
Tellus: Atlas and Wildlife
An addon for Tellus focused on exploration and discovery.
Оцените первым
753
5
Список изменений
Tellus: Atlas & Wildlife — 0.9.12 to 0.9.17
0.9.17 — Urban Recovery & Riparian Habitats
Urban recovery
- Added
/taw urban reloadto restore missing settlement nodes from the nearest urban area. - Uses the adaptive preparation system and restores only one settlement node at a time.
- Added a protected recovery option for regions deleted before 0.9.17:
/taw urban reload force/taw urban reload confirm
- Forced recovery requires confirmation within 30 seconds to prevent accidental village duplication.
Riparian wildlife
- Capybaras, caimans, crocodiles, otters and other large riparian animals no longer accept every small water source as suitable habitat.
- Narrow rivers surrounded by predominantly arid terrain are now rejected.
- Narrow waterways in humid environments remain valid, but use smaller assisted groups and reduced local population limits.
- Refined the western boundary of Neotropical and South American freshwater ranges to prevent Amazonian fauna from appearing in Chile.
- Habitat results are cached and only inspect already-loaded chunks.
- Existing animals are not removed; these changes affect new spawns only.
0.9.16 — Adaptive Urban Preparation
- Urban settlements can begin preparing before the player reaches the city.
- Only one settlement node is prepared globally at a time.
- Preparation prioritizes the village closest to the approaching player.
- Uses staged temporary chunk tickets instead of loading an entire city.
- Preparation automatically pauses under high server load:
- Starts below 38 MSPT.
- Pauses at 45 MSPT.
- Temporary tickets are released after sustained pressure, timeout or player departure.
- Pending preparation is saved between server restarts.
- Vegetation preparation can advance in small 0.5 ms batches each tick, making tree and leaf removal far less noticeable.
- Added:
/taw config urbanprepare true|falseurbanPrepareAhead=true|false
/taw urbannow reports preparation status and average MSPT.
0.9.15 — Fauna Range Review & City Entry Titles
Geographic fauna corrections
- Replaced oversized South American rectangles with stepped ranges that respect the Andes.
- Prevented capuchin monkeys, toucans, anteaters, potoos, caimans, anacondas, capybaras and several freshwater animals from appearing incorrectly in central and southern Chile.
- Added more accurate continental ranges for crocodiles.
- Restricted mudskippers to Africa and the Indo-West Pacific.
- Refined shoebill, seal, seagull, rattlesnake, leafcutter ant, cichlid, tetra and manatee ranges.
- Desert scorpions now require a genuinely arid surface during runtime spawns.
City entry titles
- Entering an urban area now displays the city name as a large title.
- Added a soft village-bell sound when entering a city.
- Multi-village cities share one complete urban detection radius.
- Added a 350-meter exit margin to avoid repeated boundary triggers.
- Added a 30-minute cooldown per player and city.
0.9.14 — Silent Vegetation Preparation
- Village vegetation scanning no longer removes blocks while the terrain is being examined.
- The process now uses two phases:
- Silently record vegetation targets.
- Remove the recorded blocks shortly before placement.
- Scanning and removal use separate 0.75 ms budgets.
- Tall grass and large ferns are removed before village placement.
- Dirt-path repair now recognizes tall grass and large ferns as removable obstructions.
- No cleanup phase forces chunk loading.
0.9.13 — Country Journal Scrolling & Larger Cities
Exploration Journal
- Physical geography entries are now organized by country.
- Long discovery lists scroll independently on the left and right pages.
- Added mouse-wheel and draggable-scrollbar support.
Urban Centers
- Increased settlement counts:
- Regional: 1 settlement.
- Major: 4 settlements.
- Metropolis: 7 settlements.
- Megacity: 12 settlements.
- Megalopolis: 20 settlements.
- Existing settlement positions and identifiers remain unchanged.
- Previously generated cities only receive their missing outer settlements.
Village paths
- Added conservative post-placement dirt-path repair.
- Repairs unsupported or vertically displaced paths without modifying valid structure blocks.
- Path repair never loads chunks and uses a strict 0.75 ms budget.
0.9.12 — Smooth Tick Scheduler
- Distributed periodic systems across a 40-tick scheduler instead of running everything on the same tick.
- Fauna, rivers, terrestrial assistance, Urban Centers, population management and player discovery now use separate scheduler slots.
- Reduced the frequency and cost of local fauna censuses.
- Limited Tellus bed scanning to 64 chunks and approximately 1.5 ms per pass.
- Limited population placement to 16 sites per pass.
- Added bounded resident and iron-golem placement searches.
- Failed placement attempts now use increasing cooldowns and stop after four attempts.
- Removed unnecessary scans across every loaded chunk.
- Reduced Urban Centers geographic queue work to approximately 2 ms per pass.
- Split tree clearance into small batches.
- Replaced the growing list of processed empty chunks with compact persistent bookkeeping.
Compatibility
- Network protocol remains
1. - Versions 0.9.14 through 0.9.17 primarily contain server-authoritative behavior changes.
- TAW 0.9.16 clients can connect to a TAW 0.9.17 server.
- The 0.9.13 client is required only for the newer per-country scrolling Journal interface.
Файлы
tellus-atlas-wildlife-0.9.17.jar(575.20 KiB)
ОсновнойМетаданные
Канал релиза
Beta
Номер версии
0.9.17
Загрузчики
NeoForge
Версии игры
1.21.1
Загрузок
23
Дата публикации
03.10.2026
