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SatanicSanta

New Member
Jul 29, 2019
4,849
-3
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Witchery 0.17.0 is out!

  • NEW: Fetishes - Scarecrow, Trent Effigy and Witch's Ladder. These blocks can be used as decorative pieces, or used in a Rite of Binding to bind spectral creatures into them. The combination of spectral creatures causes a placed fetish to have a different effect. Taglocks may be used on a fetish to add that player or creature to the objects list of known entities. A manifested player can pick up and carry bound fetishes to the spirit world, their effect will be felt in both worlds.
  • NEW: Voodoo Protection Fetish. Voodoo Protection Poppets in a player's inventory in the area of effect of the fetish (16 blocks) will only be damaged to a normal extent even when a curse is cast by a witch with a cat familiar. Additionally the poppet will protect against the Rite of Transposition.
  • NEW: Shrieking Fetish. The fetish will scream when a non-whitelisted (or blacklisted) creature approaches within 16 blocks. It will also emit a redstone signal. If a witch's ladder is used, there will be no screaming, only the redstone signal.
  • NEW: Sentinel Fetish. When a non-whitelisted (or blacklisted) creature approaches within 8 blocks of the fetish, spectres will be released to force them to flee. The sentinel will ignore players with no arms or armor.
  • NEW: Disorientation Fetish. When a non-whitelisted (or blacklisted) creature approaches within 8 blocks of the fetish, they will be flipped around, the effect becomes more disorientating the closer the creature approaches.
  • NEW: Ghost Walking Fetish. When near this fetish, the timer for a spirit walking player (Rite of Manifestation) will not decrease. This essentially allows path ways to be built for ghostly characters to walk along.
  • NEW: Spectral Stone - Used to trap aggressive spectral creatures (spectre, banshee and poltergeist) using a Rite of Binding, can be used to summon the creatures in an enthralled state (so controllable with the Necromantic Stone). Can hold up to four creatures.
  • NEW: Baba Yaga's Hat - Like a normal Witches' Hat but has only a 25% chance (instead of 35%) for a second potion, but has also a 25% chance of a third potion. Also at the cost of 2.5% of a players infused power, the is a chance the player will be teleported a short distance instead of being hit.
  • NEW: Spirit - Mob that spawns in the Spirit World and flies around as a golden ball of light. Kill to subdue it, subdued spirits can be placed to allow them to fly once more, or taken back to the overworld to be used as ingredients (or released).
  • NEW: Spectre - Invisible mob that that can be summoned. Chill touch penetrates armor doing taking 10% of the victims life.
  • NEW: Poltergeist - Invisible mob that may appear when summoning spectral creatures, likes causing mischief by throwing items around.
  • NEW: Banshee - Mob that can be summoned, screams in a non-to-nice way causing magical damage to all nearby players.
  • NEW: Death - Boss mob. Very nasty.
  • NEW: Brazier - New apparatus used to burn various items to create magical effects. Most commonly used for necromantic summonings in association with the Wormwood plant. Use of the brazier has a chance of summoning a Poltergeist.
  • NEW: Brazier effect - Graveyard mist.
  • NEW: Brazier effect - Summon Spectre.
  • NEW: Brazier effect - Summon Banshee.
  • NEW: Brazier effect - Deathly Veil.
  • NEW: Brazier effect - Anguish of the Dead.
  • NEW: Brazier effect - Fortification of the Corpse.
  • NEW: Brazier effect - Drain Growth.
  • NEW: Book Witchcraft: Conjuration & Fetishes.
  • NEW: Boline - Functions as sheers but can also harvest cobwebs, trapped plants and blood roses. Has other uses connected with necromancy too.
  • NEW: Wormwood plant - Grows on cultivated land to two blocks in height. Drops seeds and wormwood. Initially mutated from grown wheat and wispy cotton.
  • NEW: Brew of Revealing - Reveals invisible spirits, creatures and players.
  • NEW: Infused Brew Base - Used to make infused brews, there are two recipes, the first is expensive, the second is cheaper but requires another Infused Brew Base.
  • NEW: Infused Brew of the Grave - Long duration buff to necromantic skills (Enthrall undead with a necromantic stone, feed on dead animals and players). Only one infused brew can be active at a time.
  • NEW: Infused Brew of Soaring - Long duration speed and control buff for Enchanted Broom flight. Stacks with buffs from the owl familiar. Only one infused brew can be active at a time.
  • NEW: Brew of Hollow Tears - The opposite of flowing spirit, used with solidifying brews.
  • NEW: Solidifying Brews - Brews that can be thrown at Hollow Tears to solidify it to a chosen material (dirt, stone, sand, sandstone, or optionally eroded away).
  • NEW: Brew of Substitution - Swaps blocks.
  • NEW: Use a Bound Waystone on a Crystal Ball to view that location.
  • NEW: Buff a Treefyd by using a Creeper Heart (or Demon Heart) on it to boost its max life and damage (the demon heart boosts more).
  • NEW: In the spirit world, Netherwart can be mutated from other plants with Mutandis.
  • NEW: Distilling a Demon Heart with neterrack creates soul sand.

  • TWEAK: The Biting Belt (and Parasytic Lice) will apply most potion effects before Vampiric Poppets are applied, regeneration effects will be applied after (if needed).
  • TWEAK: Seer stone now also reveals manifestation time available to a player, if they have a familiar and their coven size.
  • TWEAK: Sneak-use a seer stone to see details about yourself.
  • TWEAK: The volcano raised with Rite of Earth's Wrath no longer has a flat bottom when expanded over air blocks.
  • TWEAK: Walia mod is now supported, keeping trapped plants and alder doors somewhat hidden.
  • TWEAK: Bibliocraft armor stand is now supported for witch clothing.
  • TWEAK: Arthana can no longer harvest cobwebs (use a Boline instead).
  • TWEAK: Blood roses and trapped plants will now be destroyed unless harvested with a boline.
  • TWEAK: Collision detection for the Enchanted Broom is partially disabled when ridden, allowing brews to be thrown effectively.
  • TWEAK: Poppet Shelves will only function in the overworld, nether, end and spirit world.
  • TWEAK: Dragon Eggs provide substantially less Altar power.
  • TWEAK: Spear of the Huntsman damage counts as wooden damage
  • TWEAK: Only vanilla and witchery mobs will spawn in the Spirit World.
  • TWEAK: Blood roses and Trapped Plants will now be broken if harvested with anything other than a Boline.

  • FIX: It is no longer possible to repair chalk using Ars Magica
  • FIX: Ars magic devices no longer change the type of a poppet.
  • FIX: Ruby Slippers will now correctly teleport players to the spawn point if they have no bed.
  • FIX: Bark belt GUI icons (the sticks) are drawn too high if the player has more than 10 hearts and is using the Tinker's Construct mod.
  • FIX: Bark belt GUI icons were flashing when the player looked at a Biome colorable block (e.g. tall grass).
  • FIX: Nightmares were spawning too frequently if the player is flying at a certain height.
  • FIX: Nightmare shield was incorrectly timed.
  • FIX: In peaceful mode, Mandrakes will always just drop their harvest.
  • FIX: Whiff of Magic was missing its thaumcraft aspects
  • FIX: Flowing Spirit will not be writable as Mystcraft pages.
  • FIX: Left and Right motions in the Witchcraft: Symbology book were reversed.

I'll be getting all these new toys documented on the wiki this week. You'll be able to find all that information within a week or two :D
 

Raga_RBM

New Member
Jul 29, 2019
30
0
0
Witchery 0.17.0 is out!

  • NEW: Fetishes - Scarecrow, Trent Effigy and Witch's Ladder. These blocks can be used as decorative pieces, or used in a Rite of Binding to bind spectral creatures into them. The combination of spectral creatures causes a placed fetish to have a different effect. Taglocks may be used on a fetish to add that player or creature to the objects list of known entities. A manifested player can pick up and carry bound fetishes to the spirit world, their effect will be felt in both worlds.
  • NEW: Voodoo Protection Fetish. Voodoo Protection Poppets in a player's inventory in the area of effect of the fetish (16 blocks) will only be damaged to a normal extent even when a curse is cast by a witch with a cat familiar. Additionally the poppet will protect against the Rite of Transposition.
  • NEW: Shrieking Fetish. The fetish will scream when a non-whitelisted (or blacklisted) creature approaches within 16 blocks. It will also emit a redstone signal. If a witch's ladder is used, there will be no screaming, only the redstone signal.
  • NEW: Sentinel Fetish. When a non-whitelisted (or blacklisted) creature approaches within 8 blocks of the fetish, spectres will be released to force them to flee. The sentinel will ignore players with no arms or armor.
  • NEW: Disorientation Fetish. When a non-whitelisted (or blacklisted) creature approaches within 8 blocks of the fetish, they will be flipped around, the effect becomes more disorientating the closer the creature approaches.
  • NEW: Ghost Walking Fetish. When near this fetish, the timer for a spirit walking player (Rite of Manifestation) will not decrease. This essentially allows path ways to be built for ghostly characters to walk along.
  • NEW: Spectral Stone - Used to trap aggressive spectral creatures (spectre, banshee and poltergeist) using a Rite of Binding, can be used to summon the creatures in an enthralled state (so controllable with the Necromantic Stone). Can hold up to four creatures.
  • NEW: Baba Yaga's Hat - Like a normal Witches' Hat but has only a 25% chance (instead of 35%) for a second potion, but has also a 25% chance of a third potion. Also at the cost of 2.5% of a players infused power, the is a chance the player will be teleported a short distance instead of being hit.
  • NEW: Spirit - Mob that spawns in the Spirit World and flies around as a golden ball of light. Kill to subdue it, subdued spirits can be placed to allow them to fly once more, or taken back to the overworld to be used as ingredients (or released).
  • NEW: Spectre - Invisible mob that that can be summoned. Chill touch penetrates armor doing taking 10% of the victims life.
  • NEW: Poltergeist - Invisible mob that may appear when summoning spectral creatures, likes causing mischief by throwing items around.
  • NEW: Banshee - Mob that can be summoned, screams in a non-to-nice way causing magical damage to all nearby players.
  • NEW: Death - Boss mob. Very nasty.
  • NEW: Brazier - New apparatus used to burn various items to create magical effects. Most commonly used for necromantic summonings in association with the Wormwood plant. Use of the brazier has a chance of summoning a Poltergeist.
  • NEW: Brazier effect - Graveyard mist.
  • NEW: Brazier effect - Summon Spectre.
  • NEW: Brazier effect - Summon Banshee.
  • NEW: Brazier effect - Deathly Veil.
  • NEW: Brazier effect - Anguish of the Dead.
  • NEW: Brazier effect - Fortification of the Corpse.
  • NEW: Brazier effect - Drain Growth.
  • NEW: Book Witchcraft: Conjuration & Fetishes.
  • NEW: Boline - Functions as sheers but can also harvest cobwebs, trapped plants and blood roses. Has other uses connected with necromancy too.
  • NEW: Wormwood plant - Grows on cultivated land to two blocks in height. Drops seeds and wormwood. Initially mutated from grown wheat and wispy cotton.
  • NEW: Brew of Revealing - Reveals invisible spirits, creatures and players.
  • NEW: Infused Brew Base - Used to make infused brews, there are two recipes, the first is expensive, the second is cheaper but requires another Infused Brew Base.
  • NEW: Infused Brew of the Grave - Long duration buff to necromantic skills (Enthrall undead with a necromantic stone, feed on dead animals and players). Only one infused brew can be active at a time.
  • NEW: Infused Brew of Soaring - Long duration speed and control buff for Enchanted Broom flight. Stacks with buffs from the owl familiar. Only one infused brew can be active at a time.
  • NEW: Brew of Hollow Tears - The opposite of flowing spirit, used with solidifying brews.
  • NEW: Solidifying Brews - Brews that can be thrown at Hollow Tears to solidify it to a chosen material (dirt, stone, sand, sandstone, or optionally eroded away).
  • NEW: Brew of Substitution - Swaps blocks.
  • NEW: Use a Bound Waystone on a Crystal Ball to view that location.
  • NEW: Buff a Treefyd by using a Creeper Heart (or Demon Heart) on it to boost its max life and damage (the demon heart boosts more).
  • NEW: In the spirit world, Netherwart can be mutated from other plants with Mutandis.
  • NEW: Distilling a Demon Heart with neterrack creates soul sand.

  • TWEAK: The Biting Belt (and Parasytic Lice) will apply most potion effects before Vampiric Poppets are applied, regeneration effects will be applied after (if needed).
  • TWEAK: Seer stone now also reveals manifestation time available to a player, if they have a familiar and their coven size.
  • TWEAK: Sneak-use a seer stone to see details about yourself.
  • TWEAK: The volcano raised with Rite of Earth's Wrath no longer has a flat bottom when expanded over air blocks.
  • TWEAK: Walia mod is now supported, keeping trapped plants and alder doors somewhat hidden.
  • TWEAK: Bibliocraft armor stand is now supported for witch clothing.
  • TWEAK: Arthana can no longer harvest cobwebs (use a Boline instead).
  • TWEAK: Blood roses and trapped plants will now be destroyed unless harvested with a boline.
  • TWEAK: Collision detection for the Enchanted Broom is partially disabled when ridden, allowing brews to be thrown effectively.
  • TWEAK: Poppet Shelves will only function in the overworld, nether, end and spirit world.
  • TWEAK: Dragon Eggs provide substantially less Altar power.
  • TWEAK: Spear of the Huntsman damage counts as wooden damage
  • TWEAK: Only vanilla and witchery mobs will spawn in the Spirit World.
  • TWEAK: Blood roses and Trapped Plants will now be broken if harvested with anything other than a Boline.

  • FIX: It is no longer possible to repair chalk using Ars Magica
  • FIX: Ars magic devices no longer change the type of a poppet.
  • FIX: Ruby Slippers will now correctly teleport players to the spawn point if they have no bed.
  • FIX: Bark belt GUI icons (the sticks) are drawn too high if the player has more than 10 hearts and is using the Tinker's Construct mod.
  • FIX: Bark belt GUI icons were flashing when the player looked at a Biome colorable block (e.g. tall grass).
  • FIX: Nightmares were spawning too frequently if the player is flying at a certain height.
  • FIX: Nightmare shield was incorrectly timed.
  • FIX: In peaceful mode, Mandrakes will always just drop their harvest.
  • FIX: Whiff of Magic was missing its thaumcraft aspects
  • FIX: Flowing Spirit will not be writable as Mystcraft pages.
  • FIX: Left and Right motions in the Witchcraft: Symbology book were reversed.

I'll be getting all these new toys documented on the wiki this week. You'll be able to find all that information within a week or two :D
Massive amount of new stuff. I am very delighted.
 

Bevo

New Member
Jul 29, 2019
240
0
1
Just posted my Weekly Modded MC News for last week. :)

Modded News: Forge, Forge Multipart & Simply Jetpacks

Witchery 0.17.0 is out!

I'll be getting all these new toys documented on the wiki this week. You'll be able to find all that information within a week or two :D
Wow! Man I am bummed I missed this in todays News Update. :( Oh, well. Guess I already know where I will be starting next Mondays Video! Thanks Santa. :)
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, starting with ObsiLP with Advanced Genetics
ObsiLP said:
1.4.2
  • [FIXED] Package overflow
  • [FIXED] DNA Breeder Null-Pointer-Exception

and ErogenousBeef with Big Reactors
ErogenousBeef said:
Current Release (0.3.1A)
  • Forge: Big Reactors now requires Forge version 953 or higher.
  • Enhancement: Brazilian Portuguese translation, thanks Kevin8082!
  • Enhancement: OpenComputers, versions 335 and higher for 1.6.4, is now supported via the Reactor and Turbine computer ports. Thanks fnuecke!
  • Upgrade: Big Reactors is now compatible with ComputerCraft 1.6 (CC 1.5 support has been dropped)
  • Bugfix: Reactors no longer fail to operate if cryotheum freezes water inside them during operation
  • Bugfix: Turbine fluid ports now properly show whether they're inlets or outlets while a turbine is not assembled
  • Bugfix: Turbine fluid ports can now be toggled between inlet/outlet mode while a turbine is disassembled via the usual methods (empty hand, wrench)

and @CrazyPants with EnderIO
CrazyPants said:
I have just released the second alpha of EIO for 1.7. This release adds a new sword, pickaxe plus a new fluid based fuel / power gen system. With the release of NEI for 1.7 I will hopefully have NEI integration back in soon.

There are still a couple of issues outstanding with 1.0 for 1.6.4 so expect a small bug fix release for that soon. Great to be back to adding fun new stuff : )

and @mDiyo with Tinkers Mechworks
mDiyo said:
0.1.6
Added filters
Fixed a strange bug with drawbridges creating duplicate copies of every TileEntity everywhere. Heisenbugs ho!
 

VikeStep

New Member
Jul 29, 2019
1,117
0
0
So yeah, I was talking with a mod developer in #FTB and though I would give a shoutout to his new mod called Refined Relocation.
You can see it a bit in BevoLJ's video but in case you didn't watch it here is a link to his forum thread

It is basically a cheaper alternative to item sorting than applied energistics without having to worry about ME storage drives and the like

You can see a better spotlight of the mod here: Link

Its definitely worth checking out.
 

Dylan4ever

New Member
Jul 29, 2019
151
0
0
So yeah, I was talking with a mod developer in #FTB and though I would give a shoutout to his new mod called Refined Relocation.
You can see it a bit in BevoLJ's video but in case you didn't watch it here is a link to his forum thread

It is basically a cheaper alternative to item sorting than applied energistics without having to worry about ME storage drives and the like

You can see a better spotlight of the mod here: Link

Its definitely worth checking out.

Damnit, I was going to promote it here :{. It is quite the amazing mod... The ''cheap'' sorting system is really powerful and configurable, and he really thought of everything... The Player Relocators are also awesome.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
new day, new update, starting with @Vazkii with Botania
Vazkii said:
Beta 19
Added Mana Mirrors.
Added Manasteel tools and armor.
Added Pasture, Boreal and Infection Seeds.
Added Redstone Mana Spreaders.
Added Terrasteel, Terrasteel armor and the Terra Blade.
Added the Horn of the Wild.
Added the Rod of the Lands and the Terra Firma Rod.
Added two new functional flowers, the Jiyuulia and the Tangleberrie.
Changed some textures (Mana Spreader, Mana Pool, Livingrock, All Livingrock bricks, Mana Petals).
Drastically cut the speed of the Hydroangeas.
Fixed Mana Spreaders being awfully broken in some axis and conditions, gotta love what 1.7 did.
Fixed Signal Flares using a sound that had been removed with 1.7.
Fixed a bug caused by 1.7 where transparent objects would randomly cease to render.
Fixed the Signal Flare fuse entity being under the same ID as the mana burst, and playing "ssssss" sounds when the world loads even if you had none around.
Fixed the visual bug in multiplayer with placing petals in the apothecary.
Fixed turntables not registering the new receiver.
Increased the max distance of functional flowers to the pools from 6 to 10 blocks.
Lowered the frequency of particles on regular (worldgen) mystical flowers and added a config option for it.
Lowered the max distance of generating flowers to the spreaders from 6 to 4 blocks.
Lowered the total amount of mana a Thermalily produces per lava block.
Mana Bursts now travel through tall grass and flowers like they weren't there.
Some renders (Mana Pylon, Mana Enchanter, Mana Pool) now utilize shaders and look a lot better than before thanks to that, this can be turned off in the config.
Untinted mana bursts now have a bit of a lighter color.

and a small update from @Emoniph for Witchery
Emoniph said:
0.17.1
FIX: Null reference exception can occur if a spectre fails to spawn from a Sentinel Fetish.
 

unknown zombie

Well-Known Member
Jan 31, 2013
213
219
68
Florida
Another Witchery update from @Emoniph.
Emoniph said:
0.17.2
TWEAK: Allowed mutandis to be taken to the spirit world to allow a slightly faster start to building there.
TWEAK: Added variations of bound fetishes to the witchery creative tab.
TWEAK: Fetishes now trigger more promptly.
TWEAK: Added Chinese translations.
FIX: On servers the icon for Wispy Cotton in the Herbology book was undefined.
FIX: Spectres triggered from a Sentinel fetish preferred to attack players than their intended targets, even if the player is in a whitelist.
FIX: Sentinel Fetish will not attack the player if they return from the Spirit World after sleeping near the fetish.​
 

Odovbold

New Member
Jul 29, 2019
234
0
1
@Azanor just released Thaumcraft 4.1.1.9 for 1.7.2

4.1.1.0 - 4.1.1.9
- Updated to MC 1.7.2
- requires Forge 10.12.0.1056 or higher

API
- API: Lots of changes to support to new 1.7 way of handling blocks and items
- API: Added IInfusionStabiliser interface to allow other blocks to stabilise infusion crafting
- API: InfusionRecipe now has input itemstack sensitive versions of some of the getters and most fields have become protected to force use of the getters. This gives more control and the ability to add funky new infusions.
- API: change RecipeCrucible so the output is determined by a getter.
- API: INode changes
- API: additions surrounding runic shielding
- API: added Baubles support
- API: some IEssentiaTransport changes
- API: added IMC messages to blacklist dimensions and biomes for tc worldgen and mob spawning

Baubles
- created the addon mod Baubles which adds 4 new slots which can be accessed via the 'b' hotkey. For convenience you might want to change this to your default inventory hotkey
- the Baubles sub-mod should download automatically and install itself - please report any issues with this process and the Baubles mod itself
- requires Baubles 1.0.0.6 or higher.
- focus pouches can now be placed in the belt bauble slot
- runic armor has been removed and replaced with ring, amulet and girdle baubles. You will have to delete existing runic armor before upgrading as it WILL crash your world otherwise
- runic shielding is now stored as player data and not as damage values in items
- removed the existing runic shielding upgrade system and replaced it with something new. The old system was broken balance-wise with the new shielding mechanics.

Wands & Recharging
- added crafting sceptres (crafting specialised wands)
- runic armor now recharges by drawing terra and aer vis from wands in your inventory
- recharging looka for vis sources by checking bauble slots first, then inventory slots and lastly the hotbar
- the repair enchant is now much faster, but uses the recharge mechanic (types and amounts of vis vary by item)
- only solid blocks may be warded now
- fixed infinite loops in warded blocks
- the frugal and potency enchants no longer influences crafting costs
- individual sides of a tube can be opened and closed with a wand, and clicking on the middle portion will allow you to rotate certain tubes.

Worldgen & Nodes
- tainted biomes now use normal biome spawning rules which should make their shape a bit more natural
- changed the default biome "start" id's since vanilla biomes now occupy the old range.
- altered silverwood tree generation to make them look a bit more unique
- halved the number of trees spawning in magical forest biomes. It looks a little less foreboding, but half the leaves means half the lag... or thereabouts. I really have no proof.
- crusted taint and soil should no longer cause rendering crashes
- altered taint fibre rendering slightly to make it show up on more block types
- aura nodes should spawn at more varied heights in void or similar dimensions
- Nodes now have now have max aspect values on a per aspect basis, not a total max.
- Bigger nodes now like to bully smaller ones and take their vis
- fixed hungry node crash
- shimmerleaf and cinderpearl now always drop the flower when broken by hand. Place them in a crafting table to produce their old drops.

Golems
- golem ai improvements
- a few new golem cores. I couldn't resist adding something new - I have a serious problem.
- improved the way the entropy upgrade functions for inventory management golems. Please, someone stop me.
- alchemy golems can now move essentia between most essentia storage containers, not just between jars and alembics
- alchemy golems now consider void jars lowest priority and will try to fill other jars first
- most golems now have 6 inventory slots as a base, instead of 2. Each fire upgrade will add another 6. You will probably want to pick up and replace existing golems to prevent crashes.
- "use" and "empty" golems with the order upgrade are now a bit smarter about selecting what items to select from their container (many thanks to Tarig for helping me out with this)
- check to prevent crash when golems with entropy upgrade is hit with splash potions or similar sources of damage

Other changes and bugfixes
- Removed certain aspects (Saxum, Granum)
- "flattened" aspect combos creating more primal + primal compounds. Hopefully this will result in a slightly more even aspect spread.
- changed the research save format. This should make things more stable, but will mean research from previous versions will be lost.
- hoe of growth should now work on more things
- mirrors should now properly drop if the block they are attached to is broken
- brightened the dyeable portions of robe armor a bit
- Chickenbones is my hero
- re-added spawn eggs for TC monsters
- the item grate should now properly eject items below it that has been fed into it via pipes or hoppers.
- entities now recognize that they cannot pass through the barrier created by paving stones of warding.
- the bone bow should no longer cause rendering Bowception in multiplayer
- fixed networked packets
- fixed various arcane bore bugs
- removed bucket dupe bug
- lots of smaller bugfixes


Guess it's time to try out some 1.7.2 packs.
 

MoosyDoosy

New Member
Jul 29, 2019
593
0
0
That was a lot of Thaumcraft stuff. Glad to see he found his solution for the Repair enchant by making it draw vis from wands. I don't know how I feel about Runic Armor recharging needing Terra and Aer vis, and also about how bigger nodes take from smaller ones. If that's the case, node recharge stations are going to change a lot.

Edit: On another note, this makes Technomancy more broken where you can choose the amount of vis a node has.
 

the_j485

King of the Wicked
Dec 19, 2012
2,964
3,099
298
Look behind you
That was a lot of Thaumcraft stuff. Glad to see he found his solution for the Repair enchant by making it draw vis from wands. I don't know how I feel about Runic Armor recharging needing Terra and Aer vis, and also about how bigger nodes take from smaller ones. If that's the case, node recharge stations are going to change a lot.

Edit: On another note, this makes Technomancy more broken where you can choose the amount of vis a node has.
The recharging stations will be fine. The bigger nodes will take the vis, and add it to themselves. You're basically augmenting the node each time you add another, doing basically the same thing, except in a way which is much more compact and efficient.