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[Let's Do] BloomingNature

[Let's Do] BloomingNature

by satisfyu • Downloads: 0 • Followers: 0
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Blooming Nature

Overgrown Worlds & Living Landscapes

The wild biome overhaul of the Let's Do collection

"Let the world grow"

BloomingNature reshapes nearly every Vanilla biome with new tree forms, fresh vegetation, subtle terrain changes and atmospheric detail. The goal is simple: make the world feel denser, wilder and more alive.

Not louder. Not bigger. Just blooming.

A Living Overhaul

  • Overhauls nearly all biomes
  • Introduces 10 new smaller biomes designed as natural transitions between existing regions
  • Adds larger new forests such as Aspen and Larch Forests
  • Expands vegetation with 26 new flower species, new Grass Variants and much more
  • Introduces new stone types including Laterite, Travertine, Marlstone and more
  • Adds Mushroom Bricks, Quicksand, Marsh Blocks, Forest Moss and many additional ambient and decorative blocks

BloomingNature refines and replaces vanilla features while preserving biome placement and overall world structure.

Worldgen Compatibility

BloomingNature integrates seamlessly with major world generation overhauls.

Confirmed Compatible Mods
  • Terralith
  • Meadow
  • Beachparty
  • Nature's Spirit
  • Regions Unexplored
  • Reterraforged
  • William Wythers Expanded Ecosphere
  • William Wythers Overhauled Overworld
  • Continents
  • Biome Makeover
  • Ecologics
  • Naturalist
  • Spawn
  • Good Ending

BloomingNature is not intended to be realistic or adhere to real-world biome accuracy. It embraces artistic freedom while drawing inspiration from nature.

The Let’s Do Collection

The Let’s Do Collection

Support & Community

Let’s Do grows through its community.

GitHub • Discord •

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Fabric
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Neoforge
1d ago 1
1.21.1
Fabric
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Fabric Quilt
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric Quilt
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Fabric Quilt
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric Quilt
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Fabric Quilt
1d ago 1
1.20.1
Forge Neoforge
1d ago 1
1.20.1
Forge
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Fabric
1d ago 1
1.20.1
Fabric
1d ago 1
[1.1.12]

  • Fixed**
  • Swamp Oak Leaves, Bottlebrushes, Jungle Fern, Tall Jungle Fern, Wild Vines and Flowering Lily Pad were all missing from the creative tab
  • Potted Myosotis dropped nothing when broken
  • Potted Chestnut Sapling, Potted Dry Bush and Potted Fan Palm Sprout were missing their names
  • Windows no longer reconnect their top and bottom parts when a window in the middle of a stack is removed
  • Jungle Fern, Tall Jungle Fern and Wild Vines were missing the vanilla tags for replaceable plants, hoe/axe mining and sword breaking speed
  • Fabric was missing biome grass and foliage colors, Travertine in Forest and Flower Forest, and was using different generation steps for boulders, slabs and piles than NeoForge
  • Gravel and sand from biome surfaces could float on Stony Shore cliffs, overhangs and sea caves until a nearby block was updated
  • Rock piles could leave floating gravel on slopes and fill small caves underneath them
  • Biome surfaces could leave floating blocks under overhangs and on cliffs, such as hanging Marlstone walls in Cypress Fields
  • Clay from Cypress Fields could float above rivers and caves or show up on cliff faces instead of staying where it belongs to: underground
  • Brushland mountains were a patchwork of bare stone, Granite blobs and Marlstone. Slopes are now covered in Marlstone and Granite veins no longer generate there
  • Fallen hollow trunks could generate on top of tree leaves or in water, and were using upright logs instead of sideways ones
  • Baobab trees could cut through stone, ores and other trees, grow long log pillars down cliffs and leave floating water inside their trunks
  • Flower Glades and Golden Glades could generate as huge areas or rings instead of small clearings inside Forests and Birch Forests, with Flower Glades sometimes replacing entire Flower Forests
  • Desert Oases could generate as rings near the edge of deserts instead of inside them
  • Vanilla Savannas and Savanna Plateaus almost never generated because Baobab Savanna was registered twice
  • Fens could take over entire taigas next to rivers, while Cold Rivers would never generate where Fens could
  • Jungle Rivers could take over most of a jungle next to a river, while Highland Woods could take over entire plains and Cold Grasslands next to cold biomes

  • Added**
  • Mist hollows: at night and in the morning thick mist gathers in low ground and hollows of foggy biomes
  • Firefly hotspots in Fens: small pools surrounded by reeds, cattails, lily pads and wild vines, where fireflies gather at night
  • Desert Oases now have small ponds with lily pads, reeds and sugar cane, surrounded by a ring of grass and fan palms
  • Morning and rain mist in swamps, rivers and forests (Fen, Marshland, Swamp, Mangrove Swamp, all rivers, Forest, Birch, Dark and Flower Forest, Cherry Grove, the Taigas and the Blooming Nature woodlands), using Foundation's new shared fog. Thickness, morning and rain mist and every biome can be adjusted in the config
  • Falling leaves under all trees, vanilla and Blooming Nature: tinted like the tree they fall from, they flutter, tumble and drift with the wind, settle on the ground or float on water, and fall more in storms (density is configurable)
  • Frogs now croak in Fens and Marshlands, with fitting music for Brushlands, Cold Grasslands, Cypress Fields, Desert Oases, Fens, Highland Woods, Larch Forests, Flower Glades and Golden Glades
  • Config options for the Completionist Banner effect, Wandering Gardener visits, fireflies and every Blooming Nature biome. Each can be switched off, requires a restart and only affects new chunks.
  • Fireflies now also appear around Cattail, Reed, Flowering Lily Pad and Wild Vines
  • The Wandering Gardener now also sells Jungle Fern, Wild Vines, Flowering Lily Pad and Pampas Grass
  • The Wandering Gardener now arrives with a leashed camel instead of trader llamas, and the camel leaves with him

  • Changed**
  • Desert Oasis - the only source for Fan Palms - now generates more often
  • Added common c: tags for more and better compatibility with other mods: stripped logs and woods, fences, fence gates, boats, stones, cobblestones, small and tall flowers, and climate, vegetation and type tags for every biome
  • Forest Edge now only generates as a thin band in Plains, Sunflower Plains and Meadows right next to Forests and Flower Forests, instead of as large patches in plains, savannas, badlands and mountains
  • Old Growth Birch Forests inside Birch Forests now only generate in the middle of the biome
  • Aspen Forest, Cold Grassland, Larch Forest and Cypress Fields now replace less of their vanilla biomes, so Birch Forests, Snowy Taigas and Plains still show up. Larch Forests also generate more often in regular Taigas
  • Fens now only form as a strip along river banks in cold biomes and on frozen rivers, Jungle Rivers as a strip along jungle river banks, and Highland Woods as a border next to cold biomes
  • The Wandering Gardener now visits on his own schedule (every 1 to 2.5 days during daytime in the Overworld) instead of replacing the Wandering Trader. He only visits meadow like biomes (see the #bloomingnature:gardener_visits tag), respects the doTraderSpawning game rule and biomes without trader spawns, and meets players at village bells like the trader
  • The creative tab now has three side tabs: Timber & Treetops, Stone & Moss and Petals & Meadows
  • Boats, signs, windows, fireflies and the Completionist Banner now use Foundation. Boats placed in worlds before this update may load as Aspen boats

FAQ:
I dont like fog. I dont like leaves. I dont like the new biomes!
  • Turn them off in the reworked config.


[1.1.11]

  • Fixed**
  • Marsh Block and Quicksand instantly dealing suffocation damage when walked into sideways or landed on
  • Marlstone Walls missing the #minecraft:walls tag, causing them to connect to non-solid blocks like other walls, slabs and stairs
  • Mossy Cobbled Slate (and its stair, slab and wall variants) showing the Mossy Cobbled Travertin texture once placed
  • Pebbles playing wood placement/breaking sounds instead of stone sounds
  • Sand floating in the air after the block below it was removed, only falling after a long delay
  • Forest Moss patches getting completely overrun by mushrooms within a single night due to missing density limit
  • Floating single blocks (Laterit, Dirt, Coarse Dirt, Gravel, Red Sand, etc.) generating under thin cliff overhangs and near surface caves across most biome surface builders
  • Baobab Savanna's Red Sand and Coarse Dirt patches appearing as scattered single-block speckles instead of small, cohesive patches

  • Added**
  • pt_br translation (thanks to Leirbag)
  • es_ar translation (thanks to Texaliuz)


[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.12]

  • Fixed**
  • Swamp Oak Leaves, Bottlebrushes, Jungle Fern, Tall Jungle Fern, Wild Vines and Flowering Lily Pad were all missing from the creative tab
  • Potted Myosotis dropped nothing when broken
  • Potted Chestnut Sapling, Potted Dry Bush and Potted Fan Palm Sprout were missing their names
  • Windows no longer reconnect their top and bottom parts when a window in the middle of a stack is removed
  • Jungle Fern, Tall Jungle Fern and Wild Vines were missing the vanilla tags for replaceable plants, hoe/axe mining and sword breaking speed
  • Fabric was missing biome grass and foliage colors, Travertine in Forest and Flower Forest, and was using different generation steps for boulders, slabs and piles than NeoForge
  • Gravel and sand from biome surfaces could float on Stony Shore cliffs, overhangs and sea caves until a nearby block was updated
  • Rock piles could leave floating gravel on slopes and fill small caves underneath them
  • Biome surfaces could leave floating blocks under overhangs and on cliffs, such as hanging Marlstone walls in Cypress Fields
  • Clay from Cypress Fields could float above rivers and caves or show up on cliff faces instead of staying where it belongs to: underground
  • Brushland mountains were a patchwork of bare stone, Granite blobs and Marlstone. Slopes are now covered in Marlstone and Granite veins no longer generate there
  • Fallen hollow trunks could generate on top of tree leaves or in water, and were using upright logs instead of sideways ones
  • Baobab trees could cut through stone, ores and other trees, grow long log pillars down cliffs and leave floating water inside their trunks
  • Flower Glades and Golden Glades could generate as huge areas or rings instead of small clearings inside Forests and Birch Forests, with Flower Glades sometimes replacing entire Flower Forests
  • Desert Oases could generate as rings near the edge of deserts instead of inside them
  • Vanilla Savannas and Savanna Plateaus almost never generated because Baobab Savanna was registered twice
  • Fens could take over entire taigas next to rivers, while Cold Rivers would never generate where Fens could
  • Jungle Rivers could take over most of a jungle next to a river, while Highland Woods could take over entire plains and Cold Grasslands next to cold biomes

  • Added**
  • Mist hollows: at night and in the morning thick mist gathers in low ground and hollows of foggy biomes
  • Firefly hotspots in Fens: small pools surrounded by reeds, cattails, lily pads and wild vines, where fireflies gather at night
  • Desert Oases now have small ponds with lily pads, reeds and sugar cane, surrounded by a ring of grass and fan palms
  • Morning and rain mist in swamps, rivers and forests (Fen, Marshland, Swamp, Mangrove Swamp, all rivers, Forest, Birch, Dark and Flower Forest, Cherry Grove, the Taigas and the Blooming Nature woodlands), using Foundation's new shared fog. Thickness, morning and rain mist and every biome can be adjusted in the config
  • Falling leaves under all trees, vanilla and Blooming Nature: tinted like the tree they fall from, they flutter, tumble and drift with the wind, settle on the ground or float on water, and fall more in storms (density is configurable)
  • Frogs now croak in Fens and Marshlands, with fitting music for Brushlands, Cold Grasslands, Cypress Fields, Desert Oases, Fens, Highland Woods, Larch Forests, Flower Glades and Golden Glades
  • Config options for the Completionist Banner effect, Wandering Gardener visits, fireflies and every Blooming Nature biome. Each can be switched off, requires a restart and only affects new chunks.
  • Fireflies now also appear around Cattail, Reed, Flowering Lily Pad and Wild Vines
  • The Wandering Gardener now also sells Jungle Fern, Wild Vines, Flowering Lily Pad and Pampas Grass
  • The Wandering Gardener now arrives with a leashed camel instead of trader llamas, and the camel leaves with him

  • Changed**
  • Desert Oasis - the only source for Fan Palms - now generates more often
  • Added common c: tags for more and better compatibility with other mods: stripped logs and woods, fences, fence gates, boats, stones, cobblestones, small and tall flowers, and climate, vegetation and type tags for every biome
  • Forest Edge now only generates as a thin band in Plains, Sunflower Plains and Meadows right next to Forests and Flower Forests, instead of as large patches in plains, savannas, badlands and mountains
  • Old Growth Birch Forests inside Birch Forests now only generate in the middle of the biome
  • Aspen Forest, Cold Grassland, Larch Forest and Cypress Fields now replace less of their vanilla biomes, so Birch Forests, Snowy Taigas and Plains still show up. Larch Forests also generate more often in regular Taigas
  • Fens now only form as a strip along river banks in cold biomes and on frozen rivers, Jungle Rivers as a strip along jungle river banks, and Highland Woods as a border next to cold biomes
  • The Wandering Gardener now visits on his own schedule (every 1 to 2.5 days during daytime in the Overworld) instead of replacing the Wandering Trader. He only visits meadow like biomes (see the #bloomingnature:gardener_visits tag), respects the doTraderSpawning game rule and biomes without trader spawns, and meets players at village bells like the trader
  • The creative tab now has three side tabs: Timber & Treetops, Stone & Moss and Petals & Meadows
  • Boats, signs, windows, fireflies and the Completionist Banner now use Foundation. Boats placed in worlds before this update may load as Aspen boats

FAQ:
I dont like fog. I dont like leaves. I dont like the new biomes!
  • Turn them off in the reworked config.


[1.1.11]

  • Fixed**
  • Marsh Block and Quicksand instantly dealing suffocation damage when walked into sideways or landed on
  • Marlstone Walls missing the #minecraft:walls tag, causing them to connect to non-solid blocks like other walls, slabs and stairs
  • Mossy Cobbled Slate (and its stair, slab and wall variants) showing the Mossy Cobbled Travertin texture once placed
  • Pebbles playing wood placement/breaking sounds instead of stone sounds
  • Sand floating in the air after the block below it was removed, only falling after a long delay
  • Forest Moss patches getting completely overrun by mushrooms within a single night due to missing density limit
  • Floating single blocks (Laterit, Dirt, Coarse Dirt, Gravel, Red Sand, etc.) generating under thin cliff overhangs and near surface caves across most biome surface builders
  • Baobab Savanna's Red Sand and Coarse Dirt patches appearing as scattered single-block speckles instead of small, cohesive patches

  • Added**
  • pt_br translation (thanks to Leirbag)
  • es_ar translation (thanks to Texaliuz)


[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.11]

  • Fixed**
  • Marsh Block and Quicksand instantly dealing suffocation damage when walked into sideways or landed on
  • Marlstone Walls missing the #minecraft:walls tag, causing them to connect to non-solid blocks like other walls, slabs and stairs
  • Mossy Cobbled Slate (and its stair, slab and wall variants) showing the Mossy Cobbled Travertin texture once placed
  • Pebbles playing wood placement/breaking sounds instead of stone sounds
  • Sand floating in the air after the block below it was removed, only falling after a long delay
  • Forest Moss patches getting completely overrun by mushrooms within a single night due to missing density limit
  • Floating single blocks (Laterit, Dirt, Coarse Dirt, Gravel, Red Sand, etc.) generating under thin cliff overhangs and near surface caves across most biome surface builders
  • Baobab Savanna's Red Sand and Coarse Dirt patches appearing as scattered single-block speckles instead of small, cohesive patches

  • Added**
  • pt_br translation (thanks to Leirbag)
  • es_ar translation (thanks to Texaliuz)


[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.11]

  • Fixed**
  • Marsh Block and Quicksand instantly dealing suffocation damage when walked into sideways or landed on
  • Marlstone Walls missing the #minecraft:walls tag, causing them to connect to non-solid blocks like other walls, slabs and stairs
  • Mossy Cobbled Slate (and its stair, slab and wall variants) showing the Mossy Cobbled Travertin texture once placed
  • Pebbles playing wood placement/breaking sounds instead of stone sounds
  • Sand floating in the air after the block below it was removed, only falling after a long delay
  • Forest Moss patches getting completely overrun by mushrooms within a single night due to missing density limit
  • Floating single blocks (Laterit, Dirt, Coarse Dirt, Gravel, Red Sand, etc.) generating under thin cliff overhangs and near surface caves across most biome surface builders
  • Baobab Savanna's Red Sand and Coarse Dirt patches appearing as scattered single-block speckles instead of small, cohesive patches

  • Added**
  • pt_br translation (thanks to Leirbag)
  • es_ar translation (thanks to Texaliuz)


[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.10]

  • Fixed**
  • Lake feature crash during world generation


[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.9]

  • Fixed**
  • Fan Palm trees not growing from Fan Palm Sprouts
  • Boats not rendering when using shaders
  • Cypress Plate appearing as Cypress Planks in the inventory
  • Mossy Marlstone Bricks dropping Marlstone Bricks instead of Mossy Marlstone Bricks


[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.8]

  • Fixed**
  • Monster spawn list is now correctly applied to the following biomes: Baobab Savanna, Brushland, Cypress Fields and Desert Oasis
  • Potted Blooming Oak Sapling having a missing texture

  • Changed**
  • Added Blooming Nature biomes to appropriate c: biome tags to improve cross-mod compat
  • Updated ru_ru translation (tefnya)
  • Added a new “Blooming Horizons” advancement for visiting all Blooming Nature biomes instead of extending Adventuring Time


[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling


[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling

[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.7]

  • Fixed**
  • Items not being compostable on NeoForge
  • Biome tags being in the wrong subfolder
  • Cutout render layer missing for Cypress trees
  • Cypress tree and leaves missing from the creative tab

  • Changed**
  • Adjusted render layer registration Swamp Oak Doors & Windows to prevent incorrect rendering

  • Added**
  • Missing potted Cypress sapling
  • Blooming Oak sapling

[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.6]

  • Fixed**
  • Crash on Fabric due to a invalid ModMenu reference
  • Cypress Planks not being craftable due to a missing tag
  • Missing loottable for Cypress Log & Wood

  • Changed**
  • River generation adjusted so grass blocks no longer generate in riverbeds


[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.5-hotfix]

  • Fixed**
  • Crash related to the waterlogged property on Cattails
The fix for this issue was **not included in 1.1.5** as intended.


[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.5]

  • Fixed**
  • Possible crash related to the waterlogged property on Cattails
  • Cold biomes causing blocky biome borders near rivers

  • Changed**
  • Release channel set to **release**


[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.4]

With this update, most biomes received a range of tweaks and enhancements. The addition of several smaller sub-biomes helps make the world feel more immersive and exciting to explore, adding a richer sense of realism to every journey.

  • _Note:_**
_The release channel has been temporarily moved back to **Beta** due to massive world generation changes in this update._

  • Added**
  • You can now find twigs and pebbles laying on the ground in certain biomes. Use them to craft cobblestone or sticks.
  • Cypress Wood Set
  • Marlstone Stone Set
  • Fen Moss - you can use it to transform dirt into clay

  • Changed**
  • Reworked Floating Leaves Texture
  • Reworked Begonie Texture
  • Reworked Laterite Stone Set Textures
  • Reworked Fan Palm Log Textures
  • Reworked Fir Window Textures
  • Reworked most Leaves Textures
  • Reworked Quicksand Texture
  • Reworked Marsh Texture
  • Reworked Travertine Stone Set Textures
  • Adjusted saturation for most flowers
  • Forest Moss doesnt slow players anymore
  • Forest Moss can now be used to generate mushrooms
  • Rebalanced Wandering Gardener Trades

  • Fixed**
  • Swamp Oak, Fan Palm and Orange Leaves loottable

  • Biome Changes**

_General Biome Changes_
  • Coarse and rooted dirt patches were added across multiple biomes to improve terrain variation
  • Tall grass density was adjusted biome-by-biome for a cleaner look
  • Stone boulders were added to certain biomes
  • Flower patch generation was reworked to a noise-based system for a more organic, less cluttered distribution

_Plains_
  • Reworked tree distribution

_Sunflower Plains_
  • Added new flowers to flower patches
  • Sunflowers now follow the direction of the sun

_River_
  • Cattail and Reed patches now spawn along river beds
  • Adjusted travertine distribution
  • Adjusted tree distribution

_Forest_
  • Flower patches now primarily generate in natural clearings

_Flower Forest_
  • Uses the new noise-based flower distribution

_Birch Forest_
  • Uses the updated noise-based flower generation

_Old Growth Birch Forest_
  • Re-added

_Dark Forest_
  • Flower generation was adjusted to better fit the darker atmosphere

_Taiga_
  • Reworked tree shapes

_Old Growth Spruce Taiga_
  • Reworked tree shapes
  • Re-added

_Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Sparse Jungle_
  • Reworked tree shapes
  • Adjusted tree distribution
  • Adjusted floating leaves distribution

_Desert_
  • Added Desert Lily - a really rare flower

_Swamp_
  • Reworked tree shapes
  • Adjusted tree distribution


  • New Biomes**

_Brushland_
  • A subbiome to the Savanna, covered in bushes and grass patches

_Baobab Savanna_
  • A subbiome to the Savanna, baobab trees only spawn in this new biome
  • Mostly permeated by dark coarse patches

_Aspen Forest_
  • Now its own biome

_Cold Grassland_
  • A subbiome to the Taiga, plains-like but with firs instead of oak trees

_Cypress Fields_
  • A completely new biome and subbiome to the Savanna
  • Cypress Trees and Marlstone can be found here

_Desert Oasis_
  • A really rare subbiome to the Desert with small water sources and palm trees

_Fen_
  • Swamp-like biome spawning in colder areas
  • Under the surface you can find lots of clay

_Forest Edge_
  • Sometimes spawning around forests, breaking up sharp transitions from Forests to Plains or other Biomes

_Larch Forest_
  • Now its own biome

_Flower Glade / Golden Glade_
  • Clearings spawning inside forests, mostly with more flowers and denser vegetation

_Rivers_
  • Taigas, Deserts and Jungles now have their own river variants so they dont break up the immersion

_Marshland_
  • Swamp-like biome spawning near other swamps but with less trees

_Highland Woods_
  • New cool-temperate woodland biome bridging plains and colder regions
  • Features spruce, oak and birch with a more open, natural structure


[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.3]

  • Fixed**
  • Aspen, Oak and Jungle Trees rarely spawning with missing leaves
  • SwampOakTreeSapling generating an Oak Tree
  • Boulders spawning on top of Trees
  • Several loot table predicates fixed


[1.1.2]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.1]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.1]

  • Fixed**
  • Removed log spam from incorrectly structured FlowerForestFlowers Feature


[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.1]

  • Fixed**
  • Fixed crash caused by Savanna grass feature
  • Removed log spam from incorrectly structured features
  • Pillar blocks no longer spawn on trees
  • Loot tables now function correctly
  • Recipes are fixed and properly recognized


[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabled


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.0-1-neoforge]

  • Fixed**
  • Worldgen on Neoforge being disabld


[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
[1.1.0]

  • Welcome to 1.21.1**


[1.0.12]

  • Fixed**
  • FirLeaves not decaying properly.
# BloomingNature - Version 1.0.12
## Fixes
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