File Details
Fossil Tide 0.10.1
- R
- Apr 19, 2026
- 252.40 KB
- 28
- Early Access
File Name
fossiltide.jar
Supported Versions
- Early Access
Fossil Tide 0.9.3
- Added a short delayed rescan loop after plugin startup so saves created a few seconds after boot are still migrated to
FossilTide. - This specifically targets the singleplayer creation timing gap seen with fresh worlds like
test2.
Fossil Tide 0.9.2
- Added a startup save scan so worlds with
liaml:Fossil Tideenabled get their main overworld configs switched before the world actually loads. - Kept the
PrepareUniverseEventwrapper as a fallback, but stopped relying on it as the only activation path. - This fixes fresh saves like
test2staying on vanillaDefaultdespite the mod being enabled.
Fossil Tide 0.9.1
- Changed automatic overworld activation so existing survival worlds keep their current chunks and only use
Fossil Tidefor future unexplored chunks. - Removed the chunk-folder takeover from the normal migration path; the plugin now only rewrites worldgen config and leaves explored terrain intact.
- Kept the legacy repair path for worlds already damaged by the old chunk-moving behavior.
Fossil Tide 0.9.0
- Added
TidewaterandOgreLakeas new naturally spawning biomes so the region now includes water traversal, stilt-village silhouettes, and a darker ogre-lair lake pocket instead of only dry fossil terrain. - Expanded the material family again with shoreline, village, and ogre-lake blocks, then regenerated the full
2.5Dtexture/icon pass around those new biome roles. - Hardened the automatic world-config migration so only fresh worlds with no chunk data are switched, and legacy worlds hit by the old behavior can be restored instead of being overwritten indefinitely.
Fossil Tide 0.8.2
- Reworked the natural world structure so
Fossil Tideno longer covers the whole overworld continuously. - Added
FossilTide_Outlandsas the majority biome and compressed the fossil biomes into smaller patch regions with faster turnover. - Tightened the world-structure noise scale so the fossil region appears in shorter bursts instead of replacing the entire map.
Fossil Tide 0.8.1
- Added a Windows-safe fallback when atomic file or chunk-folder moves are not available during the automatic natural-world migration.
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/DefaulttoHytaleGenerator/FossilTideon first load, while skipping Creative Hub worlds. - Added one-time safety backups for
config.jsonand existing chunk folders before the automatic worldgen takeover is applied.
Fossil Tide 0.7.0
- Expanded the block family from
16to22custom 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
2.5Disometric block render instead of a flat texture card. - Regenerated the creative category icons in the same
2.5Dstyle so the inventory presentation stays coherent.
Fossil Tide 0.5.0
Reworked the custom block textures into a stronger
2.5Dstyle with deeper relief, bevels, and stylized cast-shadow detail.Expanded the
Fossil Tidematerial family from10to16themed 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 Tidematerial family from3custom blocks to10themed 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.

