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Ruby's World: Lost Updates

The Happy & Sappy, Hidden Biomes, and Crossing Over updates
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The Grand Capital

File namerubysmod-1.21.1-0.5.9.jar
Uploaded
Aug 2, 2026
Downloads
8
Size
1.3 MB
Mod Loaders
NeoForge
File ID
8562543
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:rubys-world-lost-updates-1575707:8562543"

Learn more about Curse Maven

What's new

0.5.9 — Playtest fixes (the last stop before 0.6.0)

The bugs Ruby found play-testing 0.5.8 — the ones that had to be right before the worlds start stacking in 0.6.0. (Worldgen changes are new-worlds-only — make a fresh world to find the Sky Kingdom and to see the fixed Moon and green planets.)

You can find the Sky Kingdom now

  • The Sky Kingdom biome now actually generates. Its climate was set on axes the Aether never varied, so the game could never place it and the castle village had nowhere to appear. The Aether's vegetation now varies across the sky and the two biomes split on it, so golden-sky Sky Kingdom regions really exist — and the castle is a little more common and settles on more islands.

Nothing decays in Space anymore

  • Space has no sky, and vanilla grass and leaves quietly rot away without one. The meadow planets are now capped with a brand-new Lush Grass block — grass on all six sides that never turns to dirt — and the planet trees keep their leaves for good. Green stays green up there.

The Moon crater stays on the Moon

  • The big top crater is now carved against the Moon's actual curved surface, not the flat pole height — so it no longer floats off the rim and leaves stray Moonstone hanging in space.

Bouncy clouds in the wild

  • The bouncy Aerclouds now generate naturally in the Aether sky, not just from crafting. Most drifting clouds are still the soft-fall kind, but roughly a quarter come up blue (a gentle hop) and a rare few golden (a big trampoline launch).

Built across all the ages (Ruby's idea)

  • The capital's stonework now mixes blocks from every era of Minecraft — from the "Cave Game" cobblestone-and-mossy-cobble days, through the stone-brick and andesite years, the deepslate / tuff / calcite of Caves & Cliffs, to modern mud brick and weathered copper. The mod's Holystone family still dominates (~2/3) so it reads as one place, but a third is "rebuilt" in era blocks, clustered into wall-sized patches — like a city repaired over centuries.
  • Vines creep up the curtain walls now, for the overgrown-with-age look.

Moa Meadow + the Moa Ranch (a home for your mount)

  • A new Aether biome, the Moa Meadow, where Moas spawn thick — the mount's own habitat, apart from the capital. In it, a new structure, the Moa Ranch: a fenced paddock, an open stable barn with hay stalls, straw nests, water troughs, and a way station — a landing pad with a supply chest that always holds a Moa Egg (plus saddles, leads, wheat, hay).
  • It explains itself. Two guide signs at the way station teach the whole loop: hatch the egg on grass → tame with wheat seeds → right-click to ride → tamed Moas lay more eggs. A small, self-explaining starter spot, exactly the intro a new Moa-owner needs.
  • The capital's palace also has a royal Moa stable courtyard with its own egg chest.

Markets are real shops now

  • The market was eight bare job-site blocks dropped on the paving. It's now three roofed booths around the bell — a smith, a weaver and a grocer — each with log posts, a striped awning, a counter with goods on display, its trade's station inside, and a stallkeeper behind it.

Every palace arm is different (no more four identical fountains)

  • The palace's four courtyard arms were four copy-paste fountain gardens. Now each has a purpose: a formal garden (north), a banner-lined parade avenue on the gate→keep axis (south), the royal Moa stables (east), and a guards' training yard with archery butts and practice pells (west).
  • Flying buttresses on the keep — the gothic arcs you'd expect on a great palace: an outer pier with a spread footing and a pinnacle, and a rising quartz arch springing onto the keep's upper wall, one on each face.
  • All four corner turrets generate now — they were placed straddling the chunk border, so the neighbouring courtyards wiped the halves that crossed over and two never finished. Pulled fully inside the palace chunk; each is a walk-in tower with a door and a ladder to the top.

The palace is worth entering now (and has a real vault)

  • The great hall got its dignity back — it was a dismal grey box. Now: one tall, airy hall (the cramped mid-floor is gone), a raised throne dais with steps, a gold throne, flanking lanterns and royal banners on the wall behind, a wide 3-lane carpet, lanterns hanging under the gallery, and a chandelier with a proper ceiling to hang from.
  • THE VAULT — up the ladder, the keep's gallery floor is now the royal vault: the palace treasure chest sits centre-stage flanked by gold blocks, with barrels and its own lights. Climb for the loot.
  • The four flanking towers open up — they were sealed shells floating one block off the ground. Now grounded, each with a doorway, an interior ladder, and a lit lookout floor near the top.

Vertical stairs x-ray fix

  • Placing a vertical stair could open a see-through window into the world — the game culled the ground's faces behind the open part of the L-shaped model, so you looked straight through the terrain (even into buried dungeons). Vertical stairs no longer occlude their neighbours, so the world always draws behind them, in every one of the six facings.

The Sky Kingdom doubles to an 8×8 grand capital (128×128)

  • The megavillage grew from 5×5 to a full 8×8 city — a proper walled capital, built from Ruby's own inspiration board (grand gothic cathedral, spired royal palace, timber-framed medieval town).
  • A coordinated grand palace at the heart: four centre chunks each build a quarter of one 32×32 keep — an outer curtain wall with corner bastions, a soaring central tower over the middle, a great throne hall, and the royal treasury.
  • A soaring gothic cathedral across two chunks: a 32-long stained-glass nave, a green copper roof, buttress piers, a rose window in the apse and a great doorway, a towering central spire, and a furnished interior (altar, pews, chandeliers).
  • Tall machicolated watchtower bastions (peaked red roofs, arrow slits, ladders) on every corner and flanking the great gatehouse — now with an iron portcullis in the arch.
  • A real medieval town: two-storey timber-framed manors with steep red-brick roofs, dormers and chimneys; cottages; orchards and crop fields; hedged garden parks with fountains; market plazas and stalls; the university; the builders' guild; Moa stables and paddocks; cloister gardens; and the eastern airship sky-dock.
  • Cities are spaced farther apart (bigger regions) so each 128-block capital stands alone on its islands.

Portal Kits — instant, ready-to-hop portals (Ruby's idea)

  • New Portal Kit items, one per destination: Aether, Space, Nether, End. Right-click the ground and a complete, already-lit portal builds itself — no frame to gather, no water or flint. Walk straight in.
  • The Aether/Space/Nether kits raise a standing 4×5 frame facing you, its floor on the ground so the opening's at your feet; the End kit lays a flat, eyed End-portal ring you drop through.
  • Craftable (glowstone+water / holystone+flint / obsidian+flint / ender-eyes+end-stone) and in the creative tab. Consumed on use, free in Creative.

Traveling Roots are real 5×5 cylinders now (Ruby's design)

  • The traveling root a potato sends out is a thick 5×5 cylinder now, not a thin beam/walkway — a proper rounded root tube that tunnels out of one island and bridges to the next.
  • It expands slowly but surely over time (a block every ~2 seconds) and keeps growing until it hits an obstacle — the next island — where it plants a fresh Traveling Potato. Reaches much farther now (up to 32 blocks) so it can cross the wider gaps between spaced islands.

Final review pass (caught before you saw them)

  • Cathedral front wall no longer vanishes — the nave was one block too long, so its front facade (with the doorway) reached into the next chunk and got erased when that chunk generated. Trimmed to fit its tile; the whole cathedral survives now.
  • Cathedral steeple is on the cathedral — it used to spring from ~5 blocks north of the city wall, on wild terrain, detached. It now rises from the roof over the crossing.
  • The royal Moa stable gate opens properly — it was rotated 90° and disconnected from the fence (wrong facing); now it sits flush in the paddock rail. Its chest also moved off a shelter post.

The big bug-list pass (every reported issue, fixed)

  • No more double castles — neighbouring regions could each place their city at the shared border and the two fused into one blob. Cities now keep a guaranteed margin: any two capitals are at least ~112 blocks apart, alone on their own ground.
  • No villages in or beside the capital — aether villages no longer generate inside the city or within 3 chunks of its walls (that's also what left village houses half-floating on the city's carved edges).
  • No more trees/blooms porting into the city — neighbouring chunks decorate after the city is built and were sprouting skyroot trees in the middle of the plazas. Trees and wild blooms now refuse to generate inside (or lean over) the capital.
  • The gatehouse actually opens — the two flanking gate towers were 7 blocks wide and overlapped the archway, sealing the "gate" into solid wall. They moved outside the arch, and the road now runs straight through it.
  • The palace keep is enterable — it was completely sealed (no doorway at all) with dead sealed floor slabs inside. It now has a 3-wide grand arch entrance, a ladder well up the corner, holes through each floor, and lights on every level.
  • Watchtowers are real towers — they were sealed hollow shells. Every tower now has a door, interior floors every 6 blocks, a ladder to the top walk, and a light per floor.
  • Every stair/chair in the city faced backwards (stairs' FACING points at their tall side — the one-line helper now flips it): pews face the altar, benches face the tables, throne faces the hall.
  • The dirigible is boardable for real — deck lowered to walking height, gangplank rebuilt with correctly-facing railed stairs that meet the deck's railing gap. Walk up, sit down, open the cargo chest.
  • The dockyard Hoverboard chest was embedded inside the warehouse's corner wall — moved into the open yard.
  • Aether villages lose their stockade fence — the Aether is peaceful; only the Nether's villages need walls.

Polish pass from the playtest screenshots (the little stuff that was wrong)

  • Hedges stop dissolving — garden and cloister leaves were placed as plain tree leaves, so the game decayed them within minutes (that's why the palace gardens went bald). All decorative leaves are persistent now.
  • The city sits ON the island now, not in a pit — the city floor moved up to the top of the island band (y150), so the capital crowns the landscape instead of being carved 30 blocks down into a crater with walls staring at dirt cliffs.
  • Real doors everywhere — skyroot doors in the cottage doorway and a triple-door University entrance under a stone transom (they were bare holes).
  • The cottage's wall-hole lantern fixed — the porch lantern was placed into the wall plane, punching a hole in the face; it's a proper little lamp post by the door now.
  • Banner poles are real banners — a skyroot mast flying a blue wall banner with a lantern bracket, replacing the blue-wool-cube-on-a-stick (and the bare glowstone cubes on the paths).
  • A real plaza fountain — raised stone rim, ring of water, glowing centre column — instead of a single water dot in the paving.
  • The builders' guild got a real pitched roof and windows (it read as a giant blank crate from above), and the market's corner glowstone cubes became proper lamp posts.
  • The University's enchanting table moved onto the lecture stage.

The Living Kingdom's buildings arrive early (looks first!)

  • 0.7.0's villager-automation buildings are in the city now, so everything looks complete before the behavior gets wired in later:
    • The University — a grand stone hall in the cathedral ward: two-storey study windows, rows of lecterns with benches, a lecture stage, bookshelf walls, chandeliers, an enchanting table, and a belfry. Scholars included.
    • The builders' guild — a working guild yard in the market ward: an open-front workshop with a plan table and crafting stations, a scaffolding stack, staged timber — and out back, a half-built cottage mid-construction (frame up, one wall done, scaffolding against the side, a builder on site). The "villagers build houses" story, told in blocks, from day one.

The Sky Kingdom is a true MEGAVILLAGE now — 5×5 chunks, five districts

  • Complete rebuild of the castle city as a coordinated multi-chunk capital (80×80 blocks - a single worldgen feature physically can't build that big, so each chunk builds its own district tile on one shared city floor — which also fixes buildings floating above the villagers).
  • Five districts, each with its own vibe, connected by stone-brick streets:
    • Palace — a five-chunk cross at the heart: the grand keep (throne hall, upper floors), a skyline of spires, and formal palace gardens with fountains, hedges and banners.
    • Cathedral — the northern ward: stained glass, pews, altar — surrounded by quiet cloister gardens with colonnades and graves.
    • Sky-dock — the whole eastern edge is a dirigible landing zone now (no water — this is the sky!): paved stone aprons with gold landing-pad rings, moored dirigibles — striped balloons over hanging gondolas you can actually board (walk the gangplank up, sit on the benches, open the cargo chest) — mooring chains, beacon towers to guide ships in at night, dockyards with a crane and warehouses. And in the dockyard chest: a Hoverboard, so the sky-dock is where you earn your own personal sky-ride. (A fully pilotable airship is a big custom feature — it's on the 0.6.0 list; the Hoverboard is the flying ride in the meantime.)
    • Village — the western ward: real cottages now — 7×7 timber-framed homes with log corner posts, glass-pane windows all around, pitched roofs with eaves, porch lanterns, and lived-in interiors (bed, hearth, dining table, bookshelf) — plus farms, wells, hay bales, villagers.
    • Market — the south, by the great gatehouse: stalls with awnings, the bell, eight job stations, a fountain.
  • A crenellated curtain wall rings the whole city with grand watchtowers on all four corners; the only way in on foot is the south gatehouse arch.
  • Every chest in the city rolls real loot now, themed to where you find it:
    • Cottage & warehouse chests — homey finds: bread, aether potatoes, purple apples, emeralds, super bonemeal, wool, the odd zanite tool — and a 15% chance of a Moa Egg.
    • The royal treasury (keep hall) — gold, aetherite, gravitite, diamonds, golden apples, enchanted books — with chances of a Wishing Star or the Skyforged Saber.
    • The dockyard chest — a guaranteed Hoverboard plus dock cargo (spyglass, leads, lanterns, chains, arkenium, zanite).
    • Dirigible cargo chests — a guaranteed Sky Compass plus traveler's kit: rations, maps, spyglasses, chorus torches, feathers, phantom membranes — and a 20% Wishing Star chance.

The Sky Compass now leads you to a REAL castle (no more empty holes)

  • The Sky Compass pointed at the biome, not the castle — so it flew you out to the middle of the golden sky where the biome starts, but the actual castle was a tiny needle somewhere else in it (or hadn't generated at all). You'd arrive at an empty hole full of clouds.
  • Castles now sit on a seed-keyed grid — one guaranteed castle per region across the whole Aether (both sky biomes), and the compass does the same math to point at the exact chunk the castle is built on. Follow the needle and the castle is really there.
  • Castles can't fail to appear anymore: if the island at that spot is too small or missing, the castle grows its own floating island to stand on, so the compass never sends you to nothing.

Sky Kingdom un-smushed — castles are spaced-out cities again

  • The big one: castle cities were generating in nearly every chunk, overlapping into one wall-to-wall grey smush with no open sky between islands — and each castle was bulldozing the next one's harbour, sky boats, courtyards and farms, which is why you couldn't find them in game. The spacing gate that's supposed to allow only one castle per region was accidentally switched off during real world generation (it only ran for the /place command). It now runs always, so there's exactly one castle city per ~224 blocks, standing alone on its island with open sky around it.
  • With the overlap gone, each city's harbour with moored sky boats, market plaza, developed lake, and outer walls actually survive and are visible now.
  • Thinned the skyroot forests (half as many trees) so the islands breathe instead of being carpeted.

The Cooler stacks the worlds (going up to the Overworld)

  • The book's "Cooler that stacks worlds" works now — and it's the world stack, not the Great Combine (that's Nether + End). Set water beside a Nether portal with the Cooler and it builds a ladder up to the Nether's roof with a rise pad on top. Sneak on the pad and you travel up into the real, whole Overworld directly above — no portal screen — landing on a matching pad you sneak on to come back down. (Truly fusing two worlds into one column of blocks isn't possible, so the stack works the way the book means it — you travel up through the worlds. The first piece of the full stack coming in 0.6.0.)

Vertical Stairs are real stairs now

  • The Vertical Stair was a plain L-corner post that just looked like a sideways stair. It's now a proper upright staircase step — a real stair stood on end, so a column of them climbs straight up a wall — and it's positionable in every direction (all four walls plus up and down). Rebuilt for all 64 materials(The collision box is rotated to match the new shape exactly.)

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