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Nutties

@Nutties

Joined June 1st, 2026

  • 14Devlogs
  • 4Projects
  • 3Ships
  • 30Votes
Hi! I'm Nutties, I'm a jack of all trades, master of none (lol). I illustrate, draw pixel art, make games, develop Minecraft mods and play bass in my spare time.
Ship

First Release version! 🍃

Working on this was really cool and what I have made until now has made me very happy, for this project I really tried to make everything as polished as possible from the art, devlogs and even coding.

This is NOT the end of this Minecraft mod!!!

I will add more features to make it even better.
Currently planned:

  • Mocha Jungle Coffee variant (noClip foliage effect)
  • Bag of (roasted & normal) Coffee Beans block
  • Coffee liquid (for Create automation)
  • Coffee drink Create mixing recipe
  • Cool ahh creature to mount (Dino?)

Please suggest more ideas!

  • 6 devlogs
  • 20h
  • 18.05x multiplier
  • 367 Stardust
Try project → See source code →
Open comments for this post

4h 50m 1s logged

Grovewatch - Devlog 5


4 hours once again do not feel a lot but I spent legit 2 whole days but I guess the time spent “coding” was only 4 hours? Anyways, made some significant progress. I have come up with a way to make coffee without the Create mod but I will add compatability so it will be more viable to use Create or Farmer’s Delight.

Coffee will give the Caffeinated status effect which will make you not spawn Phantoms! However it will come with a drawback too…

Things I did:

  • Coffee Bush feature generation
  • Branding assets (for CurseForge & Modrinth)
  • Some recipes
  • A lot of data generation (mostly for item tags)
  • Actual Coffee drink item

As always, building things one block at a time.

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3h 56m 47s logged

Grovewatch - Devlog 4


I was on vacation for a couple of days but I came back and started working on the coffee. Created the Coffee Bush which will spawn in jungles and will drop the Coffee Berry. I haven’t thought of a way to turn the berry to the bean without the Create mod crushing. So next devlog I will work on making the coffee process survival-friendly!

Please share ideas for the coffee! What effect should it give, what other mechanics could fit it?

Things I did:

  • Coffee Bush
  • Coffee Berry, Bean & Roasted Bean

As always, building things one block at a time.

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3h 48m 23s logged

Grovewatch - Devlog 3


Today I added a modifier which increases the sword’s damage if the user is standing on grass. I also struggled a bit while making the custom weapon trail. (don’t be fooled by the small hour count, I was literally ALL day reseaching and working on this)

Things I did:

  • Added standing on grass damage passive

  • Custom trail effects


As always, building things one block at a time.

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2h 47m 12s logged

Grovewatch - Devlog 2


I made some small texture adjustments as well as some integration for the Better Combat mod. I also found this awesome library called Embers Text API which adds the ability to use cool text formatting anywhere inside the game!

Things I did:

  • Added Better Combat integration to the Mossy Sword

  • Added text effects


As always, building things one block at a time.

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Open comments for this post

1h 56m 18s logged

Grovewatch - Devlog 1


This mod will be all about ancient mysteries and echoes of the past. Primary mechanic I will add is coffee and a cool ancient sword with custom abilities!

Things I did:

  • Implemented the big sword

As always, building things one block at a time.

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3h 3m 34s logged

Gatecrash - Devlog 2


After making the Dimensional Drift ability I decided to tackle the blinding orb. Since it’s mostly just Post Processing it was a pain to work with, I’m really bad at rendering and especially shaders. However the end result came out decent enough that I can consider moving to the next features.

Things I did:

  • Custom shader

As always, building things one block at a time.

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1h 20m 6s logged

Next feature, although small, it’s an important one to get this mod 1 step closer to the level of polish I want to achieve, MORE EFFECTS!

This time I wanted to make something similar to the freezing overlay you get when you get stuck in powdered snow but for Fatal Poison.

I thought it would be easy since it should just be copying the freezing rendering but my struggle was in how I would register it. I had found a mod that added just what I wanted, an overlay applied when a status effect is applied, however of course it was on a different Minecraft version. I scrambled for 2 hours researching classes, trying to find stuff that didn’t really exist in Fabric API 1.21.1. But then I remembered that the Fabric Docs exist. 💀

So the issue was that in 1.21.1 Fabric registers HUD elements not using a specific class but rather with an event:

HudRenderCallback.EVENT.register((context,tickDeltaManager) -> {}});

Later versions use a much more modern? way of registering stuff, ex.:

HudElementRegistry.attachElementAfter(VanillaHudElements.MISC_OVERLAYS, Identifier.of(MOD_ID, "overlay"), ModClient::ExtractOverlay);

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1h 15m 47s logged

Coming back to this project is really fun.
Picking things where I let off before I paused development I have some stuff I need to work on namely some bug fixes and small new features but most importantly balancing the class with the other classes from the RPG Series

For now I have rebalanced some spells and fixed some incorrect item tags.

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Open comments for this post

3h 21m 11s logged

Personal Website - Devlog 3


I still hate CSS but it’s getting more manageable now, I made a basic About Me which I will improve. Plus I started working on a File Explorer (not implemented yet).

Things I did:

  • About Me
  • Refactored app handling
  • Added TailwindCSS

As always, building things one block at a time.

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5h 26m 50s logged

Gatecrash - Devlog 1


Setting up a multiloader project with the Lodestone library dependency was pain but I managed to do it.
Started working on the “easiest” part of the project which is the ultimate ability Dimensional Drift.

Things I did:

  • Basic post processing
  • Custom status effect

As always, building things one block at a time.

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3h 20m 28s logged

Personal Website - Devlog 2


Progressing through the development I have achieved a base to work upon.

Things I did:

  • More CSS…
  • Basic App

As always, building things one block at a time.

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Open comments for this post

2h 49m 57s logged

Personal Website - Devlog 1


I’m designing a new website for me and my projects, I made one a couple of weeks ago but was not really satisfied with it and it was really messy (was using an Astro template) so je decided to use the WebOS mission to develop a cooler and simpler one.

Things I learned:

  • Sedimented my HTML
  • Gained more experience in Figma
  • CSS is the bane of my existence

As always, building things one block at a time.

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