TerraformGenerator [1.18.2-1.21.4] icon

TerraformGenerator [1.18.2-1.21.4] -----

A generator that augments vanilla world generation.




  • Blocked cave clusters and geodes near large caves and ancient cities
  • Added guards for LimitedRegion populator data
----------, Jan 19, 2025

Fixed a crash bug introduced by the previous update
----------, Jan 3, 2025

  • Fixed issue with the structure system that costed additional compute for no reason
  • Ported Catacombs and Ancient City out of the legacy structure system
  • Turning off decorators in config should now disable all chests and barrels
  • Terraformgenerator small oak trees when planted via saplings can now spawn bee hives
----------, Dec 31, 2024

  • Added Pale Garden (1.21.4 only)
  • Added Meadow
  • Supports 1.21.4
----------, Dec 4, 2024

  • Fixed issue where the config would reject values that cannot be accurately represented in a java float
  • Replaced some deprecated code that interacted weirdly with spigot
----------, Dec 2, 2024

  • Jungle trees now spawn vines
  • Fixed issue where multiple worlds loaded with TerraformGenerator may cause incorrect stronghold spawning locations
----------, Nov 17, 2024

  • Supports 1.21.2
  • Frogs are now spawned during chunk generation
  • Added a config option to control the amount of tallgrass in a savanna
  • Fixed issue where updating the plugin didn't update config options
  • An attempt was made to add witch respawning to huts, but it doesn't appear to be working.
----------, Oct 23, 2024

  • Fixed issue where mansion bedrooms spawning next to windows caused a crash due to recent refactors
----------, Sep 26, 2024

  • Fixed issue where config checks for strongholds were incorrect
----------, Sep 24, 2024

  • Trial Chamber code introduced a bug where vanilla would try to generate ores alongside tfg, leading to larger ore volumes and malfunctioning ore config options
  • Separated big tree config code for spruce and jungle trees
----------, Sep 23, 2024

  • Supports 1.21.1
----------, Aug 11, 2024

Fixed issue where radius 0 cave clusters could still spawn
----------, Jul 14, 2024

A contributor fixed a problem where non-utf jvms would mangle names
----------, Jul 13, 2024

  • Allowed Cartographers to locate trial chambers
  • Fixed issue where Ancient cities can cause trial chamber locating with /terra locate to fail
----------, Jun 19, 2024

  • Supports 1.21
  • Generates vanilla Trial Chambers
  • Minor fix where no minor version numbers caused a crash
  • Lush clusters will now spawn pools of water
  • Mansions now require a configurable distance from 0,0 to spawn (default block distance of 5000 blocks)
----------, Jun 15, 2024

Fixed issue where 1.20.5 banner enums were used for 1.20.4
----------, May 3, 2024

Fixed issue where a change for paper was rolled back by accident
----------, May 2, 2024

  • Added Armadillos
  • Supports 1.20.5
----------, Apr 24, 2024

  • Fixed issue where snow spawned wrongly on trees
----------, Mar 17, 2024

  • Trees now only replace vanilla's replacable non-solid blocks (as well as mushrooms and saplings). This is a change from the previous update's behaviour where trees can replace any non-solid block
  • Large cave structures now use the new structure system, and should no longer cause freezes
----------, Mar 15, 2024

  • The plugin now handles mooshroom spawning on mushroom islands
  • Large taiga trees can now be grown from saplings, and they will spawn podzol
  • Trees spawned from saplings will no longer replace solid blocks (blocks like redstone and grass etc will still be replaced)
----------, Mar 14, 2024

  • Minor bandaid patch
----------, Mar 10, 2024

  • Added cave water and lava pools
  • Mineshafts can now spawn piece by piece instead of blocking the main thread until the whole thing spawns
----------, Feb 3, 2024

  • Fixed crash in 1.18 from trail ruins
  • Ocean threshold now respects negative numbers
----------, Jan 23, 2024

  • Added cast guard check for beehives
----------, Dec 29, 2023

  • Fixed rare crash bug on 1.18 due to schematic waterlogged leaves
  • Dev command changes
----------, Dec 21, 2023

  • Added a guard for some concurrency possibilities
  • Merged all generation stages into generateNoise to avoid cache misses between stages
----------, Dec 17, 2023

IMPORTANT: No longer supports 1.16 and 1.17. Only SPECIFICALLY 1.18.2, 1.19.4 and 1.20.1, 1.20.2, 1.20.3 are supported.
  • Major overhaul in underlying systems with the primary goal of optimising the plugin and bringing it closer to spigot API compliance
  • Caves are now controlled by TFG, no more vanilla caves.
  • General speed increase of about 50% in some places, but not always
  • Shattered Savanna replaced with new code because the old one was very ugly
  • Cave decoration frequency reduced
  • Cherry blocks are no longer wrongly used in 1.19
----------, Dec 13, 2023

Supports 1.20.3
----------, Dec 5, 2023

  • Fixed bug where TrailRuins crashed 1.16 servers
  • Fixed bug where random Taiga trees would be snowy for no reason
  • Swamp and Mangrove biomes split into 2 biomes
  • Swamp Huts (WitchHut) and Desert Wells are now considered structures and can be located with the command
  • Dark Forest and Swamp/Mangrove trees changed to lower leaf decay and chunk overflow related lag issues
----------, Nov 30, 2023

Fixed crash bug when 1.16 attempted to generate trail ruins
----------, Oct 14, 2023

  • Camels now spawn in Animal Farms on deserts
  • Optimised biome height calculation
  • Small Dark Oak tree changed
----------, Oct 9, 2023

  • Supports 1.20.2
  • Fixed issue where taiga trees looked like garbage
  • Minor bugfixes with locate command weirdness when stronghold is disabled
----------, Sep 22, 2023

  • Hardened the new fractal tree code against concurrency problems
  • Added some safeguards against strange behaviours reported in github
----------, Aug 19, 2023

  • Added Ocean Ruins (Used as Warm and Cold ocean ruins)
  • Added Trail Ruins (Can spawn chests for jungle temples)
  • Fixed issue with desert dirt paths
  • Coral reef and lukewarm oceans now use sand as their base instead of gravel
  • Tweaks to cave carving list for structure rooms (now includes underground decorative blocks)
  • Desert wells now spawn suspicious sand
----------, Jun 23, 2023

  • Removed gradient checks for custom trees grown by saplings
  • Added more safeguards for the weird catacomb cast bug
----------, Apr 29, 2023

  • Recent spigot changes changed a craftbukkit internal, causing the plugin to crash. This fix allows the plugin to work on the newer versions. The plugin will no longer work on the older spigots for 1.19.4
----------, Apr 9, 2023

  • Fixed issue where cherry_grove was not accounted for in the NMS impl
----------, Mar 17, 2023

  • Works on 1.19.4
  • Added a config option to flatten spawn. Doesn't look super good now, but better than nothing i suppose
----------, Mar 14, 2023


  • Fixed issue where small dungeon spawners were set to null

(This only happened with small dungeons, and no other dungeons)
----------, Dec 30, 2022

  • Fixed a memory leak introduced by a calculation cache
  • Larger amounts of gold now spawn in badlands (configurable in config)
----------, Dec 23, 2022

  • Fixed problem where Emeralds could spawn in any biome and not just mountains
----------, Dec 20, 2022

  • New trees for oak and taiga
  • Fixed some possible blockdata crashes for 1.16.5 and 1.19.3
----------, Dec 18, 2022

Fixed issue where pasting some schematics in 1.16.5 caused errors
----------, Dec 13, 2022

Updated to support 1.19.3
----------, Dec 9, 2022

  • Fixed issue with newer paper versions where asynchronous generation caused some chunks to abruptly sink into the ground
  • Added some special blocks that plugins like ItemsAdder/Oraxen use to generate custom ores to cave-carver lists to better integrate with ores generated by those plugins. This doesn't appear to be a completely fool-proof fix and some floating custom ores still do appear.
----------, Oct 18, 2022

Scarlet large trees can now be disabled via config
----------, Aug 27, 2022

  • Fixed issue where ruined portal loottables were the same as Ancient City loot tables
----------, Aug 8, 2022

  • Fixed issue where 1.16.5 could not load the plugin.
----------, Aug 8, 2022

  • Added Ancient Cities (only generates on 1.19-1.19.1, not on any lower versions)
  • Added a fix for servers with more than one physical core, where bees would cause a consistently occurring crash
----------, Aug 5, 2022

  • Added mud to swamps
  • Changed swamp biome type to mangrove, so frogs can spawn in it
  • Added a chance for allays to spawn in pillager outposts and mansions
Ancient Cities and the Deep Dark are still not in the game.
----------, Jul 8, 2022

  • Added support for 1.19
  • Removed post-canSpawn checks in populate for village and village house that cause false locating behaviour
  • Plains Village town halls will no longer spawn submerged.
----------, Jun 11, 2022

  • The plugin will now suppress spigot/paper watchdog to hide unnecessary stacktraces and crashes while generating chunks. This will be warned in console and the feature itself can be disabled in config. Watchdog will only be suppressed while generating terraformgenerator chunks, if no chunks are generating, watchdog will work as per normal.
----------, May 5, 2022

  • Fixed problem where ore minimum Y was always reset to the world's minimum Y value
  • Fixed problem where 1.16.5 instances could not change ore config values due to the above problem causing min Y to be 0 (must be above 0 to prevent ore config overrides)
----------, Apr 26, 2022

Added a space in plugin yml sorry
----------, Apr 17, 2022

  • Large effort to optimise parts of the plugin
  • Ore algorithm changed to no longer call getHighestGround
  • Low hanging fruit optimisation (All util arraylists for materials changed to enumsets)
  • Mineshafts are allowed to spawn deeper into the ground for 1.18 versions
  • SimpleBlock object cut from several areas to lower memory intensity
  • Structures don't call getHighestGround for their canSpawn checks anymore
  • 1.18 NMS will now reduce reflection calls used for mob spawning
----------, Apr 17, 2022

  • Added Igloos
  • Optimized biome section height blurring process
  • Packed and Blue ice is no longer considered ground
----------, Apr 2, 2022

  • Fixed problem in config where arched cliffs and elevated plains were using the plains biome weight instead of their own.
----------, Mar 14, 2022

  • Made the platform that spawned to fix weird placement areas less ugly (grass blocks will now spawn properly on the top, and it looks less square)
  • Village path creation is less linear and will adhere to village boundaries a little more
  • Village farms and animal pens no longer spawn on adverse terrain
----------, Mar 13, 2022

  • 1.18.2 support. Please test thoroughly.
  • Added Ruined Portals
  • Added Mountain Village Houses (Thanks @ddddddnikita for the house schematic)
----------, Mar 4, 2022

  • Added Elevated Plains
  • Badlands Canyons are less circle
  • Default language file removes "~" from locate text
----------, Feb 12, 2022

  • Fixed problem where elevated transformed land got deleted by the cave carver fix in 6.2.0
----------, Jan 30, 2022

  • Fixed issue where vanilla cave carvers could place water in the sky above the surface
  • Added the Catacombs underground structure
  • Minor optimisations
----------, Jan 30, 2022

  • New biome, Arched Cliffs
  • Code cleaning
  • Villages now spawn in Cherry groves and Scarlet forests
  • Fixes for village water paths in Gorge
  • Village buildings will now spawn a rough platform instead of placing an infinitely long column downwards (though this still happens sometimes)
----------, Jan 23, 2022

  • Crystalline caves don't generate in 1.16 now (doesn't use any 1.16 blocks)
----------, Jan 18, 2022

Fixed typo which caused 1.16 to crash because of copper
----------, Jan 16, 2022

  • New crystalline cave cluster type
  • Fixed issue where vanilla seas intersected with the plugin's land to create massive awkward underwater caves that cut off at y=61
  • Large Mushroom Caves no longer use giant mushrooms, and more aggressively generate mycelium
  • Added bStats
----------, Jan 16, 2022

  • Added the Scarlet Forest biome
  • Fixed a possibly heavy bug where small structures caused unnecessary cascasion and generated the same structure at the same location 2-3 times each
  • Added support for the new spigot API's BlockPopulator
  • Snowy Wastelands don't generate snow on powdered snow anymore
  • Code cleaning
----------, Jan 12, 2022

  • Added a way to configure Biome Climates
  • Added a failsafe when invalid ore settings are detected for versions below 1.18 (e.g. -64 min height)
  • Bedrock level raised to minY + 5
  • Removed experimental structuregen config option
  • Fix for Mineshaft rail waterlogging crash in 1.16
  • Underground dungeons will now waterlog themselves and be Drowned dungeons if the dungeon spawns underwater
----------, Jan 1, 2022

  • Gorge has additional improvements to prevent water bloats
  • Floating water spheres above ground caused by the vanilla noise cave generator are now fixed
  • Cherry groves no longer spawn grass blocks under water
----------, Dec 25, 2021

  • Lush and dripstone clusters now will check if a block is like stone before populating (previously, they could generate on leaves etc)
  • Lush and dripstone clusters now use a distance-based algorithm instead of random. Allows for easier configuration
  • You can now configure the min and max sizes of lush and dripstone clusters
----------, Dec 18, 2021

  • Some fixes for water checks for jungles and plains (no more leaves under water for them)
  • Snowy Wasteland river type set to frozen river, was accidentally not frozen before
  • Cave spider dens for mineshafts will not spawn if above highest ground
  • Fixes for mineshaft carving to account for carving into water. It still looks weird, but much better than a big air pocket under water
----------, Dec 12, 2021

  • Cave entrances by the vanilla carver now exist and carve
----------, Dec 11, 2021

  • The plugin now works on 1.18
  • No more support for 1.14 and 1.15.
  • 1.16.5 is supported, other older releases of 1.16 are not.
  • Some improvements to cave decoration
  • Lush cluster size increased
  • Gorges will no longer generate rivers.
  • Large Lush Caves will now generate clay to support axolotl spawning in 1.18
  • Changes in ore generation to allow better accuracy to the way vanilla does it
  • While 1.17 and below is supported, I recommend using this version only for 1.18. Default ore settings were reconfigured to suit increased world height.
----------, Dec 8, 2021

  • Added config option to allow single biomes to generate
  • Some fixes applied to locate commands to work if their respective biomes are disabled
  • Added petrified cliffs biome
  • Optimized height querying algorithm
  • Chunk cache size is now configurable
----------, Nov 21, 2021

  • Badlands Canyon improved to look less janky
  • LocateBiome and Locate commands now properly autocomplete their arguments
  • Animal population optimized to be less intensive
----------, Nov 7, 2021

  • Added Cherry Grove (new custom biome colours) and Gorge biomes
  • Fixed issue where Monuments spawned on top of mushroom islands
  • Cave carvers now carve through andesite, stone and mossy cobble slabs
----------, Oct 30, 2021

  • Added mushroom islands
  • Added buried treasure (can be located via shipwrecks)
  • Animals no longer spawn on black ocean spikes
  • Fix for seeding where different small structures spawn very close to each other
  • Tiny brown mushrooms no longer have the weird hole at the top
----------, Oct 23, 2021

  • New mountainous biomes: Jagged Peaks, Forested Mountains, Painted Hills, Shattered Savanna
  • Decoration seeding is now more strict
  • Mountain biome spawning is now different, mountain biomes will tend to spawn next to each other instead of in separate areas
  • Mountain biomes blend together better
  • Custom jungle saplings no longer check for ground gradient heights
----------, Oct 17, 2021

  • Small schematics are now cached instead of reloaded every request
  • Added a config option to replace all large mushrooms with vanilla ones to allow custom block plugins to continue working
----------, Oct 4, 2021

  • Mansions are now in the plugin. They can be found with cartographers.
  • Emeralds will now generate under mountainous biomes (excluding desert mountains)
----------, Oct 2, 2021

  • Fixed seeding problem where villages sometimes don't spawn with some world seeds
  • The plugin now runs with the updated spigot worldgen API (integration yet to be made, for now it just works. Works to integrate the new API may be done after mansions depending on what happens next)
  • Changed mob spawning code to bukkit API for block populator if called from PopulatorDataPostGen
  • Decreased default number of shipwrecks per mega chunk
  • Fixed issue in 1.15 where villages could not generate
----------, Aug 28, 2021

  • Fixed problem where tfg thought min height was -32 and thus didn't generate a bedrock layer.
----------, Jul 12, 2021

  • I'm having issues with my Jira account, so I can't properly report bugs. So I made a patch to let my plugin workaround the Chest and Bed crashing issue.
----------, Jul 10, 2021

  • Fixed issue where structures spawned in the corners of biome sections when megachunk biomesections is an even number
  • Fixed issue where shipwrecks ignore biome checks
  • Fixed some /terra locate false positives
  • Fixed issue where shipwrecks spawned weird waterlogged blocks in dry air
----------, Jul 1, 2021

  • Added autocomplete for locate commands (Thanks @0x3A7F14)
  • Increased possible height for lush cave populating (fixes lush caves being bare at the ceiling and ground when they're too tall)
  • Lesser glow berries for large lush caves
  • Fixed problem where floating snow spawned on snowy mountains
  • Changes in the seeding for animal spawns (hopefully better randomness)
  • Changes in seeding for small dungeons (less crowded together)
  • Decrease in default megachunk size (more frequent structures)
  • Structures try to spawn more (failed spawn checks will allow other structures to spawn, instead of no structure)
  • New custom biome: Muddy Bog. This biome is the first biome with custom biome colours (custom grass, water and sky colours)
----------, Jun 27, 2021

  • All 1.17 features should be added (If there are others, please let me know in the discord)
  • Added goats
  • Added large lush caves (Azalea trees will spawn above these)
  • Minor fixes for stoneLike blocks (large caves will carve through moss and dripstone and amethysts)
  • Fix for tree placement
----------, Jun 20, 2021

There was an issue with the spigot 1.17 build that was fixed about 10 hours ago. Update your spigot jar.
  • Dripstone and Lush clusters will now spawn in underground caves
  • Snowier snow spawns in snowy mountains and wastelands
  • New ores will now generate
  • Amethyst Geodes will now generate
  • Fixed issue where Witch Huts cause errors because of cauldrons
  • 1.17 support re-added
----------, Jun 14, 2021

Support for 1.17 is frozen until a critical issue is resolved. This build supports up to 1.16.
----------, Jun 13, 2021

  • The world generator runs on 1.17
  • No new biomes were added yet. This just lets the plugin run on 1.17
  • Testing done:
    • Large Structures spawning (Strongholds, Villages, Outposts etc)
    • Mob spawning checks (Monument and Outpost auto spawns)
    • Biome Generations (Only some were checked)
  • It seems that there is no problem with this build. However, test this thoroughly. This version involves an NMS change.
Also compiled with java 16 instead of 11.
----------, Jun 11, 2021

  • Added Oasis River biome (Thanks @0x3A7F14)
  • Taigas now spawn berry bushes (Thanks @0x3A7F14)
----------, Jun 5, 2021

  • Added Outposts
  • Fixed Eroded Plains and Badlands terrain transformers - more common interesting raised land (Thanks @0x3A7F14)
  • Fixed issue where melons and pumpkins could spawn on top of trees
----------, May 30, 2021

  • Dark Forests reworked to be denser and darker
  • Birch Mountains reworked to look better
  • Taigas no longer have podzol randomly dotted, and will spawn podzol in fuzzed patterns under trees
  • Rivers narrowed
  • Badlands Mine spawn conditions fixed, they will spawn in Badlands Plateaus
  • Cartographers can now sell maps to Monuments
----------, May 23, 2021

  • DO NOT UPDATE THE PLUGIN WHILE YOU'RE RUNNING A WORLD GENERATED WITH AN OLDER VERSION OF TERRAFORMGENERATOR that is NOT pregenerated. Updates DO NOT update existing worlds and new chunks will be drastically different from old chunks.
  • This version includes many major internal reworks.
  • Biomes are distributed in a grid-like system instead of raw noise, so now biome sizes will be more consistent (no more weird 5 block wide biomes)
  • Major visual reworks for mountains (desert mountains removed, rocky mountains, snowy mountains, badlands canyons changed)
  • Village size defaults expanded
  • You can now configure the frequency of specific biomes
  • Ore system revamped to fit vanilla a little more
  • Pyramids now spawned a little more sunk into the ground to preserve surface space
  • More control over ocean configuration in config (Ocean thresholds, raise and decrease accordingly to change ocean sizes. No more playing with abstract ocean numbers which affect many aspects at once)
  • Major internal code rework, many things are different to allow better future-proofing for adding new biomes
Note: I have tested this version to the best of my ability, but the plugin can be quite extensive. Please test before deploying to a live server if you intend to!
----------, May 16, 2021

  • Drycell is no longer needed as a dependency.
----------, Feb 21, 2021

  • Animal spawning moved to bukkit blockpopulator as some server software was randomly throwing async problems
  • Oceans and rivers no longer use completely random river beds/ocean floor materials. Oceans will always be gravel and rivers will always be dirt. Areas near banks will be sand or gravel depending on biometype.
  • Oceans now spawn underwater boulders for some variety
  • Fixed issue where large fractal corals stopped spawning sea pickles and corals
  • Added skeletons to deserts
  • Added statues to jungles
  • Clay formations are now more clumped and spawn on the surface instead of in random lines
  • Corals are no longer considered ground
  • Desert wells no longer spawn submerged
  • Added new config option to force strongholds down to low y values if they are detected to be above the surface
----------, Feb 14, 2021

  • Added Badlands Mineshafts (Thanks @0x3A7F14)
----------, Feb 12, 2021

  • Optimisations for decoration placement
  • Ice Spikes are narrower and angle less
  • Strongholds now spawn at a configurable y coord range instead of drilling down 40 blocks below the surface
  • Patcher fixer now flushes every 100 chunks (configurable), so hopefully no more server freeze when shutting down
----------, Feb 11, 2021

  • Added Villages. They now spawn in Plains, Savannas, Forests and Taigas.
  • Added Badland Plateaus (Thanks @0x3A7F14)
  • Added Eroded Plains (Thanks @0x3A7F14)
----------, Feb 7, 2021

  • Fix for badlands mountains having awkward transitions with non badlands biomes (Thanks @0x3A7F14)
  • Fix for concurrency issues (Thanks @dfsek)
----------, Jan 24, 2021

  • Added support for 1.16.5
  • /terra locatebiome now no longer requires extended commands to be true in config
----------, Jan 19, 2021

  • Changes made to chunkcache to attempt to accommodate multithreading issues
  • Fixes made to the block fixer. Hopefully no more cut-off trees. If you spot a cut-off tree during generation, do /terra fcf or simply restart your server to let terraformgenerator apply the fixer
  • Added config option to change the number of small dungeons per mega chunk
----------, Jan 18, 2021

  • All minecraft passive mobs are now included in chunk generation and can be configured in the config.
  • Added new config options to tailor heightmap values (Thanks @0x3A7F14)
  • Fix for bee hives to spawn on the lowest non-solid block, so bees stop suffocating inside leaves
  • Fix for animals so land animals stop spawning in water
  • Added config option to disable player head spawns at mudflats
  • Fix for plains where grass replaced things like logs
  • General biome detection fix for structures that are very far away
  • Mineshaft support fences now place cobblestone in lava instead of fences
  • Noise Caching for fractal tree leaves added
Please report any issues found.
----------, Jan 14, 2021

  • Fixed bad coordinate passing and hash collision problems with the chunkcache.
  • Please report any further issues as soon as possible.
----------, Jan 8, 2021

  • Added a caching system for some calculations. Better optimisations. (Thanks @0x3A7F14)
  • Fixed issue where stronghold coordinates weren't properly fixed, causing ender eyes to fly in random directions
  • Fixed some issues regarding badlands and badland mountain generation
  • Added /terra locatebiome (Thanks @0x3A7F14)
----------, Jan 7, 2021

  • Fixed issue where /terra locate only worked with Mega Chunks near 0,0
  • Fixed issue where StructureRegistry was returning different values. Villages should now stop spawning within pyramids. Report any problems if you see them
  • Found a fix for trees that got cut-off
  • Fixed issue where dead bushes spawned in rivers for badlands
  • Optimisations for Fractal Trees and Mushroom Fractals
  • Please report any problems in the discord if you find any. I've tried to test as many times as possible, but my laptop is slowing down and I can't accurately test things such as performance.
----------, Jan 3, 2021

  • Badlands revamped to have a more interesting river (Thanks @0x3A7F14)
  • Fixed issue where snowy wasteland wasn't spawning frozen trees or props
  • Fixed /terra locate malfunctioning and giving bad village coords
  • Fixed issue with Animal Farm generation conditions
----------, Jan 3, 2021

  • Fixed issue where the plugin couldn't run on 1.15 and 1.14
  • Minor optimisations
----------, Dec 21, 2020

  • Procedurally generated mushrooms are now better (Thanks @0x3A7F14
    • Many more new types and variants of mushrooms, like small variants and large variants with different shapes and stem types
  • Strongholds revamped. Code cleaning and design changes. Pathways and Prisons are the ones that were improved the most. New empty hallway room was added. Not sure what to do with it, may make another room for it in future.
----------, Dec 15, 2020

  • Jungle revamped to be more dense and have more variety (Thanks @0x3A7F14 )
  • Internal structure spawning changes to prevent bad overlaps (i.e. stronghold inside mineshaft etc)
  • Some new configuration options, like disabling large trees (untested)
  • Some minor changes to some biomes
----------, Dec 1, 2020

  • Added Desert Wells
  • Badlands no longer use that awful noisy sand thing
  • Badlands now spawn terracotta in steep areas to mimic badland plateaus.
  • More types of terracotta will spawn in badland plateaus
  • Fixed issue where strongholds generate independently from seeds
----------, Nov 26, 2020

  • Animal farms no longer spawn in deserts (still spawn in badlands)
  • Pyramids added. Images and features on wiki/main page. Unlike vanilla pyramids, terraformgenerator pyramids are full-blown dungeons.
  • Wait for some time before wiki updates, it may take a while
----------, Nov 22, 2020

  • Attempted fix for issue where caves didn't remove red sand and cobblestone.
----------, Nov 13, 2020

  • Now works with 1.16.4
  • Added a config option for fractal trees to use logs instead of wood
  • Optimisations and code cleaning
  • Don't use /terra pyramid, it isn't ready
  • Fixed issue where farmhouses didn't spawn their log bases at the sides
  • Added an experimental fix for the cut-off trees
  • Savanna large trees are now shrunk
----------, Nov 4, 2020

  • Attempted a fix for a 1.16.1 error where the generator cannot start up. Needs testing
  • Just pyramid things
----------, Oct 23, 2020

  • Fixed a mistake that meant oceanic caves in 1.16+ weren't suppressed. I can't verify it easily on my side, but if someone notices it still isn't fixed, let me know.
  • Pyramids are still a wip. It may take a while because of other commitments
----------, Oct 17, 2020

  • Black Ocean's frequency in the biome map cut down
  • Added config option for min/max Y for Mineshaft spawning.
  • Mineshaft fence buttresses now won't spawn if the ceiling is too high
  • Mineshafts can now spawn submerged (untested)
  • Large trees now can only spawn if there is dirt (Fix for trees spawning on black spikes and rocks)
----------, Oct 1, 2020

  • /terra locate <> can now be used to locate prominent structures
  • Corals now don't poke out of the ocean
  • Fixed issue where animal farms spawned on top of ice spikes (They'll now...spawn inside them I guess)
  • Drowned dungeons now can spawn anywhere below a configurable height, along with a configurable spawn chance.
----------, Sep 27, 2020

  • Added a new rare Black Ocean biome (Oceanic Spikes)
  • Changed the way corals spawned
    • Now with a min/max Y level
    • Added Large Fractal Corals (Each coral species has a specific large fractal variant)
  • Fixed issue where Warm and Lukewarm oceans didn't spawn kelp
  • River clay is now configurable and can spawn in river gravel
----------, Sep 17, 2020

  • Icy caves no longer spawn beneath y=15
  • Desert Mountains will now use Yellow Concrete Powder for surface decoration. Yellow Concrete still spawns a bit in the mountain. Both can now be disabled via config.
  • Added experimental structure generation technique that may be faster, but doesn't properly update lighting. Not enabled by default.
  • Small fix to prevent animal farms from spawning underwater
  • Mineshafts now can only spawn deeper under the surface (used to be 20 blocks deeper, now is 25)
  • General code cleanup
----------, Aug 29, 2020

  • Added config option to change the minimum height for a mountain biome
  • Added bamboo forests and panda spawning
----------, Aug 18, 2020

  • 1.16.2 is now supported. I didn't have time to test this thoroughly, do report any problems to me in the discord
  • Fixed issue where oceans tried to be deeper than y=0
  • Fixed issue where river generation caused weird ugly cliff formations in oceans
----------, Aug 17, 2020

  • Plains reworked to phase away the randomised grass paths
  • Fixed issue where cacti were counted as solid ground, and dirt was thus placed on them
----------, Aug 11, 2020

For those who generate live (no pregen), do not update. New chunks generated will not be compatible with old chunks, and there will be some weird cliffs and things.
  • Ocean spawning changed. Now oceans don't disrupt land as much, though they may be large.
  • Memory usage optimisations
  • Dark Oak trees optimised a bit
  • Java 14 warning is a little bit smaller (there will still be a warning on startup.)
  • Revamped Mineshaft spawning mechanics - Single level mineshafts are now spawnable.
  • Added some config options
    • Ocean frequency (Lower means less frequent and wider)
    • Biome Dither (Degree of meshing between biomes)
    • Saplings can now grow into custom small trees
      • Additional option to allow jungle saplings to spawn large TerraformGenerator jungle trees
    • Added option to disable large caves
    • Added options to modify the chance for mineshafts and large caves to spawn (instead of just spawning every mega chunk)
----------, Aug 10, 2020

  • Added Mineshafts
  • Added a better fix for pre-mature chunk generation. Faster initial generation
----------, Jul 26, 2020

  • Fixed that illegal argument exception when terraform schematics attempted to paste walls.
----------, Jul 1, 2020

  • The plugin will generate on 1.16 now.
  • I've tested some biomes and Strongholds. Do notify me if you find any issues.
  • Not suited for production environments before heavy testing. I wouldn't say it's time to use 1.16 in a production environment either.
----------, Jun 30, 2020

TerraformGenerator will now generate in Java 14, but there will be warnings, because Java 14 doesn't actively support the method I used. I will still recommend you use Java 8, or Java 11 if you must.
----------, Jun 21, 2020

  • Fixed issue where placing mushroom blocks on TerraformGenerator mushrooms caused a client crash and chunk corruption.
  • Attempted to add Java 14 support. Due to time constraints, I cannot test this. Try and test it and tell me the results, thanks
----------, Jun 14, 2020

  • Fixed issue where cactus spawned against solid blocks in badlands and deserts
  • Snowy Wasteland now has ice trees
  • Fixed issue where rivers spawned seagrass on beaches
  • Fixed issue where terrestrial animals spawned in rivers
  • You can now edit the temperature and moisture frequency of biomes. This will affect how big biomes are. (higher frequency, smaller biomes)
  • Added Mushroom Large Caves
----------, May 19, 2020

  • Added Large Caves
  • Caves will now spawn with cobble wall stalactites and stalagmites.
  • Added Frozen Caves (Need an opinion on this one)
  • Rivers now have "River" as their vanilla biome instead of ocean
  • Removed flooded caves until I can get a better control of them. They were heavily interfering with how large caves spawned
  • Snowy wastelands now use snow as their primary ground, not ice
----------, May 15, 2020

  • Added Dark Forests
  • Fixed issue where trees spawned on ice spikes
  • Added config option to disable prematurely generated chunk fixing
  • Decreased default witch hut spawn rate
  • Moved premature generated chunk fixing to WorldLoadEvent instead
----------, May 2, 2020

  • Fixed issue where the plugin refused to start on 1.14.4
----------, Apr 29, 2020

  • Added Swamp Huts
  • Config option for sea heights has changed. Reconfigure your config after restart.
  • Some groundwork on the schematic system to iron it out
  • New config option for Mountain frequency
  • Added bee hives and bees (1.15.2) spawning on Forest trees and plains trees
----------, Apr 28, 2020

  • There wasn't going to be a spigot fix and I'm tired of waiting for one, so I just made a patch for this. That no decoration issue on spawn chunks has been fixed.
  • Tried to add bees and failed, will try again another update
  • Added rock beaches with no ice
  • Altered heightmap to better accommodate higher land and deeper seas
  • Fixed issue where animals spawned on deep oceans
----------, Apr 27, 2020

  • Fixed startup error that happens on 1.14 that causes terrain decorators to not work
----------, Apr 26, 2020

  • Ocean Monuments added. Pictures will be added to the main page shortly
  • Taiga large trees revamped
  • Palm trees revamped
  • Ice spikes now spawn slightly embedded into the ground
  • Biomes no longer use normal ice on their surfaces side
  • Ice is no longer considered ground
  • Cold oceans no longer spawn ice sheet
----------, Apr 23, 2020

  • Fixed issue where jungle and savanna bushes would decay
  • Fixed issue where coal ore didn't spawn
  • Mountains now spawn with some dirt to look better
----------, Apr 18, 2020

Coconut tree leaves were decaying on generation. Not sure why. Temporary fix now, coconut tree leaves do not decay at all.
----------, Apr 14, 2020

  • Now uses a moisture map and a temperature map instead of just a temperature map
  • Added Jungle Biomes
  • Tree leaves will now decay (Except Swamp and Taiga trees)
  • Fixed issue where shipwrecks spawned water above sea level
  • Fixed issue where all trees spawned oak leaves
  • Added lily pads to swamps
  • Fixed issue where ice spawned in trees near rocky beaches
  • Various small fixes that I forgot
----------, Apr 14, 2020

  • Added a new config file. You can now configure a few basic aspects of the generator. May need further testing
  • Re-added shipwrecks (They weren't properly added previous, oops.)
  • Fixes to NMS mob spawning code
  • Tree vines will no longer replace water
  • Fixed issue with double plant spawning in savannas
  • Added animal spawning on chunk generation
----------, Apr 10, 2020

  • Added randomly spawning shipwrecks
  • Added animal farms
  • Fixed issue where drowned dungeons didn't spawn, and instead, a normal dungeon would spawn in the sea
  • Small tree leaves now decay. Due to some vanilla constraints, it's complicated to add this behaviour for large trees. I may look into this further in future
  • Ice spikes now don't have ice
  • Snowy wastelands have blue ice instead of ice
  • Fixed issue that allowed farmhouses to spawn inside oceans
  • Fixed issue where rooms from strongholds spawned things outside their rooms
----------, Apr 5, 2020

  • Rivers have been added.
  • Sugarcane now grows on sea and river banks/beaches
  • Increased frequency of heightmap noise. This means smaller oceans and smaller land-masses. Greater variability.
----------, Mar 28, 2020

  • Added Drowned Ruins
  • Fixed issue with Random Number Generator that screwed with negative coordinates
----------, Mar 22, 2020

  • Fixed issue where Ice Spikes spawned without snow on them
  • Fixed some biomes spawning grass on top of trees. Not sure if fully fixed yet
  • Added small box dungeons underground, and laid framework for other small dungeons
Sorry for the long update with not much new, stay in jobs are sad.
----------, Mar 14, 2020

  • Farmhouses with 2 villagers will now spawn in the world.
  • The /locate command for farmhouses is /locate Village. However, this will not always bring you to a farmhouse, as farmhouses cannot spawn on the sea, beaches, or in deserts, or on mountains.
----------, Feb 23, 2020

Resource Information
Author:
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Total Downloads: 330,657
First Release: Feb 12, 2020
Last Update: Jan 19, 2025
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All-Time Rating:
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