Search found 4319 matches

by TenPlus1
Wed May 20, 2026 11:15
Forum: Servers
Topic: [Server] Xanadu
Replies: 4238
Views: 899351

Re: [Server] Xanadu

@neri2 - Fixing a few bugs and server maintenance, will be back up soon :)
by TenPlus1
Tue May 19, 2026 13:33
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 315
Views: 168105

Update:

- Tweaked seagul chance in Beach set.
by TenPlus1
Sun May 17, 2026 16:51
Forum: Mod Releases
Topic: [Mod] invisibility Potion [0.8]
Replies: 33
Views: 12172

Re: [Mod] invisibility Potion [0.8]

@MXB - Yep :P unless you have Lucky Blocks running, in which case you might get lucky :)
by TenPlus1
Sun May 17, 2026 15:31
Forum: Mod Releases
Topic: [Mod] Lucky Block [1.7] [lucky_block]
Replies: 140
Views: 48102

Update:

- Flooring feature drops item above node to replace.
by TenPlus1
Sun May 17, 2026 11:33
Forum: Mod Releases
Topic: [Mod] Doors Redo [doors]
Replies: 3
Views: 2175

Update:

- Tweak n Tidy code.
- Add new screenshot.
by TenPlus1
Sun May 17, 2026 09:40
Forum: Mod Releases
Topic: [Mod] Stairs Redo [stairs]
Replies: 21
Views: 8434

Update:

- Tidy code.
- Add new screenshot.
by TenPlus1
Sat May 16, 2026 14:46
Forum: Mod Releases
Topic: [Mod] invisibility Potion [0.8]
Replies: 33
Views: 12172

Re: [Mod] invisibility Potion [0.8]

@MXB - We added a new magical forest where you find birch trees with different leaf colours, near mushroom :)
by TenPlus1
Sat May 16, 2026 14:03
Forum: Mod Releases
Topic: [Mod] invisibility Potion [0.8]
Replies: 33
Views: 12172

Update:

- Only affect nametag alpha when hiding player, not colour.
by TenPlus1
Sat May 16, 2026 04:05
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - The banana in farming redo is a compatibility thing for users coming from the farming plus mod, for actual banana trees you would need Ethereal mod.
by TenPlus1
Fri May 15, 2026 06:59
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Update:

- Added crop spawn ratios to settingtypes.txt.
- Make sure grasses dont drop disabled seed types.

@Arceusl - The above change will be in your settings tab now for easy access.

Question: Does anyone actually use the farming.conf overrides ?
by TenPlus1
Thu May 14, 2026 16:38
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - Rename the file farming.conf_example to farming.conf inside the farming redo mod folder, and change the settings within to a higher number to find more crops e.g. farming.strawberry is 0.002, make it 0.01 and you'll find more of them when exploring.
by TenPlus1
Thu May 14, 2026 15:40
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - While crops do appear in certain ebiomes it still uses the default spawn rates within farming redo, which you can alter to suit yourself and make things more abundant. Nettles mod uses Abms to add it's plants into the world on any soil type, farming uses registered decorations.
by TenPlus1
Thu May 14, 2026 10:37
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Update:

- Certain crops can be found in ebiomes.
by TenPlus1
Thu May 14, 2026 06:59
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885187

Update:

- Do not animate mob when ordered to stand.
- Tweak dungeon master fireball.
- Optimize cow milking [16th].
- More code tweaks and early returns [18th].
by TenPlus1
Thu May 14, 2026 05:04
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - It does grow on it's own, you just need to be patient.
by TenPlus1
Wed May 13, 2026 08:17
Forum: Mod Releases
Topic: [Mod] Multiplant [2.0] [multiplant]
Replies: 6
Views: 3704

Re: [Mod] Multiplant [2.0] [multiplant]

@Arceusl - Multiplant seeds grow just fine in default farming and farming redo, gotta be patient, and if you update bonemeal mod it now supports multiplant growth.
by TenPlus1
Wed May 13, 2026 06:51
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - Multiplants appear on group:field nodes at random, scarecrow nodes stops them growing nearby, bonemeal will help it grow to maturity but you will need to wait until it pops open and drops a random item.
by TenPlus1
Wed May 13, 2026 05:07
Forum: Mod Releases
Topic: [Mod] Farming Redo [1.50] [farming]
Replies: 770
Views: 372240

Re: [Mod] Farming Redo [1.50] [farming]

@Arceusl - Rhubarb grows better in the shade, it doesnt like bright light, and as for multiplant support for bonemeal, I'll look into that part.
by TenPlus1
Mon May 11, 2026 07:50
Forum: Mod Releases
Topic: [Mod] Bonemeal [1.8] [bonemeal]
Replies: 116
Views: 63029

Update:

- Add sound effect on grow.
- Add better particle effects (animated when using 5.6+ client).
- Add missing marram grass for sand.
- Add conversion recipes for bonified.
- Add next_plant check for better crop support [13th].
by TenPlus1
Sun May 10, 2026 15:47
Forum: Mod Releases
Topic: [Mod] Wine [2.0] [wine]
Replies: 112
Views: 47797

Update:

- Add {food=1} group to Blue Agave.
by TenPlus1
Sat May 09, 2026 11:55
Forum: News
Topic: Luanti 5.16.1
Replies: 28
Views: 1727

Re: Luanti 5.16.0

Is it just me or does this latest update have a glitch where you cannot see flowing water ?
Screenshot_20260509_125349.jpg
Screenshot_20260509_125349.jpg (116.76 KiB) Viewed 1247 times
by TenPlus1
Sat May 09, 2026 09:25
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885187

Update:

- Refactor can_spawn.
- Tweak register_arrow, when arrow hits node use self.node_pos for it's position.
- Tweak Obsidian Flan arrows in mobs_monster.
- Tweak n Tidy mobs_monster code.
by TenPlus1
Fri May 08, 2026 06:03
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.33] [ethereal]
Replies: 536
Views: 265095

Update:

- Refactor biome_init and add decor_init to fix mod decoration issue.
- Add missing rainforest_swamp biome and papyrus deco.
- Add missing savanna_shore and deciduous_forest_shore biomes.
- Update biome_info.json.
- Add animated falling leaves (thanks EdgeLoopRepeat) [11th].
by TenPlus1
Wed May 06, 2026 10:34
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885187

Update:

- Tweak on_punch.
- Tweak can_dig_drop.
- Tweak do_states.
by TenPlus1
Mon May 04, 2026 07:06
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.63] [mobs]
Replies: 2741
Views: 885187

Update:

- Tweak set_animation function, adding frame_blend option.
- Tweak yaw_to_pos function, adding delay option.
- Tweak follow_flop function, having mobs stop properly when in reach.
- Tweak falling and fall damage.
- Only have mob spin slightly on knockback.