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-0.32.9.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

NeoForge

implementation "curse.maven:skyseed-1583029:8302884"
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[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); the outpostHasSpawnerAndCage gametest 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 outpostGolemFitsInCage gametest.
  • 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 reflowed PondCarver'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-sorted GenerationJob's imports; rewrote the stale IslandSeedEntity class 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 RimNoise helper (used by both ShapeBuilder and PondCarver). Behaviour-preserving: the islandOutputIsStable golden master stays byte-identical and all 17 gametests pass; compiles warning-free under -Xlint:all.

[0.32.6] - 2026-06-22

Internal

  • Split the IslandGenerator god class (codereview A1): 1096 lines → a ~290-line orchestrator plus six focused, package-private collaborators — ShapeBuilder (terrain pass), OrePlanner, PondCarver, DecorationPlanner (+ CustomTrees for the hand-built mangrove/azalea/ice-spike), MobPlanner — and a shared Scatter record. planIsland now reads as the generation pipeline, threading one RandomSource through 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 Built record replaces 14 nested copies, and StructureParts now owns the shared writeIfAbsent/jig/mobSpawner helpers (plus the existing anchor/lootChest); the per-file re-implementations are gone. ~160 lines of copy-paste removed across 15 files. Behaviour-preserving: regenerating all 46 structure .nbt produced 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/resolveEntity and 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) and GenerationJob (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 @SuppressWarnings and fixed the warnings they hid: Mob.finalizeSpawnEventHooks.finalizeMobSpawn (worldgen mob spawns now fire the NeoForge FinalizeSpawn event) and BlockStateBase.blocksMotion() → a position-aware collision-shape check. The tree compiles warning-free.
  • Added test-coverage measurement: ./gradlew gameTestCoverage attaches 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 and GenerationJob world-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 new codereview.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_mansion chest, 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 animals pack). 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_mansion table.
    • 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_mansion theme + guide entry + advancement. (With this, both planned grand structures are built.)

[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_chamber theme (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_forest biome. 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).