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Releases: ETcodehome/FreeTerraForged

v1.0.0 - FreeTerraForged

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@ETcodehome ETcodehome released this 18 Sep 12:58
dfa4368
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About this release

This release captures a solid couple of months of progress on just about every front of the project.
We've got new features galore, performance, compatibility and preview improvements alongside a major rebrand.

FreeTerraForged Rebrand

As the project diverges further from our source material project (ReTerraForged) which is still planning future releases, it has become clear that we should be disambiguating this project from RTF so that mod authors can target the project more specifically. In collaboration with the RTF staff we have rebranded the project across to FreeTerraForged, with the name reflecting the open and community driven development and intent for the project longer term. We look forward to continuing the adventure together with you all and delivering on some truly spectacular world generation.


Acknowledgements

Thanks goes out to all community contributors, third party mod authors, bug reporters, testers and supporters who have contributed towards this release. This project wouldn't be possible without all of your efforts.

A special thanks goes out to the significant contributions in this release from @scottdraper8 who has come on board and taken a leading role in feature development.


Changelog highlights

Features

PR Screenshot Details
#140 image Scree values now correctly generate scree on mountains. This results in more diverse multi-material placements during world generation other than bare stone.
#140 image Fixed transition regions now respect continent uplift and behave correctly
#152 image Underground biomes now allow multilevel stacking significantly improving cave biome diversity in ultra deep worlds. New preset sliders for greater underground biome control.
#106 Rivers now have directional flow (preset controlled) and will flow from their mountain source towards the sea. They can push boats. A light particle effect will show flow direction. No custom blocks have been added.
#180 image Biome previewer now shows the actual biomes that will be generated in game rather than the confusing BiomeType which didn't cleanly map to ingame biomes. Support was added for major biome libraries Biolith, Lithostitched and Terrablender.
#95 image Greater mountain variety is possible by adjusting a preset slider, which adds variability to a user's configured mountain settings.
#97 image Ocean depth is configurable within a 10 block margin of both your world depth and sea level.
#187 image Dynamic ore placement respects ultra deep/tall worlds as well as shallow worlds (rather than just vanilla ranges). Third party ore suppliers with opinionated ore placements will be respected and spawn in their specified ranges only
#207 image Overhauled Island generation implementation to generate less spikey, more interesting and diverse islands

Performance

PR Screenshot Details
#132 Adding additional climate and point sample caching to reduce noise generation recalculations
#148 Reduced thread locking as side effect of preventing a JDK 25 related deadlock
#197 Drastically reduced the performance overhead of the river gasket implementation responsible for ensuring 3d rivers don't float unsupported out of terrain.
#204 Drastically improved biome preview performance particularly on complex modstacks
#223 Improved support for C2ME density function compilation.
#228 Significantly reduced world gen progress startup delay before entering a world

Bugfixing

PR Screenshot Details
#97 image Trial chambers, ancient cities, and ocean monuments are dynamically placed according to world height and depth.
#135 Improved reliability of spawn position updates in preview windows
#137 Spawn locations are now correctly synchronised between previews
#138 A rare race condition that could cause a standard world generation instead of an FTF world was guarded against
#148 Prevented JDK 25 related deadlock
#149 Reduced the likelihood of villages spawning over the top of rivers
#151 Improved compatibility with mods that add biome modifier additions on NeoForge
#154 image Cave features are now placed more reliably on ultra tall and ultra deep worlds
#160 image Fixed island beaches incorrectly being savannah biome based
#162 image Resolved a rare biome noise discrepancy resulting in sheer vertical walls caused by continent generator and hydrology mismatches
#167 A crash caused by setting all control points to zero in the UI has been prevented
#170 Resolved various biome issues caused by poor descriptions being passed to biome selection logic.
#175 Valid filenames are now resolved more reliably across different OS
#180 image A manual override around river regions was removed improving reliable biome generation around rivers
#182 image Made fluid picker aware of oceans, so user-configured high lava levels will no longer eliminate oceans.
#182 image Ocean monuments no longer can generate fluid blocks above sea level
#189 A rare snapback of preview zoom levels caused by mouse wheel scrolling of previews was fixed
#191 Black flickering of previews on settings page change was inhibited.
#193 Fixed hypsometric and topographical preview range mapping to respect ultra deep and ultra tall worlds
#201 Prevented cave biomes bleeding out of underground biome bands
#216 Prevented a rare div by zero crash in Worley Edge noise generation
#221 Trail ruins are now more reliably buried
#232 Prevented poor biome classification behavior around islands resulting in ocean structures on land
#233 Resolved mod metadata inconsistencies between loaders
#236 64 bits seeds are no longer incorrectly truncated to 32 bit seeds

Quality Of Life

PR Screenshot Details
#132 Added native generation performance metrics report in logging
#136 image Truncated by world height regions in previews now highlight fluro pink
#137 Previews can now be navigated without moving current spawn by right clicking. Middle clicking will recenter spawn.
#139 image Seeds can now be entered and rerolled on the preset editing screen.
#142 image Seeds entered on the preset screen or on the main world edit menu remain synchronized in both directions
#155 image Significantly refactored the preset list screen for improved usability. Presets are now retained by default.
#175 Added better timestamp management to presets and prepopulated rename field
#180 Preview render mode tooltips are now unique per mode showing values relevant to that view type.
#200 Improved 3D preview depth perspective preventing stretching of elevations
#218 Improved UI feedback on sliders locked by Uplift continents
#231 Added legacy preset handling and improved related UI elements

v0.0.6005 - Broadform Improvements

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@ETcodehome ETcodehome released this 15 Jul 23:51
afbfbc4

Release capturing ongoing stability, compatibility and performance improvements.

image Courtesy Discord user Always_Broke

Acknowledgements

Thanks goes out to all community contributors, bug reporters, testers and supporters who have contributed towards this release.
Your input on the project is greatly appreciated.


Changelog highlights

  • Significantly improved river valley carving aesthetics #102
  • Significantly improved river gasket generation speed (used to prevent floating water) #99 #117
  • Fade and river progress is better respected in valley surrounds and water depths at river origins #102
  • A crash from parsing non-json contents of the preset folder from unrelated files has been fixed #113
  • Compatibility has been improved with mods that extend overworld dimensions such as Eternal Starlight #122
  • Compatibility has been improved for mods that inject into new content into the minecraft namespace #123
  • /locate structure minecraft:swamp_hut no longer crashes RTF. The change also means structures spawn more reliably #127
  • Historic structure controls have been disabled as they were non functional having not actually been functionally implemented #128
  • Boats can be paddled upstream on 3D rivers without sinking so as to be more survival friendly #103
  • C2ME incompatibility when running density function compilation now generates an explicit warning with fix method #130
  • Uplift continents will be less likely to generate undesirable uplift banding artifacts as uplift is now continent size aware #126
  • Uplift continents at small scales will no longer generate wavy flatnessFactor influenced variance around rivers #126
  • Presets have been updated to reduce the risk of continent merging by reducing extreme continent jitter #131

v0.0.6004R1 - Islands Expansion

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@ETcodehome ETcodehome released this 23 Jun 14:45
d02df71

Island generation is now live!

You can now generate and customize island generation in addition to your existing overworld continent controls. See the newly added island settings page in the world customization menu for further details.
Outside of this the focus has been on bug and stability fixes alongside performance improvements.


image Courtesy Github user [kingniu4](https://github.com/kingniu4) image Courtesy Github user [kingniu4](https://github.com/kingniu4) image Courtesy Discord User always_broke image Configuration example image Mushroom islands are back!

Special thanks goes out to significant community contributors.

If I missed you by name here my apologies - I appreciate the entire communities contributions

Island Generation Contributors

  • Discord user MVP Brave New World for the fundamental basis of the new island generation implementation
  • Github user Techno Sam for his discussions on island generation logic.

Performance improvements

  • Racoonman2 aka Bozo for a significant (17%) generation speed optimisation

Broadform testing and discussion

  • Discord Users Always Broke, Shayan, Reterraforged Denier, Leo2log, tjmc, spy, Baka baka and PlutoniumPlayz
  • Your testing assistance, bug reports and enthusiasm is collectively infectious!

River valley discussions and improvement proposals (ongoing)

  • Prymz, Nerdcraft

The official RTF team for their support, interest and encouragement of the project


Note

Please raise any issues encountered as Github Issues.


Changelog highlights

Island Generation

  • Island generation in addition to continents can now be generated by enabling the archipelagos toggle on the new Island Settings page.
  • Legacy presets will automatically update to default IslandSettings when next used and remain compatible).
  • Islands will never join onto continents
  • Islands will not spawn rivers or lakes, with the primary terrain controls taking inspiration from either volcanic chains or mountainous region selections.
  • Some presets (depending on age) may need to review their control point values and space them out slightly to allow for island generation if islandCoast or islandInland values have been zeroed out.
  • Beaches have explicit controls on islands allowing for fine grained balance to taste

Bug fixes

  • Fixed an issue with settings pages not flowing sequentially
  • Fixed mushroom islands biome never spawning
  • Fixed biome creep up wetland walls
  • Fixed swamp trees being laid out in even grids
  • Resource pack mcmeta format is now correct for v1.21.1 so more tools will correctly recognize the resource pack
  • Cave carvers now work correctly again
  • Water will no longer be carved by rogue world generation
  • Air adjacent water blocks will self seal to prevent unsightly water walls. Except where we want water walls. Like on waterfalls.
  • Preset loading was hardened. It is now more tolerant to missing values. Further improvements are planned in this area as it's annoying and fragile to develop against currently
  • Waterfalls now generate more reliably as terrain values no longer drop away under some generation conditions. This combined with improved cave carving means waterfall caves are a genuine thing in native generation now.
  • Biome modifiers have been fixed and now work correctly. Sediment soil erosion and rock tags now behave as intended again
  • A rare crash when travelling southwest generating natural chunks caused by relative vs absolute coordiantes being used to generate array sizes has been fixed (long standing)
  • A rare crash and resulting inability to load the world on Fabric clients has been fixed. As a side effect large spruce trees will now spawn again.
  • A Java generics issue with the saving of user presets between Neoforge and Java has been resolved that was preventing some preset values from persisting in preset files.
  • Skipped continents will no longer spawn rivers causing weird ocean discoloration or modded feature generation.
  • Hollows left by density function carvers adjacent to 3d rivers now self heal using the surrounding blocks ahead of feature generation.

Enhancements

  • Preset page now color coordinates to make distinguishing preset varieties easier. Grey presets are legacy, green is the current default, your own are gold and community contributed presets are aqua
  • runData is no longer required when building clients from source eliminating the longstanding Neoforge runData hang problem
  • Bozo backported some of his planned 0.0.7 optimizations back to this version. The resulting speed tests performed showed a 16.7% increase in chunk generation speeds huge
  • Some settings page descriptions have been updated to reflect current understanding better. There has been some collective knowledge / understanding loss over time across the community. Some more work documenting settings and cleaning these up is planned.
  • The transition to terrain around wetlands has been improved.
  • A community preset has been added that generates bigger, larger scale terrain.

Corrective Releases

R1 - Prevents RTF Generator contexts bleeding into other dimensions, resolving rivers incorrectly spawning in the nether.

v0.0.6003R2 - 3D Everything

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@ETcodehome ETcodehome released this 09 Jun 13:35
43fd42a

Release v0.0.6003R2: 3D Everything!

This release delivers significant quality-of-life changes, bug fixes, and exciting feature improvements that will completely change how you view your worlds. From gorgeous, realistic river valleys to real-time 3D previews, world generation is taking a massive leap forward! Check out what's new below:


image image

3D Rivers, go with the flow!

Say goodbye to the rigid, flat water networks of the past. Rivers have been completely overhauled to flow dynamically and organically!

  • Introducing "Uplift" Continents: The brand-new continent type that supports true 3D rivers! Travel downstream and watch as water sensibly flows all the way from high mountain peaks down to the sea.
  • Next-Gen River Carving: The old, rigid V-shaped chasms are gone! The new river carvers generate incredibly compelling canyons and river valleys. Get ready to explore realistic rock slumps, intricate gullies, and winding rivulets.
  • Highland Lakes & Wetlands: Lakes and wetlands now fully support the 3D river system. You can now discover gorgeous, serene highland lakes nestled deep into mountain ranges.
  • Total Directional Freedom: Rivers now spawn with less deterministic directions! No longer being bound to fixed angle deviations from the world center means no more "spokes of a wheel" patterns. Enjoy beautiful, sweeping alluvial floodplains with multiple converging rivers!
  • Organic Scaling: Rivers now feature a natural scale variance between 0.65 and 1.35. No two rivers will look identical across your worldβ€”they will vary organically around your selected values.
  • Backward Compatibility: Non-Uplift continents still benefit from the new river carver tech! You will get the stunning new valley shapes, though rivers will remain at ocean height.
  • Note: Some scales on Uplift continents are restricted to guarantee rivers form reliably.

Feedback Wanted: Have you spotted a weird river or a water bug? Please help me fine-tune this system by raising a GitHub issue with supporting info!


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Real-Time 3D Previews

Stop guessing what your world will look like! You can now see your changes instantly in the settings menu.

  • Real-Time 3D Preview Mode: Alongside the existing 2D preview, you can now view the base noise generation of the world in real-time. Preview the vast majority of non-decorator world-gen changes instantly!
  • More Screen Real Estate: We've adjusted the layouts to increase the screen space allocated for visual previews by at least 20%.
  • New Render Modes: Added multiple new preview render modes tailored specifically to showcase the new 3D functionality.
  • Buttery Smooth Performance: Major performance boosts and caching improvements have been made to the previews.
  • Independent Controls: Previews now support independent mouse-scroll zooming and isolated preview modes for easier navigation.

World Features & Bug Fixes

  • NeoForge Parity Fix: Fixed biome modifiers on NeoForge so they now correctly mirror their Fabric counterparts! Strata will now spawn seamlessly through the world, and decorators will correctly populate the environment. Goodbye, boring dirt-and-stone-only worlds!
  • Custom Features Restored: Custom biome features (like custom trees) will now spawn properly again when enabled.
  • Smart Ground Carvers: Carvers will now intelligently avoid carving water out of high-elevation areas.

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Technical Debt & Clean Up

  • Color-Coded Presets: The preset display got a fresh coat of paint to make customization clearer:

  • Gold: User Presets

  • Green: Modern Defaults

  • Dark Grey: Legacy Presets

  • Trimmed the Fat: Removed hidden, incomplete, and broken legacy continent types (Infinite and Experimental).

  • Island Prep: Removed the incomplete island implementation to make a clean slate for the next major release.


Roadmap to v0.0.6004

  • Islands are up next! Stay tuned for an island generation overhaul.
  • Send me your presets! I am looking for modern, high-quality, community-made presets to incorporate as official "Community Favorites" in the next release. Share your best creations!

Disclaimer

This is not an official release. Features on this branch are part of a personal fork containing the cool features I want to play with, made available for all to enjoy. They may never "go core" or be supported long-term by the official RTF team. There are no plans to backport this release earlier than 1.21.1.


R1 - fixed issue with carver water exclusions file
R2 - Strata toggle now obeyed, legacy stability issues when naturally generating while heading SW fixed.

Neoforge 1.21.1 v0.0.6002

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@ETcodehome ETcodehome released this 13 May 23:10
3470311

Bug fix and quality of life release.

  • Spawns can now be manually set by clicking on the preview window
  • Preview legend now shows spawn location (if known at preview time)
  • A tooltip related crash when mousing over the preview type cycle button no longer occurs
  • Adds Hypsometric preview renderer
  • Adds Topographic preview renderer

Neoforge 1.21.1 v0.0.6001

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@ETcodehome ETcodehome released this 30 Apr 11:59
97ed2ec
Merge pull request #7 from ETcodehome/ReleaseNotes

Enhance README with detailed project information