Search found 4319 matches
- 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 :)
- 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.
- 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 :)
- 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.
- 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.
- Add new screenshot.
- Sun May 17, 2026 09:40
- Forum: Mod Releases
- Topic: [Mod] Stairs Redo [stairs]
- Replies: 21
- Views: 8434
Update:
- Tidy code.
- Add new screenshot.
- Add new screenshot.
- 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 :)
- 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.
- 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.
- 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 ?
- 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 ?
- 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.
- 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.
- 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.
- 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].
- Tweak dungeon master fireball.
- Optimize cow milking [16th].
- More code tweaks and early returns [18th].
- 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.
- 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.
- 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.
- 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.
- 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].
- 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].
- 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.
- 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 ?
- 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.
- 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.
- 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].
- 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].
- 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.
- Tweak can_dig_drop.
- Tweak do_states.
- 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.
- 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.