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-0.3.3.jar

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

File Name

skyseed-0.3.3.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8293523"
Curse Maven does not yet support mods that have disabled 3rd party sharing

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[0.3.3] - 2026-06-21

Fixed (guidebook)

  • Forest / Large Forest entries no longer imply they always grow an oak forest. Both now lead with the biome dependence — a Forest Skyseed thrown over a desert is a treeless dirt-and-sand patch, not a grove. Large Forest also dropped the stale "costs oak logs" line (the recipe takes any log as of 0.3.1).

[0.3.2] - 2026-06-21

Fixed (guidebook)

  • Corrected Skyfarer's Almanac text to match actual generation, and added throw-height hints:
    • Rocky — dropped "iron is guaranteed and plentiful" (really ~80%, small veins) and the "rare diamond in the core" claim (a normally-thrown Rocky has no diamond). Added a Height is everything page: ore depends on the altitude the island forms at — high → coal/iron + a chance of emerald (snow-capped); mid → the broad iron/copper/coal/lapis/gold spread; deep (y ≤ 8) → deepslate rich in diamond/redstone/lapis/gold.
    • Ancient — noted the same height effect (grow it deep for thicker diamond/emerald).
    • Large Rocky — added the deep-throw deepslate/diamond case alongside the snow cap.
    • Mushroom — removed the false "hostile mobs won't spawn on mycelium" claim (islands take their germination biome); now describes mycelium's any-light mushroom farming.
    • Lush / Aquatic — mention the pool axolotls and the squid / tropical fish added in 0.2.2.
    • Introduction — added a note that throw height matters for some islands.

[0.3.1] - 2026-06-21

Changed

  • Skyseed recipes now accept generic material groups where it makes sense, so you aren't forced to use one specific variant:
    • Forest — any planks (was oak planks).
    • Large Forest — any logs, i.e. any tree (was oak logs).
    • Frozen / Large Frozen — any ice (ice / packed ice / blue ice).
    • Lush / Large Lush — azalea or flowering azalea. Recipes that are intentionally variant-specific are unchanged (Rocky, Desert, Mushroom, Badlands, Ancient, Aquatic) — e.g. red sand stays the Badlands signature and the two mushrooms stay required.