File Details
skyseed-0.32.9.jar
- R
- Jun 22, 2026
- 387.10 KB
- 5
- 1.21.1
- NeoForge
File Name
skyseed-0.32.9.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
[0.32.9] - 2026-06-22
Fixed
- Pillager Outpost: the watch-platform lantern no longer floats in mid-air — it hangs on a chain dropped
from the roof ridge. The golem cage's fences already link (the v0.32.8 all-fence ring +
linkFences); theoutpostHasSpawnerAndCagegametest now also asserts a cage-edge fence is connected, to keep it that way.
Docs
description.md: fleshed out the Large-variant twist for all ten terrain islands (Forest, Mushroom, Meadow and Ancient were the four still missing one), and added a line making clear each Large variant is its own separate, pricier seed — so the ten terrain types are twenty islands in all.
[0.32.8] - 2026-06-22
Fixed
- Pillager Outpost — golem suffocation: the iron golem now spawns on the cage floor (it was spawned one
block up, jamming its ~2.7-tall head into the floor above), and the cage is an all-fence ring instead of having
corner logs (a full block there sat inside the ~1.4-wide golem's eye-box and suffocated it). Spawn point is
also chosen by a clearance search now. Guarded by a new
outpostGolemFitsInCagegametest. - Pillager Outpost — unlinked fences: the watch-platform railing and the cage now connect up. Jigsaw
placement copies stored blockstates verbatim with no neighbour update, so fences are pre-linked to their
neighbours when the template is generated, via a new
StructureParts.linkFences. - Woodland Mansion — wing gap: the side wings now butt flush against the central hall instead of leaving an open slot beside each doorway. The box-edge connector plane is walled across the wing's footprint (a jamb), so the wing meets solid wall — without moving the connector and re-triggering the jigsaw overlap rejection.
- Woodland Mansion — staircase: removed the lantern that hung in the open stairwell; moved the stairs one column inward so the corner log pillar no longer blocks the climb's exit onto the upper floor; and stopped carving the stairwell's near row so the upper-hall carpet no longer floats over the opening.
[0.32.7] - 2026-06-22
Internal
- Code-review cleanup (B4, C1–C5, D1, P1): trimmed the dead NeoForge-MDK example comments from
build.gradle; documented the nullable-sentinel returns (@return … or {@code null}); replaced fully-qualified names with imports (ThrowableItemProjectile,ResourceLocation); braced and reflowedPondCarver's pond-bed/shore/column helpers; named the tunable magic numbers (depth-bulge exponent, deep-core fraction, vein face-grow chance, seed tries, pond extent / rim wobble, pad clear-height); re-sortedGenerationJob's imports; rewrote the staleIslandSeedEntityclass Javadoc (no more "milestone 4 placeholder"); and documented the un-budgeted single-tick jigsaw trade-off. - Extracted the duplicated rim-harmonic routine into a shared
RimNoisehelper (used by bothShapeBuilderandPondCarver). Behaviour-preserving: theislandOutputIsStablegolden master stays byte-identical and all 17 gametests pass; compiles warning-free under-Xlint:all.
[0.32.6] - 2026-06-22
Internal
- Split the
IslandGeneratorgod class (codereview A1): 1096 lines → a ~290-line orchestrator plus six focused, package-private collaborators —ShapeBuilder(terrain pass),OrePlanner,PondCarver,DecorationPlanner(+CustomTreesfor the hand-built mangrove/azalea/ice-spike),MobPlanner— and a sharedScatterrecord.planIslandnow reads as the generation pipeline, threading oneRandomSourcethrough the passes in the original order; each pass is independently testable. - Guarded by a new golden-master test (
islandOutputIsStable) fingerprinting the exact generation output (centre-relative block checksum + entity/structure counts) of 5 themes covering all six planner paths. The refactor is behaviour-preserving: every fingerprint is byte-identical and all 17 gametests pass. Coverage held — orchestrator 99.3%, new classes 96.8–100% (ShapeBuilder/CustomTrees/Scatter 100%).
[0.32.5] - 2026-06-22
Internal
- De-duplicated the structure templates (codereview A2). A package-level
Builtrecord replaces 14 nested copies, andStructurePartsnow owns the sharedwriteIfAbsent/jig/mobSpawnerhelpers (plus the existinganchor/lootChest); the per-file re-implementations are gone. ~160 lines of copy-paste removed across 15 files. Behaviour-preserving: regenerating all 46 structure.nbtproduced zero diffs, and the gametests pass. - Also normalized line endings (
.gitattributes* text=auto eol=lf), stopping the LF/CRLF commit warnings.
[0.32.4] - 2026-06-22
Internal
- Raised
IslandGenerator(the largest upcoming refactor) test coverage from 64% to ~99% with targeted tests + tiny themes that exercise the previously-untested paths: river-style ponds (riverColumns), hand-built mangroves (buildMangrove), biome-override waterfalls (placeWaterfalls), and an all-bogus-ids theme that drives the warn/fallback branches (resolveBlock/resolveScatter/resolveBands/resolveEntityand unknown features). The remaining few lines are unreachable defensive branches. Overall ~76% line.
[0.32.3] - 2026-06-22
Internal
- Extended the GameTest suite to cover the world-apply pipeline that was at 0%:
IslandSeedEntity(throw → arm → germinate, precise-mode targeting, and an NBT save/load round-trip) andGenerationJob(draining a structure island — block stream, jigsaw cottage, villager-at-bed, iron golem, animal pack). Coverage of those two classes went 0% → 71% / 77%; overall ~73% line. Adds two tiny test-only themes (skyseed:gametest/island,skyseed:gametest/structure).
[0.32.2] - 2026-06-22
Internal
- The build now compiles with
-Xlint:all(deliberately not-Werror, so warnings stay visible instead of pressuring suppression). Removed all three@SuppressWarningsand fixed the warnings they hid:Mob.finalizeSpawn→EventHooks.finalizeMobSpawn(worldgen mob spawns now fire the NeoForge FinalizeSpawn event) andBlockStateBase.blocksMotion()→ a position-aware collision-shape check. The tree compiles warning-free. - Added test-coverage measurement:
./gradlew gameTestCoverageattaches JaCoCo to the gameTest run →build/reports/jacoco/. The GameTest suite covers ~65% of the mod's own lines (generation core well covered; the entity germination loop andGenerationJobworld-apply are the main gaps).
[0.32.1] - 2026-06-22
Internal
- Added a NeoForge GameTest suite (
gametest/SkyseedGameTests.java, run with./gradlew runGameTestServer) covering island-generation and structure invariants — every theme plans without error, generation is deterministic and bottom-up sorted, rocky carries ore, structure themes record a jigsaw site, the mansion plans its evoker garrison, and the outpost/trial-chamber pieces keep their key blocks. This is the safety net for the refactors tracked in the newcodereview.md.
[0.32.0] - 2026-06-22
Changed
- Pillager Outpost rebuilt — wider, with a camp. The cramped 5×5 box became a 7×7 cobblestone-and-dark-oak
watchtower on a larger island, fixing both old problems:
- The iron-golem cage sits in a semi-open arched base with room to walk around it to the corner ladder (you no longer have to break the cage to get past it).
- The pillager spawner moved to an enclosed middle room (walls, floor and ceiling), so spawned pillagers can't fall off the island or get stuck in a tree — you fight them as you climb. Above it is an open watch platform under a pitched roof.
- The base is ringed by a small camp: two canvas tents, an archery target, a campfire with log seats, a banner on a pole, and hay-bale supplies. The outpost island (and the 5%-on-a-Trade-Post variant) grew to fit.
[0.31.0] - 2026-06-22
Changed
- Woodland Mansion is now a modular jigsaw structure (the second half of the modular follow-up — both grand
structures are now modular). The two-storey dark-oak core is the start piece, and it draws up to three
single-storey wings from a pool — a storeroom (barrels), a library (bookshelves) and a checkerboard secret
room (wool) — attached to the west, east and back walls, each with its own
chests/woodland_mansionchest, so the manor sprawls a little differently every time (up to six chests now). Same guaranteed evoker → totem + vindicator garrison in the hall; the island is larger to hold the wings. Vertical floor-stacking via jigsaw was spiked and confirmed working, but the internal staircase makes horizontal wings the cleaner split.
[0.30.0] - 2026-06-22
Changed
- Trial Chamber is now a modular jigsaw complex (the flagged follow-up to v0.28.0). Instead of one fixed
11×11 arena, the chamber is assembled from a central hub (the breeze boss spawner, the ominous vault and
the ladder entrance) plus up to four room pieces drawn from a pool — zombie / skeleton / spider / breeze
spawner rooms (each with a vault) and a twin-vault treasure room — so the layout varies every time you grow
one. Still buried via
sink, still the same self-contained spawner→key→vault loop and Bad-Omen ominous path; the island is a touch larger to hold the spread-out complex. (Proves buried multi-piece jigsaw assembly.)
[0.29.0] - 2026-06-22
Added
- Woodland Mansion Skyseed — the second grand structure from
SKYGRANDSTRUCTURESPLAN.md, and the last of the planned grand pair. A two-storey dark-oak manor (13×13, a tall gabled roof) raised on a larger grassy island ringed with dark oaks: a red-carpet entrance hall, a staircase up to loot rooms and a small library, glass windows, hanging lanterns.- Guaranteed totem — an evoker and a pack of vindicators garrison the hall (spawned via the
theme's
animalspack). Kill the evoker for a Totem of Undying; throw another seed whenever you want more, so the mansion is a reliable totem destination. - Loot — three chests on the vanilla
chests/woodland_mansiontable. - Crafted from dark oak + diamonds around a Totem of Undying — your first totem comes from an Evoker Cell
(rarely on a dark-forest Forest island), which bootstraps the mansion. New
woodland_mansiontheme + guide entry + advancement. (With this, both planned grand structures are built.)
- Guaranteed totem — an evoker and a pack of vindicators garrison the hall (spawned via the
theme's
[0.28.0] - 2026-06-22
Added
- Trial Chamber Skyseed — the first grand structure from
SKYGRANDSTRUCTURESPLAN.md. A copper-and-tuff trial chamber sunk deep into a rocky island, entered by a single ladder shaft punched up to the surface. Drop into a lantern-lit arena with a breeze trial spawner dead centre and four more trial spawners (zombie, skeleton, spider, breeze) around it.- Self-contained loop — clear a spawner's waves for a trial key, spend keys on the three vaults for loot. Nothing respawns.
- Ominous path — bring an ominous bottle (raid one from an Outpost island): the spawners turn ominous and feed the centre ominous vault, the one holding the heavy core for a mace.
- Crafted from tuff bricks + copper blocks around a diamond; the island carries a little copper and iron
ore of its own. New
trial_chambertheme (a larger, thicker rocky island) + guide entry + advancement.
[0.27.0] - 2026-06-22
Added
- Tier-1 gating chambers — the first build toward the grand Woodland Mansion & Trial Chamber (see
SKYGRANDSTRUCTURESPLAN.md). Small rare chambers that hand you the progression-gating items directly, so the future grand structures can be spectacle rather than gatekeepers:- Evoker Cell — a sealed dark-oak room (a mansion fragment) with an evoker inside and a woodland-mansion
chest, 5% on a Forest grown in a
dark_forestbiome. Break in, kill the evoker, claim a bootstrap Totem of Undying. - Vault Cell — a buried tuff/copper room with two trial spawners and a vault, 5% on an Ancient island. Dig in, clear the spawners for trial keys, open the vault for the reward — a self-contained mini trial-chamber. The trial mechanics are native 1.21 block-entities (spawner/vault NBT schema verified in-game).
- Evoker Cell — a sealed dark-oak room (a mansion fragment) with an evoker inside and a woodland-mansion
chest, 5% on a Forest grown in a