### World Generation & Terrain
* Added support for oceans using **GEBCO 2026 bathymetry data**.
* Improved inland water generation so it works better in areas where terrain is unstable, including with fast LODs.
* Added **Thin Shell Terrain**, which disables underground terrain and keeps only the surface.
* This feature is currently **WIP**.
* Deepslate is no longer used for mountains, as mountainous terrain is being reworked.
* Fixed snow in mountains showing dirt underneath the snow when using fast LODs.
---
### Buildings, Roads & Structures
* Improved buildings and added more road details and elements thanks to the **Arnis project**: https://arnismc.com
* Distant Horizons LODs may not perfectly represent some of these new buildings yet.
* Added an option for areas where ESA data shows built-up features such as buildings, roads, and infrastructure to use a Minecraft biome from the Köppen/ESA classification instead of only stone and gravel.
* Villages no longer spawn in the middle of water bodies, such as lakes.
---
### Biomes
* Made biome adjustments for better biome selection based on Köppen climate data.
* Oceans now use **NOAA OISST v2.1** as the temperature source for biome classification.
* Inland biomes still use Köppen/ESA data for classification.
* Added a **Random Biomes** option with a percentage slider.
* This is intended for a more Minecraft-like survival experience while still using real-world terrain.
* This mode still uses Köppen and ESA data, but mixes in random Minecraft biomes.
* Added more Minecraft biomes:
* `warm_ocean`
* `lukewarm_ocean`
* `cold_ocean`
* `frozen_ocean`
* `deep_ocean`
* `deep_lukewarm_ocean`
* `deep_cold_ocean`
* `deep_frozen_ocean`
* `sunflower_plains`
* `flower_forest`
* New **Sulfur Caves** are planned.
---
### UI & Localization
* Added Japanese translation.
* Translations made with AI, so hopefully the translations are accurate 😅
* The **Set Spawnpoint** map search box now shows suggestions using Minecraft’s selected language.
---
### Fixes & Backend Improvements
* Fixed some trees showing a gray palette instead of their proper color when using fast LODs.
* Fixed issues across cache handling, terrain preview, and other backend systems.
---
## Known Issues
* Some coastlines may still show broken or unusual terrain elevation.
* This is mainly caused by resolution differences between inland and ocean terrain.
* Ocean fast LODs may show strange underwater elevation near coastlines.
* Fast LODs may show water elevation inconsistencies compared to full chunks.
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" }