What's new in modded minecraft today?

  • FTB will be shutting down this forum by the end of July. To participate in our community discussions, please join our Discord! https://ftb.team/discord

pc_assassin

New Member
Jul 29, 2019
1,809
-2
1

Vasa

New Member
Jul 29, 2019
532
0
1
@Reika 's mods updated to v1c
V1c:
  • [ALL]: Fixed dedicated server crashes
  • DragonAPI: Fixed MagicCrops Handler
  • DragonAPI: Fixed IC2 API
  • DragonAPI: Fixed Forestry API
  • DragonAPI: Fixed ThaumCraft API
  • DragonAPI: Fixed ATG API
  • DragonAPI: Fixed OpenComputers API issue
  • DragonAPI: Fixed @SideOnly and Event Handler issues
  • DragonAPI: Made update checker MC-version sensitive
  • DragonAPI: Added config to turn off NBT debug
  • DragonAPI: Hardcoded dependency on Forge 1205+
  • DragonAPI: Fixed edge-case CustomResourceManager crash with Flan's Mods
  • DragonAPI: Added ItemBlocks for most technical blocks to avoid inventory render crashes
  • DragonAPI: Made logger use FML logger
  • ChromatiCraft: Added laser effect for light blue
  • ChromatiCraft: Added config for rainbow tree "Notch apple" drop rate, clamped to 0.1% to 100%
  • ChromatiCraft: Fixed ColorTreeGenerator StackOverflow
  • ChromatiCraft: Fixed rifts crashing when placed in clumps
  • ElectriCraft: Fixed battery lag
  • ElectriCraft: Fixed ingots being combinable
  • RotaryCraft: Gravel gun now uses more charge at higher power levels
  • RotaryCraft: Cut ECU efficiency boost on turbine engines
  • RotaryCraft: Added bedrock pipe
  • RotaryCraft: Added ability to upgrade hydrokinetic engines with bedrock
  • RotaryCraft: Fixed hydrokinetic handbook page crash
  • RotaryCraft: Fixed magnetostatic GUI redstone control crash
  • RotaryCraft: Fixed Fermenter NEI handler
  • RotaryCraft: Fixed pipe renderer
  • RotaryCraft: Reduced pipe render load
  • RotaryCraft: Fixed ChromatiCraft dependency
  • RotaryCraft: Fixed MystObjects bedrock pick crash
  • RotaryCraft: Fixed machines causing block updates on power input change
 

pc_assassin

New Member
Jul 29, 2019
1,809
-2
1
Updated to Modular Armour to Version 0.1.2
Removed Baubles as a Requirement.
Added Thaumcraft Aspects

Should i put this in a weekly update, or just leave it as it is?

Eh I don't really care.... As long as it gets updated of course

Sent From Something That You Won't Care About Using Tapatalk 2
 

Blorph

New Member
Jul 29, 2019
56
0
0
Planning on working on this for modjam:
"I'm seriously considering doing this next Modjam, And I want to hear from all of you what you think about this, and what I should add/remove. The list below is WIP, so I'd love your input!
Implants:
- Metallic Skeleton, Strengthens your health, prevents as much damage from falling and attacks.
* May or may not come alive when you die via fire.
- Extended Memory Bank, A configurable device that's implanted in your head, Allows larger XP storage, and adds a 3x3 mental crafting area, and rudimentary waypoints. * Also can make your body come back to life..
- END; Electrical Nourishment Device, Replaces your need to eat.. but also makes it so you can't charge up without this device:
- Cybernetic Refueling Station, A small structure that allows you to recharge and unwind. * Uses RF Energy.
- Calve Strengthening Spring, A simple way of getting a tiny bit of energy from falling and running, Endues player with a double jump."
All the other ideas that I've gotten from the original Reddit post.
 
Last edited: