🌸 CliffTree now supports Minecraft 26.2 🌸
🩷 In active development, features subject to change. Please report any issues. 🩷
🧡 Join the Penumbra Discord server for development updates! 🧡
🌸 About CliffTree 🌸
Cliff under a Tree, or CliffTree for short, is a world generation datapack that freshens up the Overworld with brand new biomes and improvements to existing biomes, all while maintaining the spirit of vanilla!
From searing Shrublands to frigid Glacier Vallies, explore a plethora of biomes, including all-new sights such as the Oasis, the Tundra, or variations of familiar places, like the Snowy Old Growth Taiga!
Vanilla Biome Improvements
Many biomes from vanilla have been improved! Alongside overall better distribution, CliffTree makes visual changes such as terracotta on the sides of Savanna Plateaus, fallen logs on various forest biomes, more stone on the sides of cliffs, and wide Beaches reminiscent of Minecraft beta.
Improved Rivers and Oceans
Nearly every biome in CliffTree has new colors for water, seen across the Overworld's rivers and oceans! Dive into even deeper oceans, and swim through new underwater rock and spire formations! River floors have also been altered, improving the distribution of sand, clay, and gravel underwater to provide a nice and cohesive gradient, rather than random disks.
New and Improved Cave Biomes
Instead of surface biomes extending all the way down to the underground, CliffTree adds distinct cave biomes! You'll still find ordinary-looking caves, but you'll also find icy Frozen Caves, terracotta-filled Warm Caves, and deep down, the scorching magma of the Inferno!
New Tree Shapes and Foliage Rules
Foliage like grasses and flowers can now be planted on sand snow blocks! Some trees have also received a makeover, such as Birch and small Jungle trees. Saplings also have custom growth rules, with only some saplings growing up on sand and snow, and certain blocks allowing the growth of rare tree types, like Jungle bushes and Swamp Oaks!
🌸 Add-ons and Compatibility 🌸
ButterBee spices up CliffTree's ecosystems by adding new biome-dependant variants for chickens, cows, pigs, wolves, and even one new frog! This add-on will hopefully make exploration feel fresh, as you might discover new faces along your journey!
Tectonic is a world generation project that aims to transform how terrain is shaped. Terrain forms to continent-like landmasses, tailored to fit massive mountain ranges and new terrain types. Oceans feature smaller "islands", up to around a thousand blocks across!
Since Tectonic 3.0, the mod versions of CliffTree and Tectonic are natively compatible together! If you're using the datapack version, a compatibility datapack is required.
🌸 Originally by Konci and Walls 🌸
This is probably obvious, but CliffTree's name originates from Island Song. I just really like Adventure Time.
🛜 Get 25% off at BisectHosting using code "konci" 🛜
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As always, the latest version of [**Vanilla Backport**](https://modrinth.com/mod/vanillabackport) is required!
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Hopefully actually fixed feature orders this time. Please report if it's somehow still not fixed
As always, the latest version of [**Vanilla Backport**](https://modrinth.com/mod/vanillabackport) is required!
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Hopefully actually fixed feature orders this time. Please report if it's somehow still not fixed
As always, the latest version of [**Vanilla Backport**](https://modrinth.com/mod/vanillabackport) is required!
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Hopefully actually fixed feature orders this time. Please report if it's somehow still not fixed
- CliffTree 3.3 for Chaos Cubed** is finally out! Along with a slightly tweaked Sulfur Caves, this update also brings a few bug fixes and the ability to disabled Sky Biomes!
### Sky Biomes
Can now be disabled by:
- Turning off the "Sky Biomes" toggle in the config screen (Mod version only, requires [Mod Menu](https://modrinth.com/mod/modmenu) on Fabric)
- Deleting the
overlay.sky_biomesdirectory
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Currently does not generate on the surface. In the future, a dedicated sulfur biome for the surface is planned
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Cobwebs in caves now generate nicer and no longer override stone
- Mushrooms in mushroom caves and jungles no longer override blocks and are now distributed properly
- Slightly increased glow lichen amount in mushroom caves
## What's next for CliffTree?
- Updating the 1.21.1 port
- Possibly updating the 26.1 version to address some bugs
- Further additions, which might come either in a minor update for 26.2, or included with 26.3 when it releases
### Special thanks for this update:
- Apollo**: Update assistance and config screen implementation
- You guys, for being so patient and supportive
Thank you for watching my dream 🩷
- CliffTree 3.3 for Chaos Cubed** is finally out! Along with a slightly tweaked Sulfur Caves, this update also brings a few bug fixes and the ability to disabled Sky Biomes!
### Sky Biomes
Can now be disabled by:
- Turning off the "Sky Biomes" toggle in the config screen (Mod version only, requires [Mod Menu](https://modrinth.com/mod/modmenu) on Fabric)
- Deleting the
overlay.sky_biomesdirectory
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Currently does not generate on the surface. In the future, a dedicated sulfur biome for the surface is planned
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Cobwebs in caves now generate nicer and no longer override stone
- Mushrooms in mushroom caves and jungles no longer override blocks and are now distributed properly
- Slightly increased glow lichen amount in mushroom caves
## What's next for CliffTree?
- Updating the 1.21.1 port
- Possibly updating the 26.1 version to address some bugs
- Further additions, which might come either in a minor update for 26.2, or included with 26.3 when it releases
### Special thanks for this update:
- Apollo**: Update assistance and config screen implementation
- You guys, for being so patient and supportive
Thank you for watching my dream 🩷
- CliffTree 3.3 for Chaos Cubed** is finally out! Along with a slightly tweaked Sulfur Caves, this update also brings a few bug fixes and the ability to disabled Sky Biomes!
### Sky Biomes
Can now be disabled by:
- Turning off the "Sky Biomes" toggle in the config screen (Mod version only, requires [Mod Menu](https://modrinth.com/mod/modmenu) on Fabric)
- Deleting the
overlay.sky_biomesdirectory
### Sulfur Caves
- Generates on low humidity, opposite of Lush Caves. This makes them much more common than vanilla. Might be adjusted later if it's too frequent
- Currently does not generate on the surface. In the future, a dedicated sulfur biome for the surface is planned
- Removed bats, slimes and witches from spawning here, and cave spiders are somewhat more common
- Some sulfur pools will have calcite rings around them. These pools have magma blocks under their potent sulfur, allowing geysers to erupt in the caves
- Occasional pockets of stone/deepslate can generate on the floor, with an increased chance of containing iron and redstone ores
### Tweaks and bug fixes
- Tweaked all badlands grass and foliage colors, most noticeably on Wooded Badlands. They are now quite a bit more green, as I wasn't super happy with how it looked before
- Cobwebs in caves now generate nicer and no longer override stone
- Mushrooms in mushroom caves and jungles no longer override blocks and are now distributed properly
- Slightly increased glow lichen amount in mushroom caves
## What's next for CliffTree?
- Updating the 1.21.1 port
- Possibly updating the 26.1 version to address some bugs
- Further additions, which might come either in a minor update for 26.2, or included with 26.3 when it releases
### Special thanks for this update:
- Apollo**: Update assistance and config screen implementation
- You guys, for being so patient and supportive
Thank you for watching my dream 🩷
Due to a critical issue with passive mobs not spawning, a hotfix has been released to remedy this.
- Temporarily removed The Frontier sky biome from world generation
- Instead, whatever biome was on the surface will now generate right before build limit, instead of any sky biomes
- Anywhere between this point and cloud level will still have sky biomes as before
- The biome will still exist in the files, but will not generate naturally anywhere
<details>
<summary> The reason behind this change:
</summary>
This change was done due to how Minecraft's passive mob generation works, as it will always check the topmost biome of the world to determine which passive mobs spawn when a chunk is first generated. Since The Frontier does not allow mob spawning, this caused passive mobs to be absent upon world generation, and they will only spawn slowly over time with a very limited mob cap.
</details>
The removal of The Frontier is unfortunately necessary for now, but I will look into other ways of solving this issue in the future in a way that allows me to keep the desired effect.
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
Due to a critical issue with passive mobs not spawning, a hotfix has been released to remedy this.
- Temporarily removed The Frontier sky biome from world generation
- Instead, whatever biome was on the surface will now generate right before build limit, instead of any sky biomes
- Anywhere between this point and cloud level will still have sky biomes as before
- The biome will still exist in the files, but will not generate naturally anywhere
<details>
<summary> The reason behind this change:
</summary>
This change was done due to how Minecraft's passive mob generation works, as it will always check the topmost biome of the world to determine which passive mobs spawn when a chunk is first generated. Since The Frontier does not allow mob spawning, this caused passive mobs to be absent upon world generation, and they will only spawn slowly over time with a very limited mob cap.
</details>
The removal of The Frontier is unfortunately necessary for now, but I will look into other ways of solving this issue in the future in a way that allows me to keep the desired effect.
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
After quite a while, CliffTree is finally out for Tiny Takeover! Due to the removal of the "random patch" feature type, this release has been delayed for some time. But it's not just a hotfix either, several new features are coming, from pale caves below to the starry skies above!
## New biomes: Skies
- Added 10 sky biomes that generate above the cloud level
- All sky biomes have slightly darker sky colors, closer fog and some stars visible
- Rain and snow will not fall in sky biomes
- Unless otherwise specified, hostile mob spawning works as normal, given spawning conditions are met
- Sky biomes are not required for the "Adventuring Time" advancement
<details>
<summary> List of Sky Biomes</summary>
- Azure Skies** spawn above most biomes (e.g. plains, forests)
- Celadon Skies** spawn above arid biomes (e.g. deserts, badlands)
- Indigo Skies** spawn above frigid biomes (e.g. snowy biomes, tundra)
- Viridian Skies** spawn above Swamps, Kelp Forests, and Jungles
- Cerulean Skies** spawn above most rivers. These can also spawn Drowned, allowing farms to still be built
- Frozen Summit** spawns above Frozen Peaks
- Jagged Summit** spawns above Jagged Peaks
- Stony Summit** spawns above Stony Peaks
- Atmospore** spawns above Mushroom Fields. Like its land counterpart, no mobs spawn here
- The Frontier** spawns above all sky biomes when it nears the build limit. No mobs spawn here
- Star particles occasionally spawn, representing baby stars that are born in the Overworld's atmosphere, where they're safer from celestial predators
</details>
## New biome: Pale Grotto
- A symptom of the Pale Garden's spread, covered in hanging moss and pale moss patches
- Generates below Pale Gardens, killing off Lush Cave ecosystems that would have been there
- Hostile mobs spawn as normal, but Spiders are more common, while Creepers are less common
### Changes to moss spreading
- Moss blocks and pale moss blocks will try to overtake one another when growing
- They will also try to supplant certain moss-related vegetation with the opposite type
- Pale moss will also kill azalea bushes when spreading, turning them into dead bushes. They cannot be revived by spreading moss
- In order to allow moss to be used outside of the Lush Cave context in the future, the vegetation produced by moss will now be dependent on certain environmental factors:
- By default, only moss carpets, grasses, and classic vines will spread
- Azalea bushes, cave vines, and spore blossoms can also spread if a spore blossom is present up to 5 blocks above nearby
- Azalea bushes and cave vines can also spread if others of its kind are present nearby
### Other biome-specific changes
- Oak trees will now only generate in Pale Gardens when bordering other forest biomes
- Flower Forests can rarely generate Golden Dandelions in Dandelion patches
- Dark Forests now have darker grass and foliage colors
- Forest biome has more defined noise-based clearings
- Fixed stone sometimes taking over Granite and Diorite shore biomes
- Rocks in Old Growth Taigas can occasionally spawn with moss blocks around it
- Taigas and Old Growth Taigas now generate Azure Bluet patches
- Reduced amount of mud in Jungles
- Dry Grass in Beaches mostly no longer expands into non-beach biomes
### Miscellaneous changes
- Bonemealing flowers may be better in some biomes
- Has a chance of generating most flowers the biome can spawn with, independent of noise patterns
- Flowers that match the noise patterns are still favored
- Block light has special tints in some biomes, most noticeably in cave biomes like Frozen Caves, Inferno, and Deep Dark
- By default, block light is now less warm and more neutral
- Some biomes have different dripstone dripping particles
- Arid biomes like badlands and deserts have none
- The Inferno biome has lava
### Note on [Tectonic](https://modrinth.com/datapack/tectonic) compatibility:
The mod version of both CliffTree and Tectonic are compatible with each other, but currently sky biomes will not generate when Tectonic is installed. A fix is planned in the future.
<details>
<summary> Special Thanks</summary>
- [Evergreene](https://modrinth.com/user/Evergreene), for coming up with the hilarious name "Atmospore" and the lore of baby stars
- Hiro (from Penumbra Discord), for coming up with the cool name "The Frontier"
- Sierra (and probably several others), for suggesting a "Pale Lush Cave" type biome which became the Pale Grotto
- The [No Man's Land](https://modrinth.com/mod/no-mans-land) team, who shared an image of their skydogs and starry skies, which was partial inspiration for the sky biomes
- Zeean, for taking me to the local library where I'm able to lock in on finishing this update
- [Apollo](https://modrinth.com/user/Apollo), for helping me write this changelog while I was burnt out
- [NovaWostra](https://modrinth.com/user/NovaWostra) and [notNoita](https://modrinth.com/user/notNoita), for playtesting and finding a bunch of bugs I would have never caught myself
</details>
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
After quite a while, CliffTree is finally out for Tiny Takeover! Due to the removal of the "random patch" feature type, this release has been delayed for some time. But it's not just a hotfix either, several new features are coming, from pale caves below to the starry skies above!
## New biomes: Skies
- Added 10 sky biomes that generate above the cloud level
- All sky biomes have slightly darker sky colors, closer fog and some stars visible
- Rain and snow will not fall in sky biomes
- Unless otherwise specified, hostile mob spawning works as normal, given spawning conditions are met
- Sky biomes are not required for the "Adventuring Time" advancement
<details>
<summary> List of Sky Biomes</summary>
- Azure Skies** spawn above most biomes (e.g. plains, forests)
- Celadon Skies** spawn above arid biomes (e.g. deserts, badlands)
- Indigo Skies** spawn above frigid biomes (e.g. snowy biomes, tundra)
- Viridian Skies** spawn above Swamps, Kelp Forests, and Jungles
- Cerulean Skies** spawn above most rivers. These can also spawn Drowned, allowing farms to still be built
- Frozen Summit** spawns above Frozen Peaks
- Jagged Summit** spawns above Jagged Peaks
- Stony Summit** spawns above Stony Peaks
- Atmospore** spawns above Mushroom Fields. Like its land counterpart, no mobs spawn here
- The Frontier** spawns above all sky biomes when it nears the build limit. No mobs spawn here
- Star particles occasionally spawn, representing baby stars that are born in the Overworld's atmosphere, where they're safer from celestial predators
</details>
## New biome: Pale Grotto
- A symptom of the Pale Garden's spread, covered in hanging moss and pale moss patches
- Generates below Pale Gardens, killing off Lush Cave ecosystems that would have been there
- Hostile mobs spawn as normal, but Spiders are more common, while Creepers are less common
### Changes to moss spreading
- Moss blocks and pale moss blocks will try to overtake one another when growing
- They will also try to supplant certain moss-related vegetation with the opposite type
- Pale moss will also kill azalea bushes when spreading, turning them into dead bushes. They cannot be revived by spreading moss
- In order to allow moss to be used outside of the Lush Cave context in the future, the vegetation produced by moss will now be dependent on certain environmental factors:
- By default, only moss carpets, grasses, and classic vines will spread
- Azalea bushes, cave vines, and spore blossoms can also spread if a spore blossom is present up to 5 blocks above nearby
- Azalea bushes and cave vines can also spread if others of its kind are present nearby
### Other biome-specific changes
- Oak trees will now only generate in Pale Gardens when bordering other forest biomes
- Flower Forests can rarely generate Golden Dandelions in Dandelion patches
- Dark Forests now have darker grass and foliage colors
- Forest biome has more defined noise-based clearings
- Fixed stone sometimes taking over Granite and Diorite shore biomes
- Rocks in Old Growth Taigas can occasionally spawn with moss blocks around it
- Taigas and Old Growth Taigas now generate Azure Bluet patches
- Reduced amount of mud in Jungles
- Dry Grass in Beaches mostly no longer expands into non-beach biomes
### Miscellaneous changes
- Bonemealing flowers may be better in some biomes
- Has a chance of generating most flowers the biome can spawn with, independent of noise patterns
- Flowers that match the noise patterns are still favored
- Block light has special tints in some biomes, most noticeably in cave biomes like Frozen Caves, Inferno, and Deep Dark
- By default, block light is now less warm and more neutral
- Some biomes have different dripstone dripping particles
- Arid biomes like badlands and deserts have none
- The Inferno biome has lava
### Note on [Tectonic](https://modrinth.com/datapack/tectonic) compatibility:
The mod version of both CliffTree and Tectonic are compatible with each other, but currently sky biomes will not generate when Tectonic is installed. A fix is planned in the future.
<details>
<summary> Special Thanks</summary>
- [Evergreene](https://modrinth.com/user/Evergreene), for coming up with the hilarious name "Atmospore" and the lore of baby stars
- Hiro (from Penumbra Discord), for coming up with the cool name "The Frontier"
- Sierra (and probably several others), for suggesting a "Pale Lush Cave" type biome which became the Pale Grotto
- The [No Man's Land](https://modrinth.com/mod/no-mans-land) team, who shared an image of their skydogs and starry skies, which was partial inspiration for the sky biomes
- Zeean, for taking me to the local library where I'm able to lock in on finishing this update
- [Apollo](https://modrinth.com/user/Apollo), for helping me write this changelog while I was burnt out
- [NovaWostra](https://modrinth.com/user/NovaWostra) and [notNoita](https://modrinth.com/user/notNoita), for playtesting and finding a bunch of bugs I would have never caught myself
</details>
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
- Added mob variants from ButterBee
- Added Bale Garden, a new biome
- Added Sheep temperature variants
- Added a new Sniffer loot
Only works for 26w14a!
More or less the same changes as 1.21.11, but with the addition of:
- Fixed [Galosphere](https://modrinth.com/mod/galosphere) integration, biomes should now generate more consistently
- Also no longer requires Biolith for this, as the biome injection is now done through Lithostitched
- No longer requires Feature Recycler
- If issues do still arise, try using it again, specifically version 2.0.0
- Added compatibility with [Antique Atlas](https://www.curseforge.com/minecraft/mc-mods/antique-atlas)
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
More or less the same changes as 1.21.11, but with the addition of:
- Fixed [Galosphere](https://modrinth.com/mod/galosphere) integration, biomes should now generate more consistently
- Also no longer requires Biolith for this, as the biome injection is now done through Lithostitched
- No longer requires Feature Recycler
- If issues do still arise, try using it again, specifically version 2.0.0
- Added compatibility with [Antique Atlas](https://www.curseforge.com/minecraft/mc-mods/antique-atlas)
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
## Changes & Additions
- Reduced fog density in most cave biomes
- Added Chinese localization (by Lailah Quill)
- The mod version now depends on [Lithostitched](https://modrinth.com/mod/lithostitched) 1.6
- The datapack version does not require it, but minor improvements will be present if it is installed
- Fixed underwater music not playing in ocean biomes
- Fixed magma blocks being way too common in oceans when it reaches deepslate level
- Fixed snow golems not melting in certain warm biomes
Minor improvements are applied when [Lithostitched](https://modrinth.com/mod/lithostitched) is installed:
- Improved the appearance of custom bandlands-type biomes
- Now uses a custom surface rule instead of feature-based replacement
- Will no longer bleed colors across different types of bandlands biomes
- For example, the colored bands of Shrublands will no longer bleed to nearby Badlands biomes
- Improved the appearance of steep cliffsides
- Is now applied across all directions, instead of just north and east
- The steepness of stony cliffsides now vary across different biome types
- World preset selection is now enabled for both datapack and mod versions
- CliffTree's surface rules are now saved as a separate file, and referenced in the noise settings
- This should simplify and futureproof adding CliffTree compatibility to terrain generation mods
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
## Changes & Additions
- Reduced fog density in most cave biomes
- Added Chinese localization (by Lailah Quill)
- The mod version now depends on [Lithostitched](https://modrinth.com/mod/lithostitched) 1.6
- The datapack version does not require it, but minor improvements will be present if it is installed
- Fixed underwater music not playing in ocean biomes
- Fixed magma blocks being way too common in oceans when it reaches deepslate level
- Fixed snow golems not melting in certain warm biomes
Minor improvements are applied when [Lithostitched](https://modrinth.com/mod/lithostitched) is installed:
- Improved the appearance of custom bandlands-type biomes
- Now uses a custom surface rule instead of feature-based replacement
- Will no longer bleed colors across different types of bandlands biomes
- For example, the colored bands of Shrublands will no longer bleed to nearby Badlands biomes
- Improved the appearance of steep cliffsides
- Is now applied across all directions, instead of just north and east
- The steepness of stony cliffsides now vary across different biome types
- World preset selection is now enabled for both datapack and mod versions
- CliffTree's surface rules are now saved as a separate file, and referenced in the noise settings
- This should simplify and futureproof adding CliffTree compatibility to terrain generation mods
- Report CliffTree issues [here](https://github.com/Penumbra-MC/CliffTree/issues)**
- Fixed Galosphere biomes not generating even with Biolith installed
- Temporarily removed support for disabling CliffTree carvers with Tectonic's "no carvers" setting, in order to fix the former issue
- Fixed Galosphere biomes not generating even with Biolith installed
- Temporarily removed support for disabling CliffTree carvers with Tectonic's "no carvers" setting, in order to fix the former issue
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Will now properly disable carvers with [Tectonic](https://modrinth.com/datapack/tectonic)'s "no carvers" setting
- Fixed biomes from other mods having grass surfaces when they're not supposed to
- Added French localization (by @sir8)
- 1.21.1 only**
- Added support for [Galosphere](https://modrinth.com/mod/galosphere) biomes to generate (requires [Biolith](https://modrinth.com/mod/biolith))
- Feature order cycle error seems to be causing crashes, for now this can be solved with [Feature Recycler](https://modrinth.com/mod/feature-recycler), but I will look into fixing this in the future
Fixes
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)
- Feature order cycle error seems to be causing crashes, for now this can be solved with [Feature Recycler](https://modrinth.com/mod/feature-recycler), but I will look into fixing this in the future
Fixes
- Fixed farm animals in glacier cliffs being temperate
You can now [report issues here](https://github.com/Penumbra-MC/CliffTree/issues)