
Voxy WorldGen
This is a passive chunk generator mod, with server-side support for Voxy!
- Загрузки
- 701K
- Подписчики
- 517
- Обновлён
- 3 августа 2026 г.
- Лицензия
- iSeeEthan-Custom-License
Опубликован 11 января 2026 г.
This is a rewrite of my old Voxy World Gen mod, this mod is NOT a fork of the passive chunk generator mod and instead is a entirely different mod.
Features
- Generates chunks very fast in the background and auto-ingest them with voxy.
- Configurable generation speed and queue size.
- Tellus integration. https://github.com/Yucareux/Tellus
- Server-side support.
Configuration
Config files are located in config/voxyworldgenv2.json.
License
CUSTOM, refer to LICENSE file for more information.
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Ченджлог
2.4.3Релиз26.2 · 3 августа 2026 г.
- fixed config settings not saving on fabric, you could turn generation off but not back on without reinstalling the mod
- config screen now shows your actual saved settings instead of whatever the last server you joined was using
- settings you change in singleplayer now stick when you reopen the config screen
- leaving a server with the config screen open no longer overwrites your local settings with that server's
- your client-only settings no longer get wiped when the server reloads its config
- a broken or empty config file no longer wipes all your settings on startup
- stopped the chunk scan from re-running several times a second while you're moving around
- fixed lag spikes when the LOD send queue backed up during heavy generation
- fixed a rare bug where a finished chunk could get lost and the generator would keep regenerating the same area forever
- fixed world data being held in memory after leaving a world
have had this sitting in #testing for a while and finally decided to update here!
2.4.2Бета1.21.1 · 6 июля 2026 г.
- same as below
2.4.2Бета26.2 · 6 июля 2026 г.
- fixed players without the mod getting kicked with invalid player data when joining a neoforge server, the mod is optional now and vanilla clients just don't get lod data
- stopped generating chunks around players who don't have the client mod, no point since they can't render it anyway
- active task count in f3 holds steady near your configured max instead of bouncing between the cap and a low number, load easing is smoothed now
- fixed chunks generating unevenly when lots of players are on (one player used to hog all the work, now it's split fairly)
- fixed catch-up leaving permanent white holes (chunk got marked synced even when it never sent)
- chunk loads no longer spam every player every time, skips people who lack the mod or already have the chunk
- block edits no longer tax every single block change on the server, bails early when no one has the mod
- dirty section backlog is capped now so a redstone/fluid storm can't blow up memory
- block edit resend timing actually uses the update_interval config instead of a hardcoded value
- send queue is capped so a broadcast storm can't grow memory forever
- stopped sending chunks to players who already left or walked out of range
- synced chunks get cleared on dimension change so old stuff doesn't block syncing in the new world
- client ingest sorts once per tick instead of scanning the whole queue every time, way less lag
- when the queue overflows it drops the farthest chunk instead of the oldest
- empty block light is sent as null now instead of a dead 2048 byte array, saves bandwidth
- added a protocol version to the handshake so mismatched versions just don't sync instead of breaking
- fabric client ingest now matches the neoforge design (queued + drained per tick nearest-first)
- you can use config menu on server to edit server config if your op
2.3.1Бета1.21.1 · 3 июня 2026 г.
- fixed world stuck in saving when closing it
2.3.0Бета1.21.1 · 3 июня 2026 г.
- ported to neoforge 1.21.1 yayyy
- fixed chunks not syncing for some players (broadcast never marked chunks as synced)
- unified the sync radius across all paths so every player gets the same chunks
- fixed unfair sync: worker now round-robins players instead of always favoring the first
- new players now get a prioritized backfill of already-generated chunks on join
- two-way handshake: server now knows which clients have the mod and skips vanilla clients
- block edits now sync only the changed section instead of re-uploading the whole chunk column
- client ingests lod data nearest-first so chunks fill from the player outward, no more far ring
- client ingest is rate-limited per tick to keep client fps smooth
- packet batching offloaded off the server tick thread
- per-player synced-chunk sets are pruned so they don't grow forever
- config screen split into client and server tabs so it's clear what affects the server
- server config tab is read-only for non-ops, shows the server's real values
- ops can edit server config from the client and it pushes to the server live (no restart)
- packet size budgeting accounts for framing overhead
- first-run config scales max parallel tasks to cpu core count
in short the networking is a lot more stable and performant!
could have bugs, use with caution
2.2.4-26.1.2Релиз26.1, 26.1.1, 26.1.2 · 6 мая 2026 г.
- fix crash when opening f3+f6 menu (allEntries returns unmodifiable map)
- default status to IN_OVERLAY so entry shows without manual enable
- remove showF3MenuStats config option (redundant, use f3+f6 menu instead)
- bump to minecraft 26.1.2, fabric-api 0.147.0+26.1.2
2.2.4Релиз1.21.9, 1.21.10, 1.21.11 · 4 апреля 2026 г.
- fixed nether blocks rendering incorrectly in overworld after dimension switch
- fixed hard biome blend edges and snow artifacts on new world creation
- fixed generation continuing when voxy is disabled in its settings
- re-ingests chunks on load so voxy receives correct biome neighbor context
- discards LOD packets from mismatched dimensions to prevent cross-dimension rendering corruption
- pauses background generation worker when voxy rendering is turned off
This will be the last 1.21.6-1.21.11 update, everything will be 26.1+ from now on.
2.2.3Релиз1.21.9, 1.21.10, 1.21.11 · 27 марта 2026 г.
- fixed chunk synchronization for completed chunks that are not yet loaded into memory
- added chunk-load event hook to sync LOD data when completed chunks load naturally
- marked completed chunks as synced upfront to prevent tight re-queueing loops
- fixed throttling/lag when chunk generation finishes by breaking sync batch retry cycle
- prevented unloaded chunks from blocking synced chunk tracking indefinitely
- fixed memory leak
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