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4.0
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Cliffbranch 4.0
Updated to 26.3 the wilderness bound drop, with this drop it comes the addition of the new dappled forest, and as such cliffbranch adjusts it placement and features, as well as adding a snowy variant of it. Like mentioned in the prior changelog, I looked into surface sulfur, so now there's the sulfur badlands to fill that niche 26.3 also made plenty of technical changes to worldgen datapacks, because of it there has been a lot of internal sorting and changes from the prior version
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Dappled forest from 26.3 are now part of the world generation:
- Compared to vanilla they generate at medium humidity/vegetation, this means they generate larger and next to forests and taigas
- Higher amount of vegetation
- Added berry bushes and pumpkins
- The coarse dirt and spruce trees can leak into plains, forests, and birch forests
- Changed environmental attributes to match taiga
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Added snowy dappled forest
- Placed around the same range as the dappled forest but in snowy regions, border with the tundra and snowy taiga
- Features all present in the dappled forest
- Snow blocks around the floor
- Features a darker grass color than the normal dappled forest
- Environmental attributes match snowy taiga
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Added sulfur badlands
- Sulfur variant of the badlands that generates between the badlands away from rivers
- Features sulfur pools
- Features terrain of sulfur, cinnabar, granite, and tuff mixed with badlands bandlands
- Features slightly greener fog
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Sparse forest:
- Sparse forest has been pushed to generate more often around lower erosion in flatter terrain, it can still generate around mountains but only in the lukewarm ranges
- Adjusted the placement of trees
- Added big massive rocks ressembling the ones from the fatelands from Minecraft Legends
- Adjusted the grass color to be slightly colder
- Added more flowers
- Added firefly bushes
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Snowy plains:
- Snowy plains now take over areas that were previously tundras around mountains
- Added coarse dirt and gravel
- Added stone and ice rocks
- Added red shrubs
- Adjusted the grass color to match closer with the tundra
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Adjusted fog of warm biomes to be more orange
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Basalt shores are now more common around snowy ranges
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Old growth taigas can now generate in shattered terrain
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Wooded and Coniferous badlands are now more common
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Adjusted the placement of the pillars terrain and biomes around them
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Taiga coarse dirt and spruce trees can leak into plains, forests, and birch forests
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Added groups of lilypads that try to generate in constellations in rivers and swamps
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Reduced the number of rocks in the tundra
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Adjusted the placement of pools in the cherry grove to look for flat terrain
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Removed the higher placement of coal in lush caves, this is because it didn't align with why I had more coal in specific biomes
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Removed the big shelf mushrooms from mushroom islands, they didn't align with my rules when it comes to features of that kind
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Increased the chance of finding suspicious sand in beaches significantly
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Removed the special carvers in the inferno caves they
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Removed the chance for camels to generate next to desert temples
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Changed the shapes of the rocks to hand made premade ones
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Sorted a lot of internal files, specially placed features
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Removed a lot of unnecessary files
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Cut some features which effect wasn't noticeable
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Added the
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