1.0.0
Compatibility
Changes
v1.0.0 - The "Production Ready" Update This release marks a major architectural overhaul, focusing on stability, internationalization, and visual polish.
โจ New Features Internationalization (i18n): Implemented a full localization system using LangKeys. Added native support for 10 languages:
English (en_us), Portuguese (pt_br), Spanish (es_es, es_mx), French (fr_fr), German (de_de), Russian (ru_ru), Chinese (zh_cn), Japanese (ja_jp), and Korean (ko_kr).
New Command: Added /plot spawn to instantly return players to the Overworld global spawn.
Mod Branding: Added custom logo.png to the mod list menu.
Trust System: Implemented /plot add <player> with safety checks (preventing self-add or duplicates).
Flag System: Implemented /plot flags <flag> <value> foundation for plot rules.
๐ ๏ธ Architectural & Technical Changes Command Refactor: Transitioned from a monolithic PlotCommand class to a scalable Router/Delegate Pattern. Logic is now separated into the commands/subcommands/ package.
World Generation (GridChunkGenerator):
Lazy Config Loading: Prevented critical crashes during world creation by deferring block resolution to runtime.
Clean World Logic: Explicitly disabled applyBiomeDecoration to prevent trees, grass, and lava lakes from generating.
Structure Safety: Hard-disabled vanilla structures (Villages, Ruined Portals) to prevent NullPointerException crashes during chunk generation.
Cross-Dimension Navigation: Rewrote /plot auto and /plot home to correctly handle ServerLevel transitions, allowing seamless teleportation between the Overworld and Plot World.
๐จ Visual Improvements Classic Plot Borders: Refined the mathematical logic for slab placement. Road intersections are now clear, and borders strictly enclose plots without gaps or obstructions.
๐ Bug Fixes Fixed CommandSyntaxException errors when retrieving command sources.
Fixed NeoForge 1.21.1 compilation errors regarding WorldGenLevel and BiomeManager imports.
Fixed metadata generation failure caused by binary files in the templates folder.
๐ Licensing License Update: Changed project license from MIT to All Rights Reserved. The code is now proprietary and closed-source.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:FsoZJHPe:bqQW1yvf"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:FsoZJHPe:bqQW1yvf"
}

