RingWorld
RingWorld wraps the Overworld into a ring. Keep travelling around it and you’ll come back to where you started. Look up and you can see the other side.
Build across the join, sail through it, or chase a mob around the whole ring. Blocks, redstone, water and projectiles work across it too. Walls run along the two edges, while the Nether and End stay unchanged.
Make it your ring
Choose a preset or set your own dimensions:
- Small: 2,048 blocks around, 128 across.
- Medium: 16,384 blocks around, 256 across. Our recommended starting point.
- Large: 32,768 blocks around, 512 across.
Preview your seed and wall style before creating the world. Choose wall materials, adjust their height and decay, and pick a RingWorld Structure, Masonry or Gradient pattern. The default RingWorld Structure walls include embedded machinery, channels and structural details. The underside uses matching materials too.
You can also choose sky and sun presets, add a continuous river around the ring, or increase structure density. Nearby block correction reduces squeezed and stretched blocks on smaller rings. It defaults on and can be adjusted in Display settings.
Building beyond the side walls is enabled by default. The World settings menu and an operator command control it for the whole world, including multiplayer. Turning it off keeps existing builds.
See the world overhead
The Ring Atlas shows terrain beyond your normal render distance as a low-poly 3D model. It updates as the world changes, so you can see distant terrain without keeping every chunk loaded around you.
Real chunks become playable first. While background generation runs, a seed-based biome map fills the distant ring and gains detail progressively. The full 3D Atlas appears once generation is complete and verified. Check its progress in the corner of the screen or open RingWorld from the pause menu. Progress is saved, so generation can resume later.
Atlas generation uses processor time and disk space. Larger rings take longer; the time depends on the host machine. Automatic generation speed starts with four concurrent chunk requests and slows down under sustained performance pressure, recovering when there is capacity again. You can also set the rate manually.
Choose Low, Medium or High Atlas detail in Display settings or with a command. This is a personal performance setting: players on the same server can choose different levels. The distant Atlas is hidden underwater so normal water fog keeps its appearance.
Thin floating platforms made from recognized manufactured materials are left out of the Atlas to prevent artificial mountains underneath them. Nearby real blocks still render normally; natural terrain and unrecognized materials remain in the distant model.
Versions and compatibility
RingWorld 1.4 supports Minecraft 26.1, 26.1.1, 26.1.2, 26.2 and 26.3, on Fabric and NeoForge. A separate Minecraft 1.21.1 backport is also available in beta; the commands below describe the 1.4 release.
Shader compatibility has improved by preserving Minecraft’s shared shader state. Sodium support is experimental. This does not mean that Iris or shader packs are generally supported. See the compatibility notes for tested configurations and limits.
Open source under MPL-2.0.
Compatibility warning: RingWorld heavily modifies Minecraft’s rendering and world generation. It may conflict with other mods that change those systems, including shaders and rendering or world-generation replacements.
Slash commands
Commands below apply to RingWorld 1.4. In examples, | separates choices; type just one choice. Replace values in <angle brackets> with a number. Values in [square brackets] are optional.
Personal display settings
These affect your client only and do not require operator permissions.
| Command | What it does |
|---|---|
/ringworld lod or /ringworld lod show |
Shows your Atlas detail setting and the server’s sampling resolution. |
/ringworld lod low / /ringworld lod medium / /ringworld lod high |
Selects one of the three Atlas detail levels. |
/ringworld lod reset |
Returns Atlas detail to Medium. |
/ringworld distortion or /ringworld distortion show |
Shows nearby block correction and its range. |
/ringworld distortion on / /ringworld distortion off |
Enables or disables nearby block correction. Enabled by default; changes appearance only. |
/ringworld distortion distance <1–8> |
Sets the correction range in chunks in each direction. Default: 3. |
/ringworld ringlights or /ringworld ringlights show |
Shows your distant Atlas lighting profile. |
/ringworld ringlights <falloff> [peak] |
Advanced Atlas light tuning. Falloff: 0.5–6.0. Peak brightness: 0.1–3.0; omitted peak uses 1.25. |
/ringworld ringlights reset |
Restores the midpoint Atlas lighting profile. |
World and server controls
These require cheats in singleplayer or operator permission level 2 on a server. Changes apply to the world, not just your client.
| Command | What it does |
|---|---|
/ringworld atlas status |
Shows Atlas generation status and progress. |
/ringworld atlas start |
Starts Atlas pregeneration. |
/ringworld atlas pause |
Pauses Atlas pregeneration. |
/ringworld atlas resume |
Resumes paused Atlas pregeneration. |
/ringworld chunk_gen_rate |
Shows the current generation rate policy. |
/ringworld chunk_gen_rate auto |
Automatically adjusts generation speed to available performance. Default. |
/ringworld chunk_gen_rate 1 / 2 / 4 / 8 |
Sets a fixed number of concurrent chunk requests. This is not a CPU-core count, lasts for the current world session, and does not start or resume generation by itself. |
/ringworld building outside show |
Shows whether building outside the side walls is allowed. |
/ringworld building outside on / /ringworld building outside off |
Enables or disables outside building for everyone. Saved with the world; enabled by default. Existing builds are kept when disabled. |
/ringworld sky atmosphere / /ringworld sky night / /ringworld sky void |
Changes the Overworld sky backdrop for everyone. |
/ringworld sun small / /ringworld sun large / /ringworld sun none |
Changes the Overworld sun style for everyone. |
How to Install RingWorld (Mod)
RingWorld by Unknown is verified for Fabric, Neoforge across Minecraft versions 1.21.1, 26.1, 26.1.1, 26.1.2, 26.2, 26.3 (latest release: 1.4.0-neoforge+mc1.21.1, file size: 3.7 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.21.1, 26.1, 26.1.1, 26.1.2, 26.2, 26.3) and platform (Fabric, Neoforge).
- Make sure you have the compatible loader or environment installed for Fabric, Neoforge.
- Move the downloaded RingWorld file into your Minecraft
.minecraft/modsfolder and launch the game.
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You can now play RingWorld on **Minecraft 1.21.1**, with releases for **Fabric and NeoForge**.
This backport brings the core features of the 26.x release to 1.21.1: the Ring Atlas, adaptive terrain generation, background saves, weather fading, and smoother transitions between nearby blocks and distant terrain. It also includes improvements to mesh uploads and Atlas cache handling for this version.
All of this functionality is backported from 26.x, so the experience on 1.21.1 may not match 26.x exactly.
- Requires Java 21.** Fabric also requires Fabric API. For multiplayer, install the same RingWorld version on the server and all clients.
RingWorld is still a work in progress. If something breaks or looks wrong, please [report it on GitHub](https://github.com/Delaser/RingWorld/issues).
You can now play RingWorld on **Minecraft 1.21.1**, with releases for **Fabric and NeoForge**.
This backport brings the core features of the 26.x release to 1.21.1: the Ring Atlas, adaptive terrain generation, background saves, weather fading, and smoother transitions between nearby blocks and distant terrain. It also includes improvements to mesh uploads and Atlas cache handling for this version.
All of this functionality is backported from 26.x, so the experience on 1.21.1 may not match 26.x exactly.
- Requires Java 21.** Fabric also requires Fabric API. For multiplayer, install the same RingWorld version on the server and all clients.
RingWorld is still a work in progress. If something breaks or looks wrong, please [report it on GitHub](https://github.com/Delaser/RingWorld/issues).
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
## Server performance
- Spread automatic world saves over several ticks > Reduces the pause when a
- Reduced bursts of chunk cleanup and location checks while travelling > Less
garbage-collection pauses: ~1,029 ms → ~177 ms in the paired test.
- Reduced temporary memory use when updating lighting > Fewer long pauses while
worst server tick: ~796 ms → ~266–277 ms across two follow-up tests. The earlier
682 ms full garbage-collection pause did not recur.
- Moved regular Atlas file writing into the background > Saving the distant
thread; progress is preserved for resuming later.
- Removed repeated checks of the entire completed Atlas > Reduces recurring
## Generation and Atlas updates
- Added automatic chunk-generation speed control > Pregeneration can run faster
at four requests;
/ringworld chunk_gen_rate 1|2|4|8|auto changes it live.- Made Atlas updates from newly loaded chunks adapt to server load > Reduces
during heavy loading.
## Building
- Enabled building beyond the side walls > Build platforms and structures
/ringworld building outside on|off|show. On servers, operators control thesetting for everyone; turning it off keeps existing builds.
- Fixed players and nearby entities disappearing outside the walls > Characters
## Rendering
- Closed gaps along the distant terrain edges and damaged wall sections > Fewer
- Matched distant walls to the configured wall height and depth > The distant
- Improved the changeover between real blocks and distant terrain at altitude >
- Made clouds follow the configured wall height > Clouds look more consistent
- Removed the flat Overworld horizon band > Cleaner skies around the ring,
- Added nearby block correction > Reduces squeezed and stretched
/ringworld distortion on|off. /ringworld distortion distance <1–8> adjusts itsrange. This changes appearance only.
- Improved how the Atlas handles floating platforms > Recognized thin,
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
On 26.3, resource reload no longer crashes when the new sky renderer has not
recreated its colour state. Shader compilation also has its own worker so a
busy chunk generator cannot hold up startup or reload. Those two failure
mechanisms do not exist in the 26.1/26.2 renderer APIs.
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
On 26.3, resource reload no longer crashes when the new sky renderer has not
recreated its colour state. Shader compilation also has its own worker so a
busy chunk generator cannot hold up startup or reload. Those two failure
mechanisms do not exist in the 26.1/26.2 renderer APIs.
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### World creation and controls
- Rebuilt the RingWorld world-creation editor with separate Ring, Terrain,
its controls.
- Added **Use** to the seed preview. Previewing or rerolling a seed leaves the
copies it to Minecraft's World tab. That tab shows when the seed came from
RingWorld. Cancelling the editor discards unapplied changes.
- Reorganized the in-world panel so generation controls are separate from the
### Gameplay and compatibility fixes
- Fixed the black block-selection outline and mining cracks sliding sideways
- NeoForge files now accept loader builds newer than the stated minimum instead
Minecraft version requirements are unchanged.
### Distant ring and transitions
- Fixed distant terrain polygons flashing as the camera moves, most visible on
filtered textures to reduce shimmer during movement.
- Replaced irregular fade speckle with a fixed ordered pattern where real
- Made distant wall colours follow the active block textures more closely,
- Reduced the pale fog line where loaded land meets the distant ring. Water now
water coverage rather than guessing from blue colour and sea level, so rivers
and water above sea level receive the same treatment.
### Stability and performance
- Reused unchanged distant-wall textures during Atlas updates, reducing
- Delayed complete Atlas cache snapshots until incoming tile updates settle,
The transition between real chunks and the distant ring can still reveal
heightfield differences around cliffs, trees, and thin structures. Some Atlas
uploads and cache copies can still cause occasional long frames.
Atlas caches rebuild after updating to 1.3, so the distant ring may take time
to reappear. Update the server and its clients together.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/f1b243af48f44452179f7a109877799584c8f47d).
### Minecraft 26.3
- Added Fabric and NeoForge support for Minecraft 26.3, including its rendering, world-generation, projectile and movement changes.
- Corrected ocean-monument lookup to use RingWorld’s periodic climate sampling.
### Distant ring and lighting
- Added Low, Medium and High distant-ring detail levels in the RingWorld Map and
/ringworld lod. Medium is the default; each player can choose independently in multiplayer. - The shared Atlas now samples every block, so High can display the full detail. Removed the separate Atlas-quality selector from world generation.
- Torches and village lights now illuminate the distant ring. Steep cliffs also retain exposed rock colours instead of appearing as solid grass-coloured slopes.
- Improved the transition between loaded chunks and the distant ring, including height blending, wall joins and rain shading.
- Moved Atlas mesh preparation and cache writes off the render thread to reduce update stalls. Fixed mesh updates being discarded during large Atlas downloads.
### World creation and walls
- Added wall-style previews to the creation screen. New worlds default to RingWorld materials with the RingWorld Structure pattern; Masonry and Gradient are also available.
- Added embedded machinery, channels and structural details to the walls, with more continuous decay. Distant walls now reflect the selected wall pattern.
- Newly generated bottommost bedrock now uses the selected wall materials, giving the ring a matching underside.
- Added seed previews and separate sky and sun controls.
- Hid the unfinished Archipelago layout selector for a later release. Existing Archipelago world settings remain supported.
### Fixes
- Fixed terrain disappearing and lighting turning dark when the camera moves outside the ring walls.
- Raised the Atlas cell limit so the Large preset can generate, and added a clearer error with a workaround for larger custom rings.
- Fixed a Lithium point-of-interest mixin conflict on both loaders.
Corresponding source: [exact commit](https://github.com/Delaser/RingWorld/commit/ed914bf09f806c1289d4ea6b7127f6a0140f67f4).