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Genetic Ascension

A minecraft mod based on the novel Genetic Ascension.
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Genetic_Ascension-0.4.0.0-MC26.2-NeoForge.jar

File nameGenetic_Ascension-0.4.0.0-MC26.2-NeoForge.jar
Uploader
ValerienVTValerienVT
Uploaded
Aug 22, 2026
Downloads
9
Size
8.1 MB
Mod Loaders
NeoForge
File ID
8709505
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:genetic-ascension-1648425:8709505"

Learn more about Curse Maven

What's new

World Generation Overhaul

- Fixed a fatal new-world crash caused by conflicting Placed Feature order between vanilla and Genetic Ascension biomes.
- Canonicalized all 32 Genetic Ascension biome feature lists against Minecraft 26.2 and removed duplicate Aether Crystal Ore injection from three Overworld biomes.
- Replaced the normal Overworld preset for newly created worlds with an original Genetic Ascension terrain pipeline.
- Added separate continental, regional, local, Aether-deformation and cave noise scales for coherent large-scale geography and smoother biome transitions.
- Added 32 Genetic Ascension biomes, including ten Mortal surface biomes, seven cave families, four Demon World biomes, four Demi-God Realm biomes, four God Realm biomes and three integration biomes.
- Added Aether geology, crystal faults, fossil caverns, Earth remnants and habitat-aware Beast ecology.
- Added world-generation version tracking and seam warnings. Existing chunks are never rewritten automatically; a new world is strongly recommended.

## Monumental Dungeons

- Added three native, naturally generated Structure/StructureSet dungeon families:
  - Slithering Madness
  - Mountains of Giza
  - Demon Dominion Fortress
- Added 51 weighted physical module variants across entrance, room, corridor, arena, puzzle, resource, elite, treasure and boss pools.
- Added staged approach routes, recognizable silhouettes, biome and dimension restrictions, finite per-world placement and persistent structure pieces.
- Added family-specific Beast ecology, Rune puzzles, themed resources, Fate Treasure rewards and individual four-phase bosses.
- `/ga dungeon teleport_random` now uses the same finite native structure candidates as world generation and no longer falls back to a runtime block builder.

## Cities, Portals and World Systems

- Added persistent Kingdom and Empire satellite networks with cities, towns, villages, farms, forts, routes and portal courts.
- Materialized city nodes retain stable positions across Territory level, Tier and configuration changes.
- Added six distinct portal environment identities and clue-driven Legacy discovery.
- Portal modification is restricted to the owner, recorded faction/team or a Game Master, while valid public traversal remains available.
- Added configurable dungeon frequency, major structure spacing, Legacy limits, Beast density, dungeon difficulty, Dungeon Breaks, city density and world-generation warnings.

## Multiplayer, Performance and Save Safety

- Kept Dungeon encounters, puzzles, bosses, participants and personal rewards server-authoritative.
- Added restart-safe Dungeon construction and crash-safe Fate loot transactions using persistent pending, delivering and claimed states.
- Prevented higher-realm ecology, portal simulation and terrain merge jobs from force-loading distant chunks.
- Added bounded portal scheduling and cleanup of completed merge jobs.
- Added bounded storage for visited chunks, claimed chunks and Aether fields, plus revision-based City synchronization.
- Added verified SHA-256 raw backups and fail-closed behavior before migrating older world-state envelopes.
- Network protocol updated to `0.4.0.0`; the server and every client must use the exact same mod file.

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