[Game] Delver's Realm [0.99.8.1-testing]

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hunter0one
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[Game] Delver's Realm [0.99.8.1-testing]

by hunter0one » Post

Hello fellow Luanti-ists, my name is hunter0one and for the past couple of months I have been working on a fork of VoxeLibre called Delver's Realm.

Image

Delver's Realm is not the ordinary VL/Mineclonia fork, it incorporates a lot of new features and most notably you can now physically traverse the dimensions which span the entire Luanti world generation area. It's inspired not only by old versions and scrapped concepts of Minecraft (I'm looking at you, Pigmen!), but also has old "Minetest"-isms like Mese and Dungeon Masters. There is no Nether or End, instead you have the following dimensions:
  • Space (a vast asteroid belt)
  • The Welkin (an Aether-like dimension, making use of v7 floatlands)
  • The Overworld
  • The Underworld (a much darker and larger Nether-equivalent)
There is no real goals, either, in the same vein as MTG or pre-1.8 Minecraft, besides to thrive and collect everything imaginable. It is free software licensed under the GPLv3+.

Trailer (Peertube): https://dalek.zone/w/6xs43kYfU5F9Hw8APF3bD4

Technical Differences from VoxeLibre/Mineclonia:
  • Obviously, the ability to explore, dig, or build up to 30k nodes down or 30k nodes up.
  • Ore distribution is different. There are new materials like Alien Extract and Mese.
  • Foods only stack up to 16, a bit more lenient version of how pre-Beta 1.8 Minecraft food stacked.
  • Tiered lighting. You must start with a campfire, then torches, and work your way up to better forms of lighting. It will be scarce in the beginning and plentiful in the end. There is dynamic lighting so you can hold lights in your off-hand for exploring caves.
  • A lot of post-Beta 1.8 content has been removed or replaced with different similar features.
  • Custom skins thanks to the libskinupload mod by Signal_.
  • More food types and decorations provided by rudzik8's amazing mcl_decor and mcl_morefood mods.
  • Pigmen instead of villagers, they become zombie pigmen when infected!
  • Welkin, Underworld, and Space dimensions (the Welkin and Space dimensions have portals you can construct in the Overworld).
  • Angry bees when you mess with bees nests!
  • Stacks are 80 by default instead of 64
Known bugs/things worth improving:
  • Some of the textures are bad and could be improved
  • Torches or other light items in your off-hand are not visible
  • v7 mapgen is used to generate the Welkin thanks to its floatlands feature, this is why v5, valleys, and carpathian are not available. This is so that the Welkin can have proper biomes.
  • Other bugs or issues can be found in ISSUES.md.
  • Pigmen do not have villages. This was because village spawning was quite buggy so I decided to allow players to cure pigmen to make their own villages for them.
Delver's Realm is developed at my Mercurial instance over I2P, a decentralized network which makes it easy for me to host things like my own website and source code tree independently. Understandably not everybody has access to I2P or uses Mercurial, so I will provide links to the source code over the clearnet below:
Spoiler
Currently, Delver's Realm is in a 0.99.x testing phase. Since 0.99.8, it's now testing for release candidates for 1.0. Please keep this in mind if you play it, and report bugs if you can here or by emailing me at development@dont-spam-me.8shield.com.

Tips and Tricks
  • Right click a campfire with a torch to light it. You can only carry a small amount of lit items however!
  • Build a Welkin portal with Mese blocks and a water bucket.
  • Build a Space portal with Crying Obsidian and a water bucket. Crying Obsidian can be found in meteor crash sites.
  • Craft a space helmet with glass, iron, and a rover core to stay underwater for longer, or breathe in space!
  • Get prismarine by crushing coral with a hammer.
  • Melt honeycombs into wax to make candles.
Last edited by hunter0one on Sat Jul 11, 2026 23:12, edited 14 times in total.

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Re: [Game] Delver's Realm [0.99.1-testing]

by hunter0one » Post

0.99.1-testing released:
  • Fixed wear being added to certain tools even with infdurability enabled (thanks to my friend for pointing this out)
  • Music discs 8 and 9 can now be gotten from the easter egg found high in the space dimension
  • The jukebox can be crafted with diamond and wood rather than mese and wood again
  • Astereyes (space mobs) now have two variants: smaller green ones which shoot at you and larger red ones which explode.

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Re: [Game] Delver's Realm [0.99.2-testing]

by hunter0one » Post

0.99.2-testing released:

* Mangroves and Mangrove Swamps have been removed
* Stone Beaches have been removed
* Sweet berries have been replaced with blueberries
* All textures have finally been moved to their respective mods
* Cloudtree Wood buttons and pressure plates have been added
* mcl_void_damage removed (no longer needed)

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Re: [Game] Delver's Realm [0.99.3-testing]

by hunter0one » Post

0.99.3-testing released:

* Mama mia! You can now cook and eat pizzas. Craft an uncooked pizza with wheat, cheese, and cooked meat such as mutton, porkchops, or steak. You can eat it as is, but to really get its nutritional value you should cook it and place it like a cake. Pizzas have four slices which restore 6 hunger points and give you a whopping 7 saturation points.
* Fixed various unused stuff such as mcl_portals code in mcl_fire
* Move most documentation such as the API etc. into their own "doc" directory.
* Mud now appears in swamps.
* Blueberry bushes are rarer and appear in Forest, Cherry Forest, Birch Forest, and Swampland biomes.
* Fixed bug where health is not regenerated if hunger is disabled
* Fixed bug where infinite durability does not work with armor or hoes
* Fixed repo2zip.sh script for creating releases making tar rather than zip files

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Re: [Game] Delver's Realm [0.99.3-testing]

by YCaTGameRT » Post

OMG! I am OG
screenshot_20260420_001716.png
screenshot_20260420_001716.png (302.7 KiB) Viewed 1489 times

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Re: [Game] Delver's Realm [0.99.3-testing]

by hunter0one » Post

YCaTGameRT wrote:
Sun Apr 19, 2026 19:23
OMG! I am OG
screenshot_20260420_001716.png
Neat! I see that a meteorite spawned on top of bamboo. This will be something to fix for the next release. :-)

There is a bug in 0.99.0-0.99.3-testing that I feel needs to be posted here due to the nature of it. Depending on how your distribution packages Luanti, you may get an error with dr_libskinupload which prevents you from playing. It was using newer Lua syntax and I only found this out when using Luanti with the built-in Lua 5.1. A commit has already been made which fixes this in 0.99.4-testing. Hopefully it's the only instance of syntax that is not compatible with other Lua versions.

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Re: [Game] Delver's Realm [0.99.4-testing]

by hunter0one » Post

0.99.4-testing released:

This point release has bug fixes and also some adjustments to existing content.

Adjustments:
* Obsidian boats now have a use. While they sink in water, they float on lava and allow you and a passenger to traverse over lava without being in harm's way.
* Glass bottles now craft as a stack of 4 instead of 3, any other odd numbered crafting outputs may be changed in the future.
* Candles no longer have to be lit the same way as torches (tedious process), they also craft into a stack of 4. They can be extinguished or lit again with the use key.
* Lamps have a new texture and are made with a mese bulb, cobblestone, wood, and **white** wool. This is temporary until different wool variants get their own lamps.
* Mese bulbs are now made with a copper nugget instead of a copper ingot and craft into a stack of 4.

Bug fixes:
* Disallow meteors from spawning on top of plants such as bamboo
* Lightning striking a pig now turns it into a zombie pigman, not a zombified piglin which didn't exist
* Sleeping in a bed no longer checks if zombified piglins are nearby and hostile (zombie pigmen are always hostile)
* Fixed some Lua syntax in mcl_mobs and dr_libskinupload which was newer and incompatible with Lua 5.1, causing a crash on certain clients

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Re: [Game] Delver's Realm [0.99.5-testing]

by hunter0one » Post

0.99.5-testing, the Appetizing Update, released:

This testing stable release has a number of bug fixes and introduces new content.

What's New
* More foods! There are now **grilled cheese** and **sushi** food items. To make a grilled cheese, you must first make a cheese sandwich and cook it. For sushi, you can use either raw or cooked fish and dried kelp. Raw sushi will not restore as many hunger points as cooked sushi, but it has higher saturation. You can have either depending on your preference.
* You now have to bake bread. Three wheet will make flour instead, which can be used for crafting a variety of dishes including cookies, pizza, fries, and cake. You can also thresh hay blocks with a hammer to get more flour than usual. The flour can be baked in a furnace to make bread.
* You can now get honeycombs by crushing a beehive with a hammer, but beware the bees which will be very angry!
* New WIP redstone blocks: The **Shrither** and **Vertical Shrither**. These blocks can be used to make moving platforms and elevators. Reintroduced from the official Mesecons modpack by Jeija back into our redstone mesecons fork. (Note that sticky shrithers may come eventually, but I could not get them to function properly)
* The screwdriver has had its code replaced with that of the better screwdriver (screwdriver2) mod by 12Me21. This allows you to more predictably change the direction you turn blocks and comes with a fancy rotating effect.
* Poisonous potatoes can now be composted.
* Jetpacks should be a tad bit smoother in multiplayer and are also faster to maneuver. Owing to this, the jetpacks now only have 30 seconds of fuel instead of 40.
* To craft rover cores you must "trim" the rover pearl with shears.

Bug Fixes/Removals/Misc. Changes
* Fixed bugs which crash the game caused by the parachute mod
* Fixed bugs which would potentially crash the game in the jetpack mod
* Fixed glowframes not being craftable
* Remove poisonous fries from vl_fries
* Fixed a certain beehive level heavily damaging the player if destroyed (leftover functionality from VL)
* Fixed candles blocking all light behind them
* Removed unused effects such as withering and withered roses
* Moved all docs back into the root directory to make credits and attributions more clear

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Re: [Game] Delver's Realm [0.99.6-testing]

by hunter0one » Post

0.99.6-testing, the Rusty Update, has released:

This testing stable release has a number of bug fixes and introduces new content.

What's New
* All copper nodes (except for the new doors/trapdoors) now oxidize over time. The chance of a copper node deteriorating is 1 out of 3 every 20 minutes. There are now **copper grates** which also have a slab and stair variant. **Copper doors and trapdoors** have been added, though they do not oxidize yet.
* Waxed copper has a more saturated "wax shine" to distinguish waxed from unwaxed nodes.
* Copper now spawns above sealevel, albeit not as common as underground. Copper ore also has a new texture to make it look more like actual copper ore.
* New crafting item: the **tinderbox**. It's used for crafting fire-based light items such as campfires, torches, and lanterns. To craft a tinderbox you need any wood plank and coal or charcoal. Tinderboxes address the annoyance of using torches for the majority of crafting recipes when torches have a small stack size.
* Can I haz cheeseburger plz? You can now craft cheeseburgers as an upgrade to a hamburger. It has a slightly higher saturation value than a hamburger.
* The mcl_stairs API now supports use_texture_alpha as a definition for transparent slabs/stairs
* Some music discs have been moved around and others replace old ones.
* Glass doors now make a unique glass door sound.
* Cows now have different sounds.

Bug Fixes/Removals/Misc. Changes
* Fixed crash caused by releasing fireflies from bottles
* Maps have been removed. This is because maps as they stand do not cover all parts of the Delver's Realm world, and are quite buggy due to this.
* Fixed repo2zip script's zip-ception
* Various unused textures and references to missing VL nodes have been removed
* Removed armor trim system from mcl_armor
* Updated loom information to reflect its current usage as a workstation for shepherd pigmen

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Re: [Game] Delver's Realm [0.99.6-testing]

by Blockhead » Post

hunter0one wrote:
Sun Mar 22, 2026 22:02
most notably you can now physically traverse the dimensions which span the entire Luanti world generation area.
This is a pretty cool idea, so long as you make it an interesting experience to build through (or otherwise traverse) that area. Erupting through the bedrock ceiling of the Nether or arriving into the mysterious Welkin sounds pretty cool.
hunter0one wrote:
Wed May 06, 2026 01:55
0.99.6-testing, the Rusty Update, has released:
...

* All copper nodes (except for the new doors/trapdoors) now oxidize over time. The chance of a copper node deteriorating is 1 out of 3 every 20 minutes. There are now **copper grates** which also have a slab and stair variant. **Copper doors and trapdoors** have been added, though they do not oxidize yet.
(emphasis mine)

So it's called the rusty update but it has copper tarnishing instead, heh 8)
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Re: [Game] Delver's Realm [0.99.6-testing]

by hunter0one » Post

Blockhead wrote:
Wed May 06, 2026 11:37
This is a pretty cool idea, so long as you make it an interesting experience to build through (or otherwise traverse) that area. Erupting through the bedrock ceiling of the Nether or arriving into the mysterious Welkin sounds pretty cool.
Certainly. There definitely needs to be more in between the Underworld and the Overworld, since not everybody is like me and loves to build massive minecart railways down to -5120. :P

The Underworld also doesn't have a portal the same way the Welkin and Space dimensions do (the main reason these have portals is because you'd have to build quite a distance to reach either one, I actually made a waterfall leading to the Overworld and it took approximately 10 minutes to swim up! It would be nice to have things between these, like a cloud layer (I experimented with walkable cloud layers in the Welkin, but it looked ugly) or in the case of the journey to the Underworld different kinds of caves but I can't decide what exactly, and sometimes less is more (you can get enthralled in mining until next thing you know you're at the obsidian layer that separates the Underworld).
So it's called the rusty update but it has copper tarnishing instead, heh 8)
Coming up with release names are the worst part of the development process, LOL.

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Re: [Game] Delver's Realm [0.99.6-testing]

by goats » Post

So, in 0.99.6, once a shield is equipped in offhand, the game is over. (If one does not understand granting oneself privs, and i don't even want to know how that looks on mobile.) i assume it is intended to stop some sort of interaction, but probably not all.
Delver's Realm 0.99.6
Luanti 5.16.1
A torch is fine in offhand, but may cause weirdness after a shield has been equipped.
Shield equipped in offhand permanently revokes all world interaction.
Minor: Nowhere is offhand or shield explained in the otherwise extensive documentation. It doesn't even have a tooltip.

Seems like the start of something fun - only a shield would be lovely vs arrows. 🙂

Edit: So i have replicated some of the weirdness, and it did not involve a shield.
First, is it intended one place a torch if the hand is empty but the offhand contains a torch?
i only noticed this happening after i'd placed a torch in such manner, but i'd not done that in the past when the following things happened:
The box outlining the offhand inventory on HUD may disappear and appear, although the equipped torch may appear regardless.
The hand texture in offhand inventory slot of inventory screen may appear or not when emptied.
All HUD inventory disappears entirely. Restarting the game will fix.

edit2: Ok, i don't know if this is Luanti or one of your upstream games (VL or whatever), or maybe my system? But bits of the HUD will randomly disappear until a restart. Thought i'd turned off damage somehow, but no, the HP bar just disappeared. A few times the level number over the XP bar disappeared. Armor has disappeared also. Will post if i can test elsewhere and turns out it's my old box.

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Re: [Game] Delver's Realm [0.99.6-testing]

by hunter0one » Post

goats wrote:
Wed Jun 17, 2026 21:33
So, in 0.99.6, once a shield is equipped in offhand, the game is over. (If one does not understand granting oneself privs, and i don't even want to know how that looks on mobile.) i assume it is intended to stop some sort of interaction, but probably not all.
Delver's Realm 0.99.6
Luanti 5.16.1
A torch is fine in offhand, but may cause weirdness after a shield has been equipped.
Shield equipped in offhand permanently revokes all world interaction.
Minor: Nowhere is offhand or shield explained in the otherwise extensive documentation. It doesn't even have a tooltip.

Seems like the start of something fun - only a shield would be lovely vs arrows. 🙂

Edit: So i have replicated some of the weirdness, and it did not involve a shield.
First, is it intended one place a torch if the hand is empty but the offhand contains a torch?
i only noticed this happening after i'd placed a torch in such manner, but i'd not done that in the past when the following things happened:
The box outlining the offhand inventory on HUD may disappear and appear, although the equipped torch may appear regardless.
The hand texture in offhand inventory slot of inventory screen may appear or not when emptied.
All HUD inventory disappears entirely. Restarting the game will fix.

edit2: Ok, i don't know if this is Luanti or one of your upstream games (VL or whatever), or maybe my system? But bits of the HUD will randomly disappear until a restart. Thought i'd turned off damage somehow, but no, the HP bar just disappeared. A few times the level number over the XP bar disappeared. Armor has disappeared also. Will post if i can test elsewhere and turns out it's my old box.
I can confirm the shield issue. Not really sure what the cause is, but it was off the radar for a while I guess since I don't often use shields. I will try to fix it for 0.99.7.

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Re: [Game] Delver's Realm [0.99.6-testing]

by hunter0one » Post

The issue with shields revoking the interact privilege is fixed for the upcoming 0.99.7-testing release. If you were affected by it you will need to run /grantme interact or players which have not used shields before will have working shields.
goats wrote: A torch is fine in offhand, but may cause weirdness after a shield has been equipped.
...
First, is it intended one place a torch if the hand is empty but the offhand contains a torch?
I am not able to replicate any weirdness with shields in combination with torches, only the shields by themselves were bugged when put in the first slot of the hotbar. Yes, it's intended for you to be able to place the torch that you have in your offhand, in case you want to put it down temporarily. This is also carried over functionality from the Mineclonia offhand mod.

The HUD disappearing is a bug from VoxeLibre. If I could go back and have forked Mineclonia instead of VoxeLibre I would, but I'm too far in at this point. The main reason for making a fork of VL instead of MCL is I really liked the way the minecarts and railroads work now in VoxeLibre, and the minecarts are a big part of the Delver's Realm formula of manually traversing deep underground.

BTW you don't see the shield if you raise it because I don't like the solution of drawing on the HUD to give the illusion of a raised shield because the illusion is broken when you are in third person. Same goes for wearing carved pumpkins. It still works the same otherwise.

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Re: [Game] Delver's Realm [0.99.7-testing]

by hunter0one » Post

0.99.7-testing, the Utility Update, has released.

This testing stable release has a number of bug fixes and introduces new content.

What's New
* **Looms, Fletching Tables, and Smithing Tables** are now usable.
* Looms can be used to preview and make banner designs.
* Fletching Tables can be used to make tipped arrows. It's no different than crafting them at a workbench since it requires 8 arrows to tip arrows with a lingering potion, but it gives the Fletching Table a purpose.
* Smithing Tables can be used to upgrade tools to a higher version with a single upgrade material. This is cheaper than crafting a new tool at a workbench, but keep in mind the upgraded tool will inherit the durability of the old tool. The upgrade path is **wood -> cobblestone/deepslate -> copper -> iron -> diamond**.
* Added **Jail Doors**, crafted with three iron bars.
* Added tiled cobblestone with wall, stair, and slab variants.
* Glass, both vanilla and colored, now have stair and slab variants.

Bug Fixes/Removals/Misc. Changes
* Jack o' Lanterns are now crafted with candles instead of torches.
* Rails are now crafted with iron and gold nuggets instead of full ingots. The copper rail substitute recipes have been removed.
* Fixed weather particles appearing indoors.
* Fixed gamebreaking bug where carrying a shield / placing it in the first hotbar slot causes the player to lose the interaction privilege.
* Removed copper doors and trapdoors. Oxidizing these would be nearly impossible without big changes to the existing doors API from VL, and we are not trying to have all the Minecraft doors or blocks anyway.

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Re: [Game] Delver's Realm [0.99.7-testing]

by hunter0one » Post

Currently the roadmap for Delvers Realm is as follows:

0.99.8-testing:
• Re-implement maps (done, I decided to go with the MTG style of having mapping kits which provide the minimap, with a twist)
• Was not written down but I have adjusted and fixed some trades with the pigmen.
• Make the large layer below sealevel and the start of the Underworld more interesting, though I'm not sure what that looks like for the time being or if "less is more", considering that there's plenty of resources to mine here.
• Fix bugs as they are found
• Make any balancing changes

0.99.9-testing: This is a release candidate where any lasting bugs will be fixed and annoying tidbits polished until the game is declared stable.

1.0-stable: At this point the game will be effectively complete. Long term the only features I am interested in are re-implementing sticky shrithers (movestones), maybe a redstone powered camera feature, and any worthy optimizations. A new texture pack to stand out more from VL/MCL would be nice but would take a lot more work with current resources being just myself.

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Re: [Game] Delver's Realm [0.99.7-testing]

by Blockhead » Post

hunter0one wrote:
Tue Jul 07, 2026 22:00
A new texture pack to stand out more from VL/MCL would be nice but would take a lot more work with current resources being just myself.
I'm curious what you would do with the textures in terms of art direction. An older, simpler style maybe?
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Re: [Game] Delver's Realm [0.99.7-testing]

by hunter0one » Post

Blockhead wrote:
Wed Jul 08, 2026 07:26
I'm curious what you would do with the textures in terms of art direction. An older, simpler style maybe?
Yeah precisely, something more simple and old school, but maybe not completely like "programmer art".

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Re: [Game] Delver's Realm [0.99.8-testing]

by hunter0one » Post

Delver's Realm 0.99.8-testing, the Almost There Update, has released:

This testing stable release has a number of bug fixes and introduces new content. It is the last major changes update of the beta branch, 0.99.9-testing will be the first release candidate.

What's New

* Added Minetest Game style mapping kits. You can now craft mapping kits with paper, feather, an ink sac, and a compass. A mapping kit gives you access to the minimap but will deteriorate over time while worn; about 1 real life hour. You can repair mapping kits with paper. In addition to the mapping kit, you can also make a radar once you have access to alien extract. The radar can be held with the mapping kit to provide the radar mode of the minimap.
* If you create a new world or join a server for the first time, you will be greeted with a help menu, a message, and some nice music to set the mood for the rest of the game. These only occur once at the beginning and never again. You can still disable music and the help menu from appearing in the options.
* A new mob from old MTG has made a return: The Oerkki. The Oerkki only appears underground and don't like your torches and lanterns; They will remove them if you are away. They sometimes drop souls which can be used for brewing or for making black dye.
* Iron chests have been added. These are a non-flammable upgrade to a regular chest to compensate for making wooden storage containers like barrels and regular chests flammable.
* The default stack size has been raised from 64 to 80.
* Documentation has been updated to reflect Delver's Realm and the Luanti engine.
* The Cartography table has been re-added along with Cartographer Pigmen.
* Rats now sometimes drop a leather piece.

Bug Fixes/Removals/Misc. Changes

* Removed a lot of unused references and mob data
* Fixed cheeseburgers not making Pigmen follow
* Various trade fixes & changes (Mason, Cartographer, Priest)
* Add & fix various credits/attributions
* Added wood crafting recipe from 4 sticks
* Iron golems have had their model & texture changed to more closely match their snow golem counterparts
* Removed elytras from the player model, they are not used in Delver's Realm and an ugly outline of the mesh could be seen on the player
* Workbenches, fletching tables, barrels, and chests are now flammable since they are wooden
* Semi-fixed shift clicking in the smithing and fletching tables (engine limitation)
* The help button in the skins dialog will open the new skins documentation page
* Fireflies have been changed to lightning bugs
* The experience bar has a new texture

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