Releases: Teddy563/meld
Release list
Farmlands Update (v1.8.0)
Open land becomes real countryside. Farmland, grassland, and the plains OSM never
mapped turn into real agricultural land: rotated field parcels that follow the roads,
monoculture crop plots at different growth stages, wildflower meadows, dirt tracks,
hay bales, and scattered rocks and bushes — with live pattern previews and
per-land-kind controls. Bundles the Arnis fork 3.0.4.
Field parcels
- Farmland splits into rectangular parcels — long strips and blocky plots at
multiple angles — separated by dirt tracks, with worn, noise-textured interiors. - Field systems align to the nearby road network like real cadastre, and change
orientation along organically wandering borders instead of a grid. - Parcel sizes are defined in real metres and track the map scale; a Pattern size
slider (25–400%) zooms the whole layout. Farmland feathers into the surrounding
grassland instead of hard-cutting at the OSM boundary.
Real crop plots
- Each field grows one crop: wheat, potato, carrot, beetroot, sunflower rows,
pumpkin patches, or resting fallow ground — weighted by a new Farm plots
slider group. - Neighbouring fields ripen at different growth stages, bird-sown stray patches
break up the monoculture, and wheat/fallow plots carry hay-bale bundles. - Sunflower fields cluster in the low, open plains and thin out uphill.
Three land profiles
- A Profile picker (Farmland / Grassland / Untagged land) gives each land kind its
own five-way mix (Coarse dirt / Plains / Flowers / Farmland / Moss). - Grassland defaults grassy; the huge satellite-classified plains OSM leaves blank
default to open fields instead of endless crops; villages get grassy ground. - Everything carries vanilla-density cover: short grass, ferns, large ferns, tall
grass, ten wildflower species, sunflowers, dead bushes, and moss.
Rocks & bushes
- One selector (Rocks + bushes / Rocks / Bushes / None) scatters 68 bundled
schematics — 8 andesite/tuff rock formations and 60 bushes across 10 species —
at random rotations over farm, grass and untagged land. - Bushes appear in ~5% of chunks, the much rarer rocks in ~2% — never on rivers,
lakes, roads, or tilled fields.
Live pattern preview
The 🌾 preview canvas mirrors the generator — angled parcels, strips, domain borders,
per-crop plot tints, vegetation speckle, scatter dots — and follows the selected
profile, with scroll-zoom and a wide area range.
Fixes
- No more stray snow speckle on flat lowland farmland (snow needs real mountain
relief; genuine peaks still cap). - Nothing floats over water: sunflowers, flowers, moss and bushes are swept off
rivers and lakes, and schematic pieces never stamp onto water.
Everything is additive and seam-safe — a project that never opens the Farmland
drawer builds exactly as before. Full details in
CHANGELOG.md and
What's new in 1.8.0.
Compass Update (v1.7.0)
Run and build everything more easily: one guided flow, projects and folders, a queue
that builds worlds one after another, borders from any drawn shape, and true one-click
startup on Windows, macOS and Linux. Bundles arnis fork 3.0.3 (generator unchanged).
Added
- Settings search at the top of the rail. Type any setting, toggle or button; Enter
cycles matches (Shift+Enter back), opens its section and scrolls to it. - Project folders + drag reorder. In the Projects gallery, drag a card (⠿) to reorder
or drop it on a folder. 📁 creates folders; collapse, rename, delete, and per-folder
focus the map or queue its projects. - Render queue: pause / stop / kill + size estimates. Build several projects in a row.
Pause holds between projects, Stop finishes the current one, Kill aborts it now. Each row
shows area and estimated size; a combined total reacts to the export format (Raw / Zip /
Linear / B_Linear). Queued areas stay on the map, current one highlighted. - Borders from a drawn rectangle or polygon (📐 per zone) instead of only a country —
rings, WorldGuard regions.yml and border.sk all build for the custom shape. - One-click launcher for Windows/macOS/Linux (
meld.bat/meld.command/meld.sh)
that installs everything and starts;python meld_launch.py --checkreports what's
missing without changing anything. - In-place server setup — run a Leaf server on the world's real files, no copy.
- Build-size estimate in the Export drawer, reacting to the format.
Changed
- Three numbered steps: 1 Settings, 2 Prepare data, 3 Generate (Project & world,
Selection, Edit & retry live inside Generate). Sections open one at a time. - One ▶ Generate world button (Prepare & build + Generate + Resume merged); it resumes
after a stop or crash. - Cloning copies settings, pre-plans cells (preview shows on open), and lands next to
its source. - Darker glass skin, tidier drawers, stronger hillshade preview, confirmation dialogs above
the projects window, page served no-store.
Removed
- Redundant
start.bat/start.sh(themeld.*launchers replace them).
Above & Beyond (v.1.6.0)
The above-ground release. The bundled Arnis fork jumps to 3.0.1 with full upstream 3.0.0 feature parity, and Meld puts the new options in your hands.
What you get
- Props menu: boats, cars, cranes, tractors, wind turbines, lighthouses and more at their real map locations, toggle per family.
- Visual chest-loot editor with item sprites and 56 vanilla presets.
- World settings: game mode, time of day, and a World map item added post-merge so multi-cell regions get one correct map.
- Richer cities: six skyscraper facade styles from real OSM tags, storefronts, plinths, cornices, window frames, staggered window grids.
- Better world fidelity: climate oceans and rivers, helipads, tunnels, street lamps, catenary, modular bridges, street trees on plazas, canopies that drape over roofs.
- Mapterhorn elevation by default: pyramid hole-proofed terrain, no more broken-tile cliffs; regional providers and offline mode kept.
Fixes: export corruption guard, spawn height on nested outputs, farmland irrigation on slopes.
Everything is seam-safe. Existing worlds untouched; new behaviour applies to newly generated cells only.
Depths Update (v.1.5.0)
The long-awaited underground release. Worlds are no longer solid rock below the surface —
and once they're built, they compress smaller and go straight to a running server.
⛏ Caves
One Caves toggle carves a full vanilla-style cave system into every cell at generation
time: caverns, winding tunnels, underground rivers and half-flooded pools, a deep lava sea,
the full vanilla ore table, amethyst geodes, and eight themed cave biomes (lush,
dripstone, deep dark, mushroom, ice under mountains, amethyst, volcanic at the world floor,
coral in water pools). Deterministic and seam-safe: adjacent cells carve the same caves at
their shared border, the same guarantee the surface has always had.
- Your mix, previewed honestly. A Cave biomes panel gives every theme its own slider
(0–200% of its default share, 0 = off; type an exact %, double-click to reset), and
Preview renders the real zone layout for your world's seed — patches in their noise
shapes, upper and deep layers, measured percentages, hover a biome to highlight its
patches. Untouched sliders keep the world byte-identical to the default. - Vanilla stone variety, fixed for real-world terrain: diorite/granite/andesite/dirt
patches now place relative to the local surface, and deep dark lives only below the
deepslate line. - Optional formation packs decorate floors and ceilings with hand-made structures.
📦 Export & compression
Ship the finished world smaller, straight from the Project & world card:
- Zip / tar.zst — universal archives, still vanilla-playable after extracting (~1.85×).
- Linear — per-region
.linearfor Leaf/Folia servers (~4.85× at level 9), in-place or
as a separate[Linear]world with the original untouched. - B_Linear — a
[BLinear]world for Leaf's B_LINEAR via a bundled cross-platform Rust
converter, with keep-modes that never delete the raw world until the new copy verifies.
Verified byte-compatible against the Leaf server binary itself. - meldconvert — a standalone CLI for mca ↔ linear ↔ blinear conversion.
🖥 One-click Leaf server
Turn the world into a running local server without leaving Meld:
- Five explicit steps — Plan (exact versions + hashes, dry run), Stage, Download
(hash-verified), accept the EULA as its own step, Start — with a live console and a
pop-out console window. - Format-correct every time: pick the world files (auto / .mca / [Linear] / [BLinear])
and the server's region-format always matches what's staged. - Borders pre-staged: WorldGuard, WorldEdit, Skript and addons install automatically;
your border files load on first start — including the completed SkBee particle wall. - Voxy option: players with the Voxy client see the whole map as distant terrain the
moment they join, streamed straight from the world files (works with every region format). - Tuned to your machine: RAM and CPU sliders sized from your actual hardware, crash
watchdog with auto-restart, optional first-start world backups, and every choice
remembered per project. Localhost by design — going public is your own edit.
Engine
Bundled Arnis fork updated to 2.9.3 — the entire cave engine lives there (+6,100 lines).
Existing worlds and settings are untouched; caves appear in newly generated cells only.
Full details: meldmc.com/changelog · Caves guide:
meldmc.com/docs/caves · Server guide:
meldmc.com/docs/server-setup
Rooted Update (v1.4.0)
Real trees, shape the land, and bound a world to a country.
1.3.0 made Meld easy to drive. 1.4.0 makes the world look alive. Meld now places a region-aware schematic tree pack instead of the simpler procedural trees: 1,959 hand-made tree models across 448 species and 10 world regions (172 communities, 3,900+ region placements), each chosen by where you are on Earth, scattered into natural groves, in five size tiers, anchored on slopes and at water edges. Two new terrain knobs let you exaggerate height without widening the map and put snow where you want it. And a new Border & zones tool turns a country into a ready, fenced server world.
The models are by the artist paleozoey; Meld bundles and places them.
Region trees, by the numbers
| Region | Communities | Species | Tree models |
|---|---|---|---|
| Australia & Oceania | 24 | 82 | 285 |
| Eastern N. America & Caribbean | 13 | 63 | 262 |
| South America | 25 | 75 | 256 |
| Indomalaya (tropical) | 28 | 72 | 226 |
| Asia (temperate) | 22 | 50 | 225 |
| Europe & Mediterranean | 16 | 39 | 181 |
| Africa | 16 | 42 | 165 |
| Florida / SE US / Caribbean | 3 | 29 | 138 |
| Western N. America | 12 | 30 | 137 |
| Vanilla+ (familiar MC trees) | 13 | 11 | 84 |
| Total | 172 | 448 | 1,959 |
(The region is picked from your selection: Africa gets acacia and baobab, Europe oak and spruce, the tropics jungle and palms, with Vanilla+ mixed in everywhere. Species counts are per region; the 448 total is distinct species, since some appear in several regions. The 1,959 models fill 3,904 community placements.)
Highlights:
-
Region trees. Forests clump into natural groves with clearings, high ground pulls conifers, wetlands pull mangroves and cypress, and trees no longer float on hills or over rivers. Turn it on with Schematic trees in Settings. Guide: meldmc.com/docs/tree-packs.
-
Five size tiers you can toggle. small / medium / big / tall / giant, each on or off in Settings. Giant is off by default and only at 1:1, tall is rare, and a disabled tier falls back to a smaller one instead of leaving a gap.
-
Make mountains as tall as you want. A Terrain height x knob multiplies height only, not the map size, so relief that flattens at small scales (a 2,280 m range becomes ~114 blocks at 1:20) comes back at x2-2.5. It auto-compresses to the build height.
-
Snow where you want it. Four modes: off, realistic (real latitude snow line), peaks (the top N% of the world's height), and manual (above a Y you pick). Pairs with the height knob. Guide: meldmc.com/docs/terrain-and-snow.
-
Bound a server to a country. A new Border & zones tool: pick one country or several (they combine into one landmass), preview the rings on the map, and export ready WorldGuard regions, point files, and a generated
border.skthat fences the server with titles, a soft->hard kill-zone, and a fling-back wall. Optionally trim generation to the border so the void hides behind the wall. Guide: meldmc.com/docs/border-zones. -
New guides on the site. The documentation at meldmc.com/docs gets three new pages for 1.4.0 > Tree packs, Terrain & snow, and Border & zones.
Engine note: the bundled Arnis fork moves 2.9.1 -> 2.9.2 for the tree pack and terrain flags. Your existing worlds and settings are untouched; the new tree placement applies when Schematic trees is on.
Meld v1.3.0
Guided start, live tuning, and a benchmark report.
1.2.0 made builds offline and fast. 1.3.0 makes Meld easy to drive, tunable while it
runs, and finally measurable. The right rail is one numbered, guided flow, you can
retune a run while it runs, and every run leaves a benchmark report behind. No engine
change (same Arnis fork 2.9.1); existing worlds and settings are untouched.
Highlights
- A benchmark report for every run: meld-report.html + .json next to the world, with
your machine (CPU model, cores and threads, RAM type/speed, drive type), the run
settings, CPU/RAM and activity graphs, a per-worker cell timeline with replay, and
Save as PDF. Written on stop too, so a partial run is still saveable. - Tune it while it runs: change workers, threads per worker or CPU budget mid-run and
the next cells use the new numbers. Origin, seed, elevation and scale stay locked. - Explore mode: a map toggle that hides the cells, shows the world border, and turns
the map into a coordinate picker. Click anywhere for the Minecraft teleport command
for that spot, with a place search to jump around. Works before you build. - One guided rail: a single top-to-bottom flow, steps 1 to 6, advanced cards at the
bottom. Fast first-build defaults (1:10 scale, buildings off, solid ground), a
readable scale, and a free 1 to 64 cell size. - Accurate gauges and a smarter Recommend: CPU% from a background sampler (it was
reading near zero), RAM as the "in use" figure, and Recommend tunes both workers and
threads so workers times threads fits your logical CPUs. - A snappier UI: event-driven polling, instant Stop, one-Browse folder pickers.
Get it: clone Teddy563/meld, pip install -r requirements.txt,
python server.py, and open http://127.0.0.1:5630. The generator is the custom
Arnis fork, shipped as arnis.exe.
Built on the open source Arnis generator by louis-e. Not
affiliated with Mojang AB or Minecraft.
Meld v1.2.0
Offline, faster, cleaner.
1.1.0 made builds bigger; 1.2.0 makes them offline and fast. You can now bake a whole region's OSM
once from a local Geofabrik .pbf and generate with zero Overpass calls, and the OSM cache is keyed
to a fixed map grid so two overlapping selections reuse the same tiles instead of re-downloading. On
the generation side, the biggest per-cell cost turned out to be a supplementary building fetch that
ran on every cell even when you'd turned buildings off, that's gone for roads-only builds (a measured
cell dropped from ~29s to ~4s), and each cell now reads its OSM straight from the shared tile cache
with no merge step at all. Your drawn area is finally remembered across a restart, per world. And the diagonal
water-and-sand "wedges" that sometimes slashed across otherwise-perfect terrain are fixed.
Highlights:
- Build offline. Drop Geofabrik
.osm.pbffiles in a folder, bake them once, and generate with
no Overpass, pair it with the elevation packs from 1.1.0 for a fully local region. New OSM data
pack card: check coverage, bake, scan folder, watch progress. - OSM cache that reuses. Map data is cached on a fixed grid, so a 90%-overlapping selection
downloads only the new edge, and an identical re-run downloads nothing. - Much faster cells. The Overture building fetch (about 93% of a cell's time) is skipped on
roads-only builds; with buildings on it now caches to disk and downloads once instead of per cell.
Each cell reads its OSM tiles directly with no merge step, the terrain warm is skipped when elevation
is already cached, and rate-limited tiles retry-and-cache instead of re-fetching every run. - Your area is remembered. The selection and cells save into each project and redraw on restart,
so there is no re-drawing the country after a server restart. - No more water wedges. Triangular water/sand bleed across terrain (from water polygons that
cross a cell edge) is fixed by clipping every water ring to the cell before it's filled. - Detail + reliability. Road-detail clean/compact modes, a custom Overpass URL, sub-world
operations, and disk-recovery of orphaned patches.
Setup:
pip install osmiumfor.pbfbaking. A region is fully offline once it's both elevation-
and OSM-packed. Restart the server after a bake. Buildings are off by default; turning them on
downloads Overture once per partition (slow the first time, cached after).
Get it: clone Teddy563/meld, pip install -r requirements.txt,
python server.py, and open http://127.0.0.1:5630. The generator is the custom
Arnis fork, shipped as arnis.exe.
Built on the open source Arnis generator by louis-e. Not
affiliated with Mojang AB or Minecraft.
Meld 1.1.0
Go bigger, see more, waste nothing.
Meld turns the real world into one seamless Minecraft world at scale, on a single PC. On the same
area it runs about 2x faster than a single Arnis pass, because it builds the tiles in parallel
instead of one after another. The ceiling on that speed is how fast your disk can save the regions,
not your CPU. The real win is scale: build a whole city, country, or continent as one world, with no
seams and no height cliffs at the joins. 1.1.0 adds the reliability to match. It repairs the
elevation no-data holes that caused dark bands and in-game dips, smooths water artifacts, removes
duplicate block entities on the parallel path, and fixes the crashes big parallel runs could hit.
Highlights:
- Bigger builds. The Arnis fork gained an in-process multi-core engine and stream-to-disk, so a
single cell can now be huge (8x8 or 16x16 regions, up from a cap of 6). Big cells build their
tiles in parallel inside one process and write finished regions to disk as they go, so they finish
without running out of memory. - Region data packs. Pull a whole region's elevation once into the shared cache, then generate
offline and never rate limited. Check coverage as a percent, see exactly which tiles are missing,
or import a folder of tiles from another machine with no download. - Height preview. A grayscale or hillshade overlay of the cached elevation, right on the map, so
you can see the terrain before you build. Red means a tile is not cached yet. Click a tile for its
height range, size, and status. - No-data hole repair. The source data has real gaps at its highest zooms that showed up as dark
bands in the preview and flat dips in game. Meld now rebuilds each hole from the deepest zoom that
does have data, for one tile, a drawn selection, or the whole cache. New downloads also self-heal. - Selectable elevation detail. An Elevation detail dropdown picks the terrain zoom, or Auto
matches it to your scale (1:1 picks the finest level, 1:10 picks a lighter one). A lower zoom is
far fewer tiles, dodges the no-data holes, and stays lossless against the roughly 30 metre source. - One shared cache. OSM, terrain, and land cover now live in one visible folder reused by every
project and world, instead of being hidden away and re-downloaded each time. The Cache card shows
where it lives and the size of each type, with Clear buttons. - A live status rail. A panel down the left side mirrors your machine and your run: live CPU,
RAM, and disk gauges with a low-disk warning, the build estimate and timer, a row per worker, and
the log. Failed cells now say why on hover (out of memory, disk full, rate limit, timeout, crash). - No-buildings mode, road detail, and flat bridges. A Buildings toggle for a roads and
land-cover only world. A Road detail mode that keeps roads legible at small scales. And flat
one-block bridges below scale 0.3 so tall arches do not collapse into noise. - The fixes. Floating vegetation over water and roads on big or streamed exports, duplicate
banners, signs, and chests on the parallel path, a worker-thread crash on far-from-origin
coordinates, and a desync when the plan was edited mid-run, are all fixed.
Upgrade:
- After you pull this release, restart the server and hard-refresh the browser so the new tiles and
the new UI show. - The new
arnis.exe(the Arnis fork at version 2.9.1) is bundled. If you keep your own binary, drop
the matching build next toserver.py. - A region data pack you already downloaded keeps working. Run Check coverage to confirm it before a
big build.
Heads up:
- Cell sizes 8 and 16, region data packs, and the elevation zoom chooser are power-user features.
Build a small area first to confirm your scale, elevation detail, and save location before you
commit a whole country. - Big builds can be tens of gigabytes on disk, so keep an eye on the free-space bar.
- Generation is offline-friendly once a region is packed, but the first pack download still needs a
connection.
Get it: clone Teddy563/meld, pip install -r requirements.txt,
python server.py, and open http://127.0.0.1:5630. The generator is the custom
Arnis fork, shipped as arnis.exe.
Built on the open source Arnis generator by louis-e. Not
affiliated with Mojang AB or Minecraft.
Meld v1.0.0
v1.0.0
Meld turns the real world into one seamless Minecraft world, at scale, on a single PC. Draw an
area, pick a cell size, and Meld tiles the selection, builds every tile in parallel with a custom
Arnis fork, and merges them into one master world. Every seam lands on a Minecraft region boundary,
so the join is exact and the surface is about 99 percent seamless, with no height cliffs and no
Overpass rate limits. A shared OSM prefetch, one global elevation lock and a tile invariant seed,
Recommend to tune cell size and workers to your machine, resume and retry, multi world saves, and
baked chunk lighting for Distant Horizons and Voxy.
Get it: clone Teddy563/meld, pip install -r requirements.txt,
python server.py, and open http://127.0.0.1:5630. The generator is the custom
Arnis fork, shipped as arnis.exe.
Built on the open source Arnis generator by louis-e. Not
affiliated with Mojang AB or Minecraft.