Two cohesive passes that harden the latitude worldgen and clean up
long-standing inconsistencies.
== Bug fixes & doc alignment ==
- licence: set MIT in gradle.properties and neoforge.mods.toml
(was "Not specified" - blocks distribution)
- OreAuditHandler: fix javadoc that referenced a non-existent system
property; the trigger is the .oreaudit marker file. Add an explicit
warning about the System.exit(0) and point to LatitudeGameTest as the
non-destructive alternative
- KubeJS: remove the dead kubejs_version, the commented dependency and
all README claims about an "automatic KubeJS script"/KubeJSIntegration
class that no longer exists. Vanilla ore removal is now native via the
neoforge:remove_features biome modifier
- README: refresh the technical header (1.21.1 / NeoForge 21.1.219 /
Java 21 / v3.2, was 1.20.1/Forge/Java17/v2.1.5) and the shard-diamond
surface note (both variants are generated, gated by shardDiamondOre)
- CLAUDE.md / CONFIG_INTEGRATION_GUIDE.md: mark the feature toggles and
tool stats as wired (they read ModConfigs at runtime); correct the
"hardcoded tools" claim
== Generation tests (56 unit + 6 GameTest, all green) ==
- Extract the pure geometry of LatitudeBiomeSource into LatitudeMath
(temperature, 3-zone underground model, spawn safe zone, dual-octave
selector index). LatitudeBiomeSource now delegates to it, so one
source of truth drives both runtime and tests - no behaviour drift
- LatitudeMathTest (21): temperature clamp/monotonicity, zone boundaries
without gaps, Deep Dark / cave threshold predicates, spawn-safe square
symmetry, selector index bounds + near-uniform distribution
- BiomeBandTest (18): fromTemperature boundary cases, surface/ocean
pool non-empty, cave biomes never in a surface pool
- ModConfigsTest (+2 guards): every ConfigHelper toggle string maps to
a real FeatureToggleConfig field, so a typo cannot silently produce a
dead toggle (default: return true)
- LatitudeGameTest (+4 server tests): determinism (1485 pts, 0 mismatch),
no cave biome at surface (160k samples, 0 leak), surface continuity
(7% transitions - large biomes), climate gradient (north=cold 100%,
south=hot 100%, equator cold 0%)
== Build ==
- build.gradle: addModdingDependenciesTo(sourceSets.test) so pure unit
tests can reference Minecraft types without a full game server
- neoforge.mods.toml: optional BOP/create/mekanism dependencies removed;
declared with mandatory=false + versionRange="[0,)" they broke mod
loading when the mods were absent ("requires X 0 or above"). Optional
integration is already handled via data tags (required:false) and
data-only recipes that no-op if the mod is missing
- gradlew: restore executable bit
Verification: ./gradlew test build -> BUILD SUCCESSFUL, 56/56 unit tests
./gradlew runGameTestServer -> 6/6 GameTests passed in 840ms
Run `./gradlew runGameTestServer` to validate the latitude biome system
without manual in-game testing. Boots a headless game server (full biome
registry), samples a 32000x32000 grid through LatitudeBiomeSource, renders a
PNG map and writes a distribution report, then asserts climate invariants:
- spawn on a safe biome (plains/forest)
- FROZEN band dominated by cold/frozen biomes (>60%)
- HOT band dominated by warm/hot biomes (>60%)
- swamp remains rare in the temperate band (<15%)
Outputs land in run/gametest-results/latitude/ (latitude_map.png +
latitude_report.txt). Sampling is BiomeSource-only (no chunk generation),
so it runs in ~35s regardless of installed mods.
- LatitudeGameTest: @GameTestHolder + @PrefixGameTestTemplate(false)
- structure/empty_1x1.nbt: minimal 1x1x1 air structure required by GameTest
- build.gradle: add gameTestServer run configuration
- Add CustomOreLootModifier (Global Loot Modifier) handling all ore drops,
ensuring compatibility with machines (Create drill/contraptions) and avoiding
duplication. Handles silk touch (vanilla block / shard diamond block) and
fortune via config-driven min/max drops.
- Register GLM serializer via DeferredRegister in CustomOreGenMod (user code block)
- Rewrite OreBreakEventHandler: remove direct drops mutation that caused
UnsupportedOperationException on immutable list when broken by Create drill.
Drops are now fully GLM-driven; handler only triggers XP/procedure logic.
- Migrate loot tables from loot_table/ (singular, 1.20) to loot_tables/
(plural, NeoForge 1.21 format) for all 16 ore blocks.
- Declare GLM in data/neoforge/loot_modifiers/global_loot_modifiers.json
- Add Create crushing + milling recipes for diamond -> diamond shards
- Config tweaks: tool durabilities (pickaxe/axe/shovel 450, paxel 800),
Pure Golden Ore maxHeight 256 -> 320
- Refresh shard diamond armor/item textures
- Simplify unit tests for new drop system
- Fixed paxel recipe: now requires 1 pickaxe + 2 sticks (instead of 3 pickaxes)
- Fixed silk touch on Concentrated Diamond Ore: now drops vanilla diamond_ore
- Fixed Copper High Ore sound: changed from GRAVEL to STONE
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <[email protected]>
- Correction bug texture armure Diamond Shard (renommage textures layer_1/layer_2)
- Correction craft paxel (remplacement espace par lettre T pour stick)
- Correction compilation SharddiamondpaxelItem (getTier().getSpeed())
- Mise à jour version 2.0.6 -> 2.0.8
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <[email protected]>