Minecraft Fire & Growth (Mindthemood’s Ashen Remains) mod 2026 download
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minecraft mod Fire & Growth (Mindthemood’s Ashen Remains)

Fire & Growth (Mindthemood’s Ashen Remains)

Game Version: 1.18.2
Total Downloads: 88
Updated: Sep 8, 2022
Created: Jun 12, 2022
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AshenRemaonsV4.1.jar release 584.64 KB Sep 8, 2022 1.18.2 16 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemaonsV4.1.jar releaseDownload
AshenRemainsV3.75.jar release 584.44 KB Aug 22, 2022 1.18.2 34 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV3.75.jar releaseDownload
AshenRemainsV4.2.jar beta 584.53 KB Sep 14, 2022 1.18.2 1 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV4.2.jar betaDownload
AshenRemainsV3.5.jar alpha 575.11 KB Jul 28, 2022 1.18.2 6 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV3.5.jar alphaDownload
AshenRemainsV3.jar alpha 574.98 KB Jul 16, 2022 1.18.2 9 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV3.jar alphaDownload
AshenRemainsV2.5.jar alpha 575.01 KB Jul 4, 2022 1.18.2 5 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV2.5.jar alphaDownload
AshenRemainsV2.jar alpha 573.38 KB Jun 28, 2022 1.18.2 5 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV2.jar alphaDownload
AshenRemainsV1.5.jar alpha 575.23 KB Jun 27, 2022 1.18.2 5 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV1.5.jar alphaDownload
AshenRemainsV1.jar alpha 565.54 KB Jun 12, 2022 1.18.2 7 download Fire & Growth (Mindthemood’s Ashen Remains) AshenRemainsV1.jar alphaDownload

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Flowering Grass now generates naturally in all biomes- it looks identical to normal grass. However, over time, it replenishes foliage if space is available.

  • When ticked, Flowering grass waits at least a day, and then sprouts a randomly selected, biome-specific plant, reverts to ordinary grass, and then converts a nearby dirt block to flowering grass as well.
  • Plants only grow if space and sunlight is available- areas won’t get too overgrown.
  • Some plants, (namely, grass), are more likely to generate than others.
  • Ordinary grass only becomes flowering if it is converted by a nearby flowering grass block.

~~~

In place of Saplings, (Which can now only be obtained by mining young trees), Each type of leaf block has a chance of dropping its corresponding Seeds. (Oak trees drop Oak Acorns, Birch trees drop Birch Fronds, Dark Oak trees drop Dark Acorns, Acacia trees drop Acacia Fronds, Spruce trees drop Pine Cones, and Jungle Trees drop Seed Pods, which are edible.)

  • On average, one in four leaf blocks can drop a seed. (This is more than usual!) Dark Oak and Jungle Trees both drop less seeds than other trees.
  • Seeds can be used to plant Sprouts, small plants that eventually grow into their corresponding saplings. (Essentially, you’ll get more seeds per tree, but they’ll take longer to grow unless you’ve got a healthy supply of bonemeal.)
  • Seeds dropped from decaying leaves can be automatically planted if not picked up shortly after dropping. (This only occurs if there are no other saplings or sprouts nearby.)
  • If you’ve also got ‘Cooking with Mindthemoods’ installed, you can use acorns, dark acorns, and seed pods to make a pair of new snacks!

~~~

A couple other mobs and things have seen some minor tweaks to make them just a bit more interesting…

  • Creepers now generate moss when they explode, if there are mossable blocks nearby. On average, (due to moss’s low blast resistance), this increases the size of creeper craters. Usually, moss and lush-cave type foliage accumulates around the edge of the explosion crater.
  • Moss now spreads up stone brick and cobblestone surfaces. (ONLY if you place it adjacent to moss, or if you place moss adjacent to it.)
  • Regular Creepers have a chance of exploding whenever they take fire damage.
  • Ghast Explosions can now convert netherrack and grass-type blocks to soul sand or soul soil.
  • Blazes ignite nearby blocks when injured.
  • The Nether Fortress and Nether Portal Loot Tables have been modified to include Flint and Tinder instead of Flint and Steel. (Along with increased chances of fire charges, and other minor adjustments.)

~~~

Fire has been completely overhauled. (As such it may be best to simply start from scratch, and go over each mechanic in turn.) While many aspects are similar, there’s also been some major modifications to how it works.

  • Fire can be started using Flint and Tinder, a relatively breakable item made using an iron nugget, flint, and wheat. Flint and Tinder can be used on the top or side of flammable or semi-flammable blocks to light a fire. (Though they only work about 70% of the time- which, admittedly, is much better than the real life equivalent.) 
  • Fire generally spreads more slowly, and usually won’t spread too far unless you’re either really trying, or really inattentive.
  • Alternatively, you can use Fire Charges– they can start fires much more consistently, and fires started by charges do not spread. However, doing so consumes the item. Crucially, only a Fire Charge can ignite a Nether Portal. As such, you’ll have to first obtain one from a ruined portal in order to enter the Nether. (And be sure to bring some with, or do piglin bartering upon your arrival.) 
  • Some blocks, (Wooden materials, wool, leaves, moss, etc.), are Flammable, and allow fire to spread to and destroy them. Other blocks, (Such as mossy stone materials, grass, rooted dirt, coal ores, etc.), are Semi-Flammable- fire can spread to them, but will only alter rather than destroy. (Grass becomes dirt, mossy bricks become plain, regular bricks become cracked, etc.)
  • Water, Water Bottles, Rain, Nearby Spore Blossoms, and Biomes with high humidity all slow or stop fire. (The particles are pretty, but now you can also use them as reasonably proficient fire extinguishers.) 
  • Lava no longer lights things on fire- however, if flammable blocks are placed nearby, they will immediately ignite.
  • Items made from obsidian, netherrak, etc, (including Nether Stars), are immune to burning up from regular fire.
  • Punching anything that’s on fire without a tool or water item in your hand deals damage to players without fire resistance. (And damages the tool otherwise.)
  • Mobs that are on fire can start additional fires below them. (This behavior is less likely to occur for players, but is still something to watch out for.)
  • Flaming arrows start fires. (You have no idea how much work went into this particular bullet point…)

~~~

Fire can generate Ash when it burns things- ash is similar to powdered snow, and just about as unpleasant.

  • Blocks of Ash can be picked up with a bucket and placed elsewhere, or mined with a shovel to drop Ashballs, which are heavier than snowballs, and have a chance of inflicting blindness on their target. Ashballs can be crafted back into an Ash Bucket, or shot from a dispenser to drop ash layers.
  • Ash slows movement and jump height based on how much of it has accumulated- if it’s higher than one block, it also inflicts blindness on anything in it. 
  • Entities without fire protection, immunity, or resistance randomly take small amounts of damage while walking through ash- if you’re wearing armor without fire resistance, your armor will take damage instead.
  • If fire is nearby, ash can convert into Flaming Ash, which is more or less the same thing- save in that it deals more damage to anything inside it, as well as their armor. Fire Resistance negates this property. (And, to a lesser degree, Fire Protection.) Flaming Ash can start additional fires on nearby blocks.
  • Ash gradually dissipates in rain, and, when dissipated this way, has a chance of generating grass or flowering grass beneath it.

~~~

The Wither has seen some thematic (and gameplay oriented) tweaks, including the following:

  • Activated Soul Sand/Soil is produced when the Wither Altar is created, more for dramatic effect than anything else. It makes strange noises, and pulses with an unholy light… the stuff can also be generated by Wither explosions, and occasionally spawns wither skeletons when the Wither or the player is nearby.
  • Wither explosions now generate soul soil, soul sand, and soul flames. (So now you’ll also need to down some Fire Resistance. It does occur to me a guy who’s only fought the thing once, yesterday in fact, may not be the most qualified to modify this abomination.
  • Upon death, the Wither extinguishes nearby soul fires to try to avoid lighting the Star on fire.

~~~

Griefers are a new, less threatening, but arguably more annoying version of the creeper. They avoid players, randomly accumulate ash, can set things on fire, and are generally a nuisance.

  • Griefers only spawn when a creeper gets stuck in ash.
  • Griefers inflict blindness if attacked at close proximity, and panic when attacked. Upon death, they generate a pile of ash and flames.
  • Griefers take continuous damage in rain, and can be killed especially quickly using water. 
  • Griefers drop Fire Charges, Gunpowder, and Ashballs when killed- as well as slightly more experience then regular creepers. (It might just be worth it to convert them for a farm… if you’re willing to deal with the fires.)

~~~

Finally, You can also obtain Charred Wood, (A new wood set), exclusively from lighting things on fire. (Not that I, of course, would dream of incentivizing arson.)

  • Charred Wood is fireproof, and more durable than regular wood- so long as it doesn’t get wet. It produces ash and charcoal if mined without Silk Touch.
  • All wooden materials have a small chance of becoming charred instead of turning to ash when burnt.
  • Charred Wood has a variety of variants, all of which can only be obtained by lighting normal wooden materials on fire. Charred doors, fences, planks, slabs, etc; cannot be crafted through regular means, and are only obtainable through fires. (They’re a hot commodity, in a sense…)

No! Don't do it, Mindthemoods!

Fire is a terrible thing- with little more than a flint and steel, a single player can lay waste to an entire forest in a matter of moments. This mod doesn’t intend to take away from that risk- but rather to make destruction more atmospheric- and, conversely, to make it possible for the world to respond and regrow. 

 

On the one side, ‘Mindthemood’s Ashen Remains’ adds new mechanics to fire- burnt blocks now generate ash, or occasionally become charred, leaving gray wastelands where trees once stood; transforming creepers into sinister, crispier husks of their former selves. On the other side, plants can now gradually grow back over time, replacing what’s been destroyed. Far from taking away the player’s control over their environment, this mod aims to make the environment feel just a bit more dynamic and alive. (Ideally, without verging on annoying.) As such, most of its mechanics that directly influence the world can be easily avoided through preventative measures. (Refraining from starting fires in a dense forest comes to mind.)

 

  • (IMPORTANTmodded fire, while more complicated than vanilla fire, is based on random ticks- it thus has less of a performance hit than Vanilla fire, which wasn’t my intention, but is great nonetheless! If you’re going to start a large fire, I advise setting particles to ‘minimal,’ as most of the frame hit is caused by smoke particles.) 
  • (WARNING ~ This mod adds a minor feature that allows creepers to explode when ignited. If your world includes a fire based mob farm, either modify/disable it before downloading the mod, or turn off mob griefing. If there’s enough, (or any) demand, I can release a version w/out this mechanic.)

 

CHANGELOG

ACHIVEMENTS

Abandon All Hope ~ Obtain a Fire Charge from a Griefer or a Ruined Portal

Asking for Trouble ~ Bring a Blaze into any especially flammable biome.

 STRATEGY

  • Fire prioritizes spreading upwards, (like before), but can also easily spread downwards through flaming ash- which can ignite adjacent sides. However, it only remains flaming if there is fire nearby. If there isn’t much fire, focus on extinguishing the flames; otherwise, in a larger fire, prioritize getting the ash first. (If you’re trying to start a fire, start from the bottom and work your way up.)

 

  • Both Fire Protection Armor and Fire Resistance Potions can mitigate the damaging, (but not the blinding) effects of ash. Keep in mind that if you’re using Potions, any non-netherite armor without fire protection will still be damaged by ash, even if you won’t be. Fire Resistance is a better option if you can get it.

 

  • Generally speaking, the modified fire spreads slower than Vanilla fire- however, it’s also substantially more annoying to extinguish once it gets going. If you catch a fire early, you’ll probably be able to get rid of it with relative ease- water buckets are the quickest method of extinguishing things, with a good shovel being a close second, and a spore blossom being the best if you’ve got one handy.

 

  • If you’re really concerned about something flammable, use spore blossoms to prevent fire spread in an area. Any fires within five blocks in any direction of a spore blossom are immediately put out instead of spreading after a short while.

 

  • Be careful with Fire Aspect and Flame– both flaming arrows and flaming mobs can spread fire now- the odds of it happening are low, and you can usually extinguish it easily if you’re looking out for it, but make sure to stay on guard! (This behavior doesn’t effect the undead, so you should be fine with skeletons, zombies, and the like.)

 

  • In the event that a forest burns down, (possibly at your hands), you might be better off just leaving it be. Both ash and charred blocks degrade when exposed to rain, and can generate flowering grass- which can slowly reforest an area. (If you’re patient.) Traces of charred stuff might remain, but in my humble opinion, they merely add character…

 

  • When dealing with Griefers, water is the best option. They won’t actually fight back, but will try to both ignite things on fire, and avoid your attacks. Try to stay out of range of their blindness effect, and ideally dispatch them in a single shot, before they can panic.

TECHNICAL

IMPORTANTLY, this mod replaces existing fire with its own custom blocks- and disables regular fire tick when loaded. Normal fire still exists in the game, on blocks that burn indefinitely, and from non-spreading fire summoned by bed explosions and fire charges. If you don’t want modded fire to spread, use the ‘doFireSpread’ gamerule.

 

If you don’t want flowering grass to grow and spread, use the ‘doPlantGrowth’ gamerule.

 

Flowering Grass does the following with a 0.75 chance when it receives a random tick:

  • Picks a random grass block at least three blocks away, and no further than six blocks away.
  • If there is air above that block, and its adjacent blocks, replaces it with flowering grass.
  • Grows a random plant on top of it, (based on the biome), and then converts itself to regular grass.

 

Flaming Ash does the following when it receives a random tick, in the following order:

  • Converts to regular ash if it cannot detect a fire block within three blocks in any direction.
  • If it is not raining, attempts to light an adjacent block on fire- either on a block directly adjacent, below, or two below.
  • Sets Bottom Fire on the block directly above or two above if it is flammable.
  • Converts the block below it with a 25% chance; otherwise:
  • Removes the block below it if the block below it is flammable, with a 75% chance.

 

Regular Fire does the following when it receives a random tick, in the following order:

  • Extinguishes if there is a spore blossom within five blocks in any direction.
  • Extinguishes itself if it is raining and can see the sky, or if it is in a wet biome, with a 75% chance. Otherwise, if the biome is not dry, extinguishes with an 8% chance.
  • Sets Bottom fire on a block two to four blocks above, if it is flammable.
  • Spreads horizontally to zero to four flammable or semi-flammable blocks. 
  • Spreads to an adjacent wall if possible, on a block above it.
  • Spreads to an adjacent wall if possible, on the block below it.
  • Converts the block below it with a 25% chance. Otherwise, replaces itself with Ash with a 75% for Grass-type blocks.
  • Converts up to eight adjacent fire-ignore or semi-fire ignore blocks, weighted towards an average of 4. Can also convert semi-flammable blocks directly adjacent.
  • Extinguishes if it is no longer attached to a flammable block with a 75% chance.

 

Wall Fire does the following when it receives a random tick, in the following order:

  • Extinguishes itself if there is a spore blossom within five blocks in any direction.
  • Extinguishes itself if it is raining and can see the sky, or if it is in a humid biome, with a 75% chance. 
  • Sets Bottom fire on a block two or three blocks above it, if it is flammable.
  • Spreads upwards if the above block is flammable or semi-flammable.
  • Randomly spreads from zero to three blocks below or horizontally on its axis.
  • Converts to regular fire if there is a solid, flammable or semi-flammable block below it.
  • If attached to a wooden block, converts it with a 25% chance. Otherwise, reduces it to ash with a 75% chance.
  • If connected to any other block, converts it. 
  • Converts to regular fire if there is a solid, flammable block below it.
  • Adds Regular Fire to the top of the block it is connected to if space is available.
  • Extinguishes if it is no longer connected to a flammable block with a 75% Chance.

 

Bottom Fire does the following when it receives a random tick, in the following order:

  • Extinguishes itself if there is a spore blossom within five blocks in any direction.
  • Destroys the above block, moves up a block, and generates ash at its previous location. (With an 85% chance.)
  • Otherwise, Randomly sets wall fire on 0-3 sides of the above block if air is available.
  • Converts the connected block with a 25% chance.
  • Extinguishes if the block it is connected to is not flammable.

 

The Mod uses the following tags to make things work:

  • The Minecraft ‘Fire’ Tag is used to make mobs treat modded fire as a danger source, and to extinguish fires using splash bottles. (As well as for compatibility with future mods.)
  • The Forge ‘Flammable’ Tag determines which materials can both spread and be burnt up by fire. It includes wool, wooden materials, and leaves.
  • The Forge ‘Semi_Flammable’ Tag determines which materials can spread fire, but undergo unique transformation processes. (Used to convert mossy materials, coal, and grass type blocks.)
  • Blocks tagged with Forge ‘Fire_Ignore’ are destroyed by falling ash, and by adjacent fires- they can be converted to ash in the process. This includes candles, crops, and most plants.
  • Blocks tagged with Forge ‘Semi_Fire_Ignore’ are not directly flammable, and are converted instead of destroyed by nearby fire. (Exclusively includes wooden doors, fences, trapdoors, and fence gates; as well as mossy walls and slabs.)
  • The ‘Ashblocks’ tag is exclusively used for the ash accumulation process, and does not include the full block variants of ash and flaming ash. 
  • Entities tagged as ‘Ash_Immune’ are immune to damaging effects from ash and flaming ash. (Includes Blazes, Wither Skeletons, and Griefers.) 
  • Items tagged as ‘Ash_Destroyable’ are destroyed shortly after colliding with blocks tagged with Ashblocks. (Includes seeds and sticks- prevents burning forests from lagging due to item entities.)
  • Blocks tagged as ‘Ghast_Destroyable’ can be converted to soul materials by ghasts and withers.
  • Items tagged as ‘Fire_Resist’ are not ignited by modded fire.

 

HIGHLIGHTS

  • The most infuriating part of this particular mod was, appropriately enough, the Griefers. I decided early on that I wanted their texture to be animated, (like the Ash), but quickly discovered that animated textures in Mcreator only support square texture files at multiples of 8. And guess which texture file is one of the few in the game that isn’t a perfect square? Creepers! I spent a copious amount of time trying to find a workaround, and concluded that even in modding, the little bastards are a nuisance… I eventually settled for making the things glow, but now whenever I see the slightly crispy little monsters, I’ll be reminded of my failures. At which point they’ll start lighting things on fire, and I’ll start wondering what led me to create this abomination in the first place.
  • The Most time consuming part of this mod was repeatedly lighting large forests and mansions on fire to see if the spreading was working properly. (Or at the very least, resembled something functional.) At some point I had to test it at the regular tickspeed, (for science.) I can say with certainty that the novelty of repeatedly striking large mansions with lighting wore off quickly. (And also, should I ever renovate the mansions, the first thing I intend to add are lighting rods.)
  • The Best part of designing this mod was the first time I burnt a forest down, and was able to watch it grow back- after rewriting the firespread procedure for the umpteenth time, it was amazing to have it work more or less on the first try.

 

 

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