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0.3-Sapling
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Biomentry v0.3
π’ PATCH NOTE β Biomentry v0.3
π± Update "Sappling"
Welcome to Biomentryβs first major milestone update since 1 month!.
β¨ Features
1οΈβ£ Advanced Condition System
The highlight of this update: a brand-new conditions.yml file (now in English by default), unlocking extremely powerful rule creation.
- Custom Triggers β trigger events when entering a biome.
- Logic Gates β combine
and,or,notfor complex rules (ex: if the player has X AND does not have Y...). - New Conditions:
- Permission checks
- Player health
- World time
- Worn armor pieces
- Active potion effects
- New Actions:
RUN_COMMANDβ Execute commandsAPPLY_EFFECTβ Apply potion effectsADD_PERMISSIONβ Grant temporary permissions via LuckPermsHEALβ Restore healthGIVE_SATURATIONβ Provide saturation
2οΈβ£ Custom Biome Support (Mods & Datapacks)
Biomentry now supports every biome β vanilla, modded, or datapack-based.
- Works seamlessly with mods like Terralith, Biomes Oβ Plenty, and others.
- Full compatibility with datapack-generated biomes.
- Simply use the full biome ID (example:
terralith:skylands) in your configs.
β‘ This makes it possible to link conditions, ambient sounds, and triggers to any biome your server can generate β no restrictions (there is a exemple config with a cliff-tree datapack biome).
π§ Improvements & Changes
- Ambient Sound β New System to play sound not just when you enter in the biome but when you stay in
(camels in deserts, parrots in jungles, frogs in swamps, icy winds in mountains, etc...). - Improved Cave Detection β new trigger
in_cave: true/falseto differentiate surface vs underground and improve the detection conditions. - Boss Bar Stability β notifications and boss bars are more reliable and stable.
- Multi-language Preparation β template files included for German (
de.yml), Russian (ru.yml), Spanish (es.yml), will work for the next update.
π Bug Fixes
- Biome Detection Fix β specific cave biomes (
deep_dark,lush_caves) are now correctly detected. - Trigger Logic Fix β reworked to be more intuitive and reliable, especially for cave-related conditions.
ποΈ Admin Notes
- A new
conditions.ymlwill be generated β explore it carefully, it unlocks the full potential of Biomentry. - For generic cave rules, do not use biome IDs β just use
in_cave: true. - Always use full biome IDs for modded/datapack biomes in both
biomes.ymlandconditions.yml.
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:aVE0EPce:Zksxb6ik"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:aVE0EPce:Zksxb6ik"
}

