What's new in modded minecraft today?

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Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @MrTutankhamun with Storage Boats
MrTutankhamun said:
Storage Boats 2.8
2017-10-13_17.png


*You can now see banners on storage boats in multiplayer! The banner gets updated if you sit in the boat, or move the banner (press shift and right click the boat)!

*The banner now gets saved when you exit the world and go in the world again!
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Vexatos with OpenComputers
Vexatos said:
OpenComputers 1.12.1-1.7.0.20
New Features/Support


  • Added: 1.12 and 1.11 support
  • Added: New OpenOS thread library
  • Added: Support for forge energy.
  • Added: Re-add ComputerCraft integration.
  • Added: Re-add Project: Red integration.
  • Added: Re-add WR-CBE Integration (thanks gamax92)
  • Added: Re-add IC2 integration.
  • Added: Re-add Waila/Hwyla integration.
  • Added: Motion Sensor is now an upgrade
  • Added: Converter for fluid tank properties.
  • Added: zh_CN and ru_RU localization
  • Added: AE2 Integration (thanks Leon)
OpenOS fix/improvements

  • Fixed: numerous areas of code cleanup
  • Fixed: memory cost reduced, Now requires ~140kB to boot to shell prompt
  • Fixed: boot time reduced dramatically
  • Fixed: /bin/ls fix for -p option to show / on dirs
  • Fixed: /lib/event fix for dispatching signals to timers
  • Fixed: /lib/keyboard reduced memory cost and fixed support for numpad in terminal
  • Fixed: loadfile fix to allow relative paths
  • Added: Separate core tty code from /lib/term, added vt100 support
  • Fixed: ENV and _G fixes for load, lua shell, and shell environment
  • Fixed: edge case in quoted whitespace in shell commands respected
  • Fixed: mv and cp error message conformance and cleanup
  • Fixed: install tool fixes
  • Fixed: fix exit code issues with ls and piping
  • Added: pastebin updates for https
  • Fixed: serialization performance greatly improved
  • Added: ls coloring now uses vt100 color codes in LS_COLORS
  • Added: new file listing tool: /bin/tree (thanks LeshaInc)
Other fixes/improvements

  • Fixed: robot screen freeze issue
  • Fixed: iron nuggets removed (vanilla has it now)
  • Fixed: Little bit of scala cleanup, API refactoring
  • Added: getAllStacks and getInventoryName to transposers and inventory controller upgrades for better inventory management. (thanks thiakil)
  • Added: More robots names (thanks Nexarius)
  • Added: Mouse release sends drop event even without drag
  • Fixed: Made tank controllers work better with blocks that provide multiple tanks.
  • Fixed: filesystem.copy() (#2432) (thanks SDPhantom)
  • Fixed: Make wtrunc count missing glyphs as 1 (thanks gamax92)
  • Fixed: Infinite loop in manual.
  • Fixed: Robots not being able to use all items properly.
  • Fixed: case where computers could run minecraft host machine cpu too high
  • Fixed: table returned by getAllStacks().getAll() being 0-based.
  • Fixed: Equipment slot actions.
  • Fixed: bounding box issues that affect things like waypoints
List of contributors

Sangar, payonel, Vexatos
modmuss50, SDPhantom, thiakil
gamax92, asiekierka, Wilma456, stone3311
Nexarius, loveyanbei, 28Smiles, cyber01, LeshaInc

and @Vazkii with Quark
Vazkii said:
Quark r1.3-112
- Client: Added the ability to search for favorite items (use "favo(u)rite") and to search for potion effects.
- Management: Ender Chest buttons now have their own icons.
- Management: Unified textures for the chest buttons. You probably won't tell the difference if you don't make texture packs. (T43nd1r)
- Misc: Added the ability to place Glowstone Dust and Gunpowder. The latter can be set on fire to create a fuse.
- Misc: Added Throwable Dragon Breath. Allows Dragon Breath bottles to be thrown to convert Stone to End Stone.
- Misc: Added Wither Ash, a new drop from Wither (Skeletons) which allows you to mobproof dark areas.
- Tweaks: Added Blastproof Shulker Boxes.
- Tweaks: Added Dye Any Wool. Allows you to dye any wool with other colors, and to dye 8 wool with one dye.
- Tweaks: Fixed a crash when moving the cursor too quickly over JEI.
- Tweaks: Fixed the Sign Edit UI having the extra buttons in the same place as the sign render if the sign is on a wall.
- Tweaks: Removed Safe Mounts, as the feature is present in Vanilla 1.12 already.
- Vanity: Fixed custom emotes that move body parts not moving the overlay parts accossiated to them.
- Vanity: Witch Hats will now only drop from player kills so you don't have to worry about filtering them for your witch farms.
- World: Added Nether Smokers, new smoking blocks that spawn in the edge of lava lakes that can be used to make chimneys.
 
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Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @lumien with Random Things
Lumien said:
Random Things 1.12.2-4.0.7
  • Added: Collection Plate
  • Added: Bouncy Plate
  • Added: Button in the Entity Detector GUI to switch between a strong and weak redstone output
  • Changed: Replaced Item Redirectors / Sealer / Rejuvenator / Corrector with Plates which work with all entities instead of only items
  • Changed: You can now use Item Filters wherever you are able to use entity filters
  • Fixed: Entity Detector range not being computed correctly
  • Fixed: Block Breaker only working in 1 dimension
  • Fixed: Bottom texture of all rt boots missing
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @SamPlummer with Arcanery
SamPlummer said:
Arcanery

Varied spells and effects which affect how you play in every aspect, and player choices which strongly change how the game is played.

Features:

  • Active and passive spells learnt via a branching skill tree
  • Rescaled health system
  • (Coming soon) Mobs which cast spells at you
  • (Coming soon) New structures which encourage exploration over mining
  • (Coming soon) Bosses and artifact items
  • Consistent early-mid-late progression which doesn't go too quickly


T5QJ0tj.png
RaaJGCg.png




The first thing you'll see after starting with the mod is your health and mana bars. All mobs' health and all damage sources have been rescaled to allow higher fidelity with health values. Pressing I will open the Path of Arcanery, the skill tree central to how you play. Skills are unlocked four ways depending on the skill, with skill points, experience, your own health or your own mana.



O8Yza4z.png




Pressing O will open your spell inventory. Here, you can equip spells you have unlocked from skills you have chosen. Placing a skill in the top row will show it's hotkey. Spells can be both active, requiring a hotkey press, or passive, activating when conditions are met.





Currently in early alpha; skill tree is vastly incomplete. For now, skill points are earned at a rate of 1/min. This is purely for testing purposes and will be removed, skill points will be obtained in other ways later on.
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Drullkus with The Twilight Forest
Drullkus said:
The Twilight Forest 1.12.2 - 3.2.155
Added

  • Questing Ram Trophy
  • Storage Blocks for Ironwood Ingots, Fiery Ingots, Steeleaf, Arctic Fur, and Carminite.
Changed

  • Arctic Fur Armor is now dyeable. Dye it just like how you'd dye Leather Armor!
  • Made Twilight Forest Little Rabbit Dwarves behave a bit more like vanilla rabbits.
Fixes

  • Fixed several crashes related to sided code (e.g. Calling client-only code on a server).... There were like 4 of them.
  • Minoshrooms' Battle Axes were being forgotten and they weren't fighting with them. They were... persuaded... to remember next time. Or else.
  • Fixed Arrow Duplication from the Tri-Bow. Only one of the arrows can now be picked up.
  • Made hitboxes for Carminite Reactor Debris blocks calm the heck down.
  • Tons of other fixes.
  • Yelled at the World Generator a few more times to get in shape.

and @Lycanite with Lycanites Mobs
Lycanite said:
Lycanites Mobs 1.17.2.4
============================================================
Lycanites Mobs Update: Absolute Power - Version 1.17.2.4 for Minecraft 1.12.2
Configs older than 1.17.2.0 will be reset.
============================================================

--------------------
New Features:
--------------------
Added Mob Levels. Typically every mob is level 1, however Custom Spawners and Mob Events can cahnge their level. Mob Events will spawn up to level 10 mobs. Each level will add a small amount to each of a mobs stats, how much can be configured of course. A level 10 mob isn't insanely stronger than a level 1 mob, but a level 100 mob would be powerful indeed.



--------------------
Major Fixes:
--------------------
Fixed a bug where spawners and equipment json was not being generated in configs and like not even loaded at all! This was due to a bug with loading the JSON from the jar file, when testing it is not in a jar file.



--------------------
Balancing:
--------------------
Changed how melee attack range is calculated, the distance should be shorter and more fairer now!
Gorgomite hitboxes are a little thinner to allow some of them to fit through 1 block spaces.

and @Vazkii with Potion Fingers
Vazkii said:
Potion Fingers
is a really simple mod, which adds rings that, when equipped on the baubles slot, provide a permanent potion effect. Wearing two of the same ring upgrades that effect to level



This mod was commissioned by Welsknight for his upcoming modpack.



eLWPgKJ.gif




By default, the mod comes with one ring for every potion effect the Beacon can give you. Check JEI for the recipes on how to create them.



Note: This mod requires Baubles and AutoRegLib.



For pack authors using CraftTweaker:

Basic Ring (no effects): <potionfingers:ring:0>

Ring with effect: <potionfingers:ring:1>.withTag({effect: "EFFECT ID HERE"})

e.g.

Ring with Night Vision: <potionfingers:ring:1>.withTag({effect: "minecraft:night_vision"})
 

Shinoow

New Member
Jul 29, 2019
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AbyssalCraft (1.10.2) (1.11.2) (1.12.2) has been updated to 1.9.4:
  • Added a configurable list of mobs to spawn Demon Animals from on death
  • Maps now works inside AbyssalCraft dimensions (1.10.2 & 1.11.2)
  • The Necronomicon now saves the last page viewed before closing (doesn't persist across restarts, however)
  • Increased the spawn rate of shadow mobs in Darklands biomes
  • Shadow Creatures now have a guaranteed chance of dropping Shadow Fragments
  • Shoggoth Ooze no longer spreads on Monolith Stone
  • Greatly increased the spawn chance of Shoggoth Lairs while making it more configurable
  • If a ritual doesn't have a description, the Necronomicon won't try to display it on the ritual page
  • Item tooltips and the background gradient now displays in GUIs where you interact with inventories
  • Fixed a metadata mismatch for Dreadlands Ritual Altars/Pedestals (1.12.2 only)
  • Optimized the performance of Energy Relays slightly (probably mostly noticeable in larger networks of them)
  • Disruption packets without a Deity are now properly handled, stopping the error log spam
  • Shoggoth Ooze is now corrosive, dealing durability damage to leg and foot armor while exposed to it
  • Fixed a bunch of derps regarding bounding box based Entity searching (1.12.2 only)
  • The NecroData Capability now filters out things that are no longer registered on load
  • All Ethaxium blocks (dark or not) are now Ender Dragon and Wither-proof
  • Transmutator and Crystallizer fuels with container items (like filled buckets) now return the container item (1.11.2+)
  • Portal blocks now fire the EntityTravelToDimensionEvent prior to teleporting the player, making it possible to cancel teleportation between AbyssalCraft dimensions
  • Added additional buttons to the Necronomicon GUI (skip multiple pages, go back multiple pages, go back to the front page)
  • Energy Relays can now collect PE from Energy Containers too
  • Fixed the eye layer on the Anti-Spiders (now the eyes are the only bits that glow, instead of the whole spider)
  • Ritual altar sacrifices can now also be NBT sensitive
  • Added a config option to stop armor sets from applying Potion Effects or dispell other Potion Effects
  • Added scrolls (currently not usable, nor craftable)
  • Spells are close to being fully implemented, with most of the backing code done
  • Recompiled against 1.12.2 (1.12.2 only)
  • Now runs on Forge 14.23.0.2500 (1.12.2 only)
 

Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @TheIllusiveC4 with Colytra
TheIllusiveC4 said:
Overview

Colytra is a mod that adds the ability to attach an elytra to any chestplate you want, allowing you to reap the benefits of having an elytra without sacrificing the ability to wear your cool-looking armor. This mod also includes a bauble version of the regular elytra, allowing you to use it as a body bauble when you have Baubles installed alongside it. Also wondering about Quark's dyable elytras? No worries, they're completely compatible!

Features

Attaching Elytra to Chestplate

To attach an elytra to a chestplate, you'll need an anvil. Simply place the chestplate you want to install it on in the left slot and the elytra you want to install in the right slot, and, at the flat fee of 30 levels, bingo! You've got a chestplate with the power of an elytra! A colytra, if you will! Stupid name? Probably!

Some notes about the colytra:

  • This fusion is permanent; there is no way to separate them once the process is completed.
  • Prior work penalties for both the elytra and the chestplate will be combined into the new colytra, so be wary of using components that have been worked on multiple times already.
  • The elytra and chestplate components function as two separate items in terms of durability and repair. Their durabilities are separate and you can repair each component separately using their respective repair methods. Do note, however, that them being on the same item means that work penalties will apply to either of them cumulatively.
  • Enchantments from either component will be combined into the new colytra. Unbreaking and Mending work as usual for both the chestplate and elytra components.
  • There is a keybinding to toggle the elytra component on/off for the colytra. This will disable all elytra features and basically act just like the regular chestplate.
  • The elytra component will, as usual, be disabled when durability drops to 1. It will never destroy itself. However, the chestplate is under no such restriction. If the chestplate gets destroyed, the elytra component will be destroyed as well.
Configuration Options:

Blacklist - A list of items that cannot be attached with an elytra

Elytra Bauble

If you have Baubles installed, there will be a new elytra body bauble for you to use. The recipe is simply a regular elytra! You can craft them both back and forth at no cost.

Supported Mods

Planned Features

  • All suggestions are welcome, there are no planned additional features at the moment
Modpack Policy

Anyone is free to include this mod in their modpacks without notice or permission. If it's a public modpack, notice would be appreciated but not required as I'd be interested in checking it out.
 

Yusunoha

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Jul 29, 2019
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and @Furgl with Minewatch
Furgl said:
Minewatch 1.12.X-3.4
  • New: Added Junkrat
  • New: Added abilities:
    • Junkrat’s Total Mayhem
    • Junkrat’s Steel Trap
    • Mercy’s Guardian Angel
  • New: Added skins:
  • New: Projectile speed and damage is now accurate to Overwatch (1 meter in Overwatch = 1 block in Minecraft), including hitscanning!
  • New: Projectiles are now aimed properly at the entity/block that is being looked at while shooting
  • New: Projectiles now spawn at the correct positions in first person consistently
  • New: Added a Wild Card Token that can be converted to other tokens
  • New: Added a command and button in the inventory tab to sync your config to the server’s config (on multiplayer servers)
  • Fix: Weapons will now damage the Ender Dragon properly
  • Fix: Weapons in the gui no longer look like white blobs…
  • Fix: Kill messages can now persist after death / reconnect
  • Fix: Most abilities can now be properly used while reloading
  • Fix: Genji’s Deflect should work more consistently with projectiles from the mod
  • Fix: Soldier: 76’s Helix Rockets now rotate cleanly
  • Fix: Mei’s frozen effect now recolors Minewatch armor
  • Muzzle flash particles now spawn consistently and follow the player
  • Mouse sensitivity is now reduced while scoping with Widowmaker or Ana
  • Ana’s primary fire has been updated with better particles and a damage-over-time effect
  • Ana’s primary fire uses different color particles depending on whether it will heal or damage
  • Ana and Mercy’s health particle texture has been updated and now only displays when an entity is below half health
  • Ana and Widowmakers’ scope textures have been improved
  • Mei’s Icicles now stick in blocks similar to arrows
  • Kill messages will now only display for entities that were damaged less than 10 seconds ago by the player
  • The default gui scale has been decreased
  • Reaper now levels his head and crosses his arms while teleporting

and @Doragoon01 with Computer Import
Doragoon01 said:
This mod places a folder in your minecraft directory. When a new world is created, every file and folder in that directory is placed into the new world. It shouldn't replace any files that are already there. This does nothing on it's own and is meant to be a utility for other mods which save information in world save folders that people might want to access in multiple saves.



For example, I made this because I had a bunch of programs I've written for OpenComputers that I wanted access to in new worlds without having to copy them all in one by one each time I make a new world. With this mod, and one command, I'm able to give players a disk with all my programs on it. It's not an ideal solution, but I have other ideas about how to make it work.



I'm only uploading since I'm using it in a mod pack i'm making. There are probably more uses for this, but I'm not interested in expanding out this mod. If you don't know how to make this mod do what you want, it probably isn't the right mod for you.



Right now this is a proof of concept, and I expect at least one more update to clean up the code eventually.

and @bre2el with FPS Reducer
bre2el said:
Description

This mod reduces unnecessary GPU and CPU load by reducing the frame rate automatically when you are not operating the Minecraft for a certain period of time. As soon as the user performs any operation, it returns to the original frame rate.



Features

  • Reduce FPS automatically under the following conditions.
    - No user operation for the specified time.
    - The game window is inactive or minimized.
  • Suppress sound volume if the game window is inactive or minimized.
  • Display the current FPS on the screen edge.
Yc2EwAH.jpg




Recommended in the follwoing cases

  • When leaveing the game running without the operation, for example with automated agriculture and/or industry.
  • When doing other work concurrently with running Minecraft in background.
Usage

By default, if there is no operation for 5 minutes the frame rate will drop to 10.
Pressing [END] key opens the configuration GUI by default.

aHob2HN.jpg
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Sorashi with Wither Bar Hider
Sorashi said:
Introduction
WitherBarHider is a client-side mod which simply hides the boss health bar at the top of your screen for Wither. This is useful when you have a Wither farm in a frequented place and don't want to see the bar over your other UI (like Waila for example). Combine it with a Wither silencing mod and you are good to go!

How does it work
Every time the game detects a Wither in your area, it notifies the mod. In that case the mod starts clearing the boss GUI every tick.



This can have a slight performance impact. Another collateral impact is that you won't see any other boss' GUI if there is a Wither in the area.

Planned features
  • Config
  • Optimalization
 

Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @AllTheLayers with ATLCraft Candles
AllTheLayers said:
ATLCraft Candles 1.12-Ver1.9
MC1.12-Ver1.9 Changelog:
-Added new mob paper lanterns: Spider, Squid, Slime, Ghast, Creeper, Skeleton, Zombie, Enderman, and Pumpkin
-Added new Cobweb Candle.
-Added new Glass Crystal Chandelier.
-Added new Tiered Chandelier.
-Added new Floating Water Lantern.
-Added new Ambient Lantern.
-Paper lanterns glow brighter.
-The Enderman head candle's eyes glow brighter.
-Candles can now be placed on top of and underneath fences.
-Candlemaker villager shop buildings spawned in water no longer create a frame of air around them. They also now create a base of blocks under them when spawned in water or on a hill, and have been oriented to spawn the correct distance from paths.
-Added a smoke particle effect to bonfires.
-Floorstand recipes now make 3 rather than 1
-Models are now more efficiently rotated in blockstates instead of separate model files.
-Added tooltips for bayberries, cast iron ingot, and deco crafting kit.
-The ATLCraft Candles creative tab has been re-organized.
-Fixed smelting cast iron ingots and blocks into iron ingots and blocks.
-Fixed an error caused by blockstates with an incorrect path.

and @arclight_tw49670 with Tiny Reactors
arclight_tw49670 said:
Tiny Reactors 1.12-0.3.1
* Tiny Reactors now requires Redstone Flux as a dependency.




* Reactor Controller is now controlled from a UI.

* Reactors can be enabled and disabled once it has been constructed.

* Reimplemented Capacitors.

* Reactor Energy Ports and Capacitors are now compatible with RF.

* Config option for reactors to go into meltdown if the internal buffer of the controller fills (defaults to off).

* Energy Ports can control the amount of power they can input/output.
* Fixed crafting recipes.
 

Yusunoha

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Jul 29, 2019
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and @Zetal with Totemic Enemies
Zetal said:
Ancient Totems spawn enemies, instead of the darkness. Reclaim the world around you by destroying these totems, and expand your territory by doing so.



  • Vanilla Enemy Spawning is Disabled (Light-level doesn't determine monster spawns)
  • The world generates randomly covered in Totems at all height levels
  • Totems spawn random biome-appropriate enemies
  • Destroy Totems using an Axe
  • Lots of config options!

and @MennoMax with Astikoor
MennoMax said:
Astikoor 1.0.0
- cart is no longer stuttering

- added a plow (special thanks to Lanathan for this amazing model!)

- tills dirt, turns coarse dirt into dirt

- no durability (yet)

- temporarily disabled passenger fall damage

and @codetaylor with CT Watercan
codetaylor said:
Changes
This is a stand-alone update to the CTKor Watercan mod which removes the dependency on the CTKor Library.

Click here to view the change log.

Overview
This mod introduces five tiered, configurable water cans. By default, the diamond tier watercan is set to have an infinite capacity. The gold watercan will grow crops at the slowest speed, but spawn flowers on grass at a high rate. Each watercan can be configured via the config file.



items.png




Default recipes:



wood.png


stone.png


iron.png


diamond.png


gold.png




You can use this mod in any modpack provided you do not host the file elsewhere.
 
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Yusunoha

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Jul 29, 2019
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new day, new update, and today it's @Drullkus with The Twilight Forest
Drullkus said:
The Twilight Forest 1.12.2 - 3.3.202
Added

  • Block of Fiery Metal now deals damage when walked on.
  • Block of Arctic Fur reduces fall damage by 90%.
  • Block of Steeleaf reduces fall damage by 25%.
  • Advancement called "Something Strange in Towerwood" was added.
  • Questing Ram has its own spawn egg now.
  • Questing Ram Trophy makes adorable noises now.
  • When a worn bug dies it now makes a *squish* sound.
  • The Anti-Builder now has a blacklist feature for people to prevent blocks being destroyed, a must have for mods that add graves.
  • Added proper breaking particles to Device Translucent and the Castle Doors.
  • Added names to multiple unlocalised blocks.
Changes

  • Made axes not terrible damage wise.
  • Buffed the Giant Sword.
  • Added proper sounds and material to the new storage blocks.
  • Tri-Bow no longer creates free arrows, only one can be picked up again when shot.
  • New storage blocks can now be used as base blocks for a beacon.
  • Magic tree cores no longer drop with Silk Touch.
  • Final Castle doors are now in the creative menu and can be pick-blocked.
  • Some advancement names and descriptions had changes.
Fixes

  • Fixed the Magic Map grinding your FPS to a halt over time, thousands of duplicate icons were hogging up all the precious memory over time.
  • The new storage blocks now show up in the creative menu.
  • Fixed the shadows of several mobs, no longer does the Alpha Yeti feel like a Beta Yeti.
  • Knightly Axe now properly deals extra damage to unarmoured targets.
  • Temporary workaround to not display the dismount message when a Pinch Beetle grabs you.
  • Fixed Magic Beans not getting consumed upon use.
  • Hydra can now rotate its body again.
  • Hydra will no longer harm itself, it enjoys life once again.
  • Unstable Ice Cores will no longer be griefing jerks with the MobGriefing gamerule being false.
    • The Hydra's mortar attack now also respects MobGriefing.
  • All mobs with a breath like attacks now have it functioning properly again.
    • Also fixed the particle rendering of the Snow Queen's icy breath.
  • Charm of Keeping should now activate before a gravestone mod can take hold of your items.
  • Fixed a transparency issue when wearing the Quest Ram Trophy.
  • Swarm Spiders and Carminite Broodlings are no longer intimate with ceilings to the point of death.
  • The mushroom growing on the Minoshroom's head is back where it belongs.
  • Roots are no longer offset by one pixel down.
 

Shinoow

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Jul 29, 2019
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AbyssalCraft Integration (1.10.2) (1.11.2) (1.12.2) has been updated to 1.6.1:
1.10.2
  • Transmutator recipes can now be removed again (apparently broke at some point)
  • Adding single Crystallizer recipes works again now (null check that was ignored)
  • Crystallizer recipes can now be removed again (TL;DR read thing about Transmutator recipes)
  • Upgrade Kit recipes can now be removed again (roughly the same problem as the other cases, but a bit different)
  • Bump to AbyssalCraft 1.9.4 (the now working recipe removal stuff is incompatible with the pre-releases)
1.11.2
  • Transmutator recipes can now be removed again (apparently broke at some point)
  • Crystallizer recipes can now be removed again (TL;DR read thing about Transmutator recipes)
  • Upgrade Kit recipes can now be removed again (roughly the same problem as the other cases, but a bit different)
  • Bump to AbyssalCraft 1.9.4 (the now working recipe removal stuff is incompatible with the pre-releases)
1.12.2
  • Transmutator recipes can now be removed again (apparently broke at some point)
  • Adding Crystallizer recipes works again now (things turned null because scripts run before recipes are added in the mod)
  • Crystallizer recipes can now be removed again (TL;DR read thing about Transmutator recipes)
  • Upgrade Kit recipes can now be removed again (roughly the same problem as the other cases, but a bit different)
  • Bump to AbyssalCraft 1.9.4 (the now working recipe removal stuff is incompatible with the pre-releases)
  • Compiled against 1.12.2
  • Now runs on Forge 14.23.0.2500
 
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Yusunoha

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new day, new update, and today it's @kenijey with First Person Render
kenijey said:
Welcome to First Person Render mod!

Wanna more than a right hand? Then you must download this ,)



It brings your hole body in the FPS(default) mode in the game. So your FPS experience will taste more realistic!



Updated Real-First-Person-Render to 1.12.2. Most code is his.


and @kroeser with EnergeticSheep
kroeser said:
This mod requires the Cyclops Core library!



What would happen when a Sheep is struck by lightning?
It becomes an Energetic Sheep!

It's a new way to passively generate energy using passive animals.



You can either wait for lightning to strike on a regular sheep, or head out into the world and find a herd of Energetic Sheep. They spawn less frequently than regular sheep. When discovered, you can breed these sheep, with babies having a 1/3 chance on being energetic as well.

2017-10-29_14.png


When killed, they drop Energetic Wool (look out, it zaps you when placed as a block!)

2017-10-29_14.png


Energetic Wool contains energy.

2017-10-29_14.png
That means that you can use it to power your favorite machines, by either right-clicking on them, or by inserting them into any machines that accept Forge energy power from items.

2017-10-29_14.png


Instead of killing these rare sheep, a more efficient way would be to simply shear them to get even more Energetic Wool.

2017-10-29_14.png


When you have collected enough Energetic Wool, you'll be able to craft special Energetic Shears.

schermafbeelding-2017-10-29-om-14.png


These shears can hold energy, and allow you to retrieve all energy of an Energetic Sheep. This is much more efficient than collecting their wool, as you can extract more energy this way.

2017-10-29_14.png


Instead of manually shearing sheep, you can use other mods to extract their energy directly. (Any mods that support the Forge Energy capability on entities will work, such as Integrated Tunnels)

2017-10-29_14.png


Energetic Sheep basically act as living energy buffers, so you can even use them as living energy transport vessels.

2017-10-29_14.png




This mod collects anonymized startup data, this can be disabled in the config file and adheres to Minecraft's snooper settings.
 
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Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @fuzzybat23 with Village Statistics
fuzzybat23 said:
This mod searches for villages around the player, notifying them that there is no village until one is found within 160 blocks. Once inside the village radius, it tells the player the village center coordinates, number of houses, number of villagers and how many new villagers can be born, number of iron golems, what your reputation is with the village, if the villagers are willing to mate and if the player is standing inside the golem spawning area. This information can be found within the F3 debug screen.



villageinfo.JPG

and @Ferdz with Placeable Items
Ferdz said:
Placeable Items 3.1
1.12.2 support is now here!
Thanks to jbrion1995 who graciously ported the mod to 1.12.2, we are offering this update with pride.

Fresh updated models
MasterianoX has been hard at work updating the existing models to make this update fantastic. The new models are completely revamped, including better textures and more accurate modeling to make the mod blend in your builds and really make them pop.

Here is the full list of updated models:

  1. Arrow and tipped arrows
  2. Blaze rod
  3. Experience bottle
  4. Dragon breath
  5. Empty bottle
  6. Potion
  7. Stick
  8. Egg
  9. Apple & golden apple
  10. Bone
  11. Splash potion
  12. Blaze powder & blaze powder particles
  13. Potato
  14. Bowl, mushroom stew & rabbit stew
  15. Beef
  16. Beetroot & beetroot soup
  17. Book & book and quill
  18. Bow
  19. Brick & nether brick
  20. Ingots
  21. Clock
  22. All sword models
  23. Pumpkin pie
What's next
We're currently building a roadmap sheet where people can better see what we're working on and what features are available to achieve a better transparency. Some more model updates are to come. These will be distributed over a few smaller patches in the near future.
 

Shinoow

New Member
Jul 29, 2019
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AbyssalCraft (1.10.2) (1.11.2) (1.12.2) has been updated to 1.9.4.1:
  • The JEI plugin now properly filters out invalid Transmutator and Crystallizer fuels
  • Baby Lesser Shoggoths are 40% slower now (compared to their movement speed in previous versions)
  • The Transmutator no longer transmutes things without recipes into air (1.11+)
 
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Yusunoha

New Member
Jul 29, 2019
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new day, new update, and today it's @wiiv with Magical Psi
wiiv said:
suHbQo2.png




Magical Psi replaces every visual asset and description of Psi with a magic themed counterpart.

Requires both Psi and AutoRegLib.



BLOCKS & ITEMS

CEWpNZO.png




FOCUSING RODS

vzVR5Xq.png


FOCUSING PLATE

7p0LwW4.png

and @mangoose3039 with Adventurer's Toolbox
mangoose3039 said:
Adventurer's Toolbox 0.2
  • Added an entirely new way of crafting tool heads
    • schematic items can be combined in a shapeless recipe with tool materials to make tool parts
    • config options to modify how each schematic is acquired (make players spawn with them, make them craftable, make them appear in starter chests, village chests, or dungeon chests)
    • by default players spawn with vanilla-style tool head schematics, which are also craftable, while specialized schematics must be found in chests
    • old crafting method can be enabled in the config
  • Added Tinker's Construct compat (mainly for if you want to disable TiC tools, but not the smeltery)
    • metal tool parts can be casted with the TiC smeltery
    • option to disable crafting recipes for metal tool parts to force usage of the smeltery, like in TiC
  • Better With Mods compat
    • added soulforged steel as a tool head material
    • added BTM hafts as a haft material
  • Added config options for disabling any tool types or materials
  • Added flint as a tool head material (disabled by default, mainly intended for if you want to replace wooden tools)
  • Added more info to AT tool and weapon tooltips
  • Changed how the guide book is given to players, and added a config option for it
  • Rebalanced daggers and maces
  • Improved (rewrote) the way extra block breaking animations from hammers are displayed
  • Improved the way crafting recipes are modified
  • Removed Climbing Picks (for now)


  • Fixed certain blocks not being dropped when mined with AT tools
  • Fixed a crash from mining certain blocks with a hammer
  • Fixed certain haft/handle combinations being annoying in tool recipes

and @dries007 with MCLink
dries007 said:
The spiritual successor to ForgeSubWhitelist. It got completely redesigned and upgraded.



This mod/service makes it easy to create subscriber only Minecraft servers.



How does it work? (For players)

  1. Link your Minecraft account and the account you want to use to authenticate. See the instructions on the website: https://mclink.dries007.net/ .
  2. Log into the server that is protected by MCLink.
  3. Play!
How does it work for server owners?

  1. Link your accounts.
  2. Get an API token
  3. Install the mod
  4. Put the API token in mod's config.
  5. Invite players & Play!
Why is this better than any of the alternatives?

  • This mod is Server Side only. (Although including it in the client may offer benefits in the future, so it is recommended)
  • It uses the updated Twitch API. (so It won't stop working when Twitch disables the old api in january 2018)
  • Supports variable tiers of subscription. (Example: Only allow 5$+ Patreons and non-Prime Twitch subs to join)
  • Support for multiple subscription services all at once. (Current list: Twitch, GameWisp, Patreon)
  • No synchronization delay. You can instantly join after subscribing. (provided your accounts are linked)
  • You only have to link your accounts once. The link is specific to your Minecraft account, not the server you are trying to log in to.
  • Mods/Plugins for other platforms (Spigot/Sponge/Vanilla) are available or being worked on too! (check website for a list)
More information is also available on the website: https://mclink.dries007.net/ .

Mod versions for older versions of Minecraft will be released, if you need a specific version, contact me and I'll see if I can speed things up.



This mod also adds a command /mclink that allows you to reload the config, request server status and open and close the server on demand.

and @Minebot1708 with Extreme Energy
Minebot1708 said:
Extreme Energy literally charges your world with energy. You will see how this charge affects the world around. This is an industrial mod with a bias towards the future, where people will learn to convert energy into different kinds and manipulate it as they want.
Mod add:

  • RF to the chunks + special small events associated with the charge
  • A lot of machines + simple generators and its own assmbler
  • Not simple crafts
  • A system of energy transfer through "fields"
  • New resources
  • Special neural implants that allow transform RF into different types of energy and power equipment which can also convert energy
All information on the use of this good is sealed in a special book-guide in the form of a tablet
 

Yusunoha

New Member
Jul 29, 2019
6,440
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new day, new update, and today it's @yrsegal with Classy Hats
yrsegal said:
This mod adds hats! For your head!

67s4vi2.png


4pdN3B3.png
Using the hat inventory (H) you can equip hats, and access up to 1000 slots of storage. Hats will generate in loot, from bosses, and rarely on mobs, making them a challenge to collect! Style yourself to your heart's content, and look out for Elusive hats, 20x as rare as the regular ones.



Store your hats on stands! They look fancy, and can be positioned much like mob heads.

xVb3Grw.png




This also comes with powerful configurability, allowing for anyone to make their own hats for their modpack with their own custom assets!



An extra feature is the Phantom Thread, an item that allows you to hide your armor, as to better show off your hats. Cheaply crafted, just combine it with armor in a crafting table to make your armor invisible.
xOcYUct.png
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @shiranuit with Computacube
shiranuit said:
Computeacube is a ComputerCraft fork for 1.12.2, any bug at this version has to be reported on this page not on the original ComputerCraft page



What Computeacube brings is an improvement of ComputerCraft at different levels:For the Turtles:- Added turtle.use, turtle.useUp, turtle.useDown (allows to use an item or to have an interaction with a blocks like a right click)- Addition of extra parameters to turtle.craft (now you can specify the craft table used in inventory from 1 to 4, example: tutle.craft (quantity, slot))- Improved turtle.drop and turtle.suck (gives the possibility of specified a slot now)- Added turtle.inspectSlot, turtle.inspectSlotUp, turtle.inspectSlotDown (allows you to see which items are in a chest at a specified slot)For Turtles and Computers:- Added the BigInteger API (allows you to push the calculation limit of integers)- Added the BigDecimal API (allows to push back the limit of computation of the decimal numbers)- Added the Socket API (allows to communicate outside computercraft thanks to a TCP socket system)- Added API WorldUtils (allows conversion between numeric and alphanumeric ids of blocks)- Added the BitOp API (this is an extension of the Bit library)- Added API Regex (allows to find more advanced patterns through java)- Added the AdvMath API (gives some more advanced mathematical features)- Added the Serial API (allows the serialization of variables as bits to take fewer places)For the Pocket:- Render Pocket as a map in hand- Added pocket.getEntity () (get information about the player or the entity that has yours)



About ComputerCraft



ComputerCraft is a modification for Minecraft that’s all about computer programming. It allows you to build in-game Computers and Turtle Robots, and write programs for them using the Lua programming language. The addition of programming to Minecraft opens up a wide variety of new possibilities for automation and creativity. If you’ve never programmed before, it also serves as excellent way to learn a real world skill in a fun, familiar environment.



This mod is licenced under the ComputerCraft licence at the time of forking.



About ComputerCraft License



ComputerCraft Public License
============================

Version 1.0.0 (Based on Minecraft Mod Public License 1.0.1)

0. Definitions
--------------

Minecraft: Denotes a copy of the PC Java version of the game “Minecraft” licensed by Mojang AB

User: Anybody that interacts with the software in one of the following ways:
- play
- decompile
- recompile or compile
- modify
- distribute

Mod: The mod code designated by the present license, in source form, binary
form, as obtained standalone, as part of a wider distribution or resulting from
the compilation of the original or modified sources.

Dependency: Code required for the mod to work properly. This includes
dependencies required to compile the code as well as any file or modification
that is explicitly or implicitly required for the mod to be working.

1. Scope
--------

The present license is granted to any user of the mod. As a prerequisite,
a user must own a legally acquired copy of Minecraft

2. Liability
------------

This mod is provided 'as is' with no warranties, implied or otherwise. The owner
of this mod takes no responsibility for any damages incurred from the use of
this mod. This mod alters fundamental parts of the Minecraft game, parts of
Minecraft may not work with this mod installed. All damages caused from the use
or misuse of this mad fall on the user.

3. Play rights
--------------

The user is allowed to install this mod on a Minecraft client or server and to play
without restriction.

4. Modification rights
----------------------

The user has the right to decompile the source code, look at either the
decompiled version or the original source code, and to modify it.

5. Distribution of original or modified copy rights
---------------------------------------------------

Is subject to distribution rights this entire mod in its various forms. This
include:
- original binary or source forms of this mod files
- modified versions of these binaries or source files, as well as binaries
resulting from source modifications
- patch to its source or binary files
- any copy of a portion of its binary source files

The user is allowed to redistribute this mod partially, in totality, or
included in a distribution.

When distributing binary files, the user must provide means to obtain its
entire set of sources or modified sources at no cost.

All distributions of this mod must remain licensed under the CCPL.

All dependencies that this mod have on other mods or classes must be licensed
under conditions comparable to this version of CCPL, with the exception of the
Minecraft code and the mod loading framework (e.g. Forge).

Modified version of binaries and sources, as well as files containing sections
copied from this mod, should be distributed under the terms of the present
license.

7. Use of mod code and assets in other projects
-----------------------------------------------

It is permitted to use the code and assets contained in this mod (and modified
versions thereof) in other Minecraft Mods, provided they are non-commercial.
However: the code and assets may not be used in commercial mods, mods for other
games, other games, other non-game projects, or any commercial projects.

When using code covered by this license in other projects, the source code used
must be made available at no cost and remain licensed under the CCPL.

8. Contributing
---------------

If you choose to contribute code or assets to be included in this mod, you
agree that, if added to to the main repository at
https://github.com/dan200/ComputerCraft, your contributions will be covered by
this license, and that Daniel Ratcliffe will retain the right to re-license the
mod, including your contributions, in part or in whole, under other licenses.
 

Yusunoha

New Member
Jul 29, 2019
6,440
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0
new day, new update, and today it's @The1Silent with Dynamic Lighting
The1Silent said:
A mod to generate light-sources for glowing objects in-game.

no longer fear heading into dark caves with only a single torch!



This mod generates light sources when a glowing item such as a torch or glowstone is held; these light-sources follow the player around for as long as these items are being held thus giving a way to see in dark areas without having to place many torches down to see.



Warning! with server lag this mod might cause flashing of light-sources on screen.



yes you may use this mod in a modpack without asking.

and @Buuz135 with ArmoreableMobs
Buuz135 said:
Give any item to any entity when it spawn using CraftTweaker.

How to use:
You need craftweaker to use the mod and use it with a script. First of all import:

import mods.armoreablemobs.ArmorHandler;
import mods.armoreablemobs.ArmorEntity;
import mods.armoreablemobs.ArmorSlot;
import mods.armoreablemobs.ArmorGroup;

ArmorGroup
After that create an ArmorGroup with:var group = ArmorHandler.createArmorGroup("draconic", 0.5);. The group arguments are: (String name, double chanceToGetUsed) To an ArmorGroup you can add any amount of ArmorEntity you want with group.addEntity(entity); To an ArmorGroup you can add any amount of ArmorSlot you want with group.addArmor(armorSlot);

ArmorSlot
An ArmorSlot defines an item in a slot and can be created with ArmorHandler.createArmorSlot("head", <draconicevolution:draconic_helm>.withTag({Energy: 16000000}), 1, 0.5). The arguments are: (String slotName, IItemStack stack, int itemWeight, double chanceToDropOnDeath) The possible slots are: ["head", "chest", "legs", "feet", "feet", "mainhand", "offhand"]. You can add multiple ArmorSlots to each slot and it will randomly be choosen depending on the itemWeight, the bigger the number the bigger the chance. chanceToDropOnDeath is a number between 0 and 1 that defines the chance that the item has to drop on death.

ArmorEntity
An ArmorEntity defines information that an Entity needs to have to be given in the items defined with ArmorSlots. It can be created with var entity = ArmorHandler.createArmorEntity("minecraft:zombie"); where the argument is the Entity ID. You can add NBT checks to filter the entity with entity.withNBTCheck("Health", 10.0, "GREATER"); with arguments (String nbtId, Object value, String checkingMode), The checking modes can be ["LESS", "EQUAL", "GREATER", "CONTAINS"].

Full Example
import mods.armoreablemobs.ArmorHandler;
import mods.armoreablemobs.ArmorEntity;
import mods.armoreablemobs.ArmorSlot;
import mods.armoreablemobs.ArmorGroup;

var group = ArmorHandler.createArmorGroup("draconic", 0.5);
var entity = ArmorHandler.createArmorEntity("minecraft:zombie").withNBTCheck("Health", 10.0, "GREATER");
group.addEntity(entity);
group.addArmor(ArmorHandler.createArmorSlot("head", <draconicevolution:draconic_helm>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("chest", <draconicevolution:draconic_chest>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("legs", <draconicevolution:draconic_legs>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("feet", <draconicevolution:draconic_boots>.withTag({Energy: 16000000}), 1, 0.5));
group.addArmor(ArmorHandler.createArmorSlot("mainhand", <draconicevolution:draconic_sword>.withTag({Energy: 16000000}), 1, 0.5));