# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
# For normal players:
* Fixed log spam in pale gardens in the nether.
* Fixed voidmetal armor not being enchantable.
* Fixed mangrove trees grown from saplings not having mangrove propagules below any of the leaves.
* Short grass (the kind from big globe, not vanilla) can now be composted.
* Added ukrainian translation (provided by hyperix).
* Updated chinese translations (provided by AstralArclight9001).
* GL exceptions generated by other mods should no longer crash the game when Big Globe catches them.
# For data pack developers:
* Added tile grids, for anyone who wants to make their world repeat after a certain number of blocks.
* Invalid block state properties in string literals are now a warning instead of an error.
* Delegating structures can now provide `max_radius_in_chunks` to provide a hint to big globe about the maximum size of the structure being delegated to.
* Invalid constant cast attempts are now caught at data pack validation time instead of at generation time.
* Invalid casts with `==.` and related operators are no longer silently ignored.
Fix Sinytra Connector compatibility for like the 3rd time now. Note that this fix only affects MC 1.20.1. No other MC versions are affected, so Big Globe V5.0.6 is still latest for all other MC versions.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
# For users
* Support MC 1.21.8.
* Fixed bamboo spawning on beaches.
* Probably fixed sinytra connector compatibility again.
* Fixed tropical fish not spawning anywhere.
* By small but very loud demand, made it impossible to be stranded on the nether roof in Big Globe worlds.
# For data pack developers
* Fixed scripts calling setBlockState() with a null block state causing problems.
* Implemented perlin derivative grids.
* Min and max values of perlin derivative grids are NOT implemented. Thankfully, not much uses those as far as I can tell. Seems to just be rock layers. So like... don't use perlin derivative grids for rock layers. Regular perlin grids are fine.
This is a hotfix version which addresses a crash on launch in V5.0.4 with MC 1.21.6 and MC 1.21.7. No other MC versions are affected, so V5.0.4 is still the latest version of Big Globe for all MC versions older than 1.21.6.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
# For normal users:
* Updated to MC 1.21.6 and 1.21.7.
* Fixed LODs rendering in front of terrain in dimensions which don't have translucent blocks as part of worldgen (nether and end).
* Waypoint renderer is now more glowy.
* Added another end fractal structure.
* Fixed bamboo spawning in lakes and rivers.
* Powder snow now spawns in frozen caves.
* Voidmetal armor can now have trims applied to it.
* Fixed bonemeal not producing flowers in big globe worlds.
* Abandoned cities now contain copper bulbs, in addition to redstone lamps.
* The small puddles of water that spawn in swamps now place mud around and below themselves.
* Fixed obelisks rarely getting cut off at chunk boundaries.
* Satin is no longer required for waypoint or hyperspace effects in old MC versions.
* Temporarily disabled worldgen integration for Voxy 0.2.x, as integration with Voxy 0.2.x was always bad and broken and made Voxy very unhappy.
* Worldgen integration will be re-added if/when Voxy gets an API for this.
* Worldgen integration still works fine with Voxy 0.1.5 in MC 1.20.4.
# For data pack users:
* Fixed world traits failing to apply on world creation.
# For data pack developers:
* Added perlin grids (derivative perlin grids are not yet implemented, but are planned).
* Added rotation and mirror fields for StructurePiece instances.
* Mega trees can now be moved by structure overriders.
* Inline layer definitions are back to being unsupported again.
* This is because inline definitions do not have an ID associated with them, but LOD rendering syncs them to the client as a registry, which requires an ID.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
* Increased LOD rendering speed by about 20%-ish (results may vary).
* Fixed log spam and out-of-memory conditions when LOD mesh builder encounters an exception.
* LOD renderer is now compatible with Immersive Portals.
* Fancy waypoint renderer now disables itself when Immersive Portals is installed.
* Non-fancy waypoint renderer remains active.
* I might look into getting this to work better some other time.
* Fixed Create blocks showing up as fog-colored when LOD rendering is active.
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
# For normal players:
* 1.21.5: Added leaf litter, wildflowers, cactus flowers, bushes, firefly bushes, and dry grass.
* Added 3 new wildflower colors, in addition to the vanilla yellow/white ones.
* Fixed pale netherrack textures in old MC versions. Again.
* LOD rendering now has fog.
* Density parameters are configurable.
* Possibly fixed LOD renderer causing crash on some hardware/OS/JVM combinations.
# For data pack developers:
* Ores (and possibly other things that map blocks to other blocks) can now use tags for the block to map from.
* Fixed being unable to use wood palettes in overriders.
* Added nullable casting syntax: `Type?(expression)` casts expression to Type, or evaluates to null if the expression cannot be cast.
* Improved error reporting when failing to compile column values.
* Possibly fixed issue with syncing booleans to the client for constant column values/decision trees/etc...
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
* Tweaked default config options for LODs in response to feedback.
* This will retroactively apply to existing config files.
* Fixed LOD rendering in other dimensions besides the overworld.
* Fixed view bobbing with LODs.
* Partially fixed some flickering with LODs when moving too quickly.
* Improved performance with LODs.
* Fixed pale netherrack not having a texture or model in old MC versions.
* Lakes now try harder to spawn.
* Prevented skylands from spawning in rivers.
* Glaciers still spawn in rivers sometimes.
* Prevented ancient cities and other underground structures from spawning in volcano magma chambers in island worlds.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# Big changes compared to V4 for normal players:
* Completely new overworld design.
* Removed cliffs (mountains still exist, and they now have erosion).
* Removed waterfalls (lavafalls on volcanoes in islands worlds still exist).
* Not backwards-compatible with existing worlds.
* New LOD renderer.
* This lets you see farther without needing mods like Distant Horizons or Voxy.
* Works automatically in multiplayer as long as the server has the config option for them enabled.
* Does not render structures, features, or player-placed blocks.
* Only works in Big Globe worlds.
* Doesn't work with iris yet, though this is planned for the future.
* Distant Horizons and Voxy are still supported in case you prefer them, and my renderer can be disabled in the config file.
* Known issues:
* There are some seams between different levels of detail.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
# Big changes compared to V4 for data pack developers:
* Many column values have been moved, removed, or renamed.
* External data and images have been removed.
# Small changes compared to the previous beta:
* Vanilla sugar cane can now be placed on gravel.
* Sugar cane now spawns in rivers.
* The core now has random lava pockets that occasionally spill out into the open areas.
* Water in swamp biomes has been re-designed.
* Reduced the number of beehives in forests.
* You can now set a multiplier for how likely molten rock is to turn into ores in the config file.
* Back-ported pale netherrack to older MC versions even though it isn't used for worldgen there.
* Fixed soul lava not setting the player on fire.
* Stopped forcibly disabling cave culling for Distant Horizons integration.
* Added french translations provided by GlinglinMerguez.
# This is a BETA release!
* It is ONLY intended for testing the new overworld!
* This version changes everything compared to V4.11.
* Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
* The remainder of the minor MC versions will be released once testing is complete.
## Changelog:
### Compared to the previous beta:
* Ported to MC 1.21.5.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
* Rivers are now wider.
* Removed waterfalls (lavafalls on volcanoes still exist).
* The boundary between warm and hot biomes now includes overgrown sand.
* Forcibly disabled cave culling when playing with distant horizons. Hopefully this means people will stop complaining about my skylands.
* Expanded "Make Big Globe the default world type" config option to allow mod pack makers to specify an arbitrary default world type.
* Added new config option to attempt to detect when other mods or data packs provide incorrect world heights for their chunk generators.
* Fixed obelisks floating in DH LOD chunks.
* Fixed advancements not triggering when entering delegating structures.
* Fixed `/bigglobe:locate nearest` command with C2ME.
* Fixed a crash I fixed a while go, but better this time.
* Fixed C2ME integration being misnamed in config file.
### Changelog compared to V4.11:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release!
* It is ONLY intended for testing the new overworld!
* This version changes everything compared to V4.11.
* Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
* The remainder of the minor MC versions will be released once testing is complete.
## Changelog:
### Compared to the previous beta:
* Ported to MC 1.21.5.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
* Rivers are now wider.
* Removed waterfalls (lavafalls on volcanoes still exist).
* The boundary between warm and hot biomes now includes overgrown sand.
* Forcibly disabled cave culling when playing with distant horizons. Hopefully this means people will stop complaining about my skylands.
* Expanded "Make Big Globe the default world type" config option to allow mod pack makers to specify an arbitrary default world type.
* Added new config option to attempt to detect when other mods or data packs provide incorrect world heights for their chunk generators.
* Fixed obelisks floating in DH LOD chunks.
* Fixed advancements not triggering when entering delegating structures.
* Fixed `/bigglobe:locate nearest` command with C2ME.
* Fixed a crash I fixed a while go, but better this time.
* Fixed C2ME integration being misnamed in config file.
### Changelog compared to V4.11:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release!
* It is ONLY intended for testing the new overworld!
* This version changes everything compared to V4.11.
* Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
* The remainder of the minor MC versions will be released once testing is complete.
## Changelog:
### Compared to the previous beta:
* Ported to MC 1.21.5.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
* Rivers are now wider.
* Removed waterfalls (lavafalls on volcanoes still exist).
* The boundary between warm and hot biomes now includes overgrown sand.
* Forcibly disabled cave culling when playing with distant horizons. Hopefully this means people will stop complaining about my skylands.
* Expanded "Make Big Globe the default world type" config option to allow mod pack makers to specify an arbitrary default world type.
* Added new config option to attempt to detect when other mods or data packs provide incorrect world heights for their chunk generators.
* Fixed obelisks floating in DH LOD chunks.
* Fixed advancements not triggering when entering delegating structures.
* Fixed `/bigglobe:locate nearest` command with C2ME.
* Fixed a crash I fixed a while go, but better this time.
* Fixed C2ME integration being misnamed in config file.
### Changelog compared to V4.11:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release!
* It is ONLY intended for testing the new overworld!
* This version changes everything compared to V4.11.
* Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
* The remainder of the minor MC versions will be released once testing is complete.
## Changelog:
### Compared to the previous beta:
* Ported to MC 1.21.5.
* Added a new "Soul Silverpetal" flower block.
* Found in the valley of souls.
* When made into suspicious stew, gives a new "soul siphon" status effect.
* This reduces your max health by 2 hearts per level.
* Rivers are now wider.
* Removed waterfalls (lavafalls on volcanoes still exist).
* The boundary between warm and hot biomes now includes overgrown sand.
* Forcibly disabled cave culling when playing with distant horizons. Hopefully this means people will stop complaining about my skylands.
* Expanded "Make Big Globe the default world type" config option to allow mod pack makers to specify an arbitrary default world type.
* Added new config option to attempt to detect when other mods or data packs provide incorrect world heights for their chunk generators.
* Fixed obelisks floating in DH LOD chunks.
* Fixed advancements not triggering when entering delegating structures.
* Fixed `/bigglobe:locate nearest` command with C2ME.
* Fixed a crash I fixed a while go, but better this time.
* Fixed C2ME integration being misnamed in config file.
### Changelog compared to V4.11:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release! It is ONLY intended for testing the new overworld!
# This version changes everything. Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
Changelog:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release! It is ONLY intended for testing the new overworld!
# This version changes everything. Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
Changelog:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
# This is a BETA release! It is ONLY intended for testing the new overworld!
# This version changes everything. Do not use it with existing worlds, and do not expect existing data packs to work flawlessly!
Changelog:
* Completely re-designed the overworld (shouldn't affect island worlds much, if at all).
* Fixed being unable to craft gunpowder with sulfur.
* Fixed the end dimension not generating terrain more than about 46k blocks from the origin.
* Fixed pale netherrack not being in the creative menu (1.21.4).
* Fixed charred signs being arranged differently from other signs in the creative menu.
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
* Fixed exception spam in the nether.
* Fixed copper ore not being able to replace cobbled deepslate.
* Automata blocks now have russian translations (translations still provided by mpustovoi).
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added very rare giant obelisks.
* Decorated with a new "automata" block, which has some interesting interactions with redstone.
* Rivers now split up and take slightly different paths.
* Tweaked size and frequency of mega trees.
* Lakes are now larger and rarer.
* End fractal structures are now larger and rarer.
* Abandoned cities are now rarer.
* Fixed platform-typed skylands being extremely lopsided sometimes.
* Lapis ore now spawns in rivers, in addition to under oceans.
* Diamond, gold, and redstone ore are now more common.
* The player should no longer spawn inside or on top of structures, or inside a cave.
* Fixed /locate command being unable to find rivers.
* Fixed swamp wasteland biome not spawning in the world.
* Possibly fixed crash that could occur with some mods.
* Possibly fixed player being able to fly after leaving hyperspace when using Sinytra connector.
* Fixed budding quartz not dropping rough quartz.
* Performance improvements.
# Changes for data pack makers
* Voronoi cells now have a `center_column` field, useful for querying column values at the center of the cell.
* Layers (not rock layers) can now once again be defined inline if desired.
* Structures are no longer limited to 17x17 chunks in size.
* Structure.terrainAdaptation is now exposed to scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
# Changes for normal players
* Added cave biomes.
* River biomes no longer appear in oceans.
* Axolotls now spawn in underground pockets. Due to vanilla logic, they only spawn when clay is below them. Not all underground pockets will have clay in them.
* Molten rock in the core no longer spawns randomly. Instead, it's a smoother gradient.
* Fixed saplings failing to grow outside of big globe worlds.
* Fixed a lot of blocks not breaking quickly with the proper tool.
* Fixed a few blocks dropping the wrong items.
* Fixed bees not spawning in beehives in 1.20.5 and later.
# Changes for data pack makers
* Layers (the chunk generator kind, not the rock layer kind) have been split up into separate files. They are no longer in the world preset.
* This makes it easier to tweak them, but also means any data pack which already did this will need to update.
* Added a "noop"-typed layer, which does nothing, and does not have any configurable properties.
* This layer type is intended for when you want to remove a layer with a data pack.
* The `molten_rock` configured feature type has been removed.
* Added new mechanism for data packs to add mob spawns to the world without replacing biomes.
* Added new weighted random switch statement for scripts.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Added pale garden biome to the nether (MC 1.21.4 only).
* Added abandoned cities to the overworld.
* Fixed strongholds sometimes spawning in the deep dark.
* Spiders are now more likely to spawn in mineshafts and surface mineshafts.
* Endermen are now more likely to spawn in strongholds.
* Split up "data pack debugging" config option into multiple sub-options that show different information.
* Ported to MC 1.21.4.
* The pale garden biome is NOT implemented yet.
* Fixed occasional script error being shown in the chat menu and log file.
* Possibly fixed some data packs failing to load correctly.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
* Added a config option to control the number of threads Big Globe uses for worldgen tasks.
* The "data pack debugging" config option now prints information about structure spawning to the game log.
* Probably fixed mega dungeons sometimes crashing the game.
* Fixed delayed generation block sometimes crashing the game.
* Fixed a few bugs in scripts.
* Added a new scripted ore feature for data pack makers.
This version fixes a couple of bugs that only happen in MC 1.20.4 and earlier. **V4.8.0 is still the latest version for MC 1.20.5 and later.**
* Fixed worlds sometimes failing to load on old MC versions.
* Fixed some crafting recipes referencing tags that didn't exist on old MC versions.
This version fixes a couple of bugs that only happen in MC 1.20.4 and earlier. **V4.8.0 is still the latest version for MC 1.20.5 and later.**
* Fixed worlds sometimes failing to load on old MC versions.
* Fixed some crafting recipes referencing tags that didn't exist on old MC versions.
This version fixes a couple of bugs that only happen in MC 1.20.4 and earlier. **V4.8.0 is still the latest version for MC 1.20.5 and later.**
* Fixed worlds sometimes failing to load on old MC versions.
* Fixed some crafting recipes referencing tags that didn't exist on old MC versions.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
* Added a 4'th temperature zone: warm, between temperate and hot.
* Jungles and savannas spawn here.
* Jungle and acacia trees no longer spawn in the hot temperature zone (AKA deserts).
* Improved performance of block tinting in big globe worlds.
* This helps chunks load in faster, and reduces delay and lag when placing and breaking blocks.
* Fixed some glacier-related decorations spawning in island worlds.
* Fixed nether structures spawning incredibly rarely.
* Increased the amount of land area in the end dimension.
* Reduced number of bridge clouds in the end dimension.
* Made end structures more common.
* Fixed compatibility with Veil.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players
* Fixed crash on startup on dedicated servers.
* Revamped rivers, they are now bigger, rarer, and more eroded.
* Rivers do not always spawn in the same places they used to, so expect them to get cut off at the border between old chunks and new chunks.
* Villages are now more common and more likely to have their spawn conditions met.
* Pseudo-erosion on islands looks much better now.
* Noise for islands is also different, so expect large discontinuities on the border between old chunks and new chunks.
* Snow generating over a cave looks better now.
* Fixed molten rocks not breaking faster with pickaxes.
# Changes for data pack makers
* Added new way to ensure that two noise-typed column values use the same seed.
* Added analytical derivatives of voronoi.soft_distance_squared and voronoi.soft_distance.
* Script template inputs can now have default values.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
# Changes for normal players:
* Ported to MC 1.21.3.
* Fixed compatibility with LambDynamicLights in MC 1.21.1.
* Gold, redstone, and lapis ore are now more common.
* Mega dungeons are now less common.
* The bogged mob now spawns in swamps.
* Structures should no longer collide with each other.
* Balls of string work goodly now and are less glitchy than before.
* By popular demand, added jappafied variants of a couple textures that stood out when not using programmer art.
* Fixed some holes in terrain with Distant Horizons and Voxy when using hyperspeed generation (you may need to reset your database though).
* Fixed crash when creating a world on some systems.
* Fixed a couple issues related to exiting hyperspace through unconventional means.
* Fixed voxy integration in MC 1.20.4 and 1.20.6.
* Removed the config option to grow saplings into big globe trees OUTSIDE of Big Globe worlds, because turns out it hasn't worked in a long time anyway and I never noticed.
* Added russian translation provided by "mpustovoi". I have no idea how accurate these translations are.
# Changes for data pack makers:
* All tags everywhere must be prefixed with `#` now, including in scripts.
* Added new "scripted" random source type.
* Data packs that rely on some of the unused ore chance templates now work correctly.
* Added some new fractal structures to the end dimension.
* Sped up island generation some more (it'll be different on the border between old chunks and new chunks again).
* Some structures are now more common.
* Fixed loot tables that interact with silk touch.
* Fixed crash with Ryoamic Lights (integration code won't work though).
* Possibly fixed compatibility with Flashback.
* Better compatibility with Sinytra Connector out of the box.
* Big Globe biomes are no longer in vanilla "has_structure" tags.
* This prevents modded structures which use those tags from spawning, but also makes it easier to support such structures with data packs.
* The only vanilla biome tag remaining is `#required_ocean_monument_surrounding`.
* All vanilla structures are now delegated and use Big Globe biome tags instead of vanilla biome tags.
* Fixed scripts not being able to call `Block.getRandomState(long seed)`.
* Marked terralith as incompatible because it always takes priority over Big Globe regardless of what world type the user selects.
* Added some new fractal structures to the end dimension.
* Sped up island generation some more (it'll be different on the border between old chunks and new chunks again).
* Some structures are now more common.
* Fixed loot tables that interact with silk touch.
* Fixed crash with Ryoamic Lights (integration code won't work though).
* Possibly fixed compatibility with Flashback.
* Better compatibility with Sinytra Connector out of the box.
* Big Globe biomes are no longer in vanilla "has_structure" tags.
* This prevents modded structures which use those tags from spawning, but also makes it easier to support such structures with data packs.
* The only vanilla biome tag remaining is `#required_ocean_monument_surrounding`.
* All vanilla structures are now delegated and use Big Globe biome tags instead of vanilla biome tags.
* Fixed scripts not being able to call `Block.getRandomState(long seed)`.
* Marked terralith as incompatible because it always takes priority over Big Globe regardless of what world type the user selects.
* Added some new fractal structures to the end dimension.
* Sped up island generation some more (it'll be different on the border between old chunks and new chunks again).
* Some structures are now more common.
* Fixed loot tables that interact with silk touch.
* Fixed crash with Ryoamic Lights (integration code won't work though).
* Possibly fixed compatibility with Flashback.
* Better compatibility with Sinytra Connector out of the box.
* Big Globe biomes are no longer in vanilla "has_structure" tags.
* This prevents modded structures which use those tags from spawning, but also makes it easier to support such structures with data packs.
* The only vanilla biome tag remaining is `#required_ocean_monument_surrounding`.
* All vanilla structures are now delegated and use Big Globe biome tags instead of vanilla biome tags.
* Fixed scripts not being able to call `Block.getRandomState(long seed)`.
* Marked terralith as incompatible because it always takes priority over Big Globe regardless of what world type the user selects.
* Added some new fractal structures to the end dimension.
* Sped up island generation some more (it'll be different on the border between old chunks and new chunks again).
* Some structures are now more common.
* Fixed loot tables that interact with silk touch.
* Fixed crash with Ryoamic Lights (integration code won't work though).
* Possibly fixed compatibility with Flashback.
* Better compatibility with Sinytra Connector out of the box.
* Big Globe biomes are no longer in vanilla "has_structure" tags.
* This prevents modded structures which use those tags from spawning, but also makes it easier to support such structures with data packs.
* The only vanilla biome tag remaining is `#required_ocean_monument_surrounding`.
* All vanilla structures are now delegated and use Big Globe biome tags instead of vanilla biome tags.
* Fixed scripts not being able to call `Block.getRandomState(long seed)`.
* Marked terralith as incompatible because it always takes priority over Big Globe regardless of what world type the user selects.
* Added some new fractal structures to the end dimension.
* Sped up island generation some more (it'll be different on the border between old chunks and new chunks again).
* Some structures are now more common.
* Fixed loot tables that interact with silk touch.
* Fixed crash with Ryoamic Lights (integration code won't work though).
* Possibly fixed compatibility with Flashback.
* Better compatibility with Sinytra Connector out of the box.
* Big Globe biomes are no longer in vanilla "has_structure" tags.
* This prevents modded structures which use those tags from spawning, but also makes it easier to support such structures with data packs.
* The only vanilla biome tag remaining is `#required_ocean_monument_surrounding`.
* All vanilla structures are now delegated and use Big Globe biome tags instead of vanilla biome tags.
* Fixed scripts not being able to call `Block.getRandomState(long seed)`.
* Marked terralith as incompatible because it always takes priority over Big Globe regardless of what world type the user selects.
* Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
* Fixed ball of string recipe in MC 1.21.0. Again.
* Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
* Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
* Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
* Fixed crash on startup.
* Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
* Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
* Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
* Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
* Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
* Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
# For regular players:
* Added a new island world preset.
* This preset is experimental. Please report any bugs you find with it!
* Known issues:
* Worldgen is slower in this world type compared to the normal Big Globe world type.
* Fixed nether fungi not growing into Big Globe trees when bonemealed.
* Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
* Some structures are now more likely to spawn in hilly areas.
* Fixed recipes involving balls of string.
* Reduced sounds from rivers again.
* Strongholds now generate below caves instead of inside caves.
* Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
* Fixed end crystals spawned during worldgen showing the base plate.
# For data pack makers:
* Scripts can now be declared in files in addition to being embedded in json.
* Scripts can now include code from multiple files.
* Chunk generators can now load world traits from files provided by multiple data packs.
# For regular players:
* Added a new island world preset.
* This preset is experimental. Please report any bugs you find with it!
* Known issues:
* Worldgen is slower in this world type compared to the normal Big Globe world type.
* Fixed nether fungi not growing into Big Globe trees when bonemealed.
* Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
* Some structures are now more likely to spawn in hilly areas.
* Fixed recipes involving balls of string.
* Reduced sounds from rivers again.
* Strongholds now generate below caves instead of inside caves.
* Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
* Fixed end crystals spawned during worldgen showing the base plate.
# For data pack makers:
* Scripts can now be declared in files in addition to being embedded in json.
* Scripts can now include code from multiple files.
* Chunk generators can now load world traits from files provided by multiple data packs.
# For regular players:
* Added a new island world preset.
* This preset is experimental. Please report any bugs you find with it!
* Known issues:
* Worldgen is slower in this world type compared to the normal Big Globe world type.
* Fixed nether fungi not growing into Big Globe trees when bonemealed.
* Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
* Some structures are now more likely to spawn in hilly areas.
* Fixed recipes involving balls of string.
* Reduced sounds from rivers again.
* Strongholds now generate below caves instead of inside caves.
* Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
* Fixed end crystals spawned during worldgen showing the base plate.
# For data pack makers:
* Scripts can now be declared in files in addition to being embedded in json.
* Scripts can now include code from multiple files.
* Chunk generators can now load world traits from files provided by multiple data packs.
# For regular players:
* Added a new island world preset.
* This preset is experimental. Please report any bugs you find with it!
* Known issues:
* Worldgen is slower in this world type compared to the normal Big Globe world type.
* Fixed nether fungi not growing into Big Globe trees when bonemealed.
* Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
* Some structures are now more likely to spawn in hilly areas.
* Fixed recipes involving balls of string.
* Reduced sounds from rivers again.
* Strongholds now generate below caves instead of inside caves.
* Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
* Fixed end crystals spawned during worldgen showing the base plate.
# For data pack makers:
* Scripts can now be declared in files in addition to being embedded in json.
* Scripts can now include code from multiple files.
* Chunk generators can now load world traits from files provided by multiple data packs.
# For regular players:
* Added a new island world preset.
* This preset is experimental. Please report any bugs you find with it!
* Known issues:
* Worldgen is slower in this world type compared to the normal Big Globe world type.
* Fixed nether fungi not growing into Big Globe trees when bonemealed.
* Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
* Some structures are now more likely to spawn in hilly areas.
* Fixed recipes involving balls of string.
* Reduced sounds from rivers again.
* Strongholds now generate below caves instead of inside caves.
* Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
* Fixed end crystals spawned during worldgen showing the base plate.
# For data pack makers:
* Scripts can now be declared in files in addition to being embedded in json.
* Scripts can now include code from multiple files.
* Chunk generators can now load world traits from files provided by multiple data packs.
# For regular players:
* Possibly fixed some worlds and dimensions erroring out.
* Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
* Fixed several issues with Voxy.
# For data pack makers:
* Added a new trait system for chunk generators to share information with other scripts.
* Data packs with custom world types may need to implement the same traits that built-in world types provide.
* Added `script_chance` decision tree type.
* Scripts can now create constant literal List's, Set's, and Map's.
* The collection will only ever be created once, not once every time the script runs.
* Iteration order is the same as the creation argument order.
* Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
* For backwards compatibility, the 'i' and 'I' suffixes will still work too.
# For regular players:
* Possibly fixed some worlds and dimensions erroring out.
* Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
* Fixed several issues with Voxy.
# For data pack makers:
* Added a new trait system for chunk generators to share information with other scripts.
* Data packs with custom world types may need to implement the same traits that built-in world types provide.
* Added `script_chance` decision tree type.
* Scripts can now create constant literal List's, Set's, and Map's.
* The collection will only ever be created once, not once every time the script runs.
* Iteration order is the same as the creation argument order.
* Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
* For backwards compatibility, the 'i' and 'I' suffixes will still work too.
# For regular players:
* Possibly fixed some worlds and dimensions erroring out.
* Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
* Fixed several issues with Voxy.
# For data pack makers:
* Added a new trait system for chunk generators to share information with other scripts.
* Data packs with custom world types may need to implement the same traits that built-in world types provide.
* Added `script_chance` decision tree type.
* Scripts can now create constant literal List's, Set's, and Map's.
* The collection will only ever be created once, not once every time the script runs.
* Iteration order is the same as the creation argument order.
* Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
* For backwards compatibility, the 'i' and 'I' suffixes will still work too.
# For regular players:
* Possibly fixed some worlds and dimensions erroring out.
* Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
* Fixed several issues with Voxy.
# For data pack makers:
* Added a new trait system for chunk generators to share information with other scripts.
* Data packs with custom world types may need to implement the same traits that built-in world types provide.
* Added `script_chance` decision tree type.
* Scripts can now create constant literal List's, Set's, and Map's.
* The collection will only ever be created once, not once every time the script runs.
* Iteration order is the same as the creation argument order.
* Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
* For backwards compatibility, the 'i' and 'I' suffixes will still work too.
# For regular players:
* Possibly fixed some worlds and dimensions erroring out.
* Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
* Fixed several issues with Voxy.
# For data pack makers:
* Added a new trait system for chunk generators to share information with other scripts.
* Data packs with custom world types may need to implement the same traits that built-in world types provide.
* Added `script_chance` decision tree type.
* Scripts can now create constant literal List's, Set's, and Map's.
* The collection will only ever be created once, not once every time the script runs.
* Iteration order is the same as the creation argument order.
* Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
* For backwards compatibility, the 'i' and 'I' suffixes will still work too.
* Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
* Hyperspeed generation for Voxy has evolved into... ludicrous speed!
* Fixed compatibility with the world preview mod.
* Sped up world generation somewhat.
* Scripting changes:
* Many scripts now have access to images and other raw data provided by data packs.
* The parser is now more pedantic about ambiguous overload function and method calls.
* If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
* Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.
* Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
* Hyperspeed generation for Voxy has evolved into... ludicrous speed!
* Fixed compatibility with the world preview mod.
* Sped up world generation somewhat.
* Scripting changes:
* Many scripts now have access to images and other raw data provided by data packs.
* The parser is now more pedantic about ambiguous overload function and method calls.
* If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
* Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.
* Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
* Hyperspeed generation for Voxy has evolved into... ludicrous speed!
* Fixed compatibility with the world preview mod.
* Sped up world generation somewhat.
* Scripting changes:
* Many scripts now have access to images and other raw data provided by data packs.
* The parser is now more pedantic about ambiguous overload function and method calls.
* If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
* Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.
* Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
* Hyperspeed generation for Voxy has evolved into... ludicrous speed!
* Fixed compatibility with the world preview mod.
* Sped up world generation somewhat.
* Scripting changes:
* Many scripts now have access to images and other raw data provided by data packs.
* The parser is now more pedantic about ambiguous overload function and method calls.
* If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
* Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.
* Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
* Hyperspeed generation for Voxy has evolved into... ludicrous speed!
* Fixed compatibility with the world preview mod.
* Sped up world generation somewhat.
* Scripting changes:
* Many scripts now have access to images and other raw data provided by data packs.
* The parser is now more pedantic about ambiguous overload function and method calls.
* If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
* Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.
* Fixed bug that could cause some custom worlds to generate incorrectly in some cases.
* This doesn't *appear* to affect built-in big globe worlds, which is why it managed to sneak past my testing, but it certainly has the *potential* to affect all worlds.
* Fixed some bugs in the scripting engine.
* Updated Sodium compatibility code to support both 0.5.x and the new 0.6.0 beta.
* Fixed bug that could cause some custom worlds to generate incorrectly in some cases.
* This doesn't *appear* to affect built-in big globe worlds, which is why it managed to sneak past my testing, but it certainly has the *potential* to affect all worlds.
* Fixed some bugs in the scripting engine.
* Updated Sodium compatibility code to support both 0.5.x and the new 0.6.0 beta.
* Fixed bug that could cause some custom worlds to generate incorrectly in some cases.
* This doesn't *appear* to affect built-in big globe worlds, which is why it managed to sneak past my testing, but it certainly has the *potential* to affect all worlds.
* Fixed some bugs in the scripting engine.
* Updated Sodium compatibility code to support both 0.5.x and the new 0.6.0 beta.
* Fixed bug that could cause some custom worlds to generate incorrectly in some cases.
* This doesn't *appear* to affect built-in big globe worlds, which is why it managed to sneak past my testing, but it certainly has the *potential* to affect all worlds.
* Fixed some bugs in the scripting engine.
* Updated Sodium compatibility code to support both 0.5.x and the new 0.6.0 beta.
* Fixed bug that could cause some custom worlds to generate incorrectly in some cases.
* This doesn't *appear* to affect built-in big globe worlds, which is why it managed to sneak past my testing, but it certainly has the *potential* to affect all worlds.
* Fixed some bugs in the scripting engine.
* Updated Sodium compatibility code to support both 0.5.x and the new 0.6.0 beta.
# Changes for regular players:
* Ported to MC 1.21 and MC 1.21.1.
* Hyperspeed generators for Distant Horizons now require DH 2.2, but at the time of writing this, that version of DH hasn't been released yet. Please be patient while we all wait for the next version of DH to be released.
* Regular generators should work just fine with all versions of Distant Horizons.
* There is now only one seed per world. In older 4.x versions, there were actually two seeds; one derived from the other. This was a dumb decision in retrospect, and I'm fixing it now. Unfortunately, fixing this comes at a cost:
* The overall shape of terrain should be the same as in older versions.
* Ores and rock layers will probably be different, and have mismatches on the border of previously generated chunks.
* Bedrock, random cobblestone in the ground, and the blocks in the core gradient will generate at different positions in this new version compared to old versions, even if you used the same seed in both versions. But you probably won't notice because it's completely random anyway.
* Features like trees might spawn differently or in different places, but this might also depend on which direction you approached the chunk from in the first place, and these will not be cut off at the border between old chunks and new chunks, so you probably won't notice this either.
* Structures like mineshafts or geodes might spawn differently or in different places, and *might* be cut off at the border between old chunks and new chunks, depending on the structure in question.
* Fixed bug where 3D noise would sometimes not use the world seed at all (either of them).
* This affects void clouds, the core, and the deep dark. These will have mismatches on the border of previously generated chunks.
* Fixed animals not spawning during worldgen.
* Added frozen and sandy cave themes.
* Existing cave systems will have mismatches on the border between old chunks and new chunks.
* Void clouds now avoid generating too close to end cities.
* Made ancient cities less common.
* I don't actually know how this will affect any ancient cities that are near the border between old chunks and new chunks. You might get overlapping cities, cities that are cut-off, or cities that spawn normally.
* Fixed some surface structures sometimes spawning where they shouldn't.
* Possibly sped up script compilation somewhat.
# Changes for data pack makers:
* Added `multi_state_3d` and `scripted` layer types.
* Added derivative grids. These compute analytical derivatives of noise for you.
* More scripts now have access to grids declared in the `/data/modid/bigglobe_noise_sources/` folder.
* The benefit of this is that you can sample them with arbitrary seeds and at arbitrary locations, not just the seed and position of the current column.
* Column entry scripts are not included in this, because I need to figure out how to implement try/finally in runtime-generated bytecode first.
* Added higherInt(), higherLong(), lowerInt(), and lowerLong() functions for scripts.
* Added multi-declaration blocks for scripts.
* Added cast-and-compare operators for scripts.
* Column values can now reference other column values in the same folder or sub-folders more easily.
* The "Reload Big Globe chunk generators from mod jar" config option was removed, and now acts as if it's always enabled.
* If you are making a world preset, you must remove the "reload_dimension" property from your scripted chunk generators, or else they will be overridden by the default ones.
* All types of scripts which have a "seed" variable exposed will now always get the same value from it for the same world. This is very much related to the fact that worlds only have one seed now.
* Added debug command which turns voxy into a 3D graphing calculator.
# Changes for regular players:
* Hyperspeed generators for Distant Horizons now require DH 2.2, but at the time of writing this, that version of DH hasn't been released yet. Please be patient while we all wait for the next version of DH to be released.
* Regular generators should work just fine with all versions of Distant Horizons.
* There is now only one seed per world. In older 4.x versions, there were actually two seeds; one derived from the other. This was a dumb decision in retrospect, and I'm fixing it now. Unfortunately, fixing this comes at a cost:
* The overall shape of terrain should be the same as in older versions.
* Ores and rock layers will probably be different, and have mismatches on the border of previously generated chunks.
* Bedrock, random cobblestone in the ground, and the blocks in the core gradient will generate at different positions in this new version compared to old versions, even if you used the same seed in both versions. But you probably won't notice because it's completely random anyway.
* Features like trees might spawn differently or in different places, but this might also depend on which direction you approached the chunk from in the first place, and these will not be cut off at the border between old chunks and new chunks, so you probably won't notice this either.
* Structures like mineshafts or geodes might spawn differently or in different places, and *might* be cut off at the border between old chunks and new chunks, depending on the structure in question.
* Fixed bug where 3D noise would sometimes not use the world seed at all (either of them).
* This affects void clouds, the core, and the deep dark. These will have mismatches on the border of previously generated chunks.
* Fixed animals not spawning during worldgen.
* Added frozen and sandy cave themes.
* Existing cave systems will have mismatches on the border between old chunks and new chunks.
* Void clouds now avoid generating too close to end cities.
* Made ancient cities less common.
* I don't actually know how this will affect any ancient cities that are near the border between old chunks and new chunks. You might get overlapping cities, cities that are cut-off, or cities that spawn normally.
* Fixed some surface structures sometimes spawning where they shouldn't.
* Possibly sped up script compilation somewhat.
# Changes for data pack makers:
* Added `multi_state_3d` and `scripted` layer types.
* Added derivative grids. These compute analytical derivatives of noise for you.
* More scripts now have access to grids declared in the `/data/modid/bigglobe_noise_sources/` folder.
* The benefit of this is that you can sample them with arbitrary seeds and at arbitrary locations, not just the seed and position of the current column.
* Column entry scripts are not included in this, because I need to figure out how to implement try/finally in runtime-generated bytecode first.
* Added higherInt(), higherLong(), lowerInt(), and lowerLong() functions for scripts.
* Added multi-declaration blocks for scripts.
* Added cast-and-compare operators for scripts.
* Column values can now reference other column values in the same folder or sub-folders more easily.
* The "Reload Big Globe chunk generators from mod jar" config option was removed, and now acts as if it's always enabled.
* If you are making a world preset, you must remove the "reload_dimension" property from your scripted chunk generators, or else they will be overridden by the default ones.
* All types of scripts which have a "seed" variable exposed will now always get the same value from it for the same world. This is very much related to the fact that worlds only have one seed now.
* Added debug command which turns voxy into a 3D graphing calculator.
# Changes for regular players:
* Hyperspeed generators for Distant Horizons now require DH 2.2, but at the time of writing this, that version of DH hasn't been released yet. Please be patient while we all wait for the next version of DH to be released.
* Regular generators should work just fine with all versions of Distant Horizons.
* There is now only one seed per world. In older 4.x versions, there were actually two seeds; one derived from the other. This was a dumb decision in retrospect, and I'm fixing it now. Unfortunately, fixing this comes at a cost:
* The overall shape of terrain should be the same as in older versions.
* Ores and rock layers will probably be different, and have mismatches on the border of previously generated chunks.
* Bedrock, random cobblestone in the ground, and the blocks in the core gradient will generate at different positions in this new version compared to old versions, even if you used the same seed in both versions. But you probably won't notice because it's completely random anyway.
* Features like trees might spawn differently or in different places, but this might also depend on which direction you approached the chunk from in the first place, and these will not be cut off at the border between old chunks and new chunks, so you probably won't notice this either.
* Structures like mineshafts or geodes might spawn differently or in different places, and *might* be cut off at the border between old chunks and new chunks, depending on the structure in question.
* Fixed bug where 3D noise would sometimes not use the world seed at all (either of them).
* This affects void clouds, the core, and the deep dark. These will have mismatches on the border of previously generated chunks.
* Fixed animals not spawning during worldgen.
* Added frozen and sandy cave themes.
* Existing cave systems will have mismatches on the border between old chunks and new chunks.
* Void clouds now avoid generating too close to end cities.
* Made ancient cities less common.
* I don't actually know how this will affect any ancient cities that are near the border between old chunks and new chunks. You might get overlapping cities, cities that are cut-off, or cities that spawn normally.
* Fixed some surface structures sometimes spawning where they shouldn't.
* Possibly sped up script compilation somewhat.
# Changes for data pack makers:
* Added `multi_state_3d` and `scripted` layer types.
* Added derivative grids. These compute analytical derivatives of noise for you.
* More scripts now have access to grids declared in the `/data/modid/bigglobe_noise_sources/` folder.
* The benefit of this is that you can sample them with arbitrary seeds and at arbitrary locations, not just the seed and position of the current column.
* Column entry scripts are not included in this, because I need to figure out how to implement try/finally in runtime-generated bytecode first.
* Added higherInt(), higherLong(), lowerInt(), and lowerLong() functions for scripts.
* Added multi-declaration blocks for scripts.
* Added cast-and-compare operators for scripts.
* Column values can now reference other column values in the same folder or sub-folders more easily.
* The "Reload Big Globe chunk generators from mod jar" config option was removed, and now acts as if it's always enabled.
* If you are making a world preset, you must remove the "reload_dimension" property from your scripted chunk generators, or else they will be overridden by the default ones.
* All types of scripts which have a "seed" variable exposed will now always get the same value from it for the same world. This is very much related to the fact that worlds only have one seed now.
* Added debug command which turns voxy into a 3D graphing calculator.
# Changes for regular players:
* Hyperspeed generators for Distant Horizons now require DH 2.2, but at the time of writing this, that version of DH hasn't been released yet. Please be patient while we all wait for the next version of DH to be released.
* Regular generators should work just fine with all versions of Distant Horizons.
* There is now only one seed per world. In older 4.x versions, there were actually two seeds; one derived from the other. This was a dumb decision in retrospect, and I'm fixing it now. Unfortunately, fixing this comes at a cost:
* The overall shape of terrain should be the same as in older versions.
* Ores and rock layers will probably be different, and have mismatches on the border of previously generated chunks.
* Bedrock, random cobblestone in the ground, and the blocks in the core gradient will generate at different positions in this new version compared to old versions, even if you used the same seed in both versions. But you probably won't notice because it's completely random anyway.
* Features like trees might spawn differently or in different places, but this might also depend on which direction you approached the chunk from in the first place, and these will not be cut off at the border between old chunks and new chunks, so you probably won't notice this either.
* Structures like mineshafts or geodes might spawn differently or in different places, and *might* be cut off at the border between old chunks and new chunks, depending on the structure in question.
* Fixed bug where 3D noise would sometimes not use the world seed at all (either of them).
* This affects void clouds, the core, and the deep dark. These will have mismatches on the border of previously generated chunks.
* Fixed animals not spawning during worldgen.
* Added frozen and sandy cave themes.
* Existing cave systems will have mismatches on the border between old chunks and new chunks.
* Void clouds now avoid generating too close to end cities.
* Made ancient cities less common.
* I don't actually know how this will affect any ancient cities that are near the border between old chunks and new chunks. You might get overlapping cities, cities that are cut-off, or cities that spawn normally.
* Fixed some surface structures sometimes spawning where they shouldn't.
* Possibly sped up script compilation somewhat.
# Changes for data pack makers:
* Added `multi_state_3d` and `scripted` layer types.
* Added derivative grids. These compute analytical derivatives of noise for you.
* More scripts now have access to grids declared in the `/data/modid/bigglobe_noise_sources/` folder.
* The benefit of this is that you can sample them with arbitrary seeds and at arbitrary locations, not just the seed and position of the current column.
* Column entry scripts are not included in this, because I need to figure out how to implement try/finally in runtime-generated bytecode first.
* Added higherInt(), higherLong(), lowerInt(), and lowerLong() functions for scripts.
* Added multi-declaration blocks for scripts.
* Added cast-and-compare operators for scripts.
* Column values can now reference other column values in the same folder or sub-folders more easily.
* The "Reload Big Globe chunk generators from mod jar" config option was removed, and now acts as if it's always enabled.
* If you are making a world preset, you must remove the "reload_dimension" property from your scripted chunk generators, or else they will be overridden by the default ones.
* All types of scripts which have a "seed" variable exposed will now always get the same value from it for the same world. This is very much related to the fact that worlds only have one seed now.
* Added debug command which turns voxy into a 3D graphing calculator.
# Changes for regular players:
* Hyperspeed generators for Distant Horizons now require DH 2.2, but at the time of writing this, that version of DH hasn't been released yet. Please be patient while we all wait for the next version of DH to be released.
* Regular generators should work just fine with all versions of Distant Horizons.
* There is now only one seed per world. In older 4.x versions, there were actually two seeds; one derived from the other. This was a dumb decision in retrospect, and I'm fixing it now. Unfortunately, fixing this comes at a cost:
* The overall shape of terrain should be the same as in older versions.
* Ores and rock layers will probably be different, and have mismatches on the border of previously generated chunks.
* Bedrock, random cobblestone in the ground, and the blocks in the core gradient will generate at different positions in this new version compared to old versions, even if you used the same seed in both versions. But you probably won't notice because it's completely random anyway.
* Features like trees might spawn differently or in different places, but this might also depend on which direction you approached the chunk from in the first place, and these will not be cut off at the border between old chunks and new chunks, so you probably won't notice this either.
* Structures like mineshafts or geodes might spawn differently or in different places, and *might* be cut off at the border between old chunks and new chunks, depending on the structure in question.
* Fixed bug where 3D noise would sometimes not use the world seed at all (either of them).
* This affects void clouds, the core, and the deep dark. These will have mismatches on the border of previously generated chunks.
* Fixed animals not spawning during worldgen.
* Added frozen and sandy cave themes.
* Existing cave systems will have mismatches on the border between old chunks and new chunks.
* Void clouds now avoid generating too close to end cities.
* Made ancient cities less common.
* I don't actually know how this will affect any ancient cities that are near the border between old chunks and new chunks. You might get overlapping cities, cities that are cut-off, or cities that spawn normally.
* Fixed some surface structures sometimes spawning where they shouldn't.
* Possibly sped up script compilation somewhat.
# Changes for data pack makers:
* Added `multi_state_3d` and `scripted` layer types.
* Added derivative grids. These compute analytical derivatives of noise for you.
* More scripts now have access to grids declared in the `/data/modid/bigglobe_noise_sources/` folder.
* The benefit of this is that you can sample them with arbitrary seeds and at arbitrary locations, not just the seed and position of the current column.
* Column entry scripts are not included in this, because I need to figure out how to implement try/finally in runtime-generated bytecode first.
* Added higherInt(), higherLong(), lowerInt(), and lowerLong() functions for scripts.
* Added multi-declaration blocks for scripts.
* Added cast-and-compare operators for scripts.
* Column values can now reference other column values in the same folder or sub-folders more easily.
* The "Reload Big Globe chunk generators from mod jar" config option was removed, and now acts as if it's always enabled.
* If you are making a world preset, you must remove the "reload_dimension" property from your scripted chunk generators, or else they will be overridden by the default ones.
* All types of scripts which have a "seed" variable exposed will now always get the same value from it for the same world. This is very much related to the fact that worlds only have one seed now.
* Added debug command which turns voxy into a 3D graphing calculator.
* Added core spires.
* Added compatibility for Valkyrien Skies.
* Fixed issues with entering non-scripted dimensions (including vanilla worlds and hyperspace).
* Various other minor bug fixes.
* Added core spires.
* Added compatibility for Valkyrien Skies.
* Fixed voidmetal armor not having a texture.
* Fixed issues with entering non-scripted dimensions (including vanilla worlds and hyperspace).
* Various other minor bug fixes.
* Added core spires.
* Added compatibility for Valkyrien Skies.
* Fixed voidmetal armor not having a texture.
* Fixed issues with entering non-scripted dimensions (including vanilla worlds and hyperspace).
* Various other minor bug fixes.
* Added core spires.
* Added compatibility for Valkyrien Skies.
* Fixed voidmetal armor not having a texture.
* Fixed issues with entering non-scripted dimensions (including vanilla worlds and hyperspace).
* Various other minor bug fixes.
* Added voidmetal ingots, blocks, upgrades, and armor.
* Voidmetal armor protects you from ender pearl fall damage.
* Does not protect you from any other kind of fall damage.
* Voidmetal armor is as tough as netherite.
* Not immune to fire.
* Does not grant knockback resistance.
* Fixed crash when visiting hyperspace with Satin installed.
* Fixed crash on launch on dedicated servers.
* Fixed loading loop when hyperspace is disabled.
* Added voidmetal ingots, blocks, upgrades, and armor.
* Voidmetal armor protects you from ender pearl fall damage.
* Does not protect you from any other kind of fall damage.
* Voidmetal armor is as tough as netherite.
* Not immune to fire.
* Does not grant knockback resistance.
* Fixed crash on launch on dedicated servers.
* Fixed loading loop when hyperspace is disabled.
* Added voidmetal ingots, blocks, upgrades, and armor.
* Voidmetal armor protects you from ender pearl fall damage.
* Does not protect you from any other kind of fall damage.
* Voidmetal armor is as tough as netherite.
* Not immune to fire.
* Does not grant knockback resistance.
* Fixed crash on launch on dedicated servers.
* Fixed loading loop when hyperspace is disabled.
* Added voidmetal ingots, blocks, upgrades, and armor.
* Voidmetal armor protects you from ender pearl fall damage.
* Does not protect you from any other kind of fall damage.
* Voidmetal armor is as tough as netherite.
* Not immune to fire.
* Does not grant knockback resistance.
* Fixed crash on launch on dedicated servers.
* Fixed loading loop when hyperspace is disabled.
* Fixed errors while generating features in the nether.
* Fixed compatibility with lithium (hopefully).
* Fixed compatibility with biome-modifying mods (they still won't do anything in big globe worlds, but they shouldn't crash anymore).
* Added armadillos to deserts.
* Natural tree trunk thickness is now scriptable.
* Artificial tree trunk thickness and height are now scriptable.
* Fixed compatibility with lithium (hopefully).
* Fixed compatibility with biome-modifying mods (they still won't do anything in big globe worlds, but they shouldn't crash anymore).
* Natural tree trunk thickness is now scriptable.
* Artificial tree trunk thickness and height are now scriptable.
* Fixed compatibility with lithium (hopefully).
* Fixed compatibility with biome-modifying mods (they still won't do anything in big globe worlds, but they shouldn't crash anymore).
* Natural tree trunk thickness is now scriptable.
* Artificial tree trunk thickness and height are now scriptable.
* Fixed compatibility with lithium (hopefully).
* Fixed compatibility with biome-modifying mods (they still won't do anything in big globe worlds, but they shouldn't crash anymore).
* Natural tree trunk thickness is now scriptable.
* Artificial tree trunk thickness and height are now scriptable.
# Important stuff:
* This release is NOT backwards-compatible with 3.x.
* MC 1.19 is no longer supported.
* This is an alpha release. Expect bugs. And please report bugs on my discord server if you find them.
# Changelog:
* Updated to MC 1.20.5 and 1.20.6.
* Completely re-designed how chunk generation works: data packs now have full control over which blocks get placed where in the earliest step of raw generation.
* Added hyperspace dimension and waypoints.
* Hyperspace is a new fast travel mechanic.
* Waypoints can be used to travel to hyperspace.
* Inside hyperspace you will see every waypoint you've placed so far. Fly into one of them to exit hyperspace.
* The distance between waypoints in hyperspace is the square root of the distance in other dimensions.
* For example, if you placed 2 waypoints 100 blocks apart in the overworld, they would only be 10 blocks apart in hyperspace.
* Public waypoints can be seen by everyone on a server, and private waypoints can only be seen by the player who placed them.
* Waypoints can be renamed in an anvil to add a nameplate when placed.
* [Satin](https://modrinth.com/mod/satin-api) is recommended, as waypoints and hyperspace will have a very fancy renderer when satin is installed.
* Replaced floatstone with clouds.
* Some clouds are aura-infused.
* Use an empty bottle on them to collect tha aura.
* Aura is used to craft waypoints.
* Void clouds can also be found in the end dimension.
* Some underground structures are now less secret.
* Deserts are now slightly more interesting.
* Added rivers.
* Be careful not to fall in, because they flow faster than you can swim!
* There is a gamerule to make them flow at the same rate as vanilla water.
* Added the core at the bottom of the world.
* Full of molten rock, glows, and will burn you if you touch it.
* Cooling molten rock down with water will turn it into a random ore.
* The ores are weighted based on how likely they would've been to spawn at that location.
* Molten rock can't be obtained, even with silk touch, but it can be moved by pistons.
* Added glow lichen to caves.
* You can now place 1-6 rocks per block, instead of the number of rocks per block just being random.
# Important stuff:
* This release is NOT backwards-compatible with 3.x.
* MC 1.19 is no longer supported.
* This is an alpha release. Expect bugs. And please report bugs on my discord server if you find them.
# Changelog:
* Completely re-designed how chunk generation works: data packs now have full control over which blocks get placed where in the earliest step of raw generation.
* Added hyperspace dimension and waypoints.
* Hyperspace is a new fast travel mechanic.
* Waypoints can be used to travel to hyperspace.
* Inside hyperspace you will see every waypoint you've placed so far. Fly into one of them to exit hyperspace.
* The distance between waypoints in hyperspace is the square root of the distance in other dimensions.
* For example, if you placed 2 waypoints 100 blocks apart in the overworld, they would only be 10 blocks apart in hyperspace.
* Public waypoints can be seen by everyone on a server, and private waypoints can only be seen by the player who placed them.
* Waypoints can be renamed in an anvil to add a nameplate when placed.
* [Satin](https://modrinth.com/mod/satin-api) is recommended, as waypoints and hyperspace will have a very fancy renderer when satin is installed.
* Replaced floatstone with clouds.
* Some clouds are aura-infused.
* Use an empty bottle on them to collect tha aura.
* Aura is used to craft waypoints.
* Void clouds can also be found in the end dimension.
* Some underground structures are now less secret.
* Deserts are now slightly more interesting.
* Added rivers.
* Be careful not to fall in, because they flow faster than you can swim!
* There is a gamerule to make them flow at the same rate as vanilla water.
* Added the core at the bottom of the world.
* Full of molten rock, glows, and will burn you if you touch it.
* Cooling molten rock down with water will turn it into a random ore.
* The ores are weighted based on how likely they would've been to spawn at that location.
* Molten rock can't be obtained, even with silk touch, but it can be moved by pistons.
* Added glow lichen to caves.
* You can now place 1-6 rocks per block, instead of the number of rocks per block just being random.
# Important stuff:
* This release is NOT backwards-compatible with 3.x.
* MC 1.19 is no longer supported.
* This is an alpha release. Expect bugs. And please report bugs on my discord server if you find them.
# Changelog:
* Completely re-designed how chunk generation works: data packs now have full control over which blocks get placed where in the earliest step of raw generation.
* Added hyperspace dimension and waypoints.
* Hyperspace is a new fast travel mechanic.
* Waypoints can be used to travel to hyperspace.
* Inside hyperspace you will see every waypoint you've placed so far. Fly into one of them to exit hyperspace.
* The distance between waypoints in hyperspace is the square root of the distance in other dimensions.
* For example, if you placed 2 waypoints 100 blocks apart in the overworld, they would only be 10 blocks apart in hyperspace.
* Public waypoints can be seen by everyone on a server, and private waypoints can only be seen by the player who placed them.
* Waypoints can be renamed in an anvil to add a nameplate when placed.
* [Satin](https://modrinth.com/mod/satin-api) is recommended, as waypoints and hyperspace will have a very fancy renderer when satin is installed.
* Replaced floatstone with clouds.
* Some clouds are aura-infused.
* Use an empty bottle on them to collect tha aura.
* Aura is used to craft waypoints.
* Void clouds can also be found in the end dimension.
* Some underground structures are now less secret.
* Deserts are now slightly more interesting.
* Added rivers.
* Be careful not to fall in, because they flow faster than you can swim!
* There is a gamerule to make them flow at the same rate as vanilla water.
* Added the core at the bottom of the world.
* Full of molten rock, glows, and will burn you if you touch it.
* Cooling molten rock down with water will turn it into a random ore.
* The ores are weighted based on how likely they would've been to spawn at that location.
* Molten rock can't be obtained, even with silk touch, but it can be moved by pistons.
* Added glow lichen to caves.
* You can now place 1-6 rocks per block, instead of the number of rocks per block just being random.
# Important stuff:
* This release is NOT backwards-compatible with 3.x.
* MC 1.19 is no longer supported.
* This is an alpha release. Expect bugs. And please report bugs on my discord server if you find them.
# Changelog:
* Completely re-designed how chunk generation works: data packs now have full control over which blocks get placed where in the earliest step of raw generation.
* Added hyperspace dimension and waypoints.
* Hyperspace is a new fast travel mechanic.
* Waypoints can be used to travel to hyperspace.
* Inside hyperspace you will see every waypoint you've placed so far. Fly into one of them to exit hyperspace.
* The distance between waypoints in hyperspace is the square root of the distance in other dimensions.
* For example, if you placed 2 waypoints 100 blocks apart in the overworld, they would only be 10 blocks apart in hyperspace.
* Public waypoints can be seen by everyone on a server, and private waypoints can only be seen by the player who placed them.
* Waypoints can be renamed in an anvil to add a nameplate when placed.
* [Satin](https://modrinth.com/mod/satin-api) is recommended, as waypoints and hyperspace will have a very fancy renderer when satin is installed.
* Replaced floatstone with clouds.
* Some clouds are aura-infused.
* Use an empty bottle on them to collect tha aura.
* Aura is used to craft waypoints.
* Void clouds can also be found in the end dimension.
* Some underground structures are now less secret.
* Deserts are now slightly more interesting.
* Added rivers.
* Be careful not to fall in, because they flow faster than you can swim!
* There is a gamerule to make them flow at the same rate as vanilla water.
* Added the core at the bottom of the world.
* Full of molten rock, glows, and will burn you if you touch it.
* Cooling molten rock down with water will turn it into a random ore.
* The ores are weighted based on how likely they would've been to spawn at that location.
* Molten rock can't be obtained, even with silk touch, but it can be moved by pistons.
* Added glow lichen to caves.
* You can now place 1-6 rocks per block, instead of the number of rocks per block just being random.
* Updated to MC 1.20.3 and 1.20.4.
* Decimated memory usage with distant horizons 2.0.
* Fixed glaciers spawning incorrectly in shallow water.
* Fixed big globe's short grass dropping minecraft grass when sheared.
* Added bee nests to oak and birch trees.
* Decimated memory usage with distant horizons 2.0.
* Fixed glaciers spawning incorrectly in shallow water.
* Fixed big globe's short grass dropping minecraft grass when sheared.
* Added bee nests to oak and birch trees.
* Decimated memory usage with distant horizons 2.0.
* Fixed glaciers spawning incorrectly in shallow water.
* Fixed big globe's short grass dropping minecraft grass when sheared.
* Added bee nests to oak and birch trees.
* Decimated memory usage with distant horizons 2.0.
* Fixed glaciers spawning incorrectly in shallow water.
* Fixed big globe's short grass dropping minecraft grass when sheared.
* Added bee nests to oak and birch trees.
* Decimated memory usage with distant horizons 2.0.
* Fixed glaciers spawning incorrectly in shallow water.
* Fixed big globe's short grass dropping minecraft grass when sheared.
* Added bee nests to oak and birch trees.
* Probably fixed crash with other mods which make use of fabric's dynamic registries API.
* Fixed sulfur ore, sulfur blocks, and soul cauldron not breaking quickly with a pickaxe.
* Fixed spelunking rope not breaking quickly with shears.
* Fixed soul cauldron not dropping anything when destroyed.
* Added recipe for ash -> black dye.
* Probably fixed crash with other mods which make use of fabric's dynamic registries API.
* Fixed sulfur ore, sulfur blocks, and soul cauldron not breaking quickly with a pickaxe.
* Fixed spelunking rope not breaking quickly with shears.
* Fixed soul cauldron not dropping anything when destroyed.
* Added recipe for ash -> black dye.
* Probably fixed crash with other mods which make use of fabric's dynamic registries API.
* Fixed sulfur ore, sulfur blocks, and soul cauldron not breaking quickly with a pickaxe.
* Fixed spelunking rope not breaking quickly with shears.
* Fixed soul cauldron not dropping anything when destroyed.
* Added recipe for ash -> black dye.
* Probably fixed crash with other mods which make use of fabric's dynamic registries API.
* Fixed sulfur ore, sulfur blocks, and soul cauldron not breaking quickly with a pickaxe.
* Fixed spelunking rope not breaking quickly with shears.
* Fixed soul cauldron not dropping anything when destroyed.
* Added recipe for ash -> black dye.
* Updated to MC 1.20.2.
* Fixed geode spikes sometimes being detached from the wall of the geode.
* Fixed localizations on withering tipped arrows.
* Fixed sulfur -> soul torch recipe producing normal torches.
* Fixed pickaxes not being able to break ashen netherrack quickly.
* Added bigglobe:generic_ore configured feature which spawns a big globe ore vein without being tied to internal chunk generator logic. This means it can be used in non-bigglobe worlds.
* Added column values for distance_above_max_y, distance_below_max_y, distance_above_min_y, and distance_below_min_y. useful for ore chance scripts.
* Column values are no longer displayed in the F3 menu by default. Use /bigglobe:displayColumns to show them again.
* The reason for this change is quite simple: there's too many column values now and they don't all fit anymore.
* Added client-side command to search through the F3 menu and highlight matching lines.
* This only works for lines that are initially uncolored, so it won't work with mods that put colored text in the F3 menu.
* Fixed geode spikes sometimes being detached from the wall of the geode.
* Fixed localizations on withering tipped arrows.
* Fixed sulfur -> soul torch recipe producing normal torches.
* Fixed pickaxes not being able to break ashen netherrack quickly.
* Added bigglobe:generic_ore configured feature which spawns a big globe ore vein without being tied to internal chunk generator logic. This means it can be used in non-bigglobe worlds.
* Added column values for distance_above_max_y, distance_below_max_y, distance_above_min_y, and distance_below_min_y. useful for ore chance scripts.
* Column values are no longer displayed in the F3 menu by default. Use /bigglobe:displayColumns to show them again.
* The reason for this change is quite simple: there's too many column values now and they don't all fit anymore.
* Added client-side command to search through the F3 menu and highlight matching lines.
* This only works for lines that are initially uncolored, so it won't work with mods that put colored text in the F3 menu.
* Fixed geode spikes sometimes being detached from the wall of the geode.
* Fixed localizations on withering tipped arrows.
* Fixed sulfur -> soul torch recipe producing normal torches.
* Fixed pickaxes not being able to break ashen netherrack quickly.
* Added bigglobe:generic_ore configured feature which spawns a big globe ore vein without being tied to internal chunk generator logic. This means it can be used in non-bigglobe worlds.
* Added column values for distance_above_max_y, distance_below_max_y, distance_above_min_y, and distance_below_min_y. useful for ore chance scripts.
* Column values are no longer displayed in the F3 menu by default. Use /bigglobe:displayColumns to show them again.
* The reason for this change is quite simple: there's too many column values now and they don't all fit anymore.
* Added client-side command to search through the F3 menu and highlight matching lines.
* This only works for lines that are initially uncolored, so it won't work with mods that put colored text in the F3 menu.
* Fixed geode spikes sometimes being detached from the wall of the geode.
* Fixed localizations on withering tipped arrows.
* Fixed sulfur -> soul torch recipe producing normal torches.
* Fixed pickaxes not being able to break ashen netherrack quickly.
* Added bigglobe:generic_ore configured feature which spawns a big globe ore vein without being tied to internal chunk generator logic. This means it can be used in non-bigglobe worlds.
* Added column values for distance_above_max_y, distance_below_max_y, distance_above_min_y, and distance_below_min_y. useful for ore chance scripts.
* Column values are no longer displayed in the F3 menu by default. Use /bigglobe:displayColumns to show them again.
* The reason for this change is quite simple: there's too many column values now and they don't all fit anymore.
* Added client-side command to search through the F3 menu and highlight matching lines.
* This only works for lines that are initially uncolored, so it won't work with mods that put colored text in the F3 menu.
* Added cherry forests, swamps, and glaciers.
* Spread out transition from plains to desert and snow.
* Fixed ocean monuments being too reluctant to spawn.
* Fixed torch arrows, rocks, and soul lava buckets not working in dispensers.
* Changed ore distributions:
* Less gold and redstone at excessively deep Y levels.
* Diamonds start spawning higher, but are less common at excessively deep Y levels too.
* Emeralds can now be found at all Y levels, they just get rarer as you go deeper.
* Scripting changes:
* All json scripts can now use templates.
* Command scripts are still inline-only.
* Added scripted recipes.
* Added extension methods.
* Snow height in the overworld is now scriptable.
* print() now outputs to in-game chat in singleplayer.
* Errors encountered during script evaluation are also printed to in-game chat in singleplayer.
* More consistent order of operations for prefix operators.
* Added swamps and glaciers.
* Spread out transition from plains to desert and snow.
* Fixed ocean monuments being too reluctant to spawn.
* Fixed torch arrows, rocks, and soul lava buckets not working in dispensers.
* Changed ore distributions:
* Less gold and redstone at excessively deep Y levels.
* Diamonds start spawning higher, but are less common at excessively deep Y levels too.
* Emeralds can now be found at all Y levels, they just get rarer as you go deeper.
* Scripting changes:
* All json scripts can now use templates.
* Command scripts are still inline-only.
* Added scripted recipes.
* Added extension methods.
* Snow height in the overworld is now scriptable.
* print() now outputs to in-game chat in singleplayer.
* Errors encountered during script evaluation are also printed to in-game chat in singleplayer.
* More consistent order of operations for prefix operators.
* Added swamps and glaciers.
* Spread out transition from plains to desert and snow.
* Fixed ocean monuments being too reluctant to spawn.
* Fixed torch arrows, rocks, and soul lava buckets not working in dispensers.
* Changed ore distributions:
* Less gold and redstone at excessively deep Y levels.
* Diamonds start spawning higher, but are less common at excessively deep Y levels too.
* Emeralds can now be found at all Y levels, they just get rarer as you go deeper.
* Scripting changes:
* All json scripts can now use templates.
* Command scripts are still inline-only.
* Added scripted recipes.
* Added extension methods.
* Snow height in the overworld is now scriptable.
* print() now outputs to in-game chat in singleplayer.
* Errors encountered during script evaluation are also printed to in-game chat in singleplayer.
* More consistent order of operations for prefix operators.
# This release uses a new build system.
The new build system allows me to work on all 3 MC versions simultaneously, without needing to port code between them. However, there is a chance I broke something while porting to this new system. Feel free to report any bugs in this release to my issue tracker or my discord.
Changes:
* To make my life a little bit easier (with regards to the new build system), wells, surface mineshafts, and campfires will no longer spawn in cherry variants.
* Small, medium, and large houses will still have cherry variants.
* Hopefully fixed issue where placing a structure template from a scripted structure results in its coordinates being absolute, instead of moved with the structure placing the template.
* This *should* work, but is un-tested. Feel free to report bugs about this too!
* Biome layouts can now be disabled by data packs.
* Added a log cabin structure.
* Added a windmill structure.
* Fixed trees not using the same threshold as other foliage when deciding whether or not to spawn. This results in fewer trees at high altitudes compared to previous versions.
* Fixed warped fungi trees not spawning as often as they should in MC 1.20.1.
# This release uses a new build system.
The new build system allows me to work on all 3 MC versions simultaneously, without needing to port code between them. However, there is a chance I broke something while porting to this new system. Feel free to report any bugs in this release to my issue tracker or my discord.
Changes:
* To make my life a little bit easier (with regards to the new build system), wells, surface mineshafts, and campfires will no longer spawn in cherry variants.
* Small, medium, and large houses will still have cherry variants.
* Hopefully fixed issue where placing a structure template from a scripted structure results in its coordinates being absolute, instead of moved with the structure placing the template.
* This *should* work, but is un-tested. Feel free to report bugs about this too!
* Biome layouts can now be disabled by data packs.
* Added a log cabin structure.
* Added a windmill structure.
* Fixed trees not using the same threshold as other foliage when deciding whether or not to spawn. This results in fewer trees at high altitudes compared to previous versions.
# This release uses a new build system.
The new build system allows me to work on all 3 MC versions simultaneously, without needing to port code between them. However, there is a chance I broke something while porting to this new system. Feel free to report any bugs in this release to my issue tracker or my discord.
Changes:
* To make my life a little bit easier (with regards to the new build system), wells, surface mineshafts, and campfires will no longer spawn in cherry variants.
* Small, medium, and large houses will still have cherry variants.
* Hopefully fixed issue where placing a structure template from a scripted structure results in its coordinates being absolute, instead of moved with the structure placing the template.
* This *should* work, but is un-tested. Feel free to report bugs about this too!
* Biome layouts can now be disabled by data packs.
* Added a log cabin structure.
* Added a windmill structure.
* Fixed trees not using the same threshold as other foliage when deciding whether or not to spawn. This results in fewer trees at high altitudes compared to previous versions.
* Added surface mineshaft structure.
* Added medium and large house structures.
* Fixed foliage colors with sodium 0.5.0+.
* Potentially fixed some structures failing to be located correctly.
* Sped up distant horizons chunk generation in the overworld slightly.
* Changed some structure random number seeds again. This could potentially make structures in old worlds generate differently on the boundary of generated chunks. On the plus side though, this also seems to fix the bug where every loot chest in a structure contains the same items.
* Some scripts can now place structure templates.
* Miscellaneous changes and improvements for scripting, as usual.
* Fixed recently added "make big globe the default world type" config option not working properly.
* Improved physics of string slightly.
* Added a couple new pieces of syntax for scripting.
* Fixed charred hanging signs not dropping as an item when broken.
* Fixed bigger desert pyramids potentially spawning with snow around them if they spawned on the side of a cliff.
* Made delegating structure a bit more useful.
* biomes, spawn_overrides, step, and terrain_adaptation can now be absent.
* If they are absent, they default to the structure being delegated to.
* If spawn_overrides, step, and terrain_adaptation are all absent AND you are in a Big Globe world, then the structure being delegated to will be placed in the world as-is, without being copied.
* This means that if those 3 properties are absent (and you are in a Big Globe world), then advancements which require you to be inside the structure being delegated to will work as expected.
* Lakes now behave themselves slightly better when other height-overriding structures intersect with them.
* Flint, rocks, and sticks no longer spawn in lava lakes.
* Added config option to make Big Globe the default world type.
* Fixed crash when flying above the nether roof with your F3 menu open.
* Immersive portals now places nether portals at the intended location.
* Distant horizons 2.0 is now detected properly.
* Bedrock is now a configured feature in the overworld and nether, which means it can now be tweaked by data packs.
* "decorator" configured feature tags now have automatic locations.
* Changed lots of structure spawn conditions.
* Existing structures *should* survive this change as-is, but new worlds might not have the same structures in the same locations as old worlds, even with the same seed.
* Changed the seed of "decorator" features, by making the same feature always have the same seed regardless of what other decorators might try to decorate at the same location.
* Like structures, existing features will survive as-is, but new worlds might not have the same features at the same locations even with the same seed.
* Sped up distant horizons chunk generation in the nether slightly.
* Lush and mushroom caves no longer have dungeons or spider pits by default.
* Reduced the number of cherry trees that spawn in the world.
* The rock model now ranges from 1 to 6 rocks per block instead of being always 6.
* Restricted ocean monuments to only spawning in flat-ish areas.
* Fixed ocean monuments being empty in rare edge cases.
* Fixed bigger desert pyramids generating completely broken in rare edge cases.
* Small houses now have a villager inside.
* Added /bigglobe:locateArea command, for finding large areas which match some predicate.
* Miscellaneous scripting improvements.
* End spawn platform is now slightly smarter about if/where it spawns.
* Fixed obsidian spires in the end only partially spawning sometimes.
* Fixed queued features not working correctly with BlockEntity's.
* Fixed end gateways sometimes spawning at the wrong Y level or potentially underground.
* Fixed end nest spikes not displaying beam while dragon is being summoned.
* Fixed end cities sometimes spawning above a crater when they're too close to the nest.
* Fixed cave overriders in the overworld being a bit too aggressive.
* Geodes now have more flexible configuration for growth blocks, and this time it's backwards-compatible with V3.6.0.
* Overriders now have a priority field to fine-tune which ones run in which order.
## As stated in the changelogs for V3.6.0 for MC 1.19.4 and MC 1.20.1, no guarantees are made that old worlds will load correctly in this version. In particular, the end dimension will still be vanilla unless you make a new world.
In addition to back-porting V3.6.0 to MC 1.19.2, the following bugs have also been fixed:
* Fixed being unable to connect to multiplayer servers.
* End spawn platform will now be a bit more intelligent about where and whether or not it spawns.
* Fixed obsidian spires in the end placing only some of their blocks.
Back-ported V3.6.0 to MC 1.19.4. As mentioned in the V3.6.0 changelogs for MC 1.20.1, no guarantees are made that old worlds will work correctly in new versions, and you will need to make a new world to get the new end dimension.
## No guarantees are made that worlds created in old MC versions will work correctly in this new version. In particular, the end dimension from old worlds will still be vanilla in new versions unless you're good at messing with your level.dat file. Worlds created in this version will have the new end dimension.
* Updated to 1.20.1!
* Added custom cherry trees.
* Added charred hanging signs.
* Added vanilla trail ruins to the world.
* Added end support!
* Fixed ocean monuments occasionally ignoring their structure override rules and spawning above sea level.
* Fixed ocean monuments sometimes causing terrain gen artifacts on skylands directly above them.
* Fixed temperate plains biome spawning inside cold plains biome in the overworld sometimes.
* Fixed not being able to query BlockState properties in scripts.
* Ceiling over ancient cities is now less flat.
* Overworld surface decorative structures now spawn slightly further away from each other.
* Fixed overlapping geodes doubling up on buds, at the cost of changing the json spec for geodes.
# This update changes caves in the overworld, and will cause discontinuous generation of caves on the edge of generated chunks in old worlds. The surface should be unaffected.
* Added balls of string.
* Increased the amount of caves in the overworld.
* Emeralds now spawn at high Y levels instead of low Y levels, but only in hilly areas.
* Fixed flint/sticks/rocks spawning under snow.
* Fixed rough quartz, budding quartz, quartz buds, and quartz clusters not breaking faster with a pickaxe.
* Fixed rough quartz dropping amethyst blocks.
* Buffed spawners in dungeons.
* Marked William Wythers' Overhauled Overworld as incompatible with Big Globe, since it A: prevents you from creating a Big Globe world, and B: corrupts existing Big Globe worlds when opening them.
* Fixed slingshot being usable as a shield.
* Fixed error in logs/console when bigglobe config folder does not exist.
* Fixed server failing to start with no error message when distant horizons is (incorrectly) installed on the server.
* Added force argument to /bigglobe:respawn command, to force a teleport even when the area is obstructed or your bed is destroyed.
* Ground replacements for trees are now configurable via data packs.
* Added several new syntax tricks for scripts.
* Scripted features can now queue blocks before placing them.
* Fixed missing recipe for percussive hammer.
* Fixed percussive hammer playing sounds in the wrong dimension sometimes.
* Fixed percussive hammer not taking damage when used.
* Fixed bug causing roses to spawn way too often in places where they shouldn't. This bug probably affects other things too, but this is the first manifestation of it that I noticed.
* Fixed missing localization for soul lava source conversion gamerule.
# This update WILL break existing worlds.
Old worlds can be *loaded* by enabling `"Reload Big Globe chunk generators from mod jar"` in the mod's config file (you can turn this back off again after you successfully load the world), but even with this config option enabled, cut-off generation should be expected on the border of generated chunks.
Additions:
* Added underground pockets in the overworld (water, lava, empty, natural, mushroom, and deep variants) and in the nether (lava and soul lava variants).
* Script features now have a flag to randomly rotate the feature when placing it.
* Added column values for vanilla worlds.
* Structures are now scriptable.
* Campfires are now a scripted structure. Campfires in existing worlds may fail to be read from NBT. Errors in your log file related to this can be mostly ignored, but campfires which were previously on the boundary of generated chunks may be cut off.
* Added wells, as a scripted structure.
* Added small houses, also as a scripted structure.
* Some houses have farms next to them.
* Skylands now have flowers.
* Dungeons now have more decorations, including cobwebs, redstone torches, skulls, chains hanging from the ceiling, and collapsed rooms.
* Overworld biomes and surfaces are now more configurable without needing to edit the world preset. And to go along with that, sandstone now spawns under sand.
* Skylands now have amethyst crystals under them.
* Wood palettes can now support multiple blocks per block type. This is being used for flowering azalea leaves.
* Added a new skylands shape: "swiss_cheese_plains".
* Wood palettes are now available to some scripts.
* Bushes are now a scripted feature. This will not affect existing worlds.
* Added script overriders for skylands.
* Added sticks, flint, and rocks as placeable blocks that spawn on the surface during worldgen.
* Added command to search for terrain gen placed by voronoi diagrams.
Changes:
* Overworld cave width is now a script. Existing worlds will not load correctly with this change, but you can get around it by enabling "Reload Big Globe chunk generators from mod jar" in the mod's config file.
* There are now scripts to fine-tune the relationship between temperature/foliage and height. This will also require enabling "Reload Big Globe chunk generators from mod jar" in the mod's config file to load old worlds.
* Ice is now a (scripted) configured feature instead of being hard-coded.
* Flower noise is now on the flower group instead of in the world preset.
* Nether biomes, wood palettes, skyland shapes, cave templates, and cavern templates are now dynamic registries. This makes it easier to add new ones without modifying the world preset, but also means old worlds will break on the edge of generated chunks.
* Tweaked cavern excluders. This could break existing worlds on the boundary of generated chunks if there were previously structures there.
Fixes:
* Fixed some interactions between snow and cliffs.
* Maybe fixed cliffs being a bit too eager to show up. I say maybe because I don't remember if this was an issue previously, or if I added it while fixing snow.
* Fixed dungeons not saving their palette, causing them to revert to cobblestone if they are unloaded and reloaded before getting a chance to place blocks.
* Fixed birch trees on skylands spawning with snow on them.
* Fixed ocean monuments not spawning. Somehow this fix was added and accidentally removed. But now it's back.
* Added height overrider for ocean monuments.
* Port to 1.19.4. Note: this is a direct port, and does not contain support for modded biomes like I promised. That will come later I guess.
* Added gamerule for infinite soul lava, since vanilla now has a gamerule for infinite regular lava.
* Added new config file to tweak some of Big Globe's mixins. This can be used if one of them breaks another mod.
* Fixed vignette being disabled. This was supposed to only be disabled in my dev environment, but it accidentally got left in production. Whoops.