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Power Shrooms

Mario Mania fork! This mods brings assets, mechanics and dimension from 1.19 version to 1.20.1 with new dungeons
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powershrooms-0.18.2.jar

File namepowershrooms-0.18.2.jar
Uploader
kopperlabkopperlab
Uploaded
Oct 26, 2026
Downloads
14
Size
11.0 MB
Mod Loaders
Forge
File ID
9338701
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:power-shrooms-1745632:9338701")

Learn more about Curse Maven

What's new

Power Shrooms 0.18.2

Cumulative changelog for everything since the published 0.18.1-spawnfix (not included): all of it in this one entry.

Forge 1.20.1 · requires GeckoLib 4.8+


For players

Fixes

  • Big power-ups no longer push your camera into the ceiling. With the Super Mushroom, the flower powers or the Mega Mushroom, your eyes sat almost at the very top of your head, so hitting a ceiling turned the whole screen black. They now sit where they do in vanilla.
  • Item names are back. Around 570 Mushroom Kingdom blocks showed their raw key (like block.powershrooms.bronze_statue) in the inventory and in creative. All blocks, items and creatures have a name again, in English and in Spanish.
  • Kingdom blocks can be mined properly again. About 450 of them were not counted as pickaxe-mineable, so they broke at hand speed and, where a tool is required, dropped nothing.
  • Bronze statues no longer make the area around them invisible. They were treated as solid cubes and hid the faces of the blocks next to them, even though the statue itself has gaps. This affects the 10 bronze statue blocks and the ribs block.
  • Cannons now look like cannons. They were only an empty gold ring with a black pit. They now have the barrel (tilted up towards where it launches you), the legs and the bolts on top of the platform. How they work is unchanged: crouch on top, or give them a redstone pulse.

Credits

  • mrFunnyMan is now credited as a collaborator in the mod's metadata and description: the Koopaling models (Larry, Lemmy and the others), their wands and Lemmy's circus ball. These are new work for this fork, not taken from Super Mario Mania.

Where things come from

  • From Super Mario Mania (art only; behaviour is rewritten here): the cannon's barrel, legs and bolts, their texture and the statue models.
  • Made for this fork: every fix above, plus the Koopaling models, wands and ball by mrFunnyMan.

For developers

  • Eye height (core/PowerEvents.onSize): the margin below the hitbox top is now 0.18 * min(1, render) (vanilla's is 0.18). It was 0.05, which is about the camera's near plane, so an eye that close to a ceiling clipped it. Super keeps the vanilla-height hitbox on purpose, so it fits two-block doorways; only the eye moves.
  • Missing names and tags, root cause: gen_assets.py rewrites the lang files and the block tags, and kingdom_port.py is the one that adds the Kingdom's. Running the generators without the whole chain lost them (the pickaxe tag went from 8 to 459 entries once restored). The chain was re-run in order (import_mariomania → gen_assets → dungeon_gen → kingdom_port → castle_gen → worlds_gen → kingdom_gen). New guard: python tools/check_names.py exits with 1 if any block, item or entity lacks a name in any of the five languages (now 695 blocks, 93 items, 83 entities, none missing).
  • Statues (tools/kingdom_port.model_box): a facing block whose model is a figure (several elements, or geometry that overflows the cube, like the 94-element statue model shared by the 10 bronze_* statue blocks, plus ribs_block) now keeps its full-cube box, so KingdomBlocks builds a ShapedDecorBlock with noOcclusion instead of an occluding FacingDecorBlock. A single element filling the cube is still a plain cube.
  • Cannon (tools/import_mariomania.cannon_barrel): Mario Mania draws the cannon as a GeckoLib entity that the templates never stored, and the block model was only the platform. The barrel body, mouth and rim (tilted 45° about X, towards the launch direction), the legs and the bolts are built from pipe_cannon.geo at 0.5 scale, with the new texture block/cannon_barrel. The rim ends at the height of the feet of whoever stands on the block. The legs are not tilted: block models only accept multiples of 22.5°.
  • tools/model_preview.py: isometric preview of a block model without opening the game. It follows vanilla's vertex order, so a box exported inside-out renders the way it does in game.
  • Credits: mods.toml credits, THIRD_PARTY_NOTICES.md and the description name mrFunnyMan.
  • Structures: regenerated by the chain; the blocks are the same as in the published jar, only the order inside the files differs.
  • Verification: the project builds and the dev-check harness passes (571 of 571 checks). Not tested in a real client: the camera height with each power-up, the statues next to real terrain, and how the cannon looks and feels in the game.

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