're hosting the world).
-Each "game changing" action has permission level that user must have. For example: game mode utility or inventory loader. But, displaying chunk edges or saving inventory is not game changing, so you can save your inventory without any permission level.

JEI overriden!
FEI overrides some JEI functionality in order to corespond to profile system. For example, (by default), search bar is moved to center. You may also notice that wrench icon in bottom right corner is gone. That's because JEI is now configured per profile.


WARNING: FEI does not do anything that JEI does (nor CEI, nor LLOR). On top of that, you must install JEI (CEI and LLOR, but only on client) in order for FEI to work.
WARNING 2: If issues concerning JEI and JEI pluggins appear, report them to me and to mezz. FEI might be causing them.







Not a part of code was taken from NEI.


(More detailed description as well as images will come soon).
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
New version of RFTools 4.42 for MC 1.9:

4.42:
  • New storage control screen module which allows powerful interaction with a storage network. Here is how it works:
    • Have several modular storage blocks (you can use any kind of inventories but it works most optimally with modular storage)
    • Optionally use filter items and insert them in the storage blocks. That way you can control what kind of items go to what blocks.
    • Have a single storage scanner. In that scanner press scan within a certain range and mark all storage blocks (using the 'star' button) that you want to be accessed through this system.
    • Make a storage control screen module and link it with the scanner (sneak right click on the scanner).
    • Make a screen, make sure it gets power (with a screen controller) and insert the module into it.
    • Open the GUI of the screen module (through the screen) and configure the 9 slots with the item you want to see in that slot (click with the desired item on the slot)
    • Now you can interact with that screen to insert and extract items. With a normal left mouse click on a slot in the screen you can extract a stack of items. If you use sneak left click you extract a single item.
    • Using the 'Insert Stack' slot (left click) you can insert the stack that you're currently holding into the storage system provided that the screen is showing that kind of item. Using the 'Insert All' slot you can insert all items that match an item on that screen into storage. The storage scanner will make sure the items to go an inventory (and if you have supplied those with filters they will be properly sorted as well)
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  • As stated above this new module works most optimally with modular storage. The reason for that is that modular storage implements a new public IInventoryTracker api. With that api the storage scanner can detect if some inventory has changed. Other mods can also implement this api and make sure their inventory gets handled efficiently as well. Using this system the screen will not have to count the items every second because it knows when the inventory has changed.
  • Screens are now easier to place on a wall.
  • Screens no longer show their outline as that was a bit ugly.
  • The screen API has changed.

Warning! If you update RFTools to this version you must also update RFTools Dimensions and Deep Resonance as the screen api has changed!

Download: http://mods.curse.com/mc-mods/minecraft/224641-rftools

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @elix_x with Forever Enough Items
elix_x said:
Forever Enough Items 1.0.3
1.0.3 - More Overlays Support

-Added support for More Overlays.
--Chunk Edge indicator takes priority over More Overlay for chunk edges.
--Installing both More Overlays and LLOR will allow you to display light
level with crosses and numbers.

Commit: c47d6f0.