world_preview-1.4.0.jar
Curse Maven Snippet
What's new
1.4.0
New Features
Added biome color intelligence system (
BiomeColorResolver): replaces the old SHA-1 hash-based color assignment for unknown biomes with a multi-layered resolution pipeline- Exact override layer: hard-coded colors for specific biomes (cherry grove, dark forest, ice spikes, etc.)
- Climate-category layer: assigns colors based on biome classification (desert, snowy, nether, cave, etc.) with shade variants
- Vegetation-heuristic layer: uses foliage affinity patterns (jungle, forest, taiga, swamp, plains, mountain) to assign colors
- Elevation-aware modulation: adjusts brightness and saturation based on typical elevation (higher = cooler/desaturated, lower = warmer)
- Color-temperature analysis: shifts hue slightly warm or cool based on climate zone, creating a coherent visual temperature gradient
- HSV deterministic fallback: generates controlled HSV colors with earthy saturation/value ranges for truly unknown biomes
- Transition zone blending: computes blended transition colors between adjacent biomes using Lab-space interpolation
- Display name generation: converts biome ID paths to human-readable names (e.g.
snowy_taiga→Snowy Taiga)
Added biome rarity analyzer (
BiomeRarityAnalyzer): real-time statistical analyzer for biome rarity within the visible viewport- Rarity scores computed on a logarithmic scale (0 = most common, 1 = rarest)
- Luminance boost for rare biomes using the Rec. 601 perceptual luminance model
- Halo effect for very rare biomes: warm orange glow that is immediately noticeable even in dense biome maps
- Contrast dimming for common biomes: slight desaturation to emphasize rare ones without making the map unreadable
- Configurable discovery threshold, highlight intensity, and dim intensity
Added per-noise-type color gradients (
NoiseColorProvider): each noise parameter gets its own dedicated color gradient- Temperature, humidity, continentalness, erosion, depth, weirdness, and peaks/valleys each have unique gradient palettes
- Configurable interpolation: sRGB lerp (hard transitions) vs Lab lerp (perceptually smooth), with proportional mixing
- Optional quantization to N discrete color bands for a topographic-map appearance (8/16 bands)
- New "Per-noise-type color gradients" setting in the General settings page
Added translucent button widget (
TranslucentButton): semi-transparent button for the switch (Biomes / Structures / Seeds) rail icons with auto-adaptive width
Improvements
Changed scroll wheel zoom default from
falsetotrue— scroll wheel now zooms the map by defaultCtrl+scrollalways zooms;Alt+scrollalways adjusts Y height, regardless of the setting- Simplified tooltip text (removed zoom hint since it is now the default behavior)
Replaced random shuffle in
WorkManagerwith viewport-center spiral sort: chunks nearest the viewport center are sampled first, making the map appear to load 2-3x faster from the user's perspective- Uses Chebyshev distance with deterministic secondary ordering (X then Z) for stability
Fixed early abort dedup guard: when early-aborting queueing, the dedup guard (
lastQueuedTopLeft/lastQueuedBotRight) is now cleared so the same range can be re-queued later (e.g. after drag release)Upgraded
ScaleSpec.blockScale()to returndoubleand updatedViewportMappingto use double-precision arithmetic for more accurate world-to-screen mappingAdded controllable color interpolation methods to
ColorMap:getBlended(),getARGBBlended(), andlerpBlended()for mixing sRGB and Lab-space interpolationCondensed verbose multi-line comments in
CreateWorldScreenMixin
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