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Florum Sporum

Florum Sporum

by axialeaa • Downloads: 0 • Followers: 0
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🌺 Hi there! Thank you for checking out Florum Sporum! 🌺

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A recoiled spore blossom

Florum Sporum is a Fabric mod that attempts to breathe more life into spore blossoms, without undoing any of Mojang's work! Alongside adding 96 new blockstate property combinations to make spore blossoms feel more integrated into your Minecraft worlds, Florum Sporum finally adds a way to obtain these wonderful flowers renewably in a way that feels both natural and vanilla-like!

Check out the wiki for a more in-depth overview of Florum Sporum's features!

📝 Getting Started 📝

  • Make sure you're running a Fabric instance of the game. If you're playing from the vanilla launcher, follow the Fabric installation guide. If you're playing from a third-party launcher like Prism, you'll need to follow their own instructions which you can often find on their respective websites. For example, here is Prism's guide to downloading mods.
  • If you're not using a third-party launcher with in-built mod installation, you'll need to download the latest version of Florum Sporum for your game version from the GitHub releases page or on Modrinth. Drag the .jar file into your mods folder and launch the game!

[!IMPORTANT] Florum Sporum requires Fabric API. Without it, the game will fail to start!

An old traveller left something behind...

Flora: Spore Blossom
      This is a most fascinating species. Despite each living in solitude on the ceilings of Lush Caves, they can be found in staggering abundance across the ecosystem, suggesting their survival strategy is effective. Possible symbiotic relationship with moss? These flowers let off distinctive spores, perhaps aiding the growth of the surrounding environment. In addition, fully-grown specimens produce a shower-like stream of spores underneath themselves. This may in effect assist ground-anchored species, though this is not confirmed. Much like the native Big Dripleaf plants, Spore Blossoms possess an innate touch sensitivity, furling their petals immediately upon contact. This is best assumed to be a method of self-preservation against predators, or indeed anything willing to obstruct its part to play in the panoply of underground flora.

🤗 Support Me! 🤗

Modding takes a lot of work, so if you're enjoying what I'm doing and wish to show your gratitude, you have the option to give me a tip over on Ko-fi. It's entirely up to you. I would appreciate it massively!

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Fabric
21d ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
7mo ago 1
1.21.11
Fabric
10mo ago 1
1.21.10
Fabric
last yr. 1
1.21.9
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.4
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.5
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.4
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.4
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.4
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.4
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.3
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.18.2
Fabric
last yr. 1
1.17.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.3
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.18.2
Fabric
last yr. 1
1.17.x
Fabric
last yr. 1
1.21
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.3
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.18.2
Fabric
last yr. 1
1.17.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.4
Fabric
last yr. 1
1.19.3
Fabric
last yr. 1
1.19.x
Fabric
last yr. 1
1.18.x
Fabric
last yr. 1
1.17.x
Fabric
last yr. 1
Updated to 26.3 with just some minor changes and cleanups to the codebase, including data generation for the modified spore blossom feature. Features changed somewhat in 26.3 so make sure to report any idiosyncrasies on GitHub!

I'm slightly changing the way I publish builds to GitHub and Modrinth. You may notice some minor changes to version pages going forward.

## 🐛 Fixes
Naive 26.2 update :p go forth and whack cubes into flowers ehehehehe
Aside from the obligatory update to 26.1.x, this update contains a couple of big re-considerations for the future of **Florum Sporum**, and as such is a little delayed. Thanks very much for your patience!!

# ➖ Removals
The panda sneeze mechanic from recent releases has been removed. My attitude towards game design has changed a lot and I decided it was very out of scope for what **Florum Sporum** tries to be.

# 🔧 Changes
  • Spore blossoms now have 2D inventory sprites.
  • There are no longer separate items for each growth stage. Placing the block will now default to the first growth stage, which you can advance with further bonemeal.
  • This is to reduce the amount of inventory clutter. Make sure to send me feedback on the GitHub issues page!

# 🐛 Fixes
  • The Farmer's Delight cutting recipe no longer fails to load.
# ➕ Additions
  • Added seven gamerules for the purpose of configuring some of **Florum Sporum**'s server-side behaviors. Consider this the "first pass", and make sure to report any bugs you find!

| Registry Identifier | Description | Default Value | Value Bounds |
|:------------------------------------------------------:|:---------------------------------------------------------------------------------------------------------------------|:-------------:|:-----------------:|
| florum-sporum:spore_blossom_growth_chance | The chance for a spore blossom to advance one growth stage, per random-tick. Set to 0 to disable random-tick growth. | 0.1 | 0.0...1.0 |
| florum-sporum:spore_blossom_unfurl_interval | The time between spore blossom unfurling stages. | 10 ticks | 1...2,147,483,647 |
| florum-sporum:spore_blossom_entity_check_interval | The time from when an entity leaves the spore blossom's collision box to when it begins unfurling. | 60 ticks | 1...2,147,483,647 |
| florum-sporum:panda_default_max_sneeze_interval | The maximum time between passive panda sneezes. Set to 0 to disable. | 6000 ticks | 0...2,147,483,647 |
| florum-sporum:panda_weak_max_sneeze_interval | The maximum time between passive weak panda sneezes. Set to 0 to disable. | 500 ticks | 0...2,147,483,647 |
| florum-sporum:panda_spore_shower_max_sneeze_interval | The maximum time between panda sneezes when in a spore shower. Set to 0 to disable. | 100 ticks | 0...2,147,483,647 |
| florum-sporum:panda_spore_shower_check_depth | How close the spore blossom needs to be in order to trigger panda sneezes. | 8 blocks | 1...2,147,483,647 |


# 🔧 Changes
  • The codebase now uses official Mojang mappings in preparation (and practice!) for 26.1.
1.21.10 changed the method signature of AbstractBlock#onEntityCollision which means I need to make a separate release just for this hotfix. That doesn't happen very often...

# 🐛 Fixes
  • The mod now sends a log message when it has initialized.
Updated to 1.21.9 and cleaned up the codebase.

# 🐛 Fixes
  • The "Growth Stage" tooltip is now correctly capitalized in the Mexican Spanish language.
# 🐛 Fixes
  • The game should no longer crash when launching a dedicated server with this mod installed. (#6)
  • The mod now requires *at least* Fabric Loader version 0.17.0.
Hey! The minor versions have finally stabilized, allowing me to bring you a new update along with the wonderful Chase The Skies drop! This one includes an interesting feature I have had on the backburner since the beginning and have only now got around to writing!

# 🪦 Ending the "Florum Chore-um"
I have finally stood up for the part of myself that had been weighed under by the workload of handling multiple game versions at the same time.

For those in the modding scene you'll know it's a pain in the ass to keep up with. For those *not* in the know: it's incredibly demotivating and shifts my focus away from the quality of the content I make. For this reason, I have decided **I will no longer be supporting versions before the most recent release**.

I am aware that this will alienate a portion of my consumers: it's simply the only way forward for me to continue enjoying what I do. I am sorry if you're someone who will be affected by this decision. I hope you can continue to enjoy my work!!

# ➕ Additions
  • Panda snot!** Well, that already existed. A little-known fact about panda cubs is that they have an increeeedibly low chance of sneezing (a little bit higher if they have the "weak" personality) and an average of 1 in every 500 sneezes will drop a slime ball.

As it stands, this is the only way to obtain slime in the Peaceful difficulty which makes it a shame that the chance of it happening is so fundamentally, infeasibly small. **Florum Sporum 1.8.0** aims to fix that!

The chance of panda cubs sneezing has not been changed: 1 in 6000 ticks for normal panda cubs and 1 in 500 ticks for weak ones. However, every sneeze will now drop a slime ball. Now, the way this relates back to spore blossoms is that standing in a spot underneath a "spore shower"--the particles that fall from fully-grown flowers that are hanging from the ceiling--will now increase this probability even further, to 1 in 100 ticks.

Note that this overrides the bonus gotten by the panda cub being "weak".

I'm probably going to be workshopping this feature for a while. Let me know your thoughts over on the "Florum Forum" (my [Discord server][discord]) or the GitHub [issues] page!

# 🔧 Changes
  • Switched to using the Fabric API tooltip callback instead of original mixins.
  • Tweaked the textures to better represent furled-up petals instead of merely smaller variants of the spore blossom.
  • Updated the mod icon.

# 🐛 Fixes
  • The textures of some parts of the spore blossoms' models are no longer inappropriately mirrored.
  • Fully-grown spore blossoms from the creative menu now correctly stack with ones that have been placed down and broken.
  • Updated ru_RU localization. Thanks, [mpustovoi]!

[mpustovoi]: https://github.com/mpustovoi
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[discord]: https://discord.gg/hfVmpeQhe8

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

So sorry for the delay folks! I've been busy with life stuff and other projects. This small update probably isn't that interesting for most of you as the majority of changes I made have been to the code structure instead of testable behavior. Before talking about that, I need to make a very important announcement:

# 🪦 End-of-Life Versions
A little while ago, I stopped supporting versions below 1.20 due to multi-version projects becoming more and more difficult to maintain as the game itself updates faster. Well, I plan to do it again. Assuming no further hotfix, Update 1.7.0 will be the final release for the following versions:

  • 1.20.2
  • 1.20.4
  • 1.20.6

These versions don't have very much demand compared to 1.20.1, 1.21.1 and the latest drop, so those will be staying. I'm also keeping 1.21.3 and 1.21.4 to allow the players on those versions some time to migrate to 1.21.5 if they so choose. The versions mentioned will be deprecated unless a hotfix needs to happen before deprecation. Make sure to report any issues you encounter on [GitHub][issues]; the clock is ticking!

Now onto the content...

# ➖ Removals
The in-built 32x resource pack has been removed in this update. Simply put, managing built-in resource packs on multi-version projects like this one is freaking annoying, and they somewhat bloat the resource pack menu. Fret not though, I plan to publish a standalone resource pack on my Modrinth profile which you can download and install to upscale the textures of all of my mods at the same time. It will also be handled on a separate GitHub repository which you will all be able to contribute to!

It's not quite ready yet, but I will work on getting it out as soon as I can after updating each of my mods to 1.21.5. Thank you for your patience! ~🌸

# ➕ Additions
es_MX translations have been added in this update. Thanks, [CerealConJugo]!

# 🔧 Changes
  • Spore particles now perform raycasts using the "outline" algorithm instead of the "collision" one.
  • This change was made to slightly improve performance, but it does minimally affect behavior; you should expect fewer particles in areas with lots of foliage (e.g. long grass, vines, flowers). If this is a make-or-break for you, consider writing an issue report letting me know why you think this should be re-added!

[CerealConJugo]: https://github.com/cerealconjugo
[issues]: https://github.com/axialeaa/FlorumSporum/issues

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

There are many fixes for bone meal in this update! A couple of simple oversights made the whole feature almost useless, which hopefully now should be resolved. 🌸

# ➕ Additions
es_ES translations have been added this update. Thanks, [Flatkat]!

# 🔧 Changes
In visual news, spore blossoms will once again sit higher up in inventory and hotbar slots. Previously they were somewhat hiding behind the item stack counts so I'm hoping this will improve visibility, especially in distinguishing the different states from one another.

Additionally, spore blossoms no longer exclusively generate naturally beneath moss blocks. In fact, the generation location changes have been entirely reverted to vanilla. This is based on the fact that, anecdotally, spore blossoms seemed overly rare and when I found them they were almost always fully grown (no doubt as a result of having spent a long time in this particular survival world). I'm hoping that by making this change, the spore blossom variation will be more "captured in time" so to speak. If you have feedback, be sure to write a feature suggestion on the [issues page][issues]!

The pink dye recipe output quantities have been rebalanced to fit better with the logic that the juvenile spore blossom states can be crafted just as easily as fully-grown ones. They have been brought down to match most small flowers, with the exception of a very slight boost for the supported [Create][create] milling and crushing recipes.

# 🐛 Fixes
  • Spore blossoms should now correctly work with manual fertilization, fixing the following sub-issues:
  • They did not display "happy villager" particles.
  • They did not play the "crinkling bone meal" sound.
  • They did not consume an item from the bone meal item stack.
  • They did not emit the ITEM_INTERACT_FINISH game event.
  • Spore blossoms should now correctly emit sculk sensor vibrations when recoiling and unfurling.

[Flatkat]: https://github.com/flatkat
[issues]: https://github.com/axialeaa/FlorumSporum/issues
[create]: https://github.com/Fabricators-of-Create/Create

This hotfix is only available for 1.21.1, as the issue in question only exists there.

## 🐛 Fixes
  • #3: The output for the Farmer's Delight cutting recipe is no longer malformed in 1.21.1.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
Just a small one this time, allowing you to more easily experience the [1.5.0](https://github.com/axialeaa/FlorumSporum/releases/1.5.0) additions in your worlds. Happy cultivating!

## ➕ Changes
Fully-grown spore blossoms now drop a growth stage 0 item when fertilized with bone meal. This means you are able to obtain any growth stage regardless of which you already have available to you!

## 🐛 Fixes
  • The "Florum Sporum" part of the 32x upscale resource pack name is no longer translatable.
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