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Fossil Tide

`Fossil Tide` is a WorldGen V2 zone set inside a dead inland sea, with fossil reef walls, giant skeletal landmarks, custom fossil-rock blocks, and readable underground routes built for ground-level exploration.

File Details

Fossil Tide 0.8.0

  • R
  • Apr 18, 2026
  • 179.41 KB
  • 2
  • Early Access

File Name

fossiltide.jar

Supported Versions

  • Early Access

Fossil Tide 0.8.0

  • Added automatic world-config migration inside the main plugin so downloaders no longer need to run a separate script to make the biome set appear naturally.
  • Switched vanilla primary save worlds from Hytale/Default to HytaleGenerator/FossilTide on first load, while skipping Creative Hub worlds.
  • Added one-time safety backups for config.json and existing chunk folders before the automatic worldgen takeover is applied.

Fossil Tide 0.7.0

  • Expanded the block family from 16 to 22 custom materials with new basin, reef, salt-sink, and catacomb-specific variants.
  • Reassigned the biome materials so the new blocks show up directly in the live terrain and prop passes instead of staying inventory-only.
  • Added dedicated world structures and test instances for basin routes, reefwall climbs, and salt-sink fields so each biome can be iterated on in isolation.
  • Added public shortcut commands for the new biome instances through Fossil Lens.

Fossil Tide 0.6.0

  • Added a second lightweight prop pass to every biome so the basin, reefwall, salt sinks, and catacombs each gain a clearer landmark read from the ground.
  • Introduced sparse hero-shape passes for basin ribs, reef buttresses, sink hearts, and ossuary pillars without switching to heavier worldgen patterns.
  • Updated the contest submission kit so the WorldGen V2 brief is mapped directly to the current repo state and the remaining in-game finish work.

Fossil Tide 0.5.1

  • Rebuilt every generated item icon as a proper 2.5D isometric block render instead of a flat texture card.
  • Regenerated the creative category icons in the same 2.5D style so the inventory presentation stays coherent.

Fossil Tide 0.5.0

  • Reworked the custom block textures into a stronger 2.5D style with deeper relief, bevels, and stylized cast-shadow detail.

  • Expanded the Fossil Tide material family from 10 to 16 themed blocks, including hero landmark materials and new route-building stones.

  • Added another full wave of workbench crafts so the larger palette is usable for prefabs, traversal landmarks, and cinematic polish.

  • Reassigned biome materials again so the basin, reef wall, sinks, and catacombs each read more clearly during ground-level exploration.

  • Expanded the Fossil Tide material family from 3 custom blocks to 10 themed fossil, reef, salt, chalk, and ossuary blocks.

  • Added new workbench recipes for the full block set so the palette can be used in creative passes and survival-style test worlds.

  • Reworked the WorldGen biomes so the basin, reef wall, salt sinks, and catacombs each use distinct custom materials tied to their gameplay role.

  • Updated the submission kit and project docs to reflect the larger block palette and contest-ready landmark workflow.

  • Migrated the main mod from a folder-based asset pack to a distributable Hytale plugin jar.

  • Bundled the WorldGen V2 zone, custom fossil-material blocks, textures, and instances into the main plugin build.

  • Kept the replay camera companion as a separate plugin while preserving compatibility with the main zone.

  • Prepared the project for direct CurseForge publishing with a single main plugin artifact.