skyseed-1.21.1_0.93.0.jar
Curse Maven Snippet
What's new
[0.93.0] - 2026-06-25
Added
- An anvil capstone at the Village Center's centre. A new optional
centerpieceblock on a theme's jigsaw config is stamped at the dead centre of the assembled structure (the start square's lantern spot — supported by the foundation below, so a falling block like an anvil won't drop); any centre guard golem is posted a couple of blocks aside so it stands beside the capstone rather than on it. The Village Center sets it to an anvil.
Changed
- The Village Center recipe now takes an anvil in its centre slot (replacing the cobblestone) — a real iron cost to match the capstone, and a nice echo of the anvil that lands at the village's heart. Advancements and the guide entry were updated to match (and the guide's stale "huge island" wording corrected to the cluster).
[0.92.0] - 2026-06-25
Changed
- The Village Center is now the 3-small-islands cluster, and biome-styled like the trade post. The big village adopts the cluster layout — 3 small islands ringed around a void centre, the central square on a pad over the hole — instead of one huge depth-capped island. It now also carries the trade post's biome overrides, so a Village Center in a desert / savanna / snowy / taiga biome swaps in that biome's piece set (and the cluster islands take its surface). Added per-biome Village Center debug seeds (plains / desert / savanna / snowy / taiga) to eyeball each.
Removed
- The standalone
village_clusterexperiment theme and its debug seed — folded intovillage_center.
[0.91.0] - 2026-06-25
Changed
- The village seeds are now a crafting progression. The Trade Post recipe takes 2 Hamlet seeds (plus dirt and timber — no extra emeralds), and the Village Center takes 2 Trade Post seeds (plus dirt and timber). So the emeralds flow up the chain — hamlet → trade post → village center — rather than each tier piling on more, and the bigger villages cost the smaller ones. The reveal/gathered advancements and the two guide entries were updated to the new ingredients.
[0.90.0] - 2026-06-25
Changed
- Village Cluster: a ring of 3 islands around a void centre. Reworked the cluster so the three small islands sit in
a tight triangle around the pop point, with the centre left void — the village's central square sits on a small pad
over the void hole and spans the ring on its own bridges/piers (was one island at the centre plus two satellites).
planIslandnow stamps a cluster shape at the offsets only, never at the centre.
Fixed
- The trade-post shop-count gametest was flaky — it drew its village from the random world seed, and the smaller
villages from the road tuning sometimes placed fewer than
caplots (which the cap can only trim, not conjure). Made it deterministic, with an explicitfeatureSeedand a deeper network so it reliably has enough lots.
[0.89.1] - 2026-06-25
Fixed
- Guide book: the village-seed entries were out of date. Brought the Hamlet, Trade Post and Village Center entries in line with what they actually build now: the Hamlet is one or two profession cottages around a green (not "one unemployed villager"); the Trade Post is a street village with fields and large-section landmarks (not a "plaza"); and the Village Center is the big village — a bigger Trade Post on a huge island, 4–6 shops + an iron golem — not the old four-hall, all-13-professions meeting place. The README and the jigsaw plan doc were updated to match. (The village seeds' advancements are crafting-based, so none broke.)
[0.89.0] - 2026-06-25
Changed
- The Village Center seed is now the big village. Folded the big-village idea into the existing
village_centerseed (rather than a separate one): a HUGE island, the trade-post village pieces run deeper (depth 6), a guaranteed 4–6 shops, plus its iron golem. The island's teardrop underside is depth-capped (max_under_depth16) so the huge island stays a wide plateau, not a bottomless cone. (Replaces the old village_center meeting-place build.)
Added
- Island clusters, and a Village Cluster to compare.
Shape.cluster_offsetsstamps the same shape again at each (x,z) offset, turning one island into a little archipelago. The newvillage_clustertheme uses it for the same big village spread across 3 smaller — and therefore shallow — islands, the jigsaw spanning them on its bridges/piers. Two creative debug seeds, "Village Center (one huge island)" and "Village Cluster (3 small islands)", to feel out the difference. Shape.max_under_depth— a per-shape cap on how far the teardrop underside hangs (it normally scales with the radius, ~radius deep), so a very wide island reads as a plateau instead of a deep cone.
[0.88.0] - 2026-06-25 removed
- Superseded by 0.89.0 (the big village became the village_center seed, not a separate one).
[0.87.0] - 2026-06-25
Added
- Trade-post variety: potato & carrot fields, and trees on the island. The filler fields now come in three crops (wheat / potato / carrot) instead of only wheat. And the trade-post island grows a few biome-relevant trees around the village — oak (plains), acacia (savanna), spruce (snowy/taiga) — for a less bare, more lived-in island.
[0.86.0] - 2026-06-25
Fixed
- The starting island's tree now sheds leaves like any other. Its curated oak was hand-built with persistent
leaves (so they'd never decay), which meant fast-leaf-decay mods skipped it. It's now placed with the vanilla
minecraft:oaktree feature — natural, distance-tracked leaves that decay normally. The hand-built version remains only as a defensive fallback, so the island can still never roll without wood.
[0.85.0] - 2026-06-25
Changed
- Village houses get a stone foundation course. A step toward the vanilla look: the profession shops and the great hall now have a cobble/stone foundation course under their plank walls (with the full-height log corner posts) — the frame every vanilla village house has — instead of being plain plank boxes. More building polish to follow.
[0.84.0] - 2026-06-25
Added
- Over-the-void lots get piers, not floating farms. A trade-post lot that sprawls out over the void used to get a
grass platform with a wheat field or garden — odd, floating in the sky. The generator now checks whether a filler
lot sits over the void (the terrain is already down when fillers are chosen) and swaps to a
_voidfiller pool: a wooden plank pier matching the bridges — fence railing, a lamp, barrels and a mooring chain. On-island lots keep their fields. The void pool is found by naming convention (<filler>_void), so any theme can opt in.
[0.83.0] - 2026-06-25
Changed
- More compact trade post — fewer roads. The road network sprawled too wide (the longer 7-block street sections compounded it), so the road recursion depth dropped 5→4 and the street terminator weight rose (1→3) so roads end sooner. A tighter village footprint, still with its 2–4 shops and large-section landmarks.
[0.82.0] - 2026-06-25
Changed
- One snow function for every snowy island. All snow layers now go through the single whole-island snow post-pass
(
snowCover); the old patchy ground-scatter snow (snowColumnTop) is removed. Thesnowflag became a per-column chance (0–1) settable on a palette, biome override or variant — so the frozen island's icy variants keep their light dusting (glacier 0.30, deep_freeze 0.20, leaving the packed-/blue-ice showing) while a snowy village or forest caps every column (1.0). Snow always lands on the highest block — ground, roof or canopy — uniformly across village, forest, frozen and rocky islands.
[0.81.0] - 2026-06-25
Changed
- Snowy forest islands now use the same snow pass as villages. A forest island in a snowy or grove biome used the
old patchy ground-scatter snow — the same "snow doesn't cap the highest block" problem the village had. Those
overrides now opt into the whole-island
snowpost-pass instead, so snow caps the open ground and the spruce canopies uniformly rather than in scattered ground patches. (The frozen and rocky islands keep their snow_block surface with drifts — a deliberately icier look.)
[0.80.0] - 2026-06-25
Added
- Great hall — a second big landmark for large sections. Alongside the blacksmith forge, a large lot can now host
a great hall: a tall, open meeting house (5 wide × 9 deep, ~9 high) with a steep gable, benches down a central aisle
and a bell at the head. It joins the
large_lotspool, so a village's large sections vary — a forge or a hall. This completes "wider lots for bigger buildings": 7×7 shops line the streets, and the large sections host the landmarks.
[0.79.0] - 2026-06-25
Changed
- Bigger shops on wider streets (lot spacing toward vanilla's). The profession shops grew from 5×5 to 7×7 — vanilla's smallest village house is ~7×7 — and the straight street sections are now 7 long, so lots sit ~7 apart, far enough for the wider shops to line a lane without overlapping. Corners became pure turns (a 7×7 shop won't fit a tight 3×3 corner, so it carries no lot). The roof and feature builders scale with the shell, so every profession and biome gets the larger building. First half of "wider lots for bigger buildings"; big feature buildings follow.
[0.78.0] - 2026-06-25
Added
- Lamp-plaza terminators add variety to a village's filler lots. Borrowing vanilla's idea of small "terminator" decorations on leftover plots: a tiny 3×3 lamp-post plot joins the filler pool (alongside wheat fields and gardens), so a village's non-shop lots aren't only fields — some are a little lamp plaza. (Vanilla uses terminators as the jigsaw fallback for a lot a house can't fit; Skyseed already fills lots via the shop cap's filler pool, so adding it there keeps the guaranteed 2–4 shops and the forge intact rather than competing with them for space.) All biomes.
Fixed
- The blacksmith gametest could flake: the jigsaw seeds its assembly from the world seed + the origin (so a fixed
origin always builds the same village) and the gametest's world seed varies per run.
placeCappedgained an explicitfeatureSeedoverload so the test samples 16 deterministic villages and the forge reliably appears.
[0.77.0] - 2026-06-25
Changed
- Snow now caps the whole island — roofs included. The snowy biome's snow used to be a ground-scatter decoration,
so it only dusted the open ground and tree tops, never the buildings (their roofs sat bare). It's now a proper final
generation step: once the island, town, decorations and ground fixes are all down, a snow layer is laid on the
highest block of every column — ground, building roofs and tree canopies alike (full blocks, stairs, slabs and
leaves take it; fences, lamps, crops and water don't). This is an island property (
snow, resolved from the biome override or the base palette), applied across the island and any town that sprawls out from it, not tied to the jigsaw. The snowy trade post and hamlet opt in.
[0.76.0] - 2026-06-25
Added
- Variable street sections — large lots for bigger buildings. Streets now mix the usual small sections (5×5 lots)
with a longer "large" section whose single, isolated lot has room for a bigger building. It draws from a new
large_lotspool weighted toward the blacksmith forge but keeping the small shops too, so a large lot may hold the forge or a small building (the variety you suggested). The blacksmith is renamedforge— exempt from the 2–4shop_cap, so it's a feature building a large section hosts, on top of the capped small shops (rather than being the one the cap trims). This is the foundation for more big buildings: just add them tolarge_lots. All biomes.
[0.75.0] - 2026-06-25
Added
- Bigger buildings (experiment): the blacksmith is now a 5×7 L-shaped forge. It replaces the 5×5 toolsmith cabin with a larger L-shaped building — a stone-faced forge room with a furnace + chimney, and an open cobblestone patio in the notch with an anvil and a fence railing. It stays 5 wide (so it fits between lots ~6 apart on a street) but runs 7 deep into the open space beside the lane, proving the jigsaw can place larger footprints. A gametest confirms it attaches and places (its anvil appears). Being bigger it's more often overlap-rejected in tight spots, so it shows up less than the 5×5 shops — the "jeopardy" of bigger pieces; wider buildings would need lots spaced further apart (a follow-up). Applies across every biome palette.
[0.74.1] - 2026-06-25
Added
- Snow layer on snowy villages. The snowy trade post and hamlet now sit on snow-covered grass (a
minecraft:snowground decoration) instead of a solid snow-block surface, so the snow reads as a thin layer like a real snow biome.
Fixed
- Over-void foundations no longer pillar down into nothing. The foundation pass dropped a fixed 6 blocks even over pure void; it now searches a short way down for ground and connects its foundation to it, or — finding none — drops just a 2-block stub.
[0.74.0] - 2026-06-25
Changed
- The hamlet is now biome-aware and reuses the trade post's buildings. It was a single generic cottage; now it
starts from a small village green whose lot connectors pull the trade post's
lotspool — so a hamlet places 1–2 of the same diverse profession shops (forge / library / fletcher / farmer / fisherman), capped, in the biome's materials, reusing the over-void foundation pass and villager spawning. Biome overrides mirror the trade post (desert sand/sandstone, savanna acacia, taiga/snowy spruce). The only new piece is a tiny per-biome hub — no new building designs were authored. (The old cottages remain as gametest fixtures.)
[0.73.0] - 2026-06-25
Added
- Per-profession trade-post buildings (first slice). The five shops were identical 5×5 cabins differing only by their job-site block; now each has a distinct design — a roof shape (gable cottage / flat / stepped pyramid) plus a profession feature. The blacksmith stands well apart: a stone-fronted forge with a furnace and a chimney up through a flat roof. Farmer and fisherman keep gable cottages (composter / barrel), the librarian gets a stepped roof and bookshelves, the fletcher a flat roof and a hay store. Applies across every biome style (built from each palette).
[0.72.1] - 2026-06-25
Fixed
- Over-void roads no longer grow a sizable dirt floor. The foundation pass ran after the lanes were bridged and treated the bridge's plank edge-beams as floor to support, stilting dirt under lanes that are meant to float. It now runs before the bridges are laid (a lane is still a marker over an empty deck, so it's skipped) and is material-agnostic — so only buildings/fields/gardens over the void get a foundation (in any biome's materials), and the lanes stay floating bridges.
[0.72.0] - 2026-06-25
Added
- All five vanilla village styles for the trade post. Following the desert slice, added savanna (acacia) and a shared spruce set used by both taiga and snowy — which diverge by island surface for now (taiga on grass with ferns, snowy on snow) and can split into separate sets later for snow caps. So a trade post germinating in a desert/savanna/taiga/snowy biome builds from biome-matched materials on a biome-matched island; plains stays the oak default. Added debug seeds for savanna/taiga/snowy in the Skyseed Debug tab to spawn each on demand.
[0.71.1] - 2026-06-25
Added
- Forced-biome debug seeds (creative-only, in the "Skyseed Debug" tab). A seed can now carry an optional forced biome: the debug seed germinates an existing theme as if it were planted in that biome, so the real biome overrides fire — no duplicated theme files. Lets you inspect any biome-adaptive island on demand without flying to the biome. Added: trade post (plains / desert), forest (taiga / dark forest), desert (badlands), rocky (snowy), aquatic (ocean / swamp), frozen (ice spikes), ladder (desert). Like the other debug seeds: no recipe/tag/guide.
[0.71.0] - 2026-06-25
Added
- Biome-styled trade posts — first slice: desert. A trade post that germinates in a desert now builds from its
own sand/sandstone piece set on a sand island, instead of always grass + oak buildings. The trade-post generator is
now palette-driven, so each biome gets a distinct piece set rather than a recolour — the shapes are near-copies
for now, but this is the structure that lets building details (flat roofs, snow caps, …) diverge per biome later.
BiomeOverridegained an optionaljigsaw, so a biome can swap the whole jigsaw build (here: the desert pool + a sand surface + dead-bush ground). Working toward vanilla's five styles (desert / plains / savanna / snowy / taiga).
[0.70.2] - 2026-06-25
Changed
- A trade post now reliably lands its rolled 2–4 shops, instead of sometimes ending up with 0–1. A cap can only
trim a surplus — it can't conjure shops when the random assembly happens to roll few — so the lot pool is now made
entirely of shops and the assembled piece list is normalised before stamping: the rolled number of shops nearest
the centre are kept, and every surplus lot is re-stamped in place from a new
fillerspool (wheat fields / gardens). So the planned house count is guaranteed whenever that many lots placed (a tiny island may still place fewer, which is acceptable), and the remaining lots become the fields. NewJigsawConfig.cap_fillernames the replacement pool.
[0.70.1] - 2026-06-25
Changed
- A trade post now rolls a target of 2–4 shops up front, instead of always landing exactly 4. The target is
rolled from the island RNG when the plan is built — so it's reproducible per seed but varies between trade posts —
and the shop cap then trims to it. Most trade posts land 2–4 shops (occasionally fewer if a lot can't attach).
New
JigsawConfig.cap_min: when set in[1, cap_count), the generator rolls the cap in[cap_min, cap_count]; left unset it keeps the fixedcap_countbehaviour.
[0.70.0] - 2026-06-25
Added
- Per-element caps on jigsaw assembly (
JigsawConfig.cap_prefix/cap_count). Vanilla's jigsaw has no native limit on how many of an element it places, so a pool allowed to run long places as many shops as fit. The compat layer now mirrorsgenerateJigsawbut, after assembling the full piece list, drops any piece whose element name containscap_prefixbeyond thecap_countnearest the centre — keeping the central ones — before stamping. The spare lots simply don't get their (capped) building.
Changed
- The Trade Post is now a proper 2–4 building trade post. Its streets run long and branch (so plenty of lots,
fields, and over-void piers form), but a
shop_cap of 4 holds the shops to a tidy handful while the remaining lots fall to wheat fields and gardens. Rebalanced the lot pool toward fields (fields were too rare before — three villages in a row could have none).
Fixed
- Buildings and piers no longer float over the void. A new post-assembly pass (
PathSurfacer.supportFloatingFloors) drops a short dirt foundation under any building or bridge floor left hanging over an open drop, so a lot or pier that ran off the island edge reads as anchored rather than floating in mid-air (e.g. the garden-on-a-lantern that hung in the sky).
[0.69.2] - 2026-06-25
Fixed
- Trade Post shops now appear reliably, and dev-generated structure templates reach the run without a manual
wipe.
- The street runs terminated too early, so a village often grew only one or two building lots (frequently no shop). Lengthened the runs (far fewer empty terminators) so a village reliably grows several lots — most villages now show multiple shops alongside the fields/gardens.
- Build: new
syncDevStructuresGradle task refreshes this Stonecutter version node's copy of the code-generated.nbtfrom the repo-root src beforeprocessResources, so editing a*Templates.java(or pulling new structures) takes effect on the nextrunClient— no more deletingversions/<v>/srcby hand. (This was the real cause of the earlier shop-less villages: a stale node copy shadowed the current template.) - The
tradePostVillagePlacesShopsgametest now assembles five villages and asserts shops appear in aggregate, so it can't flake on an unlucky single roll.
[0.69.1] - 2026-06-25
Fixed
- Trade Post villages now reliably place shops. The streets branched into a dense grid (a 4‑way cross piece), and a 5×5 building lot hung off a 3‑wide street collided with neighbouring streets/lots — the jigsaw overlap check then rejected it, so most lots (and often every shop) silently dropped, leaving a square with a couple of fields and no houses. Dropped the cross piece — streets are now straights + corners, so lots have open space along the sides and shops/fields/gardens place reliably. A new gametest assembles a village on a flat platform and asserts shops actually appear (guards the regression). The underlying jigsaw treats shops and fields identically; the fix is purely about giving lots room.
[0.69.0] - 2026-06-25
Changed
- The Trade Post is now a real street village (SKYJIGSAWPLAN Phase 1). Its fixed plaza‑plus‑four‑shops gave
way to a jigsaw village: a cobblestone square radiates a
streetspool (straight / corner / cross + an empty terminator) that branches and twists at depth 6, with buildings hung off sidelotconnectors from alotspool — the five trade shops plus non‑shop scenery (a fenced, watered, grown wheat field and a flower garden) and a weighted empty terminator so the village breathes. The lanes are marker‑surfaced byPathSurfacer, so they read as terrain‑aware dirt paths on the island and self‑railing wooden bridges where a lane runs out over the void — little piers off the village edge, for free. - The villager bed scan and the connection‑link pass now follow the structure's
reachinstead of a fixed 16‑block box (SKYJIGSAWPLAN §5.1), so every shop across the sprawl still gets its villager and its fences linked — and both skip unloaded chunks so a wide reach never force‑loads the void.
[0.68.2] - 2026-06-25
Fixed
- Path tiles surface as a uniform worn
dirt_pathinstead of a dirt/gravel mix. The old scatter formula degenerated —x*7 + z*5 mod 5reduces to depend only onx— so gravel came up in regular stripes ("weird lines"). Dropped the gravel; the on-island paths now read like a natural village trail.
[0.68.1] - 2026-06-25
Changed (dev)
- The
debug_streetsspike now lays path markers instead of baked cobblestone, driving the newPathSurfacerend to end in-world: the street pieces bake no floor — each lays apurple_woolmarker above its deck and clears its connector tile — so the surfacing pass turns the run into a terrain-aware dirt path (with a little gravel) on the island and a self-railing wooden-slab bridge out over the void. The seed declaresreach: 96so the pass covers the full sprawl, andPathSurfacernow skips unloaded chunks so a wide reach never force-loads terrain. Throw it to see the paths + bridges.
[0.68.0] - 2026-06-25
Added
- Terrain-aware path / over-void bridge surfacing — SKYJIGSAWPLAN Phase 1 foundation. A new
PathSurfacerpass turns the markers a connective jigsaw piece leaves behind into a context-matched surface: adirt_path(with a little gravel) where the deck sits on ground, and a self-railing wooden-slab bridge — edge beams + fence railings on every open-drop side, capped dead-ends, scaling with path width — where it runs out over the void. Two-phase (snapshot the markers, resolve decks + edges, clear the markers last) and decides void-vs-ground from the block under the deck, so it's robust to a connector clearing the deck tile. Unit-tested.
Changed
- Jigsaw structures gained a
reachconfig knob — the half-extent the post-assembly passes scan around the origin. The connection-link pass now scansreach(so railings link across a sprawling structure, not just a fixed 16-block box), and the path-surfacing pass runs only whenreach > 0. Default0preserves every existing structure's behaviour. Wired intoGenerationJob, dormant until the street-based structures start laying markers (next).
[0.67.1] - 2026-06-25
Added (dev)
- Jigsaw diversity spike — SKYJIGSAWPLAN Phase 0. A throwaway creative-only
debug_streetsseed that grows a self-connecting cobblestone street network: a plaza start piece + astraight/corner/cross/endpool with a weighted empty terminator, recursing atdepth: 6. It exists to prove the jigsaw really sprawls — branching, twisting, and (on a real island) running straight out over the void from rigid pieces that need no ground support. Throw it to eyeball the effective sprawl reach (themaxDistanceFromCentercap). Plain decks for now; the terrain-aware path / self-railing-bridge surfacing (SKYJIGSAWPLAN §3a) is Phase 1. To be deleted when the real village system lands.
[0.67.0] - 2026-06-25
Added
- Bastion remnant rare structure. A ruined bastion — crumbling cracked polished-blackstone-brick ramparts on a
polished-blackstone floor, weeping crying-obsidian corner buttresses and a wept central shard, gilded/gold accents,
a caged magma-cube spawner and a bastion loot chest, garrisoned by two piglins and a brute — now has a 5% chance
of germinating on the three bastion-biome Large Nether seeds: Large Nether Rocky (Nether wastes), Large Nether
Forest (crimson/warped) and Large Nether Soul (soul sand valley). It deliberately does not roll on the Basalt or
Lava larges, matching vanilla's rule that bastions shun the basalt deltas. It lives in its own
skyseed:bastion/remnantpool, separate from the dedicated Bastion seed's treasure/bridge/housing variants, and a creative-onlydebug_bastion_remnantseed germinates it on demand.
[0.66.5] - 2026-06-24
Changed
- The Nether chapter is visible again (its seeds shown as locked "?"), not hidden entirely — only the early
unlocking was the bug. The
changed_dimensionreveal gate from 0.66.4 stays, so Nether seeds still don't unlock until you've entered the Nether; the chapter just isn'tsecretanymore.
[0.66.4] - 2026-06-24
Fixed
- The Nether chapter is now actually hidden until you enter the Nether. Patchouli categories don't honour an
advancementlock (the one on the chapter was a no‑op), so the Nether seeds were showing early. The chapter is now asecretcategory, and each Nether seed's reveal additionally requires having entered the Nether (achanged_dimensiontothe_nether) — so the whole chapter, and its seeds, stay out of the book until you step through a portal.
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