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Fire & Growth (Mindthemood's Ashen Remains)

Burn things down with reckless abandon, and watch 'em grow back. As the name implies.
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AshenRemainsV5.jar

File nameAshenRemainsV5.jar
Uploader
MindthemoodsMindthemoods
Uploaded
Oct 29, 2022
Downloads
95
Size
580.8 KB
Mod Loaders
Forge
File ID
4055894
Type
R
Release
Supported game versions
  • 1.19.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:fire-growth-mindthemoods-ashen-remains-633087:4055894")

Learn more about Curse Maven

What's new

  • Fixed bug where Flaming Ash could destroy non flammable blocks if they were between a it and a flammable block directly above it.
  • Fixed bug where Flaming ash did not convert grass-type blocks to ashy grass.
  • Fixed bug where ash did not convert mycelium to ashy grass.
  • Ash buckets now dispense ash properly from a dispenser, and return a bucket upon doing so.
  • Tweaked acorn and Seedpod textures to be a bit softer.
  • Seeds will now only fall from leaves directly broken with players. (But with higher rates than vanilla leaves so that replanting trees is still plausible.) This is primarily to further reduce any item lag during large forest fires.
  • Fire_Ignore type blocks, (namely flower pots), are now broken if their supporting block is burnt.
  • Adding some missing foliage to the ‘fire_ignore’ tag.
  • Removed sapling autoplanting; increased frequency of saplings from flowering grass if no leaves are detected nearby. 
  • Fixed other miscellaneous bugs with flowering grass.
  • Fixed candles. (This time they should be able to be properly lit using Flint and Tinder.)
  • Flint and Tinder can now be used to light TNT. (Which, unlike in Vanilla, will actually fall w/out random inaccuracy when manually lit.)
  • Removed mossification initiation. (Which broke the game.) Creepers, however, can now mossify mossifiable surfaces upon exploding.
  • Ashball projectiles have been made slightly better, and should no longer give the thrower blindness.
  • The entire fire spreading procedure has been b6urnt to the ground and completely rewritten from scratch. Fire will now spread more prolifically, and more predictably.
  • Fixed flammability tags to include new blocks, (froglights, Mangrove wood, sculk, etc), and fixed ‘fire_ignore’ type blocks, (signs, candles, torches, carpets, and other partial blocks), to be properly ignored by spreading fire, which considers them as empty spaces. 
  • Fixed ashy grass sound effects.
  • Rewrote the entire Flowering Grass system from scratch. Should now spread slightly faster, be a little bit more biome aware; and grow double-tall plants in some circumstances.
  • Made flowering grass generate from ashy grass, (it was broken following the addition of ashy grass), and increased the ratio to counteract it just getting burnt up in a fire.
  • Flames can now be extinguished and ash washed away by rain even if blocked by multiple layers of non-solid materials such as leaves or fences.
  • Bonemealing flowering grass was buggy. This property has been removed. Ash can still be used to obtain a small, (but technically renewable) source of Flowering Grass.
  • Fixed flammability compatibility with ‘Cooking with Mindthemoods.’ (More or less.)
  • Flowering grass now responds properly to being covered up.
  • Flowering grass can now spread better across uneven terrain. 
  • Flowering Grass can now be prevented from spreading by means of crying obsidian; which prevents any flowering grass from growing stuff within four blocks of it.
  • All fire blocks now use the same spreading procedure, which is based around detecting flammable materials adjacent to the connected block rather than the fire itself, and then putting fire on a random available side of the connected block.
  • Fire should now properly prioritize spreading upwards, but can also spread downwards more proficient if there is no other option.
  • Muddy mangrove roots are considered semi-flammable, and are converted to mud when burnt.
  • Fire will now spread with greater likelihood in hard mode, and in dry biomes such as deserts and savannas. (And with less likelihood in easy mode, and in wet biomes like jungles and mangroves.
  • Added peonies to the Fire_Ignore tag. (They previously possessed mysterious fireproof properties.)
  • The warden is now immune to damage from ash and modded fire.
  • Ash no longer damages boats.
  • Falling ash should now properly fall through fences, gates, and other partial blocks; instead of being stopped by them.
  • Falling ash now properly detects the upward face of the target surface; allowing it to fall on slabs and stairs that are facing upwards.
  • Portal and Fortress loot tables have been fixed to include potions again.
  • Fixed soul_fire_base tag to include sculk, and to allow flint and tinder to put soul fire on soul-type blocks.
  • Slightly tweaked flaming ash textures to look better.
  • Fixed fire code to prevent fire from continuing to hover briefly in midair before extinguishing.
  • Rain and spore blossoms should now more or less guarantee fire extinguishing.
  • Added a ‘crispy’ version of mangrove roots which cannot be obtained as a placeable block for complicated reasons.

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