CliffBranch 4.2

- Reduced the shelf mushrooms in the mega spruce and pine
- Fixed an issue with the biome placement that lead to mountain peaks having the wrong biome

CliffBranch 4.1

Update brings small tweaks and performance improvements

- Fallen logs and multiple trees can now generate shelf mushrooms
- Reduced the number of fallen logs in Dappled forests
- Improved the placement of magma, basalt and lava pockets in the inferno caves
- Desert Caves terracotta has been changed along with plenty of the biome has been reduced to look less exaggerated and more fitting as a common cave biome
- Stony cliffs, and custom bandlands implementation has been improved to reduce its impact on performance
- Extra when lithostitched installed it will now use proper custom bandlands instead of feature spam (this makes virtually no difference other than performance)

CliffBranch 4.0

Updated to 26.3 the wilderness bound drop, with this drop it comes the addition of the new dappled forest, and as such cliffbranch adjusts it placement and features, as well as adding a snowy variant of it. Like mentioned in the prior changelog, I looked into surface sulfur, so now there's the sulfur badlands to fill that niche
26.3 also made plenty of technical changes to worldgen datapacks, because of it there has been a lot of internal sorting and changes from the prior version

- Dappled forest from 26.3 are now part of the world generation:
 - Compared to vanilla they generate at medium humidity/vegetation, this means they generate larger and next to forests and taigas
 - Higher amount of vegetation
 - Added berry bushes and pumpkins
 - The coarse dirt and spruce trees can leak into plains, forests, and birch forests
 - Changed environmental attributes to match taiga

- Added snowy dappled forest
 - Placed around the same range as the dappled forest but in snowy regions, border with the tundra and snowy taiga
 - Features all present in the dappled forest
 - Snow blocks around the floor
 - Features a darker grass color than the normal dappled forest
 - Environmental attributes match snowy taiga

- Added sulfur badlands
 - Sulfur variant of the badlands that generates between the badlands away from rivers
 - Features sulfur pools
 - Features terrain of sulfur, cinnabar, granite, and tuff mixed with badlands bandlands
 - Features slightly greener fog

- Sparse forest:
 - Sparse forest has been pushed to generate more often around lower erosion in flatter terrain, it can still generate around mountains but only in the lukewarm ranges
 - Adjusted the placement of trees
 - Added big massive rocks ressembling the ones from the fatelands from Minecraft Legends
 - Adjusted the grass color to be slightly colder
 - Added more flowers
 - Added firefly bushes

- Snowy plains:
 - Snowy plains now take over areas that were previously tundras around mountains
 - Added coarse dirt and gravel
 - Added stone and ice rocks
 - Added red shrubs
 - Adjusted the grass color to match closer with the tundra

- Adjusted fog of warm biomes to be more orange
- Basalt shores are now more common around snowy ranges
- Old growth taigas can now generate in shattered terrain
- Wooded and Coniferous badlands are now more common
- Adjusted the placement of the pillars terrain and biomes around them
- Taiga coarse dirt and spruce trees can leak into plains, forests, and birch forests
- Added groups of lilypads that try to generate in constellations in rivers and swamps
- Reduced the number of rocks in the tundra
- Adjusted the placement of pools in the cherry grove to look for flat terrain
- Removed the higher placement of coal in lush caves, this is because it didn't align with why I had more coal in specific biomes
- Removed the big shelf mushrooms from mushroom islands, they didn't align with my rules when it comes to features of that kind
- Increased the chance of finding suspicious sand in beaches significantly
- Removed the special carvers in the inferno caves they
- Removed the chance for camels to generate next to desert temples
- Changed the shapes of the rocks to hand made premade ones

- Sorted a lot of internal files, specially placed features
- Removed a lot of unnecessary files
- Cut some features which effect wasn't noticeable


- Added juncts

CliffBranch 3.0 (beta)

In this update I am changing the namespace of the datapack from clifftree to cliffbranch, I originally kept the old namespace from clifftree to avoid potential development issues for myself as well as I wasn't planning to keep this fork for that long.
This update also removes the shipwreck and igloo overhaul as those felt out of scope for this datapack as well as didn't felt they met my vision of the datapack. I may consider making proper overhaul of this structures and others for future datapacks.

- Environmental attributes changes:
 - Deepdark adjusted to have more teal colors in its atmosphere
 - Mushroom caves are brighter
 - The night fog is bluer
 - Common fog is slightly darker blue

- Biome distribution changes:
 - Sulfur caves from 26.2 are now part of the world generation
  - Compared to vanilla they generate in mountainous regions
  - at the moment they can't generate in the surface, I am considering enabling this, but it is technically a bug in vanilla and it would be more work for me to replicate it, as well as I don't like the implementation in vanilla
 - Added the jungle slopes
  - Jungle biome located around stony peaks
  - It has a colder color scheme with terracotta and dense fog
 - Adjusted the deepdark to generate bellow mushroom islands
 - Minor adjustments around the pillars terrain

- Birch trees and mega spruce now generate branches
- Double the amount of spaghetti caves to make caving more connected and exciting
- Minor adjustments to the pillars terrain
- Azalea trees now only generate jungle wood on jungle biomes and oasis
- Cherry grove's water pools now look for flat terrain in order to generate
- The extra coal ore from lush caves is now restricted to the sulfur caves
- Deepslate ores can now generate in basalt like the basalt shores
- Removed pumpkins from jungles
- Removes bamboo from sparse jungles
- Spore blossoms will now only generate from bonemealing moss in lush caves
- Dirt can now generate again exposed to air, a 50% chance for it giving it a noisy look in caves
- Mushroom islands and stone ocean terrain has been reworked, you will spot gravel shores and islands in the stone oceans
- Stone ocean spikes are significantly more common
- Emerald ore won't generate bellow y-8 and in deep caves, to make their rarity closer to vanilla
- Expanded the rocky formations of the kelp forest into all ocean types
- Removed the smooth sandstone from the rocky formations of the kelp forest

- Sulfur caves changes:
 - Raised the amount of iron and coal ore generated to compensate the sulfur
 - Sulfur springs generate significantly more on badlands biomes
 - Sulfur pools can generate geysers
 - Lichen generates more on top of sulfur blocks
 - There's a higher amount of creeper spawn compared to vanilla

- Fixes:
 - Fixed sunflower plains lacking flowers
 - Fixed jungle saplings not generating both variants of the small jungle tree as well
 - Fixed jungle trees on world generation placing cocoa beans at the incorrect spot
 - Fixed mineshafts not generating in deep caves

CliffBranch 2.1

Fixed a crash with lithostitched installed
If you have lithostitched installed the shrublands, savanna plateau, oasis, and desert cliffs will now use a custom bandland surface rules, fixing any leaking of their terracotta into badlands

CliffBranch 2.0

This update jumps from 1.21.9 to 26.1, jumping over 1.21.10 and 1.21.11, it brings the introduction of the environmental attributes added by Mojang in 1.21.11, with it many fog, light, and other ambient changes and additions.
This update also brings new biomes, changes to previously existing biomes and improvements to the placement of biomes

- Environmental attributes:
  - Block light warm color has been reduced to accommodate light blocks that aren't warm colored
  - Biome related:
    - Snowy biomes have colder light colors and denser fog
    - Warm biomes have warmer light colors and less dense fog
    - Pale garden features a dense fog and darker lighting
    - Dark oak forest feature slightly darker lighting
    - Cave biomes feature a denser fog and remove all sunset/sunrise effects
  - Timeline related:
    - The night is darker based on the moon phase
    - Sunset and sunrise will change the skylight, clouds and sky color to be warmer
    - Upon starting the world there will a fog which dissipates in 30 seconds

- Biome distribution changes:
  - Deep caves biomes generation has been boosted bellow y-10
  - Added basalt shore biome
    - Beach biome that generates next next meadow and tundra in cliff shores
    - Features big basalt step formations
  - Added dry rivers
    - River biome that generates through savannas and tundras and feature no rain
  - Added kelp forest
    - Ocean biome that generates next to jungles and dark oak forests
    - Features high amount of kelp, sea pickles, and smooth sandstone rocky formations
  - Adjusted the placement of beach biomes to fit nicer to the coast
  - Adjusted the placement of plateau biomes to fit better to the terrain and make more scenic 
    environments
  - Removed dirt caves as they proved redundant or non important

- Added a very rare chance to find a golden dandelion in plains and sunflower plains
- Improved stony cliffs generation to fit better to the environment
- Added course dirt patches around taiga biomes
- Azalea trees in pale gardens will now be covered in pale hanging moss and cobwebs
- The inferno caves magma now generates in more organic shapes
- Improved the look of old growth pine taigas to make the mega pine trees shine more
- Adjusted pink petals placement on cherry groves
- Added occasional gray wool to the deep dark ruins
- Boosted the generation of beached treasures
- Slightly boosted the amount of monster rooms
- Improved the rocks at the ocean depths
- Small adjustment to the glacier valley surface to meet better the original biome goal of being
  annoying and have smooth white snow vistas
- Minor adjustments across all biomes
- Parched mobs have been added to the desert biomes
- Grouped together jagged peaks and frozen peaks for the adventuring time advancement

- Fixes:
  - 2x2 trees won't generate hanging
  - Ocean surface has been fixed
  - Inferno caves magma leaks way less into the above biomes
  - Stony cliffs are no longer bounded to be facing north-east
  - Fixed dry grass away from diorite shores
  - Fixed magma in the ocean not generating bubble columns
  - Fixed forest biomes lacking their dynamic density which was lost on clifftree 2.1

Cleaned away a lot of unnecessary files which were deprecated
As usual all old content that can't be removed for technical reasons gets loaded in the "deprecated" overlay



