File Details
skyseed-0.26.0.jar
- R
- Jun 22, 2026
- 333.52 KB
- 17
- 1.21.1
- NeoForge
File Name
skyseed-0.26.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
[0.26.0] - 2026-06-22
Added
- Trail Ruins — a buried archaeology site: a mud-brick floor under a gravel layer salted with suspicious
gravel to brush for pottery sherds (the vanilla
trail_ruinsloot tables), low broken walls, and a few fragments poking up through the surface as the only tell. It's sunk a few blocks, so you spot the fragments, dig in, and brush. Appears at 10% on a Large Ancient island (its natural home — the deep, ancient isle) and 5% on a Forest grown in a taiga biome (the vanilla home for Trail Ruins). No new seed — reuses the buried-structure (sink) and brushable-block mechanisms.
[0.25.0] - 2026-06-22
Added
- Every big island (except Aquatic) now has a 1% chance to grow a Ruined Portal — the broken Nether-portal
frame with crying obsidian and a
ruined_portalchest, sitting on the surface. A rare find across Large Forest / Rocky / Desert / Mushroom / Frozen / Meadow / Badlands / Ancient / Lush. The island keeps its own look (verified: a Large Frozen with a portal is still snow). Datapack-only — a 1%rare_structuresentry on each large theme.
[0.24.1] - 2026-06-22
Changed
- Drew the Outpost seed icon — a dark-oak watchtower with a flag, arrow slits and a grass-and-dirt base, in the iconographic style of the other structure seeds (it had shipped with a placeholder copied from the Dungeon seed).
[0.24.0] - 2026-06-22
Added
- Pillager Outpost — a new island, and a Trade Post surprise. A dark-oak watchtower: climb the inside
ladder past arrow slits to a pillager spawner and a
pillager_outpostloot chest up top, while an iron golem sits caged behind dark-oak fences at the base — break the cage and it turns on the pillagers.- 🗼 Outpost Island (
skyseed:outpost) — its own seed (dark oak planks + crossbow + iron ingot), with an Almanac entry. - A Trade Post has a 5% chance of coming up as a Pillager Outpost instead of a village — no villagers, a
hostile takeover. Reuses the
rare_structuresmechanism; the caged golem spawns via the jigsawiron_golemsfield (lands at the centre, inside the cage). - Pillager patrol spawning is now disabled on Skyseed worlds (alongside raids), so pillagers are an Outpost encounter, not random wanderers.
- 🗼 Outpost Island (
[0.23.0] - 2026-06-22
Changed
- The Dungeon is roomier and reworked. The cramped 3×3 cell is now a 5×5×3 cobble room — more space to
move and fight, especially against spiders. On the dedicated Dungeon island the room is now sunk into
the ground (like the Desert Temple) with a stepped stairwell down to a dark-oak door, and the (larger)
island is strewn with broken ruin stubs and ruined stonework. Spawner + two
simple_dungeonchests as before; the cobble is mossed by the weathering processor.
Added
- A Dungeon has a 5% chance on a Large Rocky or Large Ancient island — buried and fully sealed (no stairs),
so the only way in is to dig down onto it: a nasty surprise and a reminder not to dig straight down. The
spawner still rolls zombie / skeleton / spider. (New
dungeon/buriedvsdungeon/lairpools; the burial reuses the jigsawsinkfield.)
[0.22.0] - 2026-06-22
Added
- A Witch Hut can now turn up on big islands grown in the right biome — 5% on a Large Forest in a
swamp, mangrove swamp or dark-oak (
dark_forest) biome, and 5% on a Large Aquatic island in a swamp or mangrove swamp. The witch and her cat come with it. It stands on dry swampy ground (the island's pond is suppressed on a hut roll, the same way the ocean ruin replaces a pond). Reuses thebiomesrare-structure filter from 0.21.0 — datapack only, no new code.- Verified: hut + witch appear in swamp and dark-oak forests and on a swamp aquatic island (lake gone); a jungle forest still grows the jungle temple instead (the two forest entries coexist); plains grows neither.
[0.21.0] - 2026-06-22
Changed
- The Jungle Temple is rebuilt to look the part. Instead of the old flat box it's now a tiered cobblestone-and-moss ziggurat — a 9×9 base stepping up through smaller tiers, with corner columns rising over it and vines trailing down the walls. The trapped inner chamber is intact: two loot chests and an arrow dispenser wired to a tripwire (verified live after assembly), reached through a front doorway.
Added
- A Jungle Temple has a 5% chance on a Large Forest island grown in a jungle — any
#minecraft:is_junglebiome, so bamboo and sparse jungles count too. It stands among the jungle trees (not buried —sink0).- New
biomesfilter on a rare structure gates the roll to matching germination biomes (same id/#tagsyntax as biome overrides). Verified end-to-end: in a real jungle the forest island grows jungle trees and the temple; in plains it grows neither.
- New
[0.20.0] - 2026-06-22
Added
- Structure islands can now also appear, buried, on big islands. First one: a Desert Temple has a 5%
chance on a Large Desert island, sunk a block beneath the sand so its sandstone roof is hidden and the only
tell is a suspicious hole in the dunes (verified: zero sandstone shows at the surface; the island's own sand
stays intact right up to the hole). Drop in and the central pressure-plate-over-TNT trap is waiting, exactly
like the dedicated Desert Temple island.
- New
sinkfield on a theme's jigsaw config buries the structure N blocks below the levelled surface, so the island's own surface covers it; the temple's shaft punches up through that surface for the hole. The dedicated Desert Temple island is unchanged (sink0). The oasis is suppressed on a temple roll so the two don't fight over the island centre.
- New
[0.19.11] - 2026-06-22
Changed
- Two small roof tweaks. Dropped the extra upside-down rake stair at each eave corner (it stuck out on the side), and added a full block under the ridge slab at the gable-overhang peak (a touch nicer than slab-over-air).
[0.19.10] - 2026-06-22
Changed
- Gable rake upside-down stairs, corrected. Moved them out to the overhang plane (tucked under the overhanging rake stair, instead of replacing the gable wall), flipped their facing to downhill, and extended them down to the bottom eave step. 16 per cottage (8 per gable).
[0.19.9] - 2026-06-22
Changed
- Precise throw mode is now the default (most playtesters preferred it). New installs start in Precise
(direct placement along your look vector); press V to switch to Classic (the charged arc). Existing
players keep whatever they last had — delete
config/skyseed-client.tomlor press V once to pick up the new default. The in-game guide and store text were updated to match.
[0.19.8] - 2026-06-22
Changed
- Smoothed the gable rake with upside-down stairs. The diagonal gable edge now has upside-down stairs filling the step-notches (the topmost gable-fill block under each sloped course), so the rake reads as a solid diagonal rather than a blocky staircase. This is what the earlier "upside-down stairs at the overhang" request actually meant — they belong on the gable rake, not the slope-side eaves. 8 per cottage gable.
[0.19.7] - 2026-06-22
Changed
- Cleaner roof eaves. Removed the upside-down "soffit" stairs from under the overhanging eaves (added in v0.19.4) — they cluttered the slope sides. The overhang is now an open stepped eave, matching the intended look. Affects the cottages and the witch hut (the overhanging-roof structures).
[0.19.6] - 2026-06-22
Changed
- The Desert Temple is buried now, like the original. Reworked it to anchor on its roof so it sits flush with the (all-sandstone) island surface with the chamber hanging below — the only thing on top is a hole in the roof centre that invites a drop-in. A single pressure plate sits dead-centre on the floor over TNT and the buried cache, directly under the hole: drop in carelessly and you land on it (verified — a mob dropped through the hole detonates the chamber). Replaces the four corner plates from v0.19.5. The buried interior is carved with explicit air (which the jigsaw placement does honour).
[0.19.5] - 2026-06-22
Added
- The temple traps are back. A new post-placement pass (
Traps) re-adds the support-dependent blocks that the jigsaw assembler drops, so the trapped structures have their jeopardy again:- Desert Temple — a pressure plate over hidden TNT at each floor corner, sitting over the buried 3×3 cache. Step on one and the chamber goes off (verified: a mob stepping on a plate detonates it).
- Jungle Temple — a tripwire strung across the dispenser's line of fire; tripping it powers the hook mounted on the dispenser, which looses arrows.
- How: the fragile blocks are baked into the templates as wool markers (full blocks survive the jigsaw
path and rotate with the piece); after assembly,
Trapsswaps each marker for its real block with full block updates, deriving a tripwire hook's facing from the adjacent string.
[0.19.4] - 2026-06-22
Changed
- Roof + structure polish (from playtest feedback):
- Roof ridges are now capped with a slab instead of a full block — a slimmer, cleaner peak.
- The overhang roofs (cottage, witch hut) get upside-down soffit stairs underneath, so the eaves are boxed in rather than open.
- Cottages now have an accessible loft: a ladder climbs the back wall and punches through the ceiling into the attic (lit by the gable's loft window).
- The chicken coop gained a gabled roof to match the rest of the buildings.
Fixed
- Pasture / Wool Farm / Stable fences render as a connected ring instead of loose posts — the fence connection states are now baked into the template (structure placement does no neighbour updates, so the connections have to be stored, like the cottage doors).
- Enclosure mobs spawn in a clear spot rather than inside the furniture — the Witch Hut witch no longer materialises sitting in her own cauldron.
[0.19.3] - 2026-06-22
Changed
- Gable roofs on the rest of the buildings. Extended the pitched stair roof from the cottages to the
Trade Post shops, the Village Center halls, and the Witch Hut — no more flat lids. The roof
geometry is now a shared
StructureParts.gableRoofhelper: the single-piece Witch Hut gets the full one-block overhang (spruce), while the connector-based shops/halls use flush eaves so their jigsaw connections and the tight plaza packing stay intact. Verified the villages still assemble — 4 shop beds, all 13 professions + iron golem, and the witch + cat.
[0.19.2] - 2026-06-22
Changed
- Hamlet cottages got a proper roof. Replaced the flat plank lid with a pitched, overhanging gable roof built from stairs rising to a ridge beam — far nicer in silhouette. Cottages also gained log corner posts, glass windows on three sides, and a glass loft window in the front gable. The three variants now use distinct woods — oak, spruce, birch — instead of all sharing oak. (Built with a one-block border so the roof overhang stays within the template's bounds. The Trade Post shops and Village Center halls still have flat roofs — the same treatment can be extended to them.)
[0.19.1] - 2026-06-22
Fixed
- Structures no longer sit a block too deep.
JigsawPlacementseats a structure's anchor block atorigin.y − 1, so every island building (cottages, plazas, igloo, ruin, animal pens, dungeons, …) sank one block into its levelled pad and left a grass lip around it. The jigsaw origin is now passed asgy + 1so floors land flush on the pad. Uniform across all structures — the Desert Temple's TNT still buries one below.
Changed
- Trade Post and Village Center are now enterable without breaking blocks. Their buildings ringed the plaza flush on all four sides and met at the corners, sealing it in. The plazas are now two blocks wider than their buildings (Trade Post 5→7, Village Center 7→9), so each building leaves the plaza's corner columns open as walkable sneak-gaps to the bell and the traders. The Village Center island grew slightly to fit (radius 15–18 → 16–19, pad 11 → 12).
[0.19.0] - 2026-06-22
Added
- Rare structures on ordinary islands. A new
rare_structurestheme field rolls a chance-gated structure that germinates in place of the usual island (the first whose chance hits wins, at most one per island). When rolled, its jigsaw replaces the theme's normal one (or becomes the only one) and its ownmobspack spawns the inhabitants;suppress_pondlets a flooded ruin stand in for the pond. Three surprises ship with it:- Igloo — 5% on Frozen islands. A sealed snow dome (kept dark so it survives daylight) with a brewing
stand, a water cauldron, the vanilla
igloo_chest(golden apple!), and a trapped zombie villager to cure. Simplified from vanilla: a surface dome rather than a hidden basement, and no separate cleric. - Abandoned cottage — 10% on Hamlet islands. A cobwebbed, gap-punched oak ruin with a
village_plains_housechest and no bed — so no normal villager spawns, only the haunting zombie villager. - Ocean ruin — 8% on Aquatic islands. A weathered stone-brick basin (it replaces the central pond) holding
a contained pool, suspicious sand (warm — the Sniffer-egg source) and gravel, and a sunken
underwater_ruin_bigchest.
- Igloo — 5% on Frozen islands. A sealed snow dome (kept dark so it survives daylight) with a brewing
stand, a water cauldron, the vanilla
- Brief field notes for each surprise added to the Frozen / Hamlet / Aquatic guide entries.
[0.18.2] - 2026-06-22
Changed
- Made Large Rocky a proper mining mountain. A 10-island measurement showed it was actually leaner than the small island — ~0.75% ore by volume at y≈100 (vs the small island's ~2.75%), because its vein counts didn't scale with its ~6× larger volume. Raised the bulk-ore (coal / iron / copper) counts on its mid / high / peak bands so density now lands ~1.8–2%, and total ore rose from ~54 to ~132 per island — clearly richer than the small island in total, while staying in the vanilla per-block range. The emerald gateway and the deep diamond band are unchanged.
[0.18.1] - 2026-06-22
Changed
- Toned down Rocky ore density. A 10-island measurement at the y≈100 start height put small Rocky islands at ~4.3% ore by volume (up to ~10% on the smallest) — about 1.5× vanilla's richest layers. Vein counts on the mid / high / peak bands were trimmed (vein size stays 4–8) to bring it to ~2.75–3%, and the smallest-island spike from ~10% to ~5.75%. The deep band and Large Rocky (the dedicated mining islands) keep their richer tables.
[0.18.0] - 2026-06-22
Fixed
- The Frozen and Large Frozen recipes were uncraftable. They keyed the ice ingredient off
#minecraft:ice, which isn't a real item tag, so the slot resolved to nothing — it showed as a broken red cross in the guide and couldn't be filled. Added a#skyseed:icetag (ice / packed ice / blue ice) and pointed both recipes at it.
Changed
- The animal and structure island recipes now use the 2×2 shaped layout like the other small islands, instead of shapeless: Pasture (both wool and beef), Poultry, Wool Farm, Stable, Aquarium, Ruined Portal, Desert Temple, Jungle Temple and Witch Hut are each a four-ingredient 2×2 (e.g. Ruined Portal = obsidian over gold, Desert Temple = sandstone + TNT over sand).