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Project Island

Void overworld floating islands worldgen.

File Details

projectisland-0.1.2.jar

  • R
  • May 12, 2026
  • 510.26 KB
  • 36
  • 1.21.1
  • NeoForge

File Name

projectisland-0.1.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:project-island-1534225:8076227"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

[0.1.2] — 2026-05-11

Added

  • Mob rope surf: tagged mobs auto-traverse linked ropes on floating islands; RopeLink persists MobCrossings and config-driven wear (see root CHANGELOG.md).
  • Starter supply chest on first successful starter-home assignment (loot table projectisland:chests/starter_supply; config starterIslandSupplyChestEnabled). FloatingIslandSavedData persists StarterSupplyChests per island region; chest is protected from explosions and survival breaks (creative instabuild can still remove).
  • Pointy island undersides: floating islands now grow 3–5 deterministic Gaussian "stalactite root" lobes under the bottom ellipsoid instead of one rounded blob. Per-column math drives both columnContains and columnBottomY so worldgen, masked carvers, hanging structures, and void rescue all agree on the spike geometry. Tunable via floatingIslandBottomSpikesEnabled (default on), spike count / sharpness (floatingIslandBottomSpikeCountMin / Max, floatingIslandBottomSpikeFalloffBlocks), peak depth (floatingIslandBottomSpikeMaxMultiplier clamped by floatingIslandBottomSpikeMaxDepthBelowCenterBlocks), and even-coverage placement (floatingIslandBottomSpikeMinAnchorHoriz / MaxAnchorHoriz, floatingIslandBottomSpikeAngleJitterFraction). Existing chunks keep their old smooth bottoms; freshly generated chunks pick up the new silhouette. Set the toggle to false for the legacy smooth bottom.

Fixed

  • Void rescue / “floating too long” kicks: real-collision checks under feet stop the rim-supported false positive that caused rescue loops; surf finish, mid-span moves, and rescue teleports now run synchronously with relative-movement teleports so clients no longer desync or trip vanilla flying kicks during long void falls or rope surfs. Failed surf clears now relocate via the standard bed/starter/nearest-island chain.
  • Starter home / HUD alignment: first-join starter assignment no longer reverts when one-tick footing is missing; spawn column prefers the procedural island center used by the HUD title so the spawned XZ and label match.
  • Mob rope auto-surf: mobs near (not only touching) a linked anchor, including those with clear vertical sag-line spans, now reliably start; player-target defer only suppresses crossings that move away from the player.
  • FTB Quests (canonical examples/dev-progression/ftbquests/): WoF dark/gilded bound lanterns use tempered_*_phoenixlantern ids (per Wings Of Fire V1.0); Ride the Zipline rewards use 1.21.1-valid items (breeze rod + feather) instead of wind charge; rope-line tasks are tracked by hidden advancements (rope_surf_complete, rope_link_created) instead of manual checkmarks.