VoidedNetwork
NETWORK CHANGELOG Everything that changesacross VoidedNetwork. One timeline for the Minecraft server and VoidedCore, VoidedClient, network integrations, and the website. See what was added, updated or removed in each release.
Minecraft v6.10.0 5 Sep 2026
High-Detail Crypt Warden Model Foundation
AddedDense layered Crypt Warden ArmorStand model with full limbs, deep torso, pauldrons, gauntlets, skull/crown and soul relic details. Per-part model material overrides and local head-pose rotation support for future high-detail boss rigs. UpdatedCrypt Warden nameplate is positioned above the completed model while lazy materialisation and three-hitbox limits remain intact. RemovedSparse floating-block Crypt Warden silhouette.
Minecraft v0.8.1 5 Sep 2026
Paper World-Gen Settings Recovery
AddedStartup preflight for Paper dimension world_gen_settings.dat corruption after failed world-generation boots. UpdatedCorrupt/truncated settings files are timestamp-quarantined before the primary world loads so Paper can regenerate them; valid NBT is left untouched.
Minecraft v1.0.0 5 Sep 2026
VoidedWorldBridge Runtime Area API
AddedShared runtime area registry and spatial-query service for VoidedWorldGen and VoidedCore. Primitive/Map API avoids coupling legacy Core and modern WorldGen compile targets.
Minecraft v0.8.0 5 Sep 2026
Sparse Multi-Boss World Planning & Section Terrain
AddedMultiple deterministic boss landmarks per world using 6,500-block macro-cells and sparse candidate selection. VoidedWorldBridge publishing for authoritative bounds and boss markers. UpdatedTerrain height uses a globally aligned coarse lattice with smooth interpolation for lower generation cost and fewer terrain seams. World-generation architecture was reorganised using TerraformGenerator 27.2.0 as a behavioural/design reference only. RemovedOne-boss-per-world registry restriction.
Minecraft v6.9.0 5 Sep 2026
Custom Boss Brain & Arena Confinement
AddedCustom boss target/movement/attack brain independent of vanilla Zombie AI. Dedicated always-visible boss nameplate ArmorStand. Arena-bound manual spawn validation and bridge-backed spatial queries. UpdatedBosses immediately drop targets that leave the boss area and are clamped inside arena bounds. RemovedInvisible Zombie authority for boss movement/AI.
Minecraft v0.4.1 5 Sep 2026
VoidedWorldGen Custom Terrain Hotfix
AddedModern Bukkit ChunkData terrain generation path for full custom SMP worlds. Supported `voidedlands` generator alias matching the documented bukkit.yml setup. UpdatedCustom terrain now writes modern Material block data instead of legacy numeric byte IDs. RemovedObsolete legacy byte-section generation path that could produce an empty/void world on modern Paper.
Minecraft v6.5.1 5 Sep 2026
Boss Entity Persistence Hotfix
UpdatedShared boss ArmorStands, hitboxes and root entities are non-persistent where supported; encounter state remains in bosses.yml. RemovedUnnecessary boss entity chunk persistence that could create oversized entity .mcc files.
Minecraft v6.12.3 5 Sep 2026
Native Boss Hurt Flash
AddedVanilla red hurt animation across the full ArmorStand boss model. UpdatedBoss hit feedback now broadcasts Minecraft's native EntityEffect.HURT to every visible model part instead of changing block materials. RemovedTemporary REDSTONE_BLOCK material-swap hurt flash.
Minecraft v6.12.2 5 Sep 2026
Axis-Aligned Boss Model Parts
UpdatedBoss ArmorStand helmet parts now remain axis-aligned instead of using arbitrary pitch/roll rotations. Per-part yaw is snapped to 90-degree increments to preserve directional detail without diagonal cube geometry. RemovedDiagonal boss-model blocks and the associated clipping/jitter caused by free-angle helmet poses.
Minecraft v6.12.1 5 Sep 2026
Boss Visual, Hurt Flash & Disengage Movement Fix
AddedFull-model red hit flash when a shared boss takes damage. Configurable walk-home disengage return speed and arrival distance. UpdatedDISENGAGING reuses the same boss runtime and now physically walks the model back to its dormant marker instead of waiting and teleporting. Boss model transforms are deduplicated and dense lattice/depth spacing is widened slightly to reduce overlapping helmet blocks and z-fighting. Arm attachment and spacing were refined across all built-in boss rigs while preserving dense no-gap silhouettes. RemovedDelayed disengage teleport behaviour and duplicate/coplanar visual parts that caused model flicker.