Description:


Slime Flow introduces Flowing Slime, a craftable liquid that behaves like a slow, sticky version of lava. It spreads across floors, traps mobs, and reacts violently to fire and lava. The liquid is fully reusable — pour it out, scoop it back up — making it a versatile tool for mob farms, traps, and creative builds.
| Content | Description |
|---|---|
| Flowing Slime Bucket | Craftable item that places and collects Flowing Slime |
| Flowing Slime (fluid) | A translucent green liquid with unique sticky physics |
Flowing Slime can also be found naturally as underground slime pools generated throughout the Overworld, so keep an eye out while caving.
Slimes killed in the world have a small chance to leave behind a pool of Flowing Slime where they die.
You can walk directly into and on top of Flowing Slime. Use it as a slow conveyor, a bouncy landing pad, or a hazard for enemies.
Pour slime into a pit or corridor. Non-slime mobs that enter will be slowed, bounced, and gradually pulled down — making it excellent for mob containment and funneling in farm designs.
Three commands are available for quick testing and world management:
The Flowing Slime Bucket can be crafted in several ways:
Primary recipe — Slime Ball + Bucket (shaped):
Alternative recipes (shapeless):
You can also find Flowing Slime naturally in underground slime pools in the Overworld, and scoop it up with an empty bucket.
When a player or non-slime mob enters Flowing Slime:
If your head is submerged in Flowing Slime:
Flowing Slime is highly reactive to heat:
| Trigger | Result |
|---|---|
| Contact with fire | The slime ignites and burns away |
| Contact with lava | An explosion is triggered (blast strength ~2.7) |
This makes Flowing Slime dangerous to use near lava or open flames, but also a creative explosive trigger for trap designs.
Early game: Slime Balls are the only ingredient needed beyond a bucket. Farm slimes in swamp biomes or slime chunks to get started quickly.
Mob farms: Pour Flowing Slime into collection chambers or drop shafts. Mobs that fall in are slowed, bounced, and held in place, making them easy to funnel into a killing zone. Slimes themselves pass through freely, so you can selectively trap non-slime mobs in mixed farms.
Traps: A thin layer of slime in a corridor is nearly invisible at a glance due to its translucency. Hostile mobs that walk through will be slowed and stuck, giving you time to engage safely.
Lava bombs: Contain a Flowing Slime pool near lava — or pour slime next to existing lava flows — to trigger an explosion on demand. Use pistons or dispensers to control the reaction remotely.
Cave exploration: Underground slime pools generate naturally, so you may encounter Flowing Slime while caving. Bring an empty bucket to collect it for free.
Adds the Shallow Light Hugger, a gentle black-and-purple giant that is blind but senses the world through sound and scent; it sniffs and rumbles with a happy heartbeat, bonds with you even in Creative, follows and defends you, and gives protective hugs that grant regeneration, resistance, and strength. Huggers do not spawn naturally and must be summoned with the Hugger Shrieker, which now appears correctly when placed and also spawns matching Hugger Sensor blocks around the summoned Hugger to help it detect and protect its owner; both the shrieker and sensors are available in the creative inventory and the sensors can be safely placed.

Eternal Falls transforms the Overworld into a misty waterfall realm of taller cliffed mountains, long streams of Eternal Water, deep river-carved valleys and expanded caves filled with underground falls, hanging plants, mossy ruins and new building materials like Eternal Stone, Eternal Moss, Glow Lotus, Cascade Vines, dense Waterfall Grass and the Bed of Leaves so you can craft serene temples, bases, or hideouts; all tree types now grow in the biome. The update adds several rare, peaceful, glow-accented creatures — Glowing Spirit Koi, Luminous Spirit Jellyfish, Ethereal Mist Heron, Gentle Spirit Deer, Bioluminescent Moss Rabbit and Peaceful Guardian Turtle — and places special features such as sacred statues, Glow Lotus and Mist Lily patches, Cascade Vines and Eternal Stone accents very rarely to preserve the tranquil atmosphere; creative spawn eggs and a teleportation testing tool can help you find or place them. All standard ores can now be found beneath the Eternal Falls surface in rare underground pockets, letting you discover coal, copper, iron, gold, redstone, lapis, diamond and emerald (with deepslate variants deeper down) plus very rare nether-ore/ancient debris accents mixed with companion blocks like amethyst, calcite, dripstone, obsidian and Eternal Moss, making cave exploration and mining a core part of progression.

Life As Slime turns you into an agile, squishy adventurer: you move like slime but break blocks with vanilla tools, gain a five-block jump, take no fall damage (this also protects player-bonded companions), and wild slimes can spawn in any biome day or night while overall mob populations are slightly increased. Gameplay centers on mass and consumption — press R to consume whatever you’re looking at (Left Shift + R to split when mass allows) which increases your mass and now also restores a small amount of hunger and saturation; baby slimes can even eat coral blocks and coral fans. Press Y to fire an acid attack that breaks the targeted block and drops its loot (7-second cooldown), and progression includes rare Slime Sword and full Slime Armor in village chests, a Creative Testing Tool that opens a Slime Mastery screen to set/reset/split mass, safe placement on first spawn or respawn near a village, plus clear tooltips, chat feedback, squish sounds and particle effects. NOTE! you might spawn underground, use acid attack, check/change keybinds.

Timber Chainshot adds a craftable Chainshot tool that fells entire trees sideways: use the Chainshot on any log (right-click) to trigger a blade animation with sweep particles and chain/axe sounds, scan connected logs and leaves, remove the upright tree, and rebuild it rotated so the trunk lies on its side away from the clicked face (oversized trees are safely rejected). The Chainshot is obtainable in survival via a shaped recipe using iron ingots, sticks, chains, and a diamond, and appears in the Tools creative tab; it has durability and a cooldown and uses a custom handheld icon and model. This lets you quickly harvest wood in a single, cinematic action while preserving the blocks as a fallen trunk for easy collection and aesthetic landscaping.

House Key adds a craftable House Key item that binds to the first player who right-clicks it and lets that owner lock and unlock doors so only their key can open them. Right-click a door with your bound key to lock it to that key, and sneak-right-click with the matching key to remove the lock; locked doors ignore normal interaction, empty hands, wrong keys, and other players' keys. Keys store their owner on the item stack, door lock ownership is saved with the world (and cleaned up when a locked door is broken), and the item includes a creative tab entry, texture, recipe, and in-game tooltips explaining usage.
This mod is licensed under the CreativeMode Mods License.