Tags
Creators
Details
0.7.0
Compatibility
Changes
World Generation & Terrain
- Added support for oceans using GEBCO 2026 bathymetry data.
- Improved inland water generation so it works better in areas where terrain is unstable, including with fast LODs.
- Added Thin Shell Terrain, which disables underground terrain and keeps only the surface.
- This feature is currently WIP.
- Deepslate is no longer used for mountains, as mountainous terrain is being reworked.
- Fixed snow in mountains showing dirt underneath the snow when using fast LODs.
Buildings, Roads & Structures
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Improved buildings and added more road details and elements thanks to the Arnis project: https://arnismc.com
- Distant Horizons LODs may not perfectly represent some of these new buildings yet.
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Added an option for areas where ESA data shows built-up features such as buildings, roads, and infrastructure to use a Minecraft biome from the Köppen/ESA classification instead of only stone and gravel.
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Villages no longer spawn in the middle of water bodies, such as lakes.
Biomes
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Made biome adjustments for better biome selection based on Köppen climate data.
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Oceans now use NOAA OISST v2.1 as the temperature source for biome classification.
- Inland biomes still use Köppen/ESA data for classification.
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Added a Random Biomes option with a percentage slider.
- This is intended for a more Minecraft-like survival experience while still using real-world terrain.
- This mode still uses Köppen and ESA data, but mixes in random Minecraft biomes.
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Added more Minecraft biomes:
warm_oceanlukewarm_oceancold_oceanfrozen_oceandeep_oceandeep_lukewarm_oceandeep_cold_oceandeep_frozen_oceansunflower_plainsflower_forest
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New Sulfur Caves are planned.
UI & Localization
- Added Japanese translation.
- Translations made with AI, so hopefully the translations are accurate 😅
- The Set Spawnpoint map search box now shows suggestions using Minecraft’s selected language.
Fixes & Backend Improvements
- Fixed some trees showing a gray palette instead of their proper color when using fast LODs.
- Fixed issues across cache handling, terrain preview, and other backend systems.
Known Issues
- Some coastlines may still show broken or unusual terrain elevation.
- This is mainly caused by resolution differences between inland and ocean terrain.
- Ocean fast LODs may show strange underwater elevation near coastlines.
- Fast LODs may show water elevation inconsistencies compared to full chunks.
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:tTcL5uOD:yyeOcN8g"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tTcL5uOD:yyeOcN8g"
}

