NETWORK CHANGELOG

Everything that changes
across 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.

Platform
Change type
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Minecraftv6.10.05 Sep 2026

High-Detail Crypt Warden Model Foundation

Added

  • Dense 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.

Updated

  • Crypt Warden nameplate is positioned above the completed model while lazy materialisation and three-hitbox limits remain intact.

Removed

  • Sparse floating-block Crypt Warden silhouette.
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Minecraftv0.8.15 Sep 2026

Paper World-Gen Settings Recovery

Added

  • Startup preflight for Paper dimension world_gen_settings.dat corruption after failed world-generation boots.

Updated

  • Corrupt/truncated settings files are timestamp-quarantined before the primary world loads so Paper can regenerate them; valid NBT is left untouched.
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Minecraftv1.0.05 Sep 2026

VoidedWorldBridge Runtime Area API

Added

  • Shared runtime area registry and spatial-query service for VoidedWorldGen and VoidedCore.
  • Primitive/Map API avoids coupling legacy Core and modern WorldGen compile targets.
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Minecraftv0.8.05 Sep 2026

Sparse Multi-Boss World Planning & Section Terrain

Added

  • Multiple deterministic boss landmarks per world using 6,500-block macro-cells and sparse candidate selection.
  • VoidedWorldBridge publishing for authoritative bounds and boss markers.

Updated

  • Terrain 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.

Removed

  • One-boss-per-world registry restriction.
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Minecraftv6.9.05 Sep 2026

Custom Boss Brain & Arena Confinement

Added

  • Custom 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.

Updated

  • Bosses immediately drop targets that leave the boss area and are clamped inside arena bounds.

Removed

  • Invisible Zombie authority for boss movement/AI.
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Minecraftv0.4.15 Sep 2026

VoidedWorldGen Custom Terrain Hotfix

Added

  • Modern Bukkit ChunkData terrain generation path for full custom SMP worlds.
  • Supported `voidedlands` generator alias matching the documented bukkit.yml setup.

Updated

  • Custom terrain now writes modern Material block data instead of legacy numeric byte IDs.

Removed

  • Obsolete legacy byte-section generation path that could produce an empty/void world on modern Paper.
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Minecraftv6.5.15 Sep 2026

Boss Entity Persistence Hotfix

Updated

  • Shared boss ArmorStands, hitboxes and root entities are non-persistent where supported; encounter state remains in bosses.yml.

Removed

  • Unnecessary boss entity chunk persistence that could create oversized entity .mcc files.
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Minecraftv6.12.35 Sep 2026

Native Boss Hurt Flash

Added

  • Vanilla red hurt animation across the full ArmorStand boss model.

Updated

  • Boss hit feedback now broadcasts Minecraft's native EntityEffect.HURT to every visible model part instead of changing block materials.

Removed

  • Temporary REDSTONE_BLOCK material-swap hurt flash.
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Minecraftv6.12.25 Sep 2026

Axis-Aligned Boss Model Parts

Updated

  • Boss 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.

Removed

  • Diagonal boss-model blocks and the associated clipping/jitter caused by free-angle helmet poses.
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Minecraftv6.12.15 Sep 2026

Boss Visual, Hurt Flash & Disengage Movement Fix

Added

  • Full-model red hit flash when a shared boss takes damage.
  • Configurable walk-home disengage return speed and arrival distance.

Updated

  • DISENGAGING 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.

Removed

  • Delayed disengage teleport behaviour and duplicate/coplanar visual parts that caused model flicker.