- Fixed geode spikes sometimes being detached from the wall of the geode.
- Fixed localizations on withering tipped arrows.
- Fixed sulfur -> soul torch recipe producing normal torches.
- Fixed pickaxes not being able to break ashen netherrack quickly.
- Added bigglobe:generic_ore configured feature which spawns a big globe ore vein without being tied to internal chunk generator logic. This means it can be used in non-bigglobe worlds.
- Added column values for distance_above_max_y, distance_below_max_y, distance_above_min_y, and distance_below_min_y. useful for ore chance scripts.
- Column values are no longer displayed in the F3 menu by default. Use /bigglobe:displayColumns to show them again.
- The reason for this change is quite simple: there's too many column values now and they don't all fit anymore.
- Added client-side command to search through the F3 menu and highlight matching lines.
- This only works for lines that are initially uncolored, so it won't work with mods that put colored text in the F3 menu.
- Added cherry forests, swamps, and glaciers.
- Spread out transition from plains to desert and snow.
- Fixed ocean monuments being too reluctant to spawn.
- Fixed torch arrows, rocks, and soul lava buckets not working in dispensers.
- Changed ore distributions:
- Less gold and redstone at excessively deep Y levels.
- Diamonds start spawning higher, but are less common at excessively deep Y levels too.
- Emeralds can now be found at all Y levels, they just get rarer as you go deeper.
- Scripting changes:
- All json scripts can now use templates.
- Command scripts are still inline-only.
- Added scripted recipes.
- Added extension methods.
- Snow height in the overworld is now scriptable.
- print() now outputs to in-game chat in singleplayer.
- Errors encountered during script evaluation are also printed to in-game chat in singleplayer.
- More consistent order of operations for prefix operators.
- All json scripts can now use templates.
- Added swamps and glaciers.
- Spread out transition from plains to desert and snow.
- Fixed ocean monuments being too reluctant to spawn.
- Fixed torch arrows, rocks, and soul lava buckets not working in dispensers.
- Changed ore distributions:
- Less gold and redstone at excessively deep Y levels.
- Diamonds start spawning higher, but are less common at excessively deep Y levels too.
- Emeralds can now be found at all Y levels, they just get rarer as you go deeper.
- Scripting changes:
- All json scripts can now use templates.
- Command scripts are still inline-only.
- Added scripted recipes.
- Added extension methods.
- Snow height in the overworld is now scriptable.
- print() now outputs to in-game chat in singleplayer.
- Errors encountered during script evaluation are also printed to in-game chat in singleplayer.
- More consistent order of operations for prefix operators.
- All json scripts can now use templates.
This release uses a new build system.
The new build system allows me to work on all 3 MC versions simultaneously, without needing to port code between them. However, there is a chance I broke something while porting to this new system. Feel free to report any bugs in this release to my issue tracker or my discord.
Changes:
- To make my life a little bit easier (with regards to the new build system), wells, surface mineshafts, and campfires will no longer spawn in cherry variants.
- Small, medium, and large houses will still have cherry variants.
- Hopefully fixed issue where placing a structure template from a scripted structure results in its coordinates being absolute, instead of moved with the structure placing the template.
- This should work, but is un-tested. Feel free to report bugs about this too!
- Biome layouts can now be disabled by data packs.
- Added a log cabin structure.
- Added a windmill structure.
- Fixed trees not using the same threshold as other foliage when deciding whether or not to spawn. This results in fewer trees at high altitudes compared to previous versions.
- Fixed warped fungi trees not spawning as often as they should in MC 1.20.1.
This release uses a new build system.
The new build system allows me to work on all 3 MC versions simultaneously, without needing to port code between them. However, there is a chance I broke something while porting to this new system. Feel free to report any bugs in this release to my issue tracker or my discord.
Changes:
- To make my life a little bit easier (with regards to the new build system), wells, surface mineshafts, and campfires will no longer spawn in cherry variants.
- Small, medium, and large houses will still have cherry variants.
- Hopefully fixed issue where placing a structure template from a scripted structure results in its coordinates being absolute, instead of moved with the structure placing the template.
- This should work, but is un-tested. Feel free to report bugs about this too!
- Biome layouts can now be disabled by data packs.
- Added a log cabin structure.
- Added a windmill structure.
- Fixed trees not using the same threshold as other foliage when deciding whether or not to spawn. This results in fewer trees at high altitudes compared to previous versions.
Back-ported V3.8.0 to MC 1.19.2.
Back-ported V3.8.0 to MC 1.19.4.
- Added surface mineshaft structure.
- Added medium and large house structures.
- Fixed foliage colors with sodium 0.5.0+.
- Potentially fixed some structures failing to be located correctly.
- Sped up distant horizons chunk generation in the overworld slightly.
- Changed some structure random number seeds again. This could potentially make structures in old worlds generate differently on the boundary of generated chunks. On the plus side though, this also seems to fix the bug where every loot chest in a structure contains the same items.
- Some scripts can now place structure templates.
- Miscellaneous changes and improvements for scripting, as usual.
Back-ported V3.7.2 to MC 1.19.2.
Back-ported V3.7.2 to MC 1.19.4.
- Fixed recently added "make big globe the default world type" config option not working properly.
- Improved physics of string slightly.
- Added a couple new pieces of syntax for scripting.
Back-ported V3.7.1 to MC 1.19.2.
Back-ported V3.7.1 to MC 1.19.4.
- Fixed charred hanging signs not dropping as an item when broken.
- Fixed bigger desert pyramids potentially spawning with snow around them if they spawned on the side of a cliff.
- Made delegating structure a bit more useful.
- biomes, spawn_overrides, step, and terrain_adaptation can now be absent.
- If they are absent, they default to the structure being delegated to.
- If spawn_overrides, step, and terrain_adaptation are all absent AND you are in a Big Globe world, then the structure being delegated to will be placed in the world as-is, without being copied.
- This means that if those 3 properties are absent (and you are in a Big Globe world), then advancements which require you to be inside the structure being delegated to will work as expected.
- biomes, spawn_overrides, step, and terrain_adaptation can now be absent.
- Lakes now behave themselves slightly better when other height-overriding structures intersect with them.
- Flint, rocks, and sticks no longer spawn in lava lakes.
- Added config option to make Big Globe the default world type.
- Fixed crash when flying above the nether roof with your F3 menu open.
- Immersive portals now places nether portals at the intended location.
- Distant horizons 2.0 is now detected properly.
Back-ported V3.7.0 to MC 1.19.2.
Back-ported V3.7.0 to MC 1.19.4.
- Bedrock is now a configured feature in the overworld and nether, which means it can now be tweaked by data packs.
- "decorator" configured feature tags now have automatic locations.
- Changed lots of structure spawn conditions.
- Existing structures should survive this change as-is, but new worlds might not have the same structures in the same locations as old worlds, even with the same seed.
- Changed the seed of "decorator" features, by making the same feature always have the same seed regardless of what other decorators might try to decorate at the same location.
- Like structures, existing features will survive as-is, but new worlds might not have the same features at the same locations even with the same seed.
- Sped up distant horizons chunk generation in the nether slightly.
- Lush and mushroom caves no longer have dungeons or spider pits by default.
- Reduced the number of cherry trees that spawn in the world.
- The rock model now ranges from 1 to 6 rocks per block instead of being always 6.
- Restricted ocean monuments to only spawning in flat-ish areas.
- Fixed ocean monuments being empty in rare edge cases.
- Fixed bigger desert pyramids generating completely broken in rare edge cases.
- Small houses now have a villager inside.
- Added /bigglobe:locateArea command, for finding large areas which match some predicate.
- Miscellaneous scripting improvements.