Cliff under a Branch (Cliffbranch)

A vanilla-styled worldgen overhaul, fork of CliffTree with expanded development

File Details

cliffbranch-1.2.jar

  • R
  • Aug 9, 2025
  • 3.23 MB
  • 51
  • 1.21.8+4
  • Forge + 3

File Name

cliffbranch-1.2.jar

Supported Versions

  • 1.21.6-snapshot
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5

Curse Maven Snippet

Forge

implementation "curse.maven:cliff-under-a-branch-cliffbranch-1323997:6868106"

Fabric

modImplementation "curse.maven:cliff-under-a-branch-cliffbranch-1323997:6868106"

Quilt

modImplementation "curse.maven:cliff-under-a-branch-cliffbranch-1323997:6868106"

NeoForge

implementation "curse.maven:cliff-under-a-branch-cliffbranch-1323997:6868106"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Curse forge release

Gameplay changes from Clifftree 2.1

  • Glacier valleys surface is now a mix of powder snow and normal snow with powder snow now reaching deeper
  • Glacier cliffs surface has been polished greatly to be a nice mix of snow and ice depending on noise and/or height
  • Warm caves have been renamed to Desert caves (won't break your world) and with it an overhaul of the biomes
    • It now features stripes and colder looking terracotta that appear more the deeper
    • Patches of red sand with big amount of desert foliage
    • Significantly more cobwebs hanging from the ceiling at deepslate
    • Features a red fog
    • It can now generate bellow warm oceans
  • Warm oceans features less coral in the deeper areas
  • Deep oceans now feature big trenches that reach even lower and feature magma and basalt in them
  • Sunflower plains now feature wild flowers
  • Aquifers have been reworked
    • Aquifers leak into waterfalls 10x less
    • Lava aquifers are more likely to generate
    • Big enough aquifers will carve out space, resulting in more exposed underwater lakes compared to just flooded caves
    • Aquifers avoid generating in deepdarks
  • Many biomes animal spawns have been adjusted for the different biomes to give more a sense of diversity between biomes
  • Several small biome polishing changes
  • Hostile mobs can now spawn in stone oceans and dirt caves, tho their spawning is less than in other biomes

Technical changes

  • All "ores" features through all overworld biomes are now defined by a group of tags
    • "overworld_ores" all ore related features used in all biomes
    • "overworld_ores_cold" references "overworld_ores" all ore related features used in cold biomes
    • "overworld_ores_frozen" references "overworld_ores" all ore related features used in frozen biomes
    • "overworld_ores_warm" references "overworld_ores" all ore related features used in warm biomes
    • "overworld_ores_lukewarm" references "overworld_ores" all ore related features used in lukewarm biomes
    • "overworld_ores_temperate" references "overworld_ores" all ore related features used in temperate biomes
  • Surface rules have been rewritten this is to facilitate future development as well as to replace several elements of the generation that were done by spamming features
  • Lava lakes in desert biomes now feature terracotta instead of stone
  • Removed several unnecessary/unused features
  • Add several tags for mod compatibility