Cliff under a Branch (CliffBranch)

Cliff under a Branch (CliffBranch)

Mod and data pack

A vanilla-styled worldgen overhaul, fork of CliffTree with expanded development

Server AdventureGame MechanicsWorld Generation

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new backport version for 1.21.1

backported!!!

Due to version differences, all the vegetation additions added in 1.21+ had to removed or replaced by the closest vegetation available

Further updates adding compatibility tags will come later

CliffBranch 1.3

by Walls on Aug 13, 2025
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CliffBranch 1.3

by Walls on Aug 13, 2025
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Updated to work with 1.21.9

  • Raised the diamond ore generation to match with vanilla (the diamond generation was previously reduced)
  • Reduced the amount of extra coal in lush caves and swamp biomes
  • Reduced the amount of extra iron in the inferno caves
  • Slightly reduced the effect of aquifers carving out caves

Fixed an error on the surface rules of windswept gravelly hills

CliffBranch 1.1

by Walls on Jun 18, 2025
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CliffBranch 1.1

by Walls on Jun 18, 2025
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Quick fixes for the new update

  • fixed badlands surfaces
  • fixed ice patches in a couple of snowy biomes

Initial release

Gameplay changes from Clifftree 2.1

  • Glacier valleys surface is now a mix of powder snow and normal snow with powder snow now reaching deeper
  • Glacier cliffs surface has been polished greatly to be a nice mix of snow and ice depending on noise and/or height
  • Warm caves have been renamed to Desert caves (won't break your world) and with it an overhaul of the biomes
    • It now features stripes and colder looking terracotta that appear more the deeper
    • Patches of red sand with big amount of desert foliage
    • Significantly more cobwebs hanging from the ceiling at deepslate
    • Features a red fog
    • It can now generate bellow warm oceans
  • Warm oceans features less coral in the deeper areas
  • Deep oceans now feature big trenches that reach even lower and feature magma and basalt in them
  • Sunflower plains now feature wild flowers
  • Aquifers have been reworked
    • Aquifers leak into waterfalls 10x less
    • Lava aquifers are more likely to generate
    • Big enough aquifers will carve out space, resulting in more exposed underwater lakes compared to just flooded caves
    • Aquifers avoid generating in deepdarks
  • Many biomes animal spawns have been adjusted for the different biomes to give more a sense of diversity between biomes
  • Several small biome polishing changes
  • Hostile mobs can now spawn in stone oceans and dirt caves, tho their spawning is less than in other biomes

Technical changes

  • All "ores" features through all overworld biomes are now defined by a group of tags
    • "overworld_ores" all ore related features used in all biomes
    • "overworld_ores_cold" references "overworld_ores" all ore related features used in cold biomes
    • "overworld_ores_frozen" references "overworld_ores" all ore related features used in frozen biomes
    • "overworld_ores_warm" references "overworld_ores" all ore related features used in warm biomes
    • "overworld_ores_lukewarm" references "overworld_ores" all ore related features used in lukewarm biomes
    • "overworld_ores_temperate" references "overworld_ores" all ore related features used in temperate biomes
  • Surface rules have been rewritten this is to facilitate future development as well as to replace several elements of the generation that were done by spamming features
  • Lava lakes in desert biomes now feature terracotta instead of stone
  • Removed several unnecessary/unused features
  • Add several tags for mod compatibility

Project members

Walls

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Details

Licensed CC-BY-NC-SA-4.0
Published 5 months ago
Updated 3 days ago