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Latitude

Latitude overhauls world generation so biomes follow realistic latitude bands—from equatorial jungles to polar tundras.
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Latitude 1.5.1-beta.2+26.2

File namelatitude-1.5.1-beta.2+26.2.jar
Uploader
PeetsaPeetsa
Uploaded
Aug 20, 2026
Downloads
24
Size
1.7 MB
Mod Loaders
Fabric
File ID
8692520
Type
B
Beta
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:latitude-1452643:8692520"

Learn more about Curse Maven

What's new

Latitude 1.5.1-beta.2 (Minecraft 26.2)


⚠️ Backup your worlds before updating!


A follow-up to beta.1: structures now respect their whole footprint, /locate lands you on target, and the arid belt gets two real fixes plus green riverbanks. Beta: shipped for testing before the 1.5.1 stable tag.

 

Structures and /locate fixes

  • Structures are judged by their whole footprint, not a single center point. A desert pyramid or outpost whose bounding box reached into badlands could previously generate half-in anyway; the entire footprint must now sit on legal ground. As deliberate design, no structure generates within 100 blocks of the world's east/west border danger zone.
  • /locate structure results now land on the actual structure. The reported position is the generated structure's center rather than the pre-generation placement point, and teleporting to a buried structure (e.g. a desert pyramid) now surfaces you safely above it instead of inside it.

 

World generation fixes

  • Swamps now appear only in genuinely wet regions. Previously "not explicitly dry" was enough, which let swamps form on medium-moisture land. Expect noticeably fewer, better-placed swamps (roughly a third fewer overall); mangroves are unaffected, since they follow a separate coastal rule.
  • Desert oases actually exist now. The rare "desert surviving inside a wet region" feature was silently dead on most worlds — its coherence noise scaled with world size, so the whole map got about three coin-flips regardless of size. On some seeds this revives oases that never appeared; on others nothing changes.
  • Badlands is now an earthlike-rare accent of the desert belt instead of a seed lottery. The badlands-region noise had the same world-size problem as the oases above: only a handful of giant cells per map, so some seeds handed badlands most of the arid belt (measured up to two-thirds, with desert squeezed to a sliver) while others got almost none. The region size is now capped and the coverage calibrated: on every measured seed badlands holds roughly 15% of the dry belt and desert is the staple, appearing as coherent kilometer-scale mesas rather than one continent-sized sheet.
  • Desert riverbanks can be green now. Where an arid biome meets fresh water, the bank sometimes grows a strip of grass and wildflowers instead of running bare sand right to the waterline. Deliberately not everywhere: long stretches stay bare, and which stretches green up is fixed by the world seed. The biome itself is unchanged — it is still desert, still spawns desert mobs, still admits desert structures; only the planting is different.

 

World creation fixes

  • Each climate zone now spawns you at the middle of its own band. Most visibly: requesting a Subtropical start previously spawned you just across the line in Temperate, every time. All five zone starting latitudes shift slightly as a result (e.g. Tropical 18°→11.75°, Subpolar 65.25°→58.25°) — each is now the honest center of its zone.

 

Notes

  • Worldgen changes apply to newly generated terrain only. Existing worlds keep their already-explored chunks and pick up the fixes as you explore outward.

 

Known issues

  • /locate biome can occasionally land you on a very small patch of the requested biome rather than in the middle of a large one — most noticeable with swamp next to mangrove swamp. A fix is designed for the next build.
  • The rare band-boundary seam from beta.1 (a lush temperate biome directly bordering an arid subtropical one, e.g. flower forest against badlands) is still present. Deferred, as before.