What's new in modded minecraft today?

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
little bit late, but as always, new day, new update, starting with ErogenousBeef and Big Reactors
ErogenousBeef said:
Current Release (0.3.0rc3)
  • Enhancement: Turbine and reactor fluid/coolant ports set to "outlet" mode will now automatically attempt to pump fluids into nearby fluid pipes/containers
  • Enhancement: Yellorium and blutonium blocks can now be used to fuel reactors.
  • Enhancement: Polish translation now available! Thanks, kostek00!
  • Change: Size of a reactor's active coolant tanks is now based on the size of its casing. 100 mB per casing block, maximum 50 buckets.
  • Change: Waste ejection has been simplified. The only options are now "auto-eject" or "do not auto-eject".
  • Bugfix: Fixed a crash which could occur when breaking a reactor via a control rod while the reactor is running
  • Bugfix: Mariculture's Titanium actually supported for turbine coils now
  • Bugfix: TE Pyrotheum can be placed in reactor cores again
  • Bugfix: "Dump all fuel" option now actually works

next, @WayofTime with Blood Magic
WayofTime said:
0.7.3
  • - [1.6.4] Fixed the issue with Galacticraft. Also, there is now only one download since I added stuff for Thaumcraft that will fix some shenanigans!

and lastly @Reika with DragonAPI, DyeTrees, ReactorCraft and RotaryCraft
Reika said:
V18d:
  • DragonAPI: Item Overwrite Tracker now allows all conflicts to be logged before crashing the game
  • DragonAPI: Mod handlers should now never crash the game, just fail to load
  • DragonAPI: XML loading error message made clearer
  • DyeTrees: Added Rainbow Forest animal density control; if reduced, it increases animal item drop rates
  • ReactorCraft: Steam boilers now explode if they get too hot, such as when placed directly in a breeder or pebble bed reactor
  • ReactorCraft: Boiler tanks now display properly with the Angular Transducer
  • ReactorCraft: Fixed handbook errors
  • RotaryCraft: Fixed handbook errors
  • RotaryCraft: Added music disk for transporting music box music
  • RotaryCraft: Fixed Lava Smeltery not working
  • RotaryCraft: Added NEI handler for Fluid Crystallizer
  • RotaryCraft: Fixed language handling for handbook XMLs
  • RotaryCraft: Fixed Heater GUI issues
  • RotaryCraft: Pump no longer duplicates any liquid but water
  • RotaryCraft: Putting a null render into the grindstone no longer crashes the game
 

Dylan4ever

New Member
Jul 29, 2019
151
0
0
Just here to give myself a shoutout... Hehe. The development of the Erebus 0.2 is gaining some speed. Here some pics of things you can expect:

7JOxQxe.png


Mounts! The Rhinoceros Beetle is a bulky mount, which isn't only fast, it also has the ability to scale walls, and you can press ''R'' (or another keybind) to charge up the Ram bar, which causes damage and huge knockback to the creature it hits.

qbmO7Zl.png


New biomes! This is a very early dev picture of the Elysian Fields, a more peaceful place with Cypress trees (these use Acacia wood... It'll change) and Giant Flowers. And... BEES! <insert overused meme here>

LhNCjpQ.png


Forge Multipart support! Because tiny blocks in a world of huge arthropods makes sense!
 

HeffronCM

New Member
Jul 29, 2019
406
0
0
A suggestion perhaps? Don't have people start out with it. We already start with a hotbar full of books when starting out and inventory space is precious when starting out. Maybe a simple recipe?
Or a method to have it appear when we make our first of a certain block or item.
 

Democretes

New Member
Jul 29, 2019
1,134
0
1
Quick question: how do you use the node fabricator?
So that's what I forgot, proper documentation on that. Allow me to be a bit more clear on that.
2014-02-21_18.19.32.png Pics for reference
The fabricators need to have 5 blocks space between the two of them as well as facing each other. If done properly, they will start drawing the appropriate essentia (or at least have a suction type). If there is a node between the two blocks (one block higher than the fabricators), then the fabricators will draw all types of essentia and add them to the node, but won't exceed the max vis size. If there is no node, they will either draw taint or aurum depending on their location. You can put however much essentia into either fabricator as long as it exceeds a total of 64. To generate the node, simply right click one of the fabricators and both will lose all essentia they contain and the fabricator clicked will draw energy ((((Aurum+Taint)/2)^2)*762.939453125 = Energy(RF) This means that the largest node you can make (256 vis base) will cost the energy equivalent of an Resonant Ender Cell) from their internal storage (it wont' do anything if there isn't enough). The size of the node is determined by the total amount of essentia divided by two. The type/modifier is determined by the ratio of aurum to taint and the total amount of essentia. Making a node too big or too small isn't going to turn out pretty as well as putting in too much of one aspect.

The next update will include all that in the Thaumonomonomocon
 
Last edited:

hiroshi42

New Member
Jul 29, 2019
538
0
0
So that's what I forgot, proper documentation on that. Allow me to be a bit more clear on that.
View attachment 10077 Pics for reference
The fabricators need to have 5 blocks space between the two of them as well as facing each other. If done properly, they will start drawing the appropriate essentia (or at least have a suction type). If there is a node between the two blocks (one block higher than the fabricators), then the fabricators will draw all types of essentia and add them to the node, but won't exceed the max vis size. If there is no node, they will either draw essentia or aurum depending on their location. You can put however much essentia into either fabricator as long as it exceeds a total of 64. To generate the node, simply right click one of the fabricators and both will lose all essentia they contain and the fabricator clicked will draw energy ((((Aurum+Taint)/2)^2)*762.939453125 = Energy(RF) This means that the largest node you can make (256 vis base) will cost the energy equivalent of an Resonant Ender Cell) from their internal storage (it wont' do anything if there isn't enough). The size of the node is determined by the total amount of essentia divided by two. The type/modifier is determined by the ratio of aurum to taint and the total amount of essentia. Making a node too big or too small isn't going to turn out pretty as well as putting in too much of one aspect.

The next update will include all that in the Thaumonomonomocon

Happy days! I thought you weren't going to give any documentation on that process. Not that I am complaining.

Also essentia and aurum? You mean essentia other than aurum or is aurum going to be something else? I am definitely going to have to play with this when I update my game again.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, starting of with @WayofTime with a few more updates for Blood Magic
WayofTime said:
0.7.3c
  • - Fixed an "oops!", so Demonic Slates are now craftable.
0.7.3b
  • - Updated the TC API to TC 4.1. This should allow the same mod to work on both.
  • - Fixed a server lag issue with the Boost potion effect, and made it work slightly differently.
  • - Fixed recipe issue. Craft away with the altar!
0.7.3
  • - [1.6.4] Fixed the issue with Galacticraft. Also, there is now only one download since I added stuff for Thaumcraft that will fix some shenanigans!

and @Emasher with updates for Emasher's Resource and Engineer's Toolbox
Emasher said:
Emasher's Resource Version 1.2.3.4
  • * Minor bug fixes
Engineer's Toolbox Version 1.1.8.2
  • * Fixed sockets and certain other blocks (including frames) not syncing properly with the client after they've been moved
  • * Fixed accelerometers being able to trigger tracks and elevator.

and lastly @lumien with Random Things
lumien said:
Version 1.9 [12.01.2013]:
  • - Improved: Added Semi Transparent overlays to the crafting tables
  • - Fixed: The Online Detector now properly updates close blocks when the specified player logs off / in
  • - Fixed: The Block Replacer will now properly save its inventory when you have multiple in your inventory
  • - Fixed: The recipe for magnetic force works again
  • - Fixed: A crash of the Player Interface
 
  • Like
Reactions: Padfoote

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, starting with @WingsOfLife with Dynamic Liquid Tanks 2
WingsOfLife said:
v0.0.8
  • -[fixed] Crash when removing a filled Controller and placing it next to a new set Tanks.
  • -[fixed] Upgrade Module and Upgrade Items not have crafting recipes. (Make sure to enable if you are updating)
  • -[fixed] Crash when placing an Upgrade Module and it is not directly connected to a Controller.
  • -[fixed] Incompatibility bug with OpenBlocks enchanting table.
  • -[feature] When placing Upgrade Module you must click on a block that has a Controller adjacent. Not doing so will result in the block being unable to be placed.

and @Azanor with Thaumcraft 4.1
Azanor said:
4.1.0g (current)
  • - fixes volatus/tempestas conflict
  • - brains in a jar now drop when broken again
 
  • Like
Reactions: Odovbold and Bevo

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, starting with ErogenousBeef with Big Reactors
ErogenousBeef said:
Current Release (0.3.0A)
  • Bugfix: Fuel rods no longer visually "overflow" with fuel when one or more fuel rods are broken on a reactor with fuel inside
  • Bugfix: Fuel rods now update their visual states when they should, instead of randomly/infrequently
  • Bugfix: Turbine power taps now light up when compatible wires are placed next to them
  • Bugfix: Cyanite reprocessors can again be managed with itemducts and other automation tools (e.g. AE)
  • Bugfix: Potential fix for a rare crash due to cross-mod interference with some Minecraft GUI code
  • Bugfix: Turbine computer port actually has a recipe now

and @iChun with Morph
ichun said:
  • - Changed link for Mod Mob Abilities for Legacy support as the 1.7 source has had the file moved.
 
  • Like
Reactions: Padfoote

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update... well, 1 update... Thaumic Tinkerer
Thaumic Tinkerer said:
Build 137
  • Fixed Kami requiring Researches AT has not implemented.
Build 136
  • Added computercraft support for basic essentia pipes
  • Fixed some problems with the dislocator
  • Fixed problem with tablet and mods that alter Player inventory
  • Fixed worldshapers looking glass rendering
  • Fixed Relay needing Motus
  • Fixed overlapping research
  • Made Kami armor toggleable individually, and attached to a keybind
  • Fixed various rendering issues