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Sky Archipelago

Sky Archipelago adds a new floating-islands world generation. High degree of configurability, such as island density, sizes, Y-spawn heights, ocean or void and much much more!
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Sky Archipelago v1.4

File namesky_archipelago-1.4.jar
Uploader
SathrekSathrek
Uploaded
Oct 31, 2026
Downloads
185
Size
1.9 MB
Mod Loaders
NeoForge
File ID
9383224
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sky-archipelago-1528077:9383224"

Learn more about Curse Maven

What's new

**NOTE: 1.3.6 worlds are likely no longer compatible with 1.4 due to core changes**

**Changelog**
**TLDR**: Rivers & Lakes, 4x Ocean Archetype islands, more configurations, structure improvements and performance enhancements

**Added**
- Rivers & Lakes (+Configuration for each independently) 
- 4 New Ocean archetypes 
- Biome topsoil based on the biome itself (Top blocks are biome-based now)
- Structure category configuration in Advanced menu UI
- Island radius recommendation based on structures loaded
- Added new structure category `EXPERIMENTAL`, which lets you enjoy the perks of island aware placement without the criteria of whether something is valid or not in placement (Outside of overlap and biome checks). Primarily for MASSIVE/LARGE structures or structures that have trouble spawning. 
- Ocean Monument support via Lagoons being able to spawn them. 

**Changed**
- Menu items have been moved to be in better spots
- Structures before used to try find any islands and check for biome compatibility, instead they begin with region-level for biome checks which are cheaper and reduces the exhaustion of probes since they are more guaranteed to hit a correct biome. 
- Islands have a more refined shape, with minor height plays (wavey when you look from the side)

**Fixed**
- Biome blending
- Caves & Caverns under the ocean layer spawn as normal (No more solid mass) 
- Smaller UI screens changes on buttons alignment (Not perfect but improvements made)
- The erosion artifacts that caused islands to have a bunch of smaller fractured dots of terrain that did not look great. 
- Concurrency issue where more computation was being spent than necessary, resulting in higher chunk generation per second and more concurrent structure placement requests. 

And lots more, but these were the more note-worthy changes. 

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