Known issue
- Feature order cycle error seems to be causing crashes, for now this can be solved with 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
Known issue
- Feature order cycle error seems to be causing crashes, for now this can be solved with 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
Fixed "Adventuring Time" advancement being untranslated
CliffTree 3.1.1 for 1.21.11
Along with everything else included in the previous 3.1.0 version, the Mounts of Mayhem version of this update includes massive visual improvements to the overworld's vibe and ambience!
Read the previous changelog for changes across the entirety of 3.1.0, including functional world creation types, reworked glacier valleys, and more!
Immersive daytime
- The light color gets tinted orange when the sun sets or rises
- Clouds are tinted a reddish hue during this time
- Sunrise and sunset fog is less harsh in certain biomes, and absent from certain ones such as caves and pale gardens
- The night sky is slightly more vibrant
Variable fog density
- Snowy biomes have a slight cold fog, with mountain peaks being more clear
- Damp biomes like swamps and jungles have a slight green fog, with sparse jungles being more clear
- Arid biomes like deserts and badlands have a slight warm fog
- Caves biomes have increased fog, with the deep dark fog being pitch black
- Pale gardens have a very thick, white fog
Variable cloud colors
- Certain biomes like savanna, badlands, etc. have slightly tinted clouds that match their respective sky colors
- Clouds in certain biomes are also less opaque, such as dark forests and pale gardens
Variable skylight brightness
- Pale gardens and dark forests have darker visual skylight to enhance mood
- Pale gardens are 25% darker, and dark forests are 50% darker
- The change is purely ambient, and does not affect mob spawning
General color adjustments
- Some biomes have had their biome colors adjusted to complement their new environmental effects, which might be different from previous CliffTree versions
- For example, dark forests have more muted sky and clouds, and jungles have greener sky and fog
Mob spawning
- Camel husk jockeys can spawn in all badlands biomes
- Parched can spawn in all badlands biomes, but less commonly than in deserts
- In addition to zombie nautilus jockeys, zombie nautilus can spawn on their own in stone oceans
CliffTree 3.1.0 for 1.21.1
This backport requires Vanilla Backport to be installed!
This version should have feature parity with the 1.21.9/1.21.10 versions of CliffTree 3.1.0.
ButterBee for this version is also planned, as soon as Vanilla Backport is updated to include certain missing technical features.
CliffTree 3.1.0 for 1.21.9/1.21.10
This update improves and optimizes many technical aspects of CliffTree, and should provide a more coherent experience. It also tweaks certain biomes and makes a few gameplay changes.
New feature: World Type Selection
- All world types now function correctly, using functionality provided by Lithostitched
- CliffTree's mod version now requires Lithostitched to be installed
- The datapack version can still be used without it, but world types other than Default will not function
- Using Lithostitched also allows CliffTree's surface rules to not break when using Terrablender, making it more compatible with other worldgen mods
Reworked Glacier Valleys
- Reworked glacier valleys to include blue and light blue terracotta bands, as well as blue ice glaciers
- Powder snow now generate deeper, but only around the glaciers, allowing cautious players to maneuver around them
- Lapis lazuli ore generates more frequently here, similar to gold ore in badlands
Jungle tweaks
- Now have mud patches and occasional pools
- Firefly bushes now generate
- Mushrooms generate more densely
- Bogged can rarely spawn
- Slightly changed the foliage color
- With the exception of tweaked foliage color, sparse jungles are unchanged
Flower forest tweaks
- Now have denser flowers and grass
- Now have patches of wildflowers and pink petals
- Ponds and cobblestone boulders can now generate here
- Firefly bushes now generate
Gameplay tweaks
- Sand no longer supports regular foliage
- This was a legacy feature from before dry foliage was added, and is being removed for better compatibility
- Warm rivers now generate with small coarse dirt patches along the edges, allowing firefly bushes to still generate
- Removed small dripleaf from moss bonemeal vegetation
- Dripleaves caused issues with certain moss-based farms
- Non-exposed sandstone in deserts are no longer smooth
- This makes desert quarries insta-mineable
- Added recipe to de-craft snow blocks into snowballs
- Since snow blocks drop themselves in CliffTree, this allows snowballs to still be obtained from them
- Removed "Distant Lands" advancement
- All 82 vanilla and CliffTree biomes are now required for "Adventuring Time"
Other tweaks and fixes
- Cherry groves have less dense pink petals
- Red sand is once again deeper in badlands
- Surface lava lakes in deserts and badlands now have sandstone or red sandstone borders
- Removed lava lakes from oasis surfaces
- Removed Cliffman
- Removed emerald ore generation from cherry groves, meadows, and savanna plateaus
- CliffTree's generation makes them often appear lower to the ground, making them not strictly mountain biomes
- They can still occasionally have emerald ore if they generate bordering a mountain
- Snowy spruce and cherry trees no longer dig their logs into the ground
- Optimized and reworked several features
- Terracotta bands in biomes like savanna plateau are now replaced using more performant disk-based methods
- Removed some outdated and unnecessary features
Hotfix!
- Fixed chickens not spawning in Snowy Taigas and Snowy Old Growth Taigas
- This bug prevented Frosty Chickens in ButterBee from being obtainable in survival
- Removed Cliffman




