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  • Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
  • Fixed ball of string recipe in MC 1.21.0. Again.
  • Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
  • Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
  • Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
  • Fixed crash on startup.
  • Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
  • Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.
  • Island world type generates a bit faster, but generation is not equivalent to previous version. Expect some differences on the border between old chunks and new chunks.
  • Fixed data packs with excessively large voronoi diagrams having integer overflow issues that sometimes cause exceptions to be thrown.

For regular players:

  • Added a new island world preset.
    • This preset is experimental. Please report any bugs you find with it!
    • Known issues:
      • Worldgen is slower in this world type compared to the normal Big Globe world type.
  • Fixed nether fungi not growing into Big Globe trees when bonemealed.
  • Some structures which spawn on top of lakes will now have hills below them instead of floating in mid-air.
  • Some structures are now more likely to spawn in hilly areas.
  • Fixed recipes involving balls of string.
  • Reduced sounds from rivers again.
  • Strongholds now generate below caves instead of inside caves.
  • Fixed bug causing a bunch of images to be created in .minecraft/bigglobe_dependency_graphs when the config option which controls this is disabled.
  • Fixed end crystals spawned during worldgen showing the base plate.

For data pack makers:

  • Scripts can now be declared in files in addition to being embedded in json.
  • Scripts can now include code from multiple files.
  • Chunk generators can now load world traits from files provided by multiple data packs.

For regular players:

  • Possibly fixed some worlds and dimensions erroring out.
    • Not sure if this was an issue in the previous version or if this bug was introduced after that, but either way, it's fixed now.
  • Fixed several issues with Voxy.

For data pack makers:

  • Added a new trait system for chunk generators to share information with other scripts.
    • Data packs with custom world types may need to implement the same traits that built-in world types provide.
  • Added script_chance decision tree type.
  • Scripts can now create constant literal List's, Set's, and Map's.
    • The collection will only ever be created once, not once every time the script runs.
    • Iteration order is the same as the creation argument order.
  • Scripting: integer numeric literals with no suffix no longer default to being less precise than int. Use the new 'y' or 'Y' suffix for byte literals, and 's' or 'S' for shorts.
    • For backwards compatibility, the 'i' and 'I' suffixes will still work too.
  • Fixed another bug causing some worlds to generate incorrectly... again. This bug was in the same place as the bug I fixed in the previous version. Hopefully that logic is actually correct this time.
  • Hyperspeed generation for Voxy has evolved into... ludicrous speed!
  • Fixed compatibility with the world preview mod.
  • Sped up world generation somewhat.
  • Scripting changes:
    • Many scripts now have access to images and other raw data provided by data packs.
    • The parser is now more pedantic about ambiguous overload function and method calls.
      • If a call is ambiguous, you will now get a compile error which lists all the things you might've meant to call.
      • Cast your arguments to exactly match the thing you want to call in order to clarify to the compiler what you want to call.

Project members

Builderb0y

Owner

Details

Licensed CC-BY-NC-4.0
Published 2 years ago
Updated 4 days ago