Additions
- Added Maple trees.
- Added Leaf Litters for Maple Leaves.
- Added Maple Grove biome.
- Chestnut Wolves spawn here.
- Added the Sparse Forest transition biome.
- Added the Marigold flower.
- Added better transitions/fizzling edges for Coarse Dirt in biomes where these blocks are prominent.
- Stone piles now generate in Stony Shores, Flower Forests, Sunflower Plains, and Maple Groves.
- This is controlled with the
wilderwild:has_stone_pile_common,
wilderwild:has_stone_pile,
andwilderwild:has_stone_pile_rare
tags.
- This is controlled with the
- Added falling leaf particles for all leaf types.
- Added Hollowed Pale Oak Logs and Stripped Hollowed Pale Oak Logs.
- Added Snapped and Fallen Pale Oak trees to the Pale Garden biome.
- Added Pale Moss piles to the Pale Garden biome.
- Seeding Dandelions, Brown Mushrooms, and Stone Piles now occasionally generate in the Pale Garden biome.
- Added Crimson and Warped Shelf Fungi, which generate naturally.
- Added fallen and snapped Crimson and Warped Fungi, which generate naturally.
- Sideways Geysers now generate naturally in Magmatic Caves.
- Added the Mycelium Growth block.
- Generates naturally in Mushroom Fields.
- Mycelium can now be bonemealed to create Mycelium Growth blocks.
- Added the Recorder Copper Horn.
- Replaced all Copper Horn sounds.
- Added new sounds for Melon and Pumpkin blocks.
- Replaced the Dripstone Caves ambient loop.
- Added two new ambient sounds for Dripstone Caves.
- Replaced the Lush Caves ambient loop.
- Added twenty-three new ambient sounds for Lush Caves.
- Crabs have new hurt and idle sounds.
- Algae's sounds have been replaced.
- Added translations for Vietnamese thanks to godkyo98!
- Added more block sound type compatibility for BetterNether and BetterEnd.
- Added block sound type compatibility for Nature's Spirit.
- Added block sound type compatibility for Biomes O' Plenty.
- Added block sound type compatibility for Terrestria.
- Added block sound type compatibility for Regions Unexplored.
- Added block sound type compatibility for Traverse.
- Added block sound type compatibility for Excessive Building.
Changes
- The Ancient Horn has finally been removed, as it was incredibly out-of-place and overpowered.
- Removed Palms from normal beaches as it was immersion-breaking in cooler areas.
- Warm Beaches will still have Palms.
- Rewrote the foliage generation of Palm trees.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- In other words, they're visually pleasing and no longer messy!
- Palms that generated with circular foliage have also received upgraded foliage generation, mirroring the real-world Windmill Palm.
- Thanks to this new generation, the mixin that modifies the
distance
property's maximum value has been removed. - A minimum of one Coconut is now guaranteed to generate on each Palm tree.
- Normal Palm trees now look more "Minecrafty" and no longer use realistic frond generation.
- The foliage and grass colors of the Oasis biome are no longer a saturated green.
- Sunflower Plains have been revamped again, and are no longer an eyesore.
- Significantly improved the Frozen Caves biome, as well as its placement.
- Renamed the Small Sponge to Sponge Bud.
- Removed the Cherry Grove panorama.
- Retextured Algae, thanks to Zhen!
- Retextured the Palm wood set, thanks to Zhen!
- Updated the Palm Fronds texture, thanks to Zhen!
- Retextured Coconut blocks, thanks to Zhen!
- The Jellyfish's animations and rendering have been updated to be more consistent with Vanilla and smoother overall.
- Jellyfish now have 2D tentacles by default, looking much cleaner than before.
- This can be toggled on-the-fly with the config.
- Most naturally generating Birch trees are now medium-sized instead of being very tall, including in Birch Forests.
- Old Growth Birch Forests will still keep their tall trees.
- Birch Saplings can now grow Medium and Super Birches.
- Seeding Dandelions can now be sheared into regular Dandelions, even with Dispensers.
- Both types of Shelf Fungus have now been renamed to end with
Fungi
instead ofFungus.
- Removed the custom item models for Beehives and Bee Nests filled with honey for 1.21.2 versions, as this has been added to Vanilla.
- The strength and resistance of Echo Glass have been increased.
- Echo Glass now heals when the light level is at 8 or below instead of 7.
- Echo Glass now takes 25% longer for light to damage it.
- Geysers now take longer to mine and are more blast resistant.
- Slightly optimized more config getter calls.
- Removed altered Dripleaf and Redstone interaction, now only acting like vanilla.
- Crabs no longer have a maximum spawning height past sea level.
- The thick variant of Big Nether Fungi can now be grown by placing Fungi in a
+
shape. - Significantly decreased Glory of the Snow generation outside Jungle biomes.
- Split most Tall and Short flower generation into separate features for noise-based flower placement.
- This change makes flower generation noticeably easier on the eyes, especially in biomes like the Cherry Grove.
- Slightly decreased flower generation overall.
- Rose Bushes now generate commonly in Birch Forest biomes.
- Peonies now generate commonly in Birch Forest biomes.
- Lilacs now generate commonly in Birch Forest biomes.
- Bushes will no longer generate naturally on Sand in certain biomes.
- Decreased the amount of "Fancy" Oak Trees and made regular Spruce Trees less common in favor of Short Spruce Trees in the Mixed Forest biome.
- Termite Mounds no longer have a chance to generate with a disk of Sand beneath them.
- Jellyfish Caves have been renamed to Mesoglea Caves.
- Decreased the amount of space Parched Forests take up.
- Decreased the default mob cap for Crabs from 25 to 15.
- Changed the volume of Deep Dark ambience.
- Increased the rarity of Abandoned Cabins.
- Updated Ukranian translation thanks to unroman!
Bug Fixes
- Fixed a few tags that were still unfinished and excluded the Palm set.
- Fixed the Carnation's dye recipe being in the
orange_dye
group. - Cherry particles are now much more responsive to wind, and no longer get removed upon spawning.
- Seeding Dandelion and Milkweed seed particles' spawn positions now match the block's random model offset.
- Baobab, Cypress, and Palm's sign types are now placed after the Mangrove Hanging Sign in the creative inventory, instead of between the Mangrove Sign and Mangrove Hanging Sign.
- Ostrich Eggs are now placed before Sniffer Eggs in the creative inventory.
- Scorched Sand is no longer found in the
Functional Items
tab of the creative inventory. - Prickly Pears are now placed after Sweet Berries in the
Food & Drinks
tab of the creative inventory. - Crab Claws and Cooked Crab Claws are now placed before Cod in the creative inventory.
- Baobab, Cypress, and Palm foliage is now found between Mangrove Leaves and Cherry Leaves in the creative inventory.
- Fixed potential worldgen feature cycle crashes when certain config options were disabled.
- Removed many duplicate spawn entries in Wilder Wild's biomes.
- Tumbleweed no longer drop feathers.
- Palm Fronds are now compostable.
- Prickly Pears and Peeled Prickly Pears can now be composted.
- The loot tables of Shelf Fungi have been fixed.
- Echo Glass no longer flickers upon being damaged by players.
- Fixed many random blocks having the
termite_edible
blockstate property.- This checks if the Note Block Instrument for the block is
BASS
and if the block's sound type is notSTEM.
- This checks if the Note Block Instrument for the block is
- Termite Mounds now generate as intended once again.
- Fixed the main ambient loop in the Deep Dark not properly looping.
- Pollen can no longer generate in Water during worldgen.
- Fallen Birch trees no longer generate in Cherry Groves.
- Updated some previously mis-colored Cypress textures.
- Optimized custom Dispenser behaviors with Wilder Wild's blocks.
- Fixed thrown Coconuts sometimes using the wrong sound source upon landing.
- Once again fixed Termite Mounds being active in situations they aren't supposed to.
- Algae no longer slows down players flying in Creative mode.
- Geysers no longer push players flying in Creative mode.
- PLayer-placed Termites can now break Cherry Wood.
- The
Windswept Savanna Placement
config option now actually dictates whether Windswept Savannas use modified parameters. - Wilder Wild's Cactus hurt sounds work once again.
- Fixed the Mixed Forest biome not generating on certain Forest-Taiga borders.
- Fixed Snow Golems not melting in the Parched Forest biome.
- Fixed a broken loop in the ambience of Mesoglea Caves.
Technical Changes
- Refactored classes with the
Wilder
prefix to start with theWW
prefix.- This change was made in order for mod compatibility development with Wilder Wild to be more organized.
- Refactored custom BlockState Property-related classes to
block/property,
fromblock/impl.
- Refactored
WilderEnumValues
toWWBoatTypes.
- A lot more refactoring.
- Completely reorganized
en_us.json,
now being much easier to find and add translation strings. - Split the contents of WilderWildClient into multiple classes.
- Swapped out a mixin on
BeaconBlockEntity
in favor of FrozenLib's newBeaconEffectRegistry.
- The Crab's
isClimbing
method has been refactored toisCrabClimbing
to prevent conflicts when importing Wilder Wild on runtime. - Fixed data generation to no longer append the
termite_edible
orsnow_layers
properties to other mods' data generation. - Added the
registerAxeHollowBehavior
andregisterAxeHollowBehaviorStem
methods to theHollowedLogBlock
class to make compat easier without needing to import FrozenLib. - Added a
feature/
prefix to many of Wilder Wild's tags relating to feature generation. - Added a
spawn/
prefix to Wilder Wild's biome tags relating to mob spawning. - Added a
beta_beach/
prefix to Wilder Wild's biome tags relating to Beta Beaches. - Added a
water_color/
prefix to Wilder Wild's biome tags relating to water colors.
- Updated to support Sodium 0.6.0.
- Updated Particle Rain compatability.
- Rain particles have been updated to only rotate in one specific direction in a recent update. Alongside new compatability fixes, Rain particle rendering has been reworked to match that of Wilder Wild's Wind particles, rendering at the angle the particle is moving.
- Updated Falling Leaves compatability.
- Added compat for Palm Fronds and Cypress Leaves through a mixin.
- Altered the Nematocyst model to not cause issues with water.
- Fixed crash upon booting a server.
- Removed all but two of Wilder Wild's panoramas to improve file size.
- Cleaned up and optimized many mixins.
- Significantly improved and optimized Warden swimming and its animations.
- Optimized Allay animations.
- Slightly optimized the mixin plugin.
- Decreased the size of some Scorched Sand disks to prevent issues.
- This fixes issues reported about worldgen freezing and with C2ME.
- Allowed the Ostrich's walking animation to speed up slightly while running.
- Added a config option for Stone Chest generation in Ancient Cities.
- The block sounds option for Flowers now impacts Torchflowers.
- Fixed the Sculk Shrieker's new loot table causing it to drop without Silk Touch.
- Fixed the Snowlogging config using default values upon boot.
- Fixed Hanging Signs causing crashes. Again.
- Slightly decreased the average amount of flowers in Jungles.
- Added a lot of new panoramas that will show up randomly.
- Fixed Mesoglea rendering without Sodium.
- Placing a block with your offhand against a Stripped Log with an axe in your main hand no longer hollows the block being placed against.
- Dandelions and Lily Pads now create growth particles when grown with Bone Meal.
- Osseous Sculk now grows taller on average.
- Scorched now get the Scorching effect while touching Magma or Fire, as well as Lava like previously.
- Fixed the volumes of some Magma sounds.
- Desert Village changes are now toggled with a config.
- This adds a structure processor to convert the Jungle wood set into the Palm wood set.
- Slightly decreased the average amount of Cattails in worldgen.
- Changed the
wilderwild:blank_shut_up
feature into thewilderwild:empty
feature, which now generates nothing instead of a single Water block. - Converted Wilder Wild's entity registry to use Vanilla's entity builder.
- Fixed some modified recipes/loot tables not working properly.
- Reorganized data generation for configured and placed features in caves into their own classes.
- Fixed Wilder Wild's block entities and entities causing log errors about the datafixer.
- Fixed Mesoglea rendering with Sodium.
- Increased the protocol version to 9.
- Removed all references to Embeddium as it is no longer supported on Fabric.
- Removed modified water rendering, fixing an issue with Sodium.
- Tumbleweeds no longer render their items at the player's position.
- Fixed issues with certain sounds like Goat Horn Calls in multiplayer.
- Added missing Mossy Mud Bricks recipes to the Crafting Table.
- Added the Stone Chest to Fabric's chests tag.
- Added a config option to toggle Mossy and Cracked Mud Bricks generating in Trail Ruins.
- Disabled Snowlogging with Antique Atlas installed. (#381)
- Fixed Fire Placement with the Scorching effect replacing blocks it shouldn't.
- Added Cracked and Mossy Mud Bricks.
- This includes Stairs, Slabs, and Walls for Mossy Mud Bricks.
- Alongside these additions, Stonecutters now have Mud recipes for the sake of consistency and ease of use.
- These blocks now generate in Trail Ruins.
- Added Sculk Stairs, Slabs, and Walls to their respective Vanilla tags.
- Updated the texture for the Scorching effect's icon.
- The Scorching effect now places Fire upon a mob's death.
- Increased the max time the Scorching effect sets attackers on fire from 4 to 8 seconds.
- Scorched Eyes can now be crafted from a Spider Eye and Blaze Powder.
- Fall damage calculation with Geysers is now consistent with Wind Charges.
- Geysers now output a signal when used with Comparators.
- Possibly fixed some potential crashes related to Geysers.
- Increased the average amount of flowers that generate in Flower Forests.
- Decreased Milkweed generation overall.
- Decreased the amount of flowers in Rainforests.
- Removed Vanilla's default flower feature from plains biomes.
- Reworked flower generation in some biomes to be more "organic," generating in gradients. (#405)
- Plains and Forest Biomes.
- Birch Forests.
- Meadows.
- Rainforests and Temperate Rainforests.
- Cypress Wetlands.
- Jungles.
- Slightly optimized Tumbleweed rendering.
- Updated Wilder Wild's BlockEntity registry to match Vanilla, per a new Fabric API update.
- Tweaked how Osseous Sculk is generated once again, no longer using noise sampling.
- Refactored
WilderPreMixinInjectConstants
toWilderDatagenConstants.
- Fixed a crash when trying to load the
Lists
class. - Fixed the mod's config missing a background and smearing frames in certain situations. (#402)