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Mineforgian

CliffTree

A vanilla-styled worldgen overhaul, with new biomes and touches to existing ones. Short for "Cliff under a Tree"

307K загрузок1K подписчиковCC-BY-NC-SA-4.0datapackfabricforgeneoforgequilt

Обновлён 28 апреля 2026 г. · опубликован 23 июня 2024 г.

  • Title Card
  • Kelp Forest
  • Ocean spires
  • Enhanced coral reefs
  • Ocean rock formations
  • Pale Garden

CliffTree now supports 1.21.1 and 1.21.9+

CliffTree

Cliff under a Tree, or CliffTree for short, is a world generation datapack that adds new biomes to the Overworld and bringing a fresh touch to some existing ones, all while maintaining the spirit of vanilla.

This is probably obvious, but the name comes from the lyrics of Adventure Time's ending theme. I just really like the show.

Created by Konci and Walls

New add-on: ButterBee

ButterBee spices up CliffTree's ecosystems by adding new biome-dependant variants for chickens, cows, pigs, wolves, and even one new frog! This add-on will hopefully make exploration feel fresh, as you might discover new faces along your journey!

For more information and download, click here!

Compatible with Tectonic!

Starting with Tectonic 3.0, the mod version of CliffTree and Tectonic are now natively compatible! If you are using the datapack version, a compatibility datapack can be downloaded here

Large Biomes and AMPLIFIED add-ons

Install CliffTree Horizons or CliffTree Spires along with CliffTree in order to make a Large Biomes or AMPLIFIED world respectively

Features

New biomes and variations

From the searing Shrublands to the chilly Bog, CliffTree adds various new biomes to explore in the Overworld. See all new sights like the Oasis or the Tundra, or a variation of a familiar biome like the Snowy Old Growth Taiga or Sparse Forests!

New rivers, water colors, and deeper oceans

This pack tweaks almost every biome to have new water colors, as well as new river biomes to match, and deeper oceans to explore. The distribution of sand, clay, and gravel underwater are also altered to provide a nice and cohesive gradient instead of being random disks.

Cave biomes

CliffTree makes a big change to how caves work, surface biomes no longer extend all the way down to the underground, and instead taking their place are several cave biomes. Some are more generic caves, while others are more interesting to explore like the icy Frozen Caves, terracotta-filled Warm Caves, or the scorching depths of the Inferno!

A touchup of existing biomes

There are also many small tweaks to the existing biomes, such as their distribution, or direct visual changes like terracotta on the sides of Savanna Plateaus, fallen logs on various forest biomes, more stone on the sides of cliffs, and wide Beaches reminiscent of their beta looks!

New tree shapes and foliage rules

Foliage like grasses and flowers can now be planted on sand and snow blocks! Some trees have also received a makeover, like Birch and Small Jungle trees. Saplings also have custom growth rules, with only some saplings being able to grow up on sand and snow, and certain blocks allowing the growth of rare tree types like Jungle Bushes and Swamp Oaks!

Support me

🛜Get 25% off on BisectHosting using the code "konci"

Версии

ВерсияКаналИграЗагрузчикиДатаСкачать
3.2.1Релиз26.1, 26.1.1, 26.1.2datapack28 апреля 2026 г..jar (1.3 МБ)
3.2.1Релиз26.1, 26.1.1, 26.1.2fabric, neoforge28 апреля 2026 г..jar (1.3 МБ)
3.2.0Релиз26.1, 26.1.1, 26.1.2fabric, neoforge27 апреля 2026 г..jar (1.3 МБ)
3.2.0Релиз26.1, 26.1.1, 26.1.2datapack27 апреля 2026 г..jar (1.3 МБ)
6.6.6Бета26w14afabric1 апреля 2026 г..jar (1.4 МБ)
3.1.5Релиз1.21.1datapack7 марта 2026 г..jar (1.3 МБ)
3.1.5Релиз1.21.1fabric, neoforge7 марта 2026 г..jar (1.3 МБ)
3.1.5Релиз1.21.11datapack6 марта 2026 г..jar (1.3 МБ)
3.1.5Релиз1.21.11fabric, neoforge6 марта 2026 г..jar (1.3 МБ)
3.1.4b-backportБета1.21.1datapack23 декабря 2025 г..jar (1.2 МБ)
3.1.4b-backportБета1.21.1fabric, neoforge23 декабря 2025 г..jar (1.2 МБ)
3.1.4-momРелиз1.21.11datapack22 декабря 2025 г..jar (1.2 МБ)
3.1.4-momРелиз1.21.11fabric, neoforge22 декабря 2025 г..jar (1.2 МБ)
3.1.4Релиз1.21.9, 1.21.10datapack22 декабря 2025 г..jar (1.2 МБ)
3.1.4Релиз1.21.9, 1.21.10fabric, neoforge22 декабря 2025 г..jar (1.2 МБ)

Показаны последние 15 из 106 версий. Все версии — на Modrinth.

Ченджлог

3.2.1Релиз26.1, 26.1.1, 26.1.2 · 28 апреля 2026 г.

CliffTree 3.2.1 Hotfix for 26.1

Due to a critical issue with passive mobs not spawning, a hotfix has been released to remedy this.

  • Temporarily removed The Frontier sky biome from world generation
    • Instead, whatever biome was on the surface will now generate right before build limit, instead of any sky biomes
    • Anywhere between this point and cloud level will still have sky biomes as before
    • The biome will still exist in the files, but will not generate naturally anywhere
The reason behind this change:

This change was done due to how Minecraft's passive mob generation works, as it will always check the topmost biome of the world to determine which passive mobs spawn when a chunk is first generated. Since The Frontier does not allow mob spawning, this caused passive mobs to be absent upon world generation, and they will only spawn slowly over time with a very limited mob cap.

The removal of The Frontier is unfortunately necessary for now, but I will look into other ways of solving this issue in the future in a way that allows me to keep the desired effect.

Report CliffTree issues here

3.2.1Релиз26.1, 26.1.1, 26.1.2 · 28 апреля 2026 г.

CliffTree 3.2.1 Hotfix for 26.1

Due to a critical issue with passive mobs not spawning, a hotfix has been released to remedy this.

  • Temporarily removed The Frontier sky biome from world generation
    • Instead, whatever biome was on the surface will now generate right before build limit, instead of any sky biomes
    • Anywhere between this point and cloud level will still have sky biomes as before
    • The biome will still exist in the files, but will not generate naturally anywhere
The reason behind this change:

This change was done due to how Minecraft's passive mob generation works, as it will always check the topmost biome of the world to determine which passive mobs spawn when a chunk is first generated. Since The Frontier does not allow mob spawning, this caused passive mobs to be absent upon world generation, and they will only spawn slowly over time with a very limited mob cap.

The removal of The Frontier is unfortunately necessary for now, but I will look into other ways of solving this issue in the future in a way that allows me to keep the desired effect.

Report CliffTree issues here

3.2.0Релиз26.1, 26.1.1, 26.1.2 · 27 апреля 2026 г.

CliffTree 3.2.0 for 26.1

After quite a while, CliffTree is finally out for Tiny Takeover! Due to the removal of the "random patch" feature type, this release has been delayed for some time. But it's not just a hotfix either, several new features are coming, from pale caves below to the starry skies above!

New biomes: Skies

  • Added 10 sky biomes that generate above the cloud level
  • All sky biomes have slightly darker sky colors, closer fog and some stars visible
  • Rain and snow will not fall in sky biomes
  • Unless otherwise specified, hostile mob spawning works as normal, given spawning conditions are met
  • Sky biomes are not required for the "Adventuring Time" advancement
List of Sky Biomes
  • Azure Skies spawn above most biomes (e.g. plains, forests)
  • Celadon Skies spawn above arid biomes (e.g. deserts, badlands)
  • Indigo Skies spawn above frigid biomes (e.g. snowy biomes, tundra)
  • Viridian Skies spawn above Swamps, Kelp Forests, and Jungles
  • Cerulean Skies spawn above most rivers. These can also spawn Drowned, allowing farms to still be built
  • Frozen Summit spawns above Frozen Peaks
  • Jagged Summit spawns above Jagged Peaks
  • Stony Summit spawns above Stony Peaks
  • Atmospore spawns above Mushroom Fields. Like its land counterpart, no mobs spawn here
  • The Frontier spawns above all sky biomes when it nears the build limit. No mobs spawn here
    • Star particles occasionally spawn, representing baby stars that are born in the Overworld's atmosphere, where they're safer from celestial predators

New biome: Pale Grotto

  • A symptom of the Pale Garden's spread, covered in hanging moss and pale moss patches
  • Generates below Pale Gardens, killing off Lush Cave ecosystems that would have been there
  • Hostile mobs spawn as normal, but Spiders are more common, while Creepers are less common

Changes to moss spreading

  • Moss blocks and pale moss blocks will try to overtake one another when growing
    • They will also try to supplant certain moss-related vegetation with the opposite type
    • Pale moss will also kill azalea bushes when spreading, turning them into dead bushes. They cannot be revived by spreading moss
  • In order to allow moss to be used outside of the Lush Cave context in the future, the vegetation produced by moss will now be dependent on certain environmental factors:
    • By default, only moss carpets, grasses, and classic vines will spread
    • Azalea bushes, cave vines, and spore blossoms can also spread if a spore blossom is present up to 5 blocks above nearby
    • Azalea bushes and cave vines can also spread if others of its kind are present nearby

Other biome-specific changes

  • Oak trees will now only generate in Pale Gardens when bordering other forest biomes
  • Flower Forests can rarely generate Golden Dandelions in Dandelion patches
  • Dark Forests now have darker grass and foliage colors
  • Forest biome has more defined noise-based clearings
  • Fixed stone sometimes taking over Granite and Diorite shore biomes
  • Rocks in Old Growth Taigas can occasionally spawn with moss blocks around it
  • Taigas and Old Growth Taigas now generate Azure Bluet patches
  • Reduced amount of mud in Jungles
  • Dry Grass in Beaches mostly no longer expands into non-beach biomes

Miscellaneous changes

  • Bonemealing flowers may be better in some biomes
    • Has a chance of generating most flowers the biome can spawn with, independent of noise patterns
    • Flowers that match the noise patterns are still favored
  • Block light has special tints in some biomes, most noticeably in cave biomes like Frozen Caves, Inferno, and Deep Dark
  • By default, block light is now less warm and more neutral
  • Some biomes have different dripstone dripping particles
    • Arid biomes like badlands and deserts have none
    • The Inferno biome has lava

Note on Tectonic compatibility:

The mod version of both CliffTree and Tectonic are compatible with each other, but currently sky biomes will not generate when Tectonic is installed. A fix is planned in the future.

Special Thanks
  • Evergreene, for coming up with the hilarious name "Atmospore" and the lore of baby stars
  • Hiro (from Penumbra Discord), for coming up with the cool name "The Frontier"
  • Sierra (and probably several others), for suggesting a "Pale Lush Cave" type biome which became the Pale Grotto
  • The No Man's Land team, who shared an image of their skydogs and starry skies, which was partial inspiration for the sky biomes
  • Zeean, for taking me to the local library where I'm able to lock in on finishing this update
  • Apollo, for helping me write this changelog while I was burnt out
  • NovaWostra and notNoita, for playtesting and finding a bunch of bugs I would have never caught myself

Report CliffTree issues here

3.2.0Релиз26.1, 26.1.1, 26.1.2 · 27 апреля 2026 г.

CliffTree 3.2.0 for 26.1

After quite a while, CliffTree is finally out for Tiny Takeover! Due to the removal of the "random patch" feature type, this release has been delayed for some time. But it's not just a hotfix either, several new features are coming, from pale caves below to the starry skies above!

New biomes: Skies

  • Added 10 sky biomes that generate above the cloud level
  • All sky biomes have slightly darker sky colors, closer fog and some stars visible
  • Rain and snow will not fall in sky biomes
  • Unless otherwise specified, hostile mob spawning works as normal, given spawning conditions are met
  • Sky biomes are not required for the "Adventuring Time" advancement
List of Sky Biomes
  • Azure Skies spawn above most biomes (e.g. plains, forests)
  • Celadon Skies spawn above arid biomes (e.g. deserts, badlands)
  • Indigo Skies spawn above frigid biomes (e.g. snowy biomes, tundra)
  • Viridian Skies spawn above Swamps, Kelp Forests, and Jungles
  • Cerulean Skies spawn above most rivers. These can also spawn Drowned, allowing farms to still be built
  • Frozen Summit spawns above Frozen Peaks
  • Jagged Summit spawns above Jagged Peaks
  • Stony Summit spawns above Stony Peaks
  • Atmospore spawns above Mushroom Fields. Like its land counterpart, no mobs spawn here
  • The Frontier spawns above all sky biomes when it nears the build limit. No mobs spawn here
    • Star particles occasionally spawn, representing baby stars that are born in the Overworld's atmosphere, where they're safer from celestial predators

New biome: Pale Grotto

  • A symptom of the Pale Garden's spread, covered in hanging moss and pale moss patches
  • Generates below Pale Gardens, killing off Lush Cave ecosystems that would have been there
  • Hostile mobs spawn as normal, but Spiders are more common, while Creepers are less common

Changes to moss spreading

  • Moss blocks and pale moss blocks will try to overtake one another when growing
    • They will also try to supplant certain moss-related vegetation with the opposite type
    • Pale moss will also kill azalea bushes when spreading, turning them into dead bushes. They cannot be revived by spreading moss
  • In order to allow moss to be used outside of the Lush Cave context in the future, the vegetation produced by moss will now be dependent on certain environmental factors:
    • By default, only moss carpets, grasses, and classic vines will spread
    • Azalea bushes, cave vines, and spore blossoms can also spread if a spore blossom is present up to 5 blocks above nearby
    • Azalea bushes and cave vines can also spread if others of its kind are present nearby

Other biome-specific changes

  • Oak trees will now only generate in Pale Gardens when bordering other forest biomes
  • Flower Forests can rarely generate Golden Dandelions in Dandelion patches
  • Dark Forests now have darker grass and foliage colors
  • Forest biome has more defined noise-based clearings
  • Fixed stone sometimes taking over Granite and Diorite shore biomes
  • Rocks in Old Growth Taigas can occasionally spawn with moss blocks around it
  • Taigas and Old Growth Taigas now generate Azure Bluet patches
  • Reduced amount of mud in Jungles
  • Dry Grass in Beaches mostly no longer expands into non-beach biomes

Miscellaneous changes

  • Bonemealing flowers may be better in some biomes
    • Has a chance of generating most flowers the biome can spawn with, independent of noise patterns
    • Flowers that match the noise patterns are still favored
  • Block light has special tints in some biomes, most noticeably in cave biomes like Frozen Caves, Inferno, and Deep Dark
  • By default, block light is now less warm and more neutral
  • Some biomes have different dripstone dripping particles
    • Arid biomes like badlands and deserts have none
    • The Inferno biome has lava

Note on Tectonic compatibility:

The mod version of both CliffTree and Tectonic are compatible with each other, but currently sky biomes will not generate when Tectonic is installed. A fix is planned in the future.

Special Thanks
  • Evergreene, for coming up with the hilarious name "Atmospore" and the lore of baby stars
  • Hiro (from Penumbra Discord), for coming up with the cool name "The Frontier"
  • Sierra (and probably several others), for suggesting a "Pale Lush Cave" type biome which became the Pale Grotto
  • The No Man's Land team, who shared an image of their skydogs and starry skies, which was partial inspiration for the sky biomes
  • Zeean, for taking me to the local library where I'm able to lock in on finishing this update
  • Apollo, for helping me write this changelog while I was burnt out
  • NovaWostra and notNoita, for playtesting and finding a bunch of bugs I would have never caught myself

Report CliffTree issues here

6.6.6Бета26w14a · 1 апреля 2026 г.

A very special update.

  • Added mob variants from ButterBee
  • Added Bale Garden, a new biome
  • Added Sheep temperature variants
  • Added a new Sniffer loot

Only works for 26w14a!

3.1.5Релиз1.21.1 · 7 марта 2026 г.

CliffTree 3.1.5 Backport for 1.21.1

More or less the same changes as 1.21.11, but with the addition of:

  • Fixed Galosphere integration, biomes should now generate more consistently
    • Also no longer requires Biolith for this, as the biome injection is now done through Lithostitched
  • No longer requires Feature Recycler
    • If issues do still arise, try using it again, specifically version 2.0.0
  • Added compatibility with Antique Atlas

Report CliffTree issues here

3.1.5Релиз1.21.1 · 7 марта 2026 г.

CliffTree 3.1.5 Backport for 1.21.1

More or less the same changes as 1.21.11, but with the addition of:

  • Fixed Galosphere integration, biomes should now generate more consistently
    • Also no longer requires Biolith for this, as the biome injection is now done through Lithostitched
  • No longer requires Feature Recycler
    • If issues do still arise, try using it again, specifically version 2.0.0
  • Added compatibility with Antique Atlas

Report CliffTree issues here

3.1.5Релиз1.21.11 · 6 марта 2026 г.

CliffTree 3.1.5 for 1.21.11

Changes & Additions

  • Reduced fog density in most cave biomes
  • Added Chinese localization (by Lailah Quill)
  • The mod version now depends on Lithostitched 1.6
    • The datapack version does not require it, but minor improvements will be present if it is installed

Bug Fixes

  • Fixed underwater music not playing in ocean biomes
  • Fixed magma blocks being way too common in oceans when it reaches deepslate level
  • Fixed snow golems not melting in certain warm biomes

Lithostitched-dependant features

Minor improvements are applied when Lithostitched is installed:

  • Improved the appearance of custom bandlands-type biomes
    • Now uses a custom surface rule instead of feature-based replacement
    • Will no longer bleed colors across different types of bandlands biomes
    • For example, the colored bands of Shrublands will no longer bleed to nearby Badlands biomes
  • Improved the appearance of steep cliffsides
    • Is now applied across all directions, instead of just north and east
    • The steepness of stony cliffsides now vary across different biome types
  • World preset selection is now enabled for both datapack and mod versions
  • CliffTree's surface rules are now saved as a separate file, and referenced in the noise settings
    • This should simplify and futureproof adding CliffTree compatibility to terrain generation mods

Report CliffTree issues here

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