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	<title>UtilityBiome:Installation - Revision history</title>
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	<updated>2026-10-19T19:32:42Z</updated>
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		<title>Maintenance script: UtilityBiome wiki</title>
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		<updated>2026-10-19T07:06:59Z</updated>

		<summary type="html">&lt;p&gt;UtilityBiome wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Utility Biome is a server plugin with a very small asset pack. The pack holds a single shared noise file that mods can use. It changes no vanilla files.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Utility Biome !! Hytale server&lt;br /&gt;
|-&lt;br /&gt;
| 1.0.0 || 0.7.x (&amp;lt;code&amp;gt;&amp;amp;gt;=0.7.0 &amp;amp;lt;0.8.0&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hytale 0.6.x is not supported by 1.0.0. Utility Biome itself needs no other mods.&lt;br /&gt;
&lt;br /&gt;
The world needs Hytale&amp;#039;s regular world generator. On worlds without it, the biome and cave commands answer that there is no world generator, and chunk features from other mods are not placed.&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
# Download the jar from [https://www.curseforge.com/hytale/mods/utilitybiome CurseForge].&lt;br /&gt;
# Put it into the &amp;lt;code&amp;gt;mods&amp;lt;/code&amp;gt; folder of your server, next to the mod that needs it (for example [[BetterBiomes:Main Page|Better Biomes]]).&lt;br /&gt;
# Start the server.&lt;br /&gt;
&lt;br /&gt;
When the library has started, the server log shows the line &amp;lt;code&amp;gt;UtilityBiome 1.0.0 bereit&amp;lt;/code&amp;gt; (the log messages of the library are in German).&lt;br /&gt;
&lt;br /&gt;
== Matching versions ==&lt;br /&gt;
Mods that depend on Utility Biome name an &amp;#039;&amp;#039;&amp;#039;exact&amp;#039;&amp;#039;&amp;#039; version in their manifest, and the server will not start such a mod when that version is missing. [[BetterBiomes:Main Page|Better Biomes]] 1.4.0 needs Utility Biome &amp;#039;&amp;#039;&amp;#039;1.0.0&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
If a dependent mod reports that Utility Biome is missing, check that&lt;br /&gt;
* the Utility Biome jar is in the &amp;lt;code&amp;gt;mods&amp;lt;/code&amp;gt; folder,&lt;br /&gt;
* its version is the one the dependent mod asks for, and&lt;br /&gt;
* both match your Hytale server version (see the table above).&lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
All commands sit under &amp;lt;code&amp;gt;/ub&amp;lt;/code&amp;gt; (alias &amp;lt;code&amp;gt;/utilitybiome&amp;lt;/code&amp;gt;). Utility Biome does not open them to everyone, so by default only &amp;#039;&amp;#039;&amp;#039;operators&amp;#039;&amp;#039;&amp;#039; can use them. The server console can always use the commands that do not need a player.&lt;br /&gt;
&lt;br /&gt;
Each command has its own permission node. A player needs the node of &amp;lt;code&amp;gt;/ub&amp;lt;/code&amp;gt; &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; the node of the subcommand:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command !! Permission node&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub where&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.where&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub census&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.census&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub list&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.list&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub caves&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.caves&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub cave&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.cave&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub next&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.next&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub features&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.features&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;/ub feature&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.feature&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To allow all of them at once, grant &amp;lt;code&amp;gt;com.cyberpiratepenguin.utilitybiome.command.ub.*&amp;lt;/code&amp;gt;. This wildcard covers &amp;lt;code&amp;gt;/ub&amp;lt;/code&amp;gt; itself and every subcommand. Keep in mind that &amp;lt;code&amp;gt;/ub next&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/ub cave&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/ub feature&amp;lt;/code&amp;gt; teleport the player.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
There is no configuration file. Two optional environment variables exist for server admins and developers:&lt;br /&gt;
* &amp;lt;code&amp;gt;UTILITYBIOME_CENSUS&amp;lt;/code&amp;gt; runs a biome census when the server starts. See [[UtilityBiome:Biome Census|Biome Census]].&lt;br /&gt;
* &amp;lt;code&amp;gt;UTILITYBIOME_TEST_FEATURES&amp;lt;/code&amp;gt; turns on two test features for mod development. Do not set it on a server people play on: it places crystal pillars with water in 5 % of all new chunks. See [[UtilityBiome:Chunk Features|Chunk Features]].&lt;br /&gt;
&lt;br /&gt;
== Updating and removing ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Updating&amp;#039;&amp;#039;&amp;#039;: replace the jar and restart the server. Utility Biome stores no data of its own.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Removing&amp;#039;&amp;#039;&amp;#039;: only remove Utility Biome together with every mod that depends on it, otherwise those mods will not load. Terrain that was already generated stays as it is.&lt;br /&gt;
&lt;br /&gt;
{{UtilityBiome Nav}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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