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Bounded Not Free

Bounded Not Free is a world-generation mod for modpacks that want more control over where biomes and structures appear without replacing Minecraft's terrain generation.
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boundednotfree-1.3.jar

File nameboundednotfree-1.3.jar
Uploader
CappleAppleCappleApple
Uploaded
Aug 17, 2026
Downloads
19
Size
1.6 MB
Mod Loaders
NeoForge
File ID
8671682
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:bounded-not-free-1653030:8671682"

Learn more about Curse Maven

What's new

Changelog

1.3 - 2026-08-17

Added

  • Added the opt-in provider-independent CAVE_WALL rim 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 voidBlockDissolveWidth and voidBlockDissolveNoiseScale for a deterministic three-dimensional noise gradient that dissolves individual blocks toward a VOID edge while retaining the existing column dither.
  • Added macroTransitionWidth so 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 for outsideMode: "VOID"; 0 preserves 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.jvm compilation 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 CONTINENTS and ARCHIPELAGO region 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 new ProtoChunk becomes a live LevelChunk, 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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