FragmentWorld v1.2.0 Changelog
A big one ~ this update adds ambient atmosphere systems on top of v1.1.0's Guardian bosses and biome decoration, then fixes a long list of world-generation and gameplay bugs found through testing. Nothing here needs a resource pack or a datapack.
QUICK NOTE: IT IS RECOMMENDED THAT YOU REMOVE FW'S WORLD FROM YOUR WORLD FOLDER AND THE PLUGIN FOLDER FOR FW BEFORE STARTING YOUR SERVER BACK UP WITH VERSION 1.2
New Systems
Core Auras ~ every discovered, unclaimed fragment now has an unstable, chaotic particle effect traced along its actual outer edge. Claiming a Core triggers a one-time rising double-spiral "restoration" effect before the fragment goes quiet for good.
Corrupted Biome Shift ~ Corrupted-variant fragments now report real vanilla biomes (Crimson Forest / Basalt Deltas) instead of their normal type, so fog, sky, and ambient sound shift naturally as you cross into one. No packet hacks ~ it's a real vanilla biome.
The Bleed ~ unnatural crystalline vein blocks and creeping Glow Lichen (Sculk Vein on Corrupted fragments) now grow along every fragment's rough underside and edges, intensifying near the crumbling edge, giving islands a "being consumed" look.
Ambient Ash ~ floating ash (the same particle vanilla uses in Basalt Deltas) now drifts in every direction around every player, everywhere in the world, independent of biome(this was tested locally and worked for me but there is still a worry it might not work everywhere other than basalt biome islands).
Procedural Soundscapes ~ bridging over open void occasionally triggers a low, pitch-shifted dread sound (Ender Dragon growl or distant Warden groan) just for you. Claiming a Core now plays a toast chime layered with a bodiless thunder rumble (sound only, no actual lightning strike).
Console Banner ~ a colored "FW" banner now prints on server startup.
Milestone Discovery Rewards ~ discovery chat spam is gone. You'll only see a message the first time you ever find a given fragment type, and again every time your count for that type hits a milestone (default: every 10), which now also pays out Fragment Energy ~ balanced in the same range as a Guardian-kill reward.
Major Fixes
Fragment overlap (top priority fix) ~ fragments could physically overlap and generate mixed together (e.g. Prismarine terrain with Cherry Grove leaves on it) because fragment size was a fixed block measurement that could exceed the space between grid cells. Sizing is now calculated as a safe fraction of the actual distance to neighboring fragments, so two fragments can never touch ~ guaranteed by the math, not by luck. IMPORTANT: With this now comes smaller islands that require longer distance traversing(this was intentional for the fact that I will be adding custom portals/railways/etc for better bridging between islands)
Mobs weren't spawning at all ~ traced to a leftover setSpawnFlags(false, false) call that was silently disabling all natural mob spawning world-wide. Fixed; natural spawns now work normally on every fragment.
Rain rendering as snow while bridging ~ caused by the void's traversal biome defaulting to a frozen biome. Reverted to a biome with no precipitation at all.
Discovery range far too generous ~ was possible to discover a fragment from 30-40+ blocks away. Reduced to require actually reaching the fragment's edge.
Half-open tree canopies ~ trees near a chunk border could get their canopy cut off on one side, since neighboring chunks generate independently. Trees now only place where their full canopy fits inside the current chunk.
Tree/fallen-log density ~ was too dense across every forest-type biome. Cut roughly 40%, with natural ground-cover foliage (grass, ferns, flowers) increased slightly to compensate.
Content Changes
Removed: Ocean, and every built-structure fragment type (Village, Stronghold, Ancient City, Pillager Outpost, Woodland Mansion, Mineshaft, Dungeon, Ocean Monument, Shipwreck, Ruined Portal, Igloo, Trail Ruins, Trial Chamber) ~ these rendered as flat colored platforms with no real structure and read as broken rather than intentional. Also removed Lush Caves and Dripstone Caves.
Kept as exceptions: the Nether biome family and Deep Dark, even without natural foliage, since they're recognizable vanilla biomes in their own right.
4 Guardian archetypes removed (Forgotten King, Ancient Golem, Void Leviathan, Hollow Stalker) since every fragment type they guarded was removed above ~ they'd never have spawned.
Mangrove terrain reworked into a sunken bowl shape, with swamp water pooling in the middle and the ground rising back up toward the rim.
Island shape now tapers more sharply from a flatter "cylinder" top down to a distinct point at the very bottom, instead of a rounded dome.
Vein texture palette in The Bleed updated (black concrete and Sculk in place of two of the glazed terracotta colors).
More to come with the next update including energy sink with custom portals, endgame content for the world, and possible other ideas(my list of notes/ideas are quite massive lol imagination has got the best of me)
Hope you enjoy this update!
Information
| Published on | July 6, 2026 |
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| Downloads | 6 |