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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.
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skyseed-1.21.1_0.100.0.jar

File nameskyseed-1.21.1_0.100.0.jar
Uploaded
Jun 26, 2026
Downloads
30
Size
799.9 KB
Mod Loaders
NeoForge
File ID
8325080
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8325080"

Learn more about Curse Maven

What's new

[0.100.0] - 2026-06-26

Changed

  • The village center now favours bigger buildings more than the trade post. It assembles from a denser street skeleton (start_dense) whose lanes weight the large, big-building section higher (5 vs 3) than the trade post's, so a village center reads as having more forges and great halls. Both still draw the same building pieces — only the street mix differs. A gametest confirms the village center places strictly more big buildings over a fixed seed set.

[0.99.0] - 2026-06-26

Added

  • More village variety — four new shops and three new decorations. Drawing on the vanilla village roster, the trade-post lots can now also roll a butcher (smoker), shepherd (loom + wool), mason (stonecutter), and cartographer (cartography table); the surplus-lot fillers can place a village well (water + a slab-roofed cobble box), a fenced animal pen (hay + a water trough), or a market stall (a striped wool awning over produce). The forge and great hall are weighted up in the large-lot pool so they stay reliable landmarks amid the added variety. All adapt to the four biome palettes.

[0.98.0] - 2026-06-26

Changed

  • The village houses now match the vanilla village block details. Studied the real plains-village house templates and brought our trade-post shops, hamlet cottages, and village-center halls in line: stripped-log corner posts (were plain logs), glass-pane windows (were full glass blocks), a cobblestone foundation course, and — on the trade-post shops and village halls — a white-terracotta plaster upper course (the plains-cottage look). Desert keeps its sandstone frame. Materials stay per-biome via the trade-post Palette (now with an accent field).

[0.97.0] - 2026-06-26

Added

  • The Woodland Mansion now has real footprint variety. The start pool offers three core shapes — a square hall (3 wings), and long and wide halls (4 wings each) — so the manor's silhouette differs each throw. The core builder is parameterised (W × D + a list of flush wing connectors) so all three share one vanilla-styled shell.

[0.96.0] - 2026-06-26

Changed

  • The Woodland Mansion is rebuilt in vanilla's style, with flush wings. Restyled straight from the real vanilla mansion's block data: birch-plank floors with red/white carpet runners, dark-oak-plank walls on a cobblestone base course with a cobblestone cornice, dark-oak-log corner posts, and glass-pane windows with dark-oak-fence bars. The wings are now a library / prison (iron bars + cauldrons) / storeroom.
  • Fixed the wing-overlap gap. Previously a roof overhang sat between the core wall and an attached wing, leaving a stray block of floor. Now the walls sit at the template's bounding-box edges (no overhang on the wing sides) and each wing connector is a floor-level jigsaw on the wall with nothing behind it, while the wing's matching side is left open — so a wing butts flush onto one shared wall.

[0.95.1] - 2026-06-26

Changed

  • The Nether Fortress can now step down over the lava sea. Added a span_stair_down piece — its deck descends a level over its length (a stair on the central walkway), so the spans after it hang a level deeper, giving the fortress vertical relief instead of staying on one plane. It's a capped span_ piece like the rest. This completes the fortress's jigsaw vocabulary (keep + straight / crossing / balcony / stair spans + ends).

[0.95.0] - 2026-06-26

Changed

  • The Nether Fortress now branches and stays bounded (jigsaw Increment 2). Added a 4-way crossing (so the bridge forks, like vanilla's BridgeCrossing) and a garden balcony span (soul-sand/wart braziers + a bridge-loot chest on the deck). The whole thing is bounded by the span_ cap — at most ~8 span pieces, with surplus branches re-stamped as wart-garden ends — so a fortress is now a compact, varied branching network of arcaded bridges over the void rather than a single straight run. (Still to come: a stair_down that descends a level over the lava sea.)

[0.94.0] - 2026-06-26

Changed

  • The Nether Fortress is now a small jigsaw network, not a fixed monolith. Modelled on vanilla's NetherFortressPieces but with a deliberately tight, bounded vocabulary: a keep with the caged blaze spawner is the start, self-connecting arcaded bridge spans (a 5-wide nether-brick deck on arches over a glowing magma channel) march out over the void in a random direction, and a wart-garden end with a loot chest caps each run. A low depth (5) plus the end terminator keep it compact and varied — no two fortresses share a layout — rather than vanilla's depth-30 sprawl to the horizon. (More piece types — crossings, side balconies — to follow; the standalone blaze room, the 5% rare roll, is unchanged.)

[0.93.5] - 2026-06-26

Changed

  • Internal cleanup (the last two review minors):
    • JigsawConfig gains a withPool(newPool) wither, so dimensionVariant swaps in a dimension's _nether pool with one call instead of a 12-field positional copy (the copy that made adding centerpiece touch two call sites).
    • Extracted the ~80 lines of cross-dimension twin/portal placement out of the IslandSeedEntity projectile into a new TwinPlacer, so the thrown seed keeps a single responsibility. A pure move — no logic change. Backed by a new withPool round-trip test (proves it changes only the pool) and the existing 8:1 linked-coordinate math test, re-pointed at TwinPlacer. All 80 gametests pass, including the golden master.

[0.93.4] - 2026-06-26

Changed

  • Internal refactor (review Finding 1): split the ~220-line planIsland god method into a named pipeline. It now reads as an ordered sequence of passes — resolveConfig → buildTerrain → ores → rollRare → planWater (lava lake
    • pond) → planStructure (jigsaw / cap / animals) → planDecoration (trees + ground + waterfalls) → planMobs → ladder → sortedBlocks / beeNests → assemble — each a focused method that returns a small record where it produces several values. planIsland drops from ~220 lines to ~60. Provably behaviour-preserving: the islandOutputIsStable golden master (exact block-level fingerprints for five themes) stayed byte-identical at every extraction step, and all 79 gametests pass.

[0.93.3] - 2026-06-26

Changed

  • Internal refactor (review Finding 3): bundled ShapeBuilder.build's four output-accumulator collections — the block map plus the core/surface/bottom per-column lists — into a single TerrainBuffers parameter object. The method drops from 14 parameters to 11 and no longer takes four loose "collections passed in to be filled" (the output- parameter smell); a cluster passes one shared buffer set across its stamps. Behaviour-preserving — the full gametest suite is unchanged — and backed by a new invariant test (the surface block caps each column; core ore stays buried, so a core/surface list mix-up is caught).

[0.93.2] - 2026-06-26

Changed

  • Internal refactor (review Finding 2): deduplicated planIsland's per-field biome-override resolution. The ~11 copy-pasted override ? value : (base-when-home-dimension : neutral) ternaries are now one generic eff(...) helper, so adding an overridable field is a single line and the "a foreign-dimension override is a complete spec and never inherits overworld content" rule lives in one place instead of being re-encoded per field. Behaviour-preserving — the full gametest suite (including the override-resolution tests) is unchanged.

Tests

  • Hardened tradePostVillagePlacesShops: it asserted an exact shop count off a single assembled village, but the village is seeded from the grid-allocated origin chunk, so the count shifted when the test set changed. Now samples a few deterministic villages per cap over the whole template and asserts the two robust halves of the cap guarantee (never exceeds the cap; the cap is reachable). Added biomeOverrideReplacesBodyFields (+ gametest/override_wins theme) pinning the override-wins branch the refactor touches.

[0.93.1] - 2026-06-26

Fixed

  • The anvil capstone was stamped one block too high — at origin.above() rather than origin. The start square's centre tile (its lantern) lands exactly at the jigsaw origin, so the anvil ended up perched on top of the retained lantern at head height instead of replacing it on the floor. Now placed at origin. Added a gametest pinning that the square's centre tile lands at origin, and unified the "has a centerpiece" check the golem-offset uses so an unknown block id can't shove the golem aside without a capstone being placed.