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Void overworld floating islands worldgen.

Description

Project Island

NeoForge 1.21.1Floating-island world generator for a void overworld of procedural islands. Island rules and sync are server-driven.


At a glance

Minecraft 1.21.1
Loader NeoForge (match the file you download)
Sides Client + dedicated server — use the same JAR everywhere

What you get

Project Island replaces the usual overworld with floating islands over the void: each island is procedural terrain you can explore, build on, and wire together with rope systems. World layout, starters, links, and HUD data are handled authoritatively on the server so multiplayer stays consistent.


Features

  • Void sky overworld — islands as the main survival surface; void below.
  • Harpoon + rope anchors — link anchors, manage span and rope health, rope surfing, public zipline-style links between anchors (no per-player “claim” layer in current design).
  • Island HUD — server-synced hints for navigation; smoother play when Waystones or Xaero’s Minimap are installed (optional).
  • Tuning — hundreds of knobs live in projectisland-common.toml and projectisland-client.toml; see Configuration for what you can change without digging blindly.
  • Optional mod hooks — extra behavior when you install other mods yourself. None of these are bundled inside the Project Island JAR; grab compatible 1.21.1 / NeoForge builds from their own pages:
  • Built-in look (client)Unshaded Blocks (flat block shading, CC0) ships inside the jar as a resource pack entry; enable it under Options → Resource packs if you want that style.

Configuration

After the first run you get:

File Who reads it
config/projectisland-common.toml Server (including integrated single-player). Worldgen, spawn, ropes, rescue, HUD sync rates, starters, compat.
config/projectisland-client.toml Client only. How the HUD and ropes draw on your machine; ignored on a headless dedicated server.

Every option has a comment in the TOML next to the key. Use the tables below as a map; names are stable across releases unless a changelog calls out a rename.

projectisland-common.toml — topic map

Topic What you can adjust (representative keys)
Structures & settlements Per-region weights for dungeons, trials, pyramids, mineshafts (islandRegionRareStructureWeight*), controlled villages/outposts (floatingIslandsControlledSettlementPlacement, controlledSettlementWeight*, controlledSettlementPlaceTryChance, anchor jitter/tries), snapping rare structures to island columns (floatingIslandsSnapRareStructuresToIslandColumn, floatingIslandsRareStructurePlacementMode, …), It Takes a Pillage outpost branch (floatingIslandsTakesapillageControlledOutpost), /locate search cap (floatingIslandsLocateStructureMaxRingRadius).
Carving & caves Masked overworld carvers inside islands (floatingIslandsEnableMaskedOverworldCarvers, floatingIslandsMaskedCarverNeighborChunkRadius, …).
Island shape & biomes How often an 8×8 region rolls an island (floatingIslandRegionSpawnChance), vanilla-style surface biome weights (islandBiomeWeightPlains, islandBiomeWeightRiver, …), mod biome surfaces such as Biomes O’ Plenty (islandBiomeModIntegrationEnabled, islandBiomeModDiscoverAllRegistered, weighted id lines), plateau width (floatingIslandHorizontalRadiusBonus, floatingIslandHorizontalRadiusVillageExtraBlocks, …), generator sea level (floatingIslandsChunkGeneratorSeaLevel).
Decoration & resources Extra surface trees, snow trees, water pools, stripping exterior fluids, stronghold/mineshaft overlap rules, ore vein density multipliers (floatingIslandsOreMultiplierCoal through floatingIslandsOreMultiplierEmerald).
Mob spawning Global thinning toggle (floatingIslandsSpawnTuningEnabled), keep chances for monsters/illagers/creepers/creatures/ambient/villagers, creature multiplier, daytime passive spawn boost on island tops (floatingIslandsDaytimeCreatureSpawnBoost*), pack spawn boost (floatingIslandsPackSpawnBoost*), namespaces that skip thinning (floatingIslandsSpawnTuningBypassEntityNamespaces).
Optional third-party compat e.g. Realm RPG: Treasure Balloons spawn fix when that mod is present (floatingIslandsRealmrpgBalloons*).
Island HUD (server) Send HUD/beacon updates (islandHudSyncEnabled, islandHudSyncIntervalTicks, islandHudRegionScanRadius, islandHudHeightAbovePeakBlocks, …), Waystone-driven titles (islandHudWaystoneTitleWhenLoaded, …).
Starter placement Auto-assign, shared hub vs split, search origin and radius, min region separation, kick message (starterIsland*).
Void rescue Rescue tick mode, trigger depth, snap-back-to-last-safe (voidRescue*).
Ropes & harpoon Shot reach vs max span (ropeLinkRaycastRangeBlocks, ropeLinkMaxLengthBlocks), rope HP, strain/stress damage, anchor mining vs link HP, server→client rope packets (ropeLinkSync*), tier upgrades (ropeProgressionUpgradeExistingLinks, …), topology caps for how graphs may grow (ropeTopology*, ropeMainDirectSpokeCap, ropeSisterOutboundCap, …), rope surfing speed/cooldown/duration (ropeTraversalSurf*).
Diagnostics debugLogging plus a few subsystem debug flags (e.g. masked carver logging).

projectisland-client.toml — topic map

Topic What you can adjust (representative keys)
Island HUD appearance Show world labels (islandHudShow), scale, see-through text, night color boost, title color mode (islandHudTitleColorMode), panel opacity/outline, void “navigation” multi-label mode (islandHudWorldBillboardVoidNavigation).
Xaero mirrors Mirror HUD beacons to waypoints (islandHudXaeroWaypointSync), temporary gray pins vs persistent gold after waystone use (islandHudXaeroWaypointTemporary), color enum names (islandHudXaeroWaypointColorDefault, islandHudXaeroWaypointColorHit).
Rope rendering Draw rope segments and anchor health bars (ropeLinksShow, ropeLinkHealthBarsShow).

Installation

  1. Install NeoForge for Minecraft 1.21.1 (same build band as the JAR release).
  2. Drop projectisland-<version>.jar into the mods folder on every client and on the dedicated server.
  3. Version match matters — mismatched mod or game versions are the most common cause of disconnect or “missing channel” errors.

License

  • Project Island mod code: MIT
  • Unshaded Blocks (bundled resource pack assets): CC0