### Update Log (English)
**0.6.2 · Farm Overhaul and Immersive Indoor/Outdoor Travel**
- Rebuilds farm initialization and ecological painting for the Standard, Riverland, Forest, Hill-top, Four Corners, Wilderness, Beach and Meadowlands layouts. Source maps now guide regional ecology rates while Minecraft terrain, buildings and occupied space determine the actual placement.
- Adds the daily farm ecology pass for trees, saplings, bushes, pasture, weeds, twigs, stones, ore nodes and large obstacles. Roads, floors, buildings and existing player work are protected, and older farms are filled in progressively without resetting their construction.
- Connects Beach supply crates and the Forest and Wilderness farm services, and ships the farm reports, prefabs and greenhouse blueprints used by the new layouts. Greenhouses repair or migrate according to the existing save state while preserving interior contents.
- Completes independent seasonal selection for leaves, pasture, bushes and farm surfaces, including the winter evergreen fix and corrections for canopy, snow-layer and terrain lighting.
- Ships immersive town-door travel. Door pairs prepare only when relevant chunks and players are nearby, while opening, traversal direction, NPC use and client state stay synchronized. Farm, greenhouse, town and other interior transitions keep a safe landing, facing and cooldown, and refuse unsafe destinations.
- Adds camera, third-person, frustum, occlusion and shader handoff fixes so crossing a doorway stays visually continuous and remains compatible with Sodium and Iris rendering paths.
- Adds farm, supply-crate, greenhouse and ecology GameTests and runtime checks, and removes the local source-contract test entry points from release verification in favor of behavior and compatibility coverage.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }