I am working on getting a 1.15 release out. It is in early alpha right now and the releases on CurseForge do not have all the content yet.
While there will be new content, I am also not going to keep some old content in favor of other mods that do it better. Stone types, cave formations and structures will not be re-implemented because Quark does it better. Void grass will also not be re-implemented because it was a stupid idea lol. Some overworld and nether plants will also not be added. Also I'm benching the mystical grill.
But there's also new stuff! I've already added in some new groundcover types and there will be more.
I am also thinking about how to handle compatibility with other mods. In previous versions, I manually hardcoded the biomes where groundcover would generate for large biome mods such as BOP and Traverse, because there is no other way of telling which biomes have oak trees, etc.
In 1.15, I have the list of biomes stored in the config, so users can add/remove biomes, including modded biomes. That isn't really a solution for large biome mods like BOP, so I will figure something out. But I sure as hell won't be hardcoding everything again.
The 1.12 version is no longer being developed! Any issues posted here related to the 1.12 version will be closed.
I am working on getting a 1.15 release out. It is in early alpha right now and the releases on CurseForge do not have all the content yet.
While there will be new content, I am also not going to keep some old content in favor of other mods that do it better. Stone types, cave formations and structures will not be re-implemented because Quark does it better. Void grass will also not be re-implemented because it was a stupid idea lol. Some overworld and nether plants will also not be added. Also I'm benching the mystical grill. But there's also new stuff! I've already added in some new groundcover types and there will be more.
I am also thinking about how to handle compatibility with other mods. In previous versions, I manually hardcoded the biomes where groundcover would generate for large biome mods such as BOP and Traverse, because there is no other way of telling which biomes have oak trees, etc. In 1.15, I have the list of biomes stored in the config, so users can add/remove biomes, including modded biomes. That isn't really a solution for large biome mods like BOP, so I will figure something out. But I sure as hell won't be hardcoding everything again.
The 1.12 version is no longer being developed! Any issues posted here related to the 1.12 version will be closed.
Also, I'm working on a website for my mods.