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 atconfig.yml→content.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 optionalpack.ymlat 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) andnoRepeat(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 scatterpre-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.