BraveNewGlobe

Changelog

All notable changes to the Brave New Globe modpack are documented here. This file tracks mod additions/removals, mod version updates, and config/pack changes.

[0.9.23] — 2026-09-13

Added — CC:CBC + Advanced Peripherals (cannon fire-control + general CC automation)

Completes the ComputerCraft content pillar started in 0.9.21.

Notes

[0.9.22] — 2026-09-13

Added — Create: Radiologistics (tower-based wireless comms + node computer)

Notes

[0.9.21] — 2026-09-13

Added — ComputerCraft (CC: Tweaked) stack: programmable computers + Sable/CBC peripherals

Begins the “programmable warship” content pillar for the aeronautics/naval + Big Cannons stack.

Notes

[0.9.20] — 2026-09-13

Added — Create: AeroPortals (Sable airships travel through portals)

Notes

[0.9.19] — 2026-09-13

Removed — Sable: Destructive (reverted 0.9.18 addition)

Notes

[0.9.18] — 2026-09-13

Added — Sable: Destructive (collision/explosion destruction for Sable physics)

Notes

[0.9.17] — 2026-09-14

Changed — Simply Swords loot in WDA-scope dungeons rebalanced

Notes

[0.9.16] — 2026-09-13

Fixed — packwiz “hash invalid” on bigglobe_whendungeonsarise.zip

Notes

[0.9.15] — 2026-09-13

Fixed — LootJS injection aborting on an invalid item id

Notes

[0.9.16] — 2026-09-13

Fixed — update Create: Warnautics 1.0.3 → 1.0.8 (cruise missile was missing)

Notes

[0.9.15] — 2026-09-13

Changed — combat-dungeon loot overhaul + Simply Swords native loot config

Two linked changes to how modded loot reaches dungeon chests.

Simply Swords loot (config/simplyswords/loot.toml + new datapacks/bigglobe_simplyswords_nouniques.zip):

WDA LootJS loot rebuilt + broadened (kubejs/server_scripts/wda_dungeon_loot.js):

Notes

[0.9.14] — 2026-09-13

Changed — airship villages now float 300 ABOVE the surface (was fixed Y=300)

Notes

[0.9.13] — 2026-09-13

Changed — airship villages a touch more frequent

Notes

[0.9.12] — 2026-09-13

Consolidated entry — collapses the prior 0.9.12–0.9.17 dungeon/loot iterations and adds Integrated Villages into one squashed release, to end the version sprawl.

Added — Integrated Villages (airship-only) + Big Globe compat

Changed — WDA dungeon spacing (patch_wda_compat.py)

Changed — WDA modded loot via LootJS (wda_dungeon_loot.js)

Notes

[0.9.11] — 2026-09-01

Fixed — correct the Simply Swords “no unique drops” config

[0.9.10] — 2026-09-01

Added — Bosses’Rise + boss quest lines (Cataclysm & Bosses’Rise)

[0.9.9] — 2026-09-01

Changed — widen Cataclysm Cursed Pyramid biomes

[0.9.8] — 2026-09-01

Added — L_Ender’s Cataclysm (arena/summon bosses) + BG compat

[0.9.7] — 2026-09-01

Changed — Simply Swords: keep weapon variety, drop the unique/remnant loot layer

[0.9.6] — 2026-09-01

Fixed — Simply More crash on tooltip render

[0.9.5] — 2026-09-01

Added — Big Globe × Born in Chaos structure compat

[0.9.4] — 2026-09-01

Added — Nether content (make it interesting & dangerous)

[0.9.3] — 2026-09-01

Fixed

[0.9.2] — 2026-08-31

Added — Simply Swords + Simply More (combat loot)

[0.9.1] — 2026-08-31

Added — LootJS (dungeon-loot infrastructure)

[0.9.0] — 2026-08-31

Added

Complete FTB Quests book — 15 chapters, 230 quests (guidance-only; every gate is objective: item count, mod advancement, or kill/dimension/stat — no self-attest checkmarks). Three-phase arc per industry line (Awareness → Functional → late-stage Achievement); locate-and-progress for exploration.

Currency throughout is Create: Numismatics (Spur/Cog/Crown/Sun). Chapters are generated deterministically from bigGlobeAero/quest_lines/*.py via build_ftbquests.py (re-runs are byte-identical and progress-safe). Includes 3 hand-authored loot-crate reward tables.

[0.8.8] — 2026-08-30

Fixed

[0.8.7] — 2026-08-30

Changed — Create Core reworked to purpose-driven quests

[0.8.6] — 2026-08-30

Fixed

[0.8.5] — 2026-08-30

Fixed — PonderJS (was a missing REQUIRED dependency, would crash on load)

[0.8.4] — 2026-08-30

Added / restored — missing libraries

[0.8.3] — 2026-08-30

Fixed

[0.8.2] — 2026-08-30

Fixed — CurseForge distribution-disabled mods

[0.8.1] — 2026-08-30

Changed — deterministic quest IDs

[0.8.0] — 2026-08-30

Added — FTB Quests: Create Core line (guidance quest book begins)

[0.7.19] — 2026-08-30

Added — FTB Quests (progression scaffolding)

[0.7.18] — 2026-08-26

Added — Numismatics economy ecosystem

[0.7.17] — 2026-08-26

Changed — economy mod swap

[0.7.16] — 2026-08-25

Added — Better Combat

[0.7.15] — 2026-08-25

Fixed

[0.7.14] — 2026-08-25

Changed

[0.7.13] — 2026-08-25

Changed — nest rarity + sky density

[0.7.12] — 2026-08-25

Changed — mechanical_nest split into its own set

[0.7.11] — 2026-08-25

Changed — spawn frequency

[0.7.10] — 2026-08-25

Changed — land dungeons use bury to kill steep-terrain gaps

[0.7.9] — 2026-08-25

Reverted — put the 3 land dungeons back on the proven start 0 anchor

[0.7.8] — 2026-08-25

Changed — seat the 3 land dungeons 15 blocks into the ground

[0.7.7] — 2026-08-25

Fixed — infested_temple & kisegi_sanctuary weren’t generating (regression from 0.7.2)

Changed

[0.7.6] — 2026-08-25

Changed

[0.7.5] — 2026-08-25

Changed

[0.7.4] — 2026-08-25

Underground dungeon depths (all in common, all still #bigglobe:underground).

Changed — depths (bigGlobeAero/patch_wda_compat.py)

[0.7.3] — 2026-08-25

Structure spacing/exclusion tuning (from post-0.7.2 testing).

Changed — structure placement (bigGlobeAero/patch_wda_compat.py)

[0.7.2] — 2026-08-25

Structure placement tuning (from post-0.7.1 world testing).

Changed — WDA structure placement (bigGlobeAero/patch_wda_compat.py)

[0.7.1] — 2026-08-25

Hotfix: crash on “Create New World” — the BG×WDA compat pack (v1.1, built for an older WDA) ships a small_prairie_house structure def whose start_pool was removed/renamed in WDA 2.1.68. Even though it’s in none of our sets, MC loads every structure definition, hits the missing pool → Unbound values in registry template_pool → registry-load crash. Dropped the orphaned def + biome tag from the compat datapack via bigGlobeAero/patch_wda_compat.py.

Fixed

[0.7.0] — 2026-08-24

Sky content for airships: raised the world ceiling back to stock and added When Dungeons Arise with its aerial structures re-heighted for airship travel.

Changed — world height (patched Big Globe jar)

Added (mods / datapacks)

Changed — aerial structure heights (in the compat datapack, via bigGlobeAero/patch_wda_compat.py)

Changed — WDA structures split into 4 custom sets (sky / sea / common / large_dungeon)

Fixed — compat pack mismatches with WDA 2.1.68

Notes

[0.6.11] — 2026-08-24

Two mods added:

[0.6.10] — 2026-08-24

Remove C2ME — it was causing chunk-loading bugs (the predicted C2ME × Vertigo lighting / chunk-system mixin overlap). Removing it eliminates the conflict.

Removed (mods)

Config / pack

[0.6.9] — 2026-08-24

Large Sea Myths creatures: deep-only + rarer. Extends 0.6.8’s Leviathan clamp to all three large seaeater mobs and halves their spawn weight.

Changed — In Control (config/incontrol/spawn.json)

Changed — spawn weights (stattinkerer_bigglobe_compat)

Config / pack

[0.6.8] — 2026-08-24

Deep-water Leviathan. Sea Myths’ Leviathan was spawning at the surface (Big Globe’s spawn format has no Y field, so biome was the only prior lever). Added In Control! to hard-clamp its spawn height.

Added (mods)

Config / pack

[0.6.7] — 2026-08-24

Glaciers: nudge the temperature bar colder for a few fewer glacier oceans — unmixLinear(-0.35, -0.6)unmixLinear(-0.4, -0.65) (glacier now only where temp < −0.40). Size (C=0.4) and the solid-sheet look unchanged.

[0.6.6] — 2026-08-24

Glaciers: fewer + smaller. Two independent dials, plus keeping the biome and ice footprints matched.

Tuning: temp bar colder → rarer; C higher → smaller (they compound, so nudge gently). ⚠️ The biome file is a decision-tree override — if the biome doesn’t shrink in-game (only the ice does), it needs to move into the patched jar; the temp bar + ice size will apply via datapack regardless.

[0.6.5] — 2026-08-24

Glacier: reverted to the solid-sheet look (v2). Dropped the 0.75 fill cap and the 0.6 footprint cutoff, back to 1.4 × (glacier_crack_threshold − 0.25) (no cap) so deep/cold cells merge into a continuous sheet again (preferred over the broken-floe look). Size to be reduced via the biome next, not the feature cap.

[0.6.4] — 2026-08-24

Glacier tuning: shrink the glacier’s footprint (v3’s cap broke it into floes but it still covered the whole cold ocean). Raised the coverage cutoff so BG ice only forms over the deep/cold core.

[0.6.3] — 2026-08-24

Glacier tuning: shrink the main ice sheet. Capped the per-cell fill so cells can’t fully merge into one seamless mega-sheet — the big mass breaks into large floes while the small satellites (below the cap) are untouched.

[0.6.2] — 2026-08-24

Glacier rework v2 — fixes 0.6.1 producing no ice at all. The v1 glacier_field noise loaded fine (no log error) but its value range never cleared the 0.5 cutoff, so the fill term was ≤ 0 everywhere → zero ice (biome still showed, since biome ≠ feature).

Changed — bigglobe_less_glacier

Tunable

Datapack-only; affects newly generated cold-ocean chunks. Note: this is a “dense core → thinning to shallows” look rather than discrete islands; if you want discrete sheets we can re-introduce a peak-noise modulation now that we know the column value loads (v1 confirmed it registers).

[0.6.1] — 2026-08-24

Ocean-glacier rework (v1 — experimental, needs an in-game look). Replaces the uniform grid of identical ice floes with sparse ice sheets that thin out into satellite floes and fade to open water, so a glacier ocean covers only part of its surface.

Changed — bigglobe_less_glacier

Tunable knobs (for iteration)

⚠️ Caveats

[0.6] — 2026-08-24

Release — the performance + shallow-world overhaul the earlier 0.6-beta aimed at, now done properly. Consolidates the 0.5.6–0.5.9 work (detailed entries below). Highlights:

⚠️ Fresh world required (Big Globe’s height changed). Verify F3 floor = −608 and DH LODs align. Big Globe jar modified for personal-server use (CC BY-NC 4.0); served via public raw-GitHub — move to a no-login host before making the repo private.


[0.5.9] — 2026-08-24

Deeper, better-balanced shallow world. Moves the floor −464 → −608 (more room), restores the deep tiers toward full size, adds a stone buffer above the deep dark, and rescales the deep-ore curves so diamonds/gold/redstone actually reach their intended richness in the shallower stone. Supersedes the 0.5.8 −464 patch. Still a single height-patched Big Globe jar (the only mechanism BG respects — it reads its generator + terrain scripts from its own jar every load).

Changed — Big Globe patched jar (bigglobe-5.3.2-mc1.21.1-shallow608.jar)

New overworld layout (sea 0, ceiling +896, floor −608):

Layer Y range Thickness
Cave zone surface → −320 (caves held 32 above the deep dark)
Stone cap −352 → −320 32 (buffer, no caves/sculk)
Deep Dark −480 → −352 128 (full)
Gap −496 → −480 16
Core / Molten −592 → −496 96 (75% of default 128)
Lava Sea −592 → −576 ~16
Base stone −608 → −592 16

Requirements / caveats

Config / pack

[0.5.8] — 2026-08-24

Shallow overworld, done properly — via a height-patched Big Globe jar. This revives the parked shallow-world work in a way that’s actually Distant Horizons-compatible (no more vertical “wall of chunks” offset).

Why a patched jar (and not a datapack)

Big Globe reads its world-preset generator — including heightdirectly from its own jar on every load (the reload_dimension feature; it logs “Reading … chunk generator from mod jar”), ignoring both datapack overrides and the value baked into level.dat. Its DH LOD integration anchors to that same generator.height.min_y. So a datapack/companion mod cannot change the generator height — the only thing that works is editing the files inside BG’s jar. That’s why the earlier datapack approach produced DH LODs offset by exactly 560 blocks (−1024 vs −464).

Changed (mods)

Config / pack

[0.5.7] — 2026-08-24

Chunk-performance mods. Adds C2ME (parallel chunk gen/load/IO) and re-adds Vertigo (vertical chunk-section network sync), targeting the tall Big Globe world’s chunk-streaming cost. Both are performance-only and independently removable.

Added (mods)

Compatibility — deep-dive (jar + mixin analysis)

Config / pack

[0.5.6] — 2026-08-24

Log-noise / console-spam fixes. Two systems were flooding the server log every tick / during worldgen (wasting CPU + disk I/O and bloating latest.log): Project Atmosphere had no temperature data for Big Globe biomes, and CTOV referenced village integration pools for mods that aren’t installed.

Fixed

Known / open

Config / pack

Note — changelog gap

[0.5.1] — 2026-08-23

Hotfix: restore Villager API. In 0.5 it was removed as an assumed Better-Village-only dependency, but Numismatic Overhaul (Numismatic Bounties) also requires it — its absence crashed mod loading (Mod numismaticoverhaul requires villagerapi 1.0 or above ... not installed). Better Village stays removed.

Added (mods)

Config / pack

[0.5] — 2026-08-23

Village overhaul + glacier tuning. CTOV becomes the sole village system (biased toward large walled villages, walls extended across more biomes; vanilla villages and Better Village removed), and glacier ice is made smaller and sparser.

Removed (mods)

Changed — CTOV village generation (bigglobe_ctov_compat)

Changed — Big Globe worldgen (glacier)

Config / pack

[0.4] — 2026-08-23

Fix: 15 mods failed to auto-install (“excluded from the CurseForge API” — the authors’ allowModDistribution:false flag). Re-sourced them so packwiz auto-install works again.

Changed — source moved CurseForge → Modrinth (11)

Changed — source moved CurseForge → self-hosted in-repo (4)

Config / pack

[0.3] — 2026-08-23

Village overhaul, two new dimensions, new mobs, and Big Globe worldgen-compatibility datapacks.

Added (mods)

Added (datapacks — Big Globe compatibility)

Reverted

Config / pack

[0.2] — 2026-08-22

Changes relative to the last commit (52d1af5, merge of Modpack-Recompile).

Added (mods)

Removed (mods)

Updated (mods)

Config / pack

Documentation