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Tidal Terror

Explore a vast, deep coral reef with towering coral, animated marine creatures, and new seafood.
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Tidal Terror 0.0.4 - neoforge-26.1.2

File nametidalterror-neoforge-26.1.2-0.0.4.jar
Uploader
NsTutNsTut
Uploaded
Oct 9, 2026
Downloads
18
Size
1.0 MB
Mod Loaders
NeoForge
File ID
9112530
Type
A
Alpha
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:tidal-terror-1726637:9112530"

Learn more about Curse Maven

What's new

Tidal Terror 0.0.4

  • Remove TerraBlender on every supported loader; normal worlds now use the full-size Coral Cathedral and surrounding Sunken Wastes provinces at ordinary world height. Legacy TerraBlender saves are not migrated.

  • Endless 0.9.3 remains optional on Forge 1.20.1 and unlocks the separate deep world type. Generic logical-floor fog and sparse engine changes are supplied by Endless 0.9.3; its Forge build also requires Architectury API 9.2.14+.

  • Add a separate Deep Reef Province world type when Endless is installed, with conditional sparse adapters and shared biome features/spawn tables. Preserve the Cathedral's 1,024-block radius and scale the surrounding rim and Sunken Wastes proportionally.

  • Balance new province placement toward a measured 10-20k-block average journey while retaining full Cathedral size and rings. Persist placement version 2; old saved sources retain their original version-1 layout.

  • Add a craftable Reef Compass for both Forge world-generation paths, with generated-art rotating needle frames, asynchronous nearest-Cathedral attunement, saved targets and no distant chunk generation.

  • Add an Endless-backed basin foundation down to -512, deep water through the former vanilla bedrock barrier, and continuous bedrock following the seabed. Ordinary outside terrain retains vanilla bedrock.

  • Cache exact native seabed heights by chunk and calculate noise outside the shared LRU lock. Prepare sparse sections only for requested FULL chunks, on generation workers, then install them through Endless's bulk API without a snapshot encode/decode round trip.

  • Batch exact native height evaluation by chunk in both world-generation paths, sharing one noise graph and interpolation slices across neighbouring columns. Initialize uniform deep water/rock sections through Endless's palette factory while preserving native write counters, bedrock, biomes and the original coral decorators.

  • Add native fresh/cold generation, lighting/halo, existing-page refusal and worker-admission regressions, plus a paired in-game performance fixture.

  • Restore the full legacy Cathedral garden and giant-coral decorations below the dense floor: clustered branching/layered/folded colonies, sandstone boulders, all five coral colors, coral plants/fans, seagrass, sea pickles and giant crown fans. Both paths now call the same original decorators.

  • Add native feature-family, living-coral survival, cold-reload and frozen 0.0.3 biome feature/carver/spawn inventory regressions.

  • Restore native natural spawning below the dense floor through Endless's logical spawn-bound fix. Confine the four custom species to Cathedral canopy water, retain vanilla aquatic spawning above and below it, and retain Drowned weight 1. Add native deep-dispatch, upper-water/Wastes rejection and cold-restart regressions.

  • Resolve NeoForge's external tooling from its authoritative repository rather than incomplete Maven Central classifier artifacts.

  • Bound Forge water finishing to 64 columns, 32 inspected chunks and an approximately 3 ms soft budget per level tick. Persist the next-column cursor and resume unfinished work after cold restart; recover interrupted deep generation without replacing saved pages.

  • Add a static normal-world preset collision scanner. Other mods/datapacks replacing minecraft:normal still need a deliberately combined or separate custom preset and native validation.

The deep world type remains experimental and Forge 1.20.1-only. It requires Endless 0.9.3 (supported range: 0.9.3 to below 0.10), Architectury API 9.2.14+, and a new world with a minimum build height at or below -512. Cave/structure integration is incomplete; native deep audits disable structures. Other loaders do not include the deep adapter or Reef Compass. Worst-case populated burst-load timings and recorded client/tick timing regressions remain unresolved. Historical benchmark data and reports are preserved unchanged; this release does not claim a general performance improvement.

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