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Changelog

This project follows Semantic Versioning (SemVer).

Current version: 1.1.0


[1.1.0] - 2026-06-28

Compatibility extended to Minecraft 1.21.11 ~ 26.2.x (api-version stays 1.21, forward-compatible, no config changes needed).

Added — Content Pack system (one-click download / install)

  • /qr catalog: lists content packs from the catalog (the YAML at config.ymlcontent.catalog-url, default points to the official catalog).
  • /qr download <packId>: one-click download & install of a content pack (.zip). Top-level folders map to plugin data folders by whitelist: templates/ generators/ palettes/ loottables/ blueprints/ sections/ lang/ affixes.yml; an optional pack.yml at the zip root declares id/name/version.
  • /qr packs: lists installed content packs.
  • Server owners no longer hand-drag files — templates / generators / palettes / loot / blueprints / affixes can all be packaged, distributed and installed in one command.

Added — Generation performance hardening (measured improvements after the BetterStructures comparison)

  • Time-budgeted frame-sliced placement: new paste-millis-per-tick (default 8ms) — large structures paste in the background sliced by wall-clock time, yielding when the per-tick budget is exceeded (adaptive to load, no server freeze; at least 1024 blocks/tick guaranteed). spread-place-threshold (default 30000 blocks) controls when slicing kicks in. Small structures still paste in one shot.
  • Adjacency repetition penalty: room placement profiles support repetitionPenalty (lower the weight of a tile type when an identical neighbor exists) and noRepeat (forbid identical-tile adjacency), avoiding monotonous "same room over and over" layouts.
  • TilePlanner backtracking: room-connection planning now uses a step budget + backtracking (backtrackOnce) — when it hits a dead end it steps back and tries another option, giving better connectivity and fewer dead-ends.

Compatibility

  • Marked compatible with Minecraft 1.21.11 ~ 26.2.x.

[1.0.0] - First public release

  • Procedural roguelike dungeon engine: ruin templates / tile planning / anchor placement / multiple paste engines (native / FAWE bridge).
  • Generation layers: surface / underground / sky / seabed / nether-aware, placement profiles, dimension filtering, /qr scatter pre-generation.
  • Gameplay: codex /qr codex (discovery collection + mob/loot strategy cards), affix system (command / JS / broadcast), instances & keystones, mechanism system, parties & sessions.
  • Living world: live-tick, regen reclaim, crash snapshot size protection.
  • Import: offline BetterStructures landscape conversion.