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Slabbed

Put torches on slabs! Hang lanterns from slabs! Place blocks on slabs! Stack blocks on those blocks on those slabs! Slabbed makes it work! Slabbed!!!
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slabbed-0.5.2-alpha.1+26.2.jar

File nameslabbed-0.5.2-alpha.1+26.2.jar
Uploader
PeetsaPeetsa
Uploaded
Sep 1, 2026
Downloads
213
Size
397.6 KB
Mod Loaders
Fabric
File ID
8782052
Type
A
Alpha
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:slabbed-1457462:8782052"

Learn more about Curse Maven

What's new

Changed

  • Dev-only flag rename. Three developer diagnostic flags lost their old personal-name prefix and are now -Dslabbed.beta4AboveAngleRedOnly, -Dslabbed.beta4AdjacentVisibleRedOnly, and -Dslabbed.beta4TargetingRedOnly; the diagnostic log markers they gate were renamed the same way (SLABBED_BETA4_* / SLABBED_BETA35_*). These are development tools that are off by default and not part of any released feature; the rename only matters if you had one of the old flags in a launcher profile — swap the old prefix for slabbed. and keep the rest.

New

  • Terrain Slabs slabs you place now act like their vanilla counterparts. A grass slab, dirt slab, or any other Terrain Slabs slab that a player places gets the same locked-in height as a vanilla slab: it lowers onto lowered supports, cantilevers at the matching height, stacks, and is no longer silently refused when aimed below half a block down. This lifts the limitation documented in the 0.5.0-alpha.1 notes ("TS-on-vanilla, TS+TS, deep chains"). Natural Terrain Slabs terrain generated by the world is deliberately untouched — it never receives a placed height and keeps rendering exactly as Terrain Slabs made it, which is what protects terrain from see-through seams. Objects sitting on natural Terrain Slabs terrain are a separate follow-up. Verified by automated tests and confirmed in live play.

Fixes

  • Mobs, arrows, and explosions respect what you see. A block resting lower than its grid cell was invisible to sight lines and projectiles in its lower half — mobs could see (and shoot) you through visibly solid cover, arrows flew through the drawn body, and an explosion behind it sheltered nobody. All three now treat a lowered block as solid exactly where it is drawn. The empty-looking space above it is correctly clear to all three as well.
  • Lowered blocks are solid exactly where you see them. A block resting lower than its grid cell was solid for half a block above its visible top: you stood in the air above the surface instead of on it, and you could not step up onto it from an adjacent slab at all — the invisible ledge was taller than you can jump. The block's collision now follows its visual, so the surface you see is the surface you stand on. The underside is unchanged, so nothing has become walk-through-able. (#31)
  • Scaffolding stacks where you aim again. Side-clicking a scaffolding column to extend it did nothing; clicking its top face put a floating scaffolding diagonally away from where you aimed, and those strays stayed behind when the original was broken. Vanilla moves a scaffolding placement away from the cell you clicked, and the mod was measuring the height against the clicked cell instead of the one the block actually landed in, then freezing that wrong height permanently. (#65)
  • Deep scaffolding accepts side-clicks. Side-clicking a scaffolding column that renders a block or more below its cell no longer makes the block flicker in and vanish — the server now validates the click against the position you can actually see. Confirmed in live play.
  • Things hang under lowered lanterns. Hanging a chain (or anything) beneath a lantern that sits lower than its cell no longer gets silently refused. Confirmed in live play.

Improved

  • The debug commands actually exist now. /slabdy and /slabdev are meant to ship in every build, switched off until you ask for them. On this build neither one was reachable at all: /slabdev only registered from a development-only companion that is not in the download, and /slabdy had never been registered anywhere. Both are now available in the released build, off by default, and neither does anything until you type it. /slabdy row prints the full diagnostic readout for the block you are looking at, and /slabdy build (or /slabdev build) prints the exact build you are running, which is what a bug report needs. /slabdev debug and /slabdev record keep their existing spelling; in a normal download they answer "not available in this build" instead of failing silently, because the overlay and the recorder they drive are development tools that are deliberately not shipped. The /slabrig test-scene commands stay out of the download, unchanged.

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