Skyseed

A terraforming skyblock mod. Craft a Skyseed, throw it into open air, and ~2 seconds later a procedurally generated, themed sky island germinates where it comes to rest. Progression is driven by exploration + crafting, not block-condensing.

File Details

skyseed-0.2.2.jar

  • R
  • Jun 21, 2026
  • 132.22 KB
  • 6
  • 1.21.1
  • NeoForge

File Name

skyseed-0.2.2.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8292938"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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Changelog

All notable changes to Skyseed are recorded here. The format is loosely based on Keep a Changelog, and this project uses SemVer.

[0.2.2] - 2026-06-21

Added

  • Water-spawned mobs — a water_mobs list on a pond spawns animals submerged inside the pool (placed below the surface so they don't beach). Aquatic freshwater pools get squid; the warm reef gets tropical fish; Lush pools get axolotls.
  • Large Lush island (skyseed:lush_large) — a bigger, pricier Lush isle built around a deep central pool, home to glow squid (which won't settle in a small Lush pond) as well as axolotls. Full pattern: recipe (moss + azalea), advancement, guide entry, creative-tab example, disk icon.

[0.2.1] - 2026-06-21

Added

  • Bees — Meadow bee nests now come populated with bees (3 per nest); they emerge to pollinate the flowers and return home, so the bee island finally has its bees.
  • Sugar cane on Aquatic pond banks — grows at the water's edge (freshwater, swamp, mangrove pools).
  • Ice spikes on Frozen islands — hand-built packed-ice spires on the glacier and deep-freeze variants.

Fixed

  • Mob sprinkles now spawn reliably on decorated islands. The 0.2.0 spawn check required the block above the surface to be air, so flowers/grass/mushrooms blocked most spawns; it now allows any non-motion-blocking block there.

Added (branding)

  • icon.png (CurseForge mod icon) and description.md (store description).

[0.2.0] - 2026-06-21

Added

  • Mob spawning on island generation. Themes can now sprinkle animals onto islands via a mobs list ({ "entity", "chance", "count" }), settable at the theme level, per biome-override, and per variant (variant mobs add to the theme/override set; an override's mobs replaces the theme's). Mobs are spawned directly when the island finishes generating — independent of light or time of day.
  • Animal sprinkles on the existing islands:
    • Forest / Large Forest: cows, pigs, sheep, chickens — plus foxes & wolves on taiga, a parrot in the jungle, and horses/llamas/armadillos on savanna. Mooshrooms over mushroom fields; rabbits over desert/badlands.
    • Meadow: sheep, cows, pigs, chickens, rabbits, and the occasional horse or donkey.
    • Mushroom: mooshrooms. Desert: rabbits. Frozen: rabbits and a polar bear. Badlands: armadillos.
    • Aquatic: frogs (swamp/mangrove), a swamp cat, and a warm-reef turtle.

Notes

  • Dedicated Animal Islands (Pasture, Poultry, Wool Farm, Stable, Aquarium) are still planned, not yet built — see SKYANIMALSPLAN.md.
  • Water mobs (squid, axolotl, glow squid) are deferred — they need in-pond spawn positioning.
  • Sprinkle animals use vanilla wander AI; on small islands they can roam toward the edge (per design).

[0.1.0] - 2026-06-21

The first complete version of the mod.

Added

  • The core loop: a throwable, charge-to-launch Skyseed that arms ~2 s then germinates a procedurally generated floating island (irregular teardrop silhouette, layered fill, clustered ore veins, tick-budgeted "grow-in", overlap safety).
  • Two throw modes: Classic (charged physics arc) and Precise (direct placement along the look vector), toggled by a keybind (default V) and persisted in client config.
  • All 11 island types, each its own crafted seed with an advancement-gated guide entry and icon: Forest, Large Forest, Rocky, Desert, Mushroom, Frozen, Meadow, Badlands, Ancient, Lush, Aquatic.
  • Data-driven themes (skyseed:theme datapack registry): shape, palette, ore tables, weighted variants, biome overrides, ponds, and more — new islands are pure JSON.
  • Biome-aware generation (islands take after the biome they're thrown over) and altitude-aware ore tables on the mining islands (Rocky, Ancient).
  • Generation features: banded vertical fill (badlands strata), underside-hanging decoration (dripstone, cave vines, spore blossoms, roots), contained ponds with water plants, off-rim waterfalls, two-tall plants, per-column surface scatter, snow peaks, and hand-built trees (mangrove, azalea) for vanilla features that won't place on floating islands.
  • World: a void Skyblock world preset with a full multi-noise biome map (structures off), a curated soft-lock-proof start island, and a safe first-join spawn.
  • The Skyfarer's Almanac — an in-game Patchouli guidebook whose island entries unlock as you craft.