All versions
0.9.17
Beta
Tellus: Atlas and Wildlife 0.9.173 weeks ago 22
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Tellus: Atlas & Wildlife — 0.9.12 to 0.9.17
0.9.17 — Urban Recovery & Riparian Habitats
Urban recovery
- Added
/taw urban reloadto restore missing settlement nodes from the nearest urban area. - Uses the adaptive preparation system and restores only one settlement node at a time.
- Added a protected recovery option for regions deleted before 0.9.17:
/taw urban reload force/taw urban reload confirm
- Forced recovery requires confirmation within 30 seconds to prevent accidental village duplication.
Riparian wildlife
- Capybaras, caimans, crocodiles, otters and other large riparian animals no longer accept every small water source as suitable habitat.
- Narrow rivers surrounded by predominantly arid terrain are now rejected.
- Narrow waterways in humid environments remain valid, but use smaller assisted groups and reduced local population limits.
- Refined the western boundary of Neotropical and South American freshwater ranges to prevent Amazonian fauna from appearing in Chile.
- Habitat results are cached and only inspect already-loaded chunks.
- Existing animals are not removed; these changes affect new spawns only.
0.9.16 — Adaptive Urban Preparation
- Urban settlements can begin preparing before the player reaches the city.
- Only one settlement node is prepared globally at a time.
- Preparation prioritizes the village closest to the approaching player.
- Uses staged temporary chunk tickets instead of loading an entire city.
- Preparation automatically pauses under high server load:
- Starts below 38 MSPT.
- Pauses at 45 MSPT.
- Temporary tickets are released after sustained pressure, timeout or player departure.
- Pending preparation is saved between server restarts.
- Vegetation preparation can advance in small 0.5 ms batches each tick, making tree and leaf removal far less noticeable.
- Added:
/taw config urbanprepare true|falseurbanPrepareAhead=true|false
/taw urbannow reports preparation status and average MSPT.
0.9.15 — Fauna Range Review & City Entry Titles
Geographic fauna corrections
- Replaced oversized South American rectangles with stepped ranges that respect the Andes.
- Prevented capuchin monkeys, toucans, anteaters, potoos, caimans, anacondas, capybaras and several freshwater animals from appearing incorrectly in central and southern Chile.
- Added more accurate continental ranges for crocodiles.
- Restricted mudskippers to Africa and the Indo-West Pacific.
- Refined shoebill, seal, seagull, rattlesnake, leafcutter ant, cichlid, tetra and manatee ranges.
- Desert scorpions now require a genuinely arid surface during runtime spawns.
City entry titles
- Entering an urban area now displays the city name as a large title.
- Added a soft village-bell sound when entering a city.
- Multi-village cities share one complete urban detection radius.
- Added a 350-meter exit margin to avoid repeated boundary triggers.
- Added a 30-minute cooldown per player and city.
0.9.14 — Silent Vegetation Preparation
- Village vegetation scanning no longer removes blocks while the terrain is being examined.
- The process now uses two phases:
- Silently record vegetation targets.
- Remove the recorded blocks shortly before placement.
- Scanning and removal use separate 0.75 ms budgets.
- Tall grass and large ferns are removed before village placement.
- Dirt-path repair now recognizes tall grass and large ferns as removable obstructions.
- No cleanup phase forces chunk loading.
0.9.13 — Country Journal Scrolling & Larger Cities
Exploration Journal
- Physical geography entries are now organized by country.
- Long discovery lists scroll independently on the left and right pages.
- Added mouse-wheel and draggable-scrollbar support.
Urban Centers
- Increased settlement counts:
- Regional: 1 settlement.
- Major: 4 settlements.
- Metropolis: 7 settlements.
- Megacity: 12 settlements.
- Megalopolis: 20 settlements.
- Existing settlement positions and identifiers remain unchanged.
- Previously generated cities only receive their missing outer settlements.
Village paths
- Added conservative post-placement dirt-path repair.
- Repairs unsupported or vertically displaced paths without modifying valid structure blocks.
- Path repair never loads chunks and uses a strict 0.75 ms budget.
0.9.12 — Smooth Tick Scheduler
- Distributed periodic systems across a 40-tick scheduler instead of running everything on the same tick.
- Fauna, rivers, terrestrial assistance, Urban Centers, population management and player discovery now use separate scheduler slots.
- Reduced the frequency and cost of local fauna censuses.
- Limited Tellus bed scanning to 64 chunks and approximately 1.5 ms per pass.
- Limited population placement to 16 sites per pass.
- Added bounded resident and iron-golem placement searches.
- Failed placement attempts now use increasing cooldowns and stop after four attempts.
- Removed unnecessary scans across every loaded chunk.
- Reduced Urban Centers geographic queue work to approximately 2 ms per pass.
- Split tree clearance into small batches.
- Replaced the growing list of processed empty chunks with compact persistent bookkeeping.
Compatibility
- Network protocol remains
1. - Versions 0.9.14 through 0.9.17 primarily contain server-authoritative behavior changes.
- TAW 0.9.16 clients can connect to a TAW 0.9.17 server.
- The 0.9.13 client is required only for the newer per-country scrolling Journal interface.
Optional dependencies
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
Any compatible version
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:KwfT6WYP:N36gOWJF"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:KwfT6WYP:N36gOWJF"
}

