Version 184.108.40.206 - Recommended
It also adds a way of automatically restoring backups.
Because this is solely client-side, it doesn't need to be installed on a server, only the client needs it.
Mods Forestry (Because, well, bees) and NEI (Because this is a NEI addon) have to be present.
For now this mod is only for 1.7.10
Features to add:
- Fix: (Cosmetic) Percentages at lowest level of the tree might overlap with stuff.
- Fix: (Cosmetic) Make lines go behind the bees.
This one has integrations with Gregtech and BartWorks.
Adds a button that will only show KeyBindings that conflict with each other, which makes it easier to fix them.
By holding CTRL you can see the Keys that have not been bound yet!
Completely customize the way others see you play Minecraft via Discord's Rich Presence API & the DiscordIPC API by jagrosh!
The Default World Generator mod is a mod designed for Minecraft ModPack makers who want to have a specific world generator selected by default. The user is still able to change it if they desire, but it will change it from "default" to what ever you specify in the config file.
Configuration / Setup
Install the mod into your mods folder, make sure the mod that provides your world generator is also installed. Launch minecraft, once it is loaded close minecraft and edit the defaultworldgenerator.cfg file that is in your config folder. If you know the name of the generator, just replace default with the name, if you don't you can use the debug tool to have it print all the world generators in the chat log.
Note: This is a client only side mod, and does not go on the server.
HelpFixer changes the /help command to go around the offending code and sort the commands by a method that will work. HelpFixer also logs offending commands to the server log, allowing you to figure out who was causing the problem.
It comes in two editions, Unlimited and FairPlay. If your MP server is strict about radar and cave mapping (but doesn't have the JourneyMap Server Mod) you can use the FairPlay Edition and be worry-free! (See JourneyMap Editions for a full comparison.)
Supports Legacy, Mojang, and Microsoft account logins.
Adds a new button to the multiplayer screen to login and fix invalid sessions.
Allows you to login to different accounts without closing your game.
Ability to set your username for playing offline by leaving the password field blank.
Mod only needs to be installed on the client to work.
It provides a set of commands to get timing for entities and tile entities. Once the server is profiled, it will display the results in a nice list and allow you to teleport directly to the source of lag to check it out.
It comes packed with MapWriter to support the display of the locations and quick teleportation.
This mod allows armor values over 20 to be displayed as different colored (configurable) icons depending on how many times you fill the bar.
However, without AttributeFix, the armor display will cap out at 30 Armor, or 1.5x diamond armor due to the vanilla cap.
Other optional features:
Show the armor bar when the player is not wearing any armor
Hide empty armor icons
An in game list allows you to see nodes you have scanned and sorts them by Aspect (Primal Only) and distance from player.
With ToroHealth Damage Indicators, damage given, received, or mitigated will be displayed as a number that pops off of the entity.
Also, health bars will appear in the top left corner for the entity in the player's crosshairs.
Customization options are available for changing the color of the damage numbers and the display style of the health bar (Compact or Standard). I will soon be adding options to re-position the health bars and may make some visual tweaks to them.
A client-side add-on for Waila that adds information about the harvestability of what you are looking at.
By default, it shows whether or not you can currently harvest the block, the required harvest level of the block, and the tool type that is effective against the block. Plus, there are many configuration options in the Waila modules configuration screen to tweak it to show exactly what you want it to.
Note: This mod is mostly intended for use with Tinkers' Construct, but the information is still applicable without it.
The idea for the mod was suggested by DraxisWuf.
This mods adds various bits and machines to Applied Energistics 2.
Reasonably recent version of MinecraftForge (Tested with 10.13.4.1448)
Applied Energistics 2 rv2.stable
An API for modifying the food and hunger mechanics of Minecraft.
Also adds some useful information about food/hunger to the HUD (see 'Screenshots' below).
This might be the mod for you!
In this initial release, it contains three blocks:
Compressed Chest, it has 9x the inventory space of a regular chest. it keep the inventory when broken.
the recipe of it, consists in just 9 Vanilla Chests in the crafting grid.
if you think it is unballanced, there is a config option that enable the hard recipe of it, that consist in using 9x9 (81) chest in the Dire Crafting Table.
Infinity Chest, the same inventory space of the Compressed Chest, but with capacity of 2,147,483,647 Items per slot (the same of a DSU).
Spoiler (click to show)
Dire Autocrafting Table, it craft Dire Crafting Recipes for you.
also, this mod has a config that allow to remove any item from the Infinity Catalyst recipe.
Add new Windmil and other usefull stuff.
was completely modular so that any mod developer could create expansions and themes that builds upon the existing mod allowing for pack developers to have limitless choice in what they can do with their stories and adventures.
What it dose:
-Provides base ASM functionality for my mods.
-Contains common classes used by my mods.
ASM: (Modifies the the following classes using asm)
(Moved potion asm to Potion ID Helper to fix vanilla server compatibility)
(This mod will be used for any other asm that is required by my mods in the future)
BugTorch is a mod for Minecraft 1.7.10. It is called BugTorch because reasons. It mostly fixes bugs.
What it does
Backports a small handful of features that don't add new things, fixes some bugs, and does other stuff. Everything can be toggled in the configs. The list below is missing serveral changes from update 1.0.2
Chisel compatibility for Ztones.
Currently, there are 2 modes to choose from when adding variations:
Allow chiseling of the Ztones Tile into each of the different types Ztones adds at a meta of 0. Then you cycle through from there. This makes the crafting recipes useless.
This mod adds 4 level compact wind kinetic / water kinetic / kinetic generators, they produce 4x~256x KU and damage rotors 4x~256x. The KU output and damage are all configurable.
This mod is mainly for lag reduction, although it's totally ridiculous OP lol.
I create the tile entity by extends ic2 tile entity, so the behavior should not change.
The IC2 dependency version is 2.2.821 dev, and I have not tested the compatibility with other version. I just put "2.2.x" as IC2 requirement.
The kitchen is modular and can be upgraded through additional blocks, allowing for expanded storage, infinite water for crafting provided by the sink, or efficient and delicious cooking with the oven. Some people even went as far as capturing a cow in a jar to provide them with infinite milk!
DummyCore is an API used by DummyThinking team to make mods. It contains some usefull functions, that make it easier for us to mod.
Different functions that DummyCore provides:
1)Easier mod/cfg registration
2)Automatic creation of creative tabs
4)A new way to work with data(save it to string and parse later)
5)World/player save handlers(allows to save your data)
6)Lots of usefull functions in MiscUtils
8)Custom main menu support
9)ASM feature to remove interfaces of your .class files(do not know what that is? google it!)
You can use DummyCore as an API for your mods if you like to - the API is documented, so you can understand everything there is(at least I hope so)
Wither Witch's Cat
Very nifty ;)
This is inspired by the "Search in nearby inventories" feature from 1.7.10 Extra Utilities, and from 1.12+ FindMe. Instead of searching inventories, FindIt will search the world for placed tile entities!
Did you forget where you placed your EV Mixer?
Well no problem now! Locate the item in NEI; however over it and hit 'Y' (the default keybind); if it's within range (+/-16 blocks) it will flash particle effects for you to locate it!
Toggle their invert state via shift right click with empty hand, change mode (straight, narrow or wide cone) by using a wrench (and if neither BC, IC2 or CoFHCore is installed, a stick) and right clicking the floodlights. Dye them by rightclicking them with dyes, remove dye with wool.
Power usage, range and refresh rate for the lights (how fast they are placed) can be set in the config.
Remember to back up your worlds before EVERY update. Newer features will be available in alpha builds, more finished builds will be beta. Whenever I add new stuff I usually will release a beta/alpha first. When enough testing has been done I will release a beta/release. Please report any Issues you find on the github tracker or pm me in IRC on EsperNET in #floodlights or a lot of other channels (Keridos is my name there aswell).
The Minecraftforums thread can be found here if you want to write there, bump the Thread or make suggestions.
Some of the current features include:
Five new wand cores, three of which add cross-mod interactions
Creative-only wand with infinite vis, for testing or shenanigans
A new craftable spawner that actually works without players nearby
Magical scribing tools to help with research
New flowers to help your thaumaturgy when Botania is installed
A new Blood Magic ritual to protect you from Warp
A new blood orb for blood mages who like to delve into the unspeakable
Provides a Forge ILanguageAdapter for using Kotlin object classes as your main mod class.
and welcome to Gadomancy, a gadget-mod for Thaumcraft 4.
This mod contains some very useful and unique features to enhance your Thaumcraft experience. Additionally, we're focusing primarily on automation and adding choices to make Thaumcraft more feasible for multiplayer servers.
Another part of my mod is an API for other developers to easily add their own golem cores, something that Thaumcraft 4 left out for the modders for some reason.
So, if you're a developer and interested in that go ahead and read the API section.
NOTE: In 1.0.6 we added potion effects and enchantments! Check the configuration file for id configurations!
Advanced powered apiary with tons of upgrades
Genetic manipulation of bees, trees and butterflies
Construction of new organisms from genetic templates
Adds a Universal Battery, for converting RF<>EU in obscure use cases.
Adds a Powered healing device (Large swaths of EU for minimal hp. w.i.p.)
Adds Hot foods, which cool over time. Restoring more HP the cooler (Sometimes hotter) it is.
Sandstone Hammer - Breaks down Cobble and Sandstone.
Tunnel Digger - A 3x3 pickaxe substitute.
Tree Feller (Or whatever I called it) - Cuts down most trees and their branches. (Will happily add more tree support)
Adds many new materials;
1 - Energy Crystal,
2 - Blood Steel,
3 - Staballoy,
4 - Tantalloy (60, 61),
5 - Bedrockium,
6 - Quantum,
7 - Potin,
8 - Tumbaga,
9 - Inconel (625, 690, 792),
10 - Tungsten Carbide,
11 - Tantalum Carbide,
12 - Niobium Carbide,
13 - Zirconium,
14 - Zirconium Carbide,
15 - Stellite,
16 - Talonite,
17 - Maraging Steel (250, 300, 350),
18 - Zeron-100,
19 - Hastelloy (N, W, X & C276),
20 - Incoloy (020, DS, MA956)
Machines (There are multiple tiers of these)
Rocket Engines (single block diesel generators for higher tiers)
Safe Blocks (Protect your things, indestructible too)
Energy Buffers, because battery buffers are portable and hold nothing, seriously!
4 Tiers of Chemical Dehydrators, for processing materials for nuclear fuel.
Fluid Storage Tanks, not quite as large as Quantum, but far cheaper.
SUPERCONDUCTIVITY! Experience lossless power transfers when using
the new set of SuperConductor Wires and Phase Change Stations to handle
your long distance/high capacity EU/t needs.
Industrial Centrifuge (High Tier Multiblock Centrifuge, for rapid material processing)
Industrial Electrolyzer (High Tier Multiblock Electrolyzer, for rapid material processing)
Industrial Material Press (High Tier Multiblock Bending Machine, for rapid material processing)
Industrial Wire Factory (High Tier Multiblock Wiremill, for rapid material processing)
Industrial Coke Oven (Because 20 Coke Ovens/Boiler is no fun, recipes are based on real Coke refinery processes)
Iron Blast Furnace (Allows you to skip the bronze one if you've got patience, may be faster than tin hunting)
Multiblock Matter Fabricator (Fancier than Gregs)
3 new tiers of Circuits. (Makes recipe creation for late game stuff easier, but not for you)
4 new tiers of machine components (Electric Piston/Pump/Motor/etc) (If Gt 5.8 is loaded)
1 new tier of Battery (EV)
Custom Item Casings & GUIs for all machines. (fancy/flash/wow)
Adds a secondary Battery alloy.
Adds an alternative way to produce Helium.
Adds Gregtech 4 Content; the Personal Cloaking Device.
Adds four new Kinetic Windmill/Watermill Rotors, along with respective components.
Energetic Alloy, TungstenSteel, Vibrant Alloy, Iridium. (Respective mods required as per material)
Adds a Gregtech 5u Extruder shape specifically for Windmill Shafts.
Iridium Windmill lasts forever - Feel free to remove or change the recipes up.
Why no later minecraft revisions? Ask forge people not me. If they can hold back their hostility towards legacy minecraft mod developers I might consider adding a version for them, or they can copy over stuff and make it their own stuff.
RandomPositionGenerator - Backports removal of the North/West bias
FixGrassChunkLoads - Stops grass tick/spread from loading chunks
FixFenceConnections - Tweaks fence connection logic to work with other mods
FixIc2DirectInventoryAccess - Swaps out direct inventory access in crop functions with setInventorySlotContents so they work with OC robots
This mod is designed for me and represents my personal preferences. That said, I am happy to hear your ideas and comments (especially regarding balance). If I use an idea you suggest, I will credit you.
Built in NEI culling. Poof all but one microblock from the list. No need to mess with categories.
Your average block/item boilerplate classes.
Needless to say this mod requires IronChests to be installed in order to run!
To craft the minecarts just use the same recipe you'd use for crafting a "Minecart with Chest" but instead of using the vanilla chest use any other chest.
The barrels are modular and can be upgraded to provide additionnal fonctions (redstone, hopper, etc) or provide more storage.
Jabba also provides a dolly used to move around other containers such as (but not limited to) chests, iron chests, BC tanks and more.
I currently do not try to support anything outside this modpack.
Working Content list:
- T.F.F.T Multi Tank: Store up to 25 different fluids in one single structure. No more super tank spam. My goal for the future is to make this structure work as well as possible with OpenComputers!
- Mk1 & Mk2 Solid-Oxide Fuel Cells: Two structures to turn GregTech gas turbine fuels into energy and steam at high efficiency rates and without pollution.
- Modular Nuclear Reactor: A nuclear reactor.
- Item Distribution Network: Hopefully a way to enhance item sorting and distribution with systems like OpenComputers.
My multiblock structures are usually made through GregTech's systems and therefore can be expected to have a similar rule sets as GT's multiblocks do.
I add content for this mod whenever I wish there way some better way to solve something in my current GTNH playthrough. I try to use OpenComputers for
as much of the automation parts as possible, so my content can be expected to revolve around this topic.
This mod allows you to build anything you want. It adds a way to add more detail to everything. You can hammer blocks into tiles which can be 4096 (or even more) times smaller than an ordinary minecraft block. You can combine your tiles together to create doors, chairs, ladders, no-clip, storage and any kind of furniture structure. There are endless possibilities as shown in the trailer. So download this mod and start to go crazy (and maybe post some pics of your work).
Supported mods include:
Ars Magica 2
Equivalent Exchange 3
Magic Bees adds 111 new bee species that become available depending on which supported mods you have in your pack, and those that interact with a mod you don't have won't appear in your world. It also adds a handful of exciting new items for your Forestry builds, including the Magic Apiary which lets you get the most from your bees with the greatest of ease!
Graphical User Interface
New easy to use Inventory management
Helper classes for Entities, Items etc..
It adds new several doors like glass doors, jail doors, laboratory doors, factory doors and garage doors that all have different and original animations.
You can also entirely build your doors with a machine that lets you chose the way it looks and the way it moves.
A collection of various utilities that make my life easier when it comes to making different mods.
It is still very rudimentary, but there are a few things in hear that would eventually help people out.
But until then, it is meant to be used by me only..
Right-clicking with Nature's Compass in hand will open the biome selection GUI, from which you can search for a biome or view information about it.
Shift-right-clicking will reset the compass's state.
When the compass is not pointing at a biome, it will point at the world spawn.
The compass supports all registered biomes, both vanilla and modded.
Sample space and maximum search distance can be adjusted in the config file.
It keeps track of what portals a player went through in order to ensure correct destinations when the player is going back through the same portals. The 1:8 ratio remains, portals just get smarter and remember where you came from.
By default, AE2 forces the player to either have the necessary items for a recipe in their personal inventory or in their ME network.
This mod removes that functionality and allows the player to use NEI's transfer system (shift + click [?] button) to create patterns whether the player possesses the items required by the recipe.
And it will automatically switch the mode of PatternTerminal.
This mod gives you the tools you need to push redstone to its true potential.
It features a fully fleshed out tech tree, with great effort gone into providing a balanced gameplay.
Railcraft was also one of the pioneer mods when it comes to Multi-Block structures. It features a whole slew of these structures, including the mighty Steam Boiler and the stunningly massive Iron Tanks.
For more detailed information regarding the mod, you should visit the wiki at railcraft.wikispaces.com.
The Remote IO's can be linked to any block with an inventory... imagine this: four separate quarries all outputting into a unique Remote IO linked to a single chest. Gone are the days of pipes! You are also able to link the Remote IO to machines and even use them with fluids! Feature updates will also include support for the various energy systems that exist, and other potential features that are just on the edge of my mind.
Note: This mod is meant for pure cosmetic builds on our server. It's recipes and NEI entries are disabled
In short, this mod introduces variants to your default Minecraft mods, such as creepers with fiery explosions, skeletons that shoot poisoned arrows, and zombies that leap at you. Not only that, but it allows you adjust all vanilla spawn rates and even make jockeys more common!
Each mob added by this mod has an adjustable rate that affects how common it is, from never appearing to being the only mob that ever appears!
Makes it so that eating the same thing over and over will give you fewer and fewer hunger restored each time. Everything in this mod is entirely configurable (server-side), including the formula used to calculate the diminishing returns (see Configuration section below). Compatible with Hunger Overhaul.
The following only applies to the 1.6.4/1.7.2 versions, in 1.7.10, these features were moved to AppleCore:
Also adds useful client-side information in the form of tooltips that show the hunger/saturation of food (when holding Shift) and an overlay on the HUD that shows both your current saturation value and how much hunger/saturation you'd gain from eating any food that you are holding. If the mod is not installed on the server, then dimishining returns will be disabled automatically. Server-side (or in a single player world), the 'food.modifier.enabled' config setting can be set to false to disable the diminishing returns part of the mod.
Note: This mod is mostly intended to be used with other mods that add more food to the game.
Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.
This is what this mod is all about - drawing magic from physical objects in the form of Essentia and reshaping it to perform miracles.
Lycanites Mobs, Mo' Creatures, Special Mobs, Twilight Forest
The addon has it's own tab in Thaumonomicon, where all the researches and recipes are located.
Import and export essentia to the ME network.
Interface with Thaumcraft devices which use suction to request essentia.
Store essentia in the ME network and/or use Thaumcraft jars as storage extensions.
View how much of each essentia type is stored on the network.
Interface with infusion devices such as the Runic matrix.
Thaumcraft crafting terminal with access to items on the ME network.
Emit redstone signal based on amount of essentia in network.
Charge wands in digital crafting terminal.
Golems can do the work of cranking your grinder.
Arcane Assembler, for automation of crafting arcane items.
Thaumic Horizons is a Thaumcraft 4 addon aimed at creating new uses for familiar mechanics. You may attach arcane lenses to enhance your Goggles of Revealing, mix essentia with your own blood to create potion-like effects, or even discover a method of applying infusions to living creatures...
If the screenshots below don't whet your appetite, expand this spoiler for a full list of features.
Drawbridges: Place and retract any kind of block, including ones not normally moveable with pistons. They also hold their own inventory as items, meaning you can place drawbridges with drawbridges!
Signaling buses and Terminals: A "wireless", 16 color redstone network designed to make compact redstone circuitry. Run it up walls, through your ceiling, and let the drawbridge scream!
Filters: Sorting blocks that lets you differentiate items and mobs from each other.
The concept and implementation is simple. When the mod is initialized (note, in singleplayer this requires a world to be loaded!) the vanilla loot-tables are scanned, and then cached. Files are then loaded and parsed from the config directory, and their contents are applied to the loot-table.
What this means is one has complete control over what spawns in chests, how much of it, and how rare it is. The control ranges from simply adding/removing items, to replacing the entire loot table with your own items.
VisualProspecting tracks all ores that a player interacted with, by right or by left click. It also integrates prospecting data from GTs Advanced Seismic Prospector, although only books that are created after this mod was added will provide integration. You may share your findings with other players by crafting a Prospector's Log.
This mod is tailored to GregTech: New Horizons 2, but feel free to use it however you like. Even though this mod is build against the custom GT5U from GT:NH, it should still work fine with other GT5U versions.
It provides a small unobtrusive tooltip on top of the screen with informations about the block the player is looking at.
A powerful API is provided so other modders can add their own information relative to their blocks to it.
This mod requires EnderCore to run!
This mod allows you to Add/Remove/Tweak Witchery for minecraft 1.7.10
Welcome to WitchingGadgets, an addon for Thaumcraft 4.
This is a mod I have been working on since Thaumcraft was in 1.6.4 and I have finally moved to a stage at which I'm comfortable with releasing it. So now you get to play with it and find all the bugs I probably overlooked! :D
Unlike some more specifically themed addons, Witching Gadgets aims to be for one a more general expansion to Thaumcraft as well as a crossover mod between Thaumcraft and various others! This means that with my content I tried to stay as much "in-feel" with Thaumcraft's original design while still adding my own touch (like terrible puns and references in the texts). And because I'm a fan of combining mods for best effect, I added a lot of cross-mod support for Tinker's Construct, Botania, Railcraft and the likes.
I will not spoil the entirety of my content here, since the Thaumonomicon exists for a reason, but I'll give you guys a teaser =P