Age | Commit message (Collapse) | Author |
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gloopblocks, hotbar, inspector, maptools, mesecons,
moreblocks, moreores, technic, teleport_request, and
worldedit
switched to caverealms_lite (with minor fixes by me)
switched to CWz's fork of player_textures
The homedecor update brings in the big split, and will
require you to re-enable all modpack components in
order to avoid loss of content.
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homedecor, led_marquee, locks, maptools, mesecons, plantlife, moreblocks,
nixie_tubes, replacer, travelnet, and unified inventory
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gloopblocks, homedecor, moreblocks, pipeworks, prefab_redo
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coloredwood, homedecor, technic, currency, framedglass,
gloopblocks, led_marquee, mesecons, moretrees, nixie_tubes,
pipeworks, plasticbox, prefab_redo, castles, signs_lib,
roads, worldedit
Added license declaration for the modpack itself
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update homedecor, pipeworks, gloopblocks, signs_lib, stainedglass
also updated technic, roads, glooptest, framedglass
(they're my forks actually, just until some pending PRs are merged)
make default locked chests use basic_materials padlock
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removed stu's split-limb model and switched
to Rui's "bone-based player animation" mod
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gloopblocks, homedecor, ilights, led marquee, plasticbox, solidcolor,
stained_glass, unified bricks, and unified dyes
In most of these, the update is to shift over to the new "old" coloring
paradigm in Unified Dyes. See its forum thread for details.
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biome_lib, boost cart, homedecor modpack, plantlife modpack, cottages,
currency, farming redo, gloopblocks, ilights, moreores, moretrees,
pipeworks, plasticbox, replacer, signs_lib, streets, travelnet, unified
dyes, and vines, and maybe one or two others that I didn't see in the
list. :-)
I fixed the misc_overrides component (it broke when I switched over to
farming redo a while back), and also I've added the classic peaceful_npc
mod back into the modpack, since it seems to work now.
Be sure when you run a world for the first time after this update, that
you "Configure" the world, *disable* all of Dreambuilder Modpack, then
re-enable the whole thing. If you don't, a few mods will fail to load
due to recent changes in their dependencies.
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(exactly as last supplied there, updates to these mods will follow later)
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