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ВЕРСИИ (386)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.271Minecraft: 1.21.11neoforge
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.1,2 тыс.Minecraft: 1.21.11fabric
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.16,5 тыс.Minecraft: 1.21.1neoforge
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.1,4 тыс.Minecraft: 1.21.1fabric
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.5,2 тыс.Minecraft: 1.20.1forge
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.1-release
2.0.1-release20 июл. 2026 г.1,1 тыс.Minecraft: 1.20.1fabric
Что нового
## [2.0.1-release]
### Added
- **Town names on the Zone HUD**: When you enter civilized land covered by an active Town
Center, the Zone Transition HUD can now show that town's name instead of the generic
Civilized label. In overlapping territory, Civillis prefers the most relevant town for
the player.
### Changed
- **Max-level Town Centers claim danger pockets**: A fully upgraded, active Town Center now
stabilizes caution zones inside its territory. Those claimed areas behave as part of the
town for Civillis' spawn and zone rules, so a mature settlement can push back local danger
instead of always yielding to it.
- **Town Center zone buff defaults**: The default catalog now puts Regeneration on the gold
choice and Resistance on the netherite choice. Modpacks overriding
`civil_town_center_levels` should update any offer IDs copied from the old defaults.
- **Town Center presence upkeep**: Entity presence upkeep now scans active Town Center
territory instead of sweeping the whole world, keeping the mechanic tied to actual
settlements and reducing background work on busy servers.
- **Farm Shrine head discovery**: Existing mob heads are now discovered when a Farm Shrine
is activated, rather than during chunk-load events. This avoids tying shrine setup to
chunk-load side effects and makes existing-head registration more stable.
### Fixed
- **Town Center lecterns**: Registered Town Center lecterns with a missing book can now be
repaired by placing a written book back into them, restoring the Town Center interface
without strange empty-lectern behavior.
- **Explosion protection**: TNT and other explosion paths no longer destroy protected active
Town Center blocks.
- **Non-player block destruction**: Protected Town Center blocks are also guarded against
non-player `destroyBlock` calls, matching the normal player break protection more closely.
- **NeoForge login reloads**: Joining a server no longer forces Civillis' data loaders to
reload as if a full data-pack sync had happened, avoiding a noticeable login hitch on
affected NeoForge builds.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.104Minecraft: 1.21.11neoforge
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.610Minecraft: 1.21.11fabric
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.32,3 тыс.Minecraft: 1.21.1neoforge
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.2 тыс.Minecraft: 1.21.1fabric
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.3,4 тыс.Minecraft: 1.20.1forge
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 2.0.0-release
2.0.0-release31 мая 2026 г.625Minecraft: 1.20.1fabric
Что нового
## [2.0.0-release]
### Added
- **Town Centers**: A new settlement core for Civillis. Place a written book on a lectern
above an emerald block, then offer an emerald to found a Town Center. Once founded, the
lectern opens a dedicated Town Center interface for status, upgrades, members, and options.
- **Town Center influence**: Active Town Centers add a stable civilization baseline around
their territory. They don't replace real building, but they make settlements much easier
to grow. Upgrading a Town Center expands that territory and raises its baseline.
- **Management interface**: Town Centers have a custom multi-page GUI with a main status
page, a member management page, and an upgrade page. Towns can be renamed, opened for
registration, locked again, and managed without leaving the lectern.
- **Members and registration**: Town Centers track a creator and members. Creators can open
or lock registration and remove members; players can join or leave when registration is
open. Membership controls who benefits from Town Center upgrades.
- **Town upgrades and zone buffs**: Upgrade Town Centers with emerald blocks, with optional
ingot choices unlocking local benefits. The default catalog offers Mining Haste,
Resistance, and Regeneration choices for members inside the Town Center territory while
they are standing in civilized land.
- **Structure protection and shutdown**: Active Town Center lecterns and their supporting
emerald blocks are protected from being broken. Shutting one down starts a short countdown;
once fully inactive, it stops contributing civilization influence and can be dismantled.
- **Spoils for attackers**: If a non-member destroys a vulnerable upgraded Town Center, they
temporarily claim its chosen zone buffs for two minutes. Town Centers are meant to be
valuable, shared infrastructure — and worth defending.
- **Town Center data packs** *(for modpack authors)*: Upgrade costs, territory size, baseline
values, and zone buff offers are driven by `civil_town_center_levels` data files.
- **More dimension and adventure-structure coverage**: Civillis recognizes more dimensions
where civilization should stay disabled, plus more adventure structures where danger-zone
behavior should take priority.
### Changed
- **Civilization scoring foundation**: Civillis now supports persistent base score sources
in addition to ordinary block-driven civilization score. Town Centers use this system, and
integration authors get a small API surface for adding, updating, removing, and querying
base score influence without patching the core scanner.
- **Podium of Undying authorization**: Undying rescue is now tied to Town Center territory.
A valid anchor must be inside a gameplay-active Town Center that recognizes the player as
creator or member, making rescue points part of settlement ownership instead of a purely
nearby structure.
### Note
- Town Centers are the foundation for a more social and contested settlement layer in Civillis.
- Starting with 2.0.0, Civillis will focus active updates on **1.20.1**, **1.21.1**, and **1.21.11**.
Other Minecraft versions are paused for now.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.74Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.29Minecraft: 1.20.2forge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.63Minecraft: 1.20.2fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.62Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.36Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.37Minecraft: 1.21.9neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release31 мая 2026 г.63Minecraft: 1.21.9fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.34Minecraft: 1.21.5neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.68Minecraft: 1.21.5fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.44Minecraft: 1.21.4neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.98Minecraft: 1.21.4fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.47Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.76Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.58Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release19 мая 2026 г.130Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release16 мая 2026 г.88Minecraft: 1.21.10neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release16 мая 2026 г.215Minecraft: 1.21.10fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.674Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.18,9 тыс.Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.57Minecraft: 1.21.11neoforge
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.265Minecraft: 1.21.11fabric
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.6 тыс.Minecraft: 1.21.1neoforge
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.1,3 тыс.Minecraft: 1.21.1fabric
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.989Minecraft: 1.20.1forge
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release-hotfix
1.4.0-release16 мая 2026 г.221Minecraft: 1.20.1fabric
Что нового
- **Log noise on world load**: Registry loaders no longer spam warnings about unknown
entries (blocks, entities, dimensions, structures) on every world join. These messages
now only appear when debug mode is enabled.
release
Civillis 1.4.0-release
1.4.0-release15 мая 2026 г.23Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release15 мая 2026 г.50Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.44Minecraft: 1.21.11neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.80Minecraft: 1.21.11fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.649Minecraft: 1.21.1neoforge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.628Minecraft: 1.21.1fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.281Minecraft: 1.20.1forge
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.4.0-release
1.4.0-release13 мая 2026 г.63Minecraft: 1.20.1fabric
Что нового
## [1.4.0-release]
### Added
- **Advancements**: Civillis now has its own advancement tree. Pick up an emerald and open
your advancements tab — it surfaces each major feature as you encounter it, from the
Civil Detector to bell sonar to the Podium of Undying.
- **Entity Presence Upkeep**: Nearby villagers, iron golems, and similar entities now slow
civilization decay while they are around. Toggle under *Miscellaneous* in settings.
Which entity types count can be customized via data packs.
- **Zone HUD font scale**: New slider in Zone Transition HUD settings to resize the
transition text, ranging from 50% to 500%.
- **Minimap overlay colors configurable** *(1.20.1 and 1.21.1 only)*: The zone overlay
colors shown on JourneyMap and Xaero's maps can now be changed in `civil.properties`
using standard `0xAARRGGBB` hex values (`advanced.chunkBand.color*`).
### Changed
- **Mob Flee AI — allow/block lists**: Pillagers, evokers, and raid-type mobs no longer
flee from civilization, so raids stay as challenging as ever. Which mobs do or don't
flee is now fully configurable via data packs (`civil_mob_flee_entities`).
- **Config update behavior**: GUI settings now only reset when a release explicitly calls
for it. Previously, any version bump could trigger a reset — that is no longer the case
by default. Users with `simple.persistAcrossSchema=true` are fully shielded either way.
### Fixed
- **Sonar aura walls**: Civilization boundary walls from sonar scans now only detect
boundaries at your current height layer instead of spanning the full world height.
Overlapping wall faces between adjacent zones are also resolved.
- **Exploration performance**: Significantly improved performance when loading into or
moving through large areas. The key change is a reworked NBT bulk-load schedule that
avoids unnecessary work during fast exploration.
### Note
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.16Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.16Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.19Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.17Minecraft: 1.20.2forge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.15Minecraft: 1.20.2fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.8Minecraft: 1.21.9neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.6Minecraft: 1.21.9fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.7Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.8Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.8Minecraft: 1.21.5neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.11Minecraft: 1.21.5fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.11Minecraft: 1.21.4neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release8 мая 2026 г.16Minecraft: 1.21.4fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release4 мая 2026 г.10Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release4 мая 2026 г.23Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release3 мая 2026 г.10Minecraft: 1.21.10neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release3 мая 2026 г.24Minecraft: 1.21.10fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.31Minecraft: 1.21.11neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.8,9 тыс.Minecraft: 1.21.1neoforge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.480Minecraft: 1.20.1forge
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.138Minecraft: 1.21.11fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.466Minecraft: 1.21.1fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.3-release
1.3.3-release2 мая 2026 г.187Minecraft: 1.20.1fabric
Что нового
## [1.3.3-release]
### Added
- **Adventure structures**: Hostile spawns are now allowed in more major adventure structures,
including Pillager Outposts, YUNG's Better structures, Cataclysm, When Dungeons Arise,
Twilight Forest, Incendium, and more.
- **Zone visualization**: Dangerous adventure zones now show in orange across sonar pulses,
Civil Detector feedback, civil maps, and supported minimap overlays.
- **Podium of Spawning HUD**: Shrine pockets now get their own HUD state. Civil Detector and
sonar scans use a shriek cue with purple-toned particle effects when they find one.
### Changed
- **Civil Detector feedback**: Right-click scanning now uses clearer item states — orange for
danger zones, blue for wilderness, and swamp green for civilization borders.
- **Config defaults**: GUI settings now refresh to each release's intended defaults after
updating. If you really want to keep old GUI values, uncomment
`simple.persistAcrossSchema=true` in `civil.properties`; future saves still write the current
release marker cleanly.
### Fixed
- **Fast exploration performance**: Civillis now keeps less background work in flight while
you move quickly, making exploration smoother while preserving the sense of discovery.
- **Minimap overlay freshness** *(1.20.1 and 1.21.1 only)*: Supported minimap overlays now
follow layered zone changes more reliably instead of lagging behind certain updates.
### Note
- Thanks to Stick Boy for reworking part of the Civil Detector textures.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.5Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.12Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.10Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.10Minecraft: 1.20.2forge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.5Minecraft: 1.20.2fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.5Minecraft: 1.21.9neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.10Minecraft: 1.21.9fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.13Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release30 апр. 2026 г.16Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release28 апр. 2026 г.10Minecraft: 1.21.5neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release28 апр. 2026 г.7Minecraft: 1.21.5fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release28 апр. 2026 г.8Minecraft: 1.21.4neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release28 апр. 2026 г.12Minecraft: 1.21.4fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release26 апр. 2026 г.11Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release26 апр. 2026 г.15Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release26 апр. 2026 г.9Minecraft: 1.21.10neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release26 апр. 2026 г.15Minecraft: 1.21.10fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.32Minecraft: 1.21.11neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.64Minecraft: 1.21.11fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.16,3 тыс.Minecraft: 1.21.1neoforge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.71Minecraft: 1.21.1fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.240Minecraft: 1.20.1forge
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.2-release
1.3.2-release25 апр. 2026 г.45Minecraft: 1.20.1fabric
Что нового
## [1.3.2-release]
### Added
- **Podium of Spawning**: Crying obsidian, a soul campfire burning on top, and a bone
to sacrifice. Build it in any civilization area to carve out a **mob-friendly pocket**
— hostile mobs spawn freely inside as if it were open wilderness, regardless of the
surrounding civilization score. Mob heads placed inside shape which types are drawn to
the area. Attract Strength and Attract Range are tunable in the in-game settings GUI.
### Changed
- **Civil map tinting — faster**: Chunk height sampling now uses a sparse grid, cutting
the per-chunk work while keeping tint accuracy on civil maps and map mod overlays.
- **Lighter chunk loading**: Civillis no longer pre-populates empty scoring slots when a
chunk loads. That work is deferred until a score is actually needed, which should make
chunk loading noticeably lighter on busy servers.
- **Civilization overlay** *(1.20.1 and 1.21.1 only)*: JourneyMap and Xaero's overlays
now **start disabled** by default — the scanning is server-side and can be costly at
larger ranges. Turn each one on in settings when you want it, and use the new
**Exploration Radius** setting to dial in how aggressively it scans.
- **Modpack block tagging** *(for modpack authors)*: Civilization block weights now include
tiered block tags such as `#civil:high_civilized` and `#civil:low_civilized`, so packs can
add custom blocks by assigning them to a tag instead of writing one weight entry per block.
### Fixed
- **Score not updating after block changes**: In rare cases, placing or removing a block
could leave civilization score wrong or completely unchanged — a nested block update on
the server thread caused the mod to read the wrong previous block state. Fixed.
- **Stale temporary scores blocking real updates**: A rough early score could get
continuously refreshed by background activity, preventing the real score from ever
replacing it. Those estimates now expire on a fixed schedule regardless of touches.
### Note
- **Civilization overlay** changes above apply to **1.20.1** and **1.21.1** builds only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release24 апр. 2026 г.8Minecraft: 1.20.2forge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release24 апр. 2026 г.6Minecraft: 1.20.2fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release24 апр. 2026 г.6Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release24 апр. 2026 г.7Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release24 апр. 2026 г.4Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.6Minecraft: 1.21.9neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.9Minecraft: 1.21.9fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.4Minecraft: 1.21.5neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.11Minecraft: 1.21.5fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.6Minecraft: 1.21.4neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.13Minecraft: 1.21.4fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.5Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release23 апр. 2026 г.5Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release21 апр. 2026 г.9Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release21 апр. 2026 г.11Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release19 апр. 2026 г.8Minecraft: 1.21.10neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release19 апр. 2026 г.18Minecraft: 1.21.10fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.26Minecraft: 1.21.11neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.90Minecraft: 1.21.11fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.665Minecraft: 1.21.1neoforge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.477Minecraft: 1.21.1fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.326Minecraft: 1.20.1forge
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.1-release
1.3.1-release18 апр. 2026 г.77Minecraft: 1.20.1fabric
Что нового
## [1.3.1-release]
### Added
- **JourneyMap & Xaero's Minimap — civilization overlay**: Civil region coloring now
shows directly on JourneyMap, and on Xaero's Minimap + World Map (both mods required
for Xaero's). Toggle each one independently in the in-game settings GUI.
- **Zone transition HUD — more control**: You can now set your own text for the
Civilized, Wilderness, and Caution messages, add a cooldown so the hint doesn't repeat
too often, and move the HUD to a different spot on screen. All under the new Zone
Transition HUD section in the settings GUI.
- **`/civil ring` admin command**: Triggers a sonar pulse at your position — useful for
quickly checking how the aura wall looks from a given spot without having to ring a bell.
Requires OP.
- **Spawn gate — entity blacklist / whitelist** *(for modpack & datapack authors)*:
You can now explicitly force extra mob types through the spawn gate or exclude them via
`data/<namespace>/civil_spawn_gate_entities/`.
### Fixed
- **Dimension policy not fully blocking mob-head mechanics**: In certain setups, a
dimension marked as "no civilization" could still trigger mob-head spawn behavior.
Fixed — dimension policy now takes full effect before any head logic runs.
- **Supplementaries map tint conflict** *(1.20.1 and 1.21.1)*: Civil map region coloring
was being overridden by Supplementaries' client-side map rendering. Civil tints now
display correctly alongside Supplementaries.
### Changed
- **Admin commands now require OP**: `/civil rebuild` and `/civil ring` are no longer
usable by regular players; they require game-master permission (OP level 2+, or cheats
enabled in single player).
### Note
- **JourneyMap / Xaero's support** is currently available on **1.20.1 and 1.21.1** only.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release13 апр. 2026 г.12Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release13 апр. 2026 г.7Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release13 апр. 2026 г.9Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release10 апр. 2026 г.13Minecraft: 1.20.2forge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release10 апр. 2026 г.5Minecraft: 1.20.2fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release10 апр. 2026 г.4Minecraft: 1.21.9neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release10 апр. 2026 г.8Minecraft: 1.21.9fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release8 апр. 2026 г.17Minecraft: 1.21.4neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release8 апр. 2026 г.11Minecraft: 1.21.4fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release8 апр. 2026 г.3Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release8 апр. 2026 г.8Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release7 апр. 2026 г.12Minecraft: 1.21.5neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release7 апр. 2026 г.10Minecraft: 1.21.5fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release6 апр. 2026 г.12Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release6 апр. 2026 г.17Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release5 апр. 2026 г.8Minecraft: 1.21.10neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release5 апр. 2026 г.34Minecraft: 1.21.10fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.51Minecraft: 1.21.11neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.216Minecraft: 1.21.11fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.470Minecraft: 1.21.1neoforge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.101Minecraft: 1.21.1fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.781Minecraft: 1.20.1forge
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.3.0-release
1.3.0-release4 апр. 2026 г.117Minecraft: 1.20.1fabric
Что нового
## [1.3.0-release]
### Added
- **Civil maps**: crafted from a filled map and a Civil Detector. An empty map or a locked map will
not work. A civil map is easy to spot from its lore (*The sheet holds civility.*) and from the
regional tinting on the map.
- **Civil map tints**: applied at the same time as the vanilla map reveals terrain. Washed-white
tint for civilized areas and purple tint for mob-head zones, with clear border lines for both.
The regions update when the world changes, for example when you place or remove blocks that feed
into civilization scoring.
- **Cartography table**: civil maps work like vanilla maps: paper to zoom out, glass panes to lock,
an empty map to duplicate. Once a normal filled map has been turned into a civil map, that lore
stays on the item; everything you pull out of the table is still a civil map.
### Note
- **Dimension policies**: if civilization is off for a dimension, maps there get no civil tints.
- **Config**: `mapTint.*` in `civil.properties` adjusts tint strength (defaults unchanged).
- **Supplementaries**: client-side map recoloring in Supplementaries overrides civil map tints.
We are aware of this and plan to address it in a future release (compat layer / draw order).
- Feedback, bug reports, ideas. Join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release3 апр. 2026 г.9Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release3 апр. 2026 г.10Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release3 апр. 2026 г.6Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release3 апр. 2026 г.11Minecraft: 1.20.2forge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release3 апр. 2026 г.10Minecraft: 1.20.2fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release2 апр. 2026 г.12Minecraft: 1.21.9neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release2 апр. 2026 г.15Minecraft: 1.21.9fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release2 апр. 2026 г.9Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release2 апр. 2026 г.8Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release1 апр. 2026 г.14Minecraft: 1.21.4neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release1 апр. 2026 г.14Minecraft: 1.21.4fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release30 мар. 2026 г.13Minecraft: 1.21.5neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release30 мар. 2026 г.11Minecraft: 1.21.5fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release29 мар. 2026 г.9Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release29 мар. 2026 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.13Minecraft: 1.21.10neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.22Minecraft: 1.21.10fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.17Minecraft: 1.21.11neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.147Minecraft: 1.21.11fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.161Minecraft: 1.21.1neoforge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.80Minecraft: 1.21.1fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.137Minecraft: 1.20.1forge
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.3-release
1.2.3-release28 мар. 2026 г.56Minecraft: 1.20.1fabric
Что нового
## [1.2.3-release]
### Fixed
- **Deadlock**: Rare deadlock could freeze the server mid-tick. That bug dates back to the
first public release; zone recognition (extra chunk work on top) made it show up far
more often in normal play. Fixed.
- **Civilization score in fast exploration**: Sprinting through brand-new chunks could leave
local score wrong for a bit — a few timing holes. Closed those.
- **Civil Detector (Forge & NeoForge)**: Used to land at the bottom of Tools & Utilities via
the default add hook, unlike Fabric. Now it sits right after the compass, creative
search included.
### Added
- **Block weights for more mods**: More `civil_blocks` datapack entries (storage, decoration,
tech, …). Civilization scoring should feel more consistent when you run lots of popular
mods together. Modpacks can add or override under `data/<namespace>/civil_blocks/`.
- **Dimension policies (datapack)**: `civil_dimension_policies` — per-dimension overrides.
Civilization (zones + scoring) and mob-head spawn handling can be turned off
independently per dimension. Ships with defaults for Minecells; replace or extend via
your own datapack if needed.
### Changed
- **Zone transition HUD**: Civilized / Wilderness text fires less often; fewer stray
Civilized flashes where nothing really changed. Toggle under Miscellaneous in the
in-game settings GUI.
- **In-game settings GUI**: New icon. Tooltips on a few rows — line breaks and wording only.
### Note
- Thanks to **Mitemi** for block scoring data on popular mods.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.9Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.10Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.12Minecraft: 1.20.3, 1.20.4fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.12Minecraft: 1.20.2forge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.8Minecraft: 1.20.2fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.10Minecraft: 1.21.9neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release27 мар. 2026 г.12Minecraft: 1.21.9fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.14Minecraft: 1.21.4neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.13Minecraft: 1.21.4fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.20Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.11Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.16Minecraft: 1.21.5neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release26 мар. 2026 г.11Minecraft: 1.21.5fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release-hotfix
1.2.2-release24 мар. 2026 г.72Minecraft: 1.21.1neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release-hotfix
1.2.2-release24 мар. 2026 г.32Minecraft: 1.21.1fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release24 мар. 2026 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release24 мар. 2026 г.16Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release23 мар. 2026 г.20Minecraft: 1.21.10neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release23 мар. 2026 г.40Minecraft: 1.21.10fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release22 мар. 2026 г.31Minecraft: 1.21.11neoforge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release22 мар. 2026 г.120Minecraft: 1.21.11fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release22 мар. 2026 г.132Minecraft: 1.20.1forge
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.2-release
1.2.2-release22 мар. 2026 г.49Minecraft: 1.20.1fabric
Что нового
## [1.2.2-release]
### Added
- **Zone transition HUD**: Short on-screen hints with smooth fade animations.
**Civilized** and **Wilderness** show when you **enter or leave** a large span of
civilized chunks; **Caution** marks structure-tinted areas (for example **ocean
monuments**). You can turn this off under **Miscellaneous** in the in-game settings
GUI.
- **Hostile spawns bypass Civillis in specific structures**: For example, **ocean
monuments** now behave as you’d expect — **Guardians** are no longer suppressed by
civilization. Modpack authors can tweak or extend this with a **datapack**
(`data/<namespace>/civil_zone_policies/`).
- **Round-robin prefetch engine**: Reworked how decay is driven so it **tracks patrol
behavior more faithfully**, and **wilderness no longer burns server time on decay**
in the background.
### Changed
- **Civil Detector look**: Big texture refresh — more of a **magic crystal-ball** vibe.
Tell us whether you like the new art.
### Fixed
- **NeoForge — sonar aura wall**: No longer **jitters back and forth** as you move.
- **Fabric — sonar aura wall**: **Scrolling texture** works again on builds where it
stalled; the wall no longer **sinks too deep underwater** on some versions.
- **Detector sonar**: **Head-zone sounds** were wrong on some versions — fixed.
### Note
- Thanks to **Stick Boy** for the new Civil Detector artwork.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release16 мар. 2026 г.13Minecraft: 1.20.5, 1.20.6neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release16 мар. 2026 г.11Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release16 мар. 2026 г.34Minecraft: 1.20.2, 1.20.3, 1.20.4forge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release16 мар. 2026 г.28Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.12Minecraft: 1.21.9neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.17Minecraft: 1.21.9fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.17Minecraft: 1.21.5neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.14Minecraft: 1.21.5fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.15Minecraft: 1.21.4neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.14Minecraft: 1.21.4fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.10Minecraft: 1.21.2, 1.21.3neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release15 мар. 2026 г.10Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release14 мар. 2026 г.16Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release14 мар. 2026 г.17Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release14 мар. 2026 г.15Minecraft: 1.21.10neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release14 мар. 2026 г.31Minecraft: 1.21.10fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.37Minecraft: 1.21.11neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.239Minecraft: 1.21.11fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.138Minecraft: 1.21.1neoforge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.133Minecraft: 1.21.1fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.179Minecraft: 1.20.1forge
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.1-release
1.2.1-release13 мар. 2026 г.94Minecraft: 1.20.1fabric
Что нового
## [1.2.1-release]
### Fixed
- **Podium "drains civilization"**: Fixed the major issue where moving far away from an
activated Podium of Undying could unexpectedly drain nearby civilization scores over
time (creating civilization hollows), and fixed a broader set of instability paths
tied to unloaded chunks and high-mobility scenarios that could cause civilization
values to read too low.
- **Shared-gold Podium deactivation**: Fixed an issue where two Podiums of Undying
sharing connected gold blocks could deactivate only one podium when the shared block
was broken.
- **Beds/Campfires not contributing to civilization**: On some Forge/Fabric ports, beds, campfires,
and similar blocks could fail to contribute civilization score correctly. For
modpack users, this actually fixes `#tag`-based block weight loading.
### Added
- **`/civil rebuild` admin command**: Added a one-shot rebuild command to clear
stale or historically polluted civilization data and rebuild clean state.
### Note
- If this is **not your first time** using Civillis in the same world, it is strongly
recommended to run `/civil rebuild` once after updating to `1.2.1-release`.
- The only known side effect is that already-activated **Podiums of Undying** will reset.
Most players who rely on Undying are serious endgame survivors, so we hope this impact
is acceptable for a cleaner and more stable data baseline.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.10Minecraft: 1.20.5, 1.20.6neoforge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.8Minecraft: 1.20.5, 1.20.6fabric
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.13Minecraft: 1.20.2, 1.20.3, 1.20.4forge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.6Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.10Minecraft: 1.21.5neoforge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.11Minecraft: 1.21.5fabric
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.12Minecraft: 1.21.4neoforge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.12Minecraft: 1.21.4fabric
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.13Minecraft: 1.21.2, 1.21.3neoforge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.11Minecraft: 1.21.2, 1.21.3fabric
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.10Minecraft: 1.21.9neoforge
release
Civillis 1.2.0-release
1.2.0-release13 мар. 2026 г.18Minecraft: 1.21.9fabric
release
Civillis 1.2.0-release
1.2.0-release12 мар. 2026 г.10Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
release
Civillis 1.2.0-release
1.2.0-release12 мар. 2026 г.12Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
release
Civillis 1.2.0-release
1.2.0-release12 мар. 2026 г.13Minecraft: 1.21.10neoforge
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release12 мар. 2026 г.18Minecraft: 1.21.10fabric
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.15Minecraft: 1.21.11neoforge
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.60Minecraft: 1.21.11fabric
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.43Minecraft: 1.21.1neoforge
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.52Minecraft: 1.21.1fabric
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.131Minecraft: 1.20.1forge
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.2.0-release
1.2.0-release11 мар. 2026 г.21Minecraft: 1.20.1fabric
Что нового
## [1.2.0-release]
### Changed
- **Storage engine replaced — H2 removed**: Civillis no longer uses the H2 database.
All persistence (civilization scores, mob heads, undying anchors) now runs on a
custom NBT-based storage layer with a dedicated I/O queue. Functionality is
unchanged, but the mod jar is now 20× smaller.
### Added
- **Podium of Undying**: Build a small altar in a high-civilization area and
activate it with a totem. When you would die, you are teleported there and
revived with totem effects — regeneration, absorption, fire resistance —
without consuming a totem. One activation per altar. Hint: gold blocks, waxed
oxidized cut copper stairs, and an emerald at the heart. Can you guess the
layout?
- **Config screen update**: Added a dedicated Podium of Undying section
(including options such as enable/disable, civilization requirement
threshold, and cooldown-related controls) and a Miscellaneous category for
options that do not fit cleanly into other groups.
### Fixed
- **World-switch cache pollution**: Cached civilization data from the previous
world no longer pollutes the current one when switching worlds or reloading.
Each world now keeps its own data strictly isolated.
- **Payload completion on world switch**: Fixed potential crashes when changing
worlds while sonar, particle, or other payloads were still in progress.
### Note
- Thanks to **Stick Boy** for designing the Podium of Undying altar structure.
- Feedback, bug reports, ideas — join our Discord: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release9 мар. 2026 г.8Minecraft: 1.20.5, 1.20.6neoforge
release
Civillis 1.1.1-release
1.1.1-release9 мар. 2026 г.14Minecraft: 1.20.5, 1.20.6fabric
release
Civillis 1.1.1-release
1.1.1-release9 мар. 2026 г.9Minecraft: 1.20.2, 1.20.3, 1.20.4forge
release
Civillis 1.1.1-release
1.1.1-release9 мар. 2026 г.10Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.10Minecraft: 1.21.9neoforge
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.10Minecraft: 1.21.9fabric
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.10Minecraft: 1.21.5neoforge
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.11Minecraft: 1.21.5fabric
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.11Minecraft: 1.21.4neoforge
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.21Minecraft: 1.21.4fabric
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.12Minecraft: 1.21.2, 1.21.3neoforge
release
Civillis 1.1.1-release
1.1.1-release8 мар. 2026 г.14Minecraft: 1.21.2, 1.21.3fabric
release
Civillis 1.1.1-release
1.1.1-release7 мар. 2026 г.12Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
release
Civillis 1.1.1-release
1.1.1-release7 мар. 2026 г.18Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
release
Civillis 1.1.1-release
1.1.1-release7 мар. 2026 г.31Minecraft: 1.21.10neoforge
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release7 мар. 2026 г.23Minecraft: 1.21.10fabric
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.30Minecraft: 1.21.11neoforge
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.126Minecraft: 1.21.11fabric
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.74Minecraft: 1.21.1neoforge
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.53Minecraft: 1.21.1fabric
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.109Minecraft: 1.20.1forge
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.1-release
1.1.1-release6 мар. 2026 г.93Minecraft: 1.20.1fabric
Что нового
## [1.1.1-release]
### Fixed
- **Major compatibility issue resolved**: H2 database dependency is now fully
relocated and isolated, eliminating conflicts with mods like Biomancy that
bundle their own H2 version. Civillis should now run stable in large modpacks.
### Added
- **Mob Head System toggle**: New option to globally disable mob head gameplay
effects (spawn attraction, detector zone display, flee AI awareness) while
keeping the data intact. Useful for players who like decorating walls with
skulls without affecting spawn behavior.
- **Civilization Decay toggle**: New option in the Decay settings to disable
time-based decay entirely. When off, your settlements stay forever fresh —
no need to patrol them to maintain protection.
### Changed
- **Config labels clarified**: "Spawn Suppression Strength" is now "Civilization
Strength" and "Detection Range" is now "Max. Civilization Radius" (with block
units shown). The Mob Flee AI tooltip now references the renamed setting.
### Note
- Thanks to **Blugori** and **Stick Boy** for reporting the Biomancy
incompatibility — your feedback made this fix possible.
- If you notice anything off, join our Discord and I'll always be there to
help: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.1.0-release
1.1.0-release6 мар. 2026 г.12Minecraft: 1.20.5, 1.20.6neoforge
release
Civillis 1.1.0-release
1.1.0-release6 мар. 2026 г.9Minecraft: 1.20.5, 1.20.6fabric
release
Civillis 1.1.0-release
1.1.0-release6 мар. 2026 г.14Minecraft: 1.20.2, 1.20.3, 1.20.4forge
release
Civillis 1.1.0-release
1.1.0-release6 мар. 2026 г.12Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.10Minecraft: 1.21.9neoforge
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.14Minecraft: 1.21.9fabric
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.14Minecraft: 1.21.5neoforge
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.12Minecraft: 1.21.5fabric
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.13Minecraft: 1.21.4neoforge
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.13Minecraft: 1.21.4fabric
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.11Minecraft: 1.21.2, 1.21.3neoforge
release
Civillis 1.1.0-release
1.1.0-release5 мар. 2026 г.8Minecraft: 1.21.2, 1.21.3fabric
release
Civillis 1.1.0-release
1.1.0-release4 мар. 2026 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release4 мар. 2026 г.21Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release4 мар. 2026 г.14Minecraft: 1.21.10neoforge
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release4 мар. 2026 г.15Minecraft: 1.21.10fabric
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.16Minecraft: 1.21.11neoforge
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.93Minecraft: 1.21.11fabric
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.55Minecraft: 1.21.1neoforge
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.44Minecraft: 1.21.1fabric
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.76Minecraft: 1.20.1forge
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.1.0-release
1.1.0-release3 мар. 2026 г.37Minecraft: 1.20.1fabric
Что нового
## [1.1.0-release]
### Added
- **Bell on Lodestone sonar**: When a bell is placed on a lodestone, it can act as a
powerful sonar with cooler particle effects. Right-click the bell to trigger a
civilization sweep of the surrounding area — no Civil Detector required. A
vanilla-friendly way to scout before you build.
### Changed
- **Sonar visualization config reorganized**: Detector sonar options moved into a
dedicated Sonar Visualization section. The portable detector's sonar can be turned
off independently; bell-on-lodestone sonar always runs when you ring it. Both
sonars now have configurable detection ranges, with bell sonar using a larger
default suited to stationary "detection stations."
- **Bell sonar tuning**: Bell sonar has a longer cooldown and a longer-lasting aura
wall effect than the detector, reflecting its heavier, more deliberate use.
### Note
- **Pro tip**: A bell on lodestone has intrinsic civilization value. Place a few at
your base perimeter and they'll extend your safe zone while doubling as detection
stations.
- **Vanilla first**: Going forward, we'll aim to add vanilla counterparts whenever we
introduce new items. Thanks, Stick Boy, for suggesting the bell-on-lodestone idea —
it's exactly the kind of thing we love to support.
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.10Minecraft: 1.20.5, 1.20.6neoforge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.11Minecraft: 1.20.5, 1.20.6fabric
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.10Minecraft: 1.20.2, 1.20.3, 1.20.4forge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.11Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.10Minecraft: 1.21.9neoforge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.12Minecraft: 1.21.9fabric
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.11Minecraft: 1.21.5neoforge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.13Minecraft: 1.21.5fabric
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.12Minecraft: 1.21.4neoforge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.11Minecraft: 1.21.4fabric
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.14Minecraft: 1.21.2, 1.21.3neoforge
release
Civillis 1.0.1-release
1.0.1-release1 мар. 2026 г.14Minecraft: 1.21.2, 1.21.3fabric
release
Civillis 1.0.1-release
1.0.1-release28 февр. 2026 г.15Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release28 февр. 2026 г.21Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release28 февр. 2026 г.18Minecraft: 1.21.10neoforge
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release28 февр. 2026 г.25Minecraft: 1.21.10fabric
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.29Minecraft: 1.21.11neoforge
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.116Minecraft: 1.21.11fabric
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.57Minecraft: 1.21.1neoforge
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.38Minecraft: 1.21.1fabric
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.85Minecraft: 1.20.1forge
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.1-release
1.0.1-release27 февр. 2026 г.31Minecraft: 1.20.1fabric
Что нового
## [1.0.1-release]
### Fixed
- **Civil Detector crafting restored (`1.20.1-1.21.1`)**: Fixed the cross-version
recipe compatibility issue that made `civil_detector` uncraftable on part of the
supported ports.
- **Mob heads no longer pull from the entire dimension**: Heads now affect spawns
only within the configured attraction range, instead of influencing faraway areas
across the world. This also improves runtime performance in normal gameplay.
- **Forge mapping issues fixed for cleaner builds**: Resolved mapping/remap edge
cases so development and production builds are more consistent and stable.
### Added
- **Index-driven mob head acceleration**: Introduced a spatial index for head-based
spawn calculations, greatly reducing overhead in dense head setups and removing
the last known performance hotspot in Civillis.
### Note
- **Join our Discord**: We'd love your feedback, bug reports, and ideas in the
Civillis community: [Civillis Official](https://discord.gg/dA7QCPx7zd)
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.9Minecraft: 1.20.5, 1.20.6neoforge
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.15Minecraft: 1.20.5, 1.20.6fabric
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.9Minecraft: 1.20.2, 1.20.3, 1.20.4forge
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.11Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.12Minecraft: 1.21.9neoforge
release
Civillis 1.0.0-release
1.0.0-release27 февр. 2026 г.11Minecraft: 1.21.9fabric
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.13Minecraft: 1.21.5neoforge
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.13Minecraft: 1.21.5fabric
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.11Minecraft: 1.21.4neoforge
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.14Minecraft: 1.21.4fabric
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.13Minecraft: 1.21.2, 1.21.3neoforge
release
Civillis 1.0.0-release
1.0.0-release26 февр. 2026 г.13Minecraft: 1.21.2, 1.21.3fabric
release
Civillis 1.0.0-release
1.0.0-release25 февр. 2026 г.16Minecraft: 1.21.6, 1.21.7, 1.21.8neoforge
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release25 февр. 2026 г.15Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release25 февр. 2026 г.15Minecraft: 1.21.10neoforge
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release25 февр. 2026 г.36Minecraft: 1.21.10fabric
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.16Minecraft: 1.21.11neoforge
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.59Minecraft: 1.21.11fabric
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.44Minecraft: 1.21.1neoforge
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.36Minecraft: 1.21.1fabric
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.108Minecraft: 1.20.1forge
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
release
Civillis 1.0.0-release
1.0.0-release24 февр. 2026 г.41Minecraft: 1.20.1fabric
Что нового
## [1.0.0-release]
### Fixed
- **Smarter mob flee behavior**: Hostile mobs no longer freeze at civilization borders.
They now continue leaving civilized areas instead of stopping exactly on the edge.
- **Totem-zone entry is now correct**: When a monster head totem is nearby, mobs
correctly move into the totem zone instead of halting at the outer rim.
- **Mob Flee AI settings UI cleanup**: Removed the empty expandable
`Mob Flee AI` section in `InGameSettingsGui`. For now, this feature
is exposed as a single toggle only.
### Added
- **Combat panic visual feedback**: Fear-driven fleeing during combat now has matching
particle effects, making panic behavior visible and readable in real time.
### Changed
- **Major Architectury refactor (full 1.20-1.21 line)**: This release includes a large-scale
architecture refactor to support long-term multi-loader maintenance across Fabric, Forge,
and NeoForge.
- **Version support is now explicitly standardized by port range**:
- `1.20.1` (Fabric + Forge)
- `1.20.2-1.20.4` (Fabric + Forge)
- `1.20.5-1.20.6` (Fabric + NeoForge)
- `1.21.1` (Fabric + NeoForge)
- `1.21.2-1.21.3` (Fabric + NeoForge)
- `1.21.4` (Fabric + NeoForge)
- `1.21.5` (Fabric + NeoForge)
- `1.21.6-1.21.8` (Fabric + NeoForge)
- `1.21.9` (Fabric + NeoForge)
- `1.21.10` (Fabric + NeoForge)
- `1.21.11` (Fabric + NeoForge)
### Note
- **Out of beta**:
Every larger leap has always been our unchanged resolve.
I've played this game for over ten years, and this mod idea stayed at my fingertips for too long,
repeatedly delayed by everyday life.
This time, I won't let it go.
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.17Minecraft: 1.20.1fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.8Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.8Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.42Minecraft: 1.21.1fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.11Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.18Minecraft: 1.21.4fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.13Minecraft: 1.21.5fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.16Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.10Minecraft: 1.21.9fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.26Minecraft: 1.21.10fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.3.0-beta
1.3.0-beta20 февр. 2026 г.121Minecraft: 1.21.11fabric
Что нового
## [1.3.0-beta]
### Added
- **Mob Flee AI**: Hostile mobs in civilized areas now actively
try to leave. Idle mobs will wander toward less civilized ground,
and in heavily built-up areas they may even panic and flee
mid-combat. The stronger your civilization, the more likely they
are to run — tied to your Spawn Suppression strength setting
- **Head zone awareness**: Mobs near a monster head totem are
drawn toward its zone rather than wandering blindly. Mobs already
inside a head zone won't try to leave — they belong there
- **Mob Flee AI toggle**: On/off switch in the config GUI, right
next to Detector Sonar. Turn it off if you prefer mobs to stay
and fight
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.24Minecraft: 1.20.1fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.6Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.9Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.24Minecraft: 1.21.1fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.11Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.16Minecraft: 1.21.4fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.11Minecraft: 1.21.5fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.18Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.13Minecraft: 1.21.9fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.15Minecraft: 1.21.10fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.1-beta
1.2.1-beta18 февр. 2026 г.45Minecraft: 1.21.11fabric
Что нового
## [1.2.1-beta]
### Changed
- **Dimension-aware monster heads**: Skull types now respect the
dimension they belong to. Wither skeleton skulls and piglin heads
are Nether-only by default — bypass, attraction, and conversion
all stay silent outside `the_nether`. Every other vanilla head
remains active in all dimensions. Modpack authors can customize
per-head dimension rules through the head type datapack
- **Wither skeleton conversion restored**: With dimension boundaries
now in place, wither skeleton skulls participate in conversion
again. Cluster three or more in a Nether fortress and let them
do what they were always meant to
### Fixed
- **Conversion ping-pong**: When multiple skull types were clustered
together, a converted mob could occasionally re-enter the spawn
gate and flip to another type before settling. Conversion now
bypasses the gate entirely — one transformation, done
### Added
- **Documentation wiki**: A comprehensive wiki covering mechanics,
configuration, modpack authoring guides, and technical architecture
is now live on GitHub Pages. This has been a labor of love and I'm
genuinely excited to share it with you — feedback is very welcome
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.20Minecraft: 1.20.1fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.12Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.13Minecraft: 1.20.5, 1.20.6fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.20Minecraft: 1.21.1fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.9Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.11Minecraft: 1.21.4fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.10Minecraft: 1.21.5fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.13Minecraft: 1.21.9fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.21Minecraft: 1.21.10fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.2.0-beta
1.2.0-beta17 февр. 2026 г.36Minecraft: 1.21.11fabric
Что нового
## [1.2.0-beta]
### Changed
- **Head mechanics reworked**: Monster skulls now follow clearer,
more intuitive rules. One or two skulls simply allow extra spawns
nearby — no conversion, just a breach in your civilization's
defenses. Place three or more skulls in the same chunk and mobs
start converting into the skull types you've placed, with conversion
strength scaling smoothly up to ten heads. By default, wither
skeleton skulls do not participate in conversion — they shouldn't
be wandering out of the Nether just because you decorated your base
- **Block scoring rebalanced**: Civilization scores now follow a
consistent design framework based on crafting complexity and
symbolic weight. Simple stone-age crafts — crafting tables,
furnaces, chests — contribute modestly, as they should. Iron-age
workstations carry more weight. Nether and End materials — brewing
stands, enchanting tables, lodestones — are serious civilization
anchors. Boss-tier structures like beacons and conduits remain the
strongest pillars. Glowing or magical blocks get a bonus on top
### Added
- **New scored blocks**: Bells, respawn anchors, lodestones, end rods,
and decorated pots now contribute to your civilization score
- **Built-in mod compatibility**: Civillis can now recognize blocks
from other mods as part of your civilization. This version ships
with built-in support for:
- **Farmer's Delight** — stoves, cooking pots, cutting boards,
baskets, and all cabinet types
- **Supplementaries** — safes, globes, clock blocks, sconces, jars
- **Create** — steam engines, blaze burners, mechanical mixers and
presses, basins, depots
More mods will be added in future updates
- **Datapack-driven registries**: Both civilization block scoring and
monster head types are now loaded from JSON data files, fully
overridable via datapacks. Every default value can be tweaked,
replaced, or extended without touching the mod's code
#### For modpack authors and bridge-mod developers
Block scores and head types are now fully data-driven:
- **Blocks**: `data/<namespace>/civil_blocks/*.json` — add entries to
register new blocks or override existing weights. Use tags
(`#minecraft:beds`) or individual block IDs
- **Heads**: `data/<namespace>/civil_heads/*.json` — map custom skull
type strings to entity types. Toggle any head with `"enabled": false`
to make it purely decorative, or set `"convert": false` to keep it
active but exclude it from the conversion pool
Both support `"replace": true` to wipe all previously loaded entries
and start from a clean slate (use with caution — this clears everything,
including defaults from other mods).
Mods that add new skull types via custom `SkullBlock` subclasses are
automatically compatible. Player-head-based mob heads (as used by mods
like All The Heads or Just Mob Heads) cannot be distinguished by skull
type and are not currently supported.
### Note
Learning to listen before building. Still a long way to go.
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.53Minecraft: 1.20.1fabric
Что нового
### Added
Now support 1.20 series!
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.17Minecraft: 1.20.2, 1.20.3, 1.20.4fabric
Что нового
### Added
Now support 1.20 series!
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.13Minecraft: 1.20.5, 1.20.6fabric
Что нового
### Added
Now support 1.20 series!
beta
Civillis 1.1.1-beta-hotfix
1.1.1-beta-hotfix15 февр. 2026 г.17Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
beta
Civillis 1.1.1-beta-hotfix
1.1.1-beta-hotfix15 февр. 2026 г.57Minecraft: 1.21.11fabric
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.38Minecraft: 1.21.1fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.14Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.15Minecraft: 1.21.4fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.15Minecraft: 1.21.5fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.13Minecraft: 1.21.9fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.27Minecraft: 1.21.10fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.1-beta
1.1.1-beta15 февр. 2026 г.19Minecraft: 1.21.11fabric
Что нового
## [1.1.1-beta]
### Fixed
- **Sonar charge-up particle mismatch**: The charge-up column
previously showed civilization particles (white or soul-blue) even
when standing inside an active totem zone. It now displays orange
fire consistently
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.31Minecraft: 1.21.1fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.14Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.18Minecraft: 1.21.4fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.14Minecraft: 1.21.5fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.19Minecraft: 1.21.6, 1.21.7, 1.21.8fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.14Minecraft: 1.21.9fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.19Minecraft: 1.21.10fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.1.0-beta
1.1.0-beta13 февр. 2026 г.60Minecraft: 1.21.11fabric
Что нового
## [1.1.0-beta]
### Added
- **Detector Sonar**: The Civilization Detector now fires a sonar
pulse. Right-click to charge up — with a rising tone — then an
expanding shockwave booms outward, sweeping the terrain. Particle
colors tell you where you stand: white sparks mean protected
ground, soul-blue flames mean exposed territory, and orange fire
marks active totem zones
- **Aura Walls**: Glowing barriers rise at your civilization
boundaries as the shockwave passes — gold for civilization edges,
amethyst for totem zones. They breathe, scroll, then gently fade.
Fire the detector again and existing walls hold steady while new
faces appear
- **Aura toggle**: The sonar effect can be switched on or off in the
settings GUI (enabled by default). The detector's original color
and sound feedback is unaffected
See your borders, my lord.
beta
Civillis 1.0.1-beta
1.0.1-beta12 февр. 2026 г.27Minecraft: 1.21.1fabric
Что нового
## [1.0.1-beta]
### Fixed
- **Spawn eggs, spawners, and commands now work properly in civilized areas**:
Civilization scoring previously intercepted all monster spawns
regardless of origin. Now only natural spawns are subject to
civilization checks — spawn eggs, mob spawners, /summon, raid
events, and zombie reinforcements all bypass it as intended
beta
Civillis 1.0.1-beta
1.0.1-beta12 февр. 2026 г.14Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.0.1-beta]
### Fixed
- **Spawn eggs, spawners, and commands now work properly in civilized areas**:
Civilization scoring previously intercepted all monster spawns
regardless of origin. Now only natural spawns are subject to
civilization checks — spawn eggs, mob spawners, /summon, raid
events, and zombie reinforcements all bypass it as intended
beta
Civillis 1.0.1-beta
1.0.1-beta12 февр. 2026 г.14Minecraft: 1.21.4fabric
Что нового
## [1.0.1-beta]
### Fixed
- **Spawn eggs, spawners, and commands now work properly in civilized areas**:
Civilization scoring previously intercepted all monster spawns
regardless of origin. Now only natural spawns are subject to
civilization checks — spawn eggs, mob spawners, /summon, raid
events, and zombie reinforcements all bypass it as intended
beta
Civillis 1.0.1-beta
1.0.1-beta12 февр. 2026 г.60Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
## [1.0.1-beta]
### Fixed
- **Spawn eggs, spawners, and commands now work properly in civilized areas**:
Civilization scoring previously intercepted all monster spawns
regardless of origin. Now only natural spawns are subject to
civilization checks — spawn eggs, mob spawners, /summon, raid
events, and zombie reinforcements all bypass it as intended
beta
Civillis 1.0.0-beta
1.0.0-beta11 февр. 2026 г.25Minecraft: 1.21.1fabric
Что нового
## [1.0.0-beta]
### Changed
- **Fusion Architecture**: A 0-1 revamp of the entire engine.
It does everything it did before, but 100x faster
### Added
- **Patrol influence range**: New GUI slider for how far your
patrol sustains and restores settlements
(requires ModMenu + Cloth Config)
### Note
At last, I see the light.
After two weeks of dedicated work, I am finally at peace with
how this mod performs. Global civilization impact — something
I long believed to be out of reach — is now real.
Ready for beta.
Will keep doing better. Will not disappoint.
beta
Civillis 1.0.0-beta
1.0.0-beta11 февр. 2026 г.15Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.0.0-beta]
### Changed
- **Fusion Architecture**: A 0-1 revamp of the entire engine.
It does everything it did before, but 100x faster
### Added
- **Patrol influence range**: New GUI slider for how far your
patrol sustains and restores settlements
(requires ModMenu + Cloth Config)
### Note
At last, I see the light.
After two weeks of dedicated work, I am finally at peace with
how this mod performs. Global civilization impact — something
I long believed to be out of reach — is now real.
Ready for beta.
Will keep doing better. Will not disappoint.
beta
Civillis 1.0.0-beta
1.0.0-beta11 февр. 2026 г.16Minecraft: 1.21.4fabric
Что нового
## [1.0.0-beta]
### Changed
- **Fusion Architecture**: A 0-1 revamp of the entire engine.
It does everything it did before, but 100x faster
### Added
- **Patrol influence range**: New GUI slider for how far your
patrol sustains and restores settlements
(requires ModMenu + Cloth Config)
### Note
At last, I see the light.
After two weeks of dedicated work, I am finally at peace with
how this mod performs. Global civilization impact — something
I long believed to be out of reach — is now real.
Ready for beta.
Will keep doing better. Will not disappoint.
beta
Civillis 1.0.0-beta
1.0.0-beta11 февр. 2026 г.35Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
## [1.0.0-beta]
### Changed
- **Fusion Architecture**: A 0-1 revamp of the entire engine.
It does everything it did before, but 100x faster
### Added
- **Patrol influence range**: New GUI slider for how far your
patrol sustains and restores settlements
(requires ModMenu + Cloth Config)
### Note
At last, I see the light.
After two weeks of dedicated work, I am finally at peace with
how this mod performs. Global civilization impact — something
I long believed to be out of reach — is now real.
Ready for beta.
Will keep doing better. Will not disappoint.
alpha
Civillis 1.2.0-alpha
1.2.0-alpha10 февр. 2026 г.21Minecraft: 1.21.1fabric
Что нового
## [1.2.0-alpha]
### Added
- **Mob heads are now true totems**: Monster skulls no longer just
allow spawns nearby — they actively pull hostile mobs toward them
from across the dimension. Place a few skeleton skulls and watch
monsters converge on it, even from deep underground caves. No more
lighting up every last tunnel or building your mob farm in the sky
— let the totems do the work
- **Configurable attraction**: Adjust how strongly and how far totems
attract mobs through the in-game settings GUI (Mod Menu + Cloth
Config). Dial it up for a powerful funnel, or tone it down for a
subtler nudge
### Note
The totem attraction is a significant suppression of distant spawns,
not a 100% redirect. For absolute peak mob farm efficiency, traditional
techniques (like building above the spawn cap height) still give that
last few percent. But for most players, a handful of skulls is all you
need. Mix and match different skull types to further control the ratio
of mobs that show up.
Civillis won't break your farms, it only makes them better.
alpha
Civillis 1.2.0-alpha
1.2.0-alpha10 февр. 2026 г.15Minecraft: 1.21.2, 1.21.3fabric
Что нового
## [1.2.0-alpha]
### Added
- **Mob heads are now true totems**: Monster skulls no longer just
allow spawns nearby — they actively pull hostile mobs toward them
from across the dimension. Place a few skeleton skulls and watch
monsters converge on it, even from deep underground caves. No more
lighting up every last tunnel or building your mob farm in the sky
— let the totems do the work
- **Configurable attraction**: Adjust how strongly and how far totems
attract mobs through the in-game settings GUI (Mod Menu + Cloth
Config). Dial it up for a powerful funnel, or tone it down for a
subtler nudge
### Note
The totem attraction is a significant suppression of distant spawns,
not a 100% redirect. For absolute peak mob farm efficiency, traditional
techniques (like building above the spawn cap height) still give that
last few percent. But for most players, a handful of skulls is all you
need. Mix and match different skull types to further control the ratio
of mobs that show up.
Civillis won't break your farms, it only makes them better.
alpha
Civillis 1.2.0-alpha
1.2.0-alpha10 февр. 2026 г.16Minecraft: 1.21.4fabric
Что нового
## [1.2.0-alpha]
### Added
- **Mob heads are now true totems**: Monster skulls no longer just
allow spawns nearby — they actively pull hostile mobs toward them
from across the dimension. Place a few skeleton skulls and watch
monsters converge on it, even from deep underground caves. No more
lighting up every last tunnel or building your mob farm in the sky
— let the totems do the work
- **Configurable attraction**: Adjust how strongly and how far totems
attract mobs through the in-game settings GUI (Mod Menu + Cloth
Config). Dial it up for a powerful funnel, or tone it down for a
subtler nudge
### Note
The totem attraction is a significant suppression of distant spawns,
not a 100% redirect. For absolute peak mob farm efficiency, traditional
techniques (like building above the spawn cap height) still give that
last few percent. But for most players, a handful of skulls is all you
need. Mix and match different skull types to further control the ratio
of mobs that show up.
Civillis won't break your farms, it only makes them better.
alpha
Civillis 1.2.0-alpha
1.2.0-alpha10 февр. 2026 г.35Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
## [1.2.0-alpha]
### Added
- **Mob heads are now true totems**: Monster skulls no longer just
allow spawns nearby — they actively pull hostile mobs toward them
from across the dimension. Place a few skeleton skulls and watch
monsters converge on it, even from deep underground caves. No more
lighting up every last tunnel or building your mob farm in the sky
— let the totems do the work
- **Configurable attraction**: Adjust how strongly and how far totems
attract mobs through the in-game settings GUI (Mod Menu + Cloth
Config). Dial it up for a powerful funnel, or tone it down for a
subtler nudge
### Note
The totem attraction is a significant suppression of distant spawns,
not a 100% redirect. For absolute peak mob farm efficiency, traditional
techniques (like building above the spawn cap height) still give that
last few percent. But for most players, a handful of skulls is all you
need. Mix and match different skull types to further control the ratio
of mobs that show up.
Civillis won't break your farms, it only makes them better.
alpha
Civillis 1.1.1-alpha
1.1.1-alpha9 февр. 2026 г.24Minecraft: 1.21.1fabric
Что нового
### Added
- **In-game settings GUI**: Install Mod Menu + Cloth Config to configure
Civillis directly from the pause menu. Six intuitive sliders let you
adjust spawn suppression strength, detection range, decay speed,
recovery speed, decay floor, and freshness duration
- **Gradual civilization decay and recovery**: Civilization protection
now fades smoothly over time when you leave an area. Revisiting a
decayed settlement gradually restores its protection — the longer you
stay, the more it recovers
- **Full MC 1.21 series compatibility**: The mod now ships separate
builds for MC 1.21.1, 1.21.2–1.21.3, 1.21.4, and 1.21.5–1.21.11,
covering the entire 1.21 release line
### Changed
- **Smarter patrol detection**: The game now detects your presence
around settlements more precisely, with built-in "debounce" —
flying past an abandoned city at high speed does not count as a
proper patrol
- **Internal data system rebuilt**: Save data is now stored more
efficiently and reliably, reducing file overhead and improving
compatibility with large multiplayer servers
### Fixed
- **Offline decay**: Logging out of a single-player world no longer
counts as absence — your civilization protection picks up right
where you left off
- **Monster head score spike**: Monster heads placed far from the
detection center no longer inflate the civilization score at a
distance. Head influence is now tracked separately
- **Inflated score on first teleport**: Teleporting to a previously
unvisited location no longer briefly reports a high civilization
score. Unloaded regions now default to zero instead of the maximum
estimate, which better reflects reality given the persistent storage
and prefetcher systems already in place
- **Detector colors ignoring settings**: The Civilization Detector now
respects your configured suppression strength when choosing the
result color (red / yellow / green)
alpha
Civillis 1.1.1-alpha
1.1.1-alpha9 февр. 2026 г.15Minecraft: 1.21.2, 1.21.3fabric
Что нового
### Added
- **In-game settings GUI**: Install Mod Menu + Cloth Config to configure
Civillis directly from the pause menu. Six intuitive sliders let you
adjust spawn suppression strength, detection range, decay speed,
recovery speed, decay floor, and freshness duration
- **Gradual civilization decay and recovery**: Civilization protection
now fades smoothly over time when you leave an area. Revisiting a
decayed settlement gradually restores its protection — the longer you
stay, the more it recovers
- **Full MC 1.21 series compatibility**: The mod now ships separate
builds for MC 1.21.1, 1.21.2–1.21.3, 1.21.4, and 1.21.5–1.21.11,
covering the entire 1.21 release line
### Changed
- **Smarter patrol detection**: The game now detects your presence
around settlements more precisely, with built-in "debounce" —
flying past an abandoned city at high speed does not count as a
proper patrol
- **Internal data system rebuilt**: Save data is now stored more
efficiently and reliably, reducing file overhead and improving
compatibility with large multiplayer servers
### Fixed
- **Offline decay**: Logging out of a single-player world no longer
counts as absence — your civilization protection picks up right
where you left off
- **Monster head score spike**: Monster heads placed far from the
detection center no longer inflate the civilization score at a
distance. Head influence is now tracked separately
- **Inflated score on first teleport**: Teleporting to a previously
unvisited location no longer briefly reports a high civilization
score. Unloaded regions now default to zero instead of the maximum
estimate, which better reflects reality given the persistent storage
and prefetcher systems already in place
- **Detector colors ignoring settings**: The Civilization Detector now
respects your configured suppression strength when choosing the
result color (red / yellow / green)
alpha
Civillis 1.1.1-alpha
1.1.1-alpha9 февр. 2026 г.18Minecraft: 1.21.4fabric
Что нового
### Added
- **In-game settings GUI**: Install Mod Menu + Cloth Config to configure
Civillis directly from the pause menu. Six intuitive sliders let you
adjust spawn suppression strength, detection range, decay speed,
recovery speed, decay floor, and freshness duration
- **Gradual civilization decay and recovery**: Civilization protection
now fades smoothly over time when you leave an area. Revisiting a
decayed settlement gradually restores its protection — the longer you
stay, the more it recovers
- **Full MC 1.21 series compatibility**: The mod now ships separate
builds for MC 1.21.1, 1.21.2–1.21.3, 1.21.4, and 1.21.5–1.21.11,
covering the entire 1.21 release line
### Changed
- **Smarter patrol detection**: The game now detects your presence
around settlements more precisely, with built-in "debounce" —
flying past an abandoned city at high speed does not count as a
proper patrol
- **Internal data system rebuilt**: Save data is now stored more
efficiently and reliably, reducing file overhead and improving
compatibility with large multiplayer servers
### Fixed
- **Offline decay**: Logging out of a single-player world no longer
counts as absence — your civilization protection picks up right
where you left off
- **Monster head score spike**: Monster heads placed far from the
detection center no longer inflate the civilization score at a
distance. Head influence is now tracked separately
- **Inflated score on first teleport**: Teleporting to a previously
unvisited location no longer briefly reports a high civilization
score. Unloaded regions now default to zero instead of the maximum
estimate, which better reflects reality given the persistent storage
and prefetcher systems already in place
- **Detector colors ignoring settings**: The Civilization Detector now
respects your configured suppression strength when choosing the
result color (red / yellow / green)
alpha
Civillis 1.1.1-alpha
1.1.1-alpha9 февр. 2026 г.48Minecraft: 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
Что нового
### Added
- **In-game settings GUI**: Install Mod Menu + Cloth Config to configure
Civillis directly from the pause menu. Six intuitive sliders let you
adjust spawn suppression strength, detection range, decay speed,
recovery speed, decay floor, and freshness duration
- **Gradual civilization decay and recovery**: Civilization protection
now fades smoothly over time when you leave an area. Revisiting a
decayed settlement gradually restores its protection — the longer you
stay, the more it recovers
- **Full MC 1.21 series compatibility**: The mod now ships separate
builds for MC 1.21.1, 1.21.2–1.21.3, 1.21.4, and 1.21.5–1.21.11,
covering the entire 1.21 release line
### Changed
- **Smarter patrol detection**: The game now detects your presence
around settlements more precisely, with built-in "debounce" —
flying past an abandoned city at high speed does not count as a
proper patrol
- **Internal data system rebuilt**: Save data is now stored more
efficiently and reliably, reducing file overhead and improving
compatibility with large multiplayer servers
### Fixed
- **Offline decay**: Logging out of a single-player world no longer
counts as absence — your civilization protection picks up right
where you left off
- **Monster head score spike**: Monster heads placed far from the
detection center no longer inflate the civilization score at a
distance. Head influence is now tracked separately
- **Inflated score on first teleport**: Teleporting to a previously
unvisited location no longer briefly reports a high civilization
score. Unloaded regions now default to zero instead of the maximum
estimate, which better reflects reality given the persistent storage
and prefetcher systems already in place
- **Detector colors ignoring settings**: The Civilization Detector now
respects your configured suppression strength when choosing the
result color (red / yellow / green)
alpha
Civillis 1.0.0-alpha
1.0.0-alpha7 февр. 2026 г.32Minecraft: 1.21.11fabric
Что нового
## [1.0.0-alpha]
Initial public release.
### Features
- **Civilization-based spawn control**: Mob spawning is dynamically
suppressed near player-built structures based on a real-time
civilization score computed over a 240×240×48 block detection area
(15×15×3 voxel chunks)
- **Monster head mechanic**: Placing monster skulls overrides spawn
blocking — matching skull types attract specific mob types, enabling
players to selectively invite danger
- **Civilization Detector**: A craftable handheld item that scans and
displays the local civilization level with color-coded visual feedback
and custom sound effects
- **Civilization decay**: Unvisited areas gradually lose their civilization
score over 24 hours, weakening but not eliminating protection for
well-established settlements. For reference, a maximally developed city
maintains a ~90-block spawn-free perimeter at full strength; after
decay, this shrinks to ~40 blocks — still well within the detection
range. Smaller builds see proportionally less protection to begin with
- **Scalable architecture**: Designed for large multiplayer servers with
async database persistence and player-aware cache prefetching
- **Zero configuration**: Works out of the box with sensible defaults