- Renamed the `wilderwild:feature/blue_nematocyst_feature_placeable` Block Tag to `wilderwild:feature/pearlescent_blue_nematocyst_placeable`.
- Renamed the `wilderwild:feature/purple_nematocyst_feature_placeable` Block Tag to `wilderwild:feature/pearlescent_purple_nematocyst_placeable`.
- Cleaned up lots of Configured Features & Data Generation.
- Renamed all of Wilder Wild's `FeatureConfiguration` classes to end with `Configuration` instead of `Config`.
- Removed all Sulfur Caves-related Configured & Placed Features, Biome Tags, and Block Tags.
- These will now be in a mod named `Chaos Hypercubed`, which is currently in development.
- Removed the `wilderwild:sea_anemone` and `wilderwild:sea_whip` Worldgen Features.
- Their functionality is replicated through `PlacementModifier`s, similar to the changes made in 26.1.
- We are testing a new method of worldgen configuration!
- All aquatic worldgen features are now added to their respective biomes, regardless of their respective config entry's value.
- Now, all aquatic worldgen features will use a new placement modifier that listens to the current value of the config entry.
- Long-story-short, aquatic worldgen features can be toggled in-game without needing to rejoin the world!
- Please monitor worldgen performance and tell us if you notice any issues. This is an incredibly important feature to us.
- If no performance issues are found, we will slowly expand this new system to other worldgen features.
- All of Wilder Wild's block sound type overwrites are now data-driven, per FrozenLib 2.5's changes.
- Slightly decreased the average size of Mesoglea Caves.
- Fixed a crash when trying to join servers that do not have Wilder Wild installed.
- Removed the feature that made the Enderman's staring sound move along with it.
- This was simply out of the mod's scope and detracted from the Enderman's fear factor.
- Added `fingerspit`'s new music tracks to Wilder Wild's custom music pools, thanks to `Rebel459`!
- Removed the `wilderwild:beta_beach_enabled` and `wilderwild:snow_under_mountain_enabled` `ConditionSources`, as they have been made redundant by FrozenLib's `ConfigPredicate`s.
- Completely reworked Tumbleweed's visuals.
- Tumbleweed no longer has a unique Entity Model, instead using the Block's Model.
- Tumbleweed's visual rotation now always matches its movement, and fits its model.
- Items inside Tumbleweed are no longer randomly offset visually.
- The Item pickup animation now plays when Tumbleweed picks up an Item.
- Tumbleweed's visual movement should now be slightly less clunky.
- Revised the models of the Tumbleweed Stem's first two stages to be more consistent with Vanilla's style.
- Placing Tumbleweed now spawns the Tumbleweed Entity.
- The oral arms of Jellyfish are no longer visible by default.
- Fixed a duplicate config entry in the Block config screen.
- Fixed a bug that caused all types of Moss Blocks to generate default Moss patches when Bone Mealed while Azalea generation is disabled.
- Fixed a bug that prevented Huge Pale Mushrooms from generating.
- Fixed a bug that prevented Coarse Dirt patches from generating in Savannas.
- Tree generation in the following biomes has been made more sparse:
- Forest
- Sparse Forest
- Dying Forest
- Dying Mixed Forest
- Snowy Dying Forest
- Snowy Dying Mixed Forest
- Huge Mushroom generation in Forest-like and Birch Forest-like biomes has been made rarer.
- Renamed the `#wilderwild:feature/has_big_mushrooms` Biome tag to `#wilderwild:feature/has_huge_mushrooms`.
- Short Grass and Fern generation in the Birch Taiga and Sparse Forest biomes has been decreased.
- Revamped the foliage and flora generation of Birch Forest biomes:
- Phlox and Lantanas can no longer generate, instead being replaced with Wildflowers akin to Vanilla's generation.
- Rose Bushes, Peonies, and Lilacs generate more sparsely.
- This change does not apply to the Old Growth Birch Forest.
- Fern can no longer generate, and Short Grass is slightly more sparse.
- This change does not apply to the Old Growth Birch Forest.
- Azure Bluet, Poppy, Allium, and Tulip blocks can no longer generate.
- Flower generation is now more uniform, consisting of Lily of the Valley, Seeding Dandelion, and Dandelion blocks.
- Seeding Dandelions are now generated as part of the `wilderwild:flower_birch` feature, now relying on noise for their placement instead of a separate patch feature.
- Flower generation no longer increases in clearings.
- Rose Bushes now generate more sparsely in Cherry Groves.
- Fern can no longer generate in Cherry Groves, and Short Grass is slightly more sparse.
- Grass generation in the Plains, Meadow, and Tundra biomes has been reverted to Vanilla generation to better represent their climate.
- Sunflower Plains and Flower Fields remain unchanged.
- Removed Mesoglea "pool" features from the Mesoglea Caves biome, as they hindered navigation and didn't make sense visually.
- Dripleaves will no longer generate in the Mesoglea Caves biome.
- The `wilderwild:blue_mesoglea_pool`, `wilderwild:blue_mesoglea_dripleaves`, `wilderwild:purple_mesoglea_pool`, and `wilderwild:purple_mesoglea_dripleaves` Configured Features have been removed.
- The `wilderwild:blue_mesoglea` and `wilderwild:purple_mesoglea` Configured Features and Placed Features have been removed.
- Cleaned up the feature generation of Magmatic Caves.
- The `wilderwild:fire` Configured Feature and the `wilderwild:fire_patch_magma` Placed Feature have been removed.
- The `wilderwild:magma_disk`, `wilderwild:magma_pile`, and `wilderwild:obsidian_disk` Configured Features and Placed Features have been removed.
- Increased the chance for the `wilderwild:gabbro_disk` Placed Feature to generate.
- Decreased the chance for the `wilderwild:upside_down_magma` Placed Feature to generate.
- The `wilderwild:magma_lava_pool` Configured Feature and Placed Feature have been renamed to `wilderwild:gabbro_lava_pool`, and now generates Gabbro borders.
- The `wilderwild:magma_column` Configured Feature has been renamed to `wilderiwld:lava_pool_magma_column`, and now only replaces Lava.
- Updated the spawning rules for the Scorched:
- Scorched will no longer spawn in any light level.
- Scorched can now spawn under the surface of Lava.
- Spawning on Lava or Magma blocks will ignore the light level requirement.
- The restriction for a Scorched to spawn only on Magma, Gabbro, or Lava has been removed.
- Normal Spiders will no longer spawn in Magmatic Caves.
- Scorched now despawn when the Difficulty is set to Peaceful.
- Fixed the subtitles for Maple Trapdoors and Pale Oak Trapdoors opening and closing.
- Fixed an issue that could cause Coconuts to remain floating in the air after their supporting block was broken.
- Fixed Sculk Sensors not animating properly with the `MC Live 2020's Sculk Sensor tendrils"` resource pack enabled.
- Fixed an issue that would cause Milkweed to instantly get its pods picked when Bone Mealed by a Player.
- Fixed an issue that would let Geysers (Geothermal Vents in 26.2+) remain infinitely erupting.
- Crabs can no longer hide inside Grass Blocks or Moss Blocks.
- Crabs will now become persistent when fed.
- Jellyfish will now become persistent when fed.
- Baby Jellyfish spawned from breeding are now persistent.
- Baby Jellyfish are now affected by Golden Dandelions.
- Penguins will now wait between 1-2 minutes after spawning before starting to slide and find water.
### 26.2+
- Added a config option to toggle black Fog in the Dripstone Caves biome.
- This option is enabled by default.
- Added a config option to toggle black Fog in the Lush Caves biome.
- This option is enabled by default.
- Added a config option to toggle ambient sounds in the Sulfur Caves biome. TODO!!!!!!!
- This option is enabled by default.
- Added a config option to toggle black Fog in the Sulfur Caves biome.
- This option is enabled by default.
- Removed the `wilderwild:icicle_feature` Feature.
- This has been superseded by the `minecraft:speleothem` Feature.
- Removed the `wilderwild:icicle_cluster_feature` Feature.
- This has been superseded by the `minecraft:speleothem_cluster` Feature.
- The Ice paths in the Frozen Caves biome now use Surface Rules to generate, offering cleaner generation and a significant performance boost.
- The `wilderwild:ice_paths` Configured Feature and Placed Feature have both been removed.
- Sulfur Geysers will now create Wind Disturbances.
- Added the `block_potent_sulfur` option to Wilder Wild's Mixin Config.
- Sulfur Pools can now rarely form Geysers.
- Added a config option to toggle the new Sulfur Pool generation.
- Added the `wilderwild:feature/has_sulfur_pool` Biome Tag.
- Replaced Vanilla's Sulfur Spring generation with new, wider, procedurally-generated Sulfur Springs.
- Vanilla's Sulfur Springs are pre-built, and did not display much variance in size or width.
- The new Sulfur Springs are extremely variable on all fronts, resolving these issues.
- Added the `wilderwild:sulfur_spring` Feature, with the following Feature Configuration:
- `height`: an Int Provider, determining the height of the spring.
- `width`: an Int Provider, determining the width of the spring. Is sampled separately for the x and y axi.
- `curve_distance`: a Float Provider, determining how far the spring's generation should curve in total.
- `bluntness`: a Float Provider, determining how much the spring should "sharpen" near both tips. The higher, the less it'll sharpen.
- Must provide values between 0 and 1.
- `crib_block_chance`: a Float, determining the chance of a block generating above the ring surrounding the center of the spring.
- Must be between 0 and 1.
- `crib_extra_block_chance`: a Float, determining the chance of an extra block generating above the spring's "crib."
- Must be between 0 and 1.
- `block_state`: a Block State Provider, determining the Block States to generate the spring with. (i.e., Sulfur.)
- `water_block_state`: a Block State Provider, determining the Block States to generate the spring's water with.
- `decoration_feature`: a Placed Feature that generates within the spring's water.
- `extra_decoration_chance`: a Float Provider, determining the chance of extra decoration features generating per-Block.
- `replaceable`: a list or Tag of Blocks that the spring can replace.
- `cannot_replace`: a list or Tag of Blocks that the spring cannot replace.
- Added the `wilderwild:sulfur_spring_decoration` Feature, with the following Feature Configuration:
- `spring_state`: a Block State Provider, determining the Block States the spring uses to generate. (i.e., Sulfur.)
- These blocks are placed around the `top_state` and `bottom_state` blocks that are generated, to ensure they're not exposed.
- `top_state` a Block State Provider, determining the Block States to generate the top piece of the feature with. (i.e., Potent Sulfur.)
- `bottom_state` a Block State Provider, determining the Block States to generate the bottom piece of the feature with. (i.e., Magma.)
- `replaceable`: a list or Tag of Blocks that the feature can replace.
- `cannot_replace`: a list or Tag of Blocks that the feature cannot replace.
- Added the `wilderwild:feature/sulfur_spring_replaceable` and `wilderwild:feature/sulfur_spring_placeable` Block Tags.
- Added the `wilderwild:feature/has_sulfur_spring` Biome Tag.
- Added a config option to toggle the new Sulfur Spring generation.
- Sulfur Spike generation in the Sulfur Caves biome has been significantly decreased.
- Added a config option to toggle the new Sulfur Spike generation.
- Added the `wilderwild:feature/has_sulfur_spike` Biome Tag.
- Calcite now generates alongside Sulfur, Granite, Cinnabar, and Tuff in the Sulfur Caves biome.
- Added a config option to toggle Calcite generation.
- Fixed a Vanilla bug that prevented Potent Sulfur from working properly if naturally generated.
- Cleaned up the feature generation of Magmatic Caves.
- Shrubs can no longer generate on Sand blocks in the Oasis biome.
- Added the Icicle to the `minecraft:speleothems` Block Tag.
- Added new Sound Events for Icicles landing.
- Added some missing entries to Item Tags.
- Added the `wilderwild:sulfur_caves_calcite_enabled` Material Condition.
- Renamed the `wilderwild:beta_beach_condition_source` Material Condition to `wilderwild:beta_beach_enabled`.
- Renamed the `wilderwild:snow_under_mountain_condition_source` Material Condition to `wilderwild:snow_under_mountain_enabled`.
- Added the `wilderwild:penguin_immune_to` Block Tag, controlling which blocks do not affect Penguins.
- Contains Powder Snow by default.
- Renamed the `wilderwild:penguins_spawnable_on` Block Tag to `wilderwild:penguin_spawnable_on`.
- Renamed Wilder Wild's Geyser block to Geothermal Vent.
- All associated Sounds, Tags, BlockState Properties, Configured Features, Placed Features, Config Entries, Advancements, and Advancement Criteria have also been renamed.
- Fixed a duplicate config entry in the Block config screen.
- Fixed a bug that caused all types of Moss Blocks to generate default Moss patches when Bone Mealed while Azalea generation is disabled.
- Fixed a bug that prevented Huge Pale Mushrooms from generating.
- Fixed a bug that prevented Coarse Dirt patches from generating in Savannas.
- Tree generation in the following biomes has been made more sparse:
- Forest
- Sparse Forest
- Dying Forest
- Dying Mixed Forest
- Snowy Dying Forest
- Snowy Dying Mixed Forest
- Huge Mushroom generation in Forest-like and Birch Forest-like biomes has been made rarer.
- Renamed the `#wilderwild:feature/has_big_mushrooms` Biome tag to `#wilderwild:feature/has_huge_mushrooms`.
- Short Grass and Fern generation in the Birch Taiga and Sparse Forest biomes has been decreased.
- Revamped the foliage and flora generation of Birch Forest biomes:
- Phlox and Lantanas can no longer generate, instead being replaced with Wildflowers akin to Vanilla's generation.
- Rose Bushes, Peonies, and Lilacs generate more sparsely.
- This change does not apply to the Old Growth Birch Forest.
- Fern can no longer generate, and Short Grass is slightly more sparse.
- This change does not apply to the Old Growth Birch Forest.
- Azure Bluet, Poppy, Allium, and Tulip blocks can no longer generate.
- Flower generation is now more uniform, consisting of Lily of the Valley, Seeding Dandelion, and Dandelion blocks.
- Seeding Dandelions are now generated as part of the `wilderwild:flower_birch` feature, now relying on noise for their placement instead of a separate patch feature.
- Flower generation no longer increases in clearings.
- Rose Bushes now generate more sparsely in Cherry Groves.
- Fern can no longer generate in Cherry Groves, and Short Grass is slightly more sparse.
- Grass generation in the Plains, Meadow, and Tundra biomes has been reverted to Vanilla generation to better represent their climate.
- Sunflower Plains and Flower Fields remain unchanged.
- Removed Mesoglea "pool" features from the Mesoglea Caves biome, as they hindered navigation and didn't make sense visually.
- Dripleaves will no longer generate in the Mesoglea Caves biome.
- The `wilderwild:blue_mesoglea_pool`, `wilderwild:blue_mesoglea_dripleaves`, `wilderwild:purple_mesoglea_pool`, and `wilderwild:purple_mesoglea_dripleaves` Configured Features have been removed.
- The `wilderwild:blue_mesoglea` and `wilderwild:purple_mesoglea` Configured Features and Placed Features have been removed.
- Cleaned up the feature generation of Magmatic Caves.
- The `wilderwild:fire` Configured Feature and the `wilderwild:fire_patch_magma` Placed Feature have been removed.
- The `wilderwild:magma_disk`, `wilderwild:magma_pile`, and `wilderwild:obsidian_disk` Configured Features and Placed Features have been removed.
- Increased the chance for the `wilderwild:gabbro_disk` Placed Feature to generate.
- Decreased the chance for the `wilderwild:upside_down_magma` Placed Feature to generate.
- The `wilderwild:magma_lava_pool` Configured Feature and Placed Feature have been renamed to `wilderwild:gabbro_lava_pool`, and now generates Gabbro borders.
- The `wilderwild:magma_column` Configured Feature has been renamed to `wilderiwld:lava_pool_magma_column`, and now only replaces Lava.
- Updated the spawning rules for the Scorched:
- Scorched will no longer spawn in any light level.
- Scorched can now spawn under the surface of Lava.
- Spawning on Lava or Magma blocks will ignore the light level requirement.
- The restriction for a Scorched to spawn only on Magma, Gabbro, or Lava has been removed.
- Normal Spiders will no longer spawn in Magmatic Caves.
- Scorched now despawn when the Difficulty is set to Peaceful.
- Fixed the subtitles for Maple Trapdoors and Pale Oak Trapdoors opening and closing.
- Fixed an issue that could cause Coconuts to remain floating in the air after their supporting block was broken.
- Fixed Sculk Sensors not animating properly with the `MC Live 2020's Sculk Sensor tendrils"` resource pack enabled.
- Fixed an issue that would cause Milkweed to instantly get its pods picked when Bone Mealed by a Player.
- Fixed an issue that would let Geysers (Geothermal Vents in 26.2+) remain infinitely erupting.
- Crabs can no longer hide inside Grass Blocks or Moss Blocks.
- Crabs will now become persistent when fed.
- Jellyfish will now become persistent when fed.
- Baby Jellyfish spawned from breeding are now persistent.
- Baby Jellyfish are now affected by Golden Dandelions.
- Penguins will now wait between 1-2 minutes after spawning before starting to slide and find water.
### 26.2+
- Added a config option to toggle black Fog in the Dripstone Caves biome.
- This option is enabled by default.
- Added a config option to toggle black Fog in the Lush Caves biome.
- This option is enabled by default.
- Added a config option to toggle ambient sounds in the Sulfur Caves biome. TODO!!!!!!!
- This option is enabled by default.
- Added a config option to toggle black Fog in the Sulfur Caves biome.
- This option is enabled by default.
- Removed the `wilderwild:icicle_feature` Feature.
- This has been superseded by the `minecraft:speleothem` Feature.
- Removed the `wilderwild:icicle_cluster_feature` Feature.
- This has been superseded by the `minecraft:speleothem_cluster` Feature.
- The Ice paths in the Frozen Caves biome now use Surface Rules to generate, offering cleaner generation and a significant performance boost.
- The `wilderwild:ice_paths` Configured Feature and Placed Feature have both been removed.
- Sulfur Geysers will now create Wind Disturbances.
- Added the `block_potent_sulfur` option to Wilder Wild's Mixin Config.
- Sulfur Pools can now rarely form Geysers.
- Added a config option to toggle the new Sulfur Pool generation.
- Added the `wilderwild:feature/has_sulfur_pool` Biome Tag.
- Replaced Vanilla's Sulfur Spring generation with new, wider, procedurally-generated Sulfur Springs.
- Vanilla's Sulfur Springs are pre-built, and did not display much variance in size or width.
- The new Sulfur Springs are extremely variable on all fronts, resolving these issues.
- Added the `wilderwild:sulfur_spring` Feature, with the following Feature Configuration:
- `height`: an Int Provider, determining the height of the spring.
- `width`: an Int Provider, determining the width of the spring. Is sampled separately for the x and y axi.
- `curve_distance`: a Float Provider, determining how far the spring's generation should curve in total.
- `bluntness`: a Float Provider, determining how much the spring should "sharpen" near both tips. The higher, the less it'll sharpen.
- Must provide values between 0 and 1.
- `crib_block_chance`: a Float, determining the chance of a block generating above the ring surrounding the center of the spring.
- Must be between 0 and 1.
- `crib_extra_block_chance`: a Float, determining the chance of an extra block generating above the spring's "crib."
- Must be between 0 and 1.
- `block_state`: a Block State Provider, determining the Block States to generate the spring with. (i.e., Sulfur.)
- `water_block_state`: a Block State Provider, determining the Block States to generate the spring's water with.
- `decoration_feature`: a Placed Feature that generates within the spring's water.
- `extra_decoration_chance`: a Float Provider, determining the chance of extra decoration features generating per-Block.
- `replaceable`: a list or Tag of Blocks that the spring can replace.
- `cannot_replace`: a list or Tag of Blocks that the spring cannot replace.
- Added the `wilderwild:sulfur_spring_decoration` Feature, with the following Feature Configuration:
- `spring_state`: a Block State Provider, determining the Block States the spring uses to generate. (i.e., Sulfur.)
- These blocks are placed around the `top_state` and `bottom_state` blocks that are generated, to ensure they're not exposed.
- `top_state` a Block State Provider, determining the Block States to generate the top piece of the feature with. (i.e., Potent Sulfur.)
- `bottom_state` a Block State Provider, determining the Block States to generate the bottom piece of the feature with. (i.e., Magma.)
- `replaceable`: a list or Tag of Blocks that the feature can replace.
- `cannot_replace`: a list or Tag of Blocks that the feature cannot replace.
- Added the `wilderwild:feature/sulfur_spring_replaceable` and `wilderwild:feature/sulfur_spring_placeable` Block Tags.
- Added the `wilderwild:feature/has_sulfur_spring` Biome Tag.
- Added a config option to toggle the new Sulfur Spring generation.
- Sulfur Spike generation in the Sulfur Caves biome has been significantly decreased.
- Added a config option to toggle the new Sulfur Spike generation.
- Added the `wilderwild:feature/has_sulfur_spike` Biome Tag.
- Calcite now generates alongside Sulfur, Granite, Cinnabar, and Tuff in the Sulfur Caves biome.
- Added a config option to toggle Calcite generation.
- Fixed a Vanilla bug that prevented Potent Sulfur from working properly if naturally generated.
- Cleaned up the feature generation of Magmatic Caves.
- Shrubs can no longer generate on Sand blocks in the Oasis biome.
- Added the Icicle to the `minecraft:speleothems` Block Tag.
- Added new Sound Events for Icicles landing.
- Added some missing entries to Item Tags.
- Added the `wilderwild:sulfur_caves_calcite_enabled` Material Condition.
- Renamed the `wilderwild:beta_beach_condition_source` Material Condition to `wilderwild:beta_beach_enabled`.
- Renamed the `wilderwild:snow_under_mountain_condition_source` Material Condition to `wilderwild:snow_under_mountain_enabled`.
- Added the `wilderwild:penguin_immune_to` Block Tag, controlling which blocks do not affect Penguins.
- Contains Powder Snow by default.
- Renamed the `wilderwild:penguins_spawnable_on` Block Tag to `wilderwild:penguin_spawnable_on`.
- Renamed Wilder Wild's Geyser block to Geothermal Vent.
- All associated Sounds, Tags, BlockState Properties, Configured Features, Placed Features, Config Entries, Advancements, and Advancement Criteria have also been renamed.
- Bumped Wilder Wild's protocol version to 19.
- Added a config option to toggle whether Azaleas can generate when Bone Mealing a Moss Block.
- The `wilderwild:moss_patch_bonemeal_no_azalea` feature will be used while this option is enabled.
- This option is disabled by default as to not break existing farms.
- Added the `block_moss` option to Wilder Wild's mixin config.
- Termite Mounds now only hold a single Termite Swarm at a time.
- Termite Mounds placed by Players could previously hold three Termite Swarms at a time.
- This change should make Termite Mounds more acceptable in terms of game balance and volume/particle count.
- As a result of this change, the `can_spawn_termites` BlockState property has been removed.
- The `termites_awake` property now takes into account the conditions the `can_spawn_termites` property was previously set under.
- Updated and optimized how Termite Mounds sync Termite Swarm data to clients.
- Syncing now only occurs if a Termite Swam was spawned, removed, or had its position/eating state changed.
- Syncing would previously occur each tick while a Termite Swarm was present.
- Significantly reduced the amount of data required to be sent in order to sync Termite Swarm data to clients.
- Termite Particles are now created on the client instead of being sent from the server.
- Added the `#wilderwild:cannot_support_upwards_termite_movement` Block tag.
- Contains the `#minecraft:inside_step_sound_blocks`, `#minecraft:replaceable_by_trees`, and `#minecraft:flowers` Block tags by default.
- This tag is used to define which Blocks a Termite Swarm cannot travel upwards into.
- Fireflies now spawn directly from Firefly Bushes when the `Firefly Bush Spawning` config option is enabled.
- Fireflies will spawn in groups of 3-6 when a Firefly Bush is randomly ticked.
- Spawning will fail if:
- The brightness level is higher than 13.
- More than 16 Fireflies are present within 8 blocks of the Firefly Bush.
- More than 4 Fireflies are present within 4 blocks of the Firefly Bush.
- A Player is not present within 24 blocks of the Firefly Bush.
- Removed the `Firefly Bush Swarms` config option and merged its functionality with the `Firefly Bush Spawning` config option.
- When the config option is disabled, these changes will no longer apply.
- This change was made to both significantly boost performance on lower-end devices, while being more accurate to Vanilla's Firefly particle spawning.
- Fireflies now despawn within 40 blocks of a Player instead of 80.
- Tweaked the textures of multiple baby mobs to fit in more with Vanilla:
- Crab
- Jellyfish
- Penguin
- Added the `wilderwild:gameplay/ostrich_egg_hatch_chance` Environment Attribute.
- Provides a 1/18 chance during the day, and a 1/300 chance during the night by default.
- Added the `wilderwild:gameplay/penguin_egg_hatch_chance` Environment Attribute.
- Provides a 1/30 chance at all times by default.
- Fixed a crash when booting with Terrablender.
- Updated the models and textures of the following baby mobs:
- Crab
- Jellyfish
- Tweaked the bounding box to align with the new model
- Moobloom
- Tweaked the bounding box to align with the new model
- Ostrich
- Tweaked the bounding box to align with the new model
- Zombie Ostrich
- Tweaked the bounding box to align with the new model
- Penguin
- Auburn Moss Blocks, Auburn Moss Carpets, and Creeping Auburn Moss can now be composted
- Wilder Wild's flowers can once again be used to craft Suspicious Stew
- Added Special Block Models for Wilder Wild's Signs, Wilder Wild's Hanging Signs, the Stone Chest, the Hanging Tendril, Clovers, Phlox, and Lantanas
- Wilder Wild's Villager Trades are now data-driven
- Fragile Ice now also cracks if an entity's passenger is contained within the `#wilderwild:fragile_ice_unwalkable_mobs` Entity Type tag.
- Fixed a missing texture in the Baobab Nut's hanging model
- Updated the rendering of Mesoglea as a fluid to be emissive
- Shrubs now generate half as commonly in the Oasis biome
- Adjusted Wilder Wild's tree features to not replace blocks such as Sand when growing on them
- This change was made in order to prevent instances where players could grow a Palm tree to turn Sand into Dirt
- Reworked many worldgen features to match Tiny Takeover's worldgen changes
- Changed the algorithm Mooblooms use to select a variant to match Tiny Takeover's worldgen changes
- Added the following Block tags:
- `#wilderwild:supports_algae`
- `#wilderwild:supports_plankton`
- `#wilderwild:supports_hanging_baobab_nut`
- `#wilderwild:supports_cattail`
- `#wilderwild:supports_coconut`
- `#wilderwild:supports_hanging_coconut`
- `#wilderwild:cannot_support_sea_anemone`
- `#wilderwild:cannot_support_sea_whip`
- `#wilderwild:cannot_support_tube_worms`
- `#wilderwild:supports_frozen_vegetation`
- `#wilderwild:supports_waterloggable_sapling`
- `#wilderwild:cannot_replace_below_tree_trunk_waterloggable`
- `#wilderwild:cannot_replace_below_tree_trunk_desert`
- `#wilderwild:supports_shrub`
- Added the following Fluid tags:
- `#wilderwild:supports_algae`
- `#wilderwild:supports_plankton`
- Auburn Moss Blocks, Auburn Moss Carpets, and Creeping Auburn Moss can now be composted.
- Wilder Wild's flowers can once again be used to craft Suspicious Stew.
- Added Special Block Models for Wilder Wild's Signs, Wilder Wild's Hanging Signs, the Stone Chest, the Hanging Tendril, Clovers, Phlox, and Lantanas.
- Converted configs to FrozenLib's Config V2
- Among many improvements, some performance issues are fixed
- Fixed an incompatibility that broke other modded Boats. ([#532](https://github.com/FrozenBlock/WilderWild/issues/532))
- Improved the performance of Scorched Sand blocks. ([#526](https://github.com/FrozenBlock/WilderWild/issues/526))
- Lava now takes much longer to scorch a Sand block.
- Dying Forests no longer generate next to Groves with Biolith installed. ([#529](https://github.com/FrozenBlock/WilderWild/pull/529))
- Converted configs to FrozenLib's Config V2
- Among many improvements, some performance issues are fixed
- Fixed an incompatibility that broke other modded Boats. ([#532](https://github.com/FrozenBlock/WilderWild/issues/532))
- Improved the performance of Scorched Sand blocks. ([#526](https://github.com/FrozenBlock/WilderWild/issues/526))
- Lava now takes much longer to scorch a Sand block.
- Dying Forests no longer generate next to Groves with Biolith installed. ([#529](https://github.com/FrozenBlock/WilderWild/pull/529))
- Converted configs to FrozenLib's Config V2
- Among many improvements, some performance issues are fixed
- Fixed an incompatibility that broke other modded Boats. ([#532](https://github.com/FrozenBlock/WilderWild/issues/532))
- Improved the performance of Scorched Sand blocks. ([#526](https://github.com/FrozenBlock/WilderWild/issues/526))
- Lava now takes much longer to scorch a Sand block.
- Dying Forests no longer generate next to Groves with Biolith installed. ([#529](https://github.com/FrozenBlock/WilderWild/pull/529))
- Fixed an incompatibility that broke other modded Boats. ([#532](https://github.com/FrozenBlock/WilderWild/issues/532))
- Improved the performance of Scorched Sand blocks. ([#526](https://github.com/FrozenBlock/WilderWild/issues/526))
- Lava now takes much longer to scorch a Sand block.
- Dying Forests no longer generate next to Groves with Biolith installed. ([#529](https://github.com/FrozenBlock/WilderWild/pull/529))
- Fixed the Allay's keyframed dancing animation not working.
- Changed Crab Claws to grant players the Reach Boost effect when held.
- This change was made to resolve an issue that granted players infinite Reach Boost if they had the effect active.
- This functionality is still locked behind the config option.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed Hollowed Logs being usable to craft 4 Planks Blocks instead of 2.
- Removed the looping Enderman anger sound, as it is out of Wilder Wild's scope.
- (Don't blame me someone else made me add it years ago)
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Fixed a critical compat issue when used with Lithostitched.
- Fixed Display Lanterns using the incorrect Piston push reaction, now being destroyed like other Lantern blocks.
- Display Lanterns will no longer retain Fireflies when broken with Silk Touch.
- Fixed Pale Oak Saplings growing without the need to place them in a 2x2 pattern.
- Fixed Ostrich Eggs showing up without a texture on 1.21.11+.
- Fixed Geysers using an outdated emissive overlay texture on 1.21.4+.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Bumped Wilder Wild's protocol version to 17.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Cattails now generate closer together, and generate more Cattails per-patch on average.
- Cattail patches can that generate on Mud when not near water have been removed.
- Milkweed now generate more commonly in Swamps and Mangrove Swamps.
- Wind Particles can now spawn in clusters.
- The more intense the wind, the higher the chance for Wind Particles to spawn near another Wind Particle!
- This feature was added to make Wind Particles feel more like part of the game's ambience, opposed to one-off particles that randomly appear.
- Added config options to control whether clusters can spawn, the max amount of Wind Particles per cluster, and the relative chance for a Wind Particle to spawn in a cluster.
- Updated the Old Growth Dark Forest.
- The amount of trees has been drastically increased.
- "Big Shrub/Bush" features generate more frequently.
- Fallen Dark Oak Trees generate slightly more frequently.
- Increased the amount of space Old Growth Dark Forests take up.
- Beta Beaches can no longer generate in Old Growth Dark Forests.
- The Shrub's break particles now only use its leaves overlay, instead of its stem and branches.
- Updated the foliage colors of the Maple Forest biome.
- Added new Environment Attributes for Wilder Wild.
- `wilderwild:gameplay/pale_mushroom_active` dictates if Pale Mushroom Blocks, Pale Mushrooms, and Pale Shelf Fungi will emit particles.
- `wilderwild:gameplay/plankton_glowing` dictates if Plankton will glow.
- `wilderwild:gameplay/sea_anemone_glowing` dictates if Sea Anemone will glow.
- Added a new Timeline, `wilderwild:wilderwild_day`!
- This Timeline controls Wilder Wild's three new Environment Attributes.
- `wilderwild:gameplay/pale_mushroom_active`: True at nighttime and false in daytime.
- `wilderwild:gameplay/plankton_glowing`: True at nighttime and false in daytime.
- `wilderwild:gameplay/sea_anemone_glowing`: False at nighttime and true in daytime.
- Fixed Dark Oak Leaf Litters not spawning leaf litter particles when walked through.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Updated the Ukranian translations, thanks to StarmanMine142! ([#514](https://github.com/FrozenBlock/WilderWild/pull/514) & ([#519](https://github.com/FrozenBlock/WilderWild/pull/519)))
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation, thanks to taguima! ([#522](https://github.com/FrozenBlock/WilderWild/pull/522))
### Mobs
- Added the Zombie Ostrich in 1.21.11+!
- An undead variant of the Ostrich.
- Spawns with a Zombie rider holding an Iron Spear.
- Has a slightly faster walking speed than the regular Ostrich, but has no option to sprint.
- Burns in daylight, and cannot be protected with armor due to the lack of Ostrich Armor.
- Spawns in biomes within the `wilderwild:entity/spawn/zombie_ostrich` biome tag.
- Players will no longer be able to control Ostriches while using an item in 1.21.11+.
- This change was made to balance the usage and utility of Ostriches with the new Spear item, dedicating Ostriches to transport while Horses allow for both Armor and Spear usage.
- Zombie Ostriches are not impacted by this change.
- Fireflies can now be dyed in-world by clicking them with a Dye item.
- Butterflies now rarely spawn in Swamps.
- Moobloom parents of the same flower color no longer attempt to produce offspring with a "mixed" color.
- This was unintentional behavior, and allowed players to obtain Mooblooms of the same color but different flowers.
- Mooblooms can now properly render double-tall blocks.
- A new `top_flower_block_state` field has been added for Moobloom variants.
- This is an optional field, and is not present by default.
- Takes a block state, just like the `flower_block_state` field.
- When present, will render as the top-half of the block on Mooblooms.
- Double-tall blocks will be scaled slightly smaller than single blocks on Mooblooms.
- Added the Scorched to the `minecraft:no_anger_from_wind_charge` entity type tag.
- Added the Butterfly to the `wilderwild:coconut_cant_bonk` and `wilderwild:coconut_cant_split` entity type tags.
### Tree Changes
- Hanging Coconuts now drop between 1-4 Coconuts when broken, opposed to 3-4.
- Changed the logic that determines whether a Cypress tree will grow into a unique Juniper shape or not.
- Added the `wilderwild:cypress_grows_as_juniper_on` block tag.
- Contains `#minecraft:sand` and `#minecraft:terracotta` by default.
- A Cypress Sapling grown on top of a block within the `wilderwild:cypress_grows_as_juniper_on` block tag will assume the Juniper shape.
- Before this change, the Juniper shape would be assumed only within Badlands biomes.
- Palm Trees can now only naturally generate a maximum of three Coconuts.
- Added the Yellow Maple Sapling, Orange Maple Sapling, and Red Maple Sapling.
- This change was made due to community request and feedback, as having only one sapling which grants a random color was not preferred.
- The original Maple Sapling will be datafixed into the Yellow Maple Sapling.
- The generation of Maple Trees has been completely overhauled, now sporting a much more natural shape.
- This change was made after a long time due to community request and feedback, as the old Maple Tree generation did not fit well any other trees in Minecraft.
- Added a config option to toggle the old shapes of Maple Tree trunks and foliage.
- Fallen Maple Trees now occasionally generate with branches.
- Added the `wilderwild:maple_trunk_placer` Trunk Placer, used for the new Maple Tree generation.
- Contains both a `trunk_branch_placement` and `lower_trunk_branch_placement` field.
- `lower_trunk_branch_placement` will be used if the current trunk position is less than half of the total trunk height.
- The `alt_trunk_placer` field contains an alternate Trunk Placer, which will be used if the new Maple Tree generation is disabled.
- Renamed the old `wilderwild:maple_foliage_placer` Foliage Placer to `wilderwild:legacy_maple_foliage_placer`.
- Removed the `wilderwild:round_maple_foliage_placer` Foliage Placer.
- Added the `wilderwild:maple_foliage_placer` Foliage Placer, used for the new Maple Tree generation.
- Generates much like Oak and Birch foliage but with hanging leaves on the bottom, similar to Cherry foliage.
- The `hanging_leaves_chance` and `hanging_leaves_extension_chance` dictate the chances for hanging leaves blocks to generate, then to be extended upon generation respectively.
- The `alt_foliage_placer` field contains an alternate Foliage Placer, which will be used if the new Maple Tree generation is disabled.
- The `foliage_radius_shrink` field of Wilder Wild's Trunk Branch Placement has been renamed to `foliage_radius_offset`, and now uses an Integer Provider instead of an Integer.
- The `offset_last_log_chance`, `minimum_branch_length_for_offset`, `foliage_placement_chance`, and `foliage_radius_offset` fields of Wilder Wild's Trunk Branch Placement are now all optional.
### Trades & Loot Tables
- Desert Fisherman Villagers now sell Palm Boats instead of Jungle Boats.
- Fisherman Villagers can now purchase Crab Buckets and Jellyfish Buckets for Emeralds.
- Wandering Traders can now sell:
- Carnations
- Hibiscus
- Seeding Dandelions
- Marigolds
- Pasqueflowers
- Tumbleweed Stems
- Prickly Pears
- Icicles
- Barnacles
- Sea Anemone
- Sea Whips
- Auburn Moss
- Algae
- Plankton
- Geysers
- Config options to toggle every single Wilder Wild Villager trade have been introduced.
- Added a new `entity_villager` mixin config option.
- This is only used to swap the Desert Fisherman Villager's Jungle Boat for a Palm Boat.
- Loot Tables that are modified by Wilder Wild now only add items if their respective worldgen config options are enabled.
- Prickly Pears can now be found within Chests in Desert Villages.
### Creative Inventory Sorting
- Shelf Fungi are now placed after all fungi, instead of being placed after both Overworld and Nether fungi.
- Pollen is now placed before Glow Lichen.
- Coconut is now placed after the Blue Egg in the 'Combat' category in 1.21.5+.
- The Firefly Bottle and Butterfly Bottle are now placed after the Milk Bucket.
- Barnacles is now placed before Algae and Plankton.
- The Ostrich Egg and Penguin Egg are now placed after Frogspawn on 1.21.1.
- Do note this was already fixed on 1.21.2+.
- Fixed the Gabbro building set being misplaced on 1.21.1.
- Moved Sculk building blocks to the very bottom, and added the regular Sculk block alongside them.
### Assets
- Retextured the Palm Sapling.
- Retextured all Gabbro blocks.
- Retextured the Geyser.
- Retextured the Baobab Nut item.
- Retextured the Jellyfish Bucket.
- Retextured the Marigold.
- Retextured the Willow Sapling.
- Retextured the Maple Sapling.
- Retextured the Shrub.
- Retextured Echo Glass.
- Updated the Reach Boost effect icon.
- Retextured most Leaf Litter blocks and their particles in 1.21.5+.
- The stems of Hanging Baobab Nuts now utilize their full textures and are rotated at a 45-degree angle in 1.21.11+.
- The stems of Hanging Coconuts are now rotated at a 45-degree angle in 1.21.11+.
- The stems of Lily Pads and Flowering Lily Pads are now rotated at a 45-degree angle in 1.21.11+.
- Significantly optimized the models of Hollowed Logs in 1.21.11+.
- Fixed the Shrub's textures being flipped on its model.
- Added a config option to grant players extended reach while holding a Crab Claw in either hand.
- This is off by default, but can be changed in-game on-the-fly via the config.
- The on-the-fly config functionality may not work on 1.21.2+, hence the restart prompt appearing when changing this config value.
- Fixed Jungle Logs turning into Oak Logs when hollowed. ([#516](https://github.com/FrozenBlock/WilderWild/issues/516))
- Fixed a feature cycle order crash with `Oh The Biomes We've Gone`. ([#518](https://github.com/FrozenBlock/WilderWild/issues/518))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Increased Wilder Wild's protocol version to 16.
- FrozenLib is no longer embedded in Wilder Wild, meaning it must be downloaded separately.
- Wilder Wild's advancement modifications no longer require access to certain features when they are disabled by the mod's config.
- Fixed an issue with Stone Chest animations being "snappy" on servers.
- Copper Golems will now completely ignore Stone Chests.
- Added a config option to toggle the oral arms of Jellyfish.
- Fixed Dripping Red Mesoglea particles infinitely dripping through blocks one-by-one, all the way into the void.
- Wilder Wild's textures now have defined mipmapping strategies on 25w43a+.
- Updated the Russian translation, thanks to Taygeta! ([#509](https://github.com/FrozenBlock/WilderWild/pull/509))
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
- Crabs no longer freeze in place and jitter when attempting to climb blocks such as Mud.
- Crabs no longer freeze in place and jitter when attempting to climb blocks underwater.
- Crabs no longer attempt to "cling" to blocks while descending underwater.
- Fixed Penguin Eggs not having a loot table.
- Fixed Hollowed Crimson Stems and Hollowed Warped Stems incorrectly being in the `wilderwild:hollow_logs_that_burn` item tag. ([#513](https://github.com/FrozenBlock/WilderWild/issues/513))
- Fixed a crash on 1.21.5+ when using Bone Meal in a Jungle biome. ([#510](https://github.com/FrozenBlock/WilderWild/issues/510))
- Fixed the new Lightning Rod blocks being missing from the `wilderwild:no_lightning_block_particles` and `wilderwild:no_lightning_smoke_particles` block tags on 1.21.9+. ([#511](https://github.com/FrozenBlock/WilderWild/issues/511))
- Fixed the rendering of Dripping Mesoglea particles on 1.21.9+.
### 25w42a+
- Revamped the implementation used to switch between the regular Water fog and Mesoglea fog colors.
- Renamed `wilderwild:blue_pearlescent_mesoglea` to `wilderwild:pearlescent_blue_mesoglea`.
- Renamed `wilderwild:purple_pearlescent_mesoglea` to `wilderwild:pearlescent_purple_mesoglea`.
- Renamed `wilderwild:blue_pearlescent_nematocyst` to `wilderwild:pearlescent_blue_nematocyst`.
- Renamed `wilderwild:purple_pearlescent_nematocyst` to `wilderwild:pearlescent_purple_nematocyst`.
- Renamed all Mesoglea-related particles and their textures in order to improve both organization and consistency.
- Reworked how Dripping Mesoglea particles spawn, now using a mixin on vanilla code to be more consistent with Dripping Water's implementation.
- Cleaned up Wilder Wild's biome injection implementation.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
# Sounds
- Added unique sounds for Maple Leaves.
- Added unique sounds for Maple Leaf Litters.
- Added unique sounds for the Maple wood set.
- Added unique sounds for Pale Oak Leaves.
- This will be disabled if the config options for either Pale Oak wood or Leaves sounds are disabled.
- Added unique sounds for the Pale Oak wood set.
- Added a config option to toggle these sounds.
- Added unique sounds for Auburn and Pale Moss.
- Added a config option to toggle these new sounds.
- Leaves blocks now use Azalea Leaves' sounds instead of Cherry Leaves' sounds.
- Added unique sounds for coniferous Leaves blocks.
- Updated all Hollowed Log/Stem sounds to be more pleasing to the ears.
- Added unique sounds for Short/Tall Grass, Fern, Bush, and Clover blocks, now sounding much cleaner and less disturbing.
- The Frozen and Dry variants of these blocks will use tweaked versions of these sounds to fit their appearance better.
- Added a config option to toggle these new sounds.
- Added unique sounds for placing and breaking Barnacles.
- Added unique sounds for placing and breaking Sea Anemone.
- Added unique sounds for placing and breaking Tube Worms.
- Added unique sounds for Copper Chests being opened and Closed underwater in 25w32a+.
- Updated the place and break sounds of Geysers to be distinct from Gabbro.
- Updated Gabbro Bricks sounds to be more distinct from regular Gabbro blocks.
- Updated Coarse Dirt sounds to be more distinct from regular Dirt.
- Updated Fragile Ice and Frosted Ice sounds to be more distinct from other Ice blocks.
- Updated Ice, Packed Ice, and Blue Ice sounds to be more distinct from Fragile Ice and Frosted Ice.
- Added unique sounds for entering, exiting, swimming, and splashing in Mesoglea.
- Added a unique ambient loop while a player is inside of Mesoglea.
- Tweaked the sounds and volume of Mesoglea Bubbles popping.
- Added unique sounds for Jellyfish hiding in Mesoglea/Nematocyst.
- Sponge Buds now use the Wet Sponge sound type when waterlogged.
- Fixed Mushroom Stems not using Wilder Wild's mushroom block sound type.
- Fixed Jack O Lanterns not using Wilder Wild's melon sound type.
- Pumpkin and Melon stems now use crop sounds opposed to wood sounds.
- Fixed Pink Petals incorrectly being assigned a different block SoundType.
- Wilder Wild's Sandstone sounds block tag now uses Fabric's conventional Sandstone block tag.
- Moved Leaf Litters from the `minecraft:inside_step_sound_blocks` block tag to the `minecraft:combination_step_sound_blocks` block tag in 1.21.5+.
- Scorched Sand blocks and Tumbleweed now play Desert ambience.
- Desert ambience now plays in the Oasis biome in 1.21.5.
- Added a `block_ambience` field to Wilder Wild's mixin config.
- These changes are not present in 1.21.6+ as the biome requirement no longer exists.
- Fixed Echo Glass place sounds being stereo instead of mono.
- Fixed underwater Chest closing sounds being stereo instead of mono.
- Decreased the amount of bass present in some of the Jellyfish's sounds.
- The ambient loops for the Deep Dark, Dripstone Caves, and Lush Caves biomes are no longer preloaded.
- Removed duplicate leaves sounds.
- Removed duplicate flower sounds.
- Removed sounds for the Palm Crown, as the block has long-since been removed.
- Removed a few unused sounds.
# Blocks
- Added Leaf Litter blocks for every leaf type in 1.21.5+.
- Leaf particles now spawn while walking on Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, with normal Leaves blocks having this disabled by default.
- This applies to Breezes, which will spawn a steady stream of Leaves flowing upwards.
- Leaf particles now spawn from explosions near and when manually breaking Leaf Litters and Leaves blocks in 1.21.5+.
- Added config options to toggle these individually, all being disabled by default.
- Vastly extended the usability of Wilder Wild's Falling Leaf particles for modders in 1.21.5+:
- Any block can now be given Falling Leaves.
- Added the `LeafMovementType` enum, used to specify different ways the Falling Leaf should move.
- Added Froglight Goop blocks!
- Froglight Goop generates below Froglight blocks that are below Water.
- Added a new config option to toggle this behavior.
- Froglight Goop emits a light level of 5, and can be climbed on.
- Froglight Goop cannot be used to craft new Froglights, you will still need to use your Frogs for them!
- Added Gabbro blocks to Sculk-related tags they were missing from.
- Nether Wart, Nether Wart Blocks, and Warped Wart Blocks now kill Termites upon contact.
- Added a few missing Crimson and Warped blocks to the `wilderwild:kills_termite` block tag.
- Fixed a few Pale Oak blocks missing from tags.
- Removed the cracked variants of Scorched Sand blocks, simplifying them in both implementation and design to be more consistent with Vanilla.
- Geysers no longer attempt to push Arrows/Tridents that are stuck inside blocks.
- Item entities no longer jitter while being pushed by a Geyser.
- Geysers no longer attempt to push Withers, Ender Dragons, Vexes, Eyes of Ender, and Apparitions (`Trailier Tales`).
- Removed duplicate Stonecutting recipes for Mud Bricks. ([#502](https://github.com/FrozenBlock/WilderWild/issues/502))
- Penguin and Ostrich eggs now take much longer to hatch. ([#501](https://github.com/FrozenBlock/WilderWild/issues/501))
# Textures & Models
- Retextured all Jellyfish to be more distinct from one another, and to fit into Minecraft's art style more.
- Jellyfish now have additional "oral arms."
- Fixed an incorrect calculation that caused the Jellyfish's tentacles to not lag behind the "cap" properly, but instead get pushed in the opposite direction.
- Retextured the Jellyfish Bucket.
- Retextured the Jellyfish Spawn Egg in 1.21.5+.
- Updated the textures of most Nematocyst and Mesoglea blocks to reflect the respective new Jellyfish textures.
- The Nematocyst model no longer has shading.
- Fixed a slight offset on one part of the Nematocyst's model.
- Redesigned the Crab to be more in-line with Mojang's proposed design.
- The old textures and model can still be used by disabling the internal `Mojang Crabs` Resource Pack.
- Retextured the Marigold.
- Retextured the Marigold Moobloom.
- Retextured Lantanas.
- Changed the Clovers' textures to be brighter, making them more visible on Grass Blocks.
- Retextured the Sea Anemone's item texture to feel more like a Sea Anemone.
- Updated the Plankton block's textures and animation.
- Updated the Cattail's textures.
- Cattails can now sway like other underwater vegetation.
- Swaying will occur when waterlogged, though the top half will have a weaker sway if it isn't also waterlogged.
- Completely retextured Milkweed, now looking more akin to their real-world tropical counterpart.
- Updated the textures for all Hibiscus flowers.
- Fixed a tiling error with the Stripped Maple Log.
- Retextured the Cypress Log.
- Geysers now use an emissive top face in 1.21.4+.
- Retextured the Penguin Spawn Egg in 1.21.5+.
- Retextured the Ostrich Spawn Egg in 1.21.5+.
- Replaced the data/resource pack icon with a new one by Voxelotl!
# Music
- Removed the internal .zip resource pack containing Wilder Wild's music.
- This has been reverted to the original implementation, including the config option and resource pack to disable Wilder Wild's music playing in the title screen and while under water.
- C418's music has once again been removed.
- A separate .zip resource pack is now downloaded in the background upon boot.
- The downloaded .zip can be found in the `/frozenlib/downloaded_resourcepacks` folder within Minecraft's run directory.
- A toast will be displayed instructing the player to reload the game's resources once the pack has been downloaded.
- Resource pack downloading can be disabled via FrozenLib's config.
- This change was made to minimize the amount of file space Wilder Wild takes up, cutting it down by roughly two-thirds of its size.
- This makes Wilder Wild more friendly to download for users with slower internet connections as its music will only be downloaded once, while also removing unnecessary file space on servers.
- Added the track `Frozen Blocks` by Zhen!
- This track plays in the Mesoglea Caves, Frozen Caves, Frozen Ocean, Deep Frozen Ocean, Snowy Taiga, Snowy Plains, Snowy Beaches, Ice Spikes, Frozen River, and Snowy Old Growth Pine Taiga biomes.
- `Anemone` by pictochats_ no longer plays in the Frozen Ocean and Deep Frozen Ocean biomes, remaining in all other ocean biomes and being most commonly heard in the Lukewarm Ocean, Deep Lukewarm Ocean, and Warm Ocean biomes.
- Added the track `Pressure` by Zhen!
- This track plays in the Magmatic Caves, Desert, Oasis, Badlands, Eroded Badlands, and Wooded Badlands biomes.
- Added two config options to toggle Wilder Wild's music in the Desert and Badlands biomes.
- Added missing translation strings for Wilder Wild's music in 1.21.6+.
# World Generation
- Renamed the `wilderwild:feature/has_field_flowers` biome tag to `wilderwild:feature/has_flower_field_flowers.`
- The `wilderwild:feature/has_flower_forest_flowers` biome tag has been added, differentiating Flower Field and Flower Forest flower generation.
- Updated flower generation in Flower Fields and Flower Forests, being more visually pleasing.
- Flower generation in Flower Forests is now more even and sparse than that of Flower Fields.
- Toned down flower generation in Tundras.
- Leaf Litters of every leaf type now generate.
- Azalea and Cherry Leaf Litters do not generate naturally, but can still be obtained by smelting their leaves block.
- This change was made to establish stronger consistency between Vanilla and Wilder Wild.
- Added config options to toggle the generation of every Leaf Litter type.
- This does not apply to Maple Leaf Litters.
- Leaf Litter patch features no longer get placed over blocks such as Sand or Gravel.
- This change was made to improve the aesthetic of Beta Beaches.
- Significantly cleaned up feature datagen in 1.21.5+.
# Entities
- Moobloom variants are now selected based upon the flower features in the biome.
- As a result of this, all biome tags relating to Moobloom variants have been removed.
- Mooblooms will now prefer to walk towards flowers of the same type as themselves.
- Fixed an issue where feeding a Moobloom to regrow its flowers would not make the play swing their arm in 1.21.2+.
- Butterflies will now prefer moving towards flowers slightly more.
- Updated mob variant selection on 1.21.6+ to be consistent with Vanilla.
- This change does not apply to Mooblooms.
- Fireflies can now hide in frozen vegetation blocks.
- Fireflies can now hide in Bushes in 1.21.5+.
- Reworked Firefly spawning in 1.21.5+, making it less likely for Fireflies to all pool up in one place.
- Added a config option in 1.21.5+ to dictate whether Fireflies can spawn wherever a Firefly Bush is.
- If disabled, Fireflies can only spawn in Swamp-like biomes.
- Fixed Penguins not counting towards the `Flightless Flight` advancement.
- Tumbleweed now implement the `InventoryCarrier` interface on 1.21.9+.
# Items
- Copper Horns have been removed in 1.21.9+!
- Copper Horns are now a feature in the `The Copperier Age` mod.
- Copper Horns will be datafixed to use the `thecopperierage` namespace, meaning they will work fine as long as a world is loaded with `The Copperier Age` installed.
- The Milkweed pod now has a cooldown of two seconds.
- Added unique sounds for blowing a Milkweed Pod.
- Using a Milkweed Pod now properly awards the statistic for item usage.
- Ender Pearls no longer play two teleportation sounds upon landing.
- Removed yet another internal reference to the Ancient Horn. Begone. Your time has long passed.
# Misc.
- Increased Wilder Wild's protocol version to 15.
- Reimplemented `Flake` and `Excuse` by C418, maintaining obfuscation using FrozenLib's new resource pack API to use obfuscated resource packs in mods!
- All of Wilder Wild's music is now a part of the obfuscated internal resource pack.
- Fixed a misspelled sound file.
- Reimplemented `Flake` and `Excuse` by C418, maintaining obfuscation using FrozenLib's new resource pack API to use obfuscated resource packs in mods!
- All of Wilder Wild's music is now a part of the obfuscated internal resource pack.
- Fixed a misspelled sound file.
- Reimplemented `Flake` and `Excuse` by C418, maintaining obfuscation using FrozenLib's new resource pack API to use obfuscated resource packs in mods!
- All of Wilder Wild's music is now a part of the obfuscated internal resource pack.
- Fixed a misspelled sound file.
- Reimplemented `Flake` and `Excuse` by C418, maintaining obfuscation using FrozenLib's new resource pack API to use obfuscated resource packs in mods!
- All of Wilder Wild's music is now a part of the obfuscated internal resource pack.
- Fixed a misspelled sound file.
- Reimplemented `Flake` and `Excuse` by C418, maintaining obfuscation using FrozenLib's new resource pack API to use obfuscated resource packs in mods!
- All of Wilder Wild's music is now a part of the obfuscated internal resource pack.
- Fixed a misspelled sound file.
- Added a title screen version of `Espial` by `pictochats_`!
- Added the song `Anemone` by `pictochats_`!
- Added the `wilderwild:music_pool/has_ocean_music` and `wilderwild:music_pool/has_warm_ocean_music` biome tags.
- The music that plays in Ocean biomes contains the `minecraft:music.game` pool like it did before, now with `Anemone` and `Epsial` by `pictochats_` having a chance to play as well.
- `Anemone` by `pictochats_` plays most commonly in warmer Ocean biomes.
- `Espial` by `pictochats` plays most commonly in all other Ocean biomes.
- Added a config option to toggle Wilder Wild's Ocean music.
- Removed the songs `Excuse` and `Flake` by `C418` as obfuscated ogg files no longer work in Minecraft.
- Jellyfish and Butterflies have had their spawning logic vastly simplified, now using Vanilla's Spawn Charge/Cost system.
- As a result of this change, the following changes have been made:
- The `wilderwild:entity/spawn/jellyfish` biome tag now dictates all biomes Jellyfish can spawn in.
- The `wilderwild:entity/spawn/jellyfish_special_spawn` biome tag has been replaced with the `wilderwild:entity/spawn/jellyfish_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Jellyfish can spawn more frequently and closer together in.
- The `wilderwild:entity/spawn/butterfly` biome tag now dictates all biomes Butterflies can spawn in.
- The `wilderwild:entity/spawn/common_butterfly` biome tag has been replaced with the `wilderwild:entity/spawn/butterfly_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Butterflies can spawn more frequently and closer together in.
- Renamed the `wilderwild:feature/red_creeping_moss_feature_placeable` block tag to `wilderwild:feature/auburn_creeping_moss_feature_placeable`.
- Auburn Creeping Moss generated in Auburn Moss patches can now generate on the sides of blocks.
- Fixed the Bush not datafixing into the Shrub in 1.21.5+ due to an incorrect DataVersion.
- Fixed Maple Leaf Litters not generating as intended.
- Fixed the Leaf Litter model being raised too high above the ground on versions prior to 1.21.5.
- Fixed Doors not using the proper item class.
- Fixed Tall Flowers not using the proper item class.
- Misc. internal cleanup.
- Updated the Vietnamese translation on 1.21.6+, thanks to `godkyo98`! ([#496](https://github.com/FrozenBlock/WilderWild/pull/496))
- Added a title screen version of `Espial` by `pictochats_`!
- Added the song `Anemone` by `pictochats_`!
- Added the `wilderwild:music_pool/has_ocean_music` and `wilderwild:music_pool/has_warm_ocean_music` biome tags.
- The music that plays in Ocean biomes contains the `minecraft:music.game` pool like it did before, now with `Anemone` and `Epsial` by `pictochats_` having a chance to play as well.
- `Anemone` by `pictochats_` plays most commonly in warmer Ocean biomes.
- `Espial` by `pictochats` plays most commonly in all other Ocean biomes.
- Added a config option to toggle Wilder Wild's Ocean music.
- Removed the songs `Excuse` and `Flake` by `C418` as obfuscated ogg files no longer work in Minecraft.
- Jellyfish and Butterflies have had their spawning logic vastly simplified, now using Vanilla's Spawn Charge/Cost system.
- As a result of this change, the following changes have been made:
- The `wilderwild:entity/spawn/jellyfish` biome tag now dictates all biomes Jellyfish can spawn in.
- The `wilderwild:entity/spawn/jellyfish_special_spawn` biome tag has been replaced with the `wilderwild:entity/spawn/jellyfish_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Jellyfish can spawn more frequently and closer together in.
- The `wilderwild:entity/spawn/butterfly` biome tag now dictates all biomes Butterflies can spawn in.
- The `wilderwild:entity/spawn/common_butterfly` biome tag has been replaced with the `wilderwild:entity/spawn/butterfly_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Butterflies can spawn more frequently and closer together in.
- Renamed the `wilderwild:feature/red_creeping_moss_feature_placeable` block tag to `wilderwild:feature/auburn_creeping_moss_feature_placeable`.
- Auburn Creeping Moss generated in Auburn Moss patches can now generate on the sides of blocks.
- Fixed the Bush not datafixing into the Shrub in 1.21.5+ due to an incorrect DataVersion.
- Fixed Maple Leaf Litters not generating as intended.
- Fixed the Leaf Litter model being raised too high above the ground on versions prior to 1.21.5.
- Fixed Doors not using the proper item class.
- Fixed Tall Flowers not using the proper item class.
- Misc. internal cleanup.
- Updated the Vietnamese translation on 1.21.6+, thanks to `godkyo98`! ([#496](https://github.com/FrozenBlock/WilderWild/pull/496))
- Added a title screen version of `Espial` by `pictochats_`!
- Added the song `Anemone` by `pictochats_`!
- Added the `wilderwild:music_pool/has_ocean_music` and `wilderwild:music_pool/has_warm_ocean_music` biome tags.
- The music that plays in Ocean biomes contains the `minecraft:music.game` pool like it did before, now with `Anemone` and `Epsial` by `pictochats_` having a chance to play as well.
- `Anemone` by `pictochats_` plays most commonly in warmer Ocean biomes.
- `Espial` by `pictochats` plays most commonly in all other Ocean biomes.
- Added a config option to toggle Wilder Wild's Ocean music.
- Removed the songs `Excuse` and `Flake` by `C418` as obfuscated ogg files no longer work in Minecraft.
- Jellyfish and Butterflies have had their spawning logic vastly simplified, now using Vanilla's Spawn Charge/Cost system.
- As a result of this change, the following changes have been made:
- The `wilderwild:entity/spawn/jellyfish` biome tag now dictates all biomes Jellyfish can spawn in.
- The `wilderwild:entity/spawn/jellyfish_special_spawn` biome tag has been replaced with the `wilderwild:entity/spawn/jellyfish_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Jellyfish can spawn more frequently and closer together in.
- The `wilderwild:entity/spawn/butterfly` biome tag now dictates all biomes Butterflies can spawn in.
- The `wilderwild:entity/spawn/common_butterfly` biome tag has been replaced with the `wilderwild:entity/spawn/butterfly_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Butterflies can spawn more frequently and closer together in.
- Renamed the `wilderwild:feature/red_creeping_moss_feature_placeable` block tag to `wilderwild:feature/auburn_creeping_moss_feature_placeable`.
- Auburn Creeping Moss generated in Auburn Moss patches can now generate on the sides of blocks.
- Fixed the Bush not datafixing into the Shrub in 1.21.5+ due to an incorrect DataVersion.
- Fixed Maple Leaf Litters not generating as intended.
- Fixed the Leaf Litter model being raised too high above the ground on versions prior to 1.21.5.
- Fixed Doors not using the proper item class.
- Fixed Tall Flowers not using the proper item class.
- Misc. internal cleanup.
- Updated the Vietnamese translation on 1.21.6+, thanks to `godkyo98`! ([#496](https://github.com/FrozenBlock/WilderWild/pull/496))
- Added a title screen version of `Espial` by `pictochats_`!
- Added the song `Anemone` by `pictochats_`!
- Added the `wilderwild:music_pool/has_ocean_music` and `wilderwild:music_pool/has_warm_ocean_music` biome tags.
- The music that plays in Ocean biomes contains the `minecraft:music.game` pool like it did before, now with `Anemone` and `Epsial` by `pictochats_` having a chance to play as well.
- `Anemone` by `pictochats_` plays most commonly in warmer Ocean biomes.
- `Espial` by `pictochats` plays most commonly in all other Ocean biomes.
- Added a config option to toggle Wilder Wild's Ocean music.
- Removed the songs `Excuse` and `Flake` by `C418` as obfuscated ogg files no longer work in Minecraft.
- Jellyfish and Butterflies have had their spawning logic vastly simplified, now using Vanilla's Spawn Charge/Cost system.
- As a result of this change, the following changes have been made:
- The `wilderwild:entity/spawn/jellyfish` biome tag now dictates all biomes Jellyfish can spawn in.
- The `wilderwild:entity/spawn/jellyfish_special_spawn` biome tag has been replaced with the `wilderwild:entity/spawn/jellyfish_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Jellyfish can spawn more frequently and closer together in.
- The `wilderwild:entity/spawn/butterfly` biome tag now dictates all biomes Butterflies can spawn in.
- The `wilderwild:entity/spawn/common_butterfly` biome tag has been replaced with the `wilderwild:entity/spawn/butterfly_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Butterflies can spawn more frequently and closer together in.
- Renamed the `wilderwild:feature/red_creeping_moss_feature_placeable` block tag to `wilderwild:feature/auburn_creeping_moss_feature_placeable`.
- Auburn Creeping Moss generated in Auburn Moss patches can now generate on the sides of blocks.
- Fixed the Bush not datafixing into the Shrub in 1.21.5+ due to an incorrect DataVersion.
- Fixed Maple Leaf Litters not generating as intended.
- Fixed the Leaf Litter model being raised too high above the ground on versions prior to 1.21.5.
- Fixed Doors not using the proper item class.
- Fixed Tall Flowers not using the proper item class.
- Misc. internal cleanup.
- Updated the Vietnamese translation on 1.21.6+, thanks to `godkyo98`! ([#496](https://github.com/FrozenBlock/WilderWild/pull/496))
- Added a title screen version of `Espial` by `pictochats_`!
- Added the song `Anemone` by `pictochats_`!
- Added the `wilderwild:music_pool/has_ocean_music` and `wilderwild:music_pool/has_warm_ocean_music` biome tags.
- The music that plays in Ocean biomes contains the `minecraft:music.game` pool like it did before, now with `Anemone` and `Epsial` by `pictochats_` having a chance to play as well.
- `Anemone` by `pictochats_` plays most commonly in warmer Ocean biomes.
- `Espial` by `pictochats` plays most commonly in all other Ocean biomes.
- Added a config option to toggle Wilder Wild's Ocean music.
- Removed the songs `Excuse` and `Flake` by `C418` as obfuscated ogg files no longer work in Minecraft.
- Jellyfish and Butterflies have had their spawning logic vastly simplified, now using Vanilla's Spawn Charge/Cost system.
- As a result of this change, the following changes have been made:
- The `wilderwild:entity/spawn/jellyfish` biome tag now dictates all biomes Jellyfish can spawn in.
- The `wilderwild:entity/spawn/jellyfish_special_spawn` biome tag has been replaced with the `wilderwild:entity/spawn/jellyfish_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Jellyfish can spawn more frequently and closer together in.
- The `wilderwild:entity/spawn/butterfly` biome tag now dictates all biomes Butterflies can spawn in.
- The `wilderwild:entity/spawn/common_butterfly` biome tag has been replaced with the `wilderwild:entity/spawn/butterfly_common_spawn` biome tag.
- This tag now dictates which biomes (of the ones they can spawn in) Butterflies can spawn more frequently and closer together in.
- Renamed the `wilderwild:feature/red_creeping_moss_feature_placeable` block tag to `wilderwild:feature/auburn_creeping_moss_feature_placeable`.
- Auburn Creeping Moss generated in Auburn Moss patches can now generate on the sides of blocks.
- Fixed the Bush not datafixing into the Shrub in 1.21.5+ due to an incorrect DataVersion.
- Fixed Maple Leaf Litters not generating as intended.
- Fixed the Leaf Litter model being raised too high above the ground on versions prior to 1.21.5.
- Fixed Doors not using the proper item class.
- Fixed Tall Flowers not using the proper item class.
- Misc. internal cleanup.
- Updated the Vietnamese translation on 1.21.6+, thanks to `godkyo98`! ([#496](https://github.com/FrozenBlock/WilderWild/pull/496))
- Fixed initial Rain Particle rotation with `Particle Rain`.
- Halved the intensity of Wind on Rain Particles with `Particle Rain`.
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation! ([#481](https://github.com/FrozenBlock/WilderWild/pull/481))
- Added a new secret.
- Fixed initial Rain Particle rotation with `Particle Rain`.
- Halved the intensity of Wind on Rain Particles with `Particle Rain`.
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation! ([#481](https://github.com/FrozenBlock/WilderWild/pull/481))
- Added a new secret.
- Fixed initial Rain Particle rotation with `Particle Rain`.
- Halved the intensity of Wind on Rain Particles with `Particle Rain`.
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation! ([#481](https://github.com/FrozenBlock/WilderWild/pull/481))
- Added a new secret.
- Fixed initial Rain Particle rotation with `Particle Rain`.
- Halved the intensity of Wind on Rain Particles with `Particle Rain`.
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation! ([#481](https://github.com/FrozenBlock/WilderWild/pull/481))
- Added a new secret.
- Fixed initial Rain Particle rotation with `Particle Rain`.
- Halved the intensity of Wind on Rain Particles with `Particle Rain`.
- Updated the Spanish translation, thanks to Kokoroto!
- Updated the Chinese translation! ([#481](https://github.com/FrozenBlock/WilderWild/pull/481))
- Added a new secret.
- Increased Wilder Wild's protocol version to 14.
- Significantly cleaned up multiple parts of the mod internally.
- Fixed River biomes not generating with Biolith installed.
- Fixed items improperly dropping from Stone Chests.
- Clovers now only drop when broken with Silk Touch or Shears.
- Fixed the last remaining rendering bug with the Nematocyst.
- Increased Wilder Wild's protocol version to 14.
- Significantly cleaned up multiple parts of the mod internally.
- Fixed River biomes not generating with Biolith installed.
- Fixed items improperly dropping from Stone Chests.
- Clovers now only drop when broken with Silk Touch or Shears.
- Fixed the last remaining rendering bug with the Nematocyst.
- Increased Wilder Wild's protocol version to 14.
- Significantly cleaned up multiple parts of the mod internally.
- Fixed River biomes not generating with Biolith installed.
- Fixed items improperly dropping from Stone Chests.
- Clovers now only drop when broken with Silk Touch or Shears.
- Fixed the last remaining rendering bug with the Nematocyst.
- Increased Wilder Wild's protocol version to 14.
- Significantly cleaned up multiple parts of the mod internally.
- Fixed River biomes not generating with Biolith installed.
- Fixed items improperly dropping from Stone Chests.
- Clovers now only drop when broken with Silk Touch or Shears.
- Fixed the last remaining rendering bug with the Nematocyst.
- Increased Wilder Wild's protocol version to 14.
- Significantly cleaned up multiple parts of the mod internally.
- Fixed River biomes not generating with Biolith installed.
- Fixed items improperly dropping from Stone Chests.
- Clovers now only drop when broken with Silk Touch or Shears.
- Fixed the last remaining rendering bug with the Nematocyst.
- Fixed a bug that let the top layer of water render inside of Mesoglea again.
- A mixin that is now redundant has been removed in the process.
- Slightly optimized shadow rendering.
- Fixed Nematocyst rendering.
- Nematocyst rendering has finally been fixed with Sodium on all versions!
- Nematocyst rendering has been fixed with the Vanilla renderer on all versions!
- Do note that this had already worked fine on Vanilla 1.21.1 and below, so players using these versions without Sodium will not notice a difference.
- Fixed a bug that let the top layer of water render inside of Mesoglea again.
- A mixin that is now redundant has been removed in the process.
- Slightly optimized shadow rendering.
- Fixed Nematocyst rendering.
- Nematocyst rendering has finally been fixed with Sodium on all versions!
- Nematocyst rendering has been fixed with the Vanilla renderer on all versions!
- Do note that this had already worked fine on Vanilla 1.21.1 and below, so players using these versions without Sodium will not notice a difference.
- Fixed a bug that let the top layer of water render inside of Mesoglea again.
- A mixin that is now redundant has been removed in the process.
- Slightly optimized shadow rendering.
- Fixed Nematocyst rendering.
- Nematocyst rendering has finally been fixed with Sodium on all versions!
- Nematocyst rendering has been fixed with the Vanilla renderer on all versions!
- Do note that this had already worked fine on Vanilla 1.21.1 and below, so players using these versions without Sodium will not notice a difference.
- Fixed a bug that let the top layer of water render inside of Mesoglea again.
- A mixin that is now redundant has been removed in the process.
- Slightly optimized shadow rendering.
- Fixed Nematocyst rendering.
- Nematocyst rendering has finally been fixed with Sodium on all versions!
- Nematocyst rendering has been fixed with the Vanilla renderer on all versions!
- Do note that this had already worked fine on Vanilla 1.21.1 and below, so players using these versions without Sodium will not notice a difference.
- Updated Vietnamese translations thanks to godkyo98! ([#478](https://github.com/FrozenBlock/WilderWild/pull/478) & [#479](https://github.com/FrozenBlock/WilderWild/pull/479))
- All Jellyfish entity textures are now 32x32 instead of 64x64, as the extra space was simply unneeded.
- Fixed Willow Boats not having translation strings for their entity counterparts on 1.21.2.
- Lowered the maximum height of Super Birch trees by 1.
- Added Xaero's Minimap icons for Wilder Wild's mobs, started off by godkyo98's work! ([#480](https://github.com/FrozenBlock/WilderWild/pull/480))
- Fireflies now properly render shadows and tint when hurt on 1.21.2+.
- Fireflies can no longer hide when Name Tagged.
- Updated Vietnamese translations thanks to godkyo98! ([#478](https://github.com/FrozenBlock/WilderWild/pull/478) & [#479](https://github.com/FrozenBlock/WilderWild/pull/479))
- All Jellyfish entity textures are now 32x32 instead of 64x64, as the extra space was simply unneeded.
- Fixed Willow Boats not having translation strings for their entity counterparts on 1.21.2.
- Lowered the maximum height of Super Birch trees by 1.
- Added Xaero's Minimap icons for Wilder Wild's mobs, started off by godkyo98's work! ([#480](https://github.com/FrozenBlock/WilderWild/pull/480))
- Fireflies now properly render shadows and tint when hurt on 1.21.2+.
- Fireflies can no longer hide when Name Tagged.
- Updated Vietnamese translations thanks to godkyo98! ([#478](https://github.com/FrozenBlock/WilderWild/pull/478) & [#479](https://github.com/FrozenBlock/WilderWild/pull/479))
- All Jellyfish entity textures are now 32x32 instead of 64x64, as the extra space was simply unneeded.
- Fixed Willow Boats not having translation strings for their entity counterparts on 1.21.2.
- Lowered the maximum height of Super Birch trees by 1.
- Added Xaero's Minimap icons for Wilder Wild's mobs, started off by godkyo98's work! ([#480](https://github.com/FrozenBlock/WilderWild/pull/480))
- Fireflies now properly render shadows and tint when hurt on 1.21.2+.
- Fireflies can no longer hide when Name Tagged.
- Updated Vietnamese translations thanks to godkyo98! ([#478](https://github.com/FrozenBlock/WilderWild/pull/478) & [#479](https://github.com/FrozenBlock/WilderWild/pull/479))
- All Jellyfish entity textures are now 32x32 instead of 64x64, as the extra space was simply unneeded.
- Fixed Willow Boats not having translation strings for their entity counterparts on 1.21.2.
- Lowered the maximum height of Super Birch trees by 1.
- Added Xaero's Minimap icons for Wilder Wild's mobs, started off by godkyo98's work! ([#480](https://github.com/FrozenBlock/WilderWild/pull/480))
- Fireflies now properly render shadows and tint when hurt on 1.21.2+.
- Fireflies can no longer hide when Name Tagged.
- Updated Cloud movement to work with newer versions of Sodium.
- Fixed Willow Boats and Willow Chest Boats crashing clients on 1.21.2+.
- Fixed Stone Chests dropping items generated by loot tables on 1.21.5.
- Significantly optimized bandwidth usage of Hanging Tendrils.
- MC LIVE 2020 Sculk Sensor tendrils are now handled entirely by the client.
- This results in a significant improvement in bandwidth usage for Sculk Sensors.
- This also results in the feature being usable when connecting to servers without Wilder Wild installed.
- Updated Cloud movement to work with newer versions of Sodium.
- Fixed Willow Boats and Willow Chest Boats crashing clients on 1.21.2+.
- Fixed Stone Chests dropping items generated by loot tables on 1.21.5.
- Significantly optimized bandwidth usage of Hanging Tendrils.
- MC LIVE 2020 Sculk Sensor tendrils are now handled entirely by the client.
- This results in a significant improvement in bandwidth usage for Sculk Sensors.
- This also results in the feature being usable when connecting to servers without Wilder Wild installed.
- Updated Cloud movement to work with newer versions of Sodium.
- Fixed Willow Boats and Willow Chest Boats crashing clients on 1.21.2+.
- Fixed Stone Chests dropping items generated by loot tables on 1.21.5.
- Significantly optimized bandwidth usage of Hanging Tendrils.
- MC LIVE 2020 Sculk Sensor tendrils are now handled entirely by the client.
- This results in a significant improvement in bandwidth usage for Sculk Sensors.
- This also results in the feature being usable when connecting to servers without Wilder Wild installed.
- Updated Cloud movement to work with newer versions of Sodium.
- Fixed Willow Boats and Willow Chest Boats crashing clients on 1.21.2+.
- Fixed Stone Chests dropping items generated by loot tables on 1.21.5.
- Significantly optimized bandwidth usage of Hanging Tendrils.
- MC LIVE 2020 Sculk Sensor tendrils are now handled entirely by the client.
- This results in a significant improvement in bandwidth usage for Sculk Sensors.
- This also results in the feature being usable when connecting to servers without Wilder Wild installed.
- Fixed Termites causing extreme performance issues on clients in 1.21.5.
- Slightly reworked Termite sounds, using the SoundInstance itself to swap between sounds instead of logic within the Block Entity.
- Fixed a few config options having improper sync destinations on 1.21.5.
- Fixed snowlogged rendering with Sodium on 1.21.5.
- Updated how rendering of Snowlogged blocks is handled.
- Updated how Wilder Wild detects if the `MC Live Tendrils` internal resource pack is enabled, no longer relying on an empty texture being loaded.
- Pale Fog particles are now slightly harder to see through when they first spawn.
- Updated the Ostrich Spawn Egg texture on 1.21.5.
- Fixed Termites causing extreme performance issues on clients in 1.21.5.
- Slightly reworked Termite sounds, using the SoundInstance itself to swap between sounds instead of logic within the Block Entity.
- Fixed a few config options having improper sync destinations on 1.21.5.
- Fixed snowlogged rendering with Sodium on 1.21.5.
- Updated how rendering of Snowlogged blocks is handled.
- Updated how Wilder Wild detects if the `MC Live Tendrils` internal resource pack is enabled, no longer relying on an empty texture being loaded.
- Pale Fog particles are now slightly harder to see through when they first spawn.
- Updated the Ostrich Spawn Egg texture on 1.21.5.
- Fixed Termites causing extreme performance issues on clients in 1.21.5.
- Slightly reworked Termite sounds, using the SoundInstance itself to swap between sounds instead of logic within the Block Entity.
- Fixed a few config options having improper sync destinations on 1.21.5.
- Fixed snowlogged rendering with Sodium on 1.21.5.
- Updated how rendering of Snowlogged blocks is handled.
- Updated how Wilder Wild detects if the `MC Live Tendrils` internal resource pack is enabled, no longer relying on an empty texture being loaded.
- Pale Fog particles are now slightly harder to see through when they first spawn.
- Updated the Ostrich Spawn Egg texture on 1.21.5.
- Fixed Termites causing extreme performance issues on clients in 1.21.5.
- Slightly reworked Termite sounds, using the SoundInstance itself to swap between sounds instead of logic within the Block Entity.
- Fixed a few config options having improper sync destinations on 1.21.5.
- Fixed snowlogged rendering with Sodium on 1.21.5.
- Updated how rendering of Snowlogged blocks is handled.
- Updated how Wilder Wild detects if the `MC Live Tendrils` internal resource pack is enabled, no longer relying on an empty texture being loaded.
- Pale Fog particles are now slightly harder to see through when they first spawn.
- Updated the Ostrich Spawn Egg texture on 1.21.5.
- Added Biolith integration, thanks to Rebel459! ([#463](https://github.com/FrozenBlock/WilderWild/pull/463))
- Fixed many of Wilder Wild's features not generating, or generating in unintended ways.
- This primarily impacted surface transition features, which would not generate at all.
- Tall Grass and Large Ferns are now consistently converted to their snowy equivalents in worldgen.
- Added the `getNonSnowyEquivalent` and `replaceWithNonSnowyEquivalent` methods to `SnowyBlockUtils.`
- Wilder Wild's loot table modifications should now impede less upon chances of obtaining certain Vanilla loot.
- Added sounds for hydrothermal vents.
- Fixed Chest Boats and Rafts crashing on 1.21.2+.
- Termite Mounds, Display Lanterns, and Sculk Sensors now sync their data to the client more similarly to Vanilla's method of doing so.
- Fixed Firefly and Butterfly Bottles playing the release sound using the incorrect sound category.
- Fixed Sheep being unable to eat Short Grass.
- Fixed config fields in the `structure` sub-category of the `worldgen` config incorrectly trying to sync to the `transitionGeneration` sub-category.
- Fixed Icicles not having a datafixer registered.
- Fixed Bees being breedable with... Air..? on 1.21.4+.
- Removed the `echo_glass` mixin package and merged its contents into existing mixins in the `block_break` mixin package.
- Removed `EntityMixin` from the `tumbleweed` mixin package, and implemented its functionality into Tumbleweed itself.
- Removed Serene Seasons-related tags.
- Serene Seasons integration, including fixes for Snowlogging, will be found in a separate mod titled `Serene Wild.`
- Added Biolith integration, thanks to Rebel459! ([#463](https://github.com/FrozenBlock/WilderWild/pull/463))
- Fixed many of Wilder Wild's features not generating, or generating in unintended ways.
- This primarily impacted surface transition features, which would not generate at all.
- Tall Grass and Large Ferns are now consistently converted to their snowy equivalents in worldgen.
- Added the `getNonSnowyEquivalent` and `replaceWithNonSnowyEquivalent` methods to `SnowyBlockUtils.`
- Wilder Wild's loot table modifications should now impede less upon chances of obtaining certain Vanilla loot.
- Added sounds for hydrothermal vents.
- Fixed Chest Boats and Rafts crashing on 1.21.2+.
- Termite Mounds, Display Lanterns, and Sculk Sensors now sync their data to the client more similarly to Vanilla's method of doing so.
- Fixed Firefly and Butterfly Bottles playing the release sound using the incorrect sound category.
- Fixed Sheep being unable to eat Short Grass.
- Fixed config fields in the `structure` sub-category of the `worldgen` config incorrectly trying to sync to the `transitionGeneration` sub-category.
- Fixed Icicles not having a datafixer registered.
- Fixed Bees being breedable with... Air..? on 1.21.4+.
- Removed the `echo_glass` mixin package and merged its contents into existing mixins in the `block_break` mixin package.
- Removed `EntityMixin` from the `tumbleweed` mixin package, and implemented its functionality into Tumbleweed itself.
- Removed Serene Seasons-related tags.
- Serene Seasons integration, including fixes for Snowlogging, will be found in a separate mod titled `Serene Wild.`
- Added Biolith integration, thanks to Rebel459! ([#463](https://github.com/FrozenBlock/WilderWild/pull/463))
- Fixed many of Wilder Wild's features not generating, or generating in unintended ways.
- This primarily impacted surface transition features, which would not generate at all.
- Tall Grass and Large Ferns are now consistently converted to their snowy equivalents in worldgen.
- Added the `getNonSnowyEquivalent` and `replaceWithNonSnowyEquivalent` methods to `SnowyBlockUtils.`
- Wilder Wild's loot table modifications should now impede less upon chances of obtaining certain Vanilla loot.
- Added sounds for hydrothermal vents.
- Fixed Chest Boats and Rafts crashing on 1.21.2+.
- Termite Mounds, Display Lanterns, and Sculk Sensors now sync their data to the client more similarly to Vanilla's method of doing so.
- Fixed Firefly and Butterfly Bottles playing the release sound using the incorrect sound category.
- Fixed Sheep being unable to eat Short Grass.
- Fixed config fields in the `structure` sub-category of the `worldgen` config incorrectly trying to sync to the `transitionGeneration` sub-category.
- Fixed Icicles not having a datafixer registered.
- Fixed Bees being breedable with... Air..? on 1.21.4+.
- Removed the `echo_glass` mixin package and merged its contents into existing mixins in the `block_break` mixin package.
- Removed `EntityMixin` from the `tumbleweed` mixin package, and implemented its functionality into Tumbleweed itself.
- Removed Serene Seasons-related tags.
- Serene Seasons integration, including fixes for Snowlogging, will be found in a separate mod titled `Serene Wild.`
- Added Biolith integration, thanks to Rebel459! ([#463](https://github.com/FrozenBlock/WilderWild/pull/463))
- Fixed many of Wilder Wild's features not generating, or generating in unintended ways.
- This primarily impacted surface transition features, which would not generate at all.
- Tall Grass and Large Ferns are now consistently converted to their snowy equivalents in worldgen.
- Added the `getNonSnowyEquivalent` and `replaceWithNonSnowyEquivalent` methods to `SnowyBlockUtils.`
- Wilder Wild's loot table modifications should now impede less upon chances of obtaining certain Vanilla loot.
- Added sounds for hydrothermal vents.
- Fixed Chest Boats and Rafts crashing on 1.21.2+.
- Termite Mounds, Display Lanterns, and Sculk Sensors now sync their data to the client more similarly to Vanilla's method of doing so.
- Fixed Firefly and Butterfly Bottles playing the release sound using the incorrect sound category.
- Fixed Sheep being unable to eat Short Grass.
- Fixed config fields in the `structure` sub-category of the `worldgen` config incorrectly trying to sync to the `transitionGeneration` sub-category.
- Fixed Icicles not having a datafixer registered.
- Fixed Bees being breedable with... Air..? on 1.21.4+.
- Removed the `echo_glass` mixin package and merged its contents into existing mixins in the `block_break` mixin package.
- Removed `EntityMixin` from the `tumbleweed` mixin package, and implemented its functionality into Tumbleweed itself.
- Removed Serene Seasons-related tags.
- Serene Seasons integration, including fixes for Snowlogging, will be found in a separate mod titled `Serene Wild.`
- Added the `The Pest Helper` advancement for using Termites to eat a tree.
- Added the `Flightless Flight` advancement for launching a Chicken or Ostrich with a Geyser.
- Added the `Flame Broiled` advancement for setting a Cow, Mooshroom, or Moobloom on fire with a Geyser.
- Added the `On Thin Ice` advancement for falling onto Fragile Ice and causing it to shatter.
- Icicles can now be used to craft Ice.
- Clovers now generate in Cherry Groves.
- Slightly decreased the spawning of Sea Anemone and Sea Whips when using Bone Meal underwater.
- Sea Anemones can no longer be Bone Mealed directly, instead only being renewable by using Bone Meal underwater.
- Slightly decreased the average amount of Pollen particles that spawn.
- Added the song `Espial` by Willow/pictochats_!
- This song plays in Mesoglea Caves, and while underwater.
- Deep Dark biome music will now play in Ancient City structures.
- This change was made to help with edge-cases, such as when an Ancient City partially generates into another biome.
- This change can be disabled in the config.
- Music will now have a subtle, slowly morphing pitch shift while in the Dying Forest, Dying Mixed Forest, Snowy Dying Forest, and Snowy Dying Mixed Forest biomes.
- `BetaBeachConditionSource` and `SnowUnderMountainConditionSource` no longer take any parameters and are now a single static instance.
- Fixed the item tint of Willow Leaves on 1.21.4+.
- Fixed Polished Gabbro being uncraftable.
- Fixed Fragile Ice not working properly on 1.21.2+.
- Fixed Termites getting stuck on player-placed Logs indefinitely.
- Fixed a server crash on 1.21.4+.
- Added the `The Pest Helper` advancement for using Termites to eat a tree.
- Added the `Flightless Flight` advancement for launching a Chicken or Ostrich with a Geyser.
- Added the `Flame Broiled` advancement for setting a Cow, Mooshroom, or Moonloom on fire with a Geyser.
- Added the `On Thin Ice` advancement for falling onto Fragile Ice and causing it to shatter.
- Icicles can now be used to craft Ice.
- Clovers now generate in Cherry Groves.
- Slightly decreased the spawning of Sea Anemone and Sea Whips when using Bone Meal underwater.
- Sea Anemones can no longer be Bone Mealed directly, instead only being renewable by using Bone Meal underwater.
- Slightly decreased the average amount of Pollen particles that spawn.
- Added the song `Espial` by Willow/pictochats_!
- This song plays in Mesoglea Caves, and while underwater.
- Deep Dark biome music will now play in Ancient City structures.
- This change was made to help with edge-cases, such as when an Ancient City partially generates into another biome.
- This change can be disabled in the config.
- Music will now have a subtle, slowly morphing pitch shift while in the Dying Forest, Dying Mixed Forest, Snowy Dying Forest, and Snowy Dying Mixed Forest biomes.
- `BetaBeachConditionSource` and `SnowUnderMountainConditionSource` no longer take any parameters and are now a single static instance.
- Fixed the item tint of Willow Leaves on 1.21.4+.
- Fixed Polished Gabbro being uncraftable.
- Fixed Fragile Ice not working properly on 1.21.2+.
- Fixed Termites getting stuck on player-placed Logs indefinitely.
- Fixed a server crash on 1.21.4+.
- Added the `The Pest Helper` advancement for using Termites to eat a tree.
- Added the `Flightless Flight` advancement for launching a Chicken or Ostrich with a Geyser.
- Added the `Flame Broiled` advancement for setting a Cow, Mooshroom, or Moonloom on fire with a Geyser.
- Added the `On Thin Ice` advancement for falling onto Fragile Ice and causing it to shatter.
- Icicles can now be used to craft Ice.
- Clovers now generate in Cherry Groves.
- Slightly decreased the spawning of Sea Anemone and Sea Whips when using Bone Meal underwater.
- Sea Anemones can no longer be Bone Mealed directly, instead only being renewable by using Bone Meal underwater.
- Slightly decreased the average amount of Pollen particles that spawn.
- Added the song `Espial` by Willow/pictochats_!
- This song plays in Mesoglea Caves, and while underwater.
- Deep Dark biome music will now play in Ancient City structures.
- This change was made to help with edge-cases, such as when an Ancient City partially generates into another biome.
- This change can be disabled in the config.
- Music will now have a subtle, slowly morphing pitch shift while in the Dying Forest, Dying Mixed Forest, Snowy Dying Forest, and Snowy Dying Mixed Forest biomes.
- `BetaBeachConditionSource` and `SnowUnderMountainConditionSource` no longer take any parameters and are now a single static instance.
- Fixed the item tint of Willow Leaves on 1.21.4+.
- Fixed Polished Gabbro being uncraftable.
- Fixed Fragile Ice not working properly on 1.21.2+.
- Fixed Termites getting stuck on player-placed Logs indefinitely.
- Fixed a server crash on 1.21.4+.
- Added the `The Pest Helper` advancement for using Termites to eat a tree.
- Added the `Flightless Flight` advancement for launching a Chicken or Ostrich with a Geyser.
- Added the `Flame Broiled` advancement for setting a Cow, Mooshroom, or Moonloom on fire with a Geyser.
- Added the `On Thin Ice` advancement for falling onto Fragile Ice and causing it to shatter.
- Icicles can now be used to craft Ice.
- Clovers now generate in Cherry Groves.
- Slightly decreased the spawning of Sea Anemone and Sea Whips when using Bone Meal underwater.
- Sea Anemones can no longer be Bone Mealed directly, instead only being renewable by using Bone Meal underwater.
- Slightly decreased the average amount of Pollen particles that spawn.
- Added the song `Espial` by Willow/pictochats_!
- This song plays in Mesoglea Caves, and while underwater.
- Deep Dark biome music will now play in Ancient City structures.
- This change was made to help with edge-cases, such as when an Ancient City partially generates into another biome.
- This change can be disabled in the config.
- Music will now have a subtle, slowly morphing pitch shift while in the Dying Forest, Dying Mixed Forest, Snowy Dying Forest, and Snowy Dying Mixed Forest biomes.
- `BetaBeachConditionSource` and `SnowUnderMountainConditionSource` no longer take any parameters and are now a single static instance.
- Fixed the item tint of Willow Leaves on 1.21.4+.
- Fixed Polished Gabbro being uncraftable.
- Fixed Fragile Ice not working properly on 1.21.2+.
- Fixed Termites getting stuck on player-placed Logs indefinitely.
- Fixed a server crash on 1.21.4+.
# Tundras
- Added the Tundra biome.
- Generates near the colder regions of the world where Plains would be, before the snow takes over.
# Auburn Moss
- A new moss family with a distinct red hue.
- Added Aurburn Moss.
- Can be Bone-Mealed to spread itself to nearby natural blocks under the `wilderwild:red_moss_replaceable` block tag.
- Spreads tallgrass grass, and related foliage.
- Added Auburn Moss Carpet.
- Can be waterlogged.
- Added Auburn Creeping Moss.
- Can be placed on all sides of a block.
- Can be waterlogged.
- Primarily generates as patches in Tundras, Maple Forests, and Oceans.
# Pale Gardens Additions (1.21.4+)
- Added the Pale Mushroom and Pale Shelf Fungi blocks.
- At night, these will emit gray spore-like particles.
- Added the Pale Mushroom Block.
- Emits fog-like particles at night while above a Mushroom Stem block.
- Huge Pale Mushrooms generate naturally in the Pale Garden Biome.
- Added more variety to Pale Oak trees.
- Properly updated the sound type for Eyeblossoms to match other flowers.
- Termites can now eat Pale Oak blocks.
- Resin Clumps, Creaking Hearts, Eyeblossoms, and Pale Mushrooms now kill Termites on contact.
# 1.21.5+ Changes
- Fireflies now spawn near Firefly Bushes in dim lighting.
- Renamed Wilder Wild's `Bush` to `Shrub.`
- Added the `wilderwild:non_overriden_falling_leaves` block tag, controlling which leaves blocks won't have their particles entirely replaced by Wilder WIld.
- Increased the frequency of Wilder Wild's falling leaves.
- Updated all Maple Leaf Litters to be consistent with Vanilla's new Leaf Litter block.
- Dry Grass now generates in Beaches.
# Swamp Overhaul
- Added the Willow tree.
- Willows generate very frequently in Swamps, finally bringing the biome completely up to speed with what was shown in concept art.
- Saplings can be placed and grown underwater.
- Witch Huts now generate with the Willow block set.
- Removed the `wilderwild:oak_saplings_grow_swamp_variant` biome tag as Willows replaced Wilder Wild's updated Swamp Oaks.
- Added Tall Grass and Ferns to the Swamp biome.
- Added the `wilderwild:feature/has_swamp_fern` and `wilderwild:feature/has_swamp_tall_grass` biome tags to control the placement of these features.
- Both of these features contain only the `minecraft:swamp` biome by default.
- Cypress Wetlands now generate Lily Pads and Seagrass.
- Cypress Wetlands now take up less space from Swamps.
- Replaced the `wilderwild:feature/has_fallen_swamp_oak_trees` biome tag with the `wilderwild:feature/has_fallen_swamp_trees` biome tag.
# Ocean Overhaul
- Minecraft's seas have been given various new decorations.
- Added Barnacles.
- Barnacles can be placed on multiple block faces, similar to Sculk Veins and Glow Lichens.
- Generates naturally most frequently in Stony Shores, Mangrove Swamp, Warm Ocean, and Lukewarm Ocean biomes.
- The biome tags `wilderwild:has_barnacles_common,` `wilderwild:has_barnacles,` `wilderwild:has_barnacles_sparse,` and `wilderwild:has_barnacles_rare` control the generation of Barnacles.
- The block tag `wilderwild:barnacles_feature_placeable` contains this the of blocks Barnacles can be placed on.
- The biome tags `wilderwild:has_barnacles_structure` dictate which biomes a special feature for placing Barnacles on structure-related blocks will generate in.
- The block tag `wilderwild:barnacles_feature_placeable_structure` contains this list of blocks.
- Drops without Silk Touch or Shears.
- Using bone meal underwater in biomes Barnacles can generate in has a chance to place Barnacles.
- Moss now generates on the floor of Deep Lukewarm Oceans.
- Seagrass now covers more of Deep Lukewarm Oceans, bringing them closer to real-world seagrass meadows.
- Added Sea Anemone.
- Glows softly during daytime, giving the bottom of the oceans some light.
- Will stop glowing after becoming nighttime.
- Generates most frequently in Deep Lukewarm Oceans, but can sparsely be found in other Ocean Biomes.
- Added Tube Worms.
- Generates rarely in most deep ocean biomes.
- Can be placed on top itself, similar to Kelp and Sugar Cane.
- Added Sea Whips.
- Generates in all non-frozen oceans, most commonly in temperate and lukewarm oceans.
- Added the Plankton block.
- Is placed on top of water.
- Spawns Plankton particles underwater.
- During the night, starts glowing.
- Added hydrothermal vents to oceans.
- Generates rarely in non-cold deep ocean biomes.
- Generates with Tube Worms surrounding itself.
- Geysers facing into Water with Magma behind themselves with now act as a hydrothermal vent.
- Geysers acting as hydrothermal vents will now spawn falling ash particles in surrounding water.
- Aquatic vegetation can no longer be placed on Geysers.
# Mosoglea Caves
- Mesoglea features no longer carve "fake caves," instead only generating in areas with Water or Air nearby.
- Jellyfish can now only track their attackers within a 4 block range, and forget them after 60 ticks.
- This change was made to make Jellyfish more peaceful and realistic.
- Mesoglea is now always "waterlogged," maaking it much easier for players to utilize it properly.
- Mesoglea will no longer leave a water block behind when broken.
- Fluid-like rendering for Mesoglea has been optimized.
- Water no longer renders inside Mesoglea Blocks.
- Mesoglea now overrides the water fog color with its own.
- Geysers can now erupt through Mesoglea.
- Mesoglea now has custom Bubble, Bubble Pop, and Splash particles.
- Mesoglea Bubbles float and can persist in the air for a short period of time.
# Magmatic Caves
- Added the Gabbro stone type.
- Generates naturally in Magmatic Caves in place of the Basalt.
- Can be polished.
- Can be crafted into bricks.
- Mossy brick variants and stair, slab, and wall variants of the base stone require Trailier Tales to be installed.
- Scorched can spawn on Gabbro.
- Are now larger on average.
# Frozen Caves
- Added Icicles.
- Grows naturally from the bottom of Fragile Ice.
- Grows in length if below a Fragile Ice block, or an ice block with water above.
- Occasionally spreads to other ice blocks if able to grow in length.
- Will occasionally fall if placed under an ice block.
- Game Events in the `wilderwild:makes_icicle_fall` game event tag will cause nearby Icicles to fall.
- Added Fragile Ice.
- Will crack twice when stood on before shattering.
- Shatters when an entity falls onto the block.
- When shattered, all adjacent Fragile Ice blocks will shatter.
- Ice can be smelted into Fragile Ice.
- Mobs in the `wilderwild:fragile_ice_unwalkable_mobs` entity tag will crack, then shatter Fragile Ice when standing on it.
- Mobs not in the `wilderwild:fragile_ice_doesnt_crack_on_fall` entity tag will cause Fragile Ice to shatter when falling onto it.
- Removed Snow patches in favour of utilizing Fragile Ice and Icicles.
- The `Snow Under Mountains` config option has been set to off by default.
# Snowy Foliage
- Generic foliage blocks now have cold variants.
- Added Frozen Short Grass.
- Added Frozen Tall Grass.
- Added Frozen Fern.
- Added Frozen Large.
- Shoutout to just_jose2006 for the initial textures and inspiration!
# Penguins
- Added the Penguin.
- Penguins spawn in Snowy Beaches and Frozen Oceans.
- Will dive underwater to hunt for Squid.
- Can be bred with an Ink Sac or Glow Ink Sac, laying an egg afterward.
- Chases Boats controlled by players, granting them a temporary speed boost.
- Will occasionally "call" out for other Penguins, grouping together for a short time.
- The Penguin will spawn in any biomes within the `wilderwild:entity/spawn/penguin` biome tag.
- The Penguin can spawn on top of any blocks within the `wilderwild:penguins_spawnable_on` block tag.
- Penguins will ignore unique friction from any blocks within the `wilderwild:penguin_ignore_friction` block tag.
- Added the Penguin Egg block.
# Butterflies
- Added Butterflies
- A new ambient entity that sporadically flutters around, ocassionally stopping to rest.
- Can be bottled, storing all entity data.
- Butteflies Have 7 Variants:
- Clouded Yellow: Spawns in Meadows, Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Duskwing: Spawns in Tundras.
- Grean Hairstreak: Spawns in Flower Forests and Flower Fields.
- Marbled: Spawns in Meadows, Flower Forests and Flower Fields.
- Monarch: Spawns in Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Morpho Blue: Spawns in Meadows, Flower Forests and Flower Fields.
- Red Lacewing,: Spawns in Flower Forests, Flower Fields, Maple Forests, and Tundras.
- Added Butterfly Bottles
- Used to capture and release Butterflies.
# Mooblooms
- Added Mooblooms
- When bred, spawn a baby with a flower of a mixed color if possible.
- Cannot be converted into regular Cows, unlike Mooshrooms.
- Each flower can be sheared off the Moobloom.
- These can each be regrown by feeding it Wheat.
- Cannot breed unless all flowers are present.
- Spawn in the Flower Forest, Flower Fields, and Sunflower Plains biomes by default.
- Butterflies will follow Mooblooms.
# Fireflies
- Fireflies now move faster.
- Fireflies now spawn and move in swarms.
- When the leader of a swarm is killed or captured in a bottle, the nearest Firefly will become the new swarm leader.
- Firefly Swarms can be toggled in the config.
- Removed unnecessary spawning mechanics that were unique only to the Firefly.
- Moved multiple aspects of the Firefly to be managed by its brain.
- Fireflies now only spawn at night.
- Fireflies now only spawn in Swamp-like biomes by default.
- Expanded the list of blocks Fireflies can "hide" in during the day.
- Renamed the `wilderwildfireflies` mob category to `wilderwildfirefly`.
- Removed the `wilderwild:spawn/firefly_spawnable_cave` and `wilderwild:spawn/firefly_spawnable_during_day` tags as these spawning behaviors have been removed.
# Music
- Added three new tracks by Willow/pictochats_.
- Dahlia
- Amber
- Molt
- Added two tracks by C418.
- Excuse
- Flake
- Completely reworked Wilder Wild's music distribution, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
- Added multiple new config options to control where new music can play.
- Added more tags to control which biomes contain what music.
- Music that plays in dying forest biomes will now play slightly out of tune.
# Config System
- Added a new config option to disable Pollen generation.
- Added a config option to toggle rotatable Reinforced Deepslate.
- Added a config option to toggle Hanging Tendril generation.
- Added a config option to toggle Osseous Sculk generation.
- Added a config option to toggle Sculk Slab, Sculk Stairs, and Sculk Wall generation.
- Grouped all Sculk-related config options into a new dropdown in the Block config menu.
- Added a config option to toggle Dandelion bone mealing into Seeding Dandelions.
- Added a config option to toggle Seeding Dandelion shearing into Dandelions.
- Added a config option to toggle Lily Pad bone mealing into Flowering Lily Pads.
- Added a config option to toggle Flowering Lily Pad shearing into Lily Pads.
- Added a new config option to toggle between the updated and original Sculk Shrieker selection outline.
- Added a config option to toggle pools of water generating in River biomes.
- This is now disabled by default, unlike before.
- Revamped config options related to tree generation.
- Grouped all existing tree-related options into one category.
- Added options to individually disable Birch, Oak, Dark Oak, and Pale Oak branch generation.
- Added an option to prevent Fallen Trees from generating with Hollowed Logs.
- Added an option to disable Baobab generation.
- This requires the `Tree Generation` option to be enabled.
- Added an option to disable Palm generation.
- Added an option to disable Willow generation.
- Added an option to disable Shelf Fungi generation.
- Moved the `Ancient City Stone Chests` config option from the `Worldgen` tab to the `Block` tab.
- The surface transition generation config option has now been split into multiple options per-block type.
- The surface decoration generation config option has now been split into multiple options per-feature type.
# Changes
- Removed Mud-specific Cattail features from biomes that do not generate Mud.
- The `wilderwild:feature/has_cattail_mud` biome tag has been added as a result of this change.
- Removed Shelf Fungi-only features, now relying solely on trunk decorators to place Shelf Fungi.
- The `wilderwild:feature/has_brown_shelf_fungi` and `wilderwild:feature/has_red_shelf_fungi` biome tags have been removed as a result of this change.
- All trees that don't place foliage now use `wilderwild:no_op_foliage_placer.`
- Removed random circular, shallow pools from caves.
- The `wilderwild:feature/no_pools` biome tag has been removed as a result of this change.
- Oak trees generated in Savanna or Badlads biomes no longer have Shelf Fungi.
- Bushes now generate on Grass and Coarse Dirt in Wooded Badlands.
- Renamed the `wilderwild:feature/has_wooded_badlands_terracotta_bush` biome tag to `wilderwild:feature/has_wooded_badlands_bush` as a result of this change.
- Decreased the amount of trees per-chunk in Wooded Badlands by 1.
- Jungle trees can now generate with Shelf Fungi.
- Mangrove trees can now generate with Shelf Fungi.
- Revamped flower distribution and generation.
- All Shelf Fungi can now be mined faster with an Axe.
- Crab variants can now be added via datapacks, though by default there is only one Crab variant.
- Removed two unnecessary blockstate properties from Osseous Sculk relating to their generation height.
- Reworked Osseous Sculk generation once again.
- Osseous Sculk generation is now taller on average, much like it once was in earlier versions of Wilder Wild.
- The sound of an Ostrich laying an egg no longer uses Frog Spawn sounds.
- Added Pollen to the `minecraft:inside_step_sound_blocks` and `minecraft:combination_step_sound_blocks` block tags.
- Removed the Bush from the `minecraft:inside_step_sound_blocks` block tag.
- Slightly decreased the pitch of Magma block sounds.
- Removed the `wilderwild:chest_bubbler` entity as it was unnecessary.
- This has been replaced with the `wilderwild:chest_bubbles` particle, which will now handle the same behavior but on the client.
- Removed the `wilderwild:hanging_tendril_extract_xp` game event in favor of `minecraft:block_change.`
- Slightly decreased the amount of large Oak trees in Forests.
- Revamped the generation of flowers in the Flower Forest and Flower Fields biomes, being much more visually pleasing.
- Small Bushes now generate with all exposed sides covered by leaves.
- Coconuts no longer immediately fall once logs connected to Palm Fronds are broken.
- Slightly reworking the erupting of naturally generated Geysers.
- Naturally generated Geysers now only erupt when a player is within 48 blocks of them.
- The closer a player is, the higher the chance for it to erupt.
- Hanging Tendrils now play animations in sync with each other while being rendered as billboards.
- Particles created by gargling Sculk Shriekers are now handled by the client, using the new `wilderwild:shrieker_bubbles` particle.
- Particles created by entities touching Seeding Dandelions are now dependent on how the entity was moving.
- Glories of the Snow have been removed.
- They are now replaced with five Hibiscus Blocks:
- Red Hibiscus
- Yellow Hibiscus.
- White Hibiscus.
- Pink Hibiscus.
- Purple Hibiscus.
- Glory of the Snows will be datafixed into random Hibiscuses.
- Glory of the Snow Petals will be datafixed into Pollen.
- Scorched now set entities on fire upon attacking.
- Removed the `wilderwild:sculk_spreader` entity, and updated the `spreadsculk` command to place all Sculk at once.
- Updated the Chiseled Mud Bricks texture.
- Wilder Wild's custom flower, leaves, sapling, cactus, coarse dirt, ice, frosted ice, mushroom, mushroom block, sandstone, lily pad, and melon block sounds now all rely on tags.
- These tags can be found in the `/sound` folder for block tags.
- Pink Petals can now be placed into Flower Pots.
- Backported Wildflowers.
- Generates in Birch Forest, Meadow, and Sunflower Plains biomes..
- Can be crafted into Yellow Dye.
- Added Clovers.
- Generates most commonly in Meadow biomes.
- Removed shallow pools from the Oasis biome as they weren't visually pleasing.
- Ostriches now drop up to 4 feathers on death.
- Maple Forests can no longer generate Beta Beaches.
- Rattling sounds are now used as a footstep sound instead of idle sound for Crabs.
- Added the Pasqueflower.
- Generates in Meadows and Tundras.
- Can be crafted into Purple Dye.
- Added the Phlox flower.
- Generates in Birch Forest, Old Growth Birch Forest, and Meadow biomes.
- Generates occasionally in Dark Forest, Swamp, Dying Forest, Maple Forest, and Autumnal Plains biomes.
- Can be crafted into Purple Dye.
- Added the Lantanas flower.
- Generates in Old Growth Birch Forest, Savanna, Dark Forest, and Sunflower Plains biomes.
- Can be crafted into Orange Dye.
- Lowered the average amount of Bushes that generate.
- Increased the average amount of Tumbleweed that generate.
- Sand and Red Sand can no longer be scorched by Lava falling from Pointed Dripstone.
- Removed the `ancient` property from Stone Chests.
- As a result of this change, Stone Chests found in Ancient Cities will be quicker to open.
- Carnations now yield magenta dye instead of purple dye.
- Changed the Warm River's surface rules to likely reduce lag caused by Sand blocks falling.
- Added the `wilderwild:snow_generation_can_search_through` block tag, listing non-air blocks that will be iterated through while searching for the lowest possible Snow layer generation position in worldgen.
- Significantly updated how many of Wilder Wild's trees place branches.
- Related tree features now have a `trunk_branch_placement` array in them, containing the fields:
- `branch_cutoff_from_top`: How far below the top of the tree branches can start generating at.
- `branch_length`: An integer provider defining the minimum and maximum branch lengths.
- `branch_placement_chance`: The chance per-block for a branch to generate.
- `foliage_placement_chance`: The chance for foliage to be placed at the end of a branch.
- `foliage_radius_shrink`: How many blocks the radius of the placed foliage should be shrunk by.
- `max_branch_count`: The maximum number of branches allowed to generate per-tree.
- `offset_last_log_chance`: The chance for the last log on a branch to be offset upwards.
- `minimum_branch_length_for_offset`: The minimum length of a branch required to be able to offset a log upwards.
- Renamed `straight_with_logs_trunk_placer` to `straight_with_branches_trunk_placer.`
- Renamed `fallen_with_logs_trunk_placer` to `fallen_with_branches_trunk_placer.`
- Player-placed Termite Mounds now only support a max of 3 Termite instances, much like naturally-generated Termite Mounds.
- Updated Particle Rain compatibility.
- Updated Sodium compatibility.
- Retextured the Datura, thanks to Zhen!
- Removed an unused sound event for caves
- Removed Abandoned Cabins as they conflicted with Vanilla's modern structure design.
- Converted all of Wilder Wild's mob variants to now be data-driven!
- As such, `FireflyBiomeColorRegistry` has been removed and is replaced with a `biomes` field in each .json file.
- Fireflies now only have one flicker pattern.
- Merged all 17 Firefly Bottle items into 1 item, now relying on components to save the Firefly's color.
- Jellyfish textures are now prefixed with `jellyfish_`.
- Biome tags relating to entities are now placed in the `entity/spawn` path, being only `spawn` prior.
- Biome tags relating to entity variants are now placed in the `entity/variant` path, being in the `spawn` path prior.
- Cleaned up code related to Termite handling.
- Termite eating behaviors are now entirely data-generated, offering a simple way to achieve mod compatibility.
# Optimizations
- Optimized and cleaned up the implementation of many worldgen features.
- Slightly optimized Tumbleweed rendering.
- Optimized Hanging Tendril rendering.
- Optimized Firefly rendering.
- Optimized Jellyfish rendering.
# Bugfixes
- Fixed the models of Hollowed Log blocks, now having proper UV and rotation like normal logs thanks to Luth! ([#443](https://github.com/FrozenBlock/WilderWild/pull/443))
- Fixed Maple Leaves not dropping Leaf Litters on 1.21.2+.
- Fixed Palm, Maple, and Cypress blocks using the incorrect map colors.
- Fixed Slimes and Magma Cubes not spawning.
- Fixed a few broken recipe unlocks.
- Fixed the Stone Chest having wood-like properties.
- Fixed the Potted Marigold block not dropping items upon breaking.
- Fixed the placement of the Crab Claw in the Creative Inventory.
- Fixed the placement of the Baobab Nut and Split Coconut in the Creative Inventory.
- Fixed the placement of the Ostrich Egg in the Creative Inventory.
- Fixed an issue that prevented Hanging Tendrils from properly loading and saving Vibration data.
- Fixed an issue that prevented Crabs from properly loading and saving Vibration data.
- Fixed Wilder Wild's custom Flower Pot models having ambient occlusion enabled.
- Fixed Wilder Wild's custom Flower Pot models not having the correct UV mapping.
- Fixed some of Wilder Wild's custom Flower Pot models not using correct particle textures.
- Fixed Geysers not being able to erupt when placed facing directly into a block in the `wilderwild:block/geyser_can_pass_through` tag, thanks to Kluski42/Ashlyn!
- Fixed Ostriches not being required for the `Two by Two` advancement.
- Fixed the client tracking ranges and update intervals of Wilder Wild's entities to be consistent with Vanilla's.
- Fixed Wind particle rendering, now properly rotating to face the camera with sideways and always visible to the player.
- Fixed a few issues with Baobab generation.
- Long pillars of dirt are no longer placed.
- Instead, up to a max of four blocks of dirt are placed below the tree.
- Logs are now placed instead of dirt below the "root" sections of the tree.
- Increased the average amount of Baobab Nuts each Baobab tree generates.
- Fixed an unstable implementation to check if blocks are replaceable, now replying on the `minecraft:replaceable_by_trees` block tag.
- Fixed an issue that led to mutable block positions being added to a list instead of immutable block positions.
- Fixed Wilder Wild's blocks having incorrect flammability values.
- Fixed a bug with Wilder Wild's music playing too frequently and in biomes it isn't meant to, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
# Tundras
- Added the Tundra biome.
- Generates near the colder regions of the world where Plains would be, before the snow takes over.
# Auburn Moss
- A new moss family with a distinct red hue.
- Added Aurburn Moss.
- Can be Bone-Mealed to spread itself to nearby natural blocks under the `wilderwild:red_moss_replaceable` block tag.
- Spreads tallgrass grass, and related foliage.
- Added Auburn Moss Carpet.
- Can be waterlogged.
- Added Auburn Creeping Moss.
- Can be placed on all sides of a block.
- Can be waterlogged.
- Primarily generates as patches in Tundras, Maple Forests, and Oceans.
# Pale Gardens Additions (1.21.4+)
- Added the Pale Mushroom and Pale Shelf Fungi blocks.
- At night, these will emit gray spore-like particles.
- Added the Pale Mushroom Block.
- Emits fog-like particles at night while above a Mushroom Stem block.
- Huge Pale Mushrooms generate naturally in the Pale Garden Biome.
- Added more variety to Pale Oak trees.
- Properly updated the sound type for Eyeblossoms to match other flowers.
- Termites can now eat Pale Oak blocks.
- Resin Clumps, Creaking Hearts, Eyeblossoms, and Pale Mushrooms now kill Termites on contact.
# 1.21.5+ Changes
- Fireflies now spawn near Firefly Bushes in dim lighting.
- Renamed Wilder Wild's `Bush` to `Shrub.`
- Added the `wilderwild:non_overriden_falling_leaves` block tag, controlling which leaves blocks won't have their particles entirely replaced by Wilder WIld.
- Increased the frequency of Wilder Wild's falling leaves.
- Updated all Maple Leaf Litters to be consistent with Vanilla's new Leaf Litter block.
- Dry Grass now generates in Beaches.
# Swamp Overhaul
- Added the Willow tree.
- Willows generate very frequently in Swamps, finally bringing the biome completely up to speed with what was shown in concept art.
- Saplings can be placed and grown underwater.
- Witch Huts now generate with the Willow block set.
- Removed the `wilderwild:oak_saplings_grow_swamp_variant` biome tag as Willows replaced Wilder Wild's updated Swamp Oaks.
- Added Tall Grass and Ferns to the Swamp biome.
- Added the `wilderwild:feature/has_swamp_fern` and `wilderwild:feature/has_swamp_tall_grass` biome tags to control the placement of these features.
- Both of these features contain only the `minecraft:swamp` biome by default.
- Cypress Wetlands now generate Lily Pads and Seagrass.
- Cypress Wetlands now take up less space from Swamps.
- Replaced the `wilderwild:feature/has_fallen_swamp_oak_trees` biome tag with the `wilderwild:feature/has_fallen_swamp_trees` biome tag.
# Ocean Overhaul
- Minecraft's seas have been given various new decorations.
- Added Barnacles.
- Barnacles can be placed on multiple block faces, similar to Sculk Veins and Glow Lichens.
- Generates naturally most frequently in Stony Shores, Mangrove Swamp, Warm Ocean, and Lukewarm Ocean biomes.
- The biome tags `wilderwild:has_barnacles_common,` `wilderwild:has_barnacles,` `wilderwild:has_barnacles_sparse,` and `wilderwild:has_barnacles_rare` control the generation of Barnacles.
- The block tag `wilderwild:barnacles_feature_placeable` contains this the of blocks Barnacles can be placed on.
- The biome tags `wilderwild:has_barnacles_structure` dictate which biomes a special feature for placing Barnacles on structure-related blocks will generate in.
- The block tag `wilderwild:barnacles_feature_placeable_structure` contains this list of blocks.
- Drops without Silk Touch or Shears.
- Using bone meal underwater in biomes Barnacles can generate in has a chance to place Barnacles.
- Moss now generates on the floor of Deep Lukewarm Oceans.
- Seagrass now covers more of Deep Lukewarm Oceans, bringing them closer to real-world seagrass meadows.
- Added Sea Anemone.
- Glows softly during daytime, giving the bottom of the oceans some light.
- Will stop glowing after becoming nighttime.
- Generates most frequently in Deep Lukewarm Oceans, but can sparsely be found in other Ocean Biomes.
- Added Tube Worms.
- Generates rarely in most deep ocean biomes.
- Can be placed on top itself, similar to Kelp and Sugar Cane.
- Added Sea Whips.
- Generates in all non-frozen oceans, most commonly in temperate and lukewarm oceans.
- Added the Plankton block.
- Is placed on top of water.
- Spawns Plankton particles underwater.
- During the night, starts glowing.
- Added hydrothermal vents to oceans.
- Generates rarely in non-cold deep ocean biomes.
- Generates with Tube Worms surrounding itself.
- Geysers facing into Water with Magma behind themselves with now act as a hydrothermal vent.
- Geysers acting as hydrothermal vents will now spawn falling ash particles in surrounding water.
- Aquatic vegetation can no longer be placed on Geysers.
# Mosoglea Caves
- Mesoglea features no longer carve "fake caves," instead only generating in areas with Water or Air nearby.
- Jellyfish can now only track their attackers within a 4 block range, and forget them after 60 ticks.
- This change was made to make Jellyfish more peaceful and realistic.
- Mesoglea is now always "waterlogged," maaking it much easier for players to utilize it properly.
- Mesoglea will no longer leave a water block behind when broken.
- Fluid-like rendering for Mesoglea has been optimized.
- Water no longer renders inside Mesoglea Blocks.
- Mesoglea now overrides the water fog color with its own.
- Geysers can now erupt through Mesoglea.
- Mesoglea now has custom Bubble, Bubble Pop, and Splash particles.
- Mesoglea Bubbles float and can persist in the air for a short period of time.
# Magmatic Caves
- Added the Gabbro stone type.
- Generates naturally in Magmatic Caves in place of the Basalt.
- Can be polished.
- Can be crafted into bricks.
- Mossy brick variants and stair, slab, and wall variants of the base stone require Trailier Tales to be installed.
- Scorched can spawn on Gabbro.
- Are now larger on average.
# Frozen Caves
- Added Icicles.
- Grows naturally from the bottom of Fragile Ice.
- Grows in length if below a Fragile Ice block, or an ice block with water above.
- Occasionally spreads to other ice blocks if able to grow in length.
- Will occasionally fall if placed under an ice block.
- Game Events in the `wilderwild:makes_icicle_fall` game event tag will cause nearby Icicles to fall.
- Added Fragile Ice.
- Will crack twice when stood on before shattering.
- Shatters when an entity falls onto the block.
- When shattered, all adjacent Fragile Ice blocks will shatter.
- Ice can be smelted into Fragile Ice.
- Mobs in the `wilderwild:fragile_ice_unwalkable_mobs` entity tag will crack, then shatter Fragile Ice when standing on it.
- Mobs not in the `wilderwild:fragile_ice_doesnt_crack_on_fall` entity tag will cause Fragile Ice to shatter when falling onto it.
- Removed Snow patches in favour of utilizing Fragile Ice and Icicles.
- The `Snow Under Mountains` config option has been set to off by default.
# Snowy Foliage
- Generic foliage blocks now have cold variants.
- Added Frozen Short Grass.
- Added Frozen Tall Grass.
- Added Frozen Fern.
- Added Frozen Large.
- Shoutout to just_jose2006 for the initial textures and inspiration!
# Penguins
- Added the Penguin.
- Penguins spawn in Snowy Beaches and Frozen Oceans.
- Will dive underwater to hunt for Squid.
- Can be bred with an Ink Sac or Glow Ink Sac, laying an egg afterward.
- Chases Boats controlled by players, granting them a temporary speed boost.
- Will occasionally "call" out for other Penguins, grouping together for a short time.
- The Penguin will spawn in any biomes within the `wilderwild:entity/spawn/penguin` biome tag.
- The Penguin can spawn on top of any blocks within the `wilderwild:penguins_spawnable_on` block tag.
- Penguins will ignore unique friction from any blocks within the `wilderwild:penguin_ignore_friction` block tag.
- Added the Penguin Egg block.
# Butterflies
- Added Butterflies
- A new ambient entity that sporadically flutters around, ocassionally stopping to rest.
- Can be bottled, storing all entity data.
- Butteflies Have 7 Variants:
- Clouded Yellow: Spawns in Meadows, Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Duskwing: Spawns in Tundras.
- Grean Hairstreak: Spawns in Flower Forests and Flower Fields.
- Marbled: Spawns in Meadows, Flower Forests and Flower Fields.
- Monarch: Spawns in Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Morpho Blue: Spawns in Meadows, Flower Forests and Flower Fields.
- Red Lacewing,: Spawns in Flower Forests, Flower Fields, Maple Forests, and Tundras.
- Added Butterfly Bottles
- Used to capture and release Butterflies.
# Mooblooms
- Added Mooblooms
- When bred, spawn a baby with a flower of a mixed color if possible.
- Cannot be converted into regular Cows, unlike Mooshrooms.
- Each flower can be sheared off the Moobloom.
- These can each be regrown by feeding it Wheat.
- Cannot breed unless all flowers are present.
- Spawn in the Flower Forest, Flower Fields, and Sunflower Plains biomes by default.
- Butterflies will follow Mooblooms.
# Fireflies
- Fireflies now move faster.
- Fireflies now spawn and move in swarms.
- When the leader of a swarm is killed or captured in a bottle, the nearest Firefly will become the new swarm leader.
- Firefly Swarms can be toggled in the config.
- Removed unnecessary spawning mechanics that were unique only to the Firefly.
- Moved multiple aspects of the Firefly to be managed by its brain.
- Fireflies now only spawn at night.
- Fireflies now only spawn in Swamp-like biomes by default.
- Expanded the list of blocks Fireflies can "hide" in during the day.
- Renamed the `wilderwildfireflies` mob category to `wilderwildfirefly`.
- Removed the `wilderwild:spawn/firefly_spawnable_cave` and `wilderwild:spawn/firefly_spawnable_during_day` tags as these spawning behaviors have been removed.
# Music
- Added three new tracks by Willow/pictochats_.
- Dahlia
- Amber
- Molt
- Added two tracks by C418.
- Excuse
- Flake
- Completely reworked Wilder Wild's music distribution, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
- Added multiple new config options to control where new music can play.
- Added more tags to control which biomes contain what music.
- Music that plays in dying forest biomes will now play slightly out of tune.
# Config System
- Added a new config option to disable Pollen generation.
- Added a config option to toggle rotatable Reinforced Deepslate.
- Added a config option to toggle Hanging Tendril generation.
- Added a config option to toggle Osseous Sculk generation.
- Added a config option to toggle Sculk Slab, Sculk Stairs, and Sculk Wall generation.
- Grouped all Sculk-related config options into a new dropdown in the Block config menu.
- Added a config option to toggle Dandelion bone mealing into Seeding Dandelions.
- Added a config option to toggle Seeding Dandelion shearing into Dandelions.
- Added a config option to toggle Lily Pad bone mealing into Flowering Lily Pads.
- Added a config option to toggle Flowering Lily Pad shearing into Lily Pads.
- Added a new config option to toggle between the updated and original Sculk Shrieker selection outline.
- Added a config option to toggle pools of water generating in River biomes.
- This is now disabled by default, unlike before.
- Revamped config options related to tree generation.
- Grouped all existing tree-related options into one category.
- Added options to individually disable Birch, Oak, Dark Oak, and Pale Oak branch generation.
- Added an option to prevent Fallen Trees from generating with Hollowed Logs.
- Added an option to disable Baobab generation.
- This requires the `Tree Generation` option to be enabled.
- Added an option to disable Palm generation.
- Added an option to disable Willow generation.
- Added an option to disable Shelf Fungi generation.
- Moved the `Ancient City Stone Chests` config option from the `Worldgen` tab to the `Block` tab.
- The surface transition generation config option has now been split into multiple options per-block type.
- The surface decoration generation config option has now been split into multiple options per-feature type.
# Changes
- Removed Mud-specific Cattail features from biomes that do not generate Mud.
- The `wilderwild:feature/has_cattail_mud` biome tag has been added as a result of this change.
- Removed Shelf Fungi-only features, now relying solely on trunk decorators to place Shelf Fungi.
- The `wilderwild:feature/has_brown_shelf_fungi` and `wilderwild:feature/has_red_shelf_fungi` biome tags have been removed as a result of this change.
- All trees that don't place foliage now use `wilderwild:no_op_foliage_placer.`
- Removed random circular, shallow pools from caves.
- The `wilderwild:feature/no_pools` biome tag has been removed as a result of this change.
- Oak trees generated in Savanna or Badlads biomes no longer have Shelf Fungi.
- Bushes now generate on Grass and Coarse Dirt in Wooded Badlands.
- Renamed the `wilderwild:feature/has_wooded_badlands_terracotta_bush` biome tag to `wilderwild:feature/has_wooded_badlands_bush` as a result of this change.
- Decreased the amount of trees per-chunk in Wooded Badlands by 1.
- Jungle trees can now generate with Shelf Fungi.
- Mangrove trees can now generate with Shelf Fungi.
- Revamped flower distribution and generation.
- All Shelf Fungi can now be mined faster with an Axe.
- Crab variants can now be added via datapacks, though by default there is only one Crab variant.
- Removed two unnecessary blockstate properties from Osseous Sculk relating to their generation height.
- Reworked Osseous Sculk generation once again.
- Osseous Sculk generation is now taller on average, much like it once was in earlier versions of Wilder Wild.
- The sound of an Ostrich laying an egg no longer uses Frog Spawn sounds.
- Added Pollen to the `minecraft:inside_step_sound_blocks` and `minecraft:combination_step_sound_blocks` block tags.
- Removed the Bush from the `minecraft:inside_step_sound_blocks` block tag.
- Slightly decreased the pitch of Magma block sounds.
- Removed the `wilderwild:chest_bubbler` entity as it was unnecessary.
- This has been replaced with the `wilderwild:chest_bubbles` particle, which will now handle the same behavior but on the client.
- Removed the `wilderwild:hanging_tendril_extract_xp` game event in favor of `minecraft:block_change.`
- Slightly decreased the amount of large Oak trees in Forests.
- Revamped the generation of flowers in the Flower Forest and Flower Fields biomes, being much more visually pleasing.
- Small Bushes now generate with all exposed sides covered by leaves.
- Coconuts no longer immediately fall once logs connected to Palm Fronds are broken.
- Slightly reworking the erupting of naturally generated Geysers.
- Naturally generated Geysers now only erupt when a player is within 48 blocks of them.
- The closer a player is, the higher the chance for it to erupt.
- Hanging Tendrils now play animations in sync with each other while being rendered as billboards.
- Particles created by gargling Sculk Shriekers are now handled by the client, using the new `wilderwild:shrieker_bubbles` particle.
- Particles created by entities touching Seeding Dandelions are now dependent on how the entity was moving.
- Glories of the Snow have been removed.
- They are now replaced with five Hibiscus Blocks:
- Red Hibiscus
- Yellow Hibiscus.
- White Hibiscus.
- Pink Hibiscus.
- Purple Hibiscus.
- Glory of the Snows will be datafixed into random Hibiscuses.
- Glory of the Snow Petals will be datafixed into Pollen.
- Scorched now set entities on fire upon attacking.
- Removed the `wilderwild:sculk_spreader` entity, and updated the `spreadsculk` command to place all Sculk at once.
- Updated the Chiseled Mud Bricks texture.
- Wilder Wild's custom flower, leaves, sapling, cactus, coarse dirt, ice, frosted ice, mushroom, mushroom block, sandstone, lily pad, and melon block sounds now all rely on tags.
- These tags can be found in the `/sound` folder for block tags.
- Pink Petals can now be placed into Flower Pots.
- Backported Wildflowers.
- Generates in Birch Forest, Meadow, and Sunflower Plains biomes..
- Can be crafted into Yellow Dye.
- Added Clovers.
- Generates most commonly in Meadow biomes.
- Removed shallow pools from the Oasis biome as they weren't visually pleasing.
- Ostriches now drop up to 4 feathers on death.
- Maple Forests can no longer generate Beta Beaches.
- Rattling sounds are now used as a footstep sound instead of idle sound for Crabs.
- Added the Pasqueflower.
- Generates in Meadows and Tundras.
- Can be crafted into Purple Dye.
- Added the Phlox flower.
- Generates in Birch Forest, Old Growth Birch Forest, and Meadow biomes.
- Generates occasionally in Dark Forest, Swamp, Dying Forest, Maple Forest, and Autumnal Plains biomes.
- Can be crafted into Purple Dye.
- Added the Lantanas flower.
- Generates in Old Growth Birch Forest, Savanna, Dark Forest, and Sunflower Plains biomes.
- Can be crafted into Orange Dye.
- Lowered the average amount of Bushes that generate.
- Increased the average amount of Tumbleweed that generate.
- Sand and Red Sand can no longer be scorched by Lava falling from Pointed Dripstone.
- Removed the `ancient` property from Stone Chests.
- As a result of this change, Stone Chests found in Ancient Cities will be quicker to open.
- Carnations now yield magenta dye instead of purple dye.
- Changed the Warm River's surface rules to likely reduce lag caused by Sand blocks falling.
- Added the `wilderwild:snow_generation_can_search_through` block tag, listing non-air blocks that will be iterated through while searching for the lowest possible Snow layer generation position in worldgen.
- Significantly updated how many of Wilder Wild's trees place branches.
- Related tree features now have a `trunk_branch_placement` array in them, containing the fields:
- `branch_cutoff_from_top`: How far below the top of the tree branches can start generating at.
- `branch_length`: An integer provider defining the minimum and maximum branch lengths.
- `branch_placement_chance`: The chance per-block for a branch to generate.
- `foliage_placement_chance`: The chance for foliage to be placed at the end of a branch.
- `foliage_radius_shrink`: How many blocks the radius of the placed foliage should be shrunk by.
- `max_branch_count`: The maximum number of branches allowed to generate per-tree.
- `offset_last_log_chance`: The chance for the last log on a branch to be offset upwards.
- `minimum_branch_length_for_offset`: The minimum length of a branch required to be able to offset a log upwards.
- Renamed `straight_with_logs_trunk_placer` to `straight_with_branches_trunk_placer.`
- Renamed `fallen_with_logs_trunk_placer` to `fallen_with_branches_trunk_placer.`
- Player-placed Termite Mounds now only support a max of 3 Termite instances, much like naturally-generated Termite Mounds.
- Updated Particle Rain compatibility.
- Updated Sodium compatibility.
- Retextured the Datura, thanks to Zhen!
- Removed an unused sound event for caves
- Removed Abandoned Cabins as they conflicted with Vanilla's modern structure design.
- Converted all of Wilder Wild's mob variants to now be data-driven!
- As such, `FireflyBiomeColorRegistry` has been removed and is replaced with a `biomes` field in each .json file.
- Fireflies now only have one flicker pattern.
- Merged all 17 Firefly Bottle items into 1 item, now relying on components to save the Firefly's color.
- Jellyfish textures are now prefixed with `jellyfish_`.
- Biome tags relating to entities are now placed in the `entity/spawn` path, being only `spawn` prior.
- Biome tags relating to entity variants are now placed in the `entity/variant` path, being in the `spawn` path prior.
- Cleaned up code related to Termite handling.
- Termite eating behaviors are now entirely data-generated, offering a simple way to achieve mod compatibility.
# Optimizations
- Optimized and cleaned up the implementation of many worldgen features.
- Slightly optimized Tumbleweed rendering.
- Optimized Hanging Tendril rendering.
- Optimized Firefly rendering.
- Optimized Jellyfish rendering.
# Bugfixes
- Fixed the models of Hollowed Log blocks, now having proper UV and rotation like normal logs thanks to Luth! ([#443](https://github.com/FrozenBlock/WilderWild/pull/443))
- Fixed Maple Leaves not dropping Leaf Litters on 1.21.2+.
- Fixed Palm, Maple, and Cypress blocks using the incorrect map colors.
- Fixed Slimes and Magma Cubes not spawning.
- Fixed a few broken recipe unlocks.
- Fixed the Stone Chest having wood-like properties.
- Fixed the Potted Marigold block not dropping items upon breaking.
- Fixed the placement of the Crab Claw in the Creative Inventory.
- Fixed the placement of the Baobab Nut and Split Coconut in the Creative Inventory.
- Fixed the placement of the Ostrich Egg in the Creative Inventory.
- Fixed an issue that prevented Hanging Tendrils from properly loading and saving Vibration data.
- Fixed an issue that prevented Crabs from properly loading and saving Vibration data.
- Fixed Wilder Wild's custom Flower Pot models having ambient occlusion enabled.
- Fixed Wilder Wild's custom Flower Pot models not having the correct UV mapping.
- Fixed some of Wilder Wild's custom Flower Pot models not using correct particle textures.
- Fixed Geysers not being able to erupt when placed facing directly into a block in the `wilderwild:block/geyser_can_pass_through` tag, thanks to Kluski42/Ashlyn!
- Fixed Ostriches not being required for the `Two by Two` advancement.
- Fixed the client tracking ranges and update intervals of Wilder Wild's entities to be consistent with Vanilla's.
- Fixed Wind particle rendering, now properly rotating to face the camera with sideways and always visible to the player.
- Fixed a few issues with Baobab generation.
- Long pillars of dirt are no longer placed.
- Instead, up to a max of four blocks of dirt are placed below the tree.
- Logs are now placed instead of dirt below the "root" sections of the tree.
- Increased the average amount of Baobab Nuts each Baobab tree generates.
- Fixed an unstable implementation to check if blocks are replaceable, now replying on the `minecraft:replaceable_by_trees` block tag.
- Fixed an issue that led to mutable block positions being added to a list instead of immutable block positions.
- Fixed Wilder Wild's blocks having incorrect flammability values.
- Fixed a bug with Wilder Wild's music playing too frequently and in biomes it isn't meant to, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
# Tundras
- Added the Tundra biome.
- Generates near the colder regions of the world where Plains would be, before the snow takes over.
# Auburn Moss
- A new moss family with a distinct red hue.
- Added Aurburn Moss.
- Can be Bone-Mealed to spread itself to nearby natural blocks under the `wilderwild:red_moss_replaceable` block tag.
- Spreads tallgrass grass, and related foliage.
- Added Auburn Moss Carpet.
- Can be waterlogged.
- Added Auburn Creeping Moss.
- Can be placed on all sides of a block.
- Can be waterlogged.
- Primarily generates as patches in Tundras, Maple Forests, and Oceans.
# Pale Gardens Additions (1.21.4+)
- Added the Pale Mushroom and Pale Shelf Fungi blocks.
- At night, these will emit gray spore-like particles.
- Added the Pale Mushroom Block.
- Emits fog-like particles at night while above a Mushroom Stem block.
- Huge Pale Mushrooms generate naturally in the Pale Garden Biome.
- Added more variety to Pale Oak trees.
- Properly updated the sound type for Eyeblossoms to match other flowers.
- Termites can now eat Pale Oak blocks.
- Resin Clumps, Creaking Hearts, Eyeblossoms, and Pale Mushrooms now kill Termites on contact.
# 1.21.5+ Changes
- Fireflies now spawn near Firefly Bushes in dim lighting.
- Renamed Wilder Wild's `Bush` to `Shrub.`
- Added the `wilderwild:non_overriden_falling_leaves` block tag, controlling which leaves blocks won't have their particles entirely replaced by Wilder WIld.
- Increased the frequency of Wilder Wild's falling leaves.
- Updated all Maple Leaf Litters to be consistent with Vanilla's new Leaf Litter block.
- Dry Grass now generates in Beaches.
# Swamp Overhaul
- Added the Willow tree.
- Willows generate very frequently in Swamps, finally bringing the biome completely up to speed with what was shown in concept art.
- Saplings can be placed and grown underwater.
- Witch Huts now generate with the Willow block set.
- Removed the `wilderwild:oak_saplings_grow_swamp_variant` biome tag as Willows replaced Wilder Wild's updated Swamp Oaks.
- Added Tall Grass and Ferns to the Swamp biome.
- Added the `wilderwild:feature/has_swamp_fern` and `wilderwild:feature/has_swamp_tall_grass` biome tags to control the placement of these features.
- Both of these features contain only the `minecraft:swamp` biome by default.
- Cypress Wetlands now generate Lily Pads and Seagrass.
- Cypress Wetlands now take up less space from Swamps.
- Replaced the `wilderwild:feature/has_fallen_swamp_oak_trees` biome tag with the `wilderwild:feature/has_fallen_swamp_trees` biome tag.
# Ocean Overhaul
- Minecraft's seas have been given various new decorations.
- Added Barnacles.
- Barnacles can be placed on multiple block faces, similar to Sculk Veins and Glow Lichens.
- Generates naturally most frequently in Stony Shores, Mangrove Swamp, Warm Ocean, and Lukewarm Ocean biomes.
- The biome tags `wilderwild:has_barnacles_common,` `wilderwild:has_barnacles,` `wilderwild:has_barnacles_sparse,` and `wilderwild:has_barnacles_rare` control the generation of Barnacles.
- The block tag `wilderwild:barnacles_feature_placeable` contains this the of blocks Barnacles can be placed on.
- The biome tags `wilderwild:has_barnacles_structure` dictate which biomes a special feature for placing Barnacles on structure-related blocks will generate in.
- The block tag `wilderwild:barnacles_feature_placeable_structure` contains this list of blocks.
- Drops without Silk Touch or Shears.
- Using bone meal underwater in biomes Barnacles can generate in has a chance to place Barnacles.
- Moss now generates on the floor of Deep Lukewarm Oceans.
- Seagrass now covers more of Deep Lukewarm Oceans, bringing them closer to real-world seagrass meadows.
- Added Sea Anemone.
- Glows softly during daytime, giving the bottom of the oceans some light.
- Will stop glowing after becoming nighttime.
- Generates most frequently in Deep Lukewarm Oceans, but can sparsely be found in other Ocean Biomes.
- Added Tube Worms.
- Generates rarely in most deep ocean biomes.
- Can be placed on top itself, similar to Kelp and Sugar Cane.
- Added Sea Whips.
- Generates in all non-frozen oceans, most commonly in temperate and lukewarm oceans.
- Added the Plankton block.
- Is placed on top of water.
- Spawns Plankton particles underwater.
- During the night, starts glowing.
- Added hydrothermal vents to oceans.
- Generates rarely in non-cold deep ocean biomes.
- Generates with Tube Worms surrounding itself.
- Geysers facing into Water with Magma behind themselves with now act as a hydrothermal vent.
- Geysers acting as hydrothermal vents will now spawn falling ash particles in surrounding water.
- Aquatic vegetation can no longer be placed on Geysers.
# Mosoglea Caves
- Mesoglea features no longer carve "fake caves," instead only generating in areas with Water or Air nearby.
- Jellyfish can now only track their attackers within a 4 block range, and forget them after 60 ticks.
- This change was made to make Jellyfish more peaceful and realistic.
- Mesoglea is now always "waterlogged," maaking it much easier for players to utilize it properly.
- Mesoglea will no longer leave a water block behind when broken.
- Fluid-like rendering for Mesoglea has been optimized.
- Water no longer renders inside Mesoglea Blocks.
- Mesoglea now overrides the water fog color with its own.
- Geysers can now erupt through Mesoglea.
- Mesoglea now has custom Bubble, Bubble Pop, and Splash particles.
- Mesoglea Bubbles float and can persist in the air for a short period of time.
# Magmatic Caves
- Added the Gabbro stone type.
- Generates naturally in Magmatic Caves in place of the Basalt.
- Can be polished.
- Can be crafted into bricks.
- Mossy brick variants and stair, slab, and wall variants of the base stone require Trailier Tales to be installed.
- Scorched can spawn on Gabbro.
- Are now larger on average.
# Frozen Caves
- Added Icicles.
- Grows naturally from the bottom of Fragile Ice.
- Grows in length if below a Fragile Ice block, or an ice block with water above.
- Occasionally spreads to other ice blocks if able to grow in length.
- Will occasionally fall if placed under an ice block.
- Game Events in the `wilderwild:makes_icicle_fall` game event tag will cause nearby Icicles to fall.
- Added Fragile Ice.
- Will crack twice when stood on before shattering.
- Shatters when an entity falls onto the block.
- When shattered, all adjacent Fragile Ice blocks will shatter.
- Ice can be smelted into Fragile Ice.
- Mobs in the `wilderwild:fragile_ice_unwalkable_mobs` entity tag will crack, then shatter Fragile Ice when standing on it.
- Mobs not in the `wilderwild:fragile_ice_doesnt_crack_on_fall` entity tag will cause Fragile Ice to shatter when falling onto it.
- Removed Snow patches in favour of utilizing Fragile Ice and Icicles.
- The `Snow Under Mountains` config option has been set to off by default.
# Snowy Foliage
- Generic foliage blocks now have cold variants.
- Added Frozen Short Grass.
- Added Frozen Tall Grass.
- Added Frozen Fern.
- Added Frozen Large.
- Shoutout to just_jose2006 for the initial textures and inspiration!
# Penguins
- Added the Penguin.
- Penguins spawn in Snowy Beaches and Frozen Oceans.
- Will dive underwater to hunt for Squid.
- Can be bred with an Ink Sac or Glow Ink Sac, laying an egg afterward.
- Chases Boats controlled by players, granting them a temporary speed boost.
- Will occasionally "call" out for other Penguins, grouping together for a short time.
- The Penguin will spawn in any biomes within the `wilderwild:entity/spawn/penguin` biome tag.
- The Penguin can spawn on top of any blocks within the `wilderwild:penguins_spawnable_on` block tag.
- Penguins will ignore unique friction from any blocks within the `wilderwild:penguin_ignore_friction` block tag.
- Added the Penguin Egg block.
# Butterflies
- Added Butterflies
- A new ambient entity that sporadically flutters around, ocassionally stopping to rest.
- Can be bottled, storing all entity data.
- Butteflies Have 7 Variants:
- Clouded Yellow: Spawns in Meadows, Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Duskwing: Spawns in Tundras.
- Grean Hairstreak: Spawns in Flower Forests and Flower Fields.
- Marbled: Spawns in Meadows, Flower Forests and Flower Fields.
- Monarch: Spawns in Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Morpho Blue: Spawns in Meadows, Flower Forests and Flower Fields.
- Red Lacewing,: Spawns in Flower Forests, Flower Fields, Maple Forests, and Tundras.
- Added Butterfly Bottles
- Used to capture and release Butterflies.
# Mooblooms
- Added Mooblooms
- When bred, spawn a baby with a flower of a mixed color if possible.
- Cannot be converted into regular Cows, unlike Mooshrooms.
- Each flower can be sheared off the Moobloom.
- These can each be regrown by feeding it Wheat.
- Cannot breed unless all flowers are present.
- Spawn in the Flower Forest, Flower Fields, and Sunflower Plains biomes by default.
- Butterflies will follow Mooblooms.
# Fireflies
- Fireflies now move faster.
- Fireflies now spawn and move in swarms.
- When the leader of a swarm is killed or captured in a bottle, the nearest Firefly will become the new swarm leader.
- Firefly Swarms can be toggled in the config.
- Removed unnecessary spawning mechanics that were unique only to the Firefly.
- Moved multiple aspects of the Firefly to be managed by its brain.
- Fireflies now only spawn at night.
- Fireflies now only spawn in Swamp-like biomes by default.
- Expanded the list of blocks Fireflies can "hide" in during the day.
- Renamed the `wilderwildfireflies` mob category to `wilderwildfirefly`.
- Removed the `wilderwild:spawn/firefly_spawnable_cave` and `wilderwild:spawn/firefly_spawnable_during_day` tags as these spawning behaviors have been removed.
# Music
- Added three new tracks by Willow/pictochats_.
- Dahlia
- Amber
- Molt
- Added two tracks by C418.
- Excuse
- Flake
- Completely reworked Wilder Wild's music distribution, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
- Added multiple new config options to control where new music can play.
- Added more tags to control which biomes contain what music.
- Music that plays in dying forest biomes will now play slightly out of tune.
# Config System
- Added a new config option to disable Pollen generation.
- Added a config option to toggle rotatable Reinforced Deepslate.
- Added a config option to toggle Hanging Tendril generation.
- Added a config option to toggle Osseous Sculk generation.
- Added a config option to toggle Sculk Slab, Sculk Stairs, and Sculk Wall generation.
- Grouped all Sculk-related config options into a new dropdown in the Block config menu.
- Added a config option to toggle Dandelion bone mealing into Seeding Dandelions.
- Added a config option to toggle Seeding Dandelion shearing into Dandelions.
- Added a config option to toggle Lily Pad bone mealing into Flowering Lily Pads.
- Added a config option to toggle Flowering Lily Pad shearing into Lily Pads.
- Added a new config option to toggle between the updated and original Sculk Shrieker selection outline.
- Added a config option to toggle pools of water generating in River biomes.
- This is now disabled by default, unlike before.
- Revamped config options related to tree generation.
- Grouped all existing tree-related options into one category.
- Added options to individually disable Birch, Oak, Dark Oak, and Pale Oak branch generation.
- Added an option to prevent Fallen Trees from generating with Hollowed Logs.
- Added an option to disable Baobab generation.
- This requires the `Tree Generation` option to be enabled.
- Added an option to disable Palm generation.
- Added an option to disable Willow generation.
- Added an option to disable Shelf Fungi generation.
- Moved the `Ancient City Stone Chests` config option from the `Worldgen` tab to the `Block` tab.
- The surface transition generation config option has now been split into multiple options per-block type.
- The surface decoration generation config option has now been split into multiple options per-feature type.
# Changes
- Removed Mud-specific Cattail features from biomes that do not generate Mud.
- The `wilderwild:feature/has_cattail_mud` biome tag has been added as a result of this change.
- Removed Shelf Fungi-only features, now relying solely on trunk decorators to place Shelf Fungi.
- The `wilderwild:feature/has_brown_shelf_fungi` and `wilderwild:feature/has_red_shelf_fungi` biome tags have been removed as a result of this change.
- All trees that don't place foliage now use `wilderwild:no_op_foliage_placer.`
- Removed random circular, shallow pools from caves.
- The `wilderwild:feature/no_pools` biome tag has been removed as a result of this change.
- Oak trees generated in Savanna or Badlads biomes no longer have Shelf Fungi.
- Bushes now generate on Grass and Coarse Dirt in Wooded Badlands.
- Renamed the `wilderwild:feature/has_wooded_badlands_terracotta_bush` biome tag to `wilderwild:feature/has_wooded_badlands_bush` as a result of this change.
- Decreased the amount of trees per-chunk in Wooded Badlands by 1.
- Jungle trees can now generate with Shelf Fungi.
- Mangrove trees can now generate with Shelf Fungi.
- Revamped flower distribution and generation.
- All Shelf Fungi can now be mined faster with an Axe.
- Crab variants can now be added via datapacks, though by default there is only one Crab variant.
- Removed two unnecessary blockstate properties from Osseous Sculk relating to their generation height.
- Reworked Osseous Sculk generation once again.
- Osseous Sculk generation is now taller on average, much like it once was in earlier versions of Wilder Wild.
- The sound of an Ostrich laying an egg no longer uses Frog Spawn sounds.
- Added Pollen to the `minecraft:inside_step_sound_blocks` and `minecraft:combination_step_sound_blocks` block tags.
- Removed the Bush from the `minecraft:inside_step_sound_blocks` block tag.
- Slightly decreased the pitch of Magma block sounds.
- Removed the `wilderwild:chest_bubbler` entity as it was unnecessary.
- This has been replaced with the `wilderwild:chest_bubbles` particle, which will now handle the same behavior but on the client.
- Removed the `wilderwild:hanging_tendril_extract_xp` game event in favor of `minecraft:block_change.`
- Slightly decreased the amount of large Oak trees in Forests.
- Revamped the generation of flowers in the Flower Forest and Flower Fields biomes, being much more visually pleasing.
- Small Bushes now generate with all exposed sides covered by leaves.
- Coconuts no longer immediately fall once logs connected to Palm Fronds are broken.
- Slightly reworking the erupting of naturally generated Geysers.
- Naturally generated Geysers now only erupt when a player is within 48 blocks of them.
- The closer a player is, the higher the chance for it to erupt.
- Hanging Tendrils now play animations in sync with each other while being rendered as billboards.
- Particles created by gargling Sculk Shriekers are now handled by the client, using the new `wilderwild:shrieker_bubbles` particle.
- Particles created by entities touching Seeding Dandelions are now dependent on how the entity was moving.
- Glories of the Snow have been removed.
- They are now replaced with five Hibiscus Blocks:
- Red Hibiscus
- Yellow Hibiscus.
- White Hibiscus.
- Pink Hibiscus.
- Purple Hibiscus.
- Glory of the Snows will be datafixed into random Hibiscuses.
- Glory of the Snow Petals will be datafixed into Pollen.
- Scorched now set entities on fire upon attacking.
- Removed the `wilderwild:sculk_spreader` entity, and updated the `spreadsculk` command to place all Sculk at once.
- Updated the Chiseled Mud Bricks texture.
- Wilder Wild's custom flower, leaves, sapling, cactus, coarse dirt, ice, frosted ice, mushroom, mushroom block, sandstone, lily pad, and melon block sounds now all rely on tags.
- These tags can be found in the `/sound` folder for block tags.
- Pink Petals can now be placed into Flower Pots.
- Backported Wildflowers.
- Generates in Birch Forest, Meadow, and Sunflower Plains biomes..
- Can be crafted into Yellow Dye.
- Added Clovers.
- Generates most commonly in Meadow biomes.
- Removed shallow pools from the Oasis biome as they weren't visually pleasing.
- Ostriches now drop up to 4 feathers on death.
- Maple Forests can no longer generate Beta Beaches.
- Rattling sounds are now used as a footstep sound instead of idle sound for Crabs.
- Added the Pasqueflower.
- Generates in Meadows and Tundras.
- Can be crafted into Purple Dye.
- Added the Phlox flower.
- Generates in Birch Forest, Old Growth Birch Forest, and Meadow biomes.
- Generates occasionally in Dark Forest, Swamp, Dying Forest, Maple Forest, and Autumnal Plains biomes.
- Can be crafted into Purple Dye.
- Added the Lantanas flower.
- Generates in Old Growth Birch Forest, Savanna, Dark Forest, and Sunflower Plains biomes.
- Can be crafted into Orange Dye.
- Lowered the average amount of Bushes that generate.
- Increased the average amount of Tumbleweed that generate.
- Sand and Red Sand can no longer be scorched by Lava falling from Pointed Dripstone.
- Removed the `ancient` property from Stone Chests.
- As a result of this change, Stone Chests found in Ancient Cities will be quicker to open.
- Carnations now yield magenta dye instead of purple dye.
- Changed the Warm River's surface rules to likely reduce lag caused by Sand blocks falling.
- Added the `wilderwild:snow_generation_can_search_through` block tag, listing non-air blocks that will be iterated through while searching for the lowest possible Snow layer generation position in worldgen.
- Significantly updated how many of Wilder Wild's trees place branches.
- Related tree features now have a `trunk_branch_placement` array in them, containing the fields:
- `branch_cutoff_from_top`: How far below the top of the tree branches can start generating at.
- `branch_length`: An integer provider defining the minimum and maximum branch lengths.
- `branch_placement_chance`: The chance per-block for a branch to generate.
- `foliage_placement_chance`: The chance for foliage to be placed at the end of a branch.
- `foliage_radius_shrink`: How many blocks the radius of the placed foliage should be shrunk by.
- `max_branch_count`: The maximum number of branches allowed to generate per-tree.
- `offset_last_log_chance`: The chance for the last log on a branch to be offset upwards.
- `minimum_branch_length_for_offset`: The minimum length of a branch required to be able to offset a log upwards.
- Renamed `straight_with_logs_trunk_placer` to `straight_with_branches_trunk_placer.`
- Renamed `fallen_with_logs_trunk_placer` to `fallen_with_branches_trunk_placer.`
- Player-placed Termite Mounds now only support a max of 3 Termite instances, much like naturally-generated Termite Mounds.
- Updated Particle Rain compatibility.
- Updated Sodium compatibility.
- Retextured the Datura, thanks to Zhen!
- Removed an unused sound event for caves
- Removed Abandoned Cabins as they conflicted with Vanilla's modern structure design.
- Converted all of Wilder Wild's mob variants to now be data-driven!
- As such, `FireflyBiomeColorRegistry` has been removed and is replaced with a `biomes` field in each .json file.
- Fireflies now only have one flicker pattern.
- Merged all 17 Firefly Bottle items into 1 item, now relying on components to save the Firefly's color.
- Jellyfish textures are now prefixed with `jellyfish_`.
- Biome tags relating to entities are now placed in the `entity/spawn` path, being only `spawn` prior.
- Biome tags relating to entity variants are now placed in the `entity/variant` path, being in the `spawn` path prior.
- Cleaned up code related to Termite handling.
- Termite eating behaviors are now entirely data-generated, offering a simple way to achieve mod compatibility.
# Optimizations
- Optimized and cleaned up the implementation of many worldgen features.
- Slightly optimized Tumbleweed rendering.
- Optimized Hanging Tendril rendering.
- Optimized Firefly rendering.
- Optimized Jellyfish rendering.
# Bugfixes
- Fixed the models of Hollowed Log blocks, now having proper UV and rotation like normal logs thanks to Luth! ([#443](https://github.com/FrozenBlock/WilderWild/pull/443))
- Fixed Maple Leaves not dropping Leaf Litters on 1.21.2+.
- Fixed Palm, Maple, and Cypress blocks using the incorrect map colors.
- Fixed Slimes and Magma Cubes not spawning.
- Fixed a few broken recipe unlocks.
- Fixed the Stone Chest having wood-like properties.
- Fixed the Potted Marigold block not dropping items upon breaking.
- Fixed the placement of the Crab Claw in the Creative Inventory.
- Fixed the placement of the Baobab Nut and Split Coconut in the Creative Inventory.
- Fixed the placement of the Ostrich Egg in the Creative Inventory.
- Fixed an issue that prevented Hanging Tendrils from properly loading and saving Vibration data.
- Fixed an issue that prevented Crabs from properly loading and saving Vibration data.
- Fixed Wilder Wild's custom Flower Pot models having ambient occlusion enabled.
- Fixed Wilder Wild's custom Flower Pot models not having the correct UV mapping.
- Fixed some of Wilder Wild's custom Flower Pot models not using correct particle textures.
- Fixed Geysers not being able to erupt when placed facing directly into a block in the `wilderwild:block/geyser_can_pass_through` tag, thanks to Kluski42/Ashlyn!
- Fixed Ostriches not being required for the `Two by Two` advancement.
- Fixed the client tracking ranges and update intervals of Wilder Wild's entities to be consistent with Vanilla's.
- Fixed Wind particle rendering, now properly rotating to face the camera with sideways and always visible to the player.
- Fixed a few issues with Baobab generation.
- Long pillars of dirt are no longer placed.
- Instead, up to a max of four blocks of dirt are placed below the tree.
- Logs are now placed instead of dirt below the "root" sections of the tree.
- Increased the average amount of Baobab Nuts each Baobab tree generates.
- Fixed an unstable implementation to check if blocks are replaceable, now replying on the `minecraft:replaceable_by_trees` block tag.
- Fixed an issue that led to mutable block positions being added to a list instead of immutable block positions.
- Fixed Wilder Wild's blocks having incorrect flammability values.
- Fixed a bug with Wilder Wild's music playing too frequently and in biomes it isn't meant to, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
# Tundras
- Added the Tundra biome.
- Generates near the colder regions of the world where Plains would be, before the snow takes over.
# Auburn Moss
- A new moss family with a distinct red hue.
- Added Aurburn Moss.
- Can be Bone-Mealed to spread itself to nearby natural blocks under the `wilderwild:red_moss_replaceable` block tag.
- Spreads tallgrass grass, and related foliage.
- Added Auburn Moss Carpet.
- Can be waterlogged.
- Added Auburn Creeping Moss.
- Can be placed on all sides of a block.
- Can be waterlogged.
- Primarily generates as patches in Tundras, Maple Forests, and Oceans.
# Pale Gardens Additions (1.21.4+)
- Added the Pale Mushroom and Pale Shelf Fungi blocks.
- At night, these will emit gray spore-like particles.
- Added the Pale Mushroom Block.
- Emits fog-like particles at night while above a Mushroom Stem block.
- Huge Pale Mushrooms generate naturally in the Pale Garden Biome.
- Added more variety to Pale Oak trees.
- Properly updated the sound type for Eyeblossoms to match other flowers.
- Termites can now eat Pale Oak blocks.
- Resin Clumps, Creaking Hearts, Eyeblossoms, and Pale Mushrooms now kill Termites on contact.
# 1.21.5+ Changes
- Fireflies now spawn near Firefly Bushes in dim lighting.
- Renamed Wilder Wild's `Bush` to `Shrub.`
- Added the `wilderwild:non_overriden_falling_leaves` block tag, controlling which leaves blocks won't have their particles entirely replaced by Wilder WIld.
- Increased the frequency of Wilder Wild's falling leaves.
- Updated all Maple Leaf Litters to be consistent with Vanilla's new Leaf Litter block.
- Dry Grass now generates in Beaches.
# Swamp Overhaul
- Added the Willow tree.
- Willows generate very frequently in Swamps, finally bringing the biome completely up to speed with what was shown in concept art.
- Saplings can be placed and grown underwater.
- Witch Huts now generate with the Willow block set.
- Removed the `wilderwild:oak_saplings_grow_swamp_variant` biome tag as Willows replaced Wilder Wild's updated Swamp Oaks.
- Added Tall Grass and Ferns to the Swamp biome.
- Added the `wilderwild:feature/has_swamp_fern` and `wilderwild:feature/has_swamp_tall_grass` biome tags to control the placement of these features.
- Both of these features contain only the `minecraft:swamp` biome by default.
- Cypress Wetlands now generate Lily Pads and Seagrass.
- Cypress Wetlands now take up less space from Swamps.
- Replaced the `wilderwild:feature/has_fallen_swamp_oak_trees` biome tag with the `wilderwild:feature/has_fallen_swamp_trees` biome tag.
# Ocean Overhaul
- Minecraft's seas have been given various new decorations.
- Added Barnacles.
- Barnacles can be placed on multiple block faces, similar to Sculk Veins and Glow Lichens.
- Generates naturally most frequently in Stony Shores, Mangrove Swamp, Warm Ocean, and Lukewarm Ocean biomes.
- The biome tags `wilderwild:has_barnacles_common,` `wilderwild:has_barnacles,` `wilderwild:has_barnacles_sparse,` and `wilderwild:has_barnacles_rare` control the generation of Barnacles.
- The block tag `wilderwild:barnacles_feature_placeable` contains this the of blocks Barnacles can be placed on.
- The biome tags `wilderwild:has_barnacles_structure` dictate which biomes a special feature for placing Barnacles on structure-related blocks will generate in.
- The block tag `wilderwild:barnacles_feature_placeable_structure` contains this list of blocks.
- Drops without Silk Touch or Shears.
- Using bone meal underwater in biomes Barnacles can generate in has a chance to place Barnacles.
- Moss now generates on the floor of Deep Lukewarm Oceans.
- Seagrass now covers more of Deep Lukewarm Oceans, bringing them closer to real-world seagrass meadows.
- Added Sea Anemone.
- Glows softly during daytime, giving the bottom of the oceans some light.
- Will stop glowing after becoming nighttime.
- Generates most frequently in Deep Lukewarm Oceans, but can sparsely be found in other Ocean Biomes.
- Added Tube Worms.
- Generates rarely in most deep ocean biomes.
- Can be placed on top itself, similar to Kelp and Sugar Cane.
- Added Sea Whips.
- Generates in all non-frozen oceans, most commonly in temperate and lukewarm oceans.
- Added the Plankton block.
- Is placed on top of water.
- Spawns Plankton particles underwater.
- During the night, starts glowing.
- Added hydrothermal vents to oceans.
- Generates rarely in non-cold deep ocean biomes.
- Generates with Tube Worms surrounding itself.
- Geysers facing into Water with Magma behind themselves with now act as a hydrothermal vent.
- Geysers acting as hydrothermal vents will now spawn falling ash particles in surrounding water.
- Aquatic vegetation can no longer be placed on Geysers.
# Mosoglea Caves
- Mesoglea features no longer carve "fake caves," instead only generating in areas with Water or Air nearby.
- Jellyfish can now only track their attackers within a 4 block range, and forget them after 60 ticks.
- This change was made to make Jellyfish more peaceful and realistic.
- Mesoglea is now always "waterlogged," maaking it much easier for players to utilize it properly.
- Mesoglea will no longer leave a water block behind when broken.
- Fluid-like rendering for Mesoglea has been optimized.
- Water no longer renders inside Mesoglea Blocks.
- Mesoglea now overrides the water fog color with its own.
- Geysers can now erupt through Mesoglea.
- Mesoglea now has custom Bubble, Bubble Pop, and Splash particles.
- Mesoglea Bubbles float and can persist in the air for a short period of time.
# Magmatic Caves
- Added the Gabbro stone type.
- Generates naturally in Magmatic Caves in place of the Basalt.
- Can be polished.
- Can be crafted into bricks.
- Mossy brick variants and stair, slab, and wall variants of the base stone require Trailier Tales to be installed.
- Scorched can spawn on Gabbro.
- Are now larger on average.
# Frozen Caves
- Added Icicles.
- Grows naturally from the bottom of Fragile Ice.
- Grows in length if below a Fragile Ice block, or an ice block with water above.
- Occasionally spreads to other ice blocks if able to grow in length.
- Will occasionally fall if placed under an ice block.
- Game Events in the `wilderwild:makes_icicle_fall` game event tag will cause nearby Icicles to fall.
- Added Fragile Ice.
- Will crack twice when stood on before shattering.
- Shatters when an entity falls onto the block.
- When shattered, all adjacent Fragile Ice blocks will shatter.
- Ice can be smelted into Fragile Ice.
- Mobs in the `wilderwild:fragile_ice_unwalkable_mobs` entity tag will crack, then shatter Fragile Ice when standing on it.
- Mobs not in the `wilderwild:fragile_ice_doesnt_crack_on_fall` entity tag will cause Fragile Ice to shatter when falling onto it.
- Removed Snow patches in favour of utilizing Fragile Ice and Icicles.
- The `Snow Under Mountains` config option has been set to off by default.
# Snowy Foliage
- Generic foliage blocks now have cold variants.
- Added Frozen Short Grass.
- Added Frozen Tall Grass.
- Added Frozen Fern.
- Added Frozen Large.
- Shoutout to just_jose2006 for the initial textures and inspiration!
# Penguins
- Added the Penguin.
- Penguins spawn in Snowy Beaches and Frozen Oceans.
- Will dive underwater to hunt for Squid.
- Can be bred with an Ink Sac or Glow Ink Sac, laying an egg afterward.
- Chases Boats controlled by players, granting them a temporary speed boost.
- Will occasionally "call" out for other Penguins, grouping together for a short time.
- The Penguin will spawn in any biomes within the `wilderwild:entity/spawn/penguin` biome tag.
- The Penguin can spawn on top of any blocks within the `wilderwild:penguins_spawnable_on` block tag.
- Penguins will ignore unique friction from any blocks within the `wilderwild:penguin_ignore_friction` block tag.
- Added the Penguin Egg block.
# Butterflies
- Added Butterflies
- A new ambient entity that sporadically flutters around, ocassionally stopping to rest.
- Can be bottled, storing all entity data.
- Butteflies Have 7 Variants:
- Clouded Yellow: Spawns in Meadows, Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Duskwing: Spawns in Tundras.
- Grean Hairstreak: Spawns in Flower Forests and Flower Fields.
- Marbled: Spawns in Meadows, Flower Forests and Flower Fields.
- Monarch: Spawns in Flower Forests, Sunflower Plains, Flower Fields, Maple Forests, and Tundras.
- Morpho Blue: Spawns in Meadows, Flower Forests and Flower Fields.
- Red Lacewing,: Spawns in Flower Forests, Flower Fields, Maple Forests, and Tundras.
- Added Butterfly Bottles
- Used to capture and release Butterflies.
# Mooblooms
- Added Mooblooms
- When bred, spawn a baby with a flower of a mixed color if possible.
- Cannot be converted into regular Cows, unlike Mooshrooms.
- Each flower can be sheared off the Moobloom.
- These can each be regrown by feeding it Wheat.
- Cannot breed unless all flowers are present.
- Spawn in the Flower Forest, Flower Fields, and Sunflower Plains biomes by default.
- Butterflies will follow Mooblooms.
# Fireflies
- Fireflies now move faster.
- Fireflies now spawn and move in swarms.
- When the leader of a swarm is killed or captured in a bottle, the nearest Firefly will become the new swarm leader.
- Firefly Swarms can be toggled in the config.
- Removed unnecessary spawning mechanics that were unique only to the Firefly.
- Moved multiple aspects of the Firefly to be managed by its brain.
- Fireflies now only spawn at night.
- Fireflies now only spawn in Swamp-like biomes by default.
- Expanded the list of blocks Fireflies can "hide" in during the day.
- Renamed the `wilderwildfireflies` mob category to `wilderwildfirefly`.
- Removed the `wilderwild:spawn/firefly_spawnable_cave` and `wilderwild:spawn/firefly_spawnable_during_day` tags as these spawning behaviors have been removed.
# Music
- Added three new tracks by Willow/pictochats_.
- Dahlia
- Amber
- Molt
- Added two tracks by C418.
- Excuse
- Flake
- Completely reworked Wilder Wild's music distribution, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
- Added multiple new config options to control where new music can play.
- Added more tags to control which biomes contain what music.
- Music that plays in dying forest biomes will now play slightly out of tune.
# Config System
- Added a new config option to disable Pollen generation.
- Added a config option to toggle rotatable Reinforced Deepslate.
- Added a config option to toggle Hanging Tendril generation.
- Added a config option to toggle Osseous Sculk generation.
- Added a config option to toggle Sculk Slab, Sculk Stairs, and Sculk Wall generation.
- Grouped all Sculk-related config options into a new dropdown in the Block config menu.
- Added a config option to toggle Dandelion bone mealing into Seeding Dandelions.
- Added a config option to toggle Seeding Dandelion shearing into Dandelions.
- Added a config option to toggle Lily Pad bone mealing into Flowering Lily Pads.
- Added a config option to toggle Flowering Lily Pad shearing into Lily Pads.
- Added a new config option to toggle between the updated and original Sculk Shrieker selection outline.
- Added a config option to toggle pools of water generating in River biomes.
- This is now disabled by default, unlike before.
- Revamped config options related to tree generation.
- Grouped all existing tree-related options into one category.
- Added options to individually disable Birch, Oak, Dark Oak, and Pale Oak branch generation.
- Added an option to prevent Fallen Trees from generating with Hollowed Logs.
- Added an option to disable Baobab generation.
- This requires the `Tree Generation` option to be enabled.
- Added an option to disable Palm generation.
- Added an option to disable Willow generation.
- Added an option to disable Shelf Fungi generation.
- Moved the `Ancient City Stone Chests` config option from the `Worldgen` tab to the `Block` tab.
- The surface transition generation config option has now been split into multiple options per-block type.
- The surface decoration generation config option has now been split into multiple options per-feature type.
# Changes
- Removed Mud-specific Cattail features from biomes that do not generate Mud.
- The `wilderwild:feature/has_cattail_mud` biome tag has been added as a result of this change.
- Removed Shelf Fungi-only features, now relying solely on trunk decorators to place Shelf Fungi.
- The `wilderwild:feature/has_brown_shelf_fungi` and `wilderwild:feature/has_red_shelf_fungi` biome tags have been removed as a result of this change.
- All trees that don't place foliage now use `wilderwild:no_op_foliage_placer.`
- Removed random circular, shallow pools from caves.
- The `wilderwild:feature/no_pools` biome tag has been removed as a result of this change.
- Oak trees generated in Savanna or Badlads biomes no longer have Shelf Fungi.
- Bushes now generate on Grass and Coarse Dirt in Wooded Badlands.
- Renamed the `wilderwild:feature/has_wooded_badlands_terracotta_bush` biome tag to `wilderwild:feature/has_wooded_badlands_bush` as a result of this change.
- Decreased the amount of trees per-chunk in Wooded Badlands by 1.
- Jungle trees can now generate with Shelf Fungi.
- Mangrove trees can now generate with Shelf Fungi.
- Revamped flower distribution and generation.
- All Shelf Fungi can now be mined faster with an Axe.
- Crab variants can now be added via datapacks, though by default there is only one Crab variant.
- Removed two unnecessary blockstate properties from Osseous Sculk relating to their generation height.
- Reworked Osseous Sculk generation once again.
- Osseous Sculk generation is now taller on average, much like it once was in earlier versions of Wilder Wild.
- The sound of an Ostrich laying an egg no longer uses Frog Spawn sounds.
- Added Pollen to the `minecraft:inside_step_sound_blocks` and `minecraft:combination_step_sound_blocks` block tags.
- Removed the Bush from the `minecraft:inside_step_sound_blocks` block tag.
- Slightly decreased the pitch of Magma block sounds.
- Removed the `wilderwild:chest_bubbler` entity as it was unnecessary.
- This has been replaced with the `wilderwild:chest_bubbles` particle, which will now handle the same behavior but on the client.
- Removed the `wilderwild:hanging_tendril_extract_xp` game event in favor of `minecraft:block_change.`
- Slightly decreased the amount of large Oak trees in Forests.
- Revamped the generation of flowers in the Flower Forest and Flower Fields biomes, being much more visually pleasing.
- Small Bushes now generate with all exposed sides covered by leaves.
- Coconuts no longer immediately fall once logs connected to Palm Fronds are broken.
- Slightly reworking the erupting of naturally generated Geysers.
- Naturally generated Geysers now only erupt when a player is within 48 blocks of them.
- The closer a player is, the higher the chance for it to erupt.
- Hanging Tendrils now play animations in sync with each other while being rendered as billboards.
- Particles created by gargling Sculk Shriekers are now handled by the client, using the new `wilderwild:shrieker_bubbles` particle.
- Particles created by entities touching Seeding Dandelions are now dependent on how the entity was moving.
- Glories of the Snow have been removed.
- They are now replaced with five Hibiscus Blocks:
- Red Hibiscus
- Yellow Hibiscus.
- White Hibiscus.
- Pink Hibiscus.
- Purple Hibiscus.
- Glory of the Snows will be datafixed into random Hibiscuses.
- Glory of the Snow Petals will be datafixed into Pollen.
- Scorched now set entities on fire upon attacking.
- Removed the `wilderwild:sculk_spreader` entity, and updated the `spreadsculk` command to place all Sculk at once.
- Updated the Chiseled Mud Bricks texture.
- Wilder Wild's custom flower, leaves, sapling, cactus, coarse dirt, ice, frosted ice, mushroom, mushroom block, sandstone, lily pad, and melon block sounds now all rely on tags.
- These tags can be found in the `/sound` folder for block tags.
- Pink Petals can now be placed into Flower Pots.
- Backported Wildflowers.
- Generates in Birch Forest, Meadow, and Sunflower Plains biomes..
- Can be crafted into Yellow Dye.
- Added Clovers.
- Generates most commonly in Meadow biomes.
- Removed shallow pools from the Oasis biome as they weren't visually pleasing.
- Ostriches now drop up to 4 feathers on death.
- Maple Forests can no longer generate Beta Beaches.
- Rattling sounds are now used as a footstep sound instead of idle sound for Crabs.
- Added the Pasqueflower.
- Generates in Meadows and Tundras.
- Can be crafted into Purple Dye.
- Added the Phlox flower.
- Generates in Birch Forest, Old Growth Birch Forest, and Meadow biomes.
- Generates occasionally in Dark Forest, Swamp, Dying Forest, Maple Forest, and Autumnal Plains biomes.
- Can be crafted into Purple Dye.
- Added the Lantanas flower.
- Generates in Old Growth Birch Forest, Savanna, Dark Forest, and Sunflower Plains biomes.
- Can be crafted into Orange Dye.
- Lowered the average amount of Bushes that generate.
- Increased the average amount of Tumbleweed that generate.
- Sand and Red Sand can no longer be scorched by Lava falling from Pointed Dripstone.
- Removed the `ancient` property from Stone Chests.
- As a result of this change, Stone Chests found in Ancient Cities will be quicker to open.
- Carnations now yield magenta dye instead of purple dye.
- Changed the Warm River's surface rules to likely reduce lag caused by Sand blocks falling.
- Added the `wilderwild:snow_generation_can_search_through` block tag, listing non-air blocks that will be iterated through while searching for the lowest possible Snow layer generation position in worldgen.
- Significantly updated how many of Wilder Wild's trees place branches.
- Related tree features now have a `trunk_branch_placement` array in them, containing the fields:
- `branch_cutoff_from_top`: How far below the top of the tree branches can start generating at.
- `branch_length`: An integer provider defining the minimum and maximum branch lengths.
- `branch_placement_chance`: The chance per-block for a branch to generate.
- `foliage_placement_chance`: The chance for foliage to be placed at the end of a branch.
- `foliage_radius_shrink`: How many blocks the radius of the placed foliage should be shrunk by.
- `max_branch_count`: The maximum number of branches allowed to generate per-tree.
- `offset_last_log_chance`: The chance for the last log on a branch to be offset upwards.
- `minimum_branch_length_for_offset`: The minimum length of a branch required to be able to offset a log upwards.
- Renamed `straight_with_logs_trunk_placer` to `straight_with_branches_trunk_placer.`
- Renamed `fallen_with_logs_trunk_placer` to `fallen_with_branches_trunk_placer.`
- Player-placed Termite Mounds now only support a max of 3 Termite instances, much like naturally-generated Termite Mounds.
- Updated Particle Rain compatibility.
- Updated Sodium compatibility.
- Retextured the Datura, thanks to Zhen!
- Removed an unused sound event for caves
- Removed Abandoned Cabins as they conflicted with Vanilla's modern structure design.
- Converted all of Wilder Wild's mob variants to now be data-driven!
- As such, `FireflyBiomeColorRegistry` has been removed and is replaced with a `biomes` field in each .json file.
- Fireflies now only have one flicker pattern.
- Merged all 17 Firefly Bottle items into 1 item, now relying on components to save the Firefly's color.
- Jellyfish textures are now prefixed with `jellyfish_`.
- Biome tags relating to entities are now placed in the `entity/spawn` path, being only `spawn` prior.
- Biome tags relating to entity variants are now placed in the `entity/variant` path, being in the `spawn` path prior.
- Cleaned up code related to Termite handling.
- Termite eating behaviors are now entirely data-generated, offering a simple way to achieve mod compatibility.
# Optimizations
- Optimized and cleaned up the implementation of many worldgen features.
- Slightly optimized Tumbleweed rendering.
- Optimized Hanging Tendril rendering.
- Optimized Firefly rendering.
- Optimized Jellyfish rendering.
# Bugfixes
- Fixed the models of Hollowed Log blocks, now having proper UV and rotation like normal logs thanks to Luth! ([#443](https://github.com/FrozenBlock/WilderWild/pull/443))
- Fixed Maple Leaves not dropping Leaf Litters on 1.21.2+.
- Fixed Palm, Maple, and Cypress blocks using the incorrect map colors.
- Fixed Slimes and Magma Cubes not spawning.
- Fixed a few broken recipe unlocks.
- Fixed the Stone Chest having wood-like properties.
- Fixed the Potted Marigold block not dropping items upon breaking.
- Fixed the placement of the Crab Claw in the Creative Inventory.
- Fixed the placement of the Baobab Nut and Split Coconut in the Creative Inventory.
- Fixed the placement of the Ostrich Egg in the Creative Inventory.
- Fixed an issue that prevented Hanging Tendrils from properly loading and saving Vibration data.
- Fixed an issue that prevented Crabs from properly loading and saving Vibration data.
- Fixed Wilder Wild's custom Flower Pot models having ambient occlusion enabled.
- Fixed Wilder Wild's custom Flower Pot models not having the correct UV mapping.
- Fixed some of Wilder Wild's custom Flower Pot models not using correct particle textures.
- Fixed Geysers not being able to erupt when placed facing directly into a block in the `wilderwild:block/geyser_can_pass_through` tag, thanks to Kluski42/Ashlyn!
- Fixed Ostriches not being required for the `Two by Two` advancement.
- Fixed the client tracking ranges and update intervals of Wilder Wild's entities to be consistent with Vanilla's.
- Fixed Wind particle rendering, now properly rotating to face the camera with sideways and always visible to the player.
- Fixed a few issues with Baobab generation.
- Long pillars of dirt are no longer placed.
- Instead, up to a max of four blocks of dirt are placed below the tree.
- Logs are now placed instead of dirt below the "root" sections of the tree.
- Increased the average amount of Baobab Nuts each Baobab tree generates.
- Fixed an unstable implementation to check if blocks are replaceable, now replying on the `minecraft:replaceable_by_trees` block tag.
- Fixed an issue that led to mutable block positions being added to a list instead of immutable block positions.
- Fixed Wilder Wild's blocks having incorrect flammability values.
- Fixed a bug with Wilder Wild's music playing too frequently and in biomes it isn't meant to, thanks to Rebel459! ([#450](https://github.com/FrozenBlock/WilderWild/pull/450))
- Fixed non-stone Chests bubbling upon being placed into a Double-Chest underwater.
- Added a config to control whether Chests can bubble.
- Cleaned up and optimized more mixins.
- Fixed a crash with VMP.
- Fixed non-stone Chests bubbling upon being placed into a Double-Chest underwater.
- Added a config to control whether Chests can bubble.
- Cleaned up and optimized more mixins.
- Fixed a crash with VMP.
- Fixed non-stone Chests bubbling upon being placed into a Double-Chest underwater.
- Added a config to control whether Chests can bubble.
- Cleaned up and optimized more mixins.
- Fixed a crash with VMP.
- Revamped the placement of Cypress Wetlands, being placed more logically within the world.
- Cypress Wetlands now ease the border between Jungle and Swamp biomes.
- Mangrove Swamps are no longer small and rare.
- Decreased the size of Maple Forests in an attempt to restore the size of Plains biomes.
- Fixed the wrong config being used for Windswept Savanna placement modification... again.
- Fixed Ostrich rendering being somewhat broken on 1.21.2+.
- Removed an unused damage type for a certain removed item.
- Cleaned up a few mixins.
- Added a Brazilian Portuguese translation, thanks to demorogabrtz! ([#440](https://github.com/FrozenBlock/WilderWild/pull/440))
- Revamped the placement of Cypress Wetlands, being placed more logically within the world.
- Cypress Wetlands now ease the border between Jungle and Swamp biomes.
- Mangrove Swamps are no longer small and rare.
- Decreased the size of Maple Forests in an attempt to restore the size of Plains biomes.
- Fixed the wrong config being used for Windswept Savanna placement modification... again.
- Fixed Ostrich rendering being somewhat broken on 1.21.2+.
- Removed an unused damage type for a certain removed item.
- Cleaned up a few mixins.
- Added a Brazilian Portuguese translation, thanks to demorogabrtz! ([#440](https://github.com/FrozenBlock/WilderWild/pull/440))
- Revamped the placement of Cypress Wetlands, being placed more logically within the world.
- Cypress Wetlands now ease the border between Jungle and Swamp biomes.
- Mangrove Swamps are no longer small and rare.
- Decreased the size of Maple Forests in an attempt to restore the size of Plains biomes.
- Fixed the wrong config being used for Windswept Savanna placement modification... again.
- Fixed Ostrich rendering being somewhat broken on 1.21.2+.
- Removed an unused damage type for a certain removed item.
- Cleaned up a few mixins.
- Added a Brazilian Portuguese translation, thanks to demorogabrtz! ([#440](https://github.com/FrozenBlock/WilderWild/pull/440))
- Increased Wilder Wild's protocol version to 11.
- Updated the Spanish translation, thanks to Kokoroto!
- Dark Oak Forests no longer use the warm water color.
- All entities in the `minecraft:aquatic` tag can now swim through Algae without being slowed down.
- Sponge Buds can now grow on their own.
- Stripped Hollowed Logs now come after Stripped Logs in the Creative Inventory.
- Gave new textures to and renamed multiface Glory of the Snow blocks:
- Alba Glory of the Snow -> White Glory of the Snow Petals
- Blue Giant Glory of the Snow -> Blue Glory of the Snow Petals
- Pink Giant Glory of the Snow -> Pink Glory of the Snow Petals
- Violet Beauty Glory of the Snow -> Purple Glory of the Snow Petals
- Mesoglea, Nematocyst, Shelf Fungi, Glory of the Snow, Pollen, Datura, and Firefly Bottle models are now data-generated.
- Most Palm block and item models are now data-generated, with the exception of Palm Doors and Palm Trapdoors.
- Removed unused Nematocyst textures.
- Removed unused Sculk Shrieker and Stripped Cypress Log models.
- Removed Wilder Wild's custom panorama.
- Flipped the Hanging Tendril's item texture vertically to be more consistent with Vanilla.
- Updated all of Wilder Wild's falling leaves textures to be consistent with Vanilla's art style.
- All falling leaves now randomly rotate upon spawning.
- Removed the Firefly's "Nectar" easter egg.
- Fireflies now once again move inside Display Lanterns that are hanging.
- Tumbleweed can no longer naturally spawn with Sand or Red Sand.
- Crabs should no longer have an incorrect rotation while climbing downwards.
- Renamed the `wilderwild:crab_can_hide` tag to `wilderwild:crab_hideable.`
- Significantly optimized Sculk Sensor rendering with the `Minecraft Live Tendrils` resource pack.
- Fixed many recipe unlocks being broken.
- Moved the Peeled Prickly Pear's crafting recipe from the `misc` to `food` category.
- Fixed Potted Mycelium Growth not being in the `minecraft:flower_pots` tag.
- Fixed Flowering Lily Pads not being in the `minecraft:small_flowers` tag.
- Flowering Lily Pads can now be sheared to revert to Lily Pads.
- Cattails are once again placeable on 1.21.2+.
- Properly updated from the old `minecraft:replaceable_plants` tag to the `minecraft:replaceable_by_trees` tag.
- Added `WWBlockLootHelper` to significantly clean up block loot datagen.
- Refactored Wilder Wild's rendering-related classes to be consistent with Vanilla's name scheme and structure.
- Renamed `WWWorldgen` to `WWBiomes.`
- Moved all tags to datagen.
- Updated block sound type compatibility for Nature's Spirit.
- Increased Wilder Wild's protocol version to 11.
- Updated the Spanish translation, thanks to Kokoroto!
- Dark Oak Forests no longer use the warm water color.
- All entities in the `minecraft:aquatic` tag can now swim through Algae without being slowed down.
- Sponge Buds can now grow on their own.
- Stripped Hollowed Logs now come after Stripped Logs in the Creative Inventory.
- Gave new textures to and renamed multiface Glory of the Snow blocks:
- Alba Glory of the Snow -> White Glory of the Snow Petals
- Blue Giant Glory of the Snow -> Blue Glory of the Snow Petals
- Pink Giant Glory of the Snow -> Pink Glory of the Snow Petals
- Violet Beauty Glory of the Snow -> Purple Glory of the Snow Petals
- Mesoglea, Nematocyst, Shelf Fungi, Glory of the Snow, Pollen, Datura, and Firefly Bottle models are now data-generated.
- Most Palm block and item models are now data-generated, with the exception of Palm Doors and Palm Trapdoors.
- Removed unused Nematocyst textures.
- Removed unused Sculk Shrieker and Stripped Cypress Log models.
- Removed Wilder Wild's custom panorama.
- Flipped the Hanging Tendril's item texture vertically to be more consistent with Vanilla.
- Updated all of Wilder Wild's falling leaves textures to be consistent with Vanilla's art style.
- All falling leaves now randomly rotate upon spawning.
- Removed the Firefly's "Nectar" easter egg.
- Fireflies now once again move inside Display Lanterns that are hanging.
- Tumbleweed can no longer naturally spawn with Sand or Red Sand.
- Crabs should no longer have an incorrect rotation while climbing downwards.
- Renamed the `wilderwild:crab_can_hide` tag to `wilderwild:crab_hideable.`
- Significantly optimized Sculk Sensor rendering with the `Minecraft Live Tendrils` resource pack.
- Fixed many recipe unlocks being broken.
- Moved the Peeled Prickly Pear's crafting recipe from the `misc` to `food` category.
- Fixed Potted Mycelium Growth not being in the `minecraft:flower_pots` tag.
- Fixed Flowering Lily Pads not being in the `minecraft:small_flowers` tag.
- Flowering Lily Pads can now be sheared to revert to Lily Pads.
- Cattails are once again placeable on 1.21.2+.
- Properly updated from the old `minecraft:replaceable_plants` tag to the `minecraft:replaceable_by_trees` tag.
- Added `WWBlockLootHelper` to significantly clean up block loot datagen.
- Refactored Wilder Wild's rendering-related classes to be consistent with Vanilla's name scheme and structure.
- Renamed `WWWorldgen` to `WWBiomes.`
- Moved all tags to datagen.
- Updated block sound type compatibility for Nature's Spirit.
- Increased Wilder Wild's protocol version to 11.
- Updated the Spanish translation, thanks to Kokoroto!
- Dark Oak Forests no longer use the warm water color.
- All entities in the `minecraft:aquatic` tag can now swim through Algae without being slowed down.
- Sponge Buds can now grow on their own.
- Stripped Hollowed Logs now come after Stripped Logs in the Creative Inventory.
- Gave new textures to and renamed multiface Glory of the Snow blocks:
- Alba Glory of the Snow -> White Glory of the Snow Petals
- Blue Giant Glory of the Snow -> Blue Glory of the Snow Petals
- Pink Giant Glory of the Snow -> Pink Glory of the Snow Petals
- Violet Beauty Glory of the Snow -> Purple Glory of the Snow Petals
- Mesoglea, Nematocyst, Shelf Fungi, Glory of the Snow, Pollen, Datura, and Firefly Bottle models are now data-generated.
- Most Palm block and item models are now data-generated, with the exception of Palm Doors and Palm Trapdoors.
- Removed unused Nematocyst textures.
- Removed unused Sculk Shrieker and Stripped Cypress Log models.
- Removed Wilder Wild's custom panorama.
- Flipped the Hanging Tendril's item texture vertically to be more consistent with Vanilla.
- Updated all of Wilder Wild's falling leaves textures to be consistent with Vanilla's art style.
- All falling leaves now randomly rotate upon spawning.
- Removed the Firefly's "Nectar" easter egg.
- Fireflies now once again move inside Display Lanterns that are hanging.
- Tumbleweed can no longer naturally spawn with Sand or Red Sand.
- Crabs should no longer have an incorrect rotation while climbing downwards.
- Renamed the `wilderwild:crab_can_hide` tag to `wilderwild:crab_hideable.`
- Significantly optimized Sculk Sensor rendering with the `Minecraft Live Tendrils` resource pack.
- Fixed many recipe unlocks being broken.
- Moved the Peeled Prickly Pear's crafting recipe from the `misc` to `food` category.
- Fixed Potted Mycelium Growth not being in the `minecraft:flower_pots` tag.
- Fixed Flowering Lily Pads not being in the `minecraft:small_flowers` tag.
- Flowering Lily Pads can now be sheared to revert to Lily Pads.
- Cattails are once again placeable on 1.21.2+.
- Properly updated from the old `minecraft:replaceable_plants` tag to the `minecraft:replaceable_by_trees` tag.
- Added `WWBlockLootHelper` to significantly clean up block loot datagen.
- Refactored Wilder Wild's rendering-related classes to be consistent with Vanilla's name scheme and structure.
- Renamed `WWWorldgen` to `WWBiomes.`
- Moved all tags to datagen.
- Updated block sound type compatibility for Nature's Spirit.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed another crash on versions 1.20.4 and below, thanks to Dalethium.
- Fixed Maple Logs not smelting into Charcoal.
- Fixed Hollow Pale Logs not being in the `minecraft:axe_mineable` tag.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Fixed falling clusters of Maple Leaves crashing servers on versions 1.20.4 and below, thanks to Dalethium! [#443](https://github.com/FrozenBlock/WilderWild/pull/435)
- Fixed an Ostrich-related crash with certain mods like Superb Steeds.
- Block Sound overwrites now actually work on servers.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Updated to support the latest version of Simple Copper Pipes.
- Reimplemented Huge Nether Fungus being grown from Nether Fungi placed in a `+` shape.
- Fixed Maple Saplings sometimes only yielding Leaf Litters.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
- Removed the `breaks` section of Wilder Wild's fabric.mod.json as it was simply unnecessary.
- Disabled Lithium's raycast optimization, reinstating Mesoglea's liquid-like behavior on the client with Lithium.
- Fixed a crash while starting a server on versions that still support Indium.
- Removed the version-defined Fabric API dependency from Wilder Wild's fabric.mod.json, now accepting any Fabric API version.
- This was done to ease an issue with certain launchers not understanding compatibility between versions such as 1.21 and 1.21.1.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
# Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the `wilderwild:has_stone_pile_common,` `wilderwild:has_stone_pile,` and `wilderwild:has_stone_pile_rare` tags.
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to [godkyo98](https://github.com/FrozenBlock/WilderWild/pull/411)!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
# Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the `distance` property's maximum value has been removed.
- A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with `Fungi` instead of `Fungus.`
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a `+` shape.
- Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to [unroman](https://github.com/FrozenBlock/WilderWild/pull/413)!
# Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the `orange_dye` group.
- Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the `Functional Items` tab of the creative inventory.
- Prickly Pears are now placed after Sweet Berries in the `Food & Drinks` tab of the creative inventory.
- Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the `termite_edible` blockstate property.
- This checks if the Note Block Instrument for the block is `BASS` and if the block's sound type is not `STEM.`
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The `Windswept Savanna Placement` config option now actually dictates whether Windswept Savannas use modified parameters.
- Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
# Technical Changes
- Refactored classes with the `Wilder` prefix to start with the `WW` prefix.
- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to `block/property,` from `block/impl.`
- Refactored `WilderEnumValues` to `WWBoatTypes.`
- A lot more refactoring.
- Completely reorganized `en_us.json,` now being much easier to find and add translation strings.
- Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on `BeaconBlockEntity` in favor of FrozenLib's new `BeaconEffectRegistry.`
- The Crab's `isClimbing` method has been refactored to `isCrabClimbing` to prevent conflicts when importing Wilder Wild on runtime.
- Fixed data generation to no longer append the `termite_edible` or `snow_layers` properties to other mods' data generation.
- Added the `registerAxeHollowBehavior` and `registerAxeHollowBehaviorStem` methods to the `HollowedLogBlock` class to make compat easier without needing to import FrozenLib.
- Added a `feature/` prefix to many of Wilder Wild's tags relating to feature generation.
- Added a `spawn/` prefix to Wilder Wild's biome tags relating to mob spawning.
- Added a `beta_beach/` prefix to Wilder Wild's biome tags relating to Beta Beaches.
- Added a `water_color/` prefix to Wilder Wild's biome tags relating to water colors.
- Updated to support Sodium 0.6.0.
- Updated Particle Rain compatability.
- Rain particles have been updated to only rotate in one specific direction in a recent update. Alongside new compatability fixes, Rain particle rendering has been reworked to match that of Wilder Wild's Wind particles, rendering at the angle the particle is moving.
- Updated Falling Leaves compatability.
- Added compat for Palm Fronds and Cypress Leaves through a mixin.
- Altered the Nematocyst model to not cause issues with water.
- Fixed crash upon booting a server.
- Removed all but two of Wilder Wild's panoramas to improve file size.
- Cleaned up and optimized many mixins.
- Significantly improved and optimized Warden swimming and its animations.
- Optimized Allay animations.
- Slightly optimized the mixin plugin.
- Decreased the size of some Scorched Sand disks to prevent issues.
- This fixes issues reported about worldgen freezing and with C2ME.
- Allowed the Ostrich's walking animation to speed up slightly while running.
- Added a config option for Stone Chest generation in Ancient Cities.
- The block sounds option for Flowers now impacts Torchflowers.
- Fixed the Sculk Shrieker's new loot table causing it to drop without Silk Touch.
- Fixed the Snowlogging config using default values upon boot.
- Fixed Hanging Signs causing crashes. Again.
- Slightly decreased the average amount of flowers in Jungles.
- Added a lot of new panoramas that will show up randomly.
- Fixed Mesoglea rendering without Sodium.
- Placing a block with your offhand against a Stripped Log with an axe in your main hand no longer hollows the block being placed against.
- Dandelions and Lily Pads now create growth particles when grown with Bone Meal.
- Osseous Sculk now grows taller on average.
- Scorched now get the Scorching effect while touching Magma or Fire, as well as Lava like previously.
- Fixed the volumes of some Magma sounds.
- Desert Village changes are now toggled with a config.
- This adds a structure processor to convert the Jungle wood set into the Palm wood set.
- Slightly decreased the average amount of Cattails in worldgen.
- Changed the `wilderwild:blank_shut_up` feature into the `wilderwild:empty` feature, which now generates nothing instead of a single Water block.
- Converted Wilder Wild's entity registry to use Vanilla's entity builder.
- Fixed some modified recipes/loot tables not working properly.
- Reorganized data generation for configured and placed features in caves into their own classes.
- Fixed Wilder Wild's block entities and entities causing log errors about the datafixer.
- Fixed Mesoglea rendering with Sodium.
- Increased the protocol version to 9.
- Removed all references to Embeddium as it is no longer supported on Fabric.
- Removed modified water rendering, fixing an issue with Sodium.
- Tumbleweeds no longer render their items at the player's position.
- Fixed issues with certain sounds like Goat Horn Calls in multiplayer.
- Added missing Mossy Mud Bricks recipes to the Crafting Table.
- Added the Stone Chest to Fabric's chests tag.
- Added a config option to toggle Mossy and Cracked Mud Bricks generating in Trail Ruins.
- Disabled Snowlogging with Antique Atlas installed. ([#381](https://github.com/FrozenBlock/WilderWild/issues/381))
- Fixed Fire Placement with the Scorching effect replacing blocks it shouldn't.
- Added Cracked and Mossy Mud Bricks.
- This includes Stairs, Slabs, and Walls for Mossy Mud Bricks.
- Alongside these additions, Stonecutters now have Mud recipes for the sake of consistency and ease of use.
- These blocks now generate in Trail Ruins.
- Added Sculk Stairs, Slabs, and Walls to their respective Vanilla tags.
- Updated the texture for the Scorching effect's icon.
- The Scorching effect now places Fire upon a mob's death.
- Increased the max time the Scorching effect sets attackers on fire from 4 to 8 seconds.
- Scorched Eyes can now be crafted from a Spider Eye and Blaze Powder.
- Fall damage calculation with Geysers is now consistent with Wind Charges.
- Geysers now output a signal when used with Comparators.
- Possibly fixed some potential crashes related to Geysers.
- Increased the average amount of flowers that generate in Flower Forests.
- Decreased Milkweed generation overall.
- Decreased the amount of flowers in Rainforests.
- Removed Vanilla's default flower feature from plains biomes.
- Reworked flower generation in some biomes to be more "organic," generating in gradients. ([#405](https://github.com/FrozenBlock/WilderWild/issues/405))
- Plains and Forest Biomes.
- Birch Forests.
- Meadows.
- Rainforests and Temperate Rainforests.
- Cypress Wetlands.
- Jungles.
- Slightly optimized Tumbleweed rendering.
- Updated Wilder Wild's BlockEntity registry to match Vanilla, per a new Fabric API update.
- Tweaked how Osseous Sculk is generated once again, no longer using noise sampling.
- Refactored `WilderPreMixinInjectConstants` to `WilderDatagenConstants.`
- Fixed a crash when trying to load the `Lists` class.
- Fixed the mod's config missing a background and smearing frames in certain situations. ([#402](https://github.com/FrozenBlock/WilderWild/issues/402))
- Added dynamic stone chest replacement
- Rather than replacing Anicent City nbt, stone chests are dynamically added into ancient cities
- Adds support for custom ancient cities
- Removed changes to the center building in Ancient Cities
- Fixed conversion of palm crown blocks (removed in 2.4.5) to palm logs
- Snowlogged double-tall plants will no longer remove the bottom half of the plant when Snow Layers on the top half are broken.
- Bumped protocol version to 8
- Changed version scheme to (mod version)-mc(minecraft version)
- Renamed `WilderSharedConstants` to `WilderConstants`
- Added dynamic stone chest replacement
- Rather than replacing Anicent City nbt, stone chests are dynamically added into ancient cities
- Adds support for custom ancient cities
- Removed changes to the center building in Ancient Cities
- Fixed conversion of palm crown blocks (removed in 2.4.5) to palm logs
- Snowlogged double-tall plants will no longer remove the bottom half of the plant when Snow Layers on the top half are broken.
- Bumped protocol version to 8
- Changed version scheme to (mod version)-mc(minecraft version)
- Renamed `WilderSharedConstants` to `WilderConstants`
- Added dynamic stone chest replacement
- Rather than replacing Anicent City nbt, stone chests are dynamically added into ancient cities
- Adds support for custom ancient cities
- Removed changes to the center building in Ancient Cities
- Fixed conversion of palm crown blocks (removed in 2.4.5) to palm logs
- Snowlogged double-tall plants will no longer remove the bottom half of the plant when Snow Layers on the top half are broken.
- Bumped protocol version to 8
- Changed version scheme to (mod version)-mc(minecraft version)
- Renamed `WilderSharedConstants` to `WilderConstants`
- Added dynamic stone chest replacement
- Rather than replacing Anicent City nbt, stone chests are dynamically added into ancient cities
- Adds support for custom ancient cities
- Removed changes to the center building in Ancient Cities
- Fixed conversion of palm crown blocks (removed in 2.4.5) to palm logs
- Snowlogged double-tall plants will no longer remove the bottom half of the plant when Snow Layers on the top half are broken.
- Bumped protocol version to 8
- Changed version scheme to (mod version)-mc(minecraft version)
- Renamed `WilderSharedConstants` to `WilderConstants`
- Added dynamic stone chest replacement
- Rather than replacing Anicent City nbt, stone chests are dynamically added into ancient cities
- Adds support for custom ancient cities
- Removed changes to the center building in Ancient Cities
- Fixed conversion of palm crown blocks (removed in 2.4.5) to palm logs
- Snowlogged double-tall plants will no longer remove the bottom half of the plant when Snow Layers on the top half are broken.
- Bumped protocol version to 8
- Changed version scheme to (mod version)-mc(minecraft version)
- Renamed `WilderSharedConstants` to `WilderConstants`
- Crabs will no longer become permanently stuck when walking into a ceiling.
- Crabs will once again emerge naturally.
- The Tumbleweed entity's loot table is now impacted by the Looting enchantment.
- Removed the Palm Crown, replacing it entirely with the Palm Log.
- Fixed items from naturally-generated Stone Chests not stacking with other items.
- The Stone Chest item now renders as a Block Entity like other Chests.
- Datura now yields two Light Gray Dye opposed to one.
- Revamped Wilder Wild's music pools thanks to Rebel459!
- Fixed Jellyfish, Ostrich, and Scorched loot tables not parsing in 1.21+.
- Fixed some Abandoned Cabin loot tables always giving the same loot.
- Fixed the `Empty or non-existent pool: wilderwild:abandoned_cabin/cabin` error.
- Added compatability with Continuity and Wilder Wild's snowlogging through a new mixin on Indium. ([#337](https://github.com/FrozenBlock/WilderWild/issues/377))
- Crabs will no longer become permanently stuck when walking into a ceiling.
- Crabs will once again emerge naturally.
- The Tumbleweed entity's loot table is now impacted by the Looting enchantment.
- Removed the Palm Crown, replacing it entirely with the Palm Log.
- Fixed items from naturally-generated Stone Chests not stacking with other items.
- The Stone Chest item now renders as a Block Entity like other Chests.
- Datura now yields two Light Gray Dye opposed to one.
- Revamped Wilder Wild's music pools thanks to Rebel459!
- Fixed Jellyfish, Ostrich, and Scorched loot tables not parsing in 1.21+.
- Fixed some Abandoned Cabin loot tables always giving the same loot.
- Fixed the `Empty or non-existent pool: wilderwild:abandoned_cabin/cabin` error.
- Added compatability with Continuity and Wilder Wild's snowlogging through a new mixin on Indium. ([#337](https://github.com/FrozenBlock/WilderWild/issues/377))
- Crabs will no longer become permanently stuck when walking into a ceiling.
- Crabs will once again emerge naturally.
- The Tumbleweed entity's loot table is now impacted by the Looting enchantment.
- Removed the Palm Crown, replacing it entirely with the Palm Log.
- Fixed items from naturally-generated Stone Chests not stacking with other items.
- The Stone Chest item now renders as a Block Entity like other Chests.
- Datura now yields two Light Gray Dye opposed to one.
- Revamped Wilder Wild's music pools thanks to Rebel459!
- Fixed Jellyfish, Ostrich, and Scorched loot tables not parsing in 1.21+.
- Fixed some Abandoned Cabin loot tables always giving the same loot.
- Fixed the `Empty or non-existent pool: wilderwild:abandoned_cabin/cabin` error.
- Added compatability with Continuity and Wilder Wild's snowlogging through a new mixin on Indium. ([#337](https://github.com/FrozenBlock/WilderWild/issues/377))
- Crabs will no longer become permanently stuck when walking into a ceiling.
- Crabs will once again emerge naturally.
- The Tumbleweed entity's loot table is now impacted by the Looting enchantment.
- Removed the Palm Crown, replacing it entirely with the Palm Log.
- Fixed items from naturally-generated Stone Chests not stacking with other items.
- The Stone Chest item now renders as a Block Entity like other Chests.
- Datura now yields two Light Gray Dye opposed to one.
- Revamped Wilder Wild's music pools thanks to Rebel459!
- Fixed Jellyfish, Ostrich, and Scorched loot tables not parsing in 1.21+.
- Fixed some Abandoned Cabin loot tables always giving the same loot.
- Fixed the `Empty or non-existent pool: wilderwild:abandoned_cabin/cabin` error.
- Added compatability with Continuity and Wilder Wild's snowlogging through a new mixin on Indium. ([#337](https://github.com/FrozenBlock/WilderWild/issues/377))
- Crabs will no longer become permanently stuck when walking into a ceiling.
- Crabs will once again emerge naturally.
- The Tumbleweed entity's loot table is now impacted by the Looting enchantment.
- Removed the Palm Crown, replacing it entirely with the Palm Log.
- Fixed items from naturally-generated Stone Chests not stacking with other items.
- The Stone Chest item now renders as a Block Entity like other Chests.
- Datura now yields two Light Gray Dye opposed to one.
- Revamped Wilder Wild's music pools thanks to Rebel459!
- Fixed Jellyfish, Ostrich, and Scorched loot tables not parsing in 1.21+.
- Fixed some Abandoned Cabin loot tables always giving the same loot.
- Fixed the `Empty or non-existent pool: wilderwild:abandoned_cabin/cabin` error.
- Added compatability with Continuity and Wilder Wild's snowlogging through a new mixin on Indium. ([#337](https://github.com/FrozenBlock/WilderWild/issues/377))
- Increased the protocol version to 7.
- Reworked how Logs determine if they're edible by Termites so now only Trees will be edible, no longer Structures or other worldgen features.
- Player-placed blocks are still protected. This just prevents scenarios like Villages being destroyed by Termites.
- Fixed Fireflies not rendering their base texture.
- Fixed Display Lanterns not properly rendering their contents when updated.
- Fixed some loot tables not working in 1.21+.
- Fixed Termite particles not rendering in 1.21+.
- Fixed a broken translation string in the `Entity` config.
- Fixed Cloud movement not working properly.
- Added the Reach Boost effect to Beacons, thanks to a suggestion by wet.noodle/Ashlyn.
- Added the `Reach Boost Beacons` config to toggle this.
- Updated the Reach Boost icon, thanks to Zhen!
- Slightly increased the distance of the Reach Boost effect from 1 to 1.5 per level.
- Increased the protocol version to 7.
- Reworked how Logs determine if they're edible by Termites so now only Trees will be edible, no longer Structures or other worldgen features.
- Player-placed blocks are still protected. This just prevents scenarios like Villages being destroyed by Termites.
- Fixed Fireflies not rendering their base texture.
- Fixed Display Lanterns not properly rendering their contents when updated.
- Fixed some loot tables not working in 1.21+.
- Fixed Termite particles not rendering in 1.21+.
- Fixed a broken translation string in the `Entity` config.
- Fixed Cloud movement not working properly.
- Added the Reach Boost effect to Beacons, thanks to a suggestion by wet.noodle/Ashlyn.
- Added the `Reach Boost Beacons` config to toggle this.
- Updated the Reach Boost icon, thanks to Zhen!
- Slightly increased the distance of the Reach Boost effect from 1 to 1.5 per level.
## 2.4.4
- Increased the protocol version to 7.
- Reworked how Logs determine if they're edible by Termites so now only Trees will be edible, no longer Structures or other worldgen features.
- Player-placed blocks are still protected. This just prevents scenarios like Villages being destroyed by Termites.
- Fixed Fireflies not rendering their base texture.
- Fixed Display Lanterns not properly rendering their contents when updated.
- Fixed some loot tables not working in 1.21+.
- Fixed Termite particles not rendering in 1.21+.
- Fixed a broken translation string in the `Entity` config.
- Fixed Cloud movement not working properly.
- Added the Reach Boost effect to Beacons, thanks to a suggestion by wet.noodle/Ashlyn.
- Added the `Reach Boost Beacons` config to toggle this.
- Updated the Reach Boost icon, thanks to Zhen!
- Slightly increased the distance of the Reach Boost effect from 1 to 1.5 per level.
## 2.4.3
- Refactored everything in the `misc` package to other places, removing the `misc` class.
- This was done to prevent slander of our team.
- ...yeah.
- Increased the protocol version to 6.
- Shortened the channel names for Wilder Wild's custom packets.
- Fixed the Stone Chest's lid animation. ([#383](https://github.com/FrozenBlock/WilderWild/issues/383))
- Added the Geyser to the Redstone tab, just before the Sculk Sensor.
- Properly integrated Villager Types with Wilder Wild's biomes.
- Pollen and Seed particles will be removed from the world five times faster after becoming immobile.
- Seed particles now properly interact with water.
- Ever so slightly improved the Baoab trunk placer.
- Optimized some parts of the mod that rely on frequent config checks.
- Snowlogging.
- Mesoglea Bubble Columns.
- Wind usage.
- Fixed a broken translation string pertaining to the `Magmatic Caves Fog` config option.
- Substantially improved the Hollowed Log model thanks to Soulfate24! ([#379](https://github.com/FrozenBlock/WilderWild/issues/379))
- Previously, we were not able to figure out how to make a Hollowed Log model without the texture getting misaligned due to a vanilla bug.
- This new model fixes every possible issue with it!
- Retextured Null Blocks thanks to voxelotl!
- Updated the Flowering Lily Pad textures thanks to Zhen!
- Rextectured the Milkweed Pod thanks to Zhen!
- Retextured the entire Cypress set thanks to Zhen's brush-ups!
- Many issues that were once present in this set are now gone.
## 2.4.4
- Increased the protocol version to 7.
- Reworked how Logs determine if they're edible by Termites so now only Trees will be edible, no longer Structures or other worldgen features.
- Player-placed blocks are still protected. This just prevents scenarios like Villages being destroyed by Termites.
- Fixed Fireflies not rendering their base texture.
- Fixed Display Lanterns not properly rendering their contents when updated.
- Fixed some loot tables not working in 1.21+.
- Fixed Termite particles not rendering in 1.21+.
- Fixed a broken translation string in the `Entity` config.
- Fixed Cloud movement not working properly.
- Added the Reach Boost effect to Beacons, thanks to a suggestion by wet.noodle/Ashlyn.
- Added the `Reach Boost Beacons` config to toggle this.
- Updated the Reach Boost icon, thanks to Zhen!
- Slightly increased the distance of the Reach Boost effect from 1 to 1.5 per level.
## 2.4.3
- Refactored everything in the `misc` package to other places, removing the `misc` class.
- This was done to prevent slander of our team.
- ...yeah.
- Increased the protocol version to 6.
- Shortened the channel names for Wilder Wild's custom packets.
- Fixed the Stone Chest's lid animation. ([#383](https://github.com/FrozenBlock/WilderWild/issues/383))
- Added the Geyser to the Redstone tab, just before the Sculk Sensor.
- Properly integrated Villager Types with Wilder Wild's biomes.
- Pollen and Seed particles will be removed from the world five times faster after becoming immobile.
- Seed particles now properly interact with water.
- Ever so slightly improved the Baoab trunk placer.
- Optimized some parts of the mod that rely on frequent config checks.
- Snowlogging.
- Mesoglea Bubble Columns.
- Wind usage.
- Fixed a broken translation string pertaining to the `Magmatic Caves Fog` config option.
- Substantially improved the Hollowed Log model thanks to Soulfate24! ([#379](https://github.com/FrozenBlock/WilderWild/issues/379))
- Previously, we were not able to figure out how to make a Hollowed Log model without the texture getting misaligned due to a vanilla bug.
- This new model fixes every possible issue with it!
- Retextured Null Blocks thanks to voxelotl!
- Updated the Flowering Lily Pad textures thanks to Zhen!
- Rextectured the Milkweed Pod thanks to Zhen!
- Retextured the entire Cypress set thanks to Zhen's brush-ups!
- Many issues that were once present in this set are now gone.
## 2.4.4
- Increased the protocol version to 7.
- Reworked how Logs determine if they're edible by Termites so now only Trees will be edible, no longer Structures or other worldgen features.
- Player-placed blocks are still protected. This just prevents scenarios like Villages being destroyed by Termites.
- Fixed Fireflies not rendering their base texture.
- Fixed Display Lanterns not properly rendering their contents when updated.
- Fixed some loot tables not working in 1.21+.
- Fixed Termite particles not rendering in 1.21+.
- Fixed a broken translation string in the `Entity` config.
- Fixed Cloud movement not working properly.
- Added the Reach Boost effect to Beacons, thanks to a suggestion by wet.noodle/Ashlyn.
- Added the `Reach Boost Beacons` config to toggle this.
- Updated the Reach Boost icon, thanks to Zhen!
- Slightly increased the distance of the Reach Boost effect from 1 to 1.5 per level.
- Refactored everything in the `misc` package to other places, removing the `misc` class.
- This was done to prevent slander of our team.
- ...yeah.
- Increased the protocol version to 6.
- Shortened the channel names for Wilder Wild's custom packets.
- Fixed the Stone Chest's lid animation. ([#383](https://github.com/FrozenBlock/WilderWild/issues/383))
- Added the Geyser to the Redstone tab, just before the Sculk Sensor.
- Properly integrated Villager Types with Wilder Wild's biomes.
- Pollen and Seed particles will be removed from the world five times faster after becoming immobile.
- Seed particles now properly interact with water.
- Ever so slightly improved the Baoab trunk placer.
- Optimized some parts of the mod that rely on frequent config checks.
- Snowlogging.
- Mesoglea Bubble Columns.
- Wind usage.
- Fixed a broken translation string pertaining to the `Magmatic Caves Fog` config option.
- Substantially improved the Hollowed Log model thanks to Soulfate24! ([#379](https://github.com/FrozenBlock/WilderWild/issues/379))
- Previously, we were not able to figure out how to make a Hollowed Log model without the texture getting misaligned due to a vanilla bug.
- The result was using a model comprised of only two parts, which messed up the breaking texture.
- This new model fixes every possible issue with it!
- Retextured Null Blocks thanks to voxelotl!
- Updated the Flowering Lily Pad textures thanks to Zhen!
- Rextectured the Milkweed Pod thanks to Zhen!
- Retextured the entire Cypress set thanks to Zhen's brush-ups!
- Many issues that were once present in this set are now gone, including:
- Cypress Leaves being an edit of Spruce Leaves prior.
- The entire Cypress wood set having contrast issues when compared to all other wood sets in the game.
- The base color of the Cypress wood set being too desaturated and yellow.
- A lack of contrast on the sides of Cypress Logs.
- Refactored everything in the `misc` package to other places, removing the `misc` class.
- This was done to prevent slander of our team.
- ...yeah.
- Increased the protocol version to 6.
- Shortened the channel names for Wilder Wild's custom packets.
- Fixed the Stone Chest's lid animation. ([#383](https://github.com/FrozenBlock/WilderWild/issues/383))
- Added the Geyser to the Redstone tab, just before the Sculk Sensor.
- Properly integrated Villager Types with Wilder Wild's biomes.
- Pollen and Seed particles will be removed from the world five times faster after becoming immobile.
- Seed particles now properly interact with water.
- Ever so slightly improved the Baoab trunk placer.
- Optimized some parts of the mod that rely on frequent config checks.
- Snowlogging.
- Mesoglea Bubble Columns.
- Wind usage.
- Fixed a broken translation string pertaining to the `Magmatic Caves Fog` config option.
- Substantially improved the Hollowed Log model thanks to Soulfate24! ([#379](https://github.com/FrozenBlock/WilderWild/issues/379))
- Previously, we were not able to figure out how to make a Hollowed Log model without the texture getting misaligned due to a vanilla bug.
- The result was using a model comprised of only two parts, which messed up the breaking texture.
- This new model fixes every possible issue with it!
- Updated Flowering Lily Pad textures thanks to Zhen!
- Updated the Milkweed Pod texture thanks to Zhen!
- Updated the entire Cypress set's textures thanks to Zhen's brush-ups!
- Many issues that were once present in this set are now gone, including:
- Cypress Leaves being an edit of Spruce Leaves prior.
- The entire Cypress wood set having contrast issues when compared to all other wood sets in the game.
- The base color of the Cypress wood set being too desaturated and yellow.
- A lack of contrast on the sides of Cypress Logs.
- Added new config options to control the Ancient Horn's cooldowns in different scenarios.
- `Default Cooldown`
- `Creative Cooldown`
- `Sculk Sensor Cooldown`
- `Sculk Shrieker Cooldown`
- `Hanging Tendril Cooldown`
- Geysers will now put out Fires, Campfires, and Candles upon Erupting without Lava, and ignite them upon Erupting with Lava. ([#372](https://github.com/FrozenBlock/WilderWild/issues/372))
- Fixed the length of Geyser Eruptions, now being 5 instead of 4.
- Significantly optimized Wilder Wild's custom worldgen
- Slightly optimized Wilder Wild's custom rendering
- Updated Scorched Eye and Fermented Scorched Eye textures.
- (1.20.6) Added better support for Snowlogging on Embeddium thanks to embeddedt!
- Snowlogging on Embeddium will no longer result in Z-Fighting with Pink Petals.
- Cloud movement no longer uses separate mixins for Embeddium and Sodium, also thanks to embeddedt!
- (1.20.4+) Updated Mesoglea's optional Liquid rendering to work without additional mixins in Vanilla and with Embeddium, also thanks to embeddedt!
- Added new config options to control the Ancient Horn's cooldowns in different scenarios.
- `Default Cooldown`
- `Creative Cooldown`
- `Sculk Sensor Cooldown`
- `Sculk Shrieker Cooldown`
- `Hanging Tendril Cooldown`
- Geysers will now put out Fires, Campfires, and Candles upon Erupting without Lava, and ignite them upon Erupting with Lava. ([#372](https://github.com/FrozenBlock/WilderWild/issues/372))
- Fixed the length of Geyser Eruptions, now being 5 instead of 4.
- Significantly optimized Wilder Wild's custom worldgen
- Slightly optimized Wilder Wild's custom rendering
- Updated Scorched Eye and Fermented Scorched Eye textures.
- (1.20.6) Added better support for Snowlogging on Embeddium thanks to embeddedt!
- Snowlogging on Embeddium will no longer result in Z-Fighting with Pink Petals.
- Cloud movement no longer uses separate mixins for Embeddium and Sodium, also thanks to embeddedt!
- (1.20.4+) Updated Mesoglea's optional Liquid rendering to work without additional mixins in Vanilla and with Embeddium, also thanks to embeddedt!
- Added new config options to control the Ancient Horn's cooldowns in different scenarios.
- `Default Cooldown`
- `Creative Cooldown`
- `Sculk Sensor Cooldown`
- `Sculk Shrieker Cooldown`
- `Hanging Tendril Cooldown`
- Geysers will now put out Fires, Campfires, and Candles upon Erupting without Lava, and ignite them upon Erupting with Lava. ([#372](https://github.com/FrozenBlock/WilderWild/issues/372))
- Fixed the length of Geyser Eruptions, now being 5 instead of 4.
- Significantly optimized Wilder Wild's custom worldgen
- Slightly optimized Wilder Wild's custom rendering
- Updated Scorched Eye and Fermented Scorched Eye textures.
- (1.20.6) Added better support for Snowlogging on Embeddium thanks to embeddedt!
- Snowlogging on Embeddium will no longer result in Z-Fighting with Pink Petals.
- Cloud movement no longer uses separate mixins for Embeddium and Sodium, also thanks to embeddedt!
- (1.20.4+) Updated Mesoglea's optional Liquid rendering to work without additional mixins in Vanilla and with Embeddium, also thanks to embeddedt!
- Added new config options to control the Ancient Horn's cooldowns in different scenarios.
- `Default Cooldown`
- `Creative Cooldown`
- `Sculk Sensor Cooldown`
- `Sculk Shrieker Cooldown`
- `Hanging Tendril Cooldown`
- Geysers will now put out Fires, Campfires, and Candles upon Erupting without Lava, and ignite them upon Erupting with Lava. ([#372](https://github.com/FrozenBlock/WilderWild/issues/372))
- Fixed the length of Geyser Eruptions, now being 5 instead of 4.
- Significantly optimized Wilder Wild's custom worldgen
- Slightly optimized Wilder Wild's custom rendering
- Updated Scorched Eye and Fermented Scorched Eye textures.
- (1.20.6) Added better support for Snowlogging on Embeddium thanks to embeddedt!
- Snowlogging on Embeddium will no longer result in Z-Fighting with Pink Petals.
- Cloud movement no longer uses separate mixins for Embeddium and Sodium, also thanks to embeddedt!
- (1.20.4+) Updated Mesoglea's optional Liquid rendering to work without additional mixins in Vanilla and with Embeddium, also thanks to embeddedt!
- Fixed incompatability with Create causing a crash.
- Migrated to Mojang's `setChanged` method for Block Entities instead of using custom logic.
- Fixed Split Coconuts yielding Coconuts in the Stonecutter.
- Fixed possible crash when rendering snowloggeed blocks using Sodium
- Snowlogged blocks will now not render with Embeddium, but this will be fixed in an Embeddium update
- Fixed incompatability with Create causing a crash.
- Migrated to Mojang's `setChanged` method for Block Entities instead of using custom logic.
- Fixed Split Coconuts yielding Coconuts in the Stonecutter.
- Fixed possible crash when rendering snowloggeed blocks using Sodium
- Snowlogged blocks will now not render with Embeddium, but this will be fixed in an Embeddium update
- Fixed incompatability with Create causing a crash.
- Migrated to Mojang's `setChanged` method for Block Entities instead of using custom logic.
- Fixed Split Coconuts yielding Coconuts in the Stonecutter.
- Fixed possible crash when rendering snowloggeed blocks using Sodium
- Snowlogged blocks will now not render with Embeddium, but this will be fixed in an Embeddium update
- Fixed incompatability with Create causing a crash.
- Migrated to Mojang's `setChanged` method for Block Entities instead of using custom logic.
- Fixed Split Coconuts yielding Coconuts in the Stonecutter.
- Fixed possible crash when rendering snowloggeed blocks using Sodium
- Snowlogged blocks will now not render with Embeddium, but this will be fixed in an Embeddium update
### Magmatic Caves
- Added the Magmatic Caves biome.
- It set my house on fire. Great!
- A new, scorching underground biome consisting of sprawling Magma, Basalt, and Lava pools.
- Lava-related features generate more frequently in this biome.
- Fossils generate much more frequently in this biome.
- Contains the new Geyser block
- Generates in hotter areas of the world.
- The Scorched will frequently spawn here.
### Geysers
- Added the Geyser!
- Will occasionally erupt, pushing entities in the direction it's facing.
- The Eruption of a Geyser lasts between one and two seconds.
- Can also be powered with Redstone to erupt.
- Eruptions will last 30 ticks (one and a half seconds) if triggered by Redstone.
- If placed by a player, will not erupt naturally and will require Redstone activation.
- The Eruption will remain effective unless blocked.
- Eruptions that start in the air and move into a liquid, or that start in a liquid and move to the air or another liquid will be less effective past that point.
- Eruptions started from Lava will set colliding entities ablaze.
- Will cause a strong wind disturbance upon eruption.
- Added the `wilderwild:geyser_can_pass_through` tag to control what blocks an Eruption can safely pass through, regardless of block support shape.
- Contains the `minecraft:trapdoors` tag by default.
- Added the `wilderwild:geyser_cannot_pass_through` tag to control what blocks an Eruption can never pass through, regardless of block support shape.
- Contains the `c:glass_blocks` tag by default.
- Added the `wilderwild:geyser_pushed_extra` tag to control entity types that are pushed a bit harder than usual by Eruptions.
- Contains `minecraft:arrow` and `minecraft:spectral_arrow` by default.
- Requires a Stone Pickaxe or stronger to be obtained.
- Naturally generates in the Magmatic Caves, Basalt Deltas, and Nether Wastes biomes.
- Generation in the Nether can be toggled off with the `Geysers In Nether` config option.
- Can generate in more biomes with the use of the new `wilderwild:has_nether_geyser` and `wilderwild:has_nether_lava_geyser` tags.
- Contains `minecraft:basalt_deltas` and `minecraft:nether_wastes` respectively by default.
- Note that these tags will only cause the Nether variations of the feature to place in the specified biomes, not the Magmatic Caves variations.
- Can be crafted with 4 Magma blocks, 4 Basalt blocks, and 1 Lava Bucket.
### Scorched
- Added the Scorched!
- A new Spider variant that is fire-resistant and can walk on Lava.
- Is more resistant to fall damage than regular Spiders.
- Will avoid Water, and cannot swim in it.
- Added a new `Spawn Scorched` config option to control whether Scorched can spawn naturally.
- Can also be found in Trial Chambers.
- This can be disabled with the `Scorched In Trial Chambers` config option.
- Will drop String and occasionally a Scorched Eye upon death.
- The Scorched Eye can be crafted into a Fermented Scorched Eye, much like regular Spider Eyes.
- Can be used to brew a Potion of Scorching.
- Will gain the Scorching effect while in Lava.
### Scorching
- A new mob effect that has a 25% chance to ignite the attacker each time the mob is hit.
- Is brewed with a Fermented Scorched Eye and an Awkward Potion.
### Frozen Caves
- Added the Frozen Caves biome!
- Ice wasn't built in a day! Or was it?
- Consists of many icy and snowy blocks and a soft water color.
- Generates primarily under snowy mountainous biomes.
- Note that this does not impact Deep Dark generation whatsoever, as Frozen Caves will only generate above the Deep Dark.
- Strays will spawn here naturally.
- They can, however, be disabled by removing `wilderwild:frozen_caves` from the `wilderwild:strays_can_spawn_underground` tag.
### Snowlogging
- One-block tall plants, Bushes, Fences, Fence Gates, Walls, Shelf Fungi, Vines, and Sugar Cane can now be Snowlogged.
- Added the `Allow Snowlogging` config option to dictate whether Snowlogging is enabled.
- Requires the game to be restarted upon changing.
- Added the `Snowlog Blockades` to dictate whether Fences, Fence Gates, and Walls can be Snowlogged.
- Requires the game to be restarted upon changing.
- This option is off by default to prevent excessive loading times.
- Added the `Natural Snowlogging` config option to dictate whether Snowlogging can occur during worldgen and while it's snowing.
### Fallen large Trees
- Added Fallen Large Jungle Trees.
- Added the `wilderwild:has_fallen_large_jungle` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_jungle` to control what biomes these will commonly generate in.
- Added Fallen Large Spruce Trees.
- Added the `wilderwild:has_fallen_large_spruce` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_spruce` to control what biomes these will commonly generate in.
- Added the `wilderwild:has_clean_fallen_large_spruce` to control what biomes these will generate in, without decoration.
- Added the `wilderwild:has_common_clean_fallen_large_spruce` to control what biomes these will commonly generate in, without decoration
- Added Fallen Dark Oak Trees.
- Added the `wilderwild:has_fallen_dark_oak` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_dark_oak` to control what biomes these will commonly generate in.
### Breezes, Wind Charges, and Wind
- Breezes and Wind Charges now interact with the Wind System.
- They will now affect particles, Tumbleweed, and Fireflies.
- Breezes are immune to Ancient Horn Vibrations.
- Tumbleweed will pass through Breezes.
- This is controlled by the `wilderwild:tumbleweed_passes_through` tag.
- Added a new `Wind` category in the `Ambience & Misc` tab.
- Wind particles will now occasionally spawn throughout the world.
- Particles caused by natural Wind can be disabled with the new `Wind Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Particle Spawn Attempts` to control how many times per tick a Wind particle will attempt to spawn.
- Particles caused by Wind Disturbances like Breezes and Wind Charges can be disabled with the new `Wind Disturbance Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Disturbance Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Disturbance Particle Spawn Attempts` to control how many times per tick a Wind Disturbance particle will attempt to spawn.
### Sounds and Ambience
- Gave Magma a new set of sounds.
- Can be disabled with the `Magma Sounds` config.
- Fire now emits extra particles if on top of Magma.
- Added the new `Extra Magma Particles` config option to control this.
- The Warm River, Warm Beach, and Snowy Old Growth Pine Taiga will no longer have custom water colors without using the `Water Colors` config.
- LudoCrypt's "Serene Sonder" and "Horizon Afoot" now plays in all Forest and Birch Forest biomes.
- Renamed the `Misc` config tab to `Ambience & Misc.`
- Moved the `Water Colors` category from the `Worldgen` tab to the `Ambience & Misc` tab.
- Added `Deep Dark Fog` to the `Biome Ambience` category in the `Ambience & Misc` tab.
- Added `Frozen Caves Ambience` to the `Biome Ambience` category.
- Added `Frozen Caves Fog` to the `Biome Ambience` category.
- Added `Jellyfish Caves Ambience` to the `Biome Ambience` category.
- Added `Jellyfish Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Ambience` to the `Biome Ambience` category.
- Added `Magmatic Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Particles` to the `Biome Ambience` category.
- Added `Badlands Foliage Color` to the new `Vegetation Colors` category in the `Ambience & Misc` tab.
- Tweaked how wind interacts with Pollen and Seed particles to be more obvious.
- Pollen and Seed particles are now visible while on the ground.
### Retextures
- Retextured all Baobab Nut textures thanks to Zhen!
- Retextured all Glory of the Snow textures thanks to Zhen!
- Retextured all Milkweed block textures thanks to Zhen!
Bug Fixes, Changes, & Other Additions
---
- Updated the mod protocol version to 5.
- Removed the Coated Sculk item model.
- Snow will now continue to generate under snowy mountain biomes, somewhat mimicking older Bedrock Edition Beta versions.
- Added the `Snow Under Mountains` config option to control this.
- More biomes can be added to this surface rule by adding them to the `wilderwild:below_surface_snow` tag.
- Fixed Dungeon placement in Jellyfish Caves.
- Added support for Fabric API's new conventional tags.
- The `wilderwild:small_sponge_grows_on` tag now includes the `wilderwild:mesoglea` tag instead of only the two Pearlescent Mesoglea types.
- Restricted the placement of multiple features, so they will no longer generate in unwanted places, like on top of structures.
- Added the `wilderwild:fallen_tree_placeable` tag to control where Fallen Trees can generate.
- Refactored multiple paths in the `world` package.
- Fixed some Snapped Large Spruce Trees not generating as intended, instead being skinny.
- Added some Spruce Tree features to biomes they were missing from.
- Properly added Wilder Wild's biomes to Fabric's conventional tags after having some tags missing or improperly used for a long time.
- Nearly all custom generation can now be enabled/disabled in-game after changing the config and rejoining a world, instead of needing to restart the game.
- Added Wilder Wild's content to Serene Season's tags. ([#361](https://github.com/FrozenBlock/WilderWild/issues/361#event-12156424219))
- Vanilla music will once again play in Forest biomes. ([#365](https://github.com/FrozenBlock/WilderWild/issues/365))
- Removed particle textures from the Blocks atlas.
- Removed an unused Ancient Horn particle texture.
- All particle options used by Wilder Wild have been fixed for use in commands and once again accept Vec3.
- Bushes can now be sheared with Dispensers.
- Bushes now grow at the same rate as saplings.
- Glory of the Snow now only drops one item upon being sheared.
- Milkweed now grows a bit slower.
- Using Bone Meal on Milkweed will now cause it to grow first, then drop additional flowers like other tall flowers afterwards.
- Before, Milkweed would use the tall flower functionality on its top half, and grow on the bottom half.
- Changed Seed particle spawning from Milkweed, now spawning from the entire plant as opposed to strictly the half that was interacted with.
- Prickly Pears can now be sheared with Dispensers.
- Prickly Pears now grow much slower.
- Shelf Fungus can now be sheared with Dispensers.
- Small Sponges can now be sheared with Dispensers.
- Tumbleweed and Tumbleweed Stems can now be sheared with Dispensers.
- Tumbleweed Stems now grow a bit slower.
- Generated Termite Mounds will once again activate without requiring a blokc update.
- Hanging Tendrils will now drop all their stored XP upon breaking as opposed to only one, to be more fair to players.
- Fixed Hanging Tendrils crashing with C2ME installed. ([#358](https://github.com/FrozenBlock/WilderWild/issues/358))
- The `New Cactus Placement` config is now set to off by default instead of on.
- Added a new `Spawn Fireflies` config option to control whether Fireflies can spawn naturally.
- The minimum value for `Firefly Spawn Cap` has been changed to 1 as `Spawn Fireflies` makes 0 redundant.
- Added a new `Spawn Jellyfish` config option to control whether Jellyfish can spawn naturally.
- The minimum value for `Jellyfish Spawn Cap` has been changed to 1 as `Spawn Jellyfish` makes 0 redundant.
- Added a new `Jellyfish Hiding` config option to control whether naturally-spawned Jellyfish can vanish inside of Mesoglea/Nematocyst.
- Added a new `Spawn Tumbleweed` config option to control whether Tumbleweed can spawn naturally.
- The minimum value for `Tumbleweed Spawn Cap` has been changed to 1 as `Spawn Tumbleweed` makes 0 redundant.
- Added a new `Spawn Crabs` config option to control whether Crabs can spawn naturally.
- The minimum value for `Crab Spawn Cap` has been changed to 1 as `Spawn Crabs` makes 0 redundant.
- Added a new `Resource Pack Enabled By Default` config option to make the Main Menu resource pack not be enabled upon the mod's first use.
- This should only be used in tandem with modpacks or other projects that aim to replace the main menu. Otherwise, you can manually disable it in the Resource Packs menu.
- Removed the `Cobweb Sounds` config option as Mojang has added their own. (1.20.5+)
- Added `block_palm_fronds` to the Mixins config.
- Slightly altered the config background screens, now starting at Dirt and ending with Chiseled Mud Bricks instead of starting with Mud and ending with the Stripped Cypress Log.
- Added Embeddium compatability.
- Refactored the `BubbleDirection,` `FlowerColor,` and `SlabWillStairSculkBehavior` classes to the `block.impl` package.
- More internal cleanup per usual.
- Removed the Merp Slime easter egg.
### Splash Texts
- Removed "Made from maple!"
- Removed "May or may not contain minuscule amounts of Merp"
- Removed "A slime named "Merp""
- Removed "sweat bread heaheaheh"
- Added "Goodbye to troubled days!"
- Added "Avoids manipulation!"
- Added "IT BURNS!!!11!!1!"
- Added "Scorched Legs!"
- Added "Spiders in the lava!"
- Added "Lava pool floaties!"
- Added "Hiding under the Geyser!"
- Added "Jet streams!"
- Added "Redstone-controlled eruptions!"
- Added "Fire in the hole!"
- Added "Ice in the caves!"
- Added "FrozenBiome"
- Added "Snow on the mountains!"
- Added "Water on the hill!"
- Added "Air on the ground!"
- Added "Windier Wind!"
- Added "Breezes of pollen!"
- Added "The Texture Update!"
- Added "Closes at 8pm!"
- Added "Stationary Edition!"
- Added "Use the config!"
- Added "i need a jacket its cold"
- Added "turn your ac up"
- Added "Also try Configurable Everything!"
- Added "Powered with tags!"
Additions
-----------------
### Magmatic Caves
- Added the Magmatic Caves biome.
- It set my house on fire. Great!
- A new, scorching underground biome consisting of sprawling Magma, Basalt, and Lava pools.
- Lava-related features generate more frequently in this biome.
- Fossils generate much more frequently in this biome.
- Contains the new Geyser block
- Generates in hotter areas of the world.
- The Scorched will frequently spawn here.
### Geysers
- Added the Geyser!
- Will occasionally erupt, pushing entities in the direction it's facing.
- The Eruption of a Geyser lasts between one and two seconds.
- Can also be powered with Redstone to erupt.
- Eruptions will last 30 ticks (one and a half seconds) if triggered by Redstone.
- If placed by a player, will not erupt naturally and will require Redstone activation.
- The Eruption will remain effective unless blocked.
- Eruptions that start in the air and move into a liquid, or that start in a liquid and move to the air or another liquid will be less effective past that point.
- Eruptions started from Lava will set colliding entities ablaze.
- Will cause a strong wind disturbance upon eruption.
- Added the `wilderwild:geyser_can_pass_through` tag to control what blocks an Eruption can safely pass through, regardless of block support shape.
- Contains the `minecraft:trapdoors` tag by default.
- Added the `wilderwild:geyser_cannot_pass_through` tag to control what blocks an Eruption can never pass through, regardless of block support shape.
- Contains the `c:glass_blocks` tag by default.
- Added the `wilderwild:geyser_pushed_extra` tag to control entity types that are pushed a bit harder than usual by Eruptions.
- Contains `minecraft:arrow` and `minecraft:spectral_arrow` by default.
- Requires a Stone Pickaxe or stronger to be obtained.
- Naturally generates in the Magmatic Caves, Basalt Deltas, and Nether Wastes biomes.
- Generation in the Nether can be toggled off with the `Geysers In Nether` config option.
- Can generate in more biomes with the use of the new `wilderwild:has_nether_geyser` and `wilderwild:has_nether_lava_geyser` tags.
- Contains `minecraft:basalt_deltas` and `minecraft:nether_wastes` respectively by default.
- Note that these tags will only cause the Nether variations of the feature to place in the specified biomes, not the Magmatic Caves variations.
- Can be crafted with 4 Magma blocks, 4 Basalt blocks, and 1 Lava Bucket.
### Scorched
- Added the Scorched!
- A new Spider variant that is fire-resistant and can walk on Lava.
- Is more resistant to fall damage than regular Spiders.
- Will avoid Water, and cannot swim in it.
- Added a new `Spawn Scorched` config option to control whether Scorched can spawn naturally.
- Can also be found in Trial Chambers.
- This can be disabled with the `Scorched In Trial Chambers` config option.
- Will drop String and occasionally a Scorched Eye upon death.
- The Scorched Eye can be crafted into a Fermented Scorched Eye, much like regular Spider Eyes.
- Can be used to brew a Potion of Scorching.
- Will gain the Scorching effect while in Lava.
### Scorching
- A new mob effect that has a 25% chance to ignite the attacker each time the mob is hit.
- Is brewed with a Fermented Scorched Eye and an Awkward Potion.
### Frozen Caves
- Added the Frozen Caves biome!
- Ice wasn't built in a day! Or was it?
- Consists of many icy and snowy blocks and a soft water color.
- Generates primarily under snowy mountainous biomes.
- Note that this does not impact Deep Dark generation whatsoever, as Frozen Caves will only generate above the Deep Dark.
- Strays will spawn here naturally.
- They can, however, be disabled by removing `wilderwild:frozen_caves` from the `wilderwild:strays_can_spawn_underground` tag.
### Snowlogging
- One-block tall plants, Bushes, Fences, Fence Gates, Walls, Shelf Fungi, Vines, and Sugar Cane can now be Snowlogged.
- Added the `Allow Snowlogging` config option to dictate whether Snowlogging is enabled.
- Requires the game to be restarted upon changing.
- Added the `Snowlog Blockades` to dictate whether Fences, Fence Gates, and Walls can be Snowlogged.
- Requires the game to be restarted upon changing.
- This option is off by default to prevent excessive loading times.
- Added the `Natural Snowlogging` config option to dictate whether Snowlogging can occur during worldgen and while it's snowing.
### Fallen large Trees
- Added Fallen Large Jungle Trees.
- Added the `wilderwild:has_fallen_large_jungle` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_jungle` to control what biomes these will commonly generate in.
- Added Fallen Large Spruce Trees.
- Added the `wilderwild:has_fallen_large_spruce` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_spruce` to control what biomes these will commonly generate in.
- Added the `wilderwild:has_clean_fallen_large_spruce` to control what biomes these will generate in, without decoration.
- Added the `wilderwild:has_common_clean_fallen_large_spruce` to control what biomes these will commonly generate in, without decoration
- Added Fallen Dark Oak Trees.
- Added the `wilderwild:has_fallen_dark_oak` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_dark_oak` to control what biomes these will commonly generate in.
### Breezes, Wind Charges, and Wind
- Breezes and Wind Charges now interact with the Wind System.
- They will now affect particles, Tumbleweed, and Fireflies.
- Breezes are immune to Ancient Horn Vibrations.
- Tumbleweed will pass through Breezes.
- This is controlled by the `wilderwild:tumbleweed_passes_through` tag.
- Added a new `Wind` category in the `Ambience & Misc` tab.
- Wind particles will now occasionally spawn throughout the world.
- Particles caused by natural Wind can be disabled with the new `Wind Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Particle Spawn Attempts` to control how many times per tick a Wind particle will attempt to spawn.
- Particles caused by Wind Disturbances like Breezes and Wind Charges can be disabled with the new `Wind Disturbance Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Disturbance Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Disturbance Particle Spawn Attempts` to control how many times per tick a Wind Disturbance particle will attempt to spawn.
### Sounds and Ambience
- Gave Magma a new set of sounds.
- Can be disabled with the `Magma Sounds` config.
- Fire now emits extra particles if on top of Magma.
- Added the new `Extra Magma Particles` config option to control this.
- The Warm River, Warm Beach, and Snowy Old Growth Pine Taiga will no longer have custom water colors without using the `Water Colors` config.
- LudoCrypt's "Serene Sonder" and "Horizon Afoot" now plays in all Forest and Birch Forest biomes.
- Renamed the `Misc` config tab to `Ambience & Misc.`
- Moved the `Water Colors` category from the `Worldgen` tab to the `Ambience & Misc` tab.
- Added `Deep Dark Fog` to the `Biome Ambience` category in the `Ambience & Misc` tab.
- Added `Frozen Caves Ambience` to the `Biome Ambience` category.
- Added `Frozen Caves Fog` to the `Biome Ambience` category.
- Added `Jellyfish Caves Ambience` to the `Biome Ambience` category.
- Added `Jellyfish Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Ambience` to the `Biome Ambience` category.
- Added `Magmatic Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Particles` to the `Biome Ambience` category.
- Added `Badlands Foliage Color` to the new `Vegetation Colors` category in the `Ambience & Misc` tab.
- Tweaked how wind interacts with Pollen and Seed particles to be more obvious.
- Pollen and Seed particles are now visible while on the ground.
### Retextures
- Retextured all Baobab Nut textures thanks to Zhen!
- Retextured all Glory of the Snow textures thanks to Zhen!
- Retextured all Milkweed block textures thanks to Zhen!
Bug Fixes, Changes, & Other Additions
---
- Updated the mod protocol version to 5.
- Removed the Coated Sculk item model.
- Snow will now continue to generate under snowy mountain biomes, somewhat mimicking older Bedrock Edition Beta versions.
- Added the `Snow Under Mountains` config option to control this.
- More biomes can be added to this surface rule by adding them to the `wilderwild:below_surface_snow` tag.
- Fixed Dungeon placement in Jellyfish Caves.
- Added support for Fabric API's new conventional tags.
- The `wilderwild:small_sponge_grows_on` tag now includes the `wilderwild:mesoglea` tag instead of only the two Pearlescent Mesoglea types.
- Restricted the placement of multiple features, so they will no longer generate in unwanted places, like on top of structures.
- Added the `wilderwild:fallen_tree_placeable` tag to control where Fallen Trees can generate.
- Refactored multiple paths in the `world` package.
- Fixed some Snapped Large Spruce Trees not generating as intended, instead being skinny.
- Added some Spruce Tree features to biomes they were missing from.
- Properly added Wilder Wild's biomes to Fabric's conventional tags after having some tags missing or improperly used for a long time.
- Nearly all custom generation can now be enabled/disabled in-game after changing the config and rejoining a world, instead of needing to restart the game.
- Added Wilder Wild's content to Serene Season's tags. ([#361](https://github.com/FrozenBlock/WilderWild/issues/361#event-12156424219))
- Vanilla music will once again play in Forest biomes. ([#365](https://github.com/FrozenBlock/WilderWild/issues/365))
- Removed particle textures from the Blocks atlas.
- Removed an unused Ancient Horn particle texture.
- All particle options used by Wilder Wild have been fixed for use in commands and once again accept Vec3.
- Bushes can now be sheared with Dispensers.
- Bushes now grow at the same rate as saplings.
- Glory of the Snow now only drops one item upon being sheared.
- Milkweed now grows a bit slower.
- Using Bone Meal on Milkweed will now cause it to grow first, then drop additional flowers like other tall flowers afterwards.
- Before, Milkweed would use the tall flower functionality on its top half, and grow on the bottom half.
- Changed Seed particle spawning from Milkweed, now spawning from the entire plant as opposed to strictly the half that was interacted with.
- Prickly Pears can now be sheared with Dispensers.
- Prickly Pears now grow much slower.
- Shelf Fungus can now be sheared with Dispensers.
- Small Sponges can now be sheared with Dispensers.
- Tumbleweed and Tumbleweed Stems can now be sheared with Dispensers.
- Tumbleweed Stems now grow a bit slower.
- Generated Termite Mounds will once again activate without requiring a blokc update.
- Hanging Tendrils will now drop all their stored XP upon breaking as opposed to only one, to be more fair to players.
- Fixed Hanging Tendrils crashing with C2ME installed. ([#358](https://github.com/FrozenBlock/WilderWild/issues/358))
- The `New Cactus Placement` config is now set to off by default instead of on.
- Added a new `Spawn Fireflies` config option to control whether Fireflies can spawn naturally.
- The minimum value for `Firefly Spawn Cap` has been changed to 1 as `Spawn Fireflies` makes 0 redundant.
- Added a new `Spawn Jellyfish` config option to control whether Jellyfish can spawn naturally.
- The minimum value for `Jellyfish Spawn Cap` has been changed to 1 as `Spawn Jellyfish` makes 0 redundant.
- Added a new `Jellyfish Hiding` config option to control whether naturally-spawned Jellyfish can vanish inside of Mesoglea/Nematocyst.
- Added a new `Spawn Tumbleweed` config option to control whether Tumbleweed can spawn naturally.
- The minimum value for `Tumbleweed Spawn Cap` has been changed to 1 as `Spawn Tumbleweed` makes 0 redundant.
- Added a new `Spawn Crabs` config option to control whether Crabs can spawn naturally.
- The minimum value for `Crab Spawn Cap` has been changed to 1 as `Spawn Crabs` makes 0 redundant.
- Added a new `Resource Pack Enabled By Default` config option to make the Main Menu resource pack not be enabled upon the mod's first use.
- This should only be used in tandem with modpacks or other projects that aim to replace the main menu. Otherwise, you can manually disable it in the Resource Packs menu.
- Removed the `Cobweb Sounds` config option as Mojang has added their own. (1.20.5+)
- Added `block_palm_fronds` to the Mixins config.
- Slightly altered the config background screens, now starting at Dirt and ending with Chiseled Mud Bricks instead of starting with Mud and ending with the Stripped Cypress Log.
- Added Embeddium compatability.
- Refactored the `BubbleDirection,` `FlowerColor,` and `SlabWillStairSculkBehavior` classes to the `block.impl` package.
- More internal cleanup per usual.
- Removed the Merp Slime easter egg.
### Splash Texts
- Removed "Made from maple!"
- Removed "May or may not contain minuscule amounts of Merp"
- Removed "A slime named "Merp""
- Removed "sweat bread heaheaheh"
- Added "Goodbye to troubled days!"
- Added "Avoids manipulation!"
- Added "IT BURNS!!!11!!1!"
- Added "Scorched Legs!"
- Added "Spiders in the lava!"
- Added "Lava pool floaties!"
- Added "Hiding under the Geyser!"
- Added "Jet streams!"
- Added "Redstone-controlled eruptions!"
- Added "Fire in the hole!"
- Added "Ice in the caves!"
- Added "FrozenBiome"
- Added "Snow on the mountains!"
- Added "Water on the hill!"
- Added "Air on the ground!"
- Added "Windier Wind!"
- Added "Breezes of pollen!"
- Added "The Texture Update!"
- Added "Closes at 8pm!"
- Added "Stationary Edition!"
- Added "Use the config!"
- Added "i need a jacket its cold"
- Added "turn your ac up"
- Added "Also try Configurable Everything!"
- Added "Powered with tags!"
Additions
-----------------
### Magmatic Caves
- Added the Magmatic Caves biome.
- It set my house on fire. Great!
- A new, scorching underground biome consisting of sprawling Magma, Basalt, and Lava pools.
- Lava-related features generate more frequently in this biome.
- Fossils generate much more frequently in this biome.
- Contains the new Geyser block
- Generates in hotter areas of the world.
- The Scorched will frequently spawn here.
### Geysers
- Added the Geyser!
- Will occasionally erupt, pushing entities in the direction it's facing.
- The Eruption of a Geyser lasts between one and two seconds.
- Can also be powered with Redstone to erupt.
- Eruptions will last 30 ticks (one and a half seconds) if triggered by Redstone.
- If placed by a player, will not erupt naturally and will require Redstone activation.
- The Eruption will remain effective unless blocked.
- Eruptions that start in the air and move into a liquid, or that start in a liquid and move to the air or another liquid will be less effective past that point.
- Eruptions started from Lava will set colliding entities ablaze.
- Will cause a strong wind disturbance upon eruption.
- Added the `wilderwild:geyser_can_pass_through` tag to control what blocks an Eruption can safely pass through, regardless of block support shape.
- Contains the `minecraft:trapdoors` tag by default.
- Added the `wilderwild:geyser_cannot_pass_through` tag to control what blocks an Eruption can never pass through, regardless of block support shape.
- Contains the `c:glass_blocks` tag by default.
- Added the `wilderwild:geyser_pushed_extra` tag to control entity types that are pushed a bit harder than usual by Eruptions.
- Contains `minecraft:arrow` and `minecraft:spectral_arrow` by default.
- Requires a Stone Pickaxe or stronger to be obtained.
- Naturally generates in the Magmatic Caves, Basalt Deltas, and Nether Wastes biomes.
- Generation in the Nether can be toggled off with the `Geysers In Nether` config option.
- Can generate in more biomes with the use of the new `wilderwild:has_nether_geyser` and `wilderwild:has_nether_lava_geyser` tags.
- Contains `minecraft:basalt_deltas` and `minecraft:nether_wastes` respectively by default.
- Note that these tags will only cause the Nether variations of the feature to place in the specified biomes, not the Magmatic Caves variations.
- Can be crafted with 4 Magma blocks, 4 Basalt blocks, and 1 Lava Bucket.
### Scorched
- Added the Scorched!
- A new Spider variant that is fire-resistant and can walk on Lava.
- Is more resistant to fall damage than regular Spiders.
- Will avoid Water, and cannot swim in it.
- Added a new `Spawn Scorched` config option to control whether Scorched can spawn naturally.
- Will drop String and occasionally a Scorched Eye upon death.
- The Scorched Eye can be crafted into a Fermented Scorched Eye, much like regular Spider Eyes.
- Can be used to brew a Potion of Scorching.
- Will gain the Scorching effect while in Lava.
### Scorching
- A new mob effect that has a 25% chance to ignite the attacker each time the mob is hit.
- Is brewed with a Fermented Scorched Eye and an Awkward Potion.
### Frozen Caves
- Added the Frozen Caves biome!
- Ice wasn't built in a day! Or was it?
- Consists of many icy and snowy blocks and a soft water color.
- Generates primarily under snowy mountainous biomes.
- Note that this does not impact Deep Dark generation whatsoever, as Frozen Caves will only generate above the Deep Dark.
- Strays will spawn here naturally.
- They can, however, be disabled by removing `wilderwild:frozen_caves` from the `wilderwild:strays_can_spawn_underground` tag.
### Snowlogging
- One-block tall plants, Bushes, Fences, Fence Gates, Walls, Shelf Fungi, Vines, and Sugar Cane can now be Snowlogged.
- Added the `Allow Snowlogging` config option to dictate whether Snowlogging is enabled.
- Requires the game to be restarted upon changing.
- Added the `Snowlog Blockades` to dictate whether Fences, Fence Gates, and Walls can be Snowlogged.
- Requires the game to be restarted upon changing.
- This option is off by default to prevent excessive loading times.
- Added the `Natural Snowlogging` config option to dictate whether Snowlogging can occur during worldgen and while it's snowing.
### Fallen large Trees
- Added Fallen Large Jungle Trees.
- Added the `wilderwild:has_fallen_large_jungle` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_jungle` to control what biomes these will commonly generate in.
- Added Fallen Large Spruce Trees.
- Added the `wilderwild:has_fallen_large_spruce` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_spruce` to control what biomes these will commonly generate in.
- Added the `wilderwild:has_clean_fallen_large_spruce` to control what biomes these will generate in, without decoration.
- Added the `wilderwild:has_common_clean_fallen_large_spruce` to control what biomes these will commonly generate in, without decoration
- Added Fallen Dark Oak Trees.
- Added the `wilderwild:has_fallen_dark_oak` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_dark_oak` to control what biomes these will commonly generate in.
### Breezes, Wind Charges, and Wind
- Breezes and Wind Charges now interact with the Wind System.
- They will now affect particles, Tumbleweed, and Fireflies.
- Breezes are immune to Ancient Horn Vibrations.
- Tumbleweed will pass through Breezes.
- This is controlled by the `wilderwild:tumbleweed_passes_through` tag.
- Added a new `Wind` category in the `Ambience & Misc` tab.
- Wind particles will now occasionally spawn throughout the world.
- Particles caused by natural Wind can be disabled with the new `Wind Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Particle Spawn Attempts` to control how many times per tick a Wind particle will attempt to spawn.
- Particles caused by Wind Disturbances like Breezes and Wind Charges can be disabled with the new `Wind Disturbance Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Disturbance Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Disturbance Particle Spawn Attempts` to control how many times per tick a Wind Disturbance particle will attempt to spawn.
### Sounds and Ambience
- Gave Magma a new set of sounds.
- Can be disabled with the `Magma Sounds` config.
- Fire now emits extra particles if on top of Magma.
- Added the new `Extra Magma Particles` config option to control this.
- The Warm River, Warm Beach, and Snowy Old Growth Pine Taiga will no longer have custom water colors without using the `Water Colors` config.
- LudoCrypt's "Serene Sonder" and "Horizon Afoot" now plays in all Forest and Birch Forest biomes.
- Renamed the `Misc` config tab to `Ambience & Misc.`
- Moved the `Water Colors` category from the `Worldgen` tab to the `Ambience & Misc` tab.
- Added `Deep Dark Fog` to the `Biome Ambience` category in the `Ambience & Misc` tab.
- Added `Frozen Caves Ambience` to the `Biome Ambience` category.
- Added `Frozen Caves Fog` to the `Biome Ambience` category.
- Added `Jellyfish Caves Ambience` to the `Biome Ambience` category.
- Added `Jellyfish Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Ambience` to the `Biome Ambience` category.
- Added `Magmatic Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Particles` to the `Biome Ambience` category.
- Added `Badlands Foliage Color` to the new `Vegetation Colors` category in the `Ambience & Misc` tab.
- Tweaked how wind interacts with Pollen and Seed particles to be more obvious.
- Pollen and Seed particles are now visible while on the ground.
### Retextures
- Retextured all Baobab Nut textures thanks to Zhen!
- Retextured all Glory of the Snow textures thanks to Zhen!
- Retextured all Milkweed block textures thanks to Zhen!
Bug Fixes, Changes, & Other Additions
---
- Updated the mod protocol version to 5.
- Removed the Coated Sculk item model.
- Snow will now continue to generate under snowy mountain biomes, somewhat mimicking older Bedrock Edition Beta versions.
- Added the `Snow Under Mountains` config option to control this.
- More biomes can be added to this surface rule by adding them to the `wilderwild:below_surface_snow` tag.
- Fixed Dungeon placement in Jellyfish Caves.
- Added support for Fabric API's new conventional tags.
- The `wilderwild:small_sponge_grows_on` tag now includes the `wilderwild:mesoglea` tag instead of only the two Pearlescent Mesoglea types.
- Restricted the placement of multiple features, so they will no longer generate in unwanted places, like on top of structures.
- Added the `wilderwild:fallen_tree_placeable` tag to control where Fallen Trees can generate.
- Refactored multiple paths in the `world` package.
- Fixed some Snapped Large Spruce Trees not generating as intended, instead being skinny.
- Added some Spruce Tree features to biomes they were missing from.
- Properly added Wilder Wild's biomes to Fabric's conventional tags after having some tags missing or improperly used for a long time.
- Nearly all custom generation can now be enabled/disabled in-game after changing the config and rejoining a world, instead of needing to restart the game.
- Added Wilder Wild's content to Serene Season's tags. ([#361](https://github.com/FrozenBlock/WilderWild/issues/361#event-12156424219))
- Vanilla music will once again play in Forest biomes. ([#365](https://github.com/FrozenBlock/WilderWild/issues/365))
- Removed particle textures from the Blocks atlas.
- Removed an unused Ancient Horn particle texture.
- All particle options used by Wilder Wild have been fixed for use in commands and once again accept Vec3.
- Bushes can now be sheared with Dispensers.
- Bushes now grow at the same rate as saplings.
- Glory of the Snow now only drops one item upon being sheared.
- Milkweed now grows a bit slower.
- Using Bone Meal on Milkweed will now cause it to grow first, then drop additional flowers like other tall flowers afterwards.
- Before, Milkweed would use the tall flower functionality on its top half, and grow on the bottom half.
- Changed Seed particle spawning from Milkweed, now spawning from the entire plant as opposed to strictly the half that was interacted with.
- Prickly Pears can now be sheared with Dispensers.
- Prickly Pears now grow much slower.
- Shelf Fungus can now be sheared with Dispensers.
- Small Sponges can now be sheared with Dispensers.
- Tumbleweed and Tumbleweed Stems can now be sheared with Dispensers.
- Tumbleweed Stems now grow a bit slower.
- Generated Termite Mounds will once again activate without requiring a blokc update.
- Hanging Tendrils will now drop all their stored XP upon breaking as opposed to only one, to be more fair to players.
- Fixed Hanging Tendrils crashing with C2ME installed. ([#358](https://github.com/FrozenBlock/WilderWild/issues/358))
- The `New Cactus Placement` config is now set to off by default instead of on.
- Added a new `Spawn Fireflies` config option to control whether Fireflies can spawn naturally.
- The minimum value for `Firefly Spawn Cap` has been changed to 1 as `Spawn Fireflies` makes 0 redundant.
- Added a new `Spawn Jellyfish` config option to control whether Jellyfish can spawn naturally.
- The minimum value for `Jellyfish Spawn Cap` has been changed to 1 as `Spawn Jellyfish` makes 0 redundant.
- Added a new `Jellyfish Hiding` config option to control whether naturally-spawned Jellyfish can vanish inside of Mesoglea/Nematocyst.
- Added a new `Spawn Tumbleweed` config option to control whether Tumbleweed can spawn naturally.
- The minimum value for `Tumbleweed Spawn Cap` has been changed to 1 as `Spawn Tumbleweed` makes 0 redundant.
- Added a new `Spawn Crabs` config option to control whether Crabs can spawn naturally.
- The minimum value for `Crab Spawn Cap` has been changed to 1 as `Spawn Crabs` makes 0 redundant.
- Added a new `Resource Pack Enabled By Default` config option to make the Main Menu resource pack not be enabled upon the mod's first use.
- This should only be used in tandem with modpacks or other projects that aim to replace the main menu. Otherwise, you can manually disable it in the Resource Packs menu.
- Removed the `Cobweb Sounds` config option as Mojang has added their own. (1.20.5+)
- Added `block_palm_fronds` to the Mixins config.
- Slightly altered the config background screens, now starting at Dirt and ending with Chiseled Mud Bricks instead of starting with Mud and ending with the Stripped Cypress Log.
- Added Embeddium compatability.
- Refactored the `BubbleDirection,` `FlowerColor,` and `SlabWillStairSculkBehavior` classes to the `block.impl` package.
- More internal cleanup per usual.
- Removed the Merp Slime easter egg.
### Splash Texts
- Removed "Made from maple!"
- Removed "May or may not contain minuscule amounts of Merp"
- Removed "A slime named "Merp""
- Removed "sweat bread heaheaheh"
- Added "Goodbye to troubled days!"
- Added "Avoids manipulation!"
- Added "IT BURNS!!!11!!1!"
- Added "Scorched Legs!"
- Added "Spiders in the lava!"
- Added "Lava pool floaties!"
- Added "Hiding under the Geyser!"
- Added "Jet streams!"
- Added "Redstone-controlled eruptions!"
- Added "Fire in the hole!"
- Added "Ice in the caves!"
- Added "FrozenBiome"
- Added "Snow on the mountains!"
- Added "Water on the hill!"
- Added "Air on the ground!"
- Added "Windier Wind!"
- Added "Breezes of pollen!"
- Added "The Texture Update!"
- Added "Closes at 8pm!"
- Added "Stationary Edition!"
- Added "Use the config!"
- Added "i need a jacket its cold"
- Added "turn your ac up"
- Added "Also try Configurable Everything!"
- Added "Powered with tags!"
Additions
-----------------
### Magmatic Caves
- Added the Magmatic Caves biome.
- It set my house on fire. Great!
- A new, scorching underground biome consisting of sprawling Magma, Basalt, and Lava pools.
- Lava-related features generate more frequently in this biome.
- Fossils generate much more frequently in this biome.
- Contains the new Geyser block
- Generates in hotter areas of the world.
- The Scorched will frequently spawn here.
### Geysers
- Added the Geyser!
- Will occasionally erupt, pushing entities in the direction it's facing.
- The Eruption of a Geyser lasts between one and two seconds.
- Can also be powered with Redstone to erupt.
- Eruptions will last 30 ticks (one and a half seconds) if triggered by Redstone.
- If placed by a player, will not erupt naturally and will require Redstone activation.
- The Eruption will remain effective unless blocked.
- Eruptions that start in the air and move into a liquid, or that start in a liquid and move to the air or another liquid will be less effective past that point.
- Eruptions started from Lava will set colliding entities ablaze.
- Will cause a strong wind disturbance upon eruption.
- Added the `wilderwild:geyser_can_pass_through` tag to control what blocks an Eruption can safely pass through, regardless of block support shape.
- Contains the `minecraft:trapdoors` tag by default.
- Added the `wilderwild:geyser_cannot_pass_through` tag to control what blocks an Eruption can never pass through, regardless of block support shape.
- Contains the `c:glass_blocks` tag by default.
- Added the `wilderwild:geyser_pushed_extra` tag to control entity types that are pushed a bit harder than usual by Eruptions.
- Contains `minecraft:arrow` and `minecraft:spectral_arrow` by default.
- Requires a Stone Pickaxe or stronger to be obtained.
- Naturally generates in the Magmatic Caves, Basalt Deltas, and Nether Wastes biomes.
- Generation in the Nether can be toggled off with the `Geysers In Nether` config option.
- Can generate in more biomes with the use of the new `wilderwild:has_nether_geyser` and `wilderwild:has_nether_lava_geyser` tags.
- Contains `minecraft:basalt_deltas` and `minecraft:nether_wastes` respectively by default.
- Note that these tags will only cause the Nether variations of the feature to place in the specified biomes, not the Magmatic Caves variations.
- Can be crafted with 4 Magma blocks, 4 Basalt blocks, and 1 Lava Bucket.
### Scorched
- Added the Scorched!
- A new Spider variant that is fire-resistant and can walk on Lava.
- Is more resistant to fall damage than regular Spiders.
- Will avoid Water, and cannot swim in it.
- Added a new `Spawn Scorched` config option to control whether Scorched can spawn naturally.
- Will drop String and occasionally a Scorched Eye upon death.
- The Scorched Eye can be crafted into a Fermented Scorched Eye, much like regular Spider Eyes.
- Can be used to brew a Potion of Scorching.
- Will gain the Scorching effect while in Lava.
### Scorching
- A new mob effect that has a 25% chance to ignite the attacker each time the mob is hit.
- Is brewed with a Fermented Scorched Eye and an Awkward Potion.
### Frozen Caves
- Added the Frozen Caves biome!
- Ice wasn't built in a day! Or was it?
- Consists of many icy and snowy blocks and a soft water color.
- Generates primarily under snowy mountainous biomes.
- Note that this does not impact Deep Dark generation whatsoever, as Frozen Caves will only generate above the Deep Dark.
- Strays will spawn here naturally.
- They can, however, be disabled by removing `wilderwild:frozen_caves` from the `wilderwild:strays_can_spawn_underground` tag.
### Snowlogging
- One-block tall plants, Bushes, Fences, Fence Gates, Walls, Shelf Fungi, Vines, and Sugar Cane can now be Snowlogged.
- Added the `Allow Snowlogging` config option to dictate whether Snowlogging is enabled.
- Requires the game to be restarted upon changing.
- Added the `Snowlog Blockades` to dictate whether Fences, Fence Gates, and Walls can be Snowlogged.
- Requires the game to be restarted upon changing.
- This option is off by default to prevent excessive loading times.
- Added the `Natural Snowlogging` config option to dictate whether Snowlogging can occur during worldgen and while it's snowing.
### Fallen large Trees
- Added Fallen Large Jungle Trees.
- Added the `wilderwild:has_fallen_large_jungle` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_jungle` to control what biomes these will commonly generate in.
- Added Fallen Large Spruce Trees.
- Added the `wilderwild:has_fallen_large_spruce` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_large_spruce` to control what biomes these will commonly generate in.
- Added the `wilderwild:has_clean_fallen_large_spruce` to control what biomes these will generate in, without decoration.
- Added the `wilderwild:has_common_clean_fallen_large_spruce` to control what biomes these will commonly generate in, without decoration
- Added Fallen Dark Oak Trees.
- Added the `wilderwild:has_fallen_dark_oak` to control what biomes these will generate in.
- Added the `wilderwild:has_common_fallen_dark_oak` to control what biomes these will commonly generate in.
### Breezes, Wind Charges, and Wind
- Breezes and Wind Charges now interact with the Wind System.
- They will now affect particles, Tumbleweed, and Fireflies.
- Breezes are immune to Ancient Horn Vibrations.
- Tumbleweed will pass through Breezes.
- This is controlled by the `wilderwild:tumbleweed_passes_through` tag.
- Added a new `Wind` category in the `Ambience & Misc` tab.
- Wind particles will now occasionally spawn throughout the world.
- Particles caused by natural Wind can be disabled with the new `Wind Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Particle Spawn Attempts` to control how many times per tick a Wind particle will attempt to spawn.
- Particles caused by Wind Disturbances like Breezes and Wind Charges can be disabled with the new `Wind Disturbance Particles` config option in the `Ambience & Misc.` tab.
- Added the `Wind Disturbance Particle Frequency` to control how frequently these will spawn.
- Added the `Wind Disturbance Particle Spawn Attempts` to control how many times per tick a Wind Disturbance particle will attempt to spawn.
### Sounds and Ambience
- Gave Magma a new set of sounds.
- Can be disabled with the `Magma Sounds` config.
- Fire now emits extra particles if on top of Magma.
- Added the new `Extra Magma Particles` config option to control this.
- The Warm River, Warm Beach, and Snowy Old Growth Pine Taiga will no longer have custom water colors without using the `Water Colors` config.
- LudoCrypt's "Serene Sonder" and "Horizon Afoot" now plays in all Forest and Birch Forest biomes.
- Renamed the `Misc` config tab to `Ambience & Misc.`
- Moved the `Water Colors` category from the `Worldgen` tab to the `Ambience & Misc` tab.
- Added `Deep Dark Fog` to the `Biome Ambience` category in the `Ambience & Misc` tab.
- Added `Frozen Caves Ambience` to the `Biome Ambience` category.
- Added `Frozen Caves Fog` to the `Biome Ambience` category.
- Added `Jellyfish Caves Ambience` to the `Biome Ambience` category.
- Added `Jellyfish Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Ambience` to the `Biome Ambience` category.
- Added `Magmatic Caves Fog` to the `Biome Ambience` category.
- Added `Magmatic Caves Particles` to the `Biome Ambience` category.
- Added `Badlands Foliage Color` to the new `Vegetation Colors` category in the `Ambience & Misc` tab.
- Tweaked how wind interacts with Pollen and Seed particles to be more obvious.
- Pollen and Seed particles are now visible while on the ground.
### Retextures
- Retextured all Baobab Nut textures thanks to Zhen!
- Retextured all Glory of the Snow textures thanks to Zhen!
- Retextured all Milkweed block textures thanks to Zhen!
Bug Fixes, Changes, & Other Additions
---
- Updated the mod protocol version to 5.
- Removed the Coated Sculk item model.
- Snow will now continue to generate under snowy mountain biomes, somewhat mimicking older Bedrock Edition Beta versions.
- Added the `Snow Under Mountains` config option to control this.
- More biomes can be added to this surface rule by adding them to the `wilderwild:below_surface_snow` tag.
- Fixed Dungeon placement in Jellyfish Caves.
- Added support for Fabric API's new conventional tags.
- The `wilderwild:small_sponge_grows_on` tag now includes the `wilderwild:mesoglea` tag instead of only the two Pearlescent Mesoglea types.
- Restricted the placement of multiple features, so they will no longer generate in unwanted places, like on top of structures.
- Added the `wilderwild:fallen_tree_placeable` tag to control where Fallen Trees can generate.
- Refactored multiple paths in the `world` package.
- Fixed some Snapped Large Spruce Trees not generating as intended, instead being skinny.
- Added some Spruce Tree features to biomes they were missing from.
- Properly added Wilder Wild's biomes to Fabric's conventional tags after having some tags missing or improperly used for a long time.
- Nearly all custom generation can now be enabled/disabled in-game after changing the config and rejoining a world, instead of needing to restart the game.
- Added Wilder Wild's content to Serene Season's tags. ([#361](https://github.com/FrozenBlock/WilderWild/issues/361#event-12156424219))
- Vanilla music will once again play in Forest biomes. ([#365](https://github.com/FrozenBlock/WilderWild/issues/365))
- Removed particle textures from the Blocks atlas.
- Removed an unused Ancient Horn particle texture.
- All particle options used by Wilder Wild have been fixed for use in commands and once again accept Vec3.
- Bushes can now be sheared with Dispensers.
- Bushes now grow at the same rate as saplings.
- Glory of the Snow now only drops one item upon being sheared.
- Milkweed now grows a bit slower.
- Using Bone Meal on Milkweed will now cause it to grow first, then drop additional flowers like other tall flowers afterwards.
- Before, Milkweed would use the tall flower functionality on its top half, and grow on the bottom half.
- Changed Seed particle spawning from Milkweed, now spawning from the entire plant as opposed to strictly the half that was interacted with.
- Prickly Pears can now be sheared with Dispensers.
- Prickly Pears now grow much slower.
- Shelf Fungus can now be sheared with Dispensers.
- Small Sponges can now be sheared with Dispensers.
- Tumbleweed and Tumbleweed Stems can now be sheared with Dispensers.
- Tumbleweed Stems now grow a bit slower.
- Generated Termite Mounds will once again activate without requiring a blokc update.
- Hanging Tendrils will now drop all their stored XP upon breaking as opposed to only one, to be more fair to players.
- Fixed Hanging Tendrils crashing with C2ME installed. ([#358](https://github.com/FrozenBlock/WilderWild/issues/358))
- The `New Cactus Placement` config is now set to off by default instead of on.
- Added a new `Spawn Fireflies` config option to control whether Fireflies can spawn naturally.
- The minimum value for `Firefly Spawn Cap` has been changed to 1 as `Spawn Fireflies` makes 0 redundant.
- Added a new `Spawn Jellyfish` config option to control whether Jellyfish can spawn naturally.
- The minimum value for `Jellyfish Spawn Cap` has been changed to 1 as `Spawn Jellyfish` makes 0 redundant.
- Added a new `Jellyfish Hiding` config option to control whether naturally-spawned Jellyfish can vanish inside of Mesoglea/Nematocyst.
- Added a new `Spawn Tumbleweed` config option to control whether Tumbleweed can spawn naturally.
- The minimum value for `Tumbleweed Spawn Cap` has been changed to 1 as `Spawn Tumbleweed` makes 0 redundant.
- Added a new `Spawn Crabs` config option to control whether Crabs can spawn naturally.
- The minimum value for `Crab Spawn Cap` has been changed to 1 as `Spawn Crabs` makes 0 redundant.
- Added a new `Resource Pack Enabled By Default` config option to make the Main Menu resource pack not be enabled upon the mod's first use.
- This should only be used in tandem with modpacks or other projects that aim to replace the main menu. Otherwise, you can manually disable it in the Resource Packs menu.
- Removed the `Cobweb Sounds` config option as Mojang has added their own. (1.20.5+)
- Added `block_palm_fronds` to the Mixins config.
- Slightly altered the config background screens, now starting at Dirt and ending with Chiseled Mud Bricks instead of starting with Mud and ending with the Stripped Cypress Log.
- Added Embeddium compatability.
- Refactored the `BubbleDirection,` `FlowerColor,` and `SlabWillStairSculkBehavior` classes to the `block.impl` package.
- More internal cleanup per usual.
- Removed the Merp Slime easter egg.
### Splash Texts
- Removed "Made from maple!"
- Removed "May or may not contain minuscule amounts of Merp"
- Removed "A slime named "Merp""
- Removed "sweat bread heaheaheh"
- Added "Goodbye to troubled days!"
- Added "Avoids manipulation!"
- Added "IT BURNS!!!11!!1!"
- Added "Scorched Legs!"
- Added "Spiders in the lava!"
- Added "Lava pool floaties!"
- Added "Hiding under the Geyser!"
- Added "Jet streams!"
- Added "Redstone-controlled eruptions!"
- Added "Fire in the hole!"
- Added "Ice in the caves!"
- Added "FrozenBiome"
- Added "Snow on the mountains!"
- Added "Water on the hill!"
- Added "Air on the ground!"
- Added "Windier Wind!"
- Added "Breezes of pollen!"
- Added "The Texture Update!"
- Added "Closes at 8pm!"
- Added "Stationary Edition!"
- Added "Use the config!"
- Added "i need a jacket its cold"
- Added "turn your ac up"
- Added "Also try Configurable Everything!"
- Added "Powered with tags!"
- Changed protocol version to 4.
- Reorganized `en_us.lang` and removed many unused strings.
- Tweaked the grammar of some config strings.
- Changed the internal names of some config options.
- Converted recipes and advancements to be automatically generated.
- Added recipes for crafting Stripped Wood/Hyphae from Hollowed Logs/Stems.
- Added many missing recipe unlocks.
- All Glory of the Snow variants now only yield one dye instead of two.
- The Null Block recipe now yield two Null Blocks instead of one.
- 1.20.4+: Renamed `wilderwild:potted_grass` to `wilderwild:potted_short_grass`.
- 1.20.1-1.20.4: Fixed a crash when interacting with Shelf Fungus.
- Optimized many textures for a smaller file size.
- Removed Quilt from supported mod loaders on Modrinth.
- Changed protocol version to 4.
- Reorganized `en_us.lang` and removed many unused strings.
- Tweaked the grammar of some config strings.
- Changed the internal names of some config options.
- Converted recipes and advancements to be automatically generated.
- Added recipes for crafting Stripped Wood/Hyphae from Hollowed Logs/Stems.
- Added many missing recipe unlocks.
- All Glory of the Snow variants now only yield one dye instead of two.
- The Null Block recipe now yield two Null Blocks instead of one.
- 1.20.4+: Renamed `wilderwild:potted_grass` to `wilderwild:potted_short_grass`.
- 1.20.1-1.20.4: Fixed a crash when interacting with Shelf Fungus.
- Optimized many textures for a smaller file size.
- Removed Quilt from supported mod loaders on Modrinth.
- Changed protocol version to 4.
- Reorganized `en_us.lang` and removed many unused strings.
- Tweaked the grammar of some config strings.
- Changed the internal names of some config options.
- Converted recipes and advancements to be automatically generated.
- Added recipes for crafting Stripped Wood/Hyphae from Hollowed Logs/Stems.
- Added many missing recipe unlocks.
- All Glory of the Snow variants now only yield one dye instead of two.
- The Null Block recipe now yield two Null Blocks instead of one.
- 1.20.4+: Renamed `wilderwild:potted_grass` to `wilderwild:potted_short_grass`.
- 1.20.1-1.20.4: Fixed a crash when interacting with Shelf Fungus.
- Optimized many textures for a smaller file size.
- Removed Quilt from supported mod loaders on Modrinth.
- Changed protocol version to 4.
- Reorganized `en_us.lang` and removed many unused strings.
- Tweaked the grammar of some config strings.
- Changed the internal names of some config options.
- Converted recipes and advancements to be automatically generated.
- Added recipes for crafting Stripped Wood/Hyphae from Hollowed Logs/Stems.
- Added many missing recipe unlocks.
- All Glory of the Snow variants now only yield one dye instead of two.
- The Null Block recipe now yield two Null Blocks instead of one.
- 1.20.4+: Renamed `wilderwild:potted_grass` to `wilderwild:potted_short_grass`.
- 1.20.1-1.20.4: Fixed a crash when interacting with Shelf Fungus.
- Optimized many textures for a smaller file size.
- Removed Quilt from supported mod loaders on Modrinth.
- Fixed Shelf Fungi crashing the game upon being interacted with on 1.20.2 and 1.20.1.
- Removed the sound events for the previously removed discs.
- Ostrich attacks can now damage and break Armor Stands.
- Fixed the death message from an Ostrich's attack not displaying properly.
- Fixed shears not snipping Glory of the Snow blocks
- Cleaned up `SonicBoomMixin`
- Updated zh_CN (Simplified Chinese) translation (Thanks to ioococ)
- Fixed Shelf Fungi crashing the game upon being interacted with on 1.20.2 and 1.20.1.
- Removed the sound events for the previously removed discs.
- Ostrich attacks can now damage and break Armor Stands.
- Fixed the death message from an Ostrich's attack not displaying properly.
- Fixed shears not snipping Glory of the Snow blocks
- Cleaned up `SonicBoomMixin`
- Updated zh_CN (Simplified Chinese) translation (Thanks to ioococ)
- Fixed Shelf Fungi crashing the game upon being interacted with on 1.20.2 and 1.20.1.
- Removed the sound events for the previously removed discs.
- Ostrich attacks can now damage and break Armor Stands.
- Fixed the death message from an Ostrich's attack not displaying properly.
- Fixed shears not snipping Glory of the Snow blocks
- Cleaned up `SonicBoomMixin`
- Updated zh_CN (Simplified Chinese) translation (Thanks to ioococ)
- Fixed Shelf Fungi crashing the game upon being interacted with on 1.20.2 and 1.20.1.
- Removed the sound events for the previously removed discs.
- Ostrich attacks can now damage and break Armor Stands.
- Fixed the death message from an Ostrich's attack not displaying properly.
- Fixed shears not snipping Glory of the Snow blocks
- Cleaned up `SonicBoomMixin`
- Updated zh_CN (Simplified Chinese) translation (Thanks to ioococ)
- ### Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the `wilderwild:ostrich_beak_buryable` tag to control which blocks these are, currently containing the tags `minecraft:mineable/shovel,` `minecraft:mineable/hoe,` and `minecraft:wool.`
- Added a new `Ostrich Peck Attack` config option to control whether or not players can use the Ostrich's attack while riding one.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the `wilderwild:has_ostrich` biome tag to control which biomes they will spawn in.
- Added the `Spawn Ostriches` config option to control whether or not Ostriches will spawn naturally.
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
- ### Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
- ### Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
---
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the `FloweringLilyPadBlock` class as it was redundant.
- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the `OsseousSculkBlock` class and merged both growing methods into one.
- Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the `minecraft:sword_efficient` tag.
- Potted Small Dripleaves now use their loot table (renamed `wilderwild:blocks/potted_small.dripleaf` to `wilderwild:blocks/potted_small_dripleaf.`)
- Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the `LiquidBlockRendererMixin` for making the underside of Water smooth to now be extremely reliable and much safer.
- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the `Goat Horn Symphony` and `Back` discs as they didn't feel like necessary additions, nor did they fit Vanilla.
- These will be datafixed into Lena Raine's `Otherside` and Samuel Åberg's `5` respectively.
- Renamed the `Ancient Horn Projectile` to `Ancient Horn Vibration.`
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the `Ancient Horn Size Multiplier` config, which used to be 0 by default.
- You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the `wilderwild:hanging_signs` item tag.
- Added the Palm Crown to the `wilderwild:palm_logs` item tag.
- Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a `Firework Rocket Wind Intensity` config option to the `Misc` tab to control the percentage of how intense wind will act upon them.
- Added `entity_firework_rocket` to the Mixins config to optionally force-disable this.
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs' `canSpawn` methods to reflect Vanilla's, following the template `checkXSpawnRules.`
- Crabs are now impacted by both the `Impaling` and `Bane of Arthropods` enchantments in 24w03a+.
- Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. ([#329](https://github.com/FrozenBlock/WilderWild/issues/329))
- Changed the title of the advancement for capturing a Firefly from `Bottle of Lightning` to `Lightning in a Bottle.`
- Fixed the `Restrict Instrument Sounds` config lang reading as `Restrict Instrument Sound.`
- Significantly improved Wilder Wild's biome parameter modifications and cut down `OverworldBiomeBuilderMixin` in size in the process.
- Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means `WilderSharedWorldgen` will only contain parameters for modified Vanilla biome placement from now on.
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the `Cherry Grove Placement` config to be disabled by default as it wasn't as immersive as anticipated.
- Fixed the `Stony Shore Placement` config lang reading as `CStony Shore Placement.`
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the `minecraft:snow_golem_melts` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_snow_foxes` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_white_rabbit` tag.
- Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
- `WilderSeedParticlePacket`
- `WilderControlledSeedParticlePacket`
- This change has resulted in the `SeedParticleOptions` class receiving two new invocation methods and new constructor parameters.
- `WilderTermiteParticlePacket`
- `WilderFloatingSculkBubbleParticlePacket`
- All custom `EntityDataSerializers` have been removed and replaced with regular String serializers in order to prevent possible issues. ([#333](https://github.com/FrozenBlock/WilderWild/issues/333))
- Significantly cleaned up and reduced the amount of duplicated code in the `SimpleCopperPipesIntegration` class.
- Much more refactoring, reorganization, cleanup and many small fixes!
- ### Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the `wilderwild:ostrich_beak_buryable` tag to control which blocks these are, currently containing the tags `minecraft:mineable/shovel,` `minecraft:mineable/hoe,` and `minecraft:wool.`
- Added a new `Ostrich Peck Attack` config option to control whether or not players can use the Ostrich's attack while riding one.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the `wilderwild:has_ostrich` biome tag to control which biomes they will spawn in.
- Added the `Spawn Ostriches` config option to control whether or not Ostriches will spawn naturally.
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
- ### Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
- ### Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
---
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the `FloweringLilyPadBlock` class as it was redundant.
- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the `OsseousSculkBlock` class and merged both growing methods into one.
- Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the `minecraft:sword_efficient` tag.
- Potted Small Dripleaves now use their loot table (renamed `wilderwild:blocks/potted_small.dripleaf` to `wilderwild:blocks/potted_small_dripleaf.`)
- Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the `LiquidBlockRendererMixin` for making the underside of Water smooth to now be extremely reliable and much safer.
- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the `Goat Horn Symphony` and `Back` discs as they didn't feel like necessary additions, nor did they fit Vanilla.
- These will be datafixed into Lena Raine's `Otherside` and Samuel Åberg's `5` respectively.
- Renamed the `Ancient Horn Projectile` to `Ancient Horn Vibration.`
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the `Ancient Horn Size Multiplier` config, which used to be 0 by default.
- You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the `wilderwild:hanging_signs` item tag.
- Added the Palm Crown to the `wilderwild:palm_logs` item tag.
- Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a `Firework Rocket Wind Intensity` config option to the `Misc` tab to control the percentage of how intense wind will act upon them.
- Added `entity_firework_rocket` to the Mixins config to optionally force-disable this.
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs' `canSpawn` methods to reflect Vanilla's, following the template `checkXSpawnRules.`
- Crabs are now impacted by both the `Impaling` and `Bane of Arthropods` enchantments in 24w03a+.
- Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. ([#329](https://github.com/FrozenBlock/WilderWild/issues/329))
- Changed the title of the advancement for capturing a Firefly from `Bottle of Lightning` to `Lightning in a Bottle.`
- Fixed the `Restrict Instrument Sounds` config lang reading as `Restrict Instrument Sound.`
- Significantly improved Wilder Wild's biome parameter modifications and cut down `OverworldBiomeBuilderMixin` in size in the process.
- Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means `WilderSharedWorldgen` will only contain parameters for modified Vanilla biome placement from now on.
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the `Cherry Grove Placement` config to be disabled by default as it wasn't as immersive as anticipated.
- Fixed the `Stony Shore Placement` config lang reading as `CStony Shore Placement.`
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the `minecraft:snow_golem_melts` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_snow_foxes` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_white_rabbit` tag.
- Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
- `WilderSeedParticlePacket`
- `WilderControlledSeedParticlePacket`
- This change has resulted in the `SeedParticleOptions` class receiving two new invocation methods and new constructor parameters.
- `WilderTermiteParticlePacket`
- `WilderFloatingSculkBubbleParticlePacket`
- All custom `EntityDataSerializers` have been removed and replaced with regular String serializers in order to prevent possible issues. ([#333](https://github.com/FrozenBlock/WilderWild/issues/333))
- Significantly cleaned up and reduced the amount of duplicated code in the `SimpleCopperPipesIntegration` class.
- Much more refactoring, reorganization, cleanup and many small fixes!
- ### Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the `wilderwild:ostrich_beak_buryable` tag to control which blocks these are, currently containing the tags `minecraft:mineable/shovel,` `minecraft:mineable/hoe,` and `minecraft:wool.`
- Added a new `Ostrich Peck Attack` config option to control whether or not players can use the Ostrich's attack while riding one.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the `wilderwild:has_ostrich` biome tag to control which biomes they will spawn in.
- Added the `Spawn Ostriches` config option to control whether or not Ostriches will spawn naturally.
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
- ### Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
- ### Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
---
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the `FloweringLilyPadBlock` class as it was redundant.
- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the `OsseousSculkBlock` class and merged both growing methods into one.
- Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the `minecraft:sword_efficient` tag.
- Potted Small Dripleaves now use their loot table (renamed `wilderwild:blocks/potted_small.dripleaf` to `wilderwild:blocks/potted_small_dripleaf.`)
- Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the `LiquidBlockRendererMixin` for making the underside of Water smooth to now be extremely reliable and much safer.
- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the `Goat Horn Symphony` and `Back` discs as they didn't feel like necessary additions, nor did they fit Vanilla.
- These will be datafixed into Lena Raine's `Otherside` and Samuel Åberg's `5` respectively.
- Renamed the `Ancient Horn Projectile` to `Ancient Horn Vibration.`
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the `Ancient Horn Size Multiplier` config, which used to be 0 by default.
- You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the `wilderwild:hanging_signs` item tag.
- Added the Palm Crown to the `wilderwild:palm_logs` item tag.
- Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a `Firework Rocket Wind Intensity` config option to the `Misc` tab to control the percentage of how intense wind will act upon them.
- Added `entity_firework_rocket` to the Mixins config to optionally force-disable this.
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs' `canSpawn` methods to reflect Vanilla's, following the template `checkXSpawnRules.`
- Crabs are now impacted by both the `Impaling` and `Bane of Arthropods` enchantments in 24w03a+.
- Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. ([#329](https://github.com/FrozenBlock/WilderWild/issues/329))
- Changed the title of the advancement for capturing a Firefly from `Bottle of Lightning` to `Lightning in a Bottle.`
- Fixed the `Restrict Instrument Sounds` config lang reading as `Restrict Instrument Sound.`
- Significantly improved Wilder Wild's biome parameter modifications and cut down `OverworldBiomeBuilderMixin` in size in the process.
- Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means `WilderSharedWorldgen` will only contain parameters for modified Vanilla biome placement from now on.
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the `Cherry Grove Placement` config to be disabled by default as it wasn't as immersive as anticipated.
- Fixed the `Stony Shore Placement` config lang reading as `CStony Shore Placement.`
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the `minecraft:snow_golem_melts` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_snow_foxes` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_white_rabbit` tag.
- Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
- `WilderSeedParticlePacket`
- `WilderControlledSeedParticlePacket`
- This change has resulted in the `SeedParticleOptions` class receiving two new invocation methods and new constructor parameters.
- `WilderTermiteParticlePacket`
- `WilderFloatingSculkBubbleParticlePacket`
- All custom `EntityDataSerializers` have been removed and replaced with regular String serializers in order to prevent possible issues. ([#333](https://github.com/FrozenBlock/WilderWild/issues/333))
- Significantly cleaned up and reduced the amount of duplicated code in the `SimpleCopperPipesIntegration` class.
- Much more refactoring, reorganization, cleanup and many small fixes!
- ### Added the Ostrich!
- Ostriches are a feathery new mob with a passion for fighting.
- Is tamed the same way as Horses, but takes a bit longer due to their feistier nature.
- Instead of charging a jump while being ridden it will attack with its beak, the strength depending on how high the meter was charged.
- If its beak hits a softer block while trying to attack, it may get stuck temporarily.
- Added the `wilderwild:ostrich_beak_buryable` tag to control which blocks these are, currently containing the tags `minecraft:mineable/shovel,` `minecraft:mineable/hoe,` and `minecraft:wool.`
- Added a new `Ostrich Peck Attack` config option to control whether or not players can use the Ostrich's attack while riding one.
- Can be bred with Bushes.
- Will lay an egg upon breeding.
- Does not require Silk Touch to be obtained.
- Requires a solid surface below in order to hatch.
- Naturally spawns in the Savanna, Savanna Plateau, and Windswept Savanna biomes.
- Added the `wilderwild:has_ostrich` biome tag to control which biomes they will spawn in.
- Added the `Spawn Ostriches` config option to control whether or not Ostriches will spawn naturally.
- If attacked and not tamed, it will chase after its attacker and peck them to death.
- If they are tamed, this behavior will only apply to non-player mobs.
- Will call other Ostriches for backup, like Wolves and Crabs.
- While provoked, cannot be ridden or fed unless it's already tamed.
- If tamed, can be fed or ridden while provoked to calm down.
- ### Added the Dying Forest!
- New Fall-based grounds for all Fall enjoyers!
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, and few Living Trees.
- The Grass and Foliage color is similar to that of Forests, but warmer and more mute.
- All regular Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Large Mushrooms generate just as they do in Forests here.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Forest!
- A mixture of death and snow. Perfect.
- Contains only Dead Trees, Semi-Dead Trees, and Fallen Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
- ### Added the Dying Mixed Forest!
- I couldn't think of anything for this one.
- Contains Dying Trees, Dead Trees, Semi-Dead Trees, Fallen Trees, few Living Trees, and regular Spruce Trees.
- All regular Mixed Forest Flowers grow here, though Seeding Dandelions generate more frequently.
- Bushes and Dead Bushes generate frequently throughout this biome.
- Pumpkins will generate frequently here in comparison to other biomes.
- Coarse Dirt Mounds, Coarse Dirt Paths, and Podzol Paths decorate the floor of this biome.
- ### Added the Snowy Dying Mixed Forest!
- Be patient with it, it has very mixed feelings about dying to frostbite.
- Contains only Dead Trees, Semi-Dead Trees, Fallen Trees, and regular Spruce Trees.
- The only Flower found here is the Seeding Dandelion.
- Dead Bushes generate frequently throughout this biome.
- Coarse Dirt Mounds will occasionally generate in this biome.
Bug Fixes & Changes
---
- Updated the protocol version to 3.
- Removed the Coated Sculk item model.
- Added a new main menu panorama.
- Added codecs to as many blocks as possible.
- This has resulted in some blocks receiving reorganized and/or new constructor parameters.
- Removed the `FloweringLilyPadBlock` class as it was redundant.
- Please note that this will not impact the block itself in any way.
- Added many public static fields to blocks for better code readability and editability.
- Significantly improved the `OsseousSculkBlock` class and merged both growing methods into one.
- Sculk Charges will now move to newly placed blocks in Osseous Sculk pillars upon growth.
- Osseous Sculk no longer strictly requires a Hoe in order to drop, and now only looks for the Silk Touch enchantment.
- This doesn't mean they'll only move in one direction, they'll just be snapped to that position initially as the block is set and can still move downwards afterward.
- Echo Glass will now drop itself upon cracking if not hit by a Sonic Boom.
- Stripped Logs can now once again be hollowed with an Axe.
- Made the subtitle for hollowing a Log more consistent with the subtitle for stripping a Log.
- Baobab Nuts and Palm Fronds are now compostable.
- Changed the minimum and maximum amount of Milkweed Pods obtainable by shearing Milkweed to 1 and 3 respectively, previously being 2 and 5.
- The Milkweed Pod to String recipe now requires 9 Milkweed Pods instead of just 1.
- The Cattail to String recipe now only yields 1 String as opposed to 3.
- This recipe now requires 4 Cattails instead of just 1.
- Tweaked how Pollen chooses where to spawn particles, now being able to spawn particles above itself.
- Fixed the placement of the seed particle created when a Seeding Dandelion random ticks.
- Added the Bush, Tumbleweed, Tumbleweed Stem, Milkweed, Datura, Cattail, Flowering Lily Pad, Algae, Shelf Fungus, Small Sponge, Prickly Pear Cactus, and Nematocyst blocks to the `minecraft:sword_efficient` tag.
- Potted Small Dripleaves now use their loot table (renamed `wilderwild:blocks/potted_small.dripleaf` to `wilderwild:blocks/potted_small_dripleaf.`)
- Optimized how the Tumbleweed Stem's selects its outline/collision shape.
- Reworked the `LiquidBlockRendererMixin` for making the underside of Water smooth to now be extremely reliable and much safer.
- This also fixes an issue where other liquids like Lava could incorrectly be assigned different textures on occasion.
- Removed the `Goat Horn Symphony` and `Back` discs as they didn't feel like necessary additions, nor did they fit Vanilla.
- These will be datafixed into Lena Raine's `Otherside` and Samuel Åberg's `5` respectively.
- Renamed the `Ancient Horn Projectile` to `Ancient Horn Vibration.`
- Ancient Horn Vibrations will now spawn particles upon dissipating.
- Ancient Horn Vibrations will no longer play the dissipation sound upon hitting an entity.
- Fixed Floating Sculk Bubbles spawned from an Ancient Horn Vibration always being the same size each tick.
- Changed the default size growth of the Ancient Horn Vibration from 0 to 0.01 per tick.
- This is adjustable in the `Ancient Horn Size Multiplier` config, which used to be 0 by default.
- You will likely need to manually edit this value if you've played with Wilder Wild before, as the config will likely have 0 saved from a previous version.
- Made the visual scaling of Ancient Horn Vibrations much smoother.
- Fixed the visual scaling of Ancient Horn Vibrations to match their bounding boxes.
- Made Ancient Horn Fragments slightly rarer in Ancient City loot tables.
- Defined the Random Sequence for every one of Wilder Wild's loot tables.
- Added the Palm Hanging Sign to the `wilderwild:hanging_signs` item tag.
- Added the Palm Crown to the `wilderwild:palm_logs` item tag.
- Thrown Coconuts will no longer play multiple sounds at once upon hitting entities and/or breaking.
- Optimized the file size of many Block and Item models.
- Firework Rockets are now impacted by wind.
- Added a `Firework Rocket Wind Intensity` config option to the `Misc` tab to control the percentage of how intense wind will act upon them.
- Added `entity_firework_rocket` to the Mixins config to optionally force-disable this.
- Reimplemented the custom Warden dying sound after it was accidentally removed during a bugfix.
- The Warden's regular death sound will now play on top of its underwater dying sound once again.
- Wardens are no longer considered alive during the custom death animation.
- The Warden will no longer play heartbeat sounds while it is dying.
- Prevented the Warden from moving while it is digging or emerging.
- Changed the Warden's secret death sound from stereo to mono.
- Refactored mobs' `canSpawn` methods to reflect Vanilla's, following the template `checkXSpawnRules.`
- Crabs are now impacted by both the `Impaling` and `Bane of Arthropods` enchantments in 24w03a+.
- Fixed Crabs not properly latching onto walls if they're about to fall, but an entity is below them in 1.20.1.
- Baby Jellyfish now always give Poison I with a duration of 4 seconds, while Adult Jellyfish now always give Poison I with a duration of 10 seconds.
- This used to be a random range of time in previous versions.
- The Jellyfish sting sound no longer plays at random pitches to be more consistent with Pufferfish.
- Bubbles will spawn behind Jellyfish less frequently.
- The Baby Jellyfish's movement speed is now determined with an attribute modifier instead of repeatedly setting the base attribute, making this attribute properly modifiable.
- Jellyfish are no longer considered scary to Pufferfish.
- Jellyfish stings no longer crash servers. ([#329](https://github.com/FrozenBlock/WilderWild/issues/329))
- Changed the title of the advancement for capturing a Firefly from `Bottle of Lightning` to `Lightning in a Bottle.`
- Fixed the `Restrict Instrument Sounds` config lang reading as `Restrict Instrument Sound.`
- Significantly improved Wilder Wild's biome parameter modifications and cut down `OverworldBiomeBuilderMixin` in size in the process.
- Moved all biome parameters, feature/spawn building, and most worldgen injects to individual biome classes.
- This means `WilderSharedWorldgen` will only contain parameters for modified Vanilla biome placement from now on.
- Expanded the depth at which Jellyfish Caves can generate.
- Pumpkins now generate much more frequently in Old Growth Dark Forests.
- Changed the `Cherry Grove Placement` config to be disabled by default as it wasn't as immersive as anticipated.
- Fixed the `Stony Shore Placement` config lang reading as `CStony Shore Placement.`
- Added the Arid Forest, Arid Savanna, and Oasis biomes to the `minecraft:snow_golem_melts` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_snow_foxes` tag.
- Added the Snowy Dying Forest, Snowy Dying Mixed Forest, and Snowy Old Growth Pine Taiga biomes to the `minecraft:spawns_white_rabbit` tag.
- Added even more splashes, bringing the total of custom splashes to 271!
- Removed all custom packets related to particles in favor of the regular Vanilla particle packet:
- `WilderSeedParticlePacket`
- `WilderControlledSeedParticlePacket`
- This change has resulted in the `SeedParticleOptions` class receiving two new invocation methods and new constructor parameters.
- `WilderTermiteParticlePacket`
- `WilderFloatingSculkBubbleParticlePacket`
- All custom `EntityDataSerializers` have been removed and replaced with regular String serializers in order to prevent possible issues. ([#333](https://github.com/FrozenBlock/WilderWild/issues/333))
- Significantly cleaned up and reduced the amount of duplicated code in the `SimpleCopperPipesIntegration` class.
- Much more refactoring, reorganization, cleanup and many small fixes!
- Fixed Crabs not dropping cooked crab claws when killed whilst on fire
- Updated the Crab's digging and emerging sounds to sound slightly more Minecrafty
- Stopped Crabs from moving when they aren't supposed to
- Renamed the `wilderwild:crab_tempt_items` tag to `wilderwild:crab_food`
- Fixed the Looting enchantment not affecting the Crab claw loot table
- Fixed Display Lanterns not properly saving Fireflies to the item when broken with Silk Touch, and not spawning Fireflies upon breaking without Silk Touch
- Fixed log spam of the Enderman anger sound predicate
- Fixed tags on 1.20.4
- Fixed potted grass loot table on 1.20.4
- Fixed compat with Simple Copper Pipes to now work 100% of the time
- Requires Simple Copper Pipes 1.16+ (compat id 3)
- Removed embedded Reach Entity Attributes on 1.20.5
- Updated embedded FrozenLib to 1.5.4
- Bumped the protocol version to 2
- Fixed Crabs not dropping cooked crab claws when killed whilst on fire
- Updated the Crab's digging and emerging sounds to sound slightly more Minecrafty
- Stopped Crabs from moving when they aren't supposed to
- Renamed the `wilderwild:crab_tempt_items` tag to `wilderwild:crab_food`
- Fixed the Looting enchantment not affecting the Crab claw loot table
- Fixed Display Lanterns not properly saving Fireflies to the item when broken with Silk Touch, and not spawning Fireflies upon breaking without Silk Touch
- Fixed log spam of the Enderman anger sound predicate
- Fixed tags on 1.20.4
- Fixed potted grass loot table on 1.20.4
- Fixed compat with Simple Copper Pipes to now work 100% of the time
- Requires Simple Copper Pipes 1.16+ (compat id 3)
- Removed embedded Reach Entity Attributes on 1.20.5
- Updated embedded FrozenLib to 1.5.4
- Bumped the protocol version to 2
- Fixed Crabs not dropping cooked crab claws when killed whilst on fire
- Updated the Crab's digging and emerging sounds to sound slightly more Minecrafty
- Stopped Crabs from moving when they aren't supposed to
- Renamed the `wilderwild:crab_tempt_items` tag to `wilderwild:crab_food`
- Fixed the Looting enchantment not affecting the Crab claw loot table
- Fixed Display Lanterns not properly saving Fireflies to the item when broken with Silk Touch, and not spawning Fireflies upon breaking without Silk Touch
- Fixed log spam of the Enderman anger sound predicate
- Fixed tags on 1.20.4
- Fixed potted grass loot table on 1.20.4
- Fixed compat with Simple Copper Pipes to now work 100% of the time
- Requires Simple Copper Pipes 1.16+ (compat id 3)
- Removed embedded Reach Entity Attributes on 1.20.5
- Updated embedded FrozenLib to 1.5.4
- Bumped the protocol version to 2
- Fixed Crabs not dropping cooked crab claws when killed whilst on fire
- Updated the Crab's digging and emerging sounds to sound slightly more Minecrafty
- Stopped Crabs from moving when they aren't supposed to
- Renamed the `wilderwild:crab_tempt_items` tag to `wilderwild:crab_food`
- Fixed the Looting enchantment not affecting the Crab claw loot table
- Fixed Display Lanterns not properly saving Fireflies to the item when broken with Silk Touch, and not spawning Fireflies upon breaking without Silk Touch
- Fixed log spam of the Enderman anger sound predicate
- Fixed tags on 1.20.4
- Fixed potted grass loot table on 1.20.4
- Fixed compat with Simple Copper Pipes to now work 100% of the time
- Requires Simple Copper Pipes 1.16+ (compat id 3)
- Removed embedded Reach Entity Attributes on 1.20.5
- Updated embedded FrozenLib to 1.5.4
- Bumped the protocol version to 2
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- ### Added the Crab!
- Crabs are neutral mobs that spawn in Mangrove Swamps, Warm Oceans, Lukewarm Oceans, Deep Lukewarm Oceans, Oceans, Deep Oceans, Warm Beaches, Beaches, and Cypress Wetlands.
- If no players are close to a Crab and it's not been disturbed for a while, the Crab will hide in the ground.
- If a player comes nearby or a loud vibration occurs, the Crab will come back out of hiding.
- When attacked, the Crab will run towards its attacker and call all other Crabs nearby, even those in hiding, for backup.
- Baby Crabs cannot attack, and will instead panic.
- Can be bred with Kelp.
- Can climb up walls.
- Can be scooped up in Buckets.
- Has a chance to drop its Claw upon death (only when killed by a player), which can be cooked.
- The Crab's Claw can also be brewed with an Awkward potion to create a Potion of Reaching.
- ### Added the Reach Boost effect!
- Extends the player's reach by 1 block per level.
- Does not affect attacking, only impacts interactions with Items and Blocks including both placing and breaking.
- There is, however, a config option to let this impact attack reach.
Bug Fixes & Changes
---
- Added partial Japanese language support
- Thank you mayonaka8478
- Tweaked leaf decay distance to 12 in order to accommodate for Palm Fronds, so they now work like regular leaves
- Other leaf types will still cap out at 7, but can be changed with commands or a Debug Stick to go up to 12
- Made Palm Fronds less dense on average
- Removed the custom distance detection from Palm Crowns
- Added Palm Crowns to tags it was missing from
- Reworked how Coconuts are placed on Palms, so they should no longer break upon generation
- Added PalmTreeFeature to handle Palms' unique Coconut growth and Frond distance detection
- Added a translation string for Coconut projectiles
- Fixed compatibility between Wilder Wild's Stripped Logs and Create
- Milkweed now plays a sound when rustled
- Milkweed can now be sheared with a Dispenser
- Glory of the Snow can now be sheared with a Dispenser
- Prickly Pear's Damage Source has been added to the bypasses_armor tag
- Tumbleweed entities will now drop themselves if killed by any entity with Silk Touch, instead of only doing so when killed by a player
- Fixed Fireflies with the Nectar easter egg not properly rendering their glowing overlay
- Fixed Firefly Bottles with the Nectar easter egg not using the Nectar texture
- Increased the chances of a flickering Firefly spawning (smooth pulsing vs. flickering)
- Changed how flickering Fireflies calculate their colors ([#316](https://github.com/FrozenBlock/WilderWild/issues/316))
- Display Lanterns will now interact with Redstone Comparators, outputting a full signal if they have an item inside, or a signal based upon how many Fireflies are placed inside
- Fixed an issue pertaining to Silk Touch with the Display Lantern's loot table
- Display Lanterns will now properly spawn Fireflies that were held inside of them when broken
- Fixed Jellyfish no longer spawning in Jellyfish Caves
- Slightly optimized Jellyfish rendering with the rainbow easter egg
- Reworked how clipping works with Waterlogged Mesoglea, as it will now apply to all entities as opposed to just players as is much more stable
- This comes alongside BlockGetterMixin having much cleaner code, and the removal of IN_MESOGLEA in WilderSharedConstants
- Osseous Sculk will now cover their branches in Sculk Veins when its base is converted to Sculk
- Increased the chances of larger Osseous Sculk generating during worldgen
- Sculk Shriekers will now only create Sculk Bubbles underwater if the Shrieker Gargling config is enabled
- Stone Chests will now interact with Redstone Comparators, outputting a signal based on how high their lid is lifted ([#319](https://github.com/FrozenBlock/WilderWild/issues/319))
- Echo Glass now occludes Vibrations
- Finally fixed odd timing on Floating Sculk Bubbles' scaling
- Added more config options for the warden
- Added a config option to control whether or not the Warden should be able to swim
- Added a config option to control whether or not the improved digging animation should be used
- Added a config option to control whether or not the improved emerging animation should be used
- The Warden's animation configs will no longer require the game to restart
- This config option should now result in all Warden changes becoming toggleable
- The Warden's death particles will now only spawn at the Warden's position as opposed to spawning within its entire hitbox
- The Allay's keyframed dance animation config will no longer require the game to restart
- Landing/Potion sound code will no longer attempt to run on the client
- Landing Ender Pearls will now play sounds in their owner's sound category (Zombies would be Hostile, and Players would be Player)
- Added a config option to control whether or not Lightning Bolts should be able to scorch Sand blocks, instead of being hardcoded
- Added a config option for whether or not Block particles will spawn upon a Lightning Bolt striking
- Added a config option for whether of not Smoke particles will spawn upon a Lightning Bolt striking
- The config will now sync between server and client
- Operators of servers will modify the server's config upon modifying it on their end
- Non-operators will see that config options that don't solely pertain to the client will be blocked out and set to the server's value
- Added a "New Frosted Ice Cracking" config option to control Frosted Ice's updated cracking (playing sounds and spawning particles)
- Added a config option for whether or not Dripleaves will use updated Redstone powering functionality
- Added a config option for whether or not advancements will be modified
- Swapped the placement of the Misc and Worldgen config tabs
- Refactored many aspects Wilder Wild's configured features' field names to be more consistent with Vanilla
- Removed LeavesAroundTopTreeDecorator
- Removed additional Plains flowers from Meadows
- Increased the amount of flowers that typically generate in Meadows
- Removed the Fabric Loader version requirement in hopes it will fix issues with Quilt
- Changed the grammar of Wilder Wild's advancements to align with Vanilla's
- Fixed compatibility with Roughly Enough Resources ([#315](https://github.com/FrozenBlock/WilderWild/issues/315))
- Hopefully resolved world generation issues with C2ME ([#311](https://github.com/FrozenBlock/WilderWild/issues/311))
- Instrument items will now properly play on servers instead of immediately cutting out ([#284](https://github.com/FrozenBlock/WilderWild/issues/284))
- Disabled remapping for some methods and fields referenced in mixins of mods to hopefully prevent possible issues
- Moved all packet handling to `FabricPacket` classes to improve the longevity and organization of Wilder Wild's codebase
- Refactored, cleaned up, and reworked multiple classes and mixins to improve internal organization, stability, and code integrity
Wilder Wild 2.2 Newsletter - *Luna*
---
Hey, all! This is Luna/AViewFromTheTop here. :)
I decided to start this "newsletter" of sorts as an easier way to communicate with you all, and to share things that I (or Treetrain, if he decides to write as well) would like our community to look out for and whatnot.
First order of business, I'm hoping I've just been able to fix [#311](https://github.com/FrozenBlock/WilderWild/issues/311), The issue where C2ME would sometimes cause crashes while generating a Deep Dark biome. I'd like for you all to test if this issue has actually been fixed, and if not, to create a new [issue for it on our GitHub page](https://github.com/FrozenBlock/WilderWild/issues).
Aside from that, I'd appreciate if you all could give us feedback on Crabs! They've been quite troublesome to make and I'm sure I wasn't able to incorporate every idea possible into them, so I'd like to know what you think could be improved upon or what may be missing. On that note, help from other modders to get their rotation and navigation working flawlessly would be very much appreciated!
Crabs work a bit like Wardens, by the way. They can detect specific game events while hiding underground, which will cause them to emerge. They will *always* emerge if a Player is within 4 blocks of them, however. Projectiles landing, explosions, blocks breaking, etc. will cause a Crab to emerge.
So why didn't I make "lower" vibrations trigger this? As a matter of fact, it's based both on fact and for gameplay reasons. Crabs hardly have good enough hearing and mostly depend on pressure changes to tell where things are, if I remember correctly. While researching this I came across someone who found a Crab would immediately react to someone jumping, but wouldn't budge with music blasting directly towards it.
Now, I understand how the assortment of Vibrations I chose for the Crab to react to may be omitting some relatively logical options, though, I personally believe there is substantial enough reason to do so on the gameplay side of things. I want Crabs to have a balance between feeling sneaky, ruthless, yet innocent and still maintaining a naive nature. I don't want them emerging if they can tell they wouldn't be in possible immediate danger!
I almost forgot to mention, too, this behavior was inspired by the Sheargrubs in Pikmin. I want Crabs to occassionally surprise the player when they suddenly emerge, you know? Scary.
The last thing I'd like to mention is that we're open to new sound designers and texture artists! I would prefer to have a few of each so we don't have to pawn all our requests on to one person, and to allow for more flexibility and looser deadlines in our team. It would also be beneficial to be able to review multiple takes on one idea, if need be!
12/14/2023 Update: Whew! That was a long trip. Since I wrote that newsletter, I had a ton of stuff to fix and Treetrain managed to do some of the most insane things ever, including config syncing! I'm hoping this is the day 2.2 releases, there have been so many improvements made and so many challenges overcome (and honestly 80% of which we can all thank Treetrain for,) and I just want to get this over with so I can work on my other mods. And Wilder Wild 2.3... I think I already know what I want it to be.
- Fixed the Ancient Horn recipe giving a Saxophone Copper Horn
- Ancient Horns are now craftable again
- Fixed the Ancient Horn recipe ingredient layout
- Fixed the Ancient Horn and Copper Horn recipe advancements
- Fixed the Ancient Horn recipe giving a Saxophone Copper Horn
- Ancient Horns are now craftable again
- Fixed the Ancient Horn recipe ingredient layout
- Fixed the Ancient Horn and Copper Horn recipe advancements
- Fixed the Ancient Horn recipe giving a Saxophone Copper Horn
- Ancient Horns are now craftable again
- Fixed the Ancient Horn recipe ingredient layout
- Fixed the Ancient Horn and Copper Horn recipe advancements
- Fixed lava not igniting Wilder Wild's wood
- Fixed various other issues regarding block properties
- Done by making a copy of equivalent vanilla blocks and changing what's necessary
- Should also improve forward compatibility
- Fixed scorched red sand not generating in some cases when it should generate
- Lowered Fabric Loader dependency to 0.14.22
- Bumped Fabric API requirement to 0.90.4
- Contains critical changes to block properties that this update relies on
- Updated embedded FrozenLib to 1.3.15
- Fixed lava not igniting Wilder Wild's wood
- Fixed various other issues regarding block properties
- Done by making a copy of equivalent vanilla blocks and changing what's necessary
- Should also improve forward compatibility
- Fixed scorched red sand not generating in some cases when it should generate
- Lowered Fabric Loader dependency to 0.14.22
- Bumped Fabric API requirement to 0.90.4
- Contains critical changes to block properties that this update relies on
- Updated embedded FrozenLib to 1.3.15
- Reverted registry changes in 2.1.7
- Added Mixins Config
- File only for now
- Refactored mixins for the new Mixins Config
- Removed default config classes in favor of `Config.defaultInstance()`
- Added Biome Music category to Misc Config
- Refactored data generation
- Updated embedded FrozenLib to 1.3.14
- Reverted registry changes in 2.1.7
- Added Mixins Config
- File only for now
- Refactored mixins for the new Mixins Config
- Removed default config classes in favor of `Config.defaultInstance()`
- Added Biome Music category to Misc Config
- Refactored data generation
- Updated embedded FrozenLib to 1.3.14
- Updated block registration to start on class load
- Updated liquid block renderer mixin requirements to 0
- Changed creative tab handling to be more safe
- Updated embedded FrozenLib to 1.3.13
- Removed embedded NBT Crafting (backported from 1.20.2)
- Updated block registration to start on class load
- Updated liquid block renderer mixin requirements to 0
- Changed creative tab handling to be more safe
- Updated embedded FrozenLib to 1.3.13
- Added Mesoglea Bubble Columns.
- Axes no longer attempt to interact with every block, which previously prevented interaction with offhand items.
- Hopefully fixed Hanging Tendrils crashing while using C2ME during world generation. Please report this issue to us if it persists.
- Sodium now properly renders Mesoglea with the liquid rendering option enabled.
- Prickly Pears are now accounted for as "dangerous blocks" when pathfinding, just like regular Cacti.
- Removed changes to the Make Bubbles Pop mod as it switched strictly to mixins.
- Wilder Wild's leaves now use the same color as Vanilla's leaves on the map.
- Small Sponges now use Vanilla's Sponge sounds as opposed to Wet Grass sounds.
- Removed embedded Nbt Crafting as it became too difficult to maintain. This has been replaced in favor of a custom recipe type for Copper Horns.
- Significantly optimized Jellyfish's getJellyfish method.
- Fixed Ancient Horns freezing the world.
- Added new splash texts because why not.
- Added Mesoglea Bubble Columns.
- Axes no longer attempt to interact with every block, which previously prevented interaction with offhand items.
- Sodium now properly renders Mesoglea with the liquid rendering option enabled.
- Prickly Pears are now accounted for as "dangerous blocks" when pathfinding, just like regular Cacti.
- Removed changes to the Make Bubbles Pop mod as it switched strictly to mixins.
- Wilder Wild's leaves now use the same color as Vanilla's leaves on the map.
- Significantly optimized Jellyfish's getJellyfish method.
- Fixed Ancient Horns freezing the world.
- Added new splash texts because why not.
- Stone chests can no longer be interacted with via the Fabric Transfer API.
- No longer prevents launching the game with Sodium versions earlier than 0.5.0.
- Some rendering functionality will be lost.
- Updated embedded FrozenLib to 1.3.9.
- Internally changed how required dependencies are handled.
- Coconuts can now be thrown if they can't be placed while aimed at a block.
- Coconuts can now be split in Stonecutters.
- Palm Crowns can now be used as fuel in smelting
- Added a config option to prevent Tumbleweed from destroying crops.
- Added Stripped Wood and Stripped Logs to conventional tags (stripped_logs and stripped_wood.)
- Marked versions of Sodium prior to 0.5.0 as incompatible with Wilder Wild.
- Fixed Mixins to the Component class not being applied due to Wilder Wild loading the class prior to injection.
- Updated russian translation - Clarthen
- Updated embedded FrozenLib to 1.3.7
- Coconuts can now be thrown if they can't be placed while aimed at a block.
- Coconuts can now be split in Stonecutters.
- Palm Crowns can now be used as fuel in smelting
- Added a config option to prevent Tumbleweed from destroying crops.
- Added Stripped Wood and Stripped Logs to conventional tags (stripped_logs and stripped_wood.)
- Marked versions of Sodium prior to 0.5.0 as incompatible with Wilder Wild.
- Fixed Mixins to the Component class not being applied due to Wilder Wild loading the class prior to injection.
- Updated russian translation - Clarthen
- Updated embedded FrozenLib to 1.3.7
- Fixed compatibility with Sodium 0.5.0
- Fixed Cypress Boat and Cypress Chest Boat placement in the Creative Inventory
- Updated embedded FrozenLib to 1.3.5
- Added a config option to allow Hanging Tendrils to retransmit game event context
- Fixed camels not spawning in Desert Villages
- Fixed a feature order cycle error that would occur when custom grass generation is set to false
- Fixed Scorched Sand and Scorched Red Sand features not generating.
2.1 Changelog:
- Added the ability to use the config without Cloth Config installed.
- Switched config files to JSON5 files.
- WARNING: YOU WILL NEED TO COPY & PASTE THE CONTENTS OF YOUR ORIGINAL CONFIG FILES.
- The original files won't be removed, nor will they be used.
- Reworked and optimized most of Sculk Spreading.
- Sculk Veins will no longer stay on Slabs and Stairs after being converted to Sculk Slabs and Sculk Stairs.
- Sculk Sensors, Sculk Shriekers, Hanging Tendrils, and Osseous Sculk can now grow out of solid faces of Sculk Slabs and Sculk Stairs.
- Changed Osseous Sculk's rotation state from Axis to Facing.
- Removed Minecraft Live Sculk Sensor Tendril config in favor of a cleaner and bug-free implementation using a Resource Pack.
- Added Suspicious Gravel to Ancient Cities. Get your brushes ready and rip off your eyelids!
- Added Stone Chests in Ancient Cities' centers.
- Added a "tomb" to Ancient Cities' centers.
- Tweaked the rarity of Ancient Horn Fragments.
- Added Osseous Sculk and Hanging Tendrils to Ancient Cities' loot tables.
- Removed Stone Chest Closes gamerule as it caused issues in multiplayer.
- Added the Warm Beach biome, replacing Beaches in warmer climates.
- Palms and Moss Carpets frequently generate here, and Seagrass grows in the surrounding water.
- Cherry Groves now occasionally generate near rivers.
- This change was made to maintain parity with some of Mojang's promotional material.
- Alongside this change, Cherry Groves now generate Sand Beta Beaches.
- Beta Beaches are now integrated with Rivers.
- Beta Beaches now place Stone below Gravel and Sandstone below Sand to prevent lag spikes and ugly missing patches in the floor.
- Added Shrubs to many biomes like Plains, Forest, Dark Forest, and much more.
- Added more flora to the Plains, Meadow, Flower Forest, Flower Field, Forest, Semi-Birch Forest, Birch Forest, and Mangrove Swamp biomes.
- Moss Carpets and Moss Piles now occasionally generate in Swamp, Mangrove Swamp, and Cypress Wetlands biomes.
- Cattails can now generate on Mud blocks if not nearby water.
- Palms now rarely generate on Beaches.
- Improved Baobab and Fancy Dark Oak branch generation.
- Added Snapped variants of trees.
- Forest biomes now have clearings, with Rooted Dirt and Coarse Dirt/Gravel surrounding it.
- Snapped Trees will generate more frequently in clearings.
- Flowers will generate more commonly in clearings in Forest and Birch Forest biomes and their variants.
- Reworked Fallen Tree generation once more.
- Most Fallen Trees now generate with full Logs, though have a small chance to generate with Hollowed Logs.
- As long as the ending of the Tree is on solid ground or above 50% of the Tree is on solid ground, the Fallen Tree will generate.
- Previously, when a Fallen Tree wasn't above solid ground its remaining height would decrease, and once above roughly two or more non-solid blocks, its generation would cease completely.
- This change helps Fallen Trees not generate and end up extremely short, and makes them a lot more realistic.
- Mangrove Swamps have now been wilder-ified, including Cattails, Flowers, Bushes, Mud Basins, Mud Lakes, more Grass, Fern, and rare Mud Piles.
- Made path features look more natural.
- Added new rare Coarse Dirt, Gravel, and Stone paths throughout the world.
- Decreased the size of uncommon Algae patches (Swamp & Mangrove Swamp.)
- Removed Deepslate Pools in favor of regular Stone Pools, which now no longer change the bordering block of the pools.
- Oceans and Rivers now generate small pools to increase the area covered in water, allowing previously dry areas above sea level to have a bit of water.
- Grass generates more frequently on exposed areas of Ocean and River biomes.
- Replaced Oak trees in Ocean and River biomes with Shrubs.
- Cattails now generate in Ocean and River biomes.
- Added configs for updating the Water colors of all Hot, Lukewarm, Snowy, and Frozen biomes.
- Updated a few config texts to have better grammar.
- Biome placement config tooltips now explain the changes made to each biome's placement while enabled.
- Adjusted Glory of the Snow bounding box.
- "Glory of the Snow" is now capitalized properly.
- "Of" and "The" were previously capitalized.
- Incorporated Wilder Wild's new foods, mobs, and biomes into Vanilla's advancements (note that this may be overriden by other mods' data).
- Jellyfish can now reproduce.
- Repeatedly feeding a Jellyfish Cod or Salmon will eventually cause a baby Jellyfish to spawn.
- Holding Cod or Salmon will cause nearby Jellyfish to follow you.
- Baby Jellyfish will only inflict 1 damage (half a heart) as opposed to three (a heart and a half.)
- Bubbles will occasionally spawn behind adult Jellyfish as they swim.
- Added a config option that controls how many tentacles Jellyfish have.
- Only Pearlescent Mesoglea will lift items and boats as opposed to all types prior.
- Jellyfish and Fireflies now only hide when they're near the center of their target.
- Added a new advancement "Bottle of Lightning" for capturing a Firefly in a Glass Bottle.
- Firefly Bottles can now be recolored.
- Termites no longer spam sounds and quickly overload the sound cap. They now use sound loops that move along with them.
- Added two config options controlling how far Termites can travel from their Mounds.
- Added unique sounds for all Ice blocks (was only Frosted Ice prior.)
- Included all Tall Flowers in the "Flower Sounds" config.
- Added new Frosted Ice melting sounds and particles.
- Made many more aspects of Wilder Wild's worldgen data-driven.
- Optimized the way some features generate (Trees, Cattails, Algae, etc.)
- Added descriptions and proper names to Wilder Wild's built-in resource packs.
- Clouds now move slower, no longer moving dramatically fast.
- Lots of internal cleanup, reorganization, and optimizations.
Mod Compat Changes/Additions:
- The Liquid Mesoglea feature (found in Block config) now works with Sodium enabled. (Sodium)
- The Ancient Horn's massive vibration can no longer be infinitely cycled through Copper Pipes. (Simple Copper Pipes)
- Falling leaves now follow FrozenLib/Wilder Wild's wind. (Falling Leaves)
- Chests only bubble according to Wilder Wild's rules instead of each time they're opened. (Make Bubbles Pop)
- Rain, Snowflake, and Desert Dust particles now follow FrozenLib/Wilder Wild's wind. (Particle Rain)
Bug Fixes:
- Fixed missing overworld settings error when used with Lithium and BCLib
- Rivers now generate properly.
- Previously, roughly half of all regular (non-frozen and non-warm) Rivers that were supposed to generate weren't able to.
- Sculk Slabs no longer drop Palm Slabs.
- Fixed block-break sounds playing when Echo Glass only cracks.
- Fixed broken loop in Deep Dark ambience.
- Fixed broken Stone Chest animations and cleaned up their code.
- Fixed Stone Chests incorrectly dropping ancient items for probably the seventh time now.
- Fixed some missing recipe unlocks.
- Fixed cloud rendering at high coordinates.
- Ancient Horn and Prickly Pear damage sources now once again retain their unique properties.
- Fixed a bug where Wardens would continuously attempt and fail to roar at Tumbleweeds.
- Tumbleweed entities now properly look in the direction they're moving.
- Fixed Tumbleweed breaking crops client-side, causing desyncs with the server.
- Tumbleweed can now be properly picked (middle-clicked.)
- Fixed Baobab Nut collision.
- Fixed Logs flickering when being Hollowed.
- Fixed Palm Hanging Signs not having a language entry.
- Algae no longer slows down entities outside its collision shape.
- Fixed Algae growth with Bone meal.
- Cattails no longer create pockets of air when they're supposed to be waterlogged.
- Shadows no longer render on waterlogged Mesoglea. Change not applied with Sodium.
- Fixed a crash pertaining to Jellyfish variants and Firefly colors.
- Fixed a bug where players could dupe Fireflies by rapidly clicking with Bottles of Fireflies.
- Endermen now properly play their moving/looping sounds when the config is enabled.
- And many more that were unfortunately forgotten to be documented!
- Added the ability to use the config without Cloth Config installed.
- Switched config files to JSON5 files.
- WARNING: YOU WILL NEED TO COPY & PASTE THE CONTENTS OF YOUR ORIGINAL CONFIG FILES.
- The original files won't be removed, nor will they be used.
- Reworked and optimized most of Sculk Spreading.
- Sculk Veins will no longer stay on Slabs and Stairs after being converted to Sculk Slabs and Sculk Stairs.
- Sculk Sensors, Sculk Shriekers, Hanging Tendrils, and Osseous Sculk can now grow out of solid faces of Sculk Slabs and Sculk Stairs.
- Changed Osseous Sculk's rotation state from Axis to Facing.
- Removed Minecraft Live Sculk Sensor Tendril config in favor of a cleaner and bug-free implementation using a Resource Pack.
- Added Suspicious Gravel to Ancient Cities. Get your brushes ready and rip off your eyelids!
- Added Stone Chests in Ancient Cities' centers.
- Added a "tomb" to Ancient Cities' centers.
- Tweaked the rarity of Ancient Horn Fragments.
- Added Osseous Sculk and Hanging Tendrils to Ancient Cities' loot tables.
- Removed Stone Chest Closes gamerule as it caused issues in multiplayer.
- Added the Warm Beach biome, replacing Beaches in warmer climates.
- Palms and Moss Carpets frequently generate here, and Seagrass grows in the surrounding water.
- Cherry Groves now occasionally generate near rivers.
- This change was made to maintain parity with some of Mojang's promotional material.
- Alongside this change, Cherry Groves now generate Sand Beta Beaches.
- Beta Beaches are now integrated with Rivers.
- Beta Beaches now place Stone below Gravel and Sandstone below Sand to prevent lag spikes and ugly missing patches in the floor.
- Added Shrubs to many biomes like Plains, Forest, Dark Forest, and much more.
- Added more flora to the Plains, Meadow, Flower Forest, Flower Field, Forest, Semi-Birch Forest, Birch Forest, and Mangrove Swamp biomes.
- Moss Carpets and Moss Piles now occasionally generate in Swamp, Mangrove Swamp, and Cypress Wetlands biomes.
- Cattails can now generate on Mud blocks if not nearby water.
- Palms now rarely generate on Beaches.
- Improved Baobab and Fancy Dark Oak branch generation.
- Added Snapped variants of trees.
- Forest biomes now have clearings, with Rooted Dirt and Coarse Dirt/Gravel surrounding it.
- Snapped Trees will generate more frequently in clearings.
- Flowers will generate more commonly in clearings in Forest and Birch Forest biomes and their variants.
- Reworked Fallen Tree generation once more.
- Most Fallen Trees now generate with full Logs, though have a small chance to generate with Hollowed Logs.
- As long as the ending of the Tree is on solid ground or above 50% of the Tree is on solid ground, the Fallen Tree will generate.
- Previously, when a Fallen Tree wasn't above solid ground its remaining height would decrease, and once above roughly two or more non-solid blocks, its generation would cease completely.
- This change helps Fallen Trees not generate and end up extremely short, and makes them a lot more realistic.
- Mangrove Swamps have now been wilder-ified, including Cattails, Flowers, Bushes, Mud Basins, Mud Lakes, more Grass, Fern, and rare Mud Piles.
- Made path features look more natural.
- Added new rare Coarse Dirt, Gravel, and Stone paths throughout the world.
- Decreased the size of uncommon Algae patches (Swamp & Mangrove Swamp.)
- Removed Deepslate Pools in favor of regular Stone Pools, which now no longer change the bordering block of the pools.
- Oceans and Rivers now generate small pools to increase the area covered in water, allowing previously dry areas above sea level to have a bit of water.
- Grass generates more frequently on exposed areas of Ocean and River biomes.
- Replaced Oak trees in Ocean and River biomes with Shrubs.
- Cattails now generate in Ocean and River biomes.
- Added configs for updating the Water colors of all Hot, Lukewarm, Snowy, and Frozen biomes.
- Updated a few config texts to have better grammar.
- Biome placement config tooltips now explain the changes made to each biome's placement while enabled.
- Adjusted Glory of the Snow bounding box.
- "Glory of the Snow" is now capitalized properly.
- "Of" and "The" were previously capitalized.
- Incorporated Wilder Wild's new foods, mobs, and biomes into Vanilla's advancements (note that this may be overriden by other mods' data).
- Jellyfish can now reproduce.
- Repeatedly feeding a Jellyfish Cod or Salmon will eventually cause a baby Jellyfish to spawn.
- Holding Cod or Salmon will cause nearby Jellyfish to follow you.
- Baby Jellyfish will only inflict 1 damage (half a heart) as opposed to three (a heart and a half.)
- Bubbles will occasionally spawn behind adult Jellyfish as they swim.
- Added a config option that controls how many tentacles Jellyfish have.
- Only Pearlescent Mesoglea will lift items and boats as opposed to all types prior.
- Jellyfish and Fireflies now only hide when they're near the center of their target.
- Added a new advancement "Bottle of Lightning" for capturing a Firefly in a Glass Bottle.
- Firefly Bottles can now be recolored.
- Termites no longer spam sounds and quickly overload the sound cap. They now use sound loops that move along with them.
- Added two config options controlling how far Termites can travel from their Mounds.
- Added unique sounds for all Ice blocks (was only Frosted Ice prior.)
- Included all Tall Flowers in the "Flower Sounds" config.
- Added new Frosted Ice melting sounds and particles.
- Made many more aspects of Wilder Wild's worldgen data-driven.
- Optimized the way some features generate (Trees, Cattails, Algae, etc.)
- Added descriptions and proper names to Wilder Wild's built-in resource packs.
- Clouds now move slower, no longer moving dramatically fast.
- Lots of internal cleanup, reorganization, and optimizations.
Mod Compat Changes/Additions:
- The Liquid Mesoglea feature (found in Block config) now works with Sodium enabled. (Sodium)
- The Ancient Horn's massive vibration can no longer be infinitely cycled through Copper Pipes. (Simple Copper Pipes)
- Falling leaves now follow FrozenLib/Wilder Wild's wind. (Falling Leaves)
- Chests only bubble according to Wilder Wild's rules instead of each time they're opened. (Make Bubbles Pop)
- Rain, Snowflake, and Desert Dust particles now follow FrozenLib/Wilder Wild's wind. (Particle Rain)
Bug Fixes:
- Fixed missing overworld settings error when used with Lithium and BCLib
- Rivers now generate properly.
- Previously, roughly half of all regular (non-frozen and non-warm) Rivers that were supposed to generate weren't able to.
- Sculk Slabs no longer drop Palm Slabs.
- Fixed block-break sounds playing when Echo Glass only cracks.
- Fixed broken loop in Deep Dark ambience.
- Fixed broken Stone Chest animations and cleaned up their code.
- Fixed Stone Chests incorrectly dropping ancient items for probably the seventh time now.
- Fixed some missing recipe unlocks.
- Fixed cloud rendering at high coordinates.
- Ancient Horn and Prickly Pear damage sources now once again retain their unique properties.
- Fixed a bug where Wardens would continuously attempt and fail to roar at Tumbleweeds.
- Tumbleweed entities now properly look in the direction they're moving.
- Fixed Tumbleweed breaking crops client-side, causing desyncs with the server.
- Tumbleweed can now be properly picked (middle-clicked.)
- Fixed Baobab Nut collision.
- Fixed Logs flickering when being Hollowed.
- Fixed Palm Hanging Signs not having a language entry.
- Algae no longer slows down entities outside its collision shape.
- Fixed Algae growth with Bone meal.
- Cattails no longer create pockets of air when they're supposed to be waterlogged.
- Shadows no longer render on waterlogged Mesoglea. Change not applied with Sodium.
- Fixed a crash pertaining to Jellyfish variants and Firefly colors.
- Fixed a bug where players could dupe Fireflies by rapidly clicking with Bottles of Fireflies.
- Endermen now properly play their moving/looping sounds when the config is enabled.
- And many more that were unfortunately forgotten to be documented!
- Added config option for restricting instrument sounds
- Fixed compatibility with WWOO
- Fixed small biome placement issues
- Increased size of Oasis biome
- Changed scorched sand "crackedness" property to use a boolean instead of an integer
- Added a datafixer to convert old scorched sand "crackedness" properties
- Fixed rare crash when bushes generate in water
- Fixed surface rules in the mod's biomes not applying whilst using TerraBlender
- Fixed a crash when Milkweed are fully grown
- Fixed mipmap levels being reduced
- Reduced panorama resolution to 1024x1024
- Optimized file size
- Internal changes to surface rules
- Minor compatibility improvements
- Added config option for restricting instrument sounds
- Fixed compatibility with WWOO
- Fixed small biome placement issues
- Increased size of Oasis biome
- Changed scorched sand "crackedness" property to use a boolean instead of an integer
- Added a datafixer to convert old scorched sand "crackedness" properties
- Fixed rare crash when bushes generate in water
- Fixed surface rules in the mod's biomes not applying whilst using TerraBlender
- Fixed a crash when Milkweed are fully grown
- Fixed mipmap levels being reduced
- Reduced panorama resolution to 1024x1024
- Optimized file size
- Internal changes to surface rules
- Minor compatibility improvements
- Added config option for restricting instrument sounds
- Fixed compatibility with WWOO
- Fixed small biome placement issues
- Increased size of Oasis biome
- Changed scorched sand "crackedness" property to use a boolean instead of an integer
- Added a datafixer to convert old scorched sand "crackedness" properties
- Fixed rare crash when bushes generate in water
- Fixed surface rules in the mod's biomes not applying whilst using TerraBlender
- Fixed a crash when Milkweed are fully grown
- Fixed mipmap levels being reduced
- Reduced panorama resolution to 1024x1024
- Optimized file size
- Internal changes to surface rules
- Minor compatibility improvements
- Added config option for restricting instrument sounds
- Fixed compatibility with WWOO
- Fixed small biome placement issues
- Increased size of Oasis biome
- Changed scorched sand "crackedness" property to use a boolean instead of an integer
- Added a datafixer to convert old scorched sand "crackedness" properties
- Fixed rare crash when bushes generate in water
- Fixed surface rules in the mod's biomes not applying whilst using TerraBlender
- Fixed a crash when Milkweed are fully grown
- Fixed mipmap levels being reduced
- Reduced panorama resolution to 1024x1024
- Optimized file size
- Internal changes to surface rules
- Minor compatibility improvements
- Added Oasis biome
- Added Warm River biome
- Added Arid Forest biome
- Added Arid Savanna biome
- Added Parched Forest biome
- Added Birch Jungle biome
- Added Sparse Birch Jungle biome
- Added Birch Taiga biome
- Added Semi Birch Forest biome
- Added Dark Birch Forest biome
- Added Flower Field biome
- Added Rainforest biome
- Added Temperate Rainforest biome
- Added Dark Taiga biome
- Added Old Growth Birch Taiga biome
- Added Old Growth Dark Forest biome
- Added Snowy Old Growth Pine Taiga biome
- Added Tumbleweed and Tumbleweed Stem blocks
- Added Tumbleweed entity
- Added Bush block
- Added Prickly Pear block and item
- Added Peeled Prickly Pear item
- Added Palm Trees
- Added Palm Blocks
- Added Coconut and Split Coconut items
- Added Small Sponge block
- Added Stripped Stem blocks
- Added Stripped Hollowed Log and Stem blocks
- Added wind
Wind: Hear- no. Feel- no. See- maybe. See the effects of wind before your eyes!
- Can push and pull certain particles
- Clouds now move with the wind
- Is used to control Tumbleweed
BIOMES:
Oasis: A luscious apparatus!
- A more lively variant of Deserts!
- Palms, Bushes, Sugar Cane, grass patches, moss patches, and water pools generate naturally in Oases.
- Water here is much brighter than your typical desert.
- Desert villages, Desert temples and Desert wells also generate here.
Warm River:
- A sandier, brighter alternative to rivers in warmer climates.
- Generates with seagrass on the floor.
Rainforest: Flashy! Wet! Dirty!
- A new variant of Forests.
- Contains many flowers, bushes, moss patches, moss basins, moss lakes, and vine-covered trees.
Old Growth Dark Forest: Dark and dreary, mystic-dreamy.
- A variant of the Dark Forest with taller trees.
- Contains mushroom-covered Podzol paths.
- Some trees may be covered with cobwebs.
Old Growth Snowy Pine Taiga:
- Replaces non-snowy Taigas in freezing climates.
- Covered with tall Pine trees and snow!
Temperate Rainforest: Bright! Wet! Exotic!
- A new variant of the Taiga.
- Contains Spruce, Oak, and Birch trees, covered in vines.
- Contains mushroom-covered Podzol paths.
- Generates with moss lakes, podzol basins, and bushes.
TRANSITION BIOMES: Transition biomes are a new category of biome we're introducing.
- These help with reducing and cleaning up sharp borders between biomes.
Arid Forest:
- A combination of the Desert and Forest.
Arid Savanna:
- A combination of the Desert and Savanna.
Parched Forest:
- A midway-point between the Forest and Savanna biomes.
Birch Jungle:
- A combination of the Jungle and Birch Forest.
Sparse Birch Jungle:
- A combination of the Sparse Jungle and Birch Forest.
Birch Taiga:
- A combination of the Taiga and Birch Forest.
Old Growth Birch Taiga:
- A combination of the Taiga and Old Growth Birch Forest.
Semi Birch Forest:
- A midway point between the Forest and Birch Forest biomes.
Dark Birch Forest:
- A combination of the Dark Forest and Birch Forest.
Dark Taiga:
- A combination of the Dark Forest and Taiga.
Flower Field:
- A midway point between the Plains and Flower Forest biomes.
- Appears much like Flower Forests, only without frequent trees.
ENTITIES:
Tumbleweed: Who wants bouncy balls when you can have bouncy blocks?
- Tumbleweed are a new entity that get carried along with the wind.
- Will stop moving and eventually decay without wind.
- Will decay if left in water for too long.
- Note that Tumbleweed can safely remain in Mesoglea.
- Spawn in Desert, Badlands, Wooded Badlands, Eroded Badlands, and Windswept Savanna biomes.
- Can spawn with loot. The chances of spawning with loot increase with difficulty.
- Can pick up one item.
- Drops sticks when broken.
BLOCKS:
Prickly Pear: Ow. That hurt. A lot. Help. I ate it. Why.
- Prickly Pears generate in Badlands biomes, putting some greens into the dull reds of the biome.
- Can be picked. Doing so without shears will hurt the player.
Bush: It's alive!
- An alive decorative plant.
- Can grow into a 2-block-tall version of itself, giving more decorative options to players.
- Can be sheared, decreasing its growth by one stage.
Tumbleweed Stem:
- Grows into a dead Tumbleweed, which can snap off and roll around.
- Will regrow.
- The Tumbleweed can be snipped off with shears.
Tumbleweed:
- Can only be obtained by hitting a Tumbleweed entity with Silk Touch or Shears.
- Once placed, can be snipped off and turned into an entity with shears.
Coconut and Palm Sapling:
- Coconuts grow and hang from Palm trees.
- Can be knocked down with projectiles.
- When fully grown, will drop Coconuts.
- Can be planted, placing a Palm Sapling.
- Can be thrown, damaging entities.
- Upon landing, may split.
- Can be used as fuel.
Palm Crown:
- Generates at the top of Palm trees.
- Is used to prevent Palm Fronds from decaying.
Scorched Sand: IT BURNS.
- Comes in regular and red variants.
- Has two stages.
- When mined, the item will retain the stage of the block.
- Can be obtained by burning Sand with Lightning Bolts, Fire, Lava, or Lava dripping from Dripstone.
- Can be reverted by hydrating sand with Rain, Water, or Water dripping from Dripstone.
- Can also be reverted through brushing.
- Can be used to craft Sandstone.
ITEMS:
Prickly Pear:
- Can be eaten, at the expense of damaging the player.
- Can be peeled in a crafting table to be eaten without damaging the player.
- Doing this, however, will prevent you from replanting the Prickly Pear.
Split Coconut:
- Can be eaten.
- Can be crafted into Bowls.
- Can be crafted into White Dye.
- Can be used as fuel.
Plants:
- Cacti can now be placed next to any block.
- Dandelions can now be bonemealed into Seeding Dandelions.
- Fixed Glory Of The Snow bonemealing.
- Improved Algae bonemealing.
- Pollen particles now grow and shrink out of existence, fall in rain, and can no longer exist in water.
- Added Tumbleweed Stem, Tumbleweed, Prickly Pear, and Bush Blocks.
Blocks:
- Fixed missing/broken loot tables
- Sculk Shrieker, Echo Glass, Beehive, and Bee Nest items now display their proper unique textures according to their block states (Souls Taken, Damage, and Honey Level)
- Sand and Red Sand can now be scorched with dripping lava, dripping water, lava, water, and fire above them, or lightning strikes.
- Added Stripped Hollowed Logs, as well as all Hollowed Stem variants.
- Logs and Stems can now be hollowed by using an Axe on their tops.
- Hollowed Logs can now be stripped.
Desert:
- Swapped out all wooden blocks in Desert Villages for their Palm counterparts.
- Tumbleweed Stems now generate in Deserts.
- Tumbleweed now spawn naturally in Deserts.
- Scorched Sand now generates in Deserts.
Badlands:
- Scorched Rad Sand now generates in all Badlands biomes.
- Prickly Pears now generate in all Badlands biomes.
- Large bushes now generate in Badlands biomes.
- Tumbleweed Stems now generate in all Badlands biomes.
- Tumbleweed now spawns naturally in all Badlands biomes.
Dark Forest:
- Carnation and Milkweed flowers now generate in Dark Forests.
- Fallen Oak and Birch trees can now generate in Dark Forests.
- Cattails now generate in Dark Forests.
Jungle, Sparse Jungle, and Bamboo Jungle:
- Carnation, Milkweed, Datura, Seeding Dandelion, Lilac, Blue Orchid, Orange Tulip, Pink Tulip, Red Tulip, White Tulip, Allium, and Peony flowers now generate in all Jungle biomes.
- Fallen Palm, Oak, and Jungle trees now generate in all Jungle biomes.
- Moss Lakes and Basins now generate in all Jungle biomes.
- Cattails now generate in all Jungle biomes.
- Moss basins now generate in Jungle and Sparse Jungle biomes.
- Podzol basins now generate in Bamboo Jungle biomes.
Savanna:
- Fallen Acacia and Oak trees now generate in all Savanna biomes.
Taiga, Snowy Taiga, Old Growth Spruce Taiga, Old Growth Pine Taiga:
- Small Mega Spruce trees now occasionally generate in all Taiga biomes.
Sunflower Plains:
- Added Flower Forest flowers to Sunflower Plains to make up for a relative lack of vegetation compared to the new Flower Field biome.
Cherry Grove:
- Pollen now generates in Cherry Groves.
- Fallen Cherry trees now generate in Cherry Groves.
- Cherry Trees are now more varied in height.
- Added Tall Cherry Tree variant.
- Added Dying Cherry Tree and Dying Tall Cherry Tree variants.
- Bushes now generate in Cherry Groves.
- Seeding Dandelion, Datura, Rose Bush, Poppy, Lilac, Pink Tulip, and Peony flowers now generate in Cherry Groves.
Jellyfish Caves:
- Large Mesoglea paths and pillars now generate throughout the biome, adding more incentive to explore them and find hidden areas.
Other worldgen changes:
- Fallen Trees can now generate on any block and underwater.
- Tweaked rarity of Fallen Trees.
- Dying Trees now generate Vines on their leaves as well.
- Pollen can rarely generate on some trees, even when grown from saplings.
- Tweaked placement of many worldgen features.
Sculk Changes:
- Reworked Osseous Sculk Generation:
- In worldgen, Osseous Sculk now generates more frequently on floors.
- In non-worldgen, Osseous Sculk no longer relies on noise to generate, allowing it to be reasonably obtained.
- Optimized Osseous Sculk generation overall.
Chest Changes:
- Waterlogged Chests now bubble when opened.
- Waterlogged Chests now use unique sounds when opening and closing.
- Waterlogged Chests in Shipwrecks now have a chance of spawning a Jellyfish when opened.
Termite Changes:
- Updated Termite particles to swarm around the block.
- Updated Termite mound texture.
- Player-placed mounds now strip, then hollow logs.
- Played-placed blocks are no longer eaten by Termites.
- Can now be obtained without Silk Touch.
- Now displays whether Termites are awake or not.
Cypress Changes:
- Only the "Swamp" variant of Cypress generate in water.
-As such, only this variant will be grown from waterlogged saplings.
- Cypress Saplings can now only be placed if water is shallow enough.
Jellyfish Changes:
- Jellyfish can now shrink back into Mesoglea and Nematocyst if spawned naturally and far enough from the player.
- Jellyfish can only spawn up to a third of their spawn cap in biomes where Pearlescent Jellyfish don't spawn.
- This means that Warm Oceans will no longer be flooded with Jellyfish.
- Jellyfish can now spawn in Lukewarm Oceans and Deep Lukewarm Oceans.
- Jellyfish can no longer swim through the bottom or sides of Mesoglea unless they're a passanger or are leashed.
- This is controlled by a tag, containing only Jellyfish by default.
Mesoglea Changes:
- Updated Dripping Mesoglea particles to no longer face upwards or downwards while hanging.
- Waterlogged Mesoglea now allows Jellyfish to spawn inside of it.
- Dry Mesoglea now renders when inside Waterlogged Mesoglea.
- Mesoglea can now optionally be rendered as a liquid whilst Sodium is not being used.
- Fixed countless bugs and inconsistencies overall.
- Changed the way worldgen features are registered to allow for more consistency between 1.19.2 and 1.19.3+.
- Added Oasis biome
- Added Warm River biome
- Added Arid Forest biome
- Added Arid Savanna biome
- Added Parched Forest biome
- Added Birch Jungle biome
- Added Sparse Birch Jungle biome
- Added Birch Taiga biome
- Added Semi Birch Forest biome
- Added Dark Birch Forest biome
- Added Flower Field biome
- Added Rainforest biome
- Added Temperate Rainforest biome
- Added Dark Taiga biome
- Added Old Growth Birch Taiga biome
- Added Old Growth Dark Forest biome
- Added Snowy Old Growth Pine Taiga biome
- Added Tumbleweed and Tumbleweed Stem blocks
- Added Tumbleweed entity
- Added Bush block
- Added Prickly Pear block and item
- Added Peeled Prickly Pear item
- Added Palm Trees
- Added Palm Blocks
- Added Coconut and Split Coconut items
- Added Small Sponge block
- Added Stripped Stem blocks
- Added Stripped Hollowed Log and Stem blocks
- Added wind
Wind: Hear- no. Feel- no. See- maybe. See the effects of wind before your eyes!
- Can push and pull certain particles
- Clouds now move with the wind
- Is used to control Tumbleweed
BIOMES:
Oasis: A luscious apparatus!
- A more lively variant of Deserts!
- Palms, Bushes, Sugar Cane, grass patches, moss patches, and water pools generate naturally in Oases.
- Water here is much brighter than your typical desert.
- Desert villages, Desert temples and Desert wells also generate here.
Warm River:
- A sandier, brighter alternative to rivers in warmer climates.
- Generates with seagrass on the floor.
Rainforest: Flashy! Wet! Dirty!
- A new variant of Forests.
- Contains many flowers, bushes, moss patches, moss basins, moss lakes, and vine-covered trees.
Old Growth Dark Forest: Dark and dreary, mystic-dreamy.
- A variant of the Dark Forest with taller trees.
- Contains mushroom-covered Podzol paths.
- Some trees may be covered with cobwebs.
Old Growth Snowy Pine Taiga:
- Replaces non-snowy Taigas in freezing climates.
- Covered with tall Pine trees and snow!
Temperate Rainforest: Bright! Wet! Exotic!
- A new variant of the Taiga.
- Contains Spruce, Oak, and Birch trees, covered in vines.
- Contains mushroom-covered Podzol paths.
- Generates with moss lakes, podzol basins, and bushes.
TRANSITION BIOMES: Transition biomes are a new category of biome we're introducing.
- These help with reducing and cleaning up sharp borders between biomes.
Arid Forest:
- A combination of the Desert and Forest.
Arid Savanna:
- A combination of the Desert and Savanna.
Parched Forest:
- A midway-point between the Forest and Savanna biomes.
Birch Jungle:
- A combination of the Jungle and Birch Forest.
Sparse Birch Jungle:
- A combination of the Sparse Jungle and Birch Forest.
Birch Taiga:
- A combination of the Taiga and Birch Forest.
Old Growth Birch Taiga:
- A combination of the Taiga and Old Growth Birch Forest.
Semi Birch Forest:
- A midway point between the Forest and Birch Forest biomes.
Dark Birch Forest:
- A combination of the Dark Forest and Birch Forest.
Dark Taiga:
- A combination of the Dark Forest and Taiga.
Flower Field:
- A midway point between the Plains and Flower Forest biomes.
- Appears much like Flower Forests, only without frequent trees.
ENTITIES:
Tumbleweed: Who wants bouncy balls when you can have bouncy blocks?
- Tumbleweed are a new entity that get carried along with the wind.
- Will stop moving and eventually decay without wind.
- Will decay if left in water for too long.
- Note that Tumbleweed can safely remain in Mesoglea.
- Spawn in Desert, Badlands, Wooded Badlands, Eroded Badlands, and Windswept Savanna biomes.
- Can spawn with loot. The chances of spawning with loot increase with difficulty.
- Can pick up one item.
- Drops sticks when broken.
BLOCKS:
Prickly Pear: Ow. That hurt. A lot. Help. I ate it. Why.
- Prickly Pears generate in Badlands biomes, putting some greens into the dull reds of the biome.
- Can be picked. Doing so without shears will hurt the player.
Bush: It's alive!
- An alive decorative plant.
- Can grow into a 2-block-tall version of itself, giving more decorative options to players.
- Can be sheared, decreasing its growth by one stage.
Tumbleweed Stem:
- Grows into a dead Tumbleweed, which can snap off and roll around.
- Will regrow.
- The Tumbleweed can be snipped off with shears.
Tumbleweed:
- Can only be obtained by hitting a Tumbleweed entity with Silk Touch or Shears.
- Once placed, can be snipped off and turned into an entity with shears.
Coconut and Palm Sapling:
- Coconuts grow and hang from Palm trees.
- Can be knocked down with projectiles.
- When fully grown, will drop Coconuts.
- Can be planted, placing a Palm Sapling.
- Can be thrown, damaging entities.
- Upon landing, may split.
- Can be used as fuel.
Palm Crown:
- Generates at the top of Palm trees.
- Is used to prevent Palm Fronds from decaying.
Scorched Sand: IT BURNS.
- Comes in regular and red variants.
- Has two stages.
- When mined, the item will retain the stage of the block.
- Can be obtained by burning Sand with Lightning Bolts, Fire, Lava, or Lava dripping from Dripstone.
- Can be reverted by hydrating sand with Rain, Water, or Water dripping from Dripstone.
- Can also be reverted through brushing.
- Can be used to craft Sandstone.
ITEMS:
Prickly Pear:
- Can be eaten, at the expense of damaging the player.
- Can be peeled in a crafting table to be eaten without damaging the player.
- Doing this, however, will prevent you from replanting the Prickly Pear.
Split Coconut:
- Can be eaten.
- Can be crafted into Bowls.
- Can be crafted into White Dye.
- Can be used as fuel.
Plants:
- Cacti can now be placed next to any block.
- Dandelions can now be bonemealed into Seeding Dandelions.
- Fixed Glory Of The Snow bonemealing.
- Improved Algae bonemealing.
- Pollen particles now grow and shrink out of existence, fall in rain, and can no longer exist in water.
- Added Tumbleweed Stem, Tumbleweed, Prickly Pear, and Bush Blocks.
Blocks:
- Fixed missing/broken loot tables
- Sculk Shrieker, Echo Glass, Beehive, and Bee Nest items now display their proper unique textures according to their block states (Souls Taken, Damage, and Honey Level)
- Sand and Red Sand can now be scorched with dripping lava, dripping water, lava, water, and fire above them, or lightning strikes.
- Added Stripped Hollowed Logs, as well as all Hollowed Stem variants.
- Logs and Stems can now be hollowed by using an Axe on their tops.
- Hollowed Logs can now be stripped.
Desert:
- Swapped out all wooden blocks in Desert Villages for their Palm counterparts.
- Tumbleweed Stems now generate in Deserts.
- Tumbleweed now spawn naturally in Deserts.
- Scorched Sand now generates in Deserts.
Badlands:
- Scorched Rad Sand now generates in all Badlands biomes.
- Prickly Pears now generate in all Badlands biomes.
- Large bushes now generate in Badlands biomes.
- Tumbleweed Stems now generate in all Badlands biomes.
- Tumbleweed now spawns naturally in all Badlands biomes.
Dark Forest:
- Carnation and Milkweed flowers now generate in Dark Forests.
- Fallen Oak and Birch trees can now generate in Dark Forests.
- Cattails now generate in Dark Forests.
Jungle, Sparse Jungle, and Bamboo Jungle:
- Carnation, Milkweed, Datura, Seeding Dandelion, Lilac, Blue Orchid, Orange Tulip, Pink Tulip, Red Tulip, White Tulip, Allium, and Peony flowers now generate in all Jungle biomes.
- Fallen Palm, Oak, and Jungle trees now generate in all Jungle biomes.
- Moss Lakes and Basins now generate in all Jungle biomes.
- Cattails now generate in all Jungle biomes.
- Moss basins now generate in Jungle and Sparse Jungle biomes.
- Podzol basins now generate in Bamboo Jungle biomes.
Savanna:
- Fallen Acacia and Oak trees now generate in all Savanna biomes.
Taiga, Snowy Taiga, Old Growth Spruce Taiga, Old Growth Pine Taiga:
- Small Mega Spruce trees now occasionally generate in all Taiga biomes.
Sunflower Plains:
- Added Flower Forest flowers to Sunflower Plains to make up for a relative lack of vegetation compared to the new Flower Field biome.
Cherry Grove:
- Pollen now generates in Cherry Groves.
- Fallen Cherry trees now generate in Cherry Groves.
- Cherry Trees are now more varied in height.
- Added Tall Cherry Tree variant.
- Added Dying Cherry Tree and Dying Tall Cherry Tree variants.
- Bushes now generate in Cherry Groves.
- Seeding Dandelion, Datura, Rose Bush, Poppy, Lilac, Pink Tulip, and Peony flowers now generate in Cherry Groves.
Jellyfish Caves:
- Large Mesoglea paths and pillars now generate throughout the biome, adding more incentive to explore them and find hidden areas.
Other worldgen changes:
- Fallen Trees can now generate on any block and underwater.
- Tweaked rarity of Fallen Trees.
- Dying Trees now generate Vines on their leaves as well.
- Pollen can rarely generate on some trees, even when grown from saplings.
- Tweaked placement of many worldgen features.
Sculk Changes:
- Reworked Osseous Sculk Generation:
- In worldgen, Osseous Sculk now generates more frequently on floors.
- In non-worldgen, Osseous Sculk no longer relies on noise to generate, allowing it to be reasonably obtained.
- Optimized Osseous Sculk generation overall.
Chest Changes:
- Waterlogged Chests now bubble when opened.
- Waterlogged Chests now use unique sounds when opening and closing.
- Waterlogged Chests in Shipwrecks now have a chance of spawning a Jellyfish when opened.
Termite Changes:
- Updated Termite particles to swarm around the block.
- Updated Termite mound texture.
- Player-placed mounds now strip, then hollow logs.
- Played-placed blocks are no longer eaten by Termites.
- Can now be obtained without Silk Touch.
- Now displays whether Termites are awake or not.
Cypress Changes:
- Only the "Swamp" variant of Cypress generate in water.
-As such, only this variant will be grown from waterlogged saplings.
- Cypress Saplings can now only be placed if water is shallow enough.
Jellyfish Changes:
- Jellyfish can now shrink back into Mesoglea and Nematocyst if spawned naturally and far enough from the player.
- Jellyfish can only spawn up to a third of their spawn cap in biomes where Pearlescent Jellyfish don't spawn.
- This means that Warm Oceans will no longer be flooded with Jellyfish.
- Jellyfish can now spawn in Lukewarm Oceans and Deep Lukewarm Oceans.
- Jellyfish can no longer swim through the bottom or sides of Mesoglea unless they're a passanger or are leashed.
- This is controlled by a tag, containing only Jellyfish by default.
Mesoglea Changes:
- Updated Dripping Mesoglea particles to no longer face upwards or downwards while hanging.
- Waterlogged Mesoglea now allows Jellyfish to spawn inside of it.
- Dry Mesoglea now renders when inside Waterlogged Mesoglea.
- Mesoglea can now optionally be rendered as a liquid whilst Sodium is not being used.
- Fixed countless bugs and inconsistencies overall.
- Changed the way worldgen features are registered to allow for more consistency between 1.19.2 and 1.19.3+.
- Added Oasis biome
- Added Warm River biome
- Added Arid Forest biome
- Added Arid Savanna biome
- Added Parched Forest biome
- Added Birch Jungle biome
- Added Sparse Birch Jungle biome
- Added Birch Taiga biome
- Added Semi Birch Forest biome
- Added Dark Birch Forest biome
- Added Flower Field biome
- Added Rainforest biome
- Added Temperate Rainforest biome
- Added Dark Taiga biome
- Added Old Growth Birch Taiga biome
- Added Old Growth Dark Forest biome
- Added Snowy Old Growth Pine Taiga biome
- Added Tumbleweed and Tumbleweed Stem blocks
- Added Tumbleweed entity
- Added Bush block
- Added Prickly Pear block and item
- Added Peeled Prickly Pear item
- Added Palm Trees
- Added Palm Blocks
- Added Coconut and Split Coconut items
- Added Small Sponge block
- Added Stripped Stem blocks
- Added Stripped Hollowed Log and Stem blocks
- Added wind
Wind: Hear- no. Feel- no. See- maybe. See the effects of wind before your eyes!
- Can push and pull certain particles
- Clouds now move with the wind
- Is used to control Tumbleweed
BIOMES:
Oasis: A luscious apparatus!
- A more lively variant of Deserts!
- Palms, Bushes, Sugar Cane, grass patches, moss patches, and water pools generate naturally in Oases.
- Water here is much brighter than your typical desert.
- Desert villages, Desert temples and Desert wells also generate here.
Warm River:
- A sandier, brighter alternative to rivers in warmer climates.
- Generates with seagrass on the floor.
Rainforest: Flashy! Wet! Dirty!
- A new variant of Forests.
- Contains many flowers, bushes, moss patches, moss basins, moss lakes, and vine-covered trees.
Old Growth Dark Forest: Dark and dreary, mystic-dreamy.
- A variant of the Dark Forest with taller trees.
- Contains mushroom-covered Podzol paths.
- Some trees may be covered with cobwebs.
Old Growth Snowy Pine Taiga:
- Replaces non-snowy Taigas in freezing climates.
- Covered with tall Pine trees and snow!
Temperate Rainforest: Bright! Wet! Exotic!
- A new variant of the Taiga.
- Contains Spruce, Oak, and Birch trees, covered in vines.
- Contains mushroom-covered Podzol paths.
- Generates with moss lakes, podzol basins, and bushes.
TRANSITION BIOMES: Transition biomes are a new category of biome we're introducing.
- These help with reducing and cleaning up sharp borders between biomes.
Arid Forest:
- A combination of the Desert and Forest.
Arid Savanna:
- A combination of the Desert and Savanna.
Parched Forest:
- A midway-point between the Forest and Savanna biomes.
Birch Jungle:
- A combination of the Jungle and Birch Forest.
Sparse Birch Jungle:
- A combination of the Sparse Jungle and Birch Forest.
Birch Taiga:
- A combination of the Taiga and Birch Forest.
Old Growth Birch Taiga:
- A combination of the Taiga and Old Growth Birch Forest.
Semi Birch Forest:
- A midway point between the Forest and Birch Forest biomes.
Dark Birch Forest:
- A combination of the Dark Forest and Birch Forest.
Dark Taiga:
- A combination of the Dark Forest and Taiga.
Flower Field:
- A midway point between the Plains and Flower Forest biomes.
- Appears much like Flower Forests, only without frequent trees.
ENTITIES:
Tumbleweed: Who wants bouncy balls when you can have bouncy blocks?
- Tumbleweed are a new entity that get carried along with the wind.
- Will stop moving and eventually decay without wind.
- Will decay if left in water for too long.
- Note that Tumbleweed can safely remain in Mesoglea.
- Spawn in Desert, Badlands, Wooded Badlands, Eroded Badlands, and Windswept Savanna biomes.
- Can spawn with loot. The chances of spawning with loot increase with difficulty.
- Can pick up one item.
- Drops sticks when broken.
BLOCKS:
Prickly Pear: Ow. That hurt. A lot. Help. I ate it. Why.
- Prickly Pears generate in Badlands biomes, putting some greens into the dull reds of the biome.
- Can be picked. Doing so without shears will hurt the player.
Bush: It's alive!
- An alive decorative plant.
- Can grow into a 2-block-tall version of itself, giving more decorative options to players.
- Can be sheared, decreasing its growth by one stage.
Tumbleweed Stem:
- Grows into a dead Tumbleweed, which can snap off and roll around.
- Will regrow.
- The Tumbleweed can be snipped off with shears.
Tumbleweed:
- Can only be obtained by hitting a Tumbleweed entity with Silk Touch or Shears.
- Once placed, can be snipped off and turned into an entity with shears.
Coconut and Palm Sapling:
- Coconuts grow and hang from Palm trees.
- Can be knocked down with projectiles.
- When fully grown, will drop Coconuts.
- Can be planted, placing a Palm Sapling.
- Can be thrown, damaging entities.
- Upon landing, may split.
- Can be used as fuel.
Palm Crown:
- Generates at the top of Palm trees.
- Is used to prevent Palm Fronds from decaying.
Scorched Sand: IT BURNS.
- Comes in regular and red variants.
- Has two stages.
- When mined, the item will retain the stage of the block.
- Can be obtained by burning Sand with Lightning Bolts, Fire, Lava, or Lava dripping from Dripstone.
- Can be reverted by hydrating sand with Rain, Water, or Water dripping from Dripstone.
- Can also be reverted through brushing.
- Can be used to craft Sandstone.
ITEMS:
Prickly Pear:
- Can be eaten, at the expense of damaging the player.
- Can be peeled in a crafting table to be eaten without damaging the player.
- Doing this, however, will prevent you from replanting the Prickly Pear.
Split Coconut:
- Can be eaten.
- Can be crafted into Bowls.
- Can be crafted into White Dye.
- Can be used as fuel.
Plants:
- Cacti can now be placed next to any block.
- Dandelions can now be bonemealed into Seeding Dandelions.
- Fixed Glory Of The Snow bonemealing.
- Improved Algae bonemealing.
- Pollen particles now grow and shrink out of existence, fall in rain, and can no longer exist in water.
- Added Tumbleweed Stem, Tumbleweed, Prickly Pear, and Bush Blocks.
Blocks:
- Fixed missing/broken loot tables
- Sculk Shrieker, Echo Glass, Beehive, and Bee Nest items now display their proper unique textures according to their block states (Souls Taken, Damage, and Honey Level)
- Sand and Red Sand can now be scorched with dripping lava, dripping water, lava, water, and fire above them, or lightning strikes.
- Added Stripped Hollowed Logs, as well as all Hollowed Stem variants.
- Logs and Stems can now be hollowed by using an Axe on their tops.
- Hollowed Logs can now be stripped.
Desert:
- Swapped out all wooden blocks in Desert Villages for their Palm counterparts.
- Tumbleweed Stems now generate in Deserts.
- Tumbleweed now spawn naturally in Deserts.
- Scorched Sand now generates in Deserts.
Badlands:
- Scorched Rad Sand now generates in all Badlands biomes.
- Prickly Pears now generate in all Badlands biomes.
- Large bushes now generate in Badlands biomes.
- Tumbleweed Stems now generate in all Badlands biomes.
- Tumbleweed now spawns naturally in all Badlands biomes.
Dark Forest:
- Carnation and Milkweed flowers now generate in Dark Forests.
- Fallen Oak and Birch trees can now generate in Dark Forests.
- Cattails now generate in Dark Forests.
Jungle, Sparse Jungle, and Bamboo Jungle:
- Carnation, Milkweed, Datura, Seeding Dandelion, Lilac, Blue Orchid, Orange Tulip, Pink Tulip, Red Tulip, White Tulip, Allium, and Peony flowers now generate in all Jungle biomes.
- Fallen Palm, Oak, and Jungle trees now generate in all Jungle biomes.
- Moss Lakes and Basins now generate in all Jungle biomes.
- Cattails now generate in all Jungle biomes.
- Moss basins now generate in Jungle and Sparse Jungle biomes.
- Podzol basins now generate in Bamboo Jungle biomes.
Savanna:
- Fallen Acacia and Oak trees now generate in all Savanna biomes.
Taiga, Snowy Taiga, Old Growth Spruce Taiga, Old Growth Pine Taiga:
- Small Mega Spruce trees now occasionally generate in all Taiga biomes.
Sunflower Plains:
- Added Flower Forest flowers to Sunflower Plains to make up for a relative lack of vegetation compared to the new Flower Field biome.
Cherry Grove:
- Pollen now generates in Cherry Groves.
- Fallen Cherry trees now generate in Cherry Groves.
- Cherry Trees are now more varied in height.
- Added Tall Cherry Tree variant.
- Added Dying Cherry Tree and Dying Tall Cherry Tree variants.
- Bushes now generate in Cherry Groves.
- Seeding Dandelion, Datura, Rose Bush, Poppy, Lilac, Pink Tulip, and Peony flowers now generate in Cherry Groves.
Jellyfish Caves:
- Large Mesoglea paths and pillars now generate throughout the biome, adding more incentive to explore them and find hidden areas.
Other worldgen changes:
- Fallen Trees can now generate on any block and underwater.
- Tweaked rarity of Fallen Trees.
- Dying Trees now generate Vines on their leaves as well.
- Pollen can rarely generate on some trees, even when grown from saplings.
- Tweaked placement of many worldgen features.
Sculk Changes:
- Reworked Osseous Sculk Generation:
- In worldgen, Osseous Sculk now generates more frequently on floors.
- In non-worldgen, Osseous Sculk no longer relies on noise to generate, allowing it to be reasonably obtained.
- Optimized Osseous Sculk generation overall.
Chest Changes:
- Waterlogged Chests now bubble when opened.
- Waterlogged Chests now use unique sounds when opening and closing.
- Waterlogged Chests in Shipwrecks now have a chance of spawning a Jellyfish when opened.
Termite Changes:
- Updated Termite particles to swarm around the block.
- Updated Termite mound texture.
- Player-placed mounds now strip, then hollow logs.
- Played-placed blocks are no longer eaten by Termites.
- Can now be obtained without Silk Touch.
- Now displays whether Termites are awake or not.
Cypress Changes:
- Only the "Swamp" variant of Cypress generate in water.
-As such, only this variant will be grown from waterlogged saplings.
- Cypress Saplings can now only be placed if water is shallow enough.
Jellyfish Changes:
- Jellyfish can now shrink back into Mesoglea and Nematocyst if spawned naturally and far enough from the player.
- Jellyfish can only spawn up to a third of their spawn cap in biomes where Pearlescent Jellyfish don't spawn.
- This means that Warm Oceans will no longer be flooded with Jellyfish.
- Jellyfish can now spawn in Lukewarm Oceans and Deep Lukewarm Oceans.
- Jellyfish can no longer swim through the bottom or sides of Mesoglea unless they're a passanger or are leashed.
- This is controlled by a tag, containing only Jellyfish by default.
Mesoglea Changes:
- Updated Dripping Mesoglea particles to no longer face upwards or downwards while hanging.
- Waterlogged Mesoglea now allows Jellyfish to spawn inside of it.
- Dry Mesoglea now renders when inside Waterlogged Mesoglea.
- Mesoglea can now optionally be rendered as a liquid whilst Sodium is not being used.
- Fixed countless bugs and inconsistencies overall.
- Changed the way worldgen features are registered to allow for more consistency between 1.19.2 and 1.19.3+.
- Added Oasis biome
- Added Warm River biome
- Added Arid Forest biome
- Added Arid Savanna biome
- Added Parched Forest biome
- Added Birch Jungle biome
- Added Sparse Birch Jungle biome
- Added Birch Taiga biome
- Added Semi Birch Forest biome
- Added Dark Birch Forest biome
- Added Flower Field biome
- Added Rainforest biome
- Added Temperate Rainforest biome
- Added Dark Taiga biome
- Added Old Growth Birch Taiga biome
- Added Old Growth Dark Forest biome
- Added Snowy Old Growth Pine Taiga biome
- Added Tumbleweed and Tumbleweed Stem blocks
- Added Tumbleweed entity
- Added Bush block
- Added Prickly Pear block and item
- Added Peeled Prickly Pear item
- Added Palm Trees
- Added Palm Blocks
- Added Coconut and Split Coconut items
- Added Small Sponge block
- Added Stripped Stem blocks
- Added Stripped Hollowed Log and Stem blocks
- Added wind
Wind: Hear- no. Feel- no. See- maybe. See the effects of wind before your eyes!
- Can push and pull certain particles
- Clouds now move with the wind
- Is used to control Tumbleweed
BIOMES:
Oasis: A luscious apparatus!
- A more lively variant of Deserts!
- Palms, Bushes, Sugar Cane, grass patches, moss patches, and water pools generate naturally in Oases.
- Water here is much brighter than your typical desert.
- Desert villages, Desert temples and Desert wells also generate here.
Warm River:
- A sandier, brighter alternative to rivers in warmer climates.
- Generates with seagrass on the floor.
Rainforest: Flashy! Wet! Dirty!
- A new variant of Forests.
- Contains many flowers, bushes, moss patches, moss basins, moss lakes, and vine-covered trees.
Old Growth Dark Forest: Dark and dreary, mystic-dreamy.
- A variant of the Dark Forest with taller trees.
- Contains mushroom-covered Podzol paths.
- Some trees may be covered with cobwebs.
Old Growth Snowy Pine Taiga:
- Replaces non-snowy Taigas in freezing climates.
- Covered with tall Pine trees and snow!
Temperate Rainforest: Bright! Wet! Exotic!
- A new variant of the Taiga.
- Contains Spruce, Oak, and Birch trees, covered in vines.
- Contains mushroom-covered Podzol paths.
- Generates with moss lakes, podzol basins, and bushes.
TRANSITION BIOMES: Transition biomes are a new category of biome we're introducing.
- These help with reducing and cleaning up sharp borders between biomes.
Arid Forest:
- A combination of the Desert and Forest.
Arid Savanna:
- A combination of the Desert and Savanna.
Parched Forest:
- A midway-point between the Forest and Savanna biomes.
Birch Jungle:
- A combination of the Jungle and Birch Forest.
Sparse Birch Jungle:
- A combination of the Sparse Jungle and Birch Forest.
Birch Taiga:
- A combination of the Taiga and Birch Forest.
Old Growth Birch Taiga:
- A combination of the Taiga and Old Growth Birch Forest.
Semi Birch Forest:
- A midway point between the Forest and Birch Forest biomes.
Dark Birch Forest:
- A combination of the Dark Forest and Birch Forest.
Dark Taiga:
- A combination of the Dark Forest and Taiga.
Flower Field:
- A midway point between the Plains and Flower Forest biomes.
- Appears much like Flower Forests, only without frequent trees.
ENTITIES:
Tumbleweed: Who wants bouncy balls when you can have bouncy blocks?
- Tumbleweed are a new entity that get carried along with the wind.
- Will stop moving and eventually decay without wind.
- Will decay if left in water for too long.
- Note that Tumbleweed can safely remain in Mesoglea.
- Spawn in Desert, Badlands, Wooded Badlands, Eroded Badlands, and Windswept Savanna biomes.
- Can spawn with loot. The chances of spawning with loot increase with difficulty.
- Can pick up one item.
- Drops sticks when broken.
BLOCKS:
Prickly Pear: Ow. That hurt. A lot. Help. I ate it. Why.
- Prickly Pears generate in Badlands biomes, putting some greens into the dull reds of the biome.
- Can be picked. Doing so without shears will hurt the player.
Bush: It's alive!
- An alive decorative plant.
- Can grow into a 2-block-tall version of itself, giving more decorative options to players.
- Can be sheared, decreasing its growth by one stage.
Tumbleweed Stem:
- Grows into a dead Tumbleweed, which can snap off and roll around.
- Will regrow.
- The Tumbleweed can be snipped off with shears.
Tumbleweed:
- Can only be obtained by hitting a Tumbleweed entity with Silk Touch or Shears.
- Once placed, can be snipped off and turned into an entity with shears.
Coconut and Palm Sapling:
- Coconuts grow and hang from Palm trees.
- Can be knocked down with projectiles.
- When fully grown, will drop Coconuts.
- Can be planted, placing a Palm Sapling.
- Can be thrown, damaging entities.
- Upon landing, may split.
- Can be used as fuel.
Palm Crown:
- Generates at the top of Palm trees.
- Is used to prevent Palm Fronds from decaying.
Scorched Sand: IT BURNS.
- Comes in regular and red variants.
- Has two stages.
- When mined, the item will retain the stage of the block.
- Can be obtained by burning Sand with Lightning Bolts, Fire, Lava, or Lava dripping from Dripstone.
- Can be reverted by hydrating sand with Rain, Water, or Water dripping from Dripstone.
- Can also be reverted through brushing.
- Can be used to craft Sandstone.
ITEMS:
Prickly Pear:
- Can be eaten, at the expense of damaging the player.
- Can be peeled in a crafting table to be eaten without damaging the player.
- Doing this, however, will prevent you from replanting the Prickly Pear.
Split Coconut:
- Can be eaten.
- Can be crafted into Bowls.
- Can be crafted into White Dye.
- Can be used as fuel.
Plants:
- Cacti can now be placed next to any block.
- Dandelions can now be bonemealed into Seeding Dandelions.
- Fixed Glory Of The Snow bonemealing.
- Improved Algae bonemealing.
- Pollen particles now grow and shrink out of existence, fall in rain, and can no longer exist in water.
- Added Tumbleweed Stem, Tumbleweed, Prickly Pear, and Bush Blocks.
Blocks:
- Fixed missing/broken loot tables
- Sculk Shrieker, Echo Glass, Beehive, and Bee Nest items now display their proper unique textures according to their block states (Souls Taken, Damage, and Honey Level)
- Sand and Red Sand can now be scorched with dripping lava, dripping water, lava, water, and fire above them, or lightning strikes.
- Added Stripped Hollowed Logs, as well as all Hollowed Stem variants.
- Logs and Stems can now be hollowed by using an Axe on their tops.
- Hollowed Logs can now be stripped.
Desert:
- Swapped out all wooden blocks in Desert Villages for their Palm counterparts.
- Tumbleweed Stems now generate in Deserts.
- Tumbleweed now spawn naturally in Deserts.
- Scorched Sand now generates in Deserts.
Badlands:
- Scorched Rad Sand now generates in all Badlands biomes.
- Prickly Pears now generate in all Badlands biomes.
- Large bushes now generate in Badlands biomes.
- Tumbleweed Stems now generate in all Badlands biomes.
- Tumbleweed now spawns naturally in all Badlands biomes.
Dark Forest:
- Carnation and Milkweed flowers now generate in Dark Forests.
- Fallen Oak and Birch trees can now generate in Dark Forests.
- Cattails now generate in Dark Forests.
Jungle, Sparse Jungle, and Bamboo Jungle:
- Carnation, Milkweed, Datura, Seeding Dandelion, Lilac, Blue Orchid, Orange Tulip, Pink Tulip, Red Tulip, White Tulip, Allium, and Peony flowers now generate in all Jungle biomes.
- Fallen Palm, Oak, and Jungle trees now generate in all Jungle biomes.
- Moss Lakes and Basins now generate in all Jungle biomes.
- Cattails now generate in all Jungle biomes.
- Moss basins now generate in Jungle and Sparse Jungle biomes.
- Podzol basins now generate in Bamboo Jungle biomes.
Savanna:
- Fallen Acacia and Oak trees now generate in all Savanna biomes.
Taiga, Snowy Taiga, Old Growth Spruce Taiga, Old Growth Pine Taiga:
- Small Mega Spruce trees now occasionally generate in all Taiga biomes.
Sunflower Plains:
- Added Flower Forest flowers to Sunflower Plains to make up for a relative lack of vegetation compared to the new Flower Field biome.
Cherry Grove:
- Pollen now generates in Cherry Groves.
- Fallen Cherry trees now generate in Cherry Groves.
- Cherry Trees are now more varied in height.
- Added Tall Cherry Tree variant.
- Added Dying Cherry Tree and Dying Tall Cherry Tree variants.
- Bushes now generate in Cherry Groves.
- Seeding Dandelion, Datura, Rose Bush, Poppy, Lilac, Pink Tulip, and Peony flowers now generate in Cherry Groves.
Jellyfish Caves:
- Large Mesoglea paths and pillars now generate throughout the biome, adding more incentive to explore them and find hidden areas.
Other worldgen changes:
- Fallen Trees can now generate on any block and underwater.
- Tweaked rarity of Fallen Trees.
- Dying Trees now generate Vines on their leaves as well.
- Pollen can rarely generate on some trees, even when grown from saplings.
- Tweaked placement of many worldgen features.
Sculk Changes:
- Reworked Osseous Sculk Generation:
- In worldgen, Osseous Sculk now generates more frequently on floors.
- In non-worldgen, Osseous Sculk no longer relies on noise to generate, allowing it to be reasonably obtained.
- Optimized Osseous Sculk generation overall.
Chest Changes:
- Waterlogged Chests now bubble when opened.
- Waterlogged Chests now use unique sounds when opening and closing.
- Waterlogged Chests in Shipwrecks now have a chance of spawning a Jellyfish when opened.
Termite Changes:
- Updated Termite particles to swarm around the block.
- Updated Termite mound texture.
- Player-placed mounds now strip, then hollow logs.
- Played-placed blocks are no longer eaten by Termites.
- Can now be obtained without Silk Touch.
- Now displays whether Termites are awake or not.
Cypress Changes:
- Only the "Swamp" variant of Cypress generate in water.
-As such, only this variant will be grown from waterlogged saplings.
- Cypress Saplings can now only be placed if water is shallow enough.
Jellyfish Changes:
- Jellyfish can now shrink back into Mesoglea and Nematocyst if spawned naturally and far enough from the player.
- Jellyfish can only spawn up to a third of their spawn cap in biomes where Pearlescent Jellyfish don't spawn.
- This means that Warm Oceans will no longer be flooded with Jellyfish.
- Jellyfish can now spawn in Lukewarm Oceans and Deep Lukewarm Oceans.
- Jellyfish can no longer swim through the bottom or sides of Mesoglea unless they're a passanger or are leashed.
- This is controlled by a tag, containing only Jellyfish by default.
Mesoglea Changes:
- Updated Dripping Mesoglea particles to no longer face upwards or downwards while hanging.
- Waterlogged Mesoglea now allows Jellyfish to spawn inside of it.
- Dry Mesoglea now renders when inside Waterlogged Mesoglea.
- Mesoglea can now optionally be rendered as a liquid whilst Sodium is not being used.
- Fixed countless bugs and inconsistencies overall.
- Changed the way worldgen features are registered to allow for more consistency between 1.19.2 and 1.19.3+.
- Ported to 23w07a
- Most biome modifications now use tags
- Ancient Horn cooldown is now saved
- Changed names of some worldgen features
- Updated Ukranian translation
- Many internal changes
- Most biome modifications now use tags
- Ancient Horn cooldown is now saved
- Changed names of some worldgen features
- Updated Ukranian translation
- Many internal changes
- Most biome modifications now use tags
- Ancient Horn cooldown is now saved
- Changed names of some worldgen features
- Updated Ukranian translation
- Many internal changes
- Changed how block sounds are overwritten to allow live updating via config toggle instead of requiring a restart
- Added a config option to change if and how much an Ancient Horn projectile should grow by each tick
- Improved handling of mod integration
- Fixed a few Mixin conflicts
- Changed how block sounds are overwritten to allow live updating via config toggle instead of requiring a restart
- Added a config option to change if and how much an Ancient Horn projectile should grow by each tick
- Improved handling of mod integration
- Fixed a few Mixin conflicts
- Changed how block sounds are overwritten to allow live updating via config toggle instead of requiring a restart
- Added a config option to change if and how much an Ancient Horn projectile should grow by each tick
- Improved handling of mod integration
- Fixed a few Mixin conflicts
* Added Baobab and Cypress hanging signs
* Added a config option to toggle changes to Swamp Huts
* Now uses Fabric's SignType API to add signs
* Added Ukrainian language file - Un roman
* Fixed compatibility with Twilight Forest
* Prevented few possible future compatibility problems
* Added Baobab and Cypress hanging signs
* Added a config option to toggle changes to Swamp Huts
* Now uses Fabric's SignType API to add signs
* Added Ukrainian language file - Un roman
* Fixed compatibility with Twilight Forest
* Prevented few possible future compatibility problems
* Added a config option to toggle changes to Swamp Huts
* Now uses Fabric's SignType API to add signs
* Added Ukrainian language file - Un roman
* Fixed compatibility with Twilight Forest
* Prevented few possible future compatibility problems
* Ported to 1.19.3
* Added a config option for Bedrock Edition's Warden Sniff Animation
* Added config options for Biome Ambience
* Added config options for Biome Music
* Fixed crash when opening Numismatic Overhaul's shop GUI
* Slightly optimized client initialization
* Reworked config internals
* Fixed the Ancient Horn entity damage values
* Fixed surface rules only applying on first world load
* Added grass to the Mixed Forest biome
* Made some small optimizations
* Made some internal changes to config toggles
* Added a config option for Bedrock Edition's Warden Sniff Animation
* Added config options for Biome Ambience
* Added config options for Biome Music
* Fixed crash when opening Numismatic Overhaul's shop GUI
* Slightly optimized client initialization
* Reworked config internals
* Fixed the Ancient Horn entity damage values
* Fixed surface rules only applying on first world load
* Added grass to the Mixed Forest biome
* Made some small optimizations
* Made some internal changes to config toggles
- Added config options:
- Ancient Horn Lifespan
- Ancient Horn Mob Damage
- Ancient Horn Player Damage
- Firefly Spawn Cap
- Jellyfish Spawn Cap
- Warden Attacks Instantly
* Added more config options--
* Added a slider to configure the stone chest timer before closing
* Added a toggle to convert the Allay's dancing animation to keyframe
* Added toggles for block sound overrides
* Added toggles for the modified Enderman sounds
* Added a toggle to play the Warden's emerge animation when summoned via command
* Fixed a rendering issue with Ancient Horn projectiles
* Fixed log spamming about missing particle textures
* Optimized Jellyfish animations
* Reworked feature replacement to be more compatible.
* Improved compatibility with stone chests and Fabric's Transfer API
* Improved Firefly AI
* Improved Jellyfish AI
* Improved how Firefly and Jellyfish variants are registered--
* Allows other mods to easily add more variants
* Tweaked swamp biome placement
* Fixed Enderman Sounds
* Added a built in resource pack to allow toggling the main menu changes
* Added entries to tags for better compatibility
* Baobab nuts will now break when shot by projectiles
* Added many missing sound subtitles
* Ancient Horn projectiles will now emit a blast sound when exploding a Hanging Tendril
A flooded, mysteriously beautiful biome hiding beneath the ocean floor.
Filled with shallow water pools.
Home to the two pearlescent Jellyfish.
Nematocyst frequently generates around the biome.
Mesoglea patches decorate the floors and ceilings.
Calcite blobs will sometimes generate here.
**BLOCKS**
**DISPLAY LANTERN**
A stylish hanging container!
Can hold up to one item or four Fireflies at a time.
Each Firefly inside will emit a bit of light, and light-emitting blocks inside will emit their expected levels of light.
Can be used to display items and Fireflies in a fashionable way.
**MESOGLEA**
A context-dependent semi-permeable block!
Are found generating naturally in Jellyfish Caves.
When waterlogged, will allow all mobs to swim through it.
Emits a light level of 7.
Can be crafted with four Nematocyst of the same color.
**NEMATOCYST**
An atmospheric cluster.
Can be placed on all faces of blocks and emits light.
Can be crafted into Mesoglea.
Dropped by Jellyfish, taking on the respective color
**STONE CHEST**
A new type of chest with a heavy lid, found in the ruins of Ancient Cities.
Can be crafted with Cobbled Deepslate in the shape of a Boat, and three Cobbled Deepslate Slabs on top.
Hoppers can neither pull nor insert items from/into Stone Chests.
The Stone Chest's heavy lid must be lifted with careful strength. Once lifted high enough, you only have a short amount of time before the lid tips and slams shut.
All loot will shatter and crumble if the Stone Chest is broken. Note that this only applies to loot generated by loot tables; items placed in Stone Chests by players will not be lost.
**MOBS**
**JELLYFISH**
A new venomous and gelatinous mob!
Come in multiple colors.
Are passive but will sting anything that comes into contact with them.
However, will chase after attackers if provoked
Like all other fish, Jellyfish can be scooped into buckets.
Drop Nematocyst upon death.
**ITEMS**
**COPPER HORN**
A new tube for your windy desires.
Will play a single note when used, which will loop until the player stops using it.
The pitch of the note depends on how high you're looking.
**ANCIENT HORN FRAGMENT**
Takes the place of the Ancient Horn in ancient city loot
Can be crafted into an ancient horn if combined with gold ingots and echo shards
**STRUCTURES**
**ABANDONED CABINS**
A small room. In Your Room.
Generate sparsely throughout the underground world.
Contain Barrels and Stone Chests waiting to be looted.
**CHANGES**
**BIOME CHANGES**
Beta Beaches have been reintroduced!
Added dying trees!
Added large fern and tall grass feature to taiga biomes!
**BLOCK CHANGES**
Cacti can now be mined faster with an axe.
Pointed Dripstone dripping water onto dirt will now convert it to Mud.
Reinforced Deepslate can now be rotated like Deepslate.
The stems of Dripleaves can now properly be powered.
Gravel now has its own custom sounds!
Clay now has its own custom sounds!
Soul Fire now has its own custom ambient sounds!
Sculk slabs, stairs, and walls will now be converted into Sculk whenever a Sculk Charge passes over compatible stairs, slabs, or walls in non-worldgen scenarios.
Dripstone can now convert Dirt into Mud.
Dripstone can dry out Sponges.
**ITEM CHANGES**
**GOAT HORN**
Now only play while the button is held, stopping if released.
No more cooldown.
**LUNADE - THE OTHER SIDE**
The "Lunade - The Other Side" music disc has been renamed to "Lunade - Back" to prevent confusion with the
"Lena Raine - Otherside" music disc.
**ANCIENT HORN**
No longer generates naturally within chests, replaced by Ancient Horn Fragments
**ENTITY CHANGES**
Projectiles will now create block particles upon landing.
The Enderman's staring sound will now follow its position and stop upon death.
**CONFIG**
Completely revamped and split into four sections: Blocks, Items, Entities, and Worldgen.
Added many, many new config toggles for features in the mod
**BLOCK CONFIG**
Sculk Sensor Tendrils (Vanilla/MC Live 2020)
Shrieker Gargling
Custom Soul Fire Sounds
**ENTITY CONFIG**
Entities walk over rails?
Warden Death Animation
Warden Emerges from Spawn Egg
Warden Swim Animation
Warden Custom Tendril Animation
**ITEM CONFIG**
Ancient Horn shatters glass
Ancient Horn can summon Warden from player-placed Shriekers