[Mod] Farming Redo [1.50] [farming]

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

by ArceusI » Post

TenPlus1 wrote:
Tue Sep 01, 2026 15:47
@Arceusl - 0 - 14 for node light levels, 15 for sky light levels (natural light).
But why then? If 15 is the maximum, why bother having only 0-14 be for nose sources, when 15 is the maximum? In Minecraft this wouldn't be a problem at all, here in MineTest it does create problems now.
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TenPlus1
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Re: [Mod] Farming Redo [1.50] [farming]

by TenPlus1 » Post

@Arceusl - It's not a problem at all, it actually helps determine when players are above ground or below sometimes.

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

by ArceusI » Post

TenPlus1 wrote:
Wed Sep 02, 2026 05:45
@Arceusl - It's not a problem at all, it actually helps determine when players are above ground or below sometimes.
True, but Multiplant didn't get the memo.
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Update:

by TenPlus1 » Post

- Add missing local (thanks whosit).
- Add Brazilian locale (thanks FormalhautK).
- Tweak n Tidy code.

@Arceusl - Multiplant mod has been updated with the light fix.
Last edited by TenPlus1 on Mon Sep 07, 2026 12:33, edited 2 times in total.

ArceusI
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Re: Update:

by ArceusI » Post

TenPlus1 wrote:
Sun Sep 06, 2026 07:24
@Arceusl - Multiplant mod has been updated with the light fix.
Resolves that mistake.
Also, I'm currently refusing the 5.17 update for Luanti, I have my reasons, because I'm still extremely concerned about an absolute breakdown of the Android application again.
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