
CliffTree
A vanilla-styled worldgen overhaul, with new biomes and touches to existing ones. Short for "Cliff under a Tree"
CliffTree 3.2.1
release28 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
CliffTree 3.2.1
release28 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
CliffTree 3.2.0
release27 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
CliffTree 3.2.0
release27 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
CliffTree Special Update
beta1 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!
