<p><strong>2.0.1:</strong></p>
<div>
<ul>
<li>allowedBiomeFactors and generatorOptions were in the wrong config category! Be careful when updating and make sure to move the options if you did custom changes!</li>
<li>New strategy option to generate translated biomes in case you want to limit the biomes in a world. The default strategy is 'original' but if you select 'randomized' it will try a more random distribution so that more biomes get a chance to be selected. If you chose 'varied' then it will be more sloppy about detecting what biomes are the same or not</li>
<li>Add sanity check in case a biome is not properly registered to the biome registry</li>
<li>Registered the Lost City loot tables to the loot table registry</li>
<li>New 'singleBiome' config option to specify that city spheres should only have a single random biome</li>
<li>The monorail crossing will now correctly be empty too (no water/rubble in it). Just like the other monorail parts</li>
<li>ILostSphere.getCenterPos() will now return the correct center position (with y level set correctly as well)</li>
<li>If you set the 'spawnSphere' config to '<in>' then the player will always spawn in a sphere. If you set the config option to '<out>' the player will spawn outside a sphere</li>
<li>If the 'debug' config option is set to true palette statistics as well as biome translation statistics are dumped to standard output (log file) at startup</li>
<li>New 'manualBiomeMappings' configuration option to manually override how some biomes map to others. This can be used in combination with allowedBiomeFactors to get more control over the final distribution</li>
</ul>
</div>
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }