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beta
Tellus: Atlas and Wildlife 0.9.21
0.9.2112 окт. 2026 г.407Minecraft: 1.21.1neoforge
Что нового
# Tellus: Atlas & Wildlife 0.9.21
This update includes all changes introduced since version 0.9.18.
## Journal Stability
- Fixed disconnections when opening Journals containing large amounts of accumulated progress.
- Journal data is now compressed before being sent to the client.
- Network packets are validated to prevent memory and compatibility issues.
- Existing Journal progress is preserved and does not need to be reset.
## Myths & Legends Compatibility
- Added optional compatibility with **Myths & Legends 1.0.8**.
- Regional mythological creatures are restricted to their respective cultural regions.
- Original biome, lighting, event, and moon phase requirements remain unchanged.
- Spawn rates were adjusted to keep these creatures uncommon.
- The Black Charro ritual can only be performed in Mexico.
- The Gargoyle Effigy can only be used in France.
- Attempting a ritual outside its region displays an English or Spanish explanation without consuming the item.
- Spawn eggs and `/summon` remain unrestricted for creative and administrative use.
## New Mythology Journal Section
- Added a dedicated Myths & Legends section to the Journal.
- Includes **19 encounters available in survival**.
- Every creature initially appears as a black silhouette with its name and information hidden.
- Entries are permanently revealed after visiting a compatible region or biome.
- Revealed entries display:
- The creature’s encounter region.
- A brief clue about finding or summoning it.
- A short account written like a mythological traveler’s tale.
- Includes regional and global creatures, Nether and Deep Dark encounters, and structure guardians.
- Added a custom icon for the Mythology section.
- Complete English and Spanish localization is included.
## New Administrative Commands
Remove only the Equator crossing milestone:
`/taw progress remove milestone <player> equator`
Remove only the Both Hemispheres milestone:
`/taw progress remove milestone <player> both_hemispheres`
These commands update the visible advancement, persistent exploration data, and corresponding Journal entry without removing unrelated progress.
## Performance
- No structure searches or entity scans are performed.
- No additional chunks are loaded.
- No new periodic task is added.
- Mythology unlocks reuse TAW’s existing location pass and only inspect the current biome.
- Mythological creatures remain separate from TAW’s real-world fauna population systems.
## Installation
- TAW 0.9.21 must be installed on both the client and server.
- Myths & Legends 1.0.8 remains completely optional.
- Without Myths & Legends installed, TAW continues to work normally and hides the Mythology section.
- Requires Minecraft 1.21.1 and NeoForge 21.1.238 or newer.
beta
Tellus: Atlas and Wildlife 0.9.18
0.9.183 окт. 2026 г.228Minecraft: 1.21.1neoforge
Что нового
## Tellus: Atlas & Wildlife 0.9.18
- Fixed players being disconnected when opening Journals containing many discoveries.
- Journal data is now compressed and safely validated before being sent.
- Added protection against incompatible Journal network packets.
- Existing Journal progress is preserved.
**This version must be installed on both the client and server.**
beta
Tellus: Atlas and Wildlife 0.9.17
0.9.173 окт. 2026 г.23Minecraft: 1.21.1neoforge
Что нового
# Tellus: Atlas & Wildlife — 0.9.12 to 0.9.17
## 0.9.17 — Urban Recovery & Riparian Habitats
### Urban recovery
- Added `/taw urban reload` to restore missing settlement nodes from the nearest urban area.
- Uses the adaptive preparation system and restores only one settlement node at a time.
- Added a protected recovery option for regions deleted before 0.9.17:
- `/taw urban reload force`
- `/taw urban reload confirm`
- Forced recovery requires confirmation within 30 seconds to prevent accidental village duplication.
### Riparian wildlife
- Capybaras, caimans, crocodiles, otters and other large riparian animals no longer accept every small water source as suitable habitat.
- Narrow rivers surrounded by predominantly arid terrain are now rejected.
- Narrow waterways in humid environments remain valid, but use smaller assisted groups and reduced local population limits.
- Refined the western boundary of Neotropical and South American freshwater ranges to prevent Amazonian fauna from appearing in Chile.
- Habitat results are cached and only inspect already-loaded chunks.
- Existing animals are not removed; these changes affect new spawns only.
---
## 0.9.16 — Adaptive Urban Preparation
- Urban settlements can begin preparing before the player reaches the city.
- Only one settlement node is prepared globally at a time.
- Preparation prioritizes the village closest to the approaching player.
- Uses staged temporary chunk tickets instead of loading an entire city.
- Preparation automatically pauses under high server load:
- Starts below 38 MSPT.
- Pauses at 45 MSPT.
- Temporary tickets are released after sustained pressure, timeout or player departure.
- Pending preparation is saved between server restarts.
- Vegetation preparation can advance in small 0.5 ms batches each tick, making tree and leaf removal far less noticeable.
- Added:
- `/taw config urbanprepare true|false`
- `urbanPrepareAhead=true|false`
- `/taw urban` now reports preparation status and average MSPT.
---
## 0.9.15 — Fauna Range Review & City Entry Titles
### Geographic fauna corrections
- Replaced oversized South American rectangles with stepped ranges that respect the Andes.
- Prevented capuchin monkeys, toucans, anteaters, potoos, caimans, anacondas, capybaras and several freshwater animals from appearing incorrectly in central and southern Chile.
- Added more accurate continental ranges for crocodiles.
- Restricted mudskippers to Africa and the Indo-West Pacific.
- Refined shoebill, seal, seagull, rattlesnake, leafcutter ant, cichlid, tetra and manatee ranges.
- Desert scorpions now require a genuinely arid surface during runtime spawns.
### City entry titles
- Entering an urban area now displays the city name as a large title.
- Added a soft village-bell sound when entering a city.
- Multi-village cities share one complete urban detection radius.
- Added a 350-meter exit margin to avoid repeated boundary triggers.
- Added a 30-minute cooldown per player and city.
---
## 0.9.14 — Silent Vegetation Preparation
- Village vegetation scanning no longer removes blocks while the terrain is being examined.
- The process now uses two phases:
1. Silently record vegetation targets.
2. Remove the recorded blocks shortly before placement.
- Scanning and removal use separate 0.75 ms budgets.
- Tall grass and large ferns are removed before village placement.
- Dirt-path repair now recognizes tall grass and large ferns as removable obstructions.
- No cleanup phase forces chunk loading.
---
## 0.9.13 — Country Journal Scrolling & Larger Cities
### Exploration Journal
- Physical geography entries are now organized by country.
- Long discovery lists scroll independently on the left and right pages.
- Added mouse-wheel and draggable-scrollbar support.
### Urban Centers
- Increased settlement counts:
- Regional: 1 settlement.
- Major: 4 settlements.
- Metropolis: 7 settlements.
- Megacity: 12 settlements.
- Megalopolis: 20 settlements.
- Existing settlement positions and identifiers remain unchanged.
- Previously generated cities only receive their missing outer settlements.
### Village paths
- Added conservative post-placement dirt-path repair.
- Repairs unsupported or vertically displaced paths without modifying valid structure blocks.
- Path repair never loads chunks and uses a strict 0.75 ms budget.
---
## 0.9.12 — Smooth Tick Scheduler
- Distributed periodic systems across a 40-tick scheduler instead of running everything on the same tick.
- Fauna, rivers, terrestrial assistance, Urban Centers, population management and player discovery now use separate scheduler slots.
- Reduced the frequency and cost of local fauna censuses.
- Limited Tellus bed scanning to 64 chunks and approximately 1.5 ms per pass.
- Limited population placement to 16 sites per pass.
- Added bounded resident and iron-golem placement searches.
- Failed placement attempts now use increasing cooldowns and stop after four attempts.
- Removed unnecessary scans across every loaded chunk.
- Reduced Urban Centers geographic queue work to approximately 2 ms per pass.
- Split tree clearance into small batches.
- Replaced the growing list of processed empty chunks with compact persistent bookkeeping.
## Compatibility
- Network protocol remains `1`.
- Versions 0.9.14 through 0.9.17 primarily contain server-authoritative behavior changes.
- TAW 0.9.16 clients can connect to a TAW 0.9.17 server.
- The 0.9.13 client is required only for the newer per-country scrolling Journal interface.
beta
Tellus: Atlas and Wildlife 0.9.12
0.9.1216 сент. 2026 г.249Minecraft: 1.21.1neoforge
Что нового
# TAW 0.9.12 — Cumulative Changelog
This update includes all major changes introduced between 0.9.2 and 0.9.12, expanding TAW’s world-generation compatibility, urban systems, server controls and performance.
## 0.9.2 — Worldgen Stability
Fixed a potential deadlock during chunk generation.
TAW no longer queries heightmaps or surface data from unsafe world-generation callbacks.
Surface and cave checks are deferred to safe gameplay stages.
## 0.9.3 — Progress Administration
Added server-side commands for managing player progress.
Administrators can reset exploration, wildlife or complete TAW progress.
Individual species, locations, regions, countries, continents and natural wonders can be removed from a player’s records.
Journal data, advancements and dependent achievements remain synchronized.
Commands require permission level 2 and do not affect player XP.
## 0.9.4 — Large Aquatic Swimming Space
Large aquatic animals now require an appropriate volume of water.
Prevents whales, sperm whales, orcas, manatees and dugongs from spawning in tiny rivers, shallow pools or unsuitable enclosed spaces.
Validation remains server-side and safe during world generation.
## 0.9.5 — Real-World Urban Centers
Added real-world settlement generation for Tellus worlds without Buildings.
Cities generate settlement clusters according to their real-world importance.
Added five urban tiers:
Regional: 1 settlement
Major: 2 settlements
Metropolis: 3 settlements
Megacity: 5 settlements
Megalopolis: 7 settlements
Tellus Buildings automatically takes priority and disables replacement settlements.
Roads-only generation can be configured.
Added optional support for Luki’s Grand Capitals.
## 0.9.6 — Expanded Urban Catalog
Expanded the included catalog from 137 to 372 real urban centers.
Significantly improved coverage across Mexico, Latin America and remote regions.
Added extensive coverage for Chilean and Argentinian Patagonia, including Cochrane, Coyhaique, Puerto Natales, Punta Arenas, Bariloche, Ushuaia and many others.
## 0.9.7 — Urban Polish and Waystones
Trees are cleared progressively before settlement placement.
Only logs and leaves are removed.
Vanilla villages use a 64-block clearance radius.
Luki capital structures use a 96-block clearance radius.
Newly generated Waystones receive the corresponding real-world city name.
Secondary settlements use directional suffixes to avoid duplicate names.
Existing and player-created Waystones are protected.
Waystones integration remains optional.
## 0.9.8 — Spatial Urban Index
Expanded the built-in catalog from 372 to 616 urban centers.
Added geographic and Minecraft-coordinate spatial indexes.
New chunks only check nearby cities instead of scanning the complete catalog.
Moved the city database to a resource-based TSV catalog for easier expansion.
Preserved existing city IDs and world data compatibility.
## 0.9.9 — Scalable Worldwide City Catalog
Added optional GeoNames cities1000 integration.
Prioritized coverage in:
- Mexico
- Latin America
- Europe
- Japan
- The rest of the world
Added population-based automatic urban tiers.
Added geographic deduplication to prevent overlapping metropolitan clusters.
GeoNames data is downloaded asynchronously and stored in a local cache.
If the download fails, TAW safely falls back to the 616 included cities.
Chunk events remain constant-time and do not perform geographic, biome or height calculations.
## 0.9.10 — Tellus OSM Population
Added initial population for Tellus cities generated with both Roads and Buildings enabled.
Population is independent from the Urban Centers catalog.
TAW detects real bed heads in newly generated chunks.
Residents are created gradually instead of spawning an entire city at once.
Iron Golems appear according to the local villager population.
Persistent bookkeeping prevents duplicated inhabitants after restarts or chunk reloads.
## 0.9.11 — Population Controls and Zombie Mode
Added a population configuration screen and server commands.
Added three resident modes:
- Villagers
- Zombies
- Disabled
- Zombie mode replaces villagers and disables Iron Golems.
- Added configurable resident density from 10% to 100% per bed.
- Added resident limits from 1 to 32 per chunk.
- Added configurable Iron Golem frequency from 10 to 200 villagers.
- Added Iron Golem limits from 0 to 8 per chunk.
- Population settings are server-authoritative and persist in taw-server.properties.
## 0.9.12 — Smooth Tick Scheduler
Periodic TAW systems no longer execute together on the same tick.
Fauna, river spawning, terrestrial spawning, Urban Centers, city population and location processing now run on separate ticks.
The broad fauna census runs every two seconds and is skipped when no compatible external fauna is installed.
Bed scanning is limited to 64 chunks and approximately 1.5 ms per pass.
Population placement checks at most 16 sites per pass with a separate time budget.
Resident placement examines at most 64 positions per attempt.
Iron Golem placement examines 96 distributed road positions per attempt.
Failed placement uses progressive cooldowns and stops after four bounded attempts.
Successful resident spawning no longer reprocesses every loaded chunk.
Inactive Urban Centers no longer accumulate and clear unnecessary chunk queues.
Tree clearance was reduced to smaller 128-column batches.
Empty processed chunks are now stored as a compact counter instead of an indefinitely growing list.
Existing beds, villagers, zombies and Iron Golems remain preserved during migration.
beta
Tellus: Atlas and Wildlife 0.9.9
0.9.914 сент. 2026 г.21Minecraft: 1.21.1neoforge
beta
Tellus: Atlas and Wildlife 0.9.4
0.9.428 авг. 2026 г.13Minecraft: 1.21.1neoforge
beta
Tellus: Atlas and Wildlife 0.9.2
0.9.223 авг. 2026 г.11Minecraft: 1.21.1neoforge
Что нового
AW 0.9.2 - Worldgen Deadlock Fix
=================================
Fixes the ServerHangWatchdog crash introduced by TAW 0.9.1's
surface-habitat guard.
Root cause
----------
During Tellus chunk generation, vanilla chunk-generation animal spawning can run
on a world-generation worker thread. TAW 0.9.1 called ServerLevel#getHeight()
from SpawnPlacementCheck to decide whether surface-only fauna were too deep
underground. That method can synchronously request a FULL chunk from
ServerChunkCache. During generation this can create a circular wait:
worldgen worker -> waits for ServerChunkCache/full chunk
server thread -> waits for worldgen worker
watchdog -> terminates the server
Fix
---
- Surface-habitat heightmap checks are skipped for CHUNK_GENERATION spawns.
- Runtime NATURAL/EVENT/etc. spawns keep the 0.9.1 cave/surface guard.
- Geographic filtering and population caps remain active during chunk generation.
- No extra ticks, scans, chunk loads, or persistent state are added.
- No network payload changed. NETWORK_PROTOCOL_VERSION remains 1, so the same
client/server backward-compatibility policy remains intact.
beta
Tellus: Atlas and Wildlife 0.8.5
0.8.517 авг. 2026 г.7Minecraft: 1.21.1neoforge
Что нового
fix journal crafting
alpha
Tellus: Atlas and Wildlife 0.8.5
0.8.517 авг. 2026 г.9Minecraft: 1.21.1neoforge
Что нового
Tellus: Atlas & Wildlife 0.8.5 - Climate Fauna Maps + Discovery Audit
====================================================================
Apply over TAW 0.8.4.
1. FAUNA WORLD MAP CLIMATE COLORS
----------------------------------
The 0.8.4 world-map detail page now colors distribution overlays by broad
visual habitat/climate instead of using one green color for every GeoBox.
Non-aquatic ranges are split by latitude only for rendering:
- HOT: 30 S to 30 N (warm coral)
- TEMPERATE: 30 to 55 degrees N/S (leaf/sage green)
- COLD: poleward of 55 degrees (cool blue)
Water-associated fauna use AQUATIC teal/cyan across their whole range.
This is deliberately a VISUAL classification. Spawn geography remains the
authoritative GeoBox database and is completely unchanged. A broad GeoBox can
therefore display two or three climate colors without adding a second range
database.
Aquatic display classification covers:
- all Hybrid Aquatic fauna
- Aquaculture fauna except Box Turtle
- explicit aquatic/amphibious Alex's Mobs, Naturalist and Critters species
PERFORMANCE:
At most five small rectangle draws per non-aquatic GeoBox while the selected
fauna detail page is actually visible. No tick, cache, networking or data is
added.
2. KANGAROO DISCOVERY FIX
--------------------------
Kangaroo was NOT missing from TAW. It was already:
- in ALEX_REAL
- geographically allowed in Australia
- a Terrestrial Spawn Assist target
- a curated wildlife advancement (+5-level reward)
- part of Australian Icons
The problem was the 0.8.3 close-discovery rule: Kangaroo still used the normal
8-block radius. It is now in the existing large/exception class:
- Kangaroo discovery radius: 18 blocks
- line of sight: still required
This uses the existing exception mechanism and adds no processing.
3. CATALOG REVIEW / AUDIT HARDENING
-----------------------------------
No clear missing real-fauna entries were found in the currently targeted
catalogs during this pass.
Source-level checks confirmed:
- Alex's Mobs port registry: TAW accounts for all 116 EntityTypes
(59 real fauna + 57 excluded/helper/fantasy).
- Hybrid Aquatic current 1.21.1-multiloader registry: TAW accounts for all
136 EntityTypes (126 real fauna + 10 excluded/helper/fantasy).
Naturalist remains 47 real animals in the integrated 2.0.2 catalog;
Aquaculture and Critters retain their previously audited catalogs.
To make future jar drift easier to detect, runtime registry verification now
also applies to Alex's Mobs and Hybrid Aquatic when /taw audit is run.
Previously command-time runtime verification was limited to Naturalist,
Aquaculture and Critters.
The registry scan remains COMMAND-ONLY. It never runs from spawning, ticks,
Journal rendering or Wildlife Discovery.
VERSION
-------
0.8.5