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.
Completes the ComputerCraft content pillar started in 0.9.21.
zA9Klldw, NeoForge 1.21.1, side = both) — the dedicated CC: Tweaked ↔
Create Big Cannons peripheral (cannon_mount). Proper programmable fire-control: setComputerControl
(takes over from shaft-driven aiming), setTargetAngles(yaw,pitch) / setTargetYaw / setTargetPitch,
assemble(), fire(), and full telemetry via getInfo() (assembled state, current vs target yaw/pitch,
yaw/pitch shaft speeds, mount x/y/z). This is the reliable gunnery brain (NeoPeripherals 1.4.1ve ships
mainly the Sable radar). Deps CC: Tweaked + CBC — both present.advancedperipherals, side = both) — general CC automation
kit: Chat Box, Player Detector, Environment Detector, Geo Scanner, Block Reader, Inventory Manager,
NBT Storage, Redstone Integrator, Energy Detector, AR Goggles/Controller (custom HUD overlays). Dep
CC: Tweaked — present.cc-cbc.pw.toml, advancedperipherals.pw.toml).mtA0MjEn, NeoForge 1.21.1, side = both) — a Create-native
wireless communication + computation system. Fills the “radio tower / long-range comms” role: a Radio
Transmitter plus vertically-stacking Antennas (each segment adds range, hard cap 3,000 blocks),
a node-based Main Computer (visual math/logic/variable programming), Redstone Link Module, Memory
Module, Gyroscope Sensor (pitch/yaw/world coords), Jammer (blocks channels/Redstone Links in 150-block
radius), Audio Module, and a Pilot helmet.create-radiologistics.pw.toml).Begins the “programmable warship” content pillar for the aeronautics/naval + Big Cannons stack.
cc-tweaked, NeoForge 1.21.1, side = both) — the ComputerCraft
foundation: in-world Lua computers, turtles, monitors, modems, speakers. Complements KubeJS (author
scripts) with player-built in-world automation. No dependencies.neoperipherals, side = both) — a CC: Tweaked ↔ Sable
bridge. Adds a radar peripheral (neo_radar) that scans Sable physics SubLevels (other airships/ships)
for position/pose — the basis for targeting and autopilot scripts. Requires Sable (already in pack, 2.0.5).cc-tweaked.pw.toml, neoperipherals.pw.toml).create-aeroportals, project 1549100, NeoForge 1.21.1),
a bridge between Create: Aeronautics airships (Sable physics SubLevels) and Minecraft’s portal system:
when a ship’s bounding box overlaps a Nether/modded portal, the whole SubLevel — plus riding players,
passengers, and decorations — is serialized and transferred to the destination dimension (respecting
dimension coordinate scale), with a per-ship cooldown to prevent bounce-back. Installed side = "both".create-aeroportals.pw.toml).sabledestructive-2.2.0.jar via packwiz remove sable-destructive (sable-destructive.pw.toml
deleted, index.toml + pack.toml [index] hash refreshed). Pack is back to 158 mods.s8kSCCgD, NeoForge 1.21.1), an add-on to the base
Sable physics engine already in the pack (2.0.5). Sable simulates Create: Aeronautics physics
structures; Destructive makes those physics blocks actually break on heavy impact — real kinetic-energy
collision damage, inertial penetration, density-aware self-damage, flying debris, and radial shockwaves/
craters. Crashes now have consequences.side = "both".sable-destructive.pw.toml).2.2.0 (Modrinth s8kSCCgD / version OdjEhksA,
side = both). Needs Sable 2.0.3+ (pack has 2.0.5) and NeoForge
21.1.235+ (pack is 21.1.248).Notes.md, MODLIST.md, SPECTRUM.md. Folds the unmerged
0.9.17 living-docs run (cursor/docs-0.9.17-simply-swords-loot) plus #40 / #41 / #42.wda_dungeon_loot.js’s comment claimed Simply Swords weapons were injected by “that mod’s own
injector” — false. Checked every lootintegrations_*.jar in the pack; none targets Simply Swords.
The mod’s own native injector (pack/config/simplyswords/loot.toml) is enabled and correctly
keyed, but in practice its drops aren’t showing up in WDA-scope chests, so weapons are injected
directly in this script instead.assets/simplyswords/lang/en_us.json to separate its
15 weapon types × 5 material tiers (<tier>_<type>, e.g. runic_warglaive) from its ~50
named/lore “Unique” weapons (Mjolnir, Stormbringer, The Devourer, Livyatan, Frostfall, etc.), which
are gated behind the mod’s own Runic Tablet awakening minigame.JACKPOT_RUNIC pool with a curated, equal-weight 5-type Runic
selection (strongly enchanted) on flagship/boss chests only.ship_1/ship_2/frozen_chest chests and Bosses’Rise’s dragon_tower boss
chest contain no TREASURE-routing keyword in their ids, so they were falling through to
Filler-only loot. Added exact-name alternations to the TREASURE regex so they now also get the
Treasure + Treasure-Gear pools (dragon_tower already had Jackpot via the FLAGSHIP regex, so it
now gets the full tier stack, matching its status as the mod’s boss chest).wda_dungeon_loot.js). Already-opened chests keep
their contents; unopened combat/boss dungeon chests roll the new pools on next
launch. No new mods — pack stays 158. pack.toml is 0.9.17.
Current pack is 0.9.19 / 158.uniqueLootTableWeight = 0 + pity
100000 + empty lootable_uniques in bigglobe_simplyswords_nouniques.zip).
Do not fold Uniques into LOOT.md or this script.enableLootDrops = true, global *:chests/*) is
still on, but it does not reliably reach WDA / Cataclysm / Bosses’Rise /
Aquamirae tables — that is why the script lists them. Native runicLootTableWeight
= 0 still applies to the native injector; LootJS JACKPOT_RUNIC is a separate
curated flagship path.katana / warglaive / glaive / greataxe / scythe) in
JACKPOT_RUNIC (enchant 10–25, ~15%). Types omitted from the material ladder:
chakram, scythe (scythe is Runic-only).tabletHardPity = 400 remains a far backstop; Runic weapons stay craftable at
the Runic Forge. Do not re-add named Uniques as a “tablet shortcut.”aquamirae:chests/ship_1|ship_2|frozen_chest and
block_factorys_bosses:chests/dragon_tower. NOTREASURE is unchanged, so those
chests still roll FILLER as well. dragon_tower already had JACKPOT via
FLAGSHIP — it now gets the full stack.LOOT.md. Folds the unmerged 0.9.16 living-docs run (#42) plus
#40 / #41.index.toml hash had drifted apart in an earlier commit
(the hash recorded did not match the zip actually committed), so any client validating the
pack against the repo failed with a hash mismatch on this file. Committing the on-disk zip
(already hash-verified against the current index.toml entry) resolves it. Verified all 379
files in index.toml against their actual sha256 – zero other mismatches.pack.toml [index] hash), but this time the
zip was the stale file — index.toml already had the correct sha256. Always
packwiz refresh after touching a datapack zip, and commit the zip + index.toml +
pack.toml together. Do not assume a zip “looks current.”pack.toml was 0.9.16 at this commit. Current pack is 0.9.19 / 158 mods.
Warnautics 1.0.8 and the LootJS oxygen-tank hotfix stay.
0.9.17 is script-only (Simply Swords WDA-scope rebalance).aquamirae:oxygen_tank from wda_dungeon_loot.js — the item does not exist in
Aquamirae 7.2.1, and one bad id makes LootJS abort the ENTIRE script, so all WDA/Cataclysm/
Aquamirae chests were silently falling back to vanilla loot. Modded loot should now inject.aquamirae:oxygen_tank is not a real id in Aquamirae 7.2.1 (the survey catalog listed
“oxygen tank/oxyhelium”; the wired TREASURE drop was wrong). Echo compass stays. Do not
re-add this id — one unknown item aborts the entire LootJS script (every combat-dungeon
chest silently vanilla).pack.toml to 0.9.16. The Create: Warnautics 1.0.8 jar from the earlier
[0.9.16] stays. Pack still 158 mods. Living menu: LOOT.md.cbc_more_content:cruise_missile, but the installed
Create: Warnautics 1.0.3 predates that item — it doesn’t exist in-game, so the loot entry was
dead. Updated to 1.0.8 (latest), which registers the Cruise Missile (item + block + recipe),
making the flagship drop resolve. Verified the item’s assets/recipe are present in the 1.0.8 jar.cbc_more_content:cruise_missile is the Warnautics namespace. Do not roll Warnautics
back to 1.0.3 or the JACKPOT cruise-missile drop dies again.pack.toml back to 0.9.15; the subsequent
hash-invalid [0.9.16] re-bumped the version string. This jar bump remains.Two linked changes to how modded loot reaches dungeon chests.
Simply Swords loot (config/simplyswords/loot.toml + new datapacks/bigglobe_simplyswords_nouniques.zip):
enableLootDrops = true): material + rare
weapon types now spawn in loot tables globally (all *:chests/* tables), pity-paced.runicLootTableWeight = 0); the Runic Tablet (“shard”) is
instead a rare weighted drop in our combat-dungeon pool, with native tablet pity pushed to a
far backstop (tabletHardPity = 400). Runic weapons stay craftable at the Runic Forge.lootable_uniques tag (all 40 legendaries denylisted). Uniques are loot-only with no recipe,
so this removes them from the pack entirely, as intended.WDA LootJS loot rebuilt + broadened (kubejs/server_scripts/wda_dungeon_loot.js):
dungeons_arise, cataclysm,
block_factorys_bosses (Bosses’Rise), aquamirae. Vanilla, villages, Towns&Towers, CTOV untouched.5–15, ~15%,
revolver/shotgun/tablet live here), Jackpot (flagship, ~38%). No endgame armor anywhere (ingots
only); enchants capped at 15; Sun a 1% capstone. Reviewed item-by-item before wiring.loot.toml + bigglobe_simplyswords_nouniques.zip apply
on next launch. Already-opened chests keep their contents; unopened chests roll the new pools.*:chests/*). LootJS stays combat-dungeon only
(dungeons_arise / cataclysm / block_factorys_bosses / aquamirae). Vanilla, villages,
Towns&Towers, and CTOV are untouched.borninchaos_remnant_loot.js or fold uniques
into LOOT.md. Living menu: LOOT.md.cruise_missile resolves ([0.9.16]);
aquamirae:oxygen_tank removed so the script actually loads (hotfix [0.9.15]); WDA compat zip
re-synced to its index.toml hash (later [0.9.16]).JACKPOT_RUNIC on flagship; Aquamirae ship/frozen + Bosses’Rise
dragon_tower now also match TREASURE.airship_village: restored project_start_to_heightmap: WORLD_SURFACE_WG with a
constant offset of 300 -> generates at surface + 300, tracking terrain instead of a
fixed absolute altitude. terrain_adaptation: none keeps it floating free. Via build_iv_compat.py.bigglobe_integratedvillages.zip). Already-generated chunks keep the old fixed
Y=300 airships; new land chunks get surface+300. No fresh overworld required.air_villages spacing 115/90 → 75/59 via bigGlobeAero/build_iv_compat.py:
~1,840 → ~1,200 blocks average between floating airship villages. salt and the
air_village_avoid (8-chunk CTOV/vanilla-village) exclusion unchanged.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.
bigglobe_integratedvillages.zip (from bigGlobeAero/build_iv_compat.py): only the airship village
generates (regular_villages set emptied), placed at fixed sky Y=300 (terrain_adaptation: none,
no heightmap projection), biomes re-keyed to #bigglobe:land.air_village_avoid tag merges bigglobe_ctov:villages so airships never generate over a CTOV town.disableVanillaVillages=false (keeps CTOV/vanilla villages) + activateCreateContraptions=true
(airship Create propellers spin).patch_wda_compat.py)stattinkerer:large_dungeon 280→125 (~4,480 → ~2,000 blocks apart).stattinkerer:sky →25/22 (~400 blocks); mechanical_nest →41/36 (~656, frequency removed).wda_dungeon_loot.js)dungeons_arise:chests/* — WDA-native empty-weight pools, 3 coherent tiers.create:netherite_backtank retained (enables Create air tech).0.9.10 baseline as one commit, consolidating the .meshclaw and .kiro/crew working
copies. Kirocrew (~/.kiro/crew/workspace) is the canonical clone going forward.1.3.3 + Integrated API 1.8.2 (side = both) → pack 158 mods.
No fresh overworld. New airship villages and the tighter WDA spacings need unexplored chunks.loot.enableLootDrops = false is the authoritative
switch (“prevent Simply Swords from generating loot in chests”) and chest loot is the only way finished
uniques enter the world (villages / ruined portal / ender-dragon table; pity-guarantee is downstream). With
loot.enableContainedRemnants = false, the remnant→tablet path is off too. loot.toml fully covers it.config/simplyswords/general.toml (nonPlayerWeaponAbilityChance = 0.0): per the mod it only
controls whether a mob uses a held weapon’s ability — not spawning/dropping — so it was irrelevant to
the goal and its comment was misleading. There is no “mobs spawn equipped with uniques” mechanic to disable.2.1.2 (Modrinth, block_factorys_bosses) — 5 arena/structure bosses (Sirok the Sandworm,
Skor the Yeti, Nerakyss the Kraken, Helvar the Underworld Knight, Ashlord the Infernal Dragon). Dep
GeckoLib already in pack.datapacks/bigglobe_bossesrise.zip (Paxi) — its structures gate on bare vanilla
biomes BG lacks; re-keyed to BG-populated tags (sandworm_nest→badlands/savanna/plains, dragon_tower→
plains/jungle/savanna/forest, yeti_hideout→mountain, kraken_ship→deep_ocean). underworld_arena (nether)
needs none.bigGlobeAero/quest_lines/{cataclysm,bossesrise}.py. Pack now has 17 chapters / 242 quests.bigglobe_cataclysm.zip: cursed_pyramid_biomes widened from #minecraft:is_badlands alone to
#minecraft:is_badlands + #minecraft:is_savanna + #minecraft:is_plains (warm/dry open land) so the
Pharaoh isn’t confined to rare BG badlands. (Biome tag values accept a list of tags.)3.33 (Modrinth) — ~8 big bosses that are summoned via items or fixed in
structures (never random-spawn, never despawn), with high HP + anti-melee AOE → rewards tech/artillery/
airships over 1v1 gear. New dep Lionfish-API 3.1 (Curios already in pack).datapacks/bigglobe_cataclysm.zip (Paxi-loaded) — Cataclysm gates each structure via its own
#cataclysm:has_structure/*_biomes tags, and the overworld ones point at bare vanilla biomes Big Globe
never uses, so they’d never generate. This overrides those tags to BG-populated ones (bigglobe_tags.zip):
cursed_pyramid_biomes → #minecraft:is_badlands (Pharaoh)acropolis_biomes → #minecraft:is_oceanfrosted_prison_biomes → #minecraft:is_mountain (Maledictus)sunken_city_biomes → #minecraft:is_deep_ocean (Leviathan)ancient_factory_biomes → #minecraft:is_overworld (Netherite Monstrosity; broad to guarantee gen)wda_dungeon_loot.js is back to its no-op scaffold.config/simplyswords/) that disables all “unique sword drops”
so only the crafted weapon variety remains:
loot.toml: enableLootDrops = false, enableContainedRemnants = falsegeneral.toml: nonPlayerWeaponAbilityChance = 0.0
Partial TOML overrides — Fzzy Config’s safe deserializer merges the rest. Consequence: with remnants
off, uniques are also effectively uncraftable (no remnant source), leaving just the weapon-type flavor..toml to bake in.1.2.3 → 1.3.0_alpha5 (Modrinth). The 1.2.3 release (2026-06-10) was
built against an older Simply Tooltips; its TooltipRendererMixin @ModifyReturnValue targets a method
borderStyleFor that Simply Tooltips 0.1.5 (2026-08-23, pulled by Simply Swords 1.70.2) renamed,
so a MixinApplyError crashed the client whenever a Simply Swords/Simply More item tooltip rendered
(e.g. opening the Simply Swords creative tab). 1.3.0_alpha5 (2026-08-26) is the Simply More build
compiled against the current Simply Tooltips/Simply Swords API. Alpha channel, but the only compatible pairing.datapacks/bigglobe_borninchaos.zip (Paxi-loaded). Born in Chaos ships ~30 structures;
its tag-gated ones (#is_forest/#is_taiga/#is_savanna) already generate because bigglobe_tags.zip
populates those tags, but 6 gameplay structures were gated on bare vanilla biome IDs (plains,
desert, …) that Big Globe never uses, so they never generated. This override re-keys their biomes
to BG-populated #minecraft:is_* tags (all other fields — jigsaw pool, beard_thin, surface anchor —
unchanged):
observation_tower_plains, dark_tower_plain, clown_caravan_plains, farm → #minecraft:is_plainsmound_of_hounds → #minecraft:is_badlandsinfernal_pumpkin → #minecraft:is_forestgrave_* memorial structures were intentionally left un-compatted (flavor only).5.4.4 (Modrinth) — Nether biome/structure overhaul + the Nether Sovereign boss & mobs.
Uses datapack biome modifiers; injects into the vanilla Nether biome source (no extra lib).3.1.5 (Modrinth) — overhauls fortresses into large dangerous
complexes. Dep YUNG’s API already in pack.1.7.6 (Modrinth) — nightmarish hostile mobs (undead + Nether). Dep GeckoLib
already in pack.simplymore, version bVBS14OK). CF has
allowModDistribution:false on this project, so the CurseForge API refuses to serve the download and
clients can’t auto-install it. Modrinth serves the identical jar (simplymore-forge-1.2.3.jar, release
channel) via a direct CDN URL, so auto-install works. No version change (still 1.2.3).1.70.2-1.21.1 (NeoForge, CurseForge) — runic/unique weapon set; integrates with
the pack’s existing Better Combat (listed by Simply Swords as an optional dep).1.2.3 (NeoForge, CurseForge, file 8228544 — release channel) — addon to Simply Swords
adding more weapon types & unique weapons. Pinned to the release NeoForge build (newer 1.3.0_alphaN
builds skipped).0.7.6, Simply Tooltips 0.1.5 (Architectury,
Kotlin for Forge, Better Combat already present).LOOT.md Uncommon/Rare WDA dungeon tiers later.3.7.0 (NeoForge 1.21.1, CurseForge) — deps (KubeJS/Rhino/Architectury) already present.kubejs/server_scripts/wda_dungeon_loot.js for injecting tiered modpack loot into When
Dungeons Arise chest tables (dungeons_arise:chests/*), which are otherwise 100% vanilla. Loot content
authored after a modpack-wide item survey.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.
& (“Sheets & Plating”, “Rotation & Ore Doubling”,
“Belts & Logistics”) tripped FTB Quests’ “escape whitespace after & with a \&” error (& starts a
format code). The generator now auto-escapes a bare & → \& (leaves intentional color codes like
&a untouched), so titles render the literal “&”.bigGlobeAero/build_ftbquests.py) gained checkmark tasks, item-count tasks, and item rewards.pack.toml index hash — 0.8.5 was committed with a stale [index] hash (the PonderJS commit
updated index.toml but not the hash in pack.toml), causing packwiz’s “index hash file invalid”
error. Re-refreshed so pack.toml’s hash matches index.toml. No mod changes.ponderjs as a required dependency
([1.21.1-2.4.0,)), so the pack couldn’t launch without it. PonderJS’s 1.21.1 line ships as the
project “Ponder for KubeJS” under the slug ponder (modId still ponderjs) — the old
ponderjs slug has no 1.21.1 build, which is why the first search missed it.ponderjs-neoforge-1.21.1-2.4.0 (modId ponderjs, verified),
plus its dependency chain that was also missing — KubeJS 2101.7.2, Rhino 2101.2.8,
Better Advanced Tooltips 2101.1.0. Supersedes the 0.8.4 “PonderJS dropped” note.2.2.37 (CurseForge, NeoForge 1.21.1) — KilaBash rendering/GUI library (CF “LDLib” project
ships the ldlib2-neoforge jar).0.12.15.5-beta.1 restored (CurseForge) — was removed in 0.7.18 as a Numismatic
Overhaul-only dep, but it’s still required by other mods.createvillagercommerce-1.0.1.jar, sha1 verified against CF) is committed to bundled-jars/ and
the metafile now points at its raw-GitHub URL (sha256) — anonymously downloadable by packwiz-installer,
same pattern as the other bundled jars.linear-bearing, NeoForge 1.21.1,
1.2.6 → 1.3.5). CF had allowModDistribution:false, so packwiz-installer couldn’t download it for
clients; Modrinth CDN is anonymous-downloadable.bundled-jars/ (jar obtained manually from CF);
pending the jar.config/ftbquests/quests/chapters/create_core.snbt) — 15 guidance
quests: Andesite Alloy → kinetics/power → Andesite Casing & core machines (press, mixer, fan, deployer,
saw, logistics) → Copper Casing & fluids → Brass → Precision Mechanism → Mechanical Mastery (capstone).
Item-detection tasks (no consume), soft dependency ordering, XP + small item rewards. Nothing gated
across lines.QUESTS.md (15 flat, guidance-only lines). Structure inspired by public
Create packs (Arcane Engineering / CAB) — original text + Create 6.0.10-verified item IDs, no copied content.bigGlobeAero/build_ftbquests.py; the committed .snbt is the source of truth —
regenerate from the script rather than overwriting via in-game edit mode.2101.1.34, FTB Library 2101.1.35, FTB Teams 2101.1.11 (NeoForge 1.21.1,
CurseForge — the official FTB mods aren’t on Modrinth). Architectury already present.config/ftbquests/.1.2.0 — starter coin faucet via in-person villager trades
(emerald costs → Numismatics bevels; works with vanilla & modded villagers).2.0 — Bountiful bounty payouts in Numismatics coins (pairs with
Bountiful, already in pack).1.0.7 — physical barter stalls; integrates with Marketplace & Stock Market.0.5.0 — server-wide shop directory (no remote purchasing; trade at the block).
Optional Xaero’s waypoint integration — Xaero’s Minimap/World Map already in pack.1.1.0 — Market Terminal for shop listings, 24h price history & top sellers.2.2 — Bank Meter HUD & account QoL.1.2.0 (client) — coin math helper.1.0.20 (Modrinth) — Create-styled currency (coins, bank cards,
vendors) required by the new delivery mod.1.0.2 (Modrinth) — contract-based delivery
logistics for Aeronautics contraptions; payouts use Numismatics currency.numismaticoverhaul-* configs; Numismatics generates its own on first launch.exclusion_zone → bigglobe_ctov:villages (8 chunks) so the small POIs
(camps, huts, wells, mines, etc.) don’t generate right on top of villages.frequency 0.0065 (0.65% roll per grid-selected chunk, stacked
on the 96 spacing) → ultra-rare, ~19,000 blocks apart on average. Also added an exclusion_zone
→ stattinkerer:sky (12 chunks) so a nest won’t generate right next to other sky structures.common) — airships/blimps notably more
common. Sky keeps its existing exclusion vs large_dungeon.large_dungeon into a new stattinkerer:nest set
(spacing/separation 96/80, ~1536 blk, salt sqrt(3)·1e8). It’s the aerial nest (flies Y700–750),
so grouping it with ground dungeons was diluting them: large_dungeon now holds only the 3 ground
dungeons (infested_temple, keep_kayra, kisegi_sanctuary), which tightens a specific one from
~9000 blk to ~7800 blk apart. mechanical_nest’s frequency is now its own independent knob (spacing
= frequency, single member).sea) — airships slightly more
common, on the same grid density as the sea structures.bury to kill steep-terrain gapsterrain_adaptation beard_box → bury.
beard_box only reaches ~12 blocks below the footprint (fixed engine kernel), so on steep slopes the
downhill side floated. bury fills all air inside the bounding box with terrain (structure carves its
walls/rooms back out) → no gaps on any terrain, at the cost of a terrain embankment on steep downhill
sides. bury is stock WDA’s own choice for infested_temple. Anchor unchanged (start 0 / #bigglobe:land).start 0 anchorstart_height → 0 (was −15 in 0.7.8),
keeping WORLD_SURFACE_WG + beard_box + #bigglobe:land. start 0 is the config from 0.7.0/0.7.1
(and 0.7.7) under which the structures were set to generate — it puts the biome check right at the
surface, a full 16-block margin above Big Globe’s surface−16 cave threshold, so #bigglobe:land
reliably matches. 0.7.8’s −15 left only a 1-block margin (fragile).#bigglobe:land never matches → zero generation from
0.7.2 through 0.7.6. keep_kayra stayed at 0 the whole time, which is why keeps kept appearing.start_height surface offset → −15
(was 0), keeping WORLD_SURFACE_WG + #bigglobe:land. −15 sits just above Big Globe’s
surface−16 cave threshold, so the biome check stays in a land biome and they keep generating
(−16 or deeper would flip to an underground biome and stop them — the 0.7.2 failure mode).beard_box terrain adaptation to build a foundation down to the ground and fill
any exposed gap under the seated structure. (keep_kayra was beard_thin → now beard_box too.)test_cave), and both are gated to #bigglobe:land
(surface biomes) → biome mismatch → zero spawns. Reverted their anchors to surface (0) so
#bigglobe:land matches again, and switched terrain_adaptation to beard_box (builds a solid
foundation down to the ground to fill the float gap, instead of sinking the anchor). A structure
can’t be both sunk and land-gated in BG — sinking moves the biome check underground.Underground dungeon depths (all in common, all still #bigglobe:underground).
bigGlobeAero/patch_wda_compat.py)#bigglobe:underground includes the_core
and molten_cave, so the biome matches at that depth.Structure spacing/exclusion tuning (from post-0.7.2 testing).
bigGlobeAero/patch_wda_compat.py)large_dungeon’s exclusion_zone vs
bigglobe_ctov:villages 6 → 12 chunks (~192 blocks).sky exclusion_zone vs stattinkerer:large_dungeon at 12 chunks (sky won’t place within 12
chunks of a large dungeon), and widened sky’s jitter (separation 56 → 44, spacing 64 unchanged)
for placement variation. A set allows one exclusion_zone, so it lives on sky
(sky → large_dungeon → villages, no cycle).Structure placement tuning (from post-0.7.1 world testing).
bigGlobeAero/patch_wda_compat.py)infested_temple and kisegi_sanctuary generated floating above the ground — their
jigsaw start-anchor sits above the build’s base, so surface-projecting start_height 0 left an air
gap. Dropped the anchor to seat them: infested_temple 0 → −45, kisegi_sanctuary 0 → −25
(both still WORLD_SURFACE_WG + beard_thin). keep_kayra left at 0 (its anchor≈base, sat fine).
(On steep slopes a residual gap can remain; beard_box is the stronger option if needed.)heavenly_challenger from large_dungeon → sky, so all heavenly/aerial builds live
in the sky set. sky now 5 (Σweight 7), large_dungeon now 4.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.
bigglobe_whendungeonsarise.zip — remove dungeons_arise:small_prairie_house structure def and its
biome tag (missing template_pool in WDA 2.1.68). Verified: no remaining structure def references a
missing pool.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.
dimension_type, world_preset
generator, and BG world-traits (max_y) all set in-jar so Distant Horizons tracks the new
bounds: DH anchors to generator min_y = −608 (unchanged) and now renders LODs up to +1024 —
no offset. Underground layers + ore curves unchanged (the floor didn’t move). cloud_height
already 1024, so clouds sit at the ceiling.bigGlobeAero/build_patched_jar.py; bundled-jars/bigglobe-5.3.2-mc1.21.1-shallow608.jar
sha256 df683d31…; big-globe.pw.toml hash updated. (No filename change — “608” = the floor.)2.1.68 (Modrinth 8DfbfASn, NeoForge 1.21.1) — adventure structures
including aerial airship targets. Only neoforge + minecraft deps (no libraries). side = both.1.1 (Modrinth 5obAEsYh) — makes WDA
generate in Big Globe terrain (biome has_structure tags + per-structure placement). Bundled at
pack/datapacks/bigglobe_whendungeonsarise.zip, patched for airship-altitude aerial structures
bigGlobeAero/patch_wda_compat.py)start_height = uniform Y 700–750,
with no heightmap projection — a terrain-independent open-sky layer that needs an airship to
reach. Fixed-Y can’t clip the +1024 ceiling (tops out ~Y 878), and BG land rarely nears Y 700 so
they won’t intersect terrain. Also forced terrain_adaptation: none (restoring WDA’s own
setting) so these flying builds get no terrain base — the compat pack had set bury on the
aerial structures, which at altitude would encase each in a stone blob. (Ground structures keep
their own adaptation, e.g. coliseum → beard_box.)illager_galley, undead_pirate_ship, typhon, illager_corsair) left at sea level — they’re naval, not aerial.major/minor) with one shared spacing each, so rarity
couldn’t be tuned per theme/size. Regrouped into four custom sets under the stattinkerer
namespace — :sky (4), :sea (4), :common (11), :large_dungeon
(5 — massive dungeons + the flying heavenly_challenger, grouped here for rarity but still
airborne at Y 700–750) — each with its own placement (spacing/separation/salt), and emptied
WDA’s own major/minor sets so nothing double-places. common vs large_dungeon was split by
measured build size. 24 of the 38 WDA standalone structures generate; 14 removed (in no set):
illager_windmill, mushroom_village, mushroom_mines, thornborn_towers, coliseum, jungle_tree_house,
lighthouse, abandoned_temple, greenwood_pub, monastery, illager_fort, bathhouse, bandit_towers,
shiraz_palace. Weights = WDA originals for now; spacings (sky 64/56, sea
48/42, common 32/28, large_dungeon 64/56) pending further tuning. Groupings in bigGlobeAero/patch_wda_compat.py.foundry was placed at Y 900 in #bigglobe:nether (a floating nether forge) → rebuilt
as an overworld underground forge (Y −100, #bigglobe:underground, bury); added the missing BG
biome bridges for mining_complex (2.1.68 renamed the compat’s mining_system) and
kisegi_sanctuary so they generate at all. plague_asylum, foundry + mining_complex
moved to common (now 11; large_dungeon then 11, later trimmed to 5). All placed structures generate.scorched_mines re-gated from bigglobe:molten_cave (only exists ~Y −496+ in this shallow
world, so it never matched at its Y) to #bigglobe:underground, and moved to Y −200 so it generates.bandit_village re-gated bigglobe:hot_wasteland (one biome) → #bigglobe:warm (whole warm
band, far less rare). ceryneian_hind is a surface shrine (per videos), so moved from a buried
sandy_cave @ Y −93 to on the surface (start_height 0, beard_thin), gated to #bigglobe:warm.keep_kayra 250-tall, infested_temple
181, kisegi_sanctuary 215 — were floating/sunk → start_height 0 + projection + beard_thin);
flew mechanical_nest (short 48-tall sprawl, was floating at fixed Y 190) to Y 700–750. All
four re-gated to #bigglobe:land (spawn in all land biomes).bigglobe_ctov:pillager_outposts and stattinkerer:large_dungeon
each get an exclusion_zone vs bigglobe_ctov:villages at 6 chunks — outposts + big dungeons
keep clear of villages (villages stay the priority; a set allows only one exclusion_zone, so it’s
applied on the avoiders). Edits bigglobe_ctov_compat.zip (via bigGlobeAero/patch_ctov_compat.py).mining_complex is a ~197-tall tower → sunk so only ~10 blocks peek above the surface:
surface-projected, start_height −187, terrain_adaptation none (embeds the buried ~187 in the
ground). Now in common. Exact poke-out to be confirmed on a test world.neoforge.mods.toml declares minecraft [1.21,1.21.1) (its shipped 1.21.1 release) — loads on NeoForge 21.1.x.Two mods added:
neoforge-1.21.1-1.1.13 (CurseForge 316582 / file 7018307) — on death, spawns
a lootable model of your body at the death spot; right-click to recover items, with a death-history
list + optional death waypoint. Standalone (Jade/OpenHUD deps optional; Jade already in pack). side = both.0.4.3 (CurseForge) — a Create Aeronautics add-on.
Required deps already satisfied by the pack (Create 6.0.10, aeronautics_bundled 1.3.1). side = both.Remove C2ME — it was causing chunk-loading bugs (the predicted C2ME × Vertigo lighting / chunk-system mixin overlap). Removing it eliminates the conflict.
c2me, NeoForge alpha, added in 0.5.7). Leaf mod — nothing depends on it. Vertigo
remains (lower-risk on its own); if chunk-loading issues persist, Vertigo is the next suspect.pack/mods/c2me.pw.toml; pack/index.toml + pack/pack.toml re-indexed. (Any runtime
config/c2me.toml on a player’s machine becomes an inert orphan — harmless.)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.
config/incontrol/spawn.json)stattinkerer_bigglobe_compat)seaeater:kraken, seaeater:leviathan,
seaeater:sea_eater (files renamed ..._4_1_1 → ..._2_1_1) — rarer big-creature spawns within
the ocean mob pool.pack/config/incontrol/spawn.json + pack/datapacks/stattinkerer_bigglobe_compat.zip updated;
pack/index.toml + pack/pack.toml re-indexed.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.
10.2.7 (CurseForge, NeoForge 1.21) — spawn-rule engine. No McJtyLib dependency in
this build (only an optional Lost Cities dep, absent). Governs BG-world spawns because Big Globe
uses vanilla SpawnHelper, so the NeoForge spawn events In Control hooks still fire.pack/config/incontrol/spawn.json — deny seaeater:leviathan at Y ≥ −49, so it only spawns at
Y ≤ −50 (deep). Ocean floor is the natural lower bound; no hard −100 floor (that would exclude
the deepest trenches). All other mobs unaffected.pack/mods/in-control.pw.toml; pack/index.toml + pack/pack.toml re-indexed.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.
Glaciers: fewer + smaller. Two independent dials, plus keeping the biome and ice footprints matched.
glacier_crack_threshold.json temperature bar
unmixLinear(-0.25, -0.5, temp) → unmixLinear(-0.35, -0.6, temp) (glacier only where colder).glaciers.json: 1.4 × (crack_threshold − 0.4) (solid sheet, no cap)shallow_ocean_test_glacier.json: hard_distance < 1.4 × (crack_threshold − 0.4)
So the glacier biome and the ice shrink together — and since Aquamirae is keyed to the glacier
biome, its cracked ice / arcs / spirals shrink to the same smaller footprint.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.
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.
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.
glaciers.json: min(1.4×(crack_threshold − 0.25), 0.75) → min(1.4×(crack_threshold − 0.60), 0.75).0.60 cutoff is the glacier-size dial: higher → smaller footprint (deeper core only); lower
(toward 0.25) → larger, back toward continent-sized; ~1.0+ → essentially off (like v1).0.75 (broken floes, not one seamless sheet).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.
glaciers.json fill: 1.4 × (crack_threshold − 0.25) → min(1.4 × (crack_threshold − 0.25), 0.75).0.75 cap = max sheet size (lower → smaller / more-broken main sheet).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).
bigglobe_less_glacierglacier_field noise and drive ice off the existing, proven glacier_crack_threshold
(the field the pre-0.6 datapack already used to place ice — no unknown noise range, guaranteed to
generate). New fill: hard_distance <= 1.4 × (glacier_crack_threshold − 0.25).
crack_threshold’s natural cold/depth gradient (dense over deep cold water, fading toward shallows).variation 40 (de-grid).0.25 cutoff (raise → less ice).1.4 multiplier (raise → bigger sheets).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).
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.
bigglobe_less_glacierglacier_field noise (bigglobe_column_value/overworld/glacier_field.json) — large-scale
smooth field (scales 256 + 128) with sparse peaks. Drives where ice concentrates.glaciers.json dispatcher — ice now fills each Voronoi cell out to 2.0 × (glacier_field − 0.5)
instead of 0.4 × glacier_crack_threshold. At a field peak cells fully fill and merge into one
sheet; around it fill shrinks into satellite floes; past the peak (field ≤ 0.5) it’s open
water. Still gated to cold, deep, non-river ocean.glacier_cell.json — Voronoi variation 24 → 40 to break the grid so floes scatter
organically.0.5 cutoff in glaciers.json (raise → less ice).glacier_field scales (smaller scale → tighter peaks / smaller radius)
and the 2.0 fill multiplier (higher → bigger sheets).bigglobe column-value/script errors; if the glacier feature errors
or glacier_field doesn’t resolve, revert this datapack and ping for a fix.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.
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).
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 |
deep_dark_max_y (easy/medium/hard_depth.json).256→512 → 160→320, gold/redstone 128→256 →
80→160, iron/copper exp delay 512 → 320, emerald /−192 → /−128; lapis (surface→
sea-level) and coal (uniform) unchanged. Net: diamonds now reach ~full richness above the core on
all terrain (previously the molten core cut off the deep, richest band).build_patched_jar.py (5 layout + 3 cave-depth + 6 ore); metafile pinned
(no [update]). Big Globe by builderb0y (CC BY-NC 4.0), modified for personal-server use.raw.githubusercontent.com; making the
repo private breaks packwiz’s anonymous download — move to a no-login host first.build_patched_jar.py asserts all 14 strings still exist).bundled-jars/bigglobe-…-shallow464.jar → …-shallow608.jar; repointed
pack/mods/big-globe.pw.toml (new filename/URL/sha256). pack/index.toml + pack/pack.toml
re-indexed; version → 0.5.9.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).
Big Globe reads its world-preset generator — including height — directly 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).
bigglobe-5.3.2-mc1.21.1-shallow464.jar, self-hosted
in bundled-jars/). Overworld floor −1024 → −464, ceiling +1024 → +896; deep tiers
compacted (core 80-thick, deep dark 64-thick, lava sea, base trimmed). ~55% less underground
storage/gen. Built from the official jar by bigGlobeAero/build_patched_jar.py (5 files swapped:
dimension_type, world_preset generator height, world_trait_impl tiers, the_core gradient,
test_core threshold). Metafile pinned (no [update] block) so packwiz update can’t revert it to
the unpatched Modrinth jar. The separate bigglobe_shallow_overworld datapack is now obsolete
(the jar does everything natively).
bundled-jars/bigglobe-5.3.2-mc1.21.1-shallow464.jar; repointed pack/mods/big-globe.pw.toml
(Modrinth → raw-GitHub, sha256, no update block). pack/index.toml + pack/pack.toml re-indexed;
version → 0.5.8.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.
0.4.0-alpha.0.120+1.21.1 (Modrinth COlSi5iR,
native NeoForge, no deps). Multi-threads chunk generation/loading + optimizes chunk I/O.
Modular (20 submodules incl. rewrites-chunk-system, threading-lighting, worldgen-threading).
server: required, client: optional (shipped both). Alpha (C2ME’s normal state on 1.21.1).1.2.4 (Modrinth 4LzgJp1j, Fabric via Sinytra Connector + FFAPI). Strips empty
vertical sections from the ChunkData packet. Was in the reverted 0.6-beta; re-added here without
the shallow-world datapack (that datapack, not Vertigo, caused the 0.6-beta DH offset).breaks/conflicts; C2ME only discourages
dynview + betterchunkloading (both absent). C2ME bundles MixinSquared (mixin-coexistence
lib); pack already runs Lithium/Sodium/ModernFix/FerriteCore, which C2ME coexists with by design.NoiseChunkGenerator/density
functions, which BG’s custom bigglobe:scripted generator bypasses → those modules are largely
inert (little benefit, little conflict). C2ME’s generic chunk-system rewrite still wraps BG’s
generator with threaded scheduling; BG has its own thread pool, so watch for worldgen races/hangs.
Lever: disable worldgen-threading / chunk-system in config/c2me.toml.ChunkDataSender, ChunkHolder,
WorldChunk. Highest-risk overlap is lighting: Vertigo syncs skylight (WorldChunk_SyncSkylight,
ChunkSkyLight_Accessors) while C2ME’s threading-lighting threads ServerLightingProvider/
LightStorage → possible lighting glitches / races. First lever if it misbehaves: disable C2ME
threading-lighting.pack/mods/c2me.pw.toml + pack/mods/vertigo.pw.toml. pack/index.toml + pack/pack.toml
re-indexed; version → 0.5.7.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.
config/projectatmosphere/biome_temps.json only defined
minecraft:plains, so PA’s per-tick WeatherMgr warned “No temperature range defined for biome
bigglobe:…” for the entire (all-BG-biome) overworld, endlessly. Added Celsius ranges for all 52
BG biomes: seasonal (spring/summer/autumn/winter) for surface biomes by climate tier
(hot/warm/temperate/cold/frozen/swamp), and stable all ranges for oceans, caves, nether, end, and
special biomes.pack/datapacks/ctov_integration_fallbacks.zip defining the 7 referenced pools
(ctov:village/ waystone/{sand,normal,mossy}, vampirism/totem, bounty/{bounty_board,plains,swamp})
as empty pools so they resolve silently. Villages generate identically. Remove this datapack if
Waystones/Vampirism/a bounty mod is ever added, or the empty pools would shadow theirs.ItemStack: Tried to load invalid item: 'No key id in MapLike[{}]' (near 51, 228, -4860) — a
malformed empty item during load; non-fatal (MC drops it and continues). Source not yet identified.pack/config/projectatmosphere/biome_temps.json; added
pack/datapacks/ctov_integration_fallbacks.zip. pack/index.toml + pack/pack.toml re-indexed;
version → 0.5.6.main since 0.5.1 also received:
MapStitch removed, Too Fast and Creating Space added, and the 0.6-beta work (Vertigo +
shallow-overworld datapack) reverted and parked on the 0.6-beta branch.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.
villagerapi, CurseForge project 1396381 / file 7533486) — re-added; required by
Numismatic Overhaul (and previously by the now-removed Better Village).pack/mods/villagerapi.pw.toml. pack/index.toml + pack/pack.toml re-indexed.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.
bigglobe_ctov_compat)bigglobe:villages structure_set emptied (placement kept as an
override so Big Globe’s built-in 5-village default doesn’t resurrect). CTOV is now the only village
system, and denser since it no longer shares the placement grid with vanilla.small/* entries from bigglobe_ctov:villages.plains_fortified → + warm_plains, warm light/dense forestmesa_fortified → + hot_plains, beaches (beach + overgrown_beach)taiga_fortified → + glacier!in_river guard to the glacier feature dispatcher
(glaciers.json), aligning the feature with the biome (which already excludes rivers). Fixes the
“mini glacier spots dotted through rivers.”0.4× fill scale applied inside the
dispatcher (so the glacier biome extent is untouched), plus glacier_cell Voronoi distance
32 → 48 (fewer, more-spaced patches).glacier_crack_threshold override.pack/mods/better-village.pw.toml, pack/mods/villagerapi.pw.toml; rebuilt
pack/datapacks/bigglobe_ctov_compat.zip.pack/datapacks/bigglobe_less_glacier.zip.pack/index.toml + pack/pack.toml re-indexed.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.
bundled-jars/ and referenced by
raw-GitHub URL (sha256-pinned) in packwiz: Create: Better High Seas, Food Spoilage,
Realistic Farmland (NeoForge build), Sea Myths (seaeater jar).bundled-jars/ (4 jars). pack/index.toml + pack/pack.toml re-indexed.Village overhaul, two new dimensions, new mobs, and Big Globe worldgen-compatibility datapacks.
3.6.3 — village overhaul (23 village + 14 outpost variants)1.8.0+beta4 (library — CTOV dependency)1.5.10 — sky dimension7.2.1 (+ Fragmentum 2.4.4 dependency) — frozen “Sea of Shivers” content1.8.2 — mini-bosses + structures (Frostmaw, Ferrous Wroughtnaut, Umvuthi)21.1.14.8.3345 — dimension26.4.21.45.0bigglobe_ctov_compat.zip — integrates CTOV villages/outposts into Big Globe terrain (based on
Spooner’s Big Globe – CTOV Compat 1.1.1; verified against BG 5.3.2 + CTOV 3.6.3). All village/outpost
structure_set spacings set to 30; bigglobe:villages and bigglobe_ctov:villages share salt +
separation for coordinated placement. Underground village variant left disabled; stray .bak files removed.bigglobe_aquamirae.zip — (authored) adds bigglobe:glacier to #aquamirae:ice_maze, activating
Aquamirae’s ice-maze mobs, structures, and the Shipbreaker under Big Globe.bigglobe_mowziesmobs.zip — (authored) adds 22 Big Globe land biomes to
#mowziesmobs:has_structure/has_mowzie_structure so Mowzie’s structures (and their mobs) generate.bigglobe_remove_obelisk.zip — empties #bigglobe:has_structure/obelisk to stop Big Globe obelisks generating.6.1.2 → 5.3.2 — the 6.1.2-MC26.1.2 entry was an erroneous version bump (not a valid
MC 1.21.1 build); restored the correct 5.3.2 release.pack/index.toml and pack/pack.toml re-indexed (packwiz refresh).Changes relative to the last commit (52d1af5, merge of Modpack-Recompile).
1.3.61.4.7 (library)2.2.70.1.61.0.1 (tracks-neoforge, project 1519765)1.3.01.0.6b (tracks_plus, project 1548863) — effectively replaced by the new
Create: Tracks mod above (different project).3.0.4 → 3.0.72.5.2 → 2.5.32.0.3 → 2.0.51.0.2 → 1.0.31.8.2 → 1.8.30.86.0 → 0.89.01.0.0 → 1.0.13.3.4 → 3.4.13.8.10 → 3.9.15.1.6 → 5.1.8pack/index.toml and pack/pack.toml re-indexed (packwiz refresh) to reflect the mod changes above.pack/config/** files changed in this revision.ClientInstallationInstructions.md,
MaintainerInstructions.md, and Notes.md; README.md trimmed to general pack info
with links to those docs.Notes.md: the Iris / Iris Flywheel Compat / Distant Horizons all-on/all-off
toggle rule, and the DH + Simple Clouds artifacting known issue and workarounds.