updated to 1.21
-did some small changes to biome layout, lmk if there's any problems/glitches
-thanks to a user on discord, finally fixed the "teleport underground" bug
-removed an old joke feature that caused an anvil to teleport above you when you return to the overworld
-shrunk the dead trees inside of Moss Basin, they originally caused some console spam
-seapickles should cause less console spam changed the generation of the crystals on the crystal mountain biome to cause less spam
... yup, that's it. see you in 6 months /j
bonus: seed -4750075448308522965 has a gigantic lush spires at 0 ~ 0
updated to 1.20.4
-did some small changes to biome layout, lmk if there's any problems/glitches
-oceans can now be much deeper in some parts
new biome, sunken depths
-uncommon, generates in the deeper parts of the oceans
-biome is ruins of a lost time
-possible chance of finding ancient debris on the ruins
new biome, verdant spires
-very rare, generates in the middle of the ocean
-made up of titanic stony spires and deep pits
-covered in mossy blocks
main purpose of this update is that i felt bad that i havent uploaded a new version in about 2 weeks
-bone canyon features shouldnt generate in the deep parts of the water and delete water
-bone canyon should now have its bandland stripes back
-the bone biomes now have "oil" (rare veins of coal blocks)
-cave biomes now have "locators" (azaelia trees but its not azaelia trees)
-re-added lily pads to the river
-changed the "dirt" under the crystals in the crystalized peaks biome
-the floating blocks shouldn't go underground anymore
-added variations for void pillars
-reduced void pillar rarity filter a lil bit
-changed the sky, water, or fog colors for most biomes
-maybe fixed the underwater grass thing (plot twist: it didnt work)
-re-added glow lichen to caves
-bone cavern now has floating jelly things
finished underground jungle
-lush cave ++, ceiling is made of moss with a rooted dirt pattern, has lush vines hanging with different things at the end of them, like shroomlights or spore blossoms
bare ground is made out of moss blocks, tuff, and grass blocks
-added trees with several variants. they are jungle, mangrove, and oak. all trees have a lil bit of leaves from the other trees and shroomlights.
-the occasional "stalagmite / stalagtite" made of mangrove roots
-changed pack.png yet again + changed text color
-tried to make the void pillars rarer again
-changed the void pillars (taller, thicker, different blocks)
-adjustments to liminal structure
-respawn anchors no longer explode in saturated
-fixed the surface rules of the geode path + made more common
-fixed a bug where the items in the void didn't get deleted... oops! haha
-overworld cave biomes no longer generate
-geodes removed from all biomes
added stuff to the bone caverns
-changed particles to crimson spores-music is the same as deep dark lol
-water is now red and alot more rarer
-added varying trees, trunks are made of bone and foliage is either normal leaves or wart blocks, can be more to one side depending on the tree -added a small "spore" tree, which is the most common
-ceiling has bones and weeping vines hanging from it
smol update
changes
-changed pack.png
-you can now use red sand to get to saturated
-fixed a bug where you got voided if you sat down above gravel or sand
-you now need to covered in 2 blocks of sand/gravel/red sand to get to The Void
-fixed even more structure errors
-cave biomes dont have amethyst geodes anymore
-empty caves now have amethyst geode styled "roads" (very rare atm, need to make more common)
-your saturated position is now related to your void position which is now also related to overworld position (kinda)
-messed around with commands trying to get rid of the y32 bug. first time crossing dimensions will be laggy. probably will undo later
Log from PMC, they're formatted weirdly so it will look rough. my bad!
Oceanic
-oceanic coral gen bugs and stuff should be fixed
-oceanic biome should no longer has amethyst geodes
-more oceanic features should be able to spread to nearby biomes
-oceanic biome now becomes more "dead" the closer it is to the surface
-dead coral trees/foliage generate if the terrain breaches the surface
Bone Canyon
-bone canyon steep-y mesa parts should have different patterns, good chance that ill revert this change later
-bone canyon water color should be less ugly (is now a rusty-ish orange instead of puke brown)
-reduced bone canyon bone height Void
-changed the sfx in the void that played every, like, 10 minutes (use to be block.stone.step, is now entity.player.breath)
-void pillars are a lil less common
Moss Basin
--adjusted moss basin trees again. should now be able to have even more droopy parts
Basalt Climb
-changed basalt climb trees again. the old trees looked too rigid and artificial for my liking
Crystalized Peaks
-crystals on crystalized peaks go into the ground a lil bit. did this to stop them from making patches of stone in the blackstone areas, but now they look a lil bit weird. might revert back later
Freezer
--the snow on top of the freezer biome is now powdered snow
Unfinished Cave Biomes
-added some very basic surface rules for the cave biomes. still not done yet but it's a start
-the cave biomes are no longer frozen
Log from PMC, they're formatted weirdly so it will look rough. my bad! This is the first 1.19.4 version. should be backwards compatible with 1.19.2-3, but I'm not sure.
converted to 1.19.4
-some paths are deeper or look less janky
-fixed big placement problems for all biomes (stuff should not
generate in water, in the middle of paths, or just straight up float)
-adjusted the moss basin trees a little bit
-fixed some inconsistencies for the void structure
-crystalized peaks and basalt climb no longer rain/snow
-messed with how many trees generate in enchanted. tell me if you like it
-haven't seen a tree floating in awhile so i think it's finally fixed basalt climb is a little less boring
-the air now has floating black glass and ochre froglights
-the ground now has blackstone sprinkled into it
-added a very common path made out of normal basalt
-added trees made out of polished basalt, or if you're lucky, blackstone.
-the normal basalt path is the only place where they can "grow"
-they both have froglights floating near them
-the blackstone tree has gilded blackstone in it
-ill be honest, ill probably change the shape of the trees sometime later. they look too clunky and weird for my liking
Log from PMC, they're formatted weirdly so it will look rough. my bad! This was the last 1.18.2 version, as it is now unsupported
-you now might fall from y 300 with slowfalling when crossing into overworld or saturated from the void
-adjusted moss basin tree density a tiny bit
-made bones in bone canyon more common
-changed void water color
-fixed crystallized peaks crystals generation on other features
-added funky liminal spaces to the void [EXPERIMENTAL]
didn't bring doors with you? no problem! find an entrance to this liminal space structures where there are exit doors you can use! features in the liminal structure:
-a variety of rooms
-sometimes liminal spaces
-many references to the game "Just More Doors"
-literally a small backrooms room (level 0 and 2)
-actual rooms with the doors you need to exit (oak and warped)
-1 diamond if you're lucky