What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @TarynWinterblade with Crafting Harmonics
TarynWinterblade said:
Crafting Harmonics 1.9.0-1.3.12.20
Features
  • Adding mob shedding support. By default, no mobs will shed, and all sheds have to be added using the 'addMobShed' operation.
  • Adding new Settings.cfg entry 'I:SecondsBetweenSheds' which determines the number of seconds between the shed code running. By default, this is 10 to help with TPS.
  • Adding block drop controls, much like those used for mob drops; use the 'setBlockDrops' operation. There's a dirty example in the default.json.sample file that shows multiple uses, including the new composite matchers.
  • Adding new Settings.cfg entry 'B:LogMobDropEvents' which determines if block break events should be logged to help determine settings to use for the block drop controls.
  • Fixing issue #52 where items could be damaged/consumed when the event was cancelled by another matcher.
  • Fixing issue #53 where the fuzzy NBT check would fail when dealing with tag lists. Still not perfect, as order of enchants matter.

and @BluSunrize with Immersive Engineering
BluSunrize said:
Immersive Engineering 0.8 - 26
- IE REQUIRES JAVA 8 NOW!
- added a load of Tinkers Construct compat:
- Treated Wood tool material. Similar to normal wood, but no splinters
- Constantan tool material. Additional weapon effects based on biome temperature
- Slime Fluids works in the chemthrower again
- fixed smeltery alloy recipe for Constantan
- re-added InvTweaks compat to the Wooden Crates
- re-added Railgun and Chemthrower documentation to the manual
- buffed the default damage of the Railgun
- changed silver bullets to do extra damage to undead (Witchery isn't updated, so they'd be useless otherwise)
- fixed Multiblocks looking derpy when formed (thanks Malte)
- fixed connection offsets on transformers (thanks Malte)
- improved connections on transformers (thanks Malte)
- fixed connections on pipes looking weird and broken (thanks Malte)

and @konwboj with Tumbleweed
konwboj said:
L3WWi2u.png


Tumbleweeds spawn around dead bushes in deserts. They drop random goodies upon harvesting.

Minecraft Forum page
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @Ellpeck with Actually Additions
Ellpeck said:
Actually Additions 1.9-r33
* Made Growth Ring performance better
* Centered page number in booklet
* Made placers be able to place anything again
* Made Item Laser Relays that have a whitelist have more priority than those who don't
* Fixed a massive console spam issue of Whitelisted Item Laser Relays trying to send client update packages FROM the client
* The laser relay has less particles again now
* Added custom banner patterns
* Added custom shield patterns
* Remove InvTweaks integration
* Added a smart whitelist button to the whitelisted laser relay that automatically adds items in adjacent inventories to the filter
* Lots of API restructuring
* Bump API Version to 12
* Put circles in front of the booklet entry buttons on the front page because it looks nice

and @a3626a with HungryAnimals
a3626a said:
Hungry Animals is a mod that changes vanilla animals’ feeding activity and AI. I especially focused on wild life and reality. Have you ever wondered about why vanilla animals aren’t starved to death and why they do not reproduce? This mod makes nice changes for your questions.



Now wild animals can grow their population! They eat grass and fall in love. Of course some of them could be starved to death. They will make an equilibrium with nature. High population will deepen their competition and excess will naturally die.



Animals begin to excrete! You can see excreta over every hills and every fields. Be careful, excreta can cause serious outbreak. Ferment excreta into good manure to grow more wheat and carrots. If you have other mods that add sulfur, you can even make saltpeter with excreta.



Animals are frightened easily as you walk beside them. They run away from any player. You need to be patient to tame them and hunt. Don't worry, There are nice new tools for hunting like trap, slingshot and bolla. Tamed animals can use trough to eat food.



Complicated husbandry needs machines. With nice machines like blender, thresher and millstone, improve your production and reprocess excess materials. This machines must be powered by physical force. You can run your machines with hand but also the tamed animals, too!



*This mod also has nice configuration system that allows server admin to modify almost everything in the mod and vanilla animals.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Rubironi with Auto Dropper
Rubironi said:
kUvm2Vi.gif




Simple mod that adds an automated version of Minecraft's Dropper.

The Auto Dropper will drop its items continuously unless it's powered by redstone.

Since it's a utility block you can use it for several occasions.

For example: Automating Botania's Endoflame (see screenshot above).

It always supplies the Endoflames with coal.

The coal triggers the pressure plate and pauses the Auto Dropper.

Once the coal gets used, another one will be dropped.



ab19b3c5dc4bc4e198f598cccbbaf46b.gif




The Auto Dropper behaves differently than the default Dropper:



Dropping Items sideways:

Removed scattering. Items will always land on the same spot.



Dropping Items downwards:

Items will drop straight down instead of being pushed sideways and up which resulted in Item scattering.



Dropping Items upwards:

Items will no longer collide with the Dropper and fly in a random direction. Instead they will spawn right above the Dropper.



sideways.gif
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @Topisani with ARMourstands
Topisani said:
Did you know this was possible in vanilla minecraft?:
ARVlhJx.png


If you did, you probably also knew its only possible with comands, and if you didnt, well you do now.

ARMourstands to the rescue!

ARMourstands is server side only, and players with or without it on the client will be able to use it when connecting to a server.

Craft up a normal armourstand and place it in the world

Right click it with 2 sticks to add arms

ARMourstands needs a wrench to turn armourstand parts. By default a vanilla lever works, but you can change that in the configs.

Right click a part with a configured wrench item to turn it. Sneak while right clicking to turn it backwards.
Right click into the air while sneaking to switch wrench mode.



Since ARMourstands only poses the vanilla armourstands around, these will persist in their poses if the mod is removed. Someone might find that useful for map making.



Known bugs:

The two sticks that you use for the arms are not returned when the armourstand is destroyed. This is due to a forge bug that has been reported.



Planned features:

Broken Armourstands keep their poses and can be placed somewhere else.

Copying armourstand poses.



Modpack policy:

Feel free to include ARMourstands in your modpack, you dont need to ask.
However, if your pack is intended for public usage, i ask that you reffer back to this page.



FAQ:

Will you backport this to 1.8.x?


Probably not, not because it would be hard, but because 1.9 is the future anyway. If enough people request it, maybe.

What is this useful for?

Glad you asked! i wondered myself, so i made a few examples: http://imgur.com/a/9UHID

You spelled armor wrong!

No i didnt, you did.

and @raoulvdberge with Refined Storage
raoulvdberge said:
Refined Storage 0.6
Check out the wiki to learn more about all the new blocks and items!

Bugfixes

  • Fixed Destructor not playing block break sound
  • Fixed Constructor not playing block place sound
  • Fixed picking up from crafting result slot
  • Fixed being able to use right click on crafting result slot
  • Fixed item duplication issue with the Interface
  • Fixed Importers and Exporters not working when changing facing with a wrench
  • Fixed Crafting Grid not respecting remainder in recipes
  • Fixed Crafting Grid giving back the wrong amount of items when shift clicking
  • Fixed items disappearing in Grid when doing a weird combination of inputs
  • Fixed Solderer not stacking items
  • Fixed Importer voiding Storage Disks from the Disk Drive
  • Fixed Controller not saving energy
Features

  • Added autocrafting
  • Massive performance improvements which reduces lag and lets machines connect almost instantly
  • Added the Pattern Grid
  • Added the Crafting Monitor
  • Added the Crafter
  • Added the Processing Pattern Encoder
  • Added a Pattern item
  • Added the Wireless Transmitter
  • Added Speed Upgrades which are applicable on a bunch of machines
  • Added Range Upgrades for in the Wireless Transmitter
  • Added Crafting Upgrades
  • Changed Grid modes to have a autoselected option
  • Added recipe category -> item JEI integration
  • Added Storage Housing

and @PeeGee85 with Minecraft Worlds mod
PeeGee85 said:
Minecraft Worlds mod 1.0.9
A number of bugfixes and all new entity spawning features for BO3's. Entities are things that can move like arrows, fireballs and minecarts but also all kinds of creatures. The Entity() tag can be used to make any entity spawn inside a BO3 and for living entities make them persistent and give them names. Handy for adding villagers, pets, minecarts and persistent mobs to your builds. The Spawner() tag can be used to set timed spawning points for groups of entities like npcs, mobs, minecarts, fireballs, arrows, you name it. This can be used for setting up respawning villagers, mobs for a battle or arena, minecarts for a track and even timed traps with things like arrows and fireballs. The Spawner() tag also allows you to set angle and velocity so you can launch any entity enywhere or make things like fountains that spray experience orbs. The (ops only) console command "/mcw entities" lets you see the entities that can be spawned, this includes entities added by other mods like Twilight Forest Hydra's! So yup, you can spawn pretty much anything in your BO3 now. A despawn timer is included to make entities automatically despawn after a while and keep your server happy. More documentation, a demonstration world and a 1.7.2 and 1.8.9 version are coming soon!



*Note: There is no new version of TCEE accompanying this release so you can keep using TCEE 1.0.6.



- Fixed several bugs and crashes when generating multiple worlds in quick succession.



- Fixed a number of bugs related to BO2's and BO3's trying to spawn out of bounds.



- Fixed some bugs that were causing MCPitman's latest Biome Bundle to crash.



- Fixed the replaceBelow setting. This means no more giant air filled spaces full of monsters beneath structures! I still have to release a new version of the PG worlds pack where nearly all the BO3's have "ReplaceBelow: DIRT" configured to fix this entirely. If you don't want to wait for that you can do it yourself with notepad++.



- Added Entity(x,y,z,entityType,count,entityNameTag) tag for BO3's, works just like the Block() tag and is spawned when the BO3 is spawned in the world. Entities are things like projectiles, minecarts and creatures. Use the /mcw entities console command (ops only) to see a list of available entityTypes. If you have mods installed that add entities (such as custom mobs) those will appear in the list as well and can be spawned. So you can spawn a Twilight Forest Hydra in your basement, no problem :). The entityNameTag parameter is optional.



- Added Spawner(x,y,z,EntityType,count,interval,chance,max,despawnTime,velocityX,velocityY,velocityZ,yaw,pitch) tag for BO3's, works just like the Block() tag and is spawned when the BO3 is spawned. Spawners are invisible ingame but can be blocked up with a solid or liquid block (depending on if the entity being spawned can spawn in those blocks) to prevent entities from spawning. A spawner tries to spawn <count> number of <entityType> each <interval> seconds, with each entity having a spawn chance of <chance>%. The spawner can only spawn an entity if there are not more than <max> of the same EntityType in the surrounding chunks (3x3 chunk area centered on the spawner). If an entity is assigned a <despawnTime> in seconds then the entity will automatically be despawned after the specified time. Entities spawned using a Spawner will have the same light level requirements as they do when they normally spawn in the world, so most monsters only spawn in the dark. A spawner will not spawn if the spawn location is blocked by another entity, it can however spawn multiple mobs at once. The last 6 parameters are optional and are set to 0 by default (despawnTime,velocityX,velocityY,velocityZ,yaw,pitch), you only need to add as many of those parameters as you need. So for instance all of these work: "Spawner(0,0,0,Arrow,1,5,100,5)" "Spawner(0,0,0,Arrow,1,5,100,5, 1,0,1)" "Spawner(0,0,0,Arrow,1,5,100,5,1,0,1,180,180)"



- The existing mob spawning features that were available using GetModData() still exist but they now also accept any entity name just like Entity() and Spawner(). Some of the previous names for mobs have changed, for instance "dragon" is now "enderdragon" and "wither" is now "witherboss". A new console command has been introduced to make using GetModData() for MCW entity spawning easier: "/mcw summon <radius>" will now execute any entity spawning ModData() tags inside the given radius in chunks. Handy for ops for spawning entities on command for instance to manually start a battle sequence or when an Entity() has been killed unintentionally and needs to be respawned.
 

sokratis12GR

New Member
Jul 29, 2019
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ArmorPlus has been updated for Minecraft Versions 1.9
Mod's Versions 1.12.1-1.9 (With some features from 1.12.0-1.9)

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

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

1.12.1-1.9
{Features Added}
  • Added an option in the config to make the lapis armor use lapis lazuli item or lapis lazuli blocks
{Bugs Fixed}
  • Manyullym Armor's Texture And Names to error
1.12.0-1.9
{Features Added}
  • Now you can set a custom texture for the Custom Armor
  • Added Support For Tinkers' Construct.
  • Armors Added (Tinkers' Construct)
    • Cobalt Armor
    • Ardite Armor
    • Manyullyn Armor
{Features Changed}
  • Armor's Potion Effect's Particles are now invisible
 
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Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @Aesen with Correlated Potentialistics
Aesen said:
Correlated Potentialistics 0.2.3_01
  • Add Wireless Receivers, Transmitters, and Terminals!
  • Add a slot to the terminal to dump the contents of a drive into the system
  • Add a config option to make processors craftable without having to find one in a dungeon
  • Fix right-clicking in the drive partitioning GUI consuming items
  • Remove the ability to fill in slots if the drive is set to Unpartitioned mode, as this was confusing many people and didn't do anything
  • Terminals and drive bays now go dark when the controller is unpowered
This is a hotfix for v0.2.3, which didn't work in obfuscated environments.

and @ZAZPRO with Baubles Stuff
zazpro said:
Baubles Stuff 2.0.9
- New upgrades!

- Config Gui.

- New config options.

- New version check system.

- Forge version check system implemented.

- A lot of optimisation stuff.

- RArmor GUI integration.

- New achievements.

- Bug fixes.

and @big_Xplosion with CrashReporter
big_Xplosion said:
Crash Reporter
Crash Reporter is a server utility that will automatically upload crash logs to pastebin (or some other services) and (if enabled) notify you in an IRC channel, via email or fill in a google drive form. This mod was inspired by the original one made by Richardg.

Pastebin:
You are currently able to publish the crashreports to pastebin, hastebin, sprunge and ubuntu.

Notifying:
IRC:
The config file should be self explanatory.

Google Drive Form:
The form can have any title and description. But there can only be ONE question and it should have the large text type. You can take a look at this example. simply linking the public link in the config should suffice.

Gmail:
This one is a bit tedious to setup. I would recommend to create a separate Gmail account for you server. After that you should fill in the config file. from being the email account you created for your server and pass being it's password. To can be a list separated commas of recipients. After setting this up you should change some things for the Gmail account. You should first enable this and afterwards that accept this. Now you should be ready to receive mails if your server crashes.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
2,015
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Released the first beta of The One Probe. This is a new mod for Minecraft 1.9 that is a more immersive alternative for WAILA. It works like WAILA but you have to hold a probe in your hand before you can see the information (note that this requirement can be disabled in the config).

More information about this mod can be found here: https://github.com/McJty/TheOneProbe/wiki

You can download the mod from Curse: http://mods.curse.com/mc-mods/minecraft/245211-the-one-probe

N8mL8l2.png



I also updated McJtyLib, RFTools Dimensions and Deep Resonance to support this mod.

Have fun!
 
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Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Watschman with Dimensionloader
Watschman said:
This is a simple, mod which force loads Dimensions set in the config file. It can be used, Client-Side, as well as Server Side. As it only adds Server functionalities it is not necessary to install this mod on a Client in order to connect to a Server with this Mod.

It is originally intended to load Dimensions(e.g RFTools Dimensions) which need to be loaded(e.g if a quarry is running in there) when the player logs into his world.

and @insaneau with No More Rain
insaneau said:
This mod simply removes the rain effects from all biomes.

The sky will still get dark, but it won't rain. Just like in a desert.



Logo kindly provided by TehNut (with permission).
 

retep998

NoLifeBunny
Wiki Staff
Dec 31, 2012
265
557
123
Worcester, Massachusetts
GregTech 6.02.04

One of the long standing complaints with lossy power transport is that it makes long distance power impractical. That changes with the latest version of GregTech with all new long distance wires with very low energy loss that don't need the chunks in between to be loaded.
Also GregTech now has your automated crafting and project table needs covered, with even blueprints!

GregoriusT said:
6.02.04:
[FIXED] Exploit with Cauldrons being filled by pipes (and then emptied for 1000 Liters of Water using a Bucket), by increasing the amount to be filled from 250 to 334 Liters of Water.
[FIXED] Sliced Ham Recipes.
[CHANGED] Design of regular Metal Plates (and their multiplate variants). Decided to go RC Style, but I made my own Textures for them.
[CHANGED] Converters that convert from Electricity to any other Energy form, now have an Amperage Limiter, so they don't attempt to consume more than they can convert (what would lead to an explosion). This fixes a lot of explosive Electricity Issues.
[ADDED] Tooltips to the Advanced Crafting Table GUI.
[ADDED]
Long Distance Electric Wires. (they took a lot more time to create than I expected, due to me having to check for Chunk Loading and Unloading Issues)
As long as the starting and ending Point are loaded it can transmit power, even/especially if parts of the Wire itself are in unloaded Chunks.
It has a lower loss than normal Wires due to the higher Voltage and better Insulation.
These Wires CANNOT branch off, they are just a from Start to Finish thing. For Branching you need to do some sort of Transformer House, so you can split Energy manually.
Also you cannot use different types of Wire in the same Line.
The Wire Blocks themselves are really just regular non-TileEntity Blocks, they don't even have "visual connections". Just draw a Line of those Wires from Long Distance Transformer A to Long Distance Transformer B.
Also make sure the sending and the receiving ends of this are chunkloaded (for obvious logical reasons, it will NOT cause lag if you don't load them).
All Cables have a loss of 1 EU every 8 Blocks, so 0.125EU per meter. With higher Voltages, these 0.125EU/m are almost unnoticeable.
It will always have a Loss as if the Wire was 512 meters long, whenever it is shorter than 512 meters. This is to discourage usage in short distance connections. So the Loss is at minimum 64EU per Packet.
Only use it if your Wire is more than 64m long, yes 64m, normal Wires have a loss of 1EU/m or even more, meaning it will be useful from 64m and onwards.
If you are doing a SERIOUSLY LONG Cable with this, then make sure that after losses, the Energy the receiving End gets, is more than its minimal Energy Output!
Max Distance is about 8km for EV (2048EU/t), 32km for IV, 131km for LuV, 524km for ZPM, and finally 2097km for UV. Most Servers don't even go past 10km, so I think this should be more than enough.
You can send ANY Amperage through these Cables, but you only have one Surface to connect to.
A yellow indicator Light tells you, that the Target of the Long Distance Transformer is unloaded right now.
Technically speaking, this Device is nothing more than a lossy Energy Teleporter, that requires a Cable made of Dummy Blocks to connect the Start Point and the End Point.

6.02.03:
[FIXED] Server Issues due to that NEI Hook. That new Hook is completely useless, as its not usable the way it was intended, so it got removed.

6.02.02:
[FIXED] Bacon Sandwiches and Ham Slices being uncraftable because of a Typo.
[FIXED] Wooden Milk Bucket vanishing Issues, when MFR isn't installed.
[FIXED] Railcraft Passive Anchor / Engraving Bench Recipe Overrides.
[CHANGED] A huge portion of Obsidian related Material Value balance. Obsidian is now worth 9 Dusts. This is because lots of Mods have different Values for it and 9 seems to be the largest. (originating from IC2 btw)
[COMPAT] Some Forbidden Magic stuff is now supported, in regards of Items and Recipes.
[ADDED] Bronze and Brass Dust Recipes for the Mixer. Note that it is more inefficient than using the Crucible. Also Brass, BismuthBronze and Bronze are all three Furnace-able now and have Recipes for Wooden Buckets being made of them.
[ADDED] Additional Recipes to compress Cobblestone/etc using the Press. Yes, not the Compressor, because that may cause Recipe Conflicts.
[ADDED] Tooltip to Tools showing how many times you can use that Tool as Container Item for crafting.
[ADDED]
Advanced Crafting Table. For anyone who didn't play with GT4, it is basically a Project Table/Bench/etc.
It stores 16 Items to refill from, left of the Grid.
Has 5 Slots for auto-filling Fluid Container Items such as Buckets or Universal Cells, above the Grid.
Got additional 36 Slots in a second GUI that is accessed when you click the Drawers on the Front/Back.
No internal Fluid Tank, meaning Fluids don't get stuck in there anymore.
Also included is a Slot that lets Items be pulled out by a Hopper or any Automation thingy.
Two Buttons which "flush" the Crafting Grid. (either the same way as above via automation, or by filling the Storage Slots)
A small Slot right next to the Crafting output where you can "Park" your Item, for example for Recipes that require multiple steps.
Also with Redpower alike Blueprints that can store Crafting Recipes. Use Shiftclick on an empty Blueprint inside the Blueprint Slot to create one. You can also have "incomplete" Blueprints, meaning you could use a blueprint to put some Items at a certain position on the grid.
Using the Monkey Wrench you can disable Item Input into the 4x4 grid or the 9x4 grid respectively.
Using the Screwdriver you can toggle the "Diversity Filter", of the 4x4 or the 9x4, ON and OFF, if it is ON then it will prevent multiple Slots being filled with the same Item.

6.02.01:
[IMPROVED] Energy Conversion Blocks and Transformers now only update their Active State once every 64 ticks, also there is a "flickering" or "blinking" State in order to save on graphical updates and data packets, meaning less lag in those regards.
[ADDED] A few Recipes for getting Helium/Argon.
[ADDED] If you sneak-rightclick to place a mechanical Safe it will instantly be owned by you, without extra need of rightclicking it to claim it.
[FIXED] Some wrong Sounds being played.
[FIXED] Red Alloy and Signalum Wires emitting Light.
[FIXED] C-Foam Spray not working.
 

Yusunoha

New Member
Jul 29, 2019
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0
new day, new update, and today it's @Mario90900 with In Character
Mario90900 said:
Basic Mod Functions:



In Character is a mod that tries to enable functions that would support a roleplay experience in Minecraft, without any need for a bukkit plugin or Forge+Bukkit environment. The basic functions of the mod are a limited-range IC chat, along with a global OOC chat. The different versions of chatting are as follows:



- Whisper (/w, /whisper) has the lowest range, extending 16 blocks by default. Whispers display in italics, and are prepended by W.

- Talk (Does not require a command, chat like normal!) is the default chat, and has a range of 48 blocks by default. Talk is now also prepended by T.

- Yell (/y, /yell) has the largest radius, extending out 128 blocks away. Yells display in bold, and is prepended by Y.

- Emote (/e, /emote) produces a distance-limited emote, and is visible from 128 blocks away. Emotes retain the vanilla emote style.

- OOC (/o, /ooc) is completely global, like vanilla chat system, and is able to go through dimensions to all players. OOC chat is prepended with [OOC].


All ranges listed here, in blocks, are configurable.



Muffle System:



Each of the limited-range chat options also try to take in account the surroundings of a speaker. When two players talk to each other, and are currently in range to hear the message, the Muffle System will utilize the hardness of blocks between the two players, adding up the effective hardnesses of the blocks between the players to check against two caps. The first, lower, cap is the point at which a message is just reduced to "You hear (Player) talking nearby." while the second, larger, cap just prevents the message from being heard at all, with nothing showing up in the listening player's chat. Anything that is unbreakable will just muffle any message trying to be heard through it. For each block, the effective hardness of the block depends on how much of a straight line passes through the block (If you try to talk only through the corner of a block, it will take that into account compared to if you talked through the full block, or the larger diagonal). Since this builds on the hardness of a block, this is compatible with any modded block.



For example, this system makes it so that two players who are separated by a few blocks of stone will be unable to whisper to one another, may find it difficult to hear any talking, but would make out yelling clearly. So if two players are in a room of wood, they could whisper to one another without much worry of being overheard, while their talking could be heard by someone in the next room.



The different caps for the limited-range chats are as follows:



- Whisper has a muffle cap set at 1 hardness, while the cancel cap is set to 2.

- Talk has a muffle cap set at 8 hardness, while the cancel cap is 12.

- Yell has a muffle cap set at 32, while the cancel cap is 48.

- Emotes are handled slightly different. If the two players have anything obscuring their vision of the other person, the emote will not be seen.

- OOC is not affected by this, as it is not range-based.


Again, every value listed here is configurable along with the system as a whole!



Ender Resonator:



In Character also provides an item that can be used to talk to any other player, regardless of the distance between the two or difference in dimension! Both players require an Ender Resonator in their inventory, which can be tuned to 1 of 16 different channels. When you speak using the Ender Resonator chat command (/r, /res, with Resonator chat prepended by ER), your message will be heard by those around you at the same range set by the whisper range, and it will also be heard by anyone else with an Ender Resonator set to the same frequency as the speaker regardless of proximity or dimension. Any player around the receiving player will also hear the message, again limited by the whisper range. This chat is also effected by the muffle system, if enabled, when it utilizes the whisper range. To tune your Ender Resonator, you just rightclick with the Resonator in your hand to tune it forward, and shift rightclick to tune it backwards.



Ender Resonators must be crafted, and are crafted from an ender eye, a piece of iron, redstone and 6 glass panes.



Nickname System:



Another system included in the mod is the ability to set a nickname for use on the different limited-range chat methods. This can be done with the /nickname (/nick, /name) command, followed by whatever you wish for your name to be set to. Running the command without a name following it will reset your nickname back to your Minecraft Username.



Server ops will be able to run the /getUsernameFromNickname command, followed by any nickname to receive a printout of every username currently using that nickname.



This nickname system is also configurable if it is enabled or not, in the case of a server or pack not wanting it.



Loose Restriction Mode:



Loose Restriction Mode is available for any server that wishes to run with the modified chat system but wishes for exactly that, a looser restriction on the chat functions. In this mode, a few things are different.



- The Yell command is disabled in loose restriction mode.

- Regular Talk and Emotes are now dimension-wide, but still do not go cross-dimension. Cross dimension is still limited to OOC and Ender Resonators. They are also not effected by the Muffle System regardless of that setting being enabled.

- A new command is introduced, WhisperEmote (/we, /wem), which retains the same restrictions that the original emote command had.

- Whisper, Ender Resonators and OOC still function like normal.

- Any chat not stated otherwise are still effected by the Muffle System, unless that system is disabled.

and @RiskyKen with Armourer's Workshop
RiskyKen said:
Armourer's Workshop 1.7.10-0.39.0
Build 0.39.0
Added: Allowed for the players texture to be painted.
Added: Allowed for multiple skins to be equipped at the same time.
Added: Skin previews in the library GUI.
Added: Armourers Hammer.
Added: Large model preview to the dye table.
Added: Config option to turn of library model previews.
Added: Naming a mannequin null will stop it from rendering.
Added: Config option for how long textures should be cached
Added: Version info to armourer GUI.
Added: Dress set and head bows to the premade skins.
Added: Players can manually select their skin and hair colour.
Change: Rewrite of the mannequin GUI.
Change: Updated zh_CN language file.(EthanJJC)
Change: Made the coloured cube TESR render faster
Change: Made the mannequin head wobble more intense
Change: The way dolls are crafted has been changed.
Change: Scaled skin icons so they fit in item slots.
Change: Skins in a mannequins left hand will be flipped.
Fixed: Crash when using colour picker on the armourer models. (again)
Fixed: Armourer sometimes not showing the players texture.
Fixed: Armourer sometimes showing old players textures.
Fixed: Mannequins not updating their texture when the players changes.
Fixed: Skins sometimes not rendering when smart moving is installed.
Fixed: Limit limb movement option not working when Smart Moving is installed.
Fixed: Transparency not working for skins on custom NPCs.
Fixed: Players not always being able to open the wardrobe GUI.
Fixed: Colour picker not always giving the correct colour form Armourer parts.
Fixed: Weapon dyes not getting updated when swapping skins in the wardrobe.
Fixed: Some weapons not being skinnable, even after being added to the config file.