boundednotfree-1.3.jar
Curse Maven Snippet
What's new
Changelog
1.3 - 2026-08-17
Added
- Added the opt-in provider-independent
CAVE_WALLrim terrain style. It constructs a tall rock cross-section, carves deterministic three-dimensional cave pockets and tunnels through the exposed face, and fades the formation back into native terrain. - Added
voidBlockDissolveWidthandvoidBlockDissolveNoiseScalefor a deterministic three-dimensional noise gradient that dissolves individual blocks toward aVOIDedge while retaining the existing column dither. - Added
macroTransitionWidthso constrained macro terrain fades through a provider-native coast instead of changing biome labels at a hard density boundary. - Added
voidEdgeDitherWidth, a deterministic maximum inward erosion distance foroutsideMode: "VOID";0preserves the exact boundary and positive values break the edge into an irregular falloff without ever generating terrain beyond the configured shape.
Changed
- Recompiled provider-sampled terrain through both the legacy C2ME compiler API and C2ME 0.4's shared
gen.jvmcompilation context. - Shortlisted provider terrain anchors before full patch scoring, avoiding repeated expensive Tectonic density scans for common ocean candidates.
- Expressed provider terrain blending as optimizer-visible vanilla density arithmetic so C2ME can compile the Tectonic graph instead of delegating the entire blend.
- Changed constrained macro layouts and required-biome reservations to influence the terrain-bearing climate graph as well as biome selection, so ocean profiles produce ocean terrain instead of relabeling existing hills.
- Changed density-decoupled provider sampling to rank verified terrain patches for each selected biome and reject ceiling-clipped mountain samples.
- Changed constrained macro-layout biome selection to retain an accepted provider biome or choose the profile candidate nearest the provider's sampled multi-noise climate point.
Fixed
- Fixed world creation deadlocking when Sable observes the final boundary cleanup during C2ME live-chunk promotion; final cleanup now runs after biome decoration while the target is still a generation chunk.
- Removed the post-noise undercut fill that extruded surface fragments and trees into stone pillars; provider transitions now retain the terrain shaped by the blended density graph.
- Fixed Tectonic rim and macro transitions creating enormous hollow cliffs by interpolating unrelated local and remote final-density fields. Tectonic influence now redirects only its native continentalness, erosion, and ridge parameter noises inside one terrain-and-cave graph, while mountain anchors continue to prefer normal relief over floating high ceilings.
- Fixed Tectonic terrain remaining completely uninfluenced with C2ME 0.4.0 alpha 120 even though rim and continent biomes were reassigned.
- Fixed the inner rim biome boundary lagging behind interpolated rim terrain by one quart cell, which could leave an ocean label on the first mountain columns.
- Fixed a narrow strip of provider land being labeled as an ocean biome at
CONTINENTSandARCHIPELAGOregion transitions. - Prevented structures and features from refilling block-level dissolve holes before a newly generated chunk becomes live.
- Fixed
CONTINENTS,ARCHIPELAGO,VORONOI, radial-band, and climate-band biome assignments disagreeing with the generated terrain. - Fixed Tectonic rim selectors producing the requested mountain biome over unrelated local lowland terrain.
- Fixed full-strength Tectonic rim sampling retaining local density instead of replacing it with the verified provider-native mountain density.
- Kept active dimension plans registered through transient level-unload notifications emitted by threaded chunk lifecycles.
- Enforced
outsideMode: "VOID"and generated barrier columns again when each newProtoChunkbecomes a liveLevelChunk, covering C2ME paths that bypass NeoForge's new-chunk load event and removing deferred Supplementaries generator blocks before they can tick. - Replaced per-quart coordinate hashing in
CONTINENTS,ARCHIPELAGO,VORONOI, band, required-biome, rim-REQUIRE, and outside pools, eliminating patchwork biome placement inside a region. - Prevented structures and placed features, including Supplementaries worldgen, from restoring non-air blocks outside an
outsideMode: "VOID"boundary after the initial terrain pass. - Prevented later worldgen decoration from replacing generated
gameplayBorder: "BARRIER"blocks.
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