What's new in modded minecraft today?

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Shinoow

New Member
Jul 29, 2019
111
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0
Updated AbyssalCraft (1.7.10) (1.8.9) (1.9) to 1.9.1.2:
1.7.10:
  • Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
  • The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
  • The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
  • Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
  • Displacement disruptions now properly move players around (along with other entities
1.8.9:
  • Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
  • The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
  • The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
  • Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
  • Displacement disruptions now properly move players around (along with other entities)
1.9:
  • Fixed any crashes related to ClassCastExceptions regarding strongholds or mineshafts
  • The "AbyssalCraft Items" Creative Tab now has a Necronomicon as tab icon
  • Implemented loot tables (Abyssal Strongholds and Dreadlands Mineshafts have their own loot)
  • The Antimatter Potion Effect should no longer continue to spawn Anti-Players while the death screen is displaying
  • The AbyssalCraft biomes can now be accessed in the API (and you can create Darklands and Dreadlands biomes)
  • Any Fire block added by AbyssalCraft can now be exstinghished by hand like vanilla Fire
  • Displacement disruptions now properly move players around (along with other entities)
 

Chocohead

New Member
Jul 29, 2019
233
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0
New version of Binnie Patcher fixes a bunch of things, as well as probably improving class load times
  • Prevented crash with older versions of Forestry (4.2.1+ is still recommended though)
  • Changed class transforming to be faster, especially after most of the classes are transformed
  • Fixed crash when trying to grow certain trees that used generic generator code
  • Fixed doors not dropping when the block below them was broken
  • Fixed Alveary Stimulator being probably broken
  • Fixed random crash when using a furnace (still have no idea why it chooses to crash then)
  • Fixed crash when using the registry
  • Probably fixed crash with Chromaticraft (ideally)
  • Maybe some other minor fixes I forgot
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Minoblendy with The Wardrobe Mod
Minoblendy said:
If you've ever tried to make a Minecraft video, you've probably run into the numerous problems of costuming ingame. The skin server can take forever to update and you have to reboot your client just to check, and usernames are always getting snapped up while you wait a month to change one on yet another purchased account.



Not anymore.


Features

With the Wardrobe Mod, you can configure a vast array of different costumes, each with different (or identical!) usernames and skins. You can give them Alex's small arms, you can have them only change your username or only change your skin, and you can even adjust or disable the particle effect of changing costume to really nail down the look you want.



This mod also comes in two versions, one client-side only which can be used on any 1.8 server and one server-side to help everyone know what's going on in your filming sessions.



Instructions

First things first, go into your config file and find the wardrobemoda or wardrobemodb file (depending on whether you're using the Client or Server version, respectively).



Under Costumes, you build up your collection. Each costume has a reference name, a username, and three booleans controlling whether it has small arms, changes your username, and changes your skin.



Then, you need to include the skins for the costumes in your texture pack. Inside the assets folder of your resource pack, add a new folder named either wardrobemoda or wardrobemodb (same as the config file) and give it a skins folder too. Inside the skins folder, dump all of the skins for your costumes. Remember that each skin file must be named in correspondence with the reference name of the costume used in the config file. If the costume is set to not change your skin, you don't need a skin for it in your resource pack. Also remember that everyone playing on the same server with the Server version of the mod will need the same skins to see the same thing.



With that done, your wardrobe is now ready to go. Hop ingame and type /wardrobe list to see all the available costumes in the wardrobe. To alter your particle settings, type /wardrobe particles <true/false> to turn them on/off and /wardrobe particles <particle name> to change what kind of particle is displayed when a costume is changed. Lastly, use /wardrobe set <costume reference name> <optional target or all> to apply costumes to yourself or others, and similarly /wardrobe clear <optional target or all> to remove them.



That's all there is to it! Enjoy

and @Sedridor with Advanced World Selection
Sedridor said:
Advanced World Selection
for Minecraft 1.7.10 by Sedridor

Ever forgot which mods or mod versions a world was saved with? Maybe you even want to know where in the world you were?
Advanced World Selection is a mod that lets you see detailed tooltips about your worlds in Minecraft's World Selection screen.
This helps you preventing chunk walls by loading a world with missing or new biome generation mods. You can also see the world's seed.
As a bonus, you will also have the new 1.9-style World Selection screen.


vdZjG9y.png
9Dt3arQ.png



MinecraftForge required!

Installation
- Download and install Forge
- Move the mod's jar file into the mods folder of Minecraft

Changelog
Version 1.7.10-4 [28-4-2016]
- Fix unicode font switching

Version 1.7.10-3 [28-4-2016]
- Fixed world icon related crash
- Prevent tooltips from going beyond screen edge

Version 1.7.10-2 [27-4-2016]
- Added option to hide unchanged (active) mods
- Improved version comparator

Version 1.7.10-1 [26-4-2016]
- First release

See minecraftforum thread for more information

and @HellFirePvP with BeeBetterAtBees
HellFirePvP said:
This mod adds Bee Breeding Graphs to NEI. Because this is solely client-side, it doesn't need to be installed on a server, only the client needs it.



Mods Forestry (Because, well, bees) and NEI (Because this is a NEI addon) have to be present.



For now this mod is only for 1.7.10 and WIP.



Features to add:

- Show mutation percentages below the bee-breeding stages

- Show additional requirements for mutation when hovering over the mutation percentage-chance

- Fix: (Cosmetic) Make lines go behind the bees.



Modpack policy:



In case you want to include this mod in a modpack, feel free to do so. I'd be happy if you message me where you're including it, but it's not necessary.



Screenshots:

DLRnakq.png
rbl7AVT.png
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @sidben with Visible Armor Slots
sidben said:
With this mod you can access the armor and off-hand slots from several inventories.



That means you can enchant, repair, craft or equip your armor without having to open and close the inventory multiple times.



Currently it only work for blocks, but in the future the mod will support entities like villagers, horses and minecarts.

and @TheRealp455w0rd with Wireless Crafting Terminal
TheRealp455w0rd said:
Introducing the Applied Energistics 2 Wireless Crafting Terminal


For clarity's sake:

Spoiler (click to hide)
mainUI.png




Items
Wireless Crafting Terminal

-A version of the AE2 Wireless Terminal with a 3x3 crafting table integrated

-Also includes armor slots

-Trash slot

-Infinity Booster Card Slot

-Magnet Card Slot


Infinty Booster Card
-Allows use of the Wireless Crafting Terminal at any range and across dimensions
-To use, insert into Infinity Booster Card Slot in the Wireless Crafting Terminal GUI


Magnet Card
-A magnet that will automatically insert items directly into your AE network

-Crouch+Right-Click to activate
-Right-click to open filter GUI
--Filter can be set to whitelist or blacklist mode
--Filter supports the Ore Dictionary
--Filter Ignores NBT/MetaData (Damage values)

Features
-Two modes: Easy and Hard (Default)
--In hard mode:
---The recipe for the Wireless Crafting Terminal is expensive
---No recipe for Infinity Booster Card, though it is still obtainable. (Up to you to figure out how)
--In easy mode:
---The recipe for the Wireless Crafting Terminal is cheap
---Infinity Booster Card has a recipe
-Automatic GUI resizing (No more tall/standard modes)
-NEI Integration

-Keybind Support

--Wireless Terminal must be in your inventory

Config options (Looking at you Modpack authors =D)
-Max Power (AE Units)
-Default is same as standard AE Wireless Terminal (1.6M AE)
--Min: 800K AE/Max: 6.4M AE
-Disable Infinity Booster (Enabled by default)
-Enable Easy Mode (Default=false)
-No View Cells - I think these are pointless and just clutter the GUI

Modpacks: Do what you will, would be cool to know who is using my mod though ;)


Source/License:
I'm a huge fan of Open Source software as well as helping people learn in general.
As far as licensing, do what you want..claim it as your own. I don't care =D If you become popular due to claiming that you made my mod,
I'm just glad I could help make another person's life better in some way.



Source available on GitHub

Buy me a coffee? https://www.patreon.com/p455w0rd

and @shadowfactsmc with Sleeping Bag
shadowfactsmc said:
It adds a sleeping bag that is usable anywhere and doesn't set your spawn which makes it quite handy for bringing on adventures.



Recipe:

- 2 Carpet (any color)

- 3 Wool (any color)

rjqQIsu.png

and @HellFirePvP with BeeBetterAtBees
HellFirePvP said:
BeeBetterAtBees 0.2
- [Addition] Added mutation chance-percentages below the bees

- [Addition] Added requirement display over the percentages that require specific conditions.

- [Changed] Lines are now a bit transparent
 

Ipsis

New Member
Jul 29, 2019
20
0
0
I've been working away on Woot, for the past couple of weeks, fixing some silly server crashes and adding various new features.
So the latest version 1.9-0.5.0-beta has just been uploaded to Curse.

I've included the full Changelog since 1.9-0.1.0-beta, since that was the last one I posted about.

@Ipsis Woot
Ipsis said:
1.9-0.5.0-beta
--------------

Fixes
* BUG0014 - Right click on factory block will show configuration in chat
* BUG0017 - Waila tooltips are incorrect for upgrades and structure blocks
* BUG0022 - Set the attacking player to FakePlayer before a fake kill, to generate the player-kill specific drops eg. blaze rods
* BUG0023 - Only learn vanilla slime drops when the slime is the correct size to produce drops
* BUG0024 - Layout block rendering stops when TE out of view
* BUG0025 - Set the correct size of slime (==1) and magma cube (>1) when fake spawning, to get the loot drop size mobs
* BUG0026 - Layout block shows Tier III factory blue blocks as purple
* BUG0027 - Staggered background mob spawning

Build Environment:
* Forge - 1.9-12.16.0.1868

1.9-0.4.0-beta
--------------

Fixes
* BUG0021 - Handle LivingDropsEvent being called on players death
* XXXXXXX - Add missing block to the Tier III layout

1.9-0.3.0-beta
--------------

Features
* Added layout block to show a visual guide for the factory layout. Right-click to change the factory tier.
* Added "woot" command for ops to display and flush the mob tables

Fixes
* BUG0018 - Blacklist the EnderDragon

1.9-0.2.0-beta
--------------

Fixes
* BUG0015 - Crash on server when placing a base block
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
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Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @joshiejack with Enchiridion
joshiejack said:
Enchiridion 1.9-3.1.0
• Available for 1.8.9 and 1.9
• Added the ability to save and load templates, as well as setting them as default or not.
• Added Preview windows and the option to make pages scrollable (which looks stupid normally), However these are intended to be used in the preview windows. So you can have a scrollable section within the books.
• Because of the above, the arrows are now a template that are defaulted to defaultly be added :p
• Added toggle visibility of layers action to buttons
• You can now resize the hover/unhover text with buttons like they were text
• Selecting a layer will now act as if you had selected the layer directly (You can't select locked layers) (allowing the use of ctrl click on layers etc)
• Fix button copying, not copying the text label fields
• Fix item and recipe copying not copying the tooltip field
• Updated the enchiridion book
• Added Ctrl + X support to copying features aka cut.
• Instead of shift clicking buttons in edit mode, you now simply right or middle click them (Less chance of conflict with shift resizing)

and @GKB with Tinker I/O
GKB said:
Tinker I/O 1.8.9-alpha 2.0.0
Add:

  • Stirling Engine : A RF generator.
  • Ore Crusher : An ore process machine.
  • Crushed ore : A machine can used in ore processing.
  • Add JEI support.
Changed:

  • Fuel input machine can support any fuel now!
  • Removed the function of Slot Upgrades in Fuel Input Machine (Actually Slot Upgrades still functional in Smart Output) .
sa9jyUd.png


9sod2c4.png


q8WZYv3.png


S7SBYW3.png

and @Corail31 with Corail Tombstone
Corail31 said:
Corail Tombstone 1.2.0
  • Add 1 grave model to the 3 existing decorative graves
  • New achievements
  • Rare random spawn of grave events with a boss skeleton knight encounter (resist fire potion could be useful...)
  • New random banners and shields (and new pattern sometimes)
  • Command in game to spawn a random grave event /tombstone GraveEvent
  • Recipe to upgrade the tomb's key only need the key and one ingredient
  • New items
    • scroll of damnation (transform an horse in an undead mount)
    • scroll of recall (teleport to spawning point)
    • soul (the new ingredient for the recipe to upgrade the tomb's key)
    • skeleton knight sword (cursed item)
 

sokratis12GR

New Member
Jul 29, 2019
187
0
0
ArmorPlus has been updated for Minecraft Versions 1.9
Mod's Versions 1.10.0-1.9

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

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

{Features Changed}
  • Super Star and The Ultimate Armor's Regeneration is back to 2 (Being too OP)
  • New Textures for the Super Star Armor
{Features Added}
  • Added the Ability to set the effect's amplifier level
{Bugs Fixed}
  • Some Config Glitches
  • Some Rare Crashes
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
2,519
228
twitter.com
New version of RFTools 4.46 and McJtyLib 1.8.3 for Minecraft 1.9:

4.46:
  • MrRiegel did a fix to the slot position of the environmental controller (it was 1 pixel wrong)
  • MrRiegel updated the powercell so that the creative powercell has all sides set to output by default
  • Fixed a bug where installing a module in the environmental controller or screen would destroy the module if there was no more room for modules. This only affected the environmental controller or screen. None of the other module supporting blocks.
  • The solid box shape is now default for quarry cards (instead of box) as this was confusing users
  • Boni discovered that the way the rftools inventory things handle the new IItemHandler was slightly wrong. This fix requires new McJtyLib (1.8.3)
  • Added a safety to the screen renderer so that it doesn't crash in some cases where the screen block isn't there yet (after teleporting to the area where the screen is)

Download RFTools: http://mods.curse.com/mc-mods/minecraft/224641-rftools
Download McJtyLib: http://mods.curse.com/mc-mods/minecraft/233105-mcjtylib

Have fun!
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @WayofTime with Blood Magic
WayofTime said:
Blood Magic 2.0.0-35
- Changed Living Armour so that it is now damagable. The Living Armour Chestplate will be damaged, but will not break. If it gets to ~0 durability, it will damage your LP network heavily.
- Living Armour is now repairable in an anvil with Binding Reagent.
- Started adding in the Alchemy Table... not really started.
- Changed it so that the Mending enchantment consumes the EXP before the Tome of Peritia does
- Added fall distance mitigation to the jump upgrade
- Fixed Lava Crystals... again.
- Worked on the Alchemy Table
- Added the Elytra upgrade - craft the tome in an anvil by using a book and a full Elytra.
 

sokratis12GR

New Member
Jul 29, 2019
187
0
0
ArmorPlus has been updated for Minecraft Versions 1.9
Mod's Versions 1.10.0-1.9

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

Link to the Mod's Wiki: http://ftb.gamepedia.com/ArmorPlus
{Features Removed}
  • Removed the ability to set level for the coal armor because there is no reason to increase the night vision it works the same at any level
  • Removed the ability to set level for the lapis armor reason like the above
{Features Changed}
  • The Tools Tips will update with the set values for the effects
  • The Repair cost for the Super Star Armors is now Obsidian instead of Nether Star
{Features Added}
  • Added the Ability to set the effect's amplifier level for the Super Star & The Ultimate Armor Regeneration
  • Added a new feature that creates a file with all the items ids from ArmorPlus
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
New Flaxbeard's Steam Power version 0.29.2. As in the changelog, this is the final 1.7 version.

  • INFO: Assuming there are no gigantic gamebreaking bugs (like every item being given NBT tags when broken *cough cough*), this is the final 1.7.10 version. After this, we will begin working on the update to 1.9.
  • NEW: Native MineTweaker integration. You can now add/remove carving table molds, crucible liquids and recipes, rock smasher recipes, and steaming recipes. Please keep in mind that some things may not work as you hope when using /mt reload. Some things cannot change mid-game for FSP, so when modifying the script, if using reload did not work, be sure to restart the game (#386).
  • TWEAK: Forest Fire improvements: Does not consume additional steam on use, can burn blocks that aren't logs, and burns blocks in Y levels above and below the starting position (#412).
  • TWEAK: Leaf Blower improvements: Destroys leaves in 9x9 area instead of 3x3, and better checks to allow non-OreDict leaves and other materials to be blown (#411).
  • TWEAK: Dragon Roar is now equipped in the mask slot (#409).
  • TWEAK: Rebreather is now equipped in the mask slot (#404).
  • TWEAK: New "single button trackpad" config option to resolve issues with single-button trackpad users (like those who use a Macbook with no mouse, like me) not being able to use the ctrl-click feature with the Esteemed Innovation journal. This will make the ctrl-click feature not care which mouse button is down, as long as one of them is, as LWJGL seems to register all single-button trackpad clicks as only a single mouse button, rather than 0 and 1 respectively (L and R).
  • TWEAK: Indicate that The Void requires the tool be wound up in the book, as it was not obvious before (#395).
  • TWEAK: Improve area of effect mining speed a bit, so it is actually worth using over your fist.
  • TWEAK: The Void upgrade now displays your inventory's coordinates when in a tool. If no inventory is set, it will simply say "The Void" (#407).
  • FIX: Precise Cutting Head priority is lower, which resolves ore duping issues.
  • FIX: More permissive can-harvest-block code for the Precise Cutting Head, which resolves issues where blocks that have no specific harvesting tool or a really low harvest level (like Glowstone) were not getting silk touched (#410).
  • FIX: Fix Redstone Ore not dropping Redstone Ore. The fix for this is moderately hacky, since Redstone Ore and Lit Redstone Ore (which is the block broken) are different blocks, but there should be no side effects.
  • FIX: Improve entry finding code for ctrl/sneak clicking stuff with the Esteemed Innovation journal. This resolves the issue where these features will take you to the middle/end of an entry (for the crafting recipe) or the first page in an entry with many different subentries like the upgrade pages. For example: Steam Hammer would take you to its crafting recipe, and Timber Chain would take you to Forest Fire. These issues never existed at the same time, but there was always at least one of them present. Now, neither.
  • FIX: Items dropped by things that modify block drops, like the Multiplicative Resonator, were not effected by the Void. Now they are.
  • FIX: The Void not sending items anywhere if the inventory was full. Now the items are dropped like normal (#407).
  • FIX: Resolve many NullPointerExceptions caused by connecting/disconnecting steam transporters with the Pipe Wrench (#405).
  • FIX: Set damage to 0 (0 SU) instead of 1 (800 SU) when it is going to get all of its steam drained.
  • FIX: Fix reversed divison in addSteam resulting in bad values thanks to int divison.
  • FIX: Battle Drill properly requires the player to be sneaking.
  • FIX: Fix Exo Projector for steaming recipes with old metadata style (-1 -> 0).
  • FIX: setHarvestLevel is called in BlockSteamcraftOre. This should fix various strange issues, most notably fixes the Exothermic Projector not smelting our ores (zinc and copper).
  • FIX: Fix steam tools ever losing steam such that they would break (#399).
  • FIX: Steam Saw can efficiently break leaves (#396).
  • FIX: Drain the proper amount of steam from the Exosuit when the tools have run out of steam, and they get revved (#400).
  • FIX: Fix NullPointerException when using fake players with the steam tools, like the tablet from Thaumic Tinkerer or Thermal Expansion's Autonomous Activator (#385). This also prevents crashes from mining non-standard (instantly broken, like tall grass) blocks (#392).
  • FIX: Fix Air Strike Conversion Kit only working when the player is not rocket jumping (#387)
  • FIX: Use EntityLivingBase#ticksExisted instead of our own integer to check when to remove the good and bad Exosuit boosts. We try only once per second instead of 5 times per second to remove them now. This inadvertently resolves an issue where the bad boost was not removed if the last piece of armor removed was not the chest plate (#413).
  • FIX: Non-steam tool items no longer get the Ticks and Speed NBT tags set to them. This solves an issue with item stacking (#389)
  • FIX: Flash Boiler filling bug preventing the user from filling outside of the GUI (screw, right clicking with a water container, etc) (#390)
  • FIX: Leap Actuator entry is in the right category in the book, Foot Slot rather than Heel Slot (#391).
  • FIX: Fix NullPointerException when mining the inventory set to the void upgrade, or when that TileEntity has been mined. When this occurs, the void inventory will automatically be unset (#394).
  • FIX: @VERSION@ in mcmod.info properly gets replaced by the version number in the build script.
  • API: ISteamToolUpgrade#getInformation now gives you two ItemStacks, one for the upgrade, and one for the containing tool.
  • API: ISteamTool now extends ISteamChargable.
  • DEV: New -Pdev option to create a dev build, with version numbers as RELVERSION-LATESTCOMMIT-dev.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @FiskFille with Advanced Lightsabers
FiskFille said:
WK9aGSK.png



Current Version: V 1.0
for Minecraft 1.7.10


AAqSvOT.png




“..This is the weapon of a Jedi Knight.” - Obi-Wan Kenobi, Episode IV: A New Hope



The Force is now in your hands, Padawan. Explore the four corners of the world to gather the materials for your own, unique 3D-modeled lightsaber, with over 3.5 TRILLION possible combinations from various hilt components, blade colours and focusing crystals!



With your lightsaber, you begin to unlock the power of the force: A powerful ally in your quest to perfect your elegant weapon. With future updates, your powers are sure to grow, as with the dangers that will ebb your way. Will you embrace the light, or be seduced by the Dark Side…?



P4NWDg1.png




To begin your apprenticeship, you will need to construct a Lightsaber Forge, which requires you to craft either light or dark Forcestone blocks, by surrounding any lightsaber colour crystal with smooth sandstone, or hardened clay respectively:

ZzgfEAD.gif


From here, you can craft your forge using the following recipe:

Ipf9Kej.png


And then construct all the electronics that your hilt will contain:

9wPzRuq.png




With that, you will then have to gather hilt components and lightsaber crystals! You can find these as loot in vanilla dungeons and villages, crystal caves, or in the depths of a cursed Sith Tomb!


CBNmSd3.png


Features


  • 3D-Rendered Lightsabers (With Lights and Sounds!)
    • Lightsabers can also be toggled on and off by right-click while wielded.
  • Double-Bladed Lightsabers
    • Unite 2 lightsabers together in a crafting grid to form a Double-Bladed Lightsaber, which deals AOE damage.
  • Customizable Hilts, Lightsaber Colors and Effects
    • Initial Launch ships with 9 unique lightsaber sets, which can have their 4 parts interchanged with each other. Combine them with 18 Lightsaber Colour crystals to pick from, and if you're lucky enough to find one, 4 focusing crystals that give your blade unique properties!
  • Focusing Crystals
    • The Compressed Focusing Crystal gives a thinner, rapier-like blade, reminiscent to those in Star Wars: Rebels.
    • The Cracked Kyber Crystal gives an unstable, "fiery" blade as seen on Kylo Ren's lightsaber.
    • The Inverting Focusing Crystal gives a black inner blade, like on Pre Viszla's "darksaber".
    • The Fine-Cut Focusing Crystal gives a thinner, sword-like blade, like on Pre Viszla's "darksaber".
  • Lightsaber Crystals
    • Only generate in special Crystal Caves. A screenshot of a Crystal Cave entrance can be found below.
  • Force Throw Ability
    • Crouch-attacking while wielding a lightsaber will throw it, slice a nearby enemy open, then return to you.
  • Sith Tombs
    • Hidden deep within the deserts are the tombs of long-forgotten Sith Lords, waiting to be plundered! Do you dare brave their accursed halls to reclaim the treasures of the old Sith Empire?
  • Dynamic Loot Integration
    • Lightsaber components are fully integrated into the loot generation for chests in Villages, Strongholds, Dungeons, Desert Temples and Jungle Temples.
      • Yellow shades of crystals can be found in Desert Temples, while green shades of crystals can be found in Jungle Temples.
      • Village Blacksmiths are the only vanilla structures that can spawn with lightsaber parts.


ChWA8T1.png




Crystal Cave entrance

1vIezFC.png


kcTnWwd.png




Sith Tomb entrance

pkEL0jW.png




Sith Tomb inside

POrAhM3.png




Kylo Ren's Lightsaber

maiEYY6.png




Darth Maul's Lightsaber

IwgaXXr.png



0T6sTJK.png




  • What other mods do I need to run Advanced Lightsabers?Only the latest recommended version of Minecraft Forge for your version of Minecraft. You can go and download it Here.

  • Is this mod compatible with “X” and/or “Y” etc...?At this time you should have minimal conflicts, but we cannot guarantee there will be a 100% success rate with large modpacks. At this current time, we have integrated the following compatibility features to the latest version, though they are not prerequisites for using Advanced Lightsabers:
    • Dynamic Lighting
      • If it causes too much lag, you can toggle it in the config.
    • Mine & Blade: Battlegear 2
      • At this time, while you can dual-wield lightsabers, you can only attack with the right one.

  • Lightsaber blades are Grey/Not Glowing/Dull & Etc…This is a rare issue that may be connected to NVIDIA graphics cards. Make sure your Java and Card Drivers are up-to-date, and if the issue still persists, you can use the rendering settings to fine-tune these issues. You can do so by following these instructions:(Keep in mind it still won’t look as good as it should, but it’s the closest we can get to it at the moment. The code is on GitHub, so if you know anything about LWJLG, feel free to help.)
    • Open Minecraft’s Main Menu and click Mods.
    • Open Advanced Lightsabers’ options.
    • Open Rendering.
    • Change “Opacity Multiplier” to 2.3.
    • You can then fine tune your options. It is highly recommended you do not lower settings below 1.0.
    • Hit save and play.
    • Rinse and repeat until you are satisfied.

(Keep in mind it still won’t look as good as it should, but it’s the closest we can get to it at the moment. The code is on GitHub, so if you know anything about LWJLG, feel free to help.)



  • Why can’t I just craft my own hilt pieces?Because then we would have to create a unique recipe for each part, and the 3x3 crafting grid is not suitable for that when we have over 30 hilt pieces at initial release. Plus the vision for Advanced Lightsabers is to prevent a material-based grind like most other technology mods, focusing on more dungeon raiding, which is the perfect excuse to use your Lightsaber!

  • Why can’t I swap components to and from a complete lightsaber?Because Lightsabers are not designed to be modular devices: They are handcrafted and unique to each force-wielder. Gameplay wise, this greatly increases the value of the hilt components and crystals. For PVPers, this also makes each lightsaber a unique, identifiable trophy for your kills.

  • Why are making Lightsabers so expensive?Because they are end-game vanilla content. They inflict more damage than a diamond sword, can be thrown as a projectile with infinite ammo, and in future updates will be able to ignore vanilla armor. Future updates will add armor that will counteract these, balancing gameplay.

  • What do you plan to add in future updates?We have many idea we wish to implement in due course! But remember that we make no guarantee that any of the following ideas listed will be made:
    • More Hilt Sets
      • Feel free to suggest any lightsaber designs you feel are missing.
    • Special Lightsaber attachments
      • Lightsaber Blaster
      • Inquisitor Disk
      • Pike Extension
      • Protosaber Pack (Retrosaber)
      • Shoto Grip

    • Lightsaber Stand
    • Jedi Temple Ruins
    • Force Powers Skill Tree
      • This would include adding new force powers, such as force lightning and force choke, and rebalancing the existing powers.
    • Jedi & Sith Armors
      • Based off both canon and legends characters.
      • Lightsaber resistant.
      • Will contain bonuses to force abilities.
      • May introduce new ores and materials.
    • Misc. Rebalancing and lore features
      • Ability for lightsabers to ignore non-resistant armors.
      • Blade short out when submerged in water.


  • Can I add this mod to my modpack?Sure! But there are a couple of conditions for doing so:
    • You cannot use this mod in your pack if you intend to generate a profit from that pack. This includes restricting mod content behind a paywall on servers. The exception for this, however, is using ads on your download link i.e. adf.ly - which is fine.
    • You must give credit to both FiskFille and any contributors to this mod.
    • You must also provide a link to this post, preferably in your pack description on which platform you host it on.

  • I found a bug. Where can I report it?You can report any issues at the Github here. We won’t be reading reports on this post.

  • Can I contribute to this mod’s development?It depends. While we always appreciate help, we need to see if you have the skills to work on it. If you have any experience in the following areas, feel free to send a tweet to me, @FiskFille, with some examples of your work:
    • Coding
    • Tabula Modeling & Texturing

  • “OMG?! Why are the Sith so OP?!”They’re sith. And they’re ghosts. ‘Nuff said.



TP4Cfhg.png


FiskFille - Creator, Coding & Lightsaber Models

Void Adept - Ideas, Misc. Models and Textures

and @boni with Tinkers Construct
boni said:
Tinkers Construct 1.9-2.3.0
Requires Mantle 0.10.0 and Forge 1871

Huge thanks goes to Knightminer, who has been helping me a lot with implementing things and fixing bugs!



New and shiny:

  • Rapiers and Shurikens are back
  • Redstone can now be applied to weapons too. It increases attackspeed
  • Drying Racks are back...
  • ...and they brought there decorative friend, the Item Rack
  • Shovels and Excavators can now create path
  • Many bugfixes and some additional recipes/tweaks
  • That one JEI feature where it displays recipes for a certain thing
Bugfixes:

  • Performance-Fix for toolmodels
  • Some fixes/adoptions to smeltery structure detection (+ lags with redstone)
  • Fix some tools applying their effect even when broken
  • Fix blue slimes not dropping blue slimeballs
  • Fix battle sign blocking using wrong hand

and @other_boq with ClicketyClack
other_boq said:
This is small keyboard and mouse state indicator. It may be useful for tutorials, I guess.



clickety-clack.png




  • Client-side only
  • Position and size of indicators can be configured (in-game config GUI available)
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, and today it's @Mamiya0taru with MineAmp
Mamiya0taru said:
Play your tunes (mp3/ogg/wav/m4a/flac) inside Minecraft. Browse your folders (and drives) and play the songs in them. Also opens playlists (m3u/pls). Not exactly a necessary mod, but I was bored waiting for MCP to ever update

Press J while in game to bring up the interface. In-game, you can press P for play/pause, or [ and ] for previous and next track, or - and = for volume down and up. These are all bindable (and unbindable) in the minecraft controls menu. Double click file to play. Volume and position in song are adjustable. Remembers your last used folder (and volume)

Mod Review:
Mod review (auf Deutsch):



TODO:

  • DONE add OSD (On Screen Display). still TODO - improve it. Show somewhere other than in chat perhaps, or display a graphic for play/pause/stopped or something
  • "Now playing" field in interface. Probably an editable "Current directory" field as well so one can change directories without clicking through the whole file tree.
  • DONE maybe a convenience link in the root directory pane to the Minecraft music folder :) You can still get there, through c:\users\username\appdata\roaming\.minecraft\assets\virtual\legacy\music(orRecords). OMG. Yeah definitely a shortcut to that haha
  • read id3 tags and ogg tags maybe
  • allows songs to be queued to play next (outside their normal order)
  • add shuffle button
  • possibly edit/create playlists

Known issues:

  • occasional troubles with VBR MP3s. Variable bitrate may or may not work.
  • seeking in m4a encoded with lossless ALAC codec works fine, unless it is mono (not stereo). If it's mono, seek breaks past 25% or so. Just have to listen to it in order ;)

modpacks: This may be used in modpacks if

  1. you give credit / link to this page
  2. you do not make money from the pack (ie it is not hosted behind adf.ly links or things like that)
Install:

  1. install liteloader (it is required)
  2. download the jukebox .liteloader file and put it in your minecraft/mods folder
  3. select the liteloader profile in the launcher (the liteloader installer can chain this to Forge, so this mod works fine with Forge too)

and @TarynWinterblade with Crafting Harmonics
TarynWinterblade said:
Crafting Harmonics 1.9.0-1.3.7.14
Features
  • Adding the ability to change harvest levels on blocks and tools using the following operations:
    • remapHarvestLevel: Takes all blocks at a given harvest level and set them to another.
    • setHarvestLevel: Sets the harvest level on a given block/with a given tool.
    • setToolHarvestLevel: Changes the effective harvest level of a particular tool.
  • Adding the ability to change stats on TiCon tools using the following operations:
    • setMaterialStats: Modifies the stats for a given material.
  • Adding the ability to set harvest level names for new/existing TiCon harvest levels using the following:
    • setHarvestLevelName: Adds a new name for a harvest level or modifies an existing one.
  • Harvest level names can be applied with custom sets as well, so, you could leave a harvest level as "Unknown" until the player reaches a certain point in progression where they should be able to mine it; optionally combine this with setting harvest levels to ensure the player really doesn't mine it until after that point.
  • Fixing issue #33 where the build server wasn't properly linking the Nashorn Scriping Library as a required mod when uploading to CF.

and @elix_x with Forever Enough Items
elix_x said:
Forever Enough Items 1.0.7-1.9
-Made elements resizable on single axis.
-Added new cursors.
-Improved Item Subsets: sorting alphabetically by mod name, configurable
dropdown size and adding mod name to search field when right clicked.
Closes #7.
-Fixed keys not working over items list.
-Ctrl+P for ConTRoL Profiles. Closes #8.
-Updated method accesses to excore 1.5.3.
-Updated JEI.



Commit: 4d940b1.

and @squeek502 with The Vegan Option
squeek502 said:
The Vegan Option 1.7.10-0.1.2+9.b4698
  • Add input conversions and OreDict registration.
  • Add leather armor oredict entries.
  • Actually use the xp parameter.
  • Fix cross-mod exploit with Pam's HarvestCraft's Fresh Milk
    • VO would convert Milk -> 4x Fresh Milk recipe into the oredict version (to allow Plant Milk to be used instead), but Fresh Milk is included in the oredict so it'd create a Fresh Milk -> 4x Fresh Milk recipe
  • Register ShapelessMatchingOreRecipe with Forge's RecipeSorter
  • Fix fertilizer link in README.md
  • Remove disclaimer about the changelog
    • Seems like the curseforge task evaluates all of its parameters on startup rather than when the task is actually executed, meaning the changelog file has not been generated yet. Giving changelog a File defers the reading to when it's actually needed
  • Add gradlew for CI support
  • Add support for uploading to curse automatically
  • Fix BlockFluidFinite patch in obfuscated environments
  • Add safety to HarvestCraft piston crafting recipe additions
  • Add basin usage text
  • A bit of tidying up
  • Fix ender rifts crashing in certain dimensions
    • Fixes #53
  • Skip redundant milk_bucket OreDict entry when MFR is installed
  • Make Soap only cure potion effects that Milk does
    • Fixes soap clearing potion effects that should be incurable (e.g. Thaumcraft warp)
    • Fixes #50 and part of #18
  • Add dough/seitan washing recipes to TE fluid transposer
  • Make dough able to be made in-world (flour + water source block)
  • Add support for consuming fluids from inside IFluidHandlers
  • Add seitan
    • Contributes towards #40
  • Actually fix straw bed doing damage when sleeping wasn't successful
    • The flag states are confusing
  • Fix straw bed doing damage when sleeping wasn't successful
    • Only meant to do damage after actually sleeping
  • Add jute seeds as an alternate large fern propagation method
    • A Jute Stalk in a crafting grid gives Jute Seeds
    • Jute seeds can be planted on dirt/grass/farmland and will grow and eventually turn into a Large Fern
    • Closes #39
  • Fix jute stalks not dropping when breaking the top of a fern
  • Make compost soil building farmland-agnostic and truly random
    • Closes #32
    • Remove the farmland check and just check for updateTick-able plants instead
    • No clue why I used that weird pseudo-random nonsense
  • Add potato -> 2x potato starch TE Pulverizer recipe
    • Closes #36
  • Fix compile error
  • Small refactor of integration/integrators
  • First pass at converting RenderBasin to use TESR
    • Still some weirdness to sort out
  • Remove system println
  • oredict: register resin/rosin under materialResin/materialRosin also
  • Only replace recipes when the class matches exactly
    • Fixes #22
  • Fix various FindBugs problems and warnings
  • Add Basin (closes #14)
  • Make the composter way more intuitive Add temperature, composting percent, and a tumble button to the composter's GUI (avoids requiring Waila to see that information and makes tumbling much more discoverable). Each GUI element also has tooltips to avoid having to look at the NEI usage to understand the basics of how the composter works
    • Closes #20
  • Fix composter GUI background being drawn twice
  • Add temperature gauge overlay to composter model
    • Contributes towards #20
  • Make soap/soap solution unrepairable
    • Fixes #19
  • Fix crash in piston crafting recipe matching
  • Fix frozen bubbles being able to be filled by any liquid
    • Whoops!
  • Make NEI text handler correctly handle fluids
  • Fix copy+paste error
  • Fix a few Javadoc formatting problems
  • Add piston crafting recipes for various HarvestCraft items
    • Adds recipes for: Mashed potatoes, batter, dough, and all fruit juices
  • Add piston crafting recipes for VO inks/soap solution/lye
  • Formalize piston crafting and add fluid input/output support
    • Fluid inputs must be displaced by the piston head
    • Fluid outputs get deposited in the fluid handler block below the piston head (fluid handler below the piston head is required for the crafting to work)
    • Add vegetable oil piston crafting recipe (closes #3)
    • Add plant milk piston crafting recipe (closes #4)
    • Add piston crafting NEI handler

and lastly a little reminder that I'm on vacation starting tomorrow, I'll be back on the 14th of may, so I expect ya'll to keep the place clean ;)