skyseed-1.21.1_0.146.0.jar
Curse Maven Snippet
What's new
[0.146.0] - 2026-06-27
Changed
- Bastion layout variety (SKYJIGSAWPLAN Phase 5). The three walled bastion variants (treasure / housing / remnant)
now carry an outward wall connector that may sprawl a chain of small ruined
courtyardyards out over the void via the newbastion/courtyardpool (or roll empty), so a bastion varies its footprint instead of landing as one fixed unit. Jigsaw depth 1 → 2 (the dedicated bastion seed + the three bastion-biome Large-Nether rares). +1 test; 124 pass.
[0.145.0] - 2026-06-27
Changed
- Trial Chamber layout variety (SKYJIGSAWPLAN Phase 5). Added a connective
gallerycorridor to the chamber's rooms pool — it mates the hub like a room but re-draws the rooms pool from its far end, so trial rooms now chain through corridors instead of only spoking off the hub. Jigsaw depth 2 → 3 (dedicated seed + the huge-badlands rare). +1 test; 123 pass.
[0.144.0] - 2026-06-27
Changed
- End City jigsaw — Phase 5: detailing pass; the conversion is complete (SKYENDCITYPLAN). Every overhanging tier and the roof now bevel their lip underside with a corbel ring of upside-down purpur stairs (the iconic End City overhang look), and the tiers gain an end-stone-brick foundation course (floor_a had no brick before; floor_b bands extra). +1 test; 122 pass. The End City is now a full vanilla-style jigsaw end to end (Phases 1–5): a base + stacking corbelled tiers + a terraced roof, sprouting spire towers and bridges to floating wings, with a guaranteed elevated fat-tower ship bearing the elytra.
[0.143.0] - 2026-06-27
Changed
- End City jigsaw — Phase 4: a fat tower bears the ship (SKYENDCITYPLAN). The interim base-level ship is gone. The
base now sends a low east arm out to a guaranteed fat tower — a wide 5×5 climbable shaft with an internal ladder,
pushed clear east of the stacking tier lip — and the End ship (the guaranteed-elytra chest, dragon-head bow, mast
- brewing stand) docks level with the fat tower's deck. So the elytra now rides an elevated flying ship you reach by
climbing the tower, not a hull sitting at ground level. New guaranteed pools
end_city/fat_tower+end_city/ship; the main End City test now checks the dragon-head bow rides elevated. 121 pass.
- brewing stand) docks level with the fat tower's deck. So the elytra now rides an elevated flying ship you reach by
climbing the tower, not a hull sitting at ground level. New guaranteed pools
[0.142.0] - 2026-06-27
Changed
- End City jigsaw — Phase 3: bridges to a second section (SKYENDCITYPLAN). A tier's side branch now throws an
end-stone-brick bridge (railed, with a stepped
bridge_stairsvariant for verticality) out over the void to awing— a second 7×7 section with its own treasure that stacks its own tiers and may sprout more spires/spans. The branch yields a tower, a bridge, or nothing; new poolsend_city/branch(replacestower) +end_city/bridge. Spans and wings float over the void by design (the End City look). Spires made a touch taller. +1 test (and the tower test hardened to assemble the spire pieces in isolation, dodging the origin-varies flakiness). 121 pass.
[0.141.0] - 2026-06-27
Changed
- End City jigsaw — Phase 2: thin side towers (SKYENDCITYPLAN). The tiers now branch outward from their lip edges
into slender 3×3 purpur spire towers that cantilever over the void and rise —
tower_base→tower_piece(windowed + lit) →tower_top(end-rod-crowned cap) — via the newend_city/tower+end_city/tower_piecepools (~43% per side branch, so a city sprouts a few flanking spires). Theme jigsaw depth 5 → 6. +1 test; 120 pass.
[0.140.0] - 2026-06-27
Changed
- The End City is now a full jigsaw, not one box (SKYENDCITYPLAN Phase 1). Replaced the single purpur box with a
vanilla-style
end_citytileset: a base section + stacking overhanging tiers (floor_a/floor_b— an 11×11 lip cantilevered over 9×9 walls, the stepped End City silhouette) + a terraced roof, chained by vertical up/down jigsaw connectors, with magenta-glass windows, purpur-stair parapets and end-rod lighting. Theend_city_treasurechest and the (interim) cantilevered elytra ship ride the base. Theme jigsaw depth 1 → 5. Phases 2–5 (thin towers, bridges, a fat-tower ship, detailing) extend the same pools. 119 pass.
[0.139.0] - 2026-06-27
Fixed
- The grand Ocean Monument spawns its guardians again. Sinking the monument (0.131.0) dropped its water to island level, but the aquatic-mob spawn still aimed a block above the pad — where a raised pond's water used to be, now air above the flush basin — so every guardian was skipped (the spawn refuses to beach a mob on dry land). The in-water spawn now walks down to the actual water column and spawns the mob submerged, which also covers any future sunk tank. +1 regression test (119 pass).
[0.138.0] - 2026-06-27
Changed
- The Sprawling Dungeon + Abandoned Mineshaft sit deeper and fully buried. Their start hubs lost the surface
stairwell (each is now a 4-branch hub) and sink deeper (
sink6 → 10), so there's no visible entrance — you stumble on them by digging in (a fun surprise). The dedicateddungeon_largeisland deepened (max_under_depth16 → 22) so the descents still fit.
Fixed
- The dungeon ladder shaft is climbable now — a cobblestone block sat directly above the top rung, so you couldn't mount or dismount; added a head-clearance block above it.
- The dungeon staircase is walkable now — the 45° descent had only 2-tall headroom, so your head clipped the next
step's ceiling as you walked down; widened to 3-tall headroom. 118 pass (the three start hubs + the staircase + the
shaft
.nbtregenerated).
[0.137.0] - 2026-06-27
Fixed
- Dungeon stairs and ladder shafts now only go down, never up. The descending pieces had two self-linking
connectors, so the jigsaw could enter via the low one and make the stair climb. The descending exit now uses a
one-way connector name (
skyseed:dungeon_down) that no ordinary piece targets, so a parent can only ever enter from the top — the stair always descends. NewdungeonStairsOnlyDescendgametest; 118 pass.
[0.136.0] - 2026-06-27
Added
- The dark-oak Mesa Mineshaft — Huge Badlands' rare (SKYDUNGEONPLAN Phase 4; the dungeon plan is complete). The
mineshaft tileset is now generated in two palette variants from one geometry: the oak set (
mineshaft/) and a dark-oak mesa set (mineshaft_mesa/, dark-oak wood + sprinkled gold blocks, à la the vanilla badlands mineshaft). The mesa variant is a rare on Huge Badlands @ 2.5% (alongside the Trial Chamber, dropped to 2.5% to share), with the same over-void wooden trestles + chest minecarts. (A processor couldn't be reused for the swap — the connector pool is baked into the.nbt— so the geometry is parameterized over a paletteVariantinstead.) NewmesaMineshaftIsDarkOakWithGoldgametest; 117 pass.
[0.135.0] - 2026-06-27
Added
- Over-void mineshaft corridors now grow wooden trestle legs (SKYDUNGEONPLAN Phase 3). A mineshaft that sprawls off
the island edge used to leave its tunnels floating in the void. A new
PathSurfacer.supportTrestles— the wood variant of the village'ssupportFloatingFloors— hangs oak-fence legs (a sparse grid, down to the ground or a short stub over pure void) under any over-void mineshaft floor, like a vanilla mine support. Gated by a newtrestlesflag on the jigsaw config (threaded throughJigsawSite), so the village keeps its dirt foundation; the mineshaft rare now setsreach: 24, trestles: true. NewmineshaftTrestlesSupportOverVoidgametest; 116 pass.
[0.134.0] - 2026-06-27
Added
- The Sprawling Dungeon now goes down, not just out. Two descending pieces join the
dungeon_complex/tileset: a stepped staircase (stairs_down, drops 4 levels) and a ladder shaft ("ladder room",shaft, drops 6). Their two doorway connectors sit at different heights, so whatever attaches below lands lower — the complex gains verticality. Both flow into the Huge Rocky rare and thedungeon_largeseed. NewdungeonComplexGoesVerticalgametest; the dungeon + mineshaft sprawl tests now sample several seeds and assert the best result (the jigsaw is seeded from the origin chunk, so a single placement is not representative). 115 pass.
[0.133.0] - 2026-06-27
Added
- The Abandoned Mineshaft — Huge Rocky's 2nd rare jigsaw (SKYDUNGEONPLAN Phase 2). A recursing
mineshaft/jigsaw modeled on the vanilla mineshaft: 3-wide carved tunnels (oak-plank floor, a centre rail line, fence-post + plank support arches, scattered cobwebs) with a cave-spider spawner nest variant and a chest-minecart variant, a crossing, a big open room with log pillars, a start hub with a surface stair, and dead-ends. Pieces carve (they bake no side walls/ceiling), so a sunk run reads as a tunnel through the rock. Wired as huge_rocky's 2nd rare @ 2.5% (alongside the Sprawling Dungeon) — so a Huge Rocky island rolls one or the other. StructureWriternow bakes an entities list (+Built.entities(),StructureParts.chestMinecart), so a piece can ship live entities in its.nbt— used for the mineshaft's chest minecarts (loot tablechests/abandoned_mineshaft). Verified end-to-end bymineshaftMinecartEntitySpawns(places the piece, asserts the minecart spawns).- New
abandonedMineshaftAssembles+dungeonComplexRoomsCarryContentgametests; the dungeon/mineshaft sprawl tests now assert only robust "sprawled past the hub" thresholds (the jigsaw is position-seeded), checking room/loot content by direct piece placement instead. 114 pass. (Over-void corridors still float — Phase 3 adds the wooden trestles.)
[0.132.0] - 2026-06-27
Added
- The Sprawling Dungeon — a multi-room jigsaw dungeon (SKYDUNGEONPLAN Phase 1). Replaces the old single-room
dungeon with a recursing
dungeon_complex/jigsaw modeled on the vanilla monster dungeon (cobble/mossy, mob spawners,chests/simple_dungeon) + stronghold connectivity: a hub, straight/corner/cross corridors, and varied terminal rooms — zombie/skeleton/spider spawner rooms, iron-bar cell blocks, a flooded drowned room, a lava hazard, and a treasure vault. Delivered two ways:- Huge Rocky rare @ 2.5% (was the single-room dungeon @ 6%), sunk into the mountain.
- NEW dedicated
dungeon_largeseed — the sprawling dungeon as a whole island, crafted from adungeonseed ringed between an ender pearl and blaze powder, packed in cobblestone (CCC/EDP/CCC) — the end-game "huge bits" gate. Full onboarding (recipe, painted icon, tag, guide, advancements). - New
sprawlingDungeonAssemblesgametest (verifies the doorway connectors align so it actually sprawls past the hub); 111 pass. (The Abandoned Mineshaft — the 2nd Huge Rocky rare — is Phase 2.)
[0.131.0] - 2026-06-27
Fixed
- The Ocean Monument now sinks into the island, its pool flush with the surface — no more raised "weird pool." The
monument's basin was placed on top of the island (
sink: 0), so its walled water column rose above the surface. Sinking it by its own water height (sink: 5for the 13×13 monument,6for the grand) drops the pool so its surface lands flush with the island top, with only the dark-prismarine towers breaking the surface — a half-submerged monument. Applied to the dedicated Ocean Monument seed, the Aquatic Large rare roll, and the Huge Aquatic grand monument. NewoceanMonumentWaterSitsFlushgametest (also guards against an off-by-one sink); 110 pass.
[0.130.0] - 2026-06-27
Changed
- Forest & Lush seeds in the End now split by biome — steering bulk chorus to the dedicated Chorus Forest seed.
Thrown at the central
the_endbiome (the dragon-fight area), a Forest / Lush / large seed grows an empty end-stone island of normal size — a clean building platform, no chorus. Thrown in any other End biome (highlands / midlands / barrens / small islands), it grows a small island with a little chorus fruit (+ the rare shulker) — enough to bootstrap the End-City run, but a clear nudge to craft the Chorus Forest seed if you want real chorus/purpur volume. Previously every End Forest/Lush island was a full chorus island wherever it landed. Applies toforest,forest_large,lush,lush_large(forestAndLushEndFormsSplitByBiomegametest; 109 pass).
[0.129.0] - 2026-06-27
Changed
- The debug scan now also covers the ladder island's waterfall rare roll — the last hand-made debug theme that was
really just a chance variant.
ladder_shaft.waterfall_chance(5% onladder_small/ladder_large) is a rare roll exactly like arare_structuresentry, soThemeScanneremits adebug_<theme>_waterfallseed per ladder theme that forces the water-column variant. Forcing flags are bundled into a smallDebugForcerecord (rare index + waterfall) threaded seed → entity →planIsland→ShaftPlanner, so the next chance-variant is one field, not another parameter. Removed the hand-madedebug_small_waterfall+debug_large_waterfallthemes (+ their models/lang);DEBUG_SEED_THEMESis now onlydebug_streets(the jigsaw spike — the one debug island that's genuinely neither a biome override, a rare structure, nor a ladder waterfall). 145 auto debug seeds; newdebugForcedWaterfallGerminatesWaterColumngametest; 109 pass.
[0.128.0] - 2026-06-27
Removed
- The 8 dedicated debug themes that just duplicated rare structures are gone — the auto scan already covers them.
debug_igloo,debug_abandoned_cottage,debug_ocean_ruin,debug_evoker_cell,debug_vault_cell,debug_trail_ruins,debug_blaze_spawner, anddebug_bastion_remnanteach existed only because the structure appears by percentage chance — and since 0.127.0ThemeScannergenerates a debug seed for each from its host theme'srare_structures(e.g.debug_frozen_igloo,debug_nether_rocky_large_nether_fortress). So the hand-madedebug_<x>.jsonthemes + their item models + lang are removed (16 files). The 3 genuinely non-rare debug themes stay (debug_streetsjigsaw spike + the two waterfall feature tests). The blaze-room + bastion-remnant gametests now force the structure viaforcedRareon a host theme rather than the deleted debug seed; 108 pass.
[0.127.0] - 2026-06-27
Changed
- Debug seeds are auto-generated from the themes now — no more hand-maintained lists or per-seed files. A
construction-time scan (
ThemeScanner) reads every theme'sbiome_overridesandrare_structuresand registers a debug seed for each: one that forces the island to a representative biome, and one that forces an otherwise chance-gated rare structure (a newforcedRarecarried by the seed item → entity → generator, bypassing the dice roll). Names are composed at runtime ("Debug: forest [taiga]", "Debug: huge_ancient (ancient_city)") and the icons reuse the base theme's seed texture via a client model hook, so there are no per-seed model, lang, or registration files to maintain. Add a biome override or a rare structure to any theme and its debug seed appears next launch (143 today, up from a hand-listed ~35). Replaces the manualBIOME_DEBUG_SEEDSlist and its ~36 model/lang files; the dedicated debug themes (debug_igloo, …) are unchanged. NewautoDebugSeedsCoverOverridesAndRares+debugForcedRareGerminatesItsStructuregametests; 108 pass.
[0.126.0] - 2026-06-27
Added
- Rare structures on the huge islands — SKYHUGEPLAN Phase 3 (the huge tier is now feature-complete). Every
structural huge biome carries a rare bonus build at its centre that replaces the normal jigsaw + wildlife when it rolls:
- Huge Ancient → the Ancient City (NEW): a 15×15 deepslate plaza with soul-lantern pillars and brick gateposts, a
dark-oak reliquary gazebo over blue soul fire with a sculk catalyst, can-summon sculk shriekers flush in the
floor (walk it carelessly and you wake the Warden), and three
minecraft:chests/ancient_citychests (echo shards, Swift Sneak, disc fragments). 6%. - Existing structures wired as rare bonuses: Huge Forest → Woodland Mansion (5%, with its illagers), Huge Desert → Desert Pyramid (6%), Huge Frozen → Igloo (6%), Huge Meadow → Pillager Outpost (6%), Huge Rocky → spawner Dungeon (6%), Huge Badlands → Trial Chamber (5%).
- (Huge Aquatic's grand Ocean Monument shipped in 0.119.0; Mushroom + Lush keep their cave systems as the draw.)
Chances are first-pass — tune in playtest. New
ancientCityPlacesgametest; 106 pass.
- Huge Ancient → the Ancient City (NEW): a 15×15 deepslate plaza with soul-lantern pillars and brick gateposts, a
dark-oak reliquary gazebo over blue soul fire with a sculk catalyst, can-summon sculk shriekers flush in the
floor (walk it carelessly and you wake the Warden), and three
[0.125.0] - 2026-06-27
Fixed
- Huge Aquatic's ocean no longer spills off a sheer cliff edge. The deep pond carved right up to the thin island
rim, where the body ran out and water sheeted through the bottom. Ponds gained a
slopeoption (default off): the floor is now a basin — full depth across a flat centre, shallowing to the shore — so the edge water is shallow, rests on the rim's body (no spill), and the shore eases in gently instead of dropping straight to deep water. The pond bed and water plants follow the per-column floor. Enabled on all Huge Aquatic ponds; other ponds are unchanged.
[0.124.0] - 2026-06-27
Added
- The Huge island tier is complete — all 10 overworld biomes (SKYHUGEPLAN Phase 4). Promoted the Rocky / Desert /
Ancient drafts to real seeds and added Mushroom, Frozen, Meadow, Badlands, Lush — each a huge biome island scaled
from its base theme (a towering Rocky mountain, a Badlands mesa, a deepslate Ancient cave-host, a Frozen glacier, …),
carrying the regular seeds' biome adaptation where they have it and an internal cave system. Full onboarding for all
eight (recipe via the
ender pearl / *_large seed / blaze powdergate, a unique icon, theskyseedstag, a guide entry, reveal/gathered/craft advancements) plus creative debug seeds for free testing. (Rare structures are Phase 3.)
[0.123.0] - 2026-06-27
Fixed
- Huge Aquatic is now actually mostly ocean, not a sand bank with a tiny pond. Its biome-form ponds (ocean reef,
swamp, mangrove) had a scaled radius smaller than the
extentcap, so the radius — notextent— limited them to a small central pond on a vast island. All Huge Aquatic ponds now use a radius past the cap (soextentdoes the limiting),extentis raised to 0.80, the rim is smoothed, and the water is a little deeper — a broad central ocean with only a thin shore. Guarded by a newhugeAquaticIsMostlyWatergametest.
[0.122.0] - 2026-06-27
Added
- Cave systems for huge islands (SKYHUGEPLAN Phase 2). Huge land islands (Forest + the Rocky / Desert / Ancient
drafts) now carve an internal cave system — a ring of chambers linked by tunnels, hollowed out of the body while
keeping a solid skin below the surface and above the underside, so the island never opens to the void. Caves are
dressed from the variant's underside palette (stalactites, cave vines, glow lichen) with a dripstone + glow-lichen
default, plus floor stalagmites; the theme's ores are exposed for mining. Each island rolls a reachability —
hidden (mine in), a sinkhole shaft, or a gash ravine. New
cavestheme config +CaveCarverengine (existing islands are untouched — caves are opt-in).
[0.121.0] - 2026-06-27
Changed
- Huge Forest and Huge Aquatic now adapt to their biome, like the regular and Large seeds — they were plain (one look everywhere). A Huge Forest grows spruce in a taiga, dark oak in a dark forest, cherry in a cherry grove, plus jungle / swamp / snowy / savanna / birch / flower forms; Huge Aquatic takes its ocean-reef / swamp / mangrove forms. (Built by scaling the regular seeds' full biome-override sets up to huge size.)
Added
- Biome debug seeds for the huge tier (creative-only): Debug Huge Forest in taiga / dark forest / cherry grove / jungle / swamp / snowy, and Debug Huge Aquatic in ocean / swamp, for testing the adaptation across biomes. The earlier Huge Rocky / Desert / Ancient debug themes stay as Phase-4 drafts.
[0.120.0] - 2026-06-27
Changed
- Huge Aquatic reworked into a single big lake island. The five-isle cluster read as boring separate islands with
a tiny lagoon — ponds are capped at half the island radius and carve only at the centre, so a cluster can't hold a
real lake. It's now a single large island that is mostly a broad central lake/ocean rimmed with grassy shore
(kelp, fish, squid; the rare Ocean Monument still rises from it). New
Pond.extentknob (default 0.5) lets a theme fill most of the island with water — Huge Aquatic uses 0.72. (Rivers radiating off the lake to the rim are a planned follow-up carve.)
Added
- Huge debug seeds for easy cross-biome testing (creative-only, no recipe): Debug Huge Forest / Aquatic (the shipped seeds, free) plus debug-only Huge Rocky (a stone mountain), Huge Desert (a dune sea), and Huge Ancient (a deepslate slab) — the Phase-4 rollout biomes, previewed early.
[0.119.0] - 2026-06-27
Added
- A bigger Ocean Monument as a rare bonus on the Huge Aquatic seed (5%). A new 19×19 prismarine monument (vs the
13×13 of the Ocean Monument seed) — twelve lantern-capped dark-prismarine towers, a big water pool, an eight-block
gold cache plus two buried-treasure chests in a treasure wing, a sponge niche, and an elder guardian + a
six-guardian pack — grows on the cluster's centre isle (lagoon suppressed) about one throw in twenty, via the
existing
RareStructureroll. (SKYHUGEPLAN also gained a per-seed menu of rare-bonus suggestions for the other huge islands.)
Changed
- Huge Aquatic's cluster isles enlarged (radius 15–17, smoother rim) so the rare monument's pad fits the centre isle.
[0.118.0] - 2026-06-27
Added
- Huge island tier — Phase 1 (
SKYHUGEPLAN.md). Two new overworld seeds well above*_large: Huge Forest — a single sprawling oak/birch landmass (radius ~24–30, a capped underside so it's a thick plateau, a central lake, scaled coal/iron/copper) — and Huge Aquatic — a five-isle archipelago (cluster_offsets) ringed around a central lagoon. Both gated by the new huge recipe: the middle rowender pearl / <theme>_large seed / blaze powderwrapped in the theme's bulk block, so a huge island demands you've farmed both the Nether and the End. Full onboarding (recipe, painted icon,skyseedstag, gated guide entry, advancements) + recipe/sizing gametests. Cave systems, per-isle ponds for the cluster, and rare buried structures come in later phases.
[0.117.0] - 2026-06-27
Changed
- Flavor pass: the End's chorus islands are now lush, lit gardens. The Chorus Forest gained denser chorus, a second "purpur clearing" variant, end-rod sprouts (glowing + they light the island), and purpur boulders on top of the existing purpur veins; the Forest/Lush End-forms (the chorus bootstrap islands) got the same end-rod + purpur touch. The End's grown nature reads as the End now, not chorus on flat end stone. (The deliberately-bare end-stone footholds — the other eight biome seeds' End forms — are left as-is.)
[0.116.0] - 2026-06-27
Added
- Dragon Trophy seed — the End chapter's capstone (Phase 6 set-piece). Beat the dragon, then grow a Dragon Monument to show off the egg: a stepped end-stone-brick dais, a purpur-capped pedestal left empty (you set your one unique egg on it — the structure never hands out a second), and four obsidian obelisks crowned with inward-facing dragon heads, end-rod lit. A pure set-piece — it never touches the fixed dragon fight. Crafted from dragon's breath (bottled from the fight) ringed in obsidian and end stone; plant it anywhere in the End. Full onboarding (recipe, painted icon, skyseeds tag, gated guide entry under the End category, reveal/gathered/craft advancements) plus recipe and structure-assembly gametests.
[0.115.0] - 2026-06-27
Changed
- The End City is now biome-gated (Phase 5). It grows only in its native End biomes —
end_highlands/end_midlands, where vanilla End Cities form — and fizzles non-destructively with a hint ("needs the End highlands or midlands") in the centralthe_end(the dragon's), theend_barrens, and thesmall_end_islands. Reach the outer End through the dragon's gateway. Done via afizzlerule (the same machinery the Bastion uses for the basalt deltas). Per-biome re-skinning of the adapt seeds is deferred — low-value in the void End, where the outer biomes are rarely visited.
[0.114.0] - 2026-06-27
Changed
- The End economy now bootstraps without natural End content (Phase 4 complete). A fresh void End grows no outer
islands (
final_density 0) and no End Cities (structures off), so there was no natural chorus or shulker to start the Chorus Forest / End City chain. Fixed by making the Forest and Lush seeds' End form grow chorus (chorus fruit) and carry a small shulker chance (shells) — bring one from the overworld and throw it in the End to start. The Chorus Forest seed also gained a small shulker chance (a renewable shell trickle). Progression: overworld Forest/Lush seed → End chorus island → Chorus Forest → purpur + shells → End City. Recipes stay thematic; guide entries and the End-Portal arrival page now point the player at the bootstrap.
[0.113.0] - 2026-06-27
Added
- End City seed — the End chapter's flagship structure (Phase 3 roster complete). Plant it for a purpur tower
(corner pillars, doorway, windows, an internal ladder, end-rod lighting and a ground-floor
end_city_treasurechest) with a cantilevered End ship off the top — a tapering hull, a masted deck with a bow dragon head, and the reward chest holding a guaranteed elytra (the newskyseed:chests/end_shiploot table). Shulkers spawn on the island for shells → shulker boxes. Crafted from purpur framing shulker shells around end stone (bootstrapped off the outer islands' vanilla End Cities). Full onboarding plus a structure-assembly gametest.
[0.112.0] - 2026-06-27
Added
- Chorus Forest seed — the first End-native content (Phase 3 begins). A new End-only seed: plant it for an
end-stone island studded with chorus plants (the vanilla chorus-plant feature) and veined with purpur, roamed
by an enderman pack — the End-highlands look, and a renewable chorus / purpur / ender-pearl economy. Crafted from
chorus fruit (bootstrapped off the End's outer islands) ringing end stone. Full onboarding: shaped recipe, a
unique icon, the
skyseedstag, a gated guide entry, and reveal/gathered/craft advancements. - A "The End" guide category. The End chapter now has its own Patchouli category; the End Portal, Return Portal, and Chorus Forest entries live there.
Changed
- The End Portal guide warns there's no respawn in the End — no beds or anchors work, so dying drops you back at your overworld spawn; stage from home. (Closes the last Phase-2 item.)
[0.111.0] - 2026-06-27
Added
- All 10 overworld biome seeds (and their large variants) now grow in the End — as same-size, pure end-stone
islands. Each theme gained a
the_endbiome override carrying its own shape, so the silhouettes still vary by theme (a forest dome reads differently from a rocky crag), just rendered in end stone with no ores, trees, or ground cover. The Aquatic seed's pond becomes an empty carved basin — an "empty lake" — for a touch of its character. (Same dimension-override mechanism the Nether adaptations use; end stone is the End's neutral default block, so each override only has to carry the shape.) Throw a forest / rocky / desert / … seed in the End to grow one.
[0.110.0] - 2026-06-27
Changed
- First-join warning is now per-dimension, and flags an older End's one-time dragon fight. A still-vanilla Nether
points to
/emptynether; a still-vanilla End points to/emptyend— each regenerates only that dimension on the next reload, and both will be removed in Skyseed 1.0, so run them before updating. Separately, a void End generated before v0.109.0 (no central island, so the dragon's exit fountain can't form) now gets a heads-up that its Ender Dragon can be fought only once — start a new world for repeatable dragon fights, since new Ends grow the central island and a refightable dragon. (An earlier attempt to regrow the island + reset the fight on existing saves via/emptyendwas dropped: it could regrow the island but not reliably restore the dragon + fountain, and a one-time fight is the only thing those saves actually lose.)
[0.109.0] - 2026-06-27
Added
- The void End grows its central island back (playtest fix). A new worldgen feature
(
skyseed:central_end_island, added to thethe_endbiome at raw_generation) lays a domed end-stone disk (radius 42, surface y63) at the world origin. Skyseed's void End isfinal_density: 0— no terrain anywhere — so the dragon's central island never generated and only the bare bedrock egg-spike was placed over the void; that's why the exit fountain came out degenerate (no frame to seat respawn crystals on) and the fight happened over nothing. With the island restored, the vanilla dragon fight, its exit-portal fountain, the way-home portal, and the four-crystal respawn all have a floor again. A new world gets this automatically; an existing End must be regenerated (/emptyend force, then exit to the title screen) to grow the island — which wipes the current End.
[0.108.1] - 2026-06-27
Fixed
- End Portal temple roof and cupola stairs faced the wrong way (playtest catch) — outward instead of toward the
ridge, so every eave's tall side pointed out and the thin step pointed in: an inverted, funnel-shaped roof. Flipped the
hipRingruns and the spire-cap stairs to face inward (matchinggableRoof), so the eaves now taper thin to the outside as a roof should. Verified the regenerated.nbt's stair facings.
[0.108.0] - 2026-06-27
Changed
- The End Portal temple's island is bigger (radius 8–9 → 11–12, pad 7 → 9) so there's a walkway to stand on around the building — the corner spires had been sitting right at the cliff edge. (Playtest feedback.)
- SKYENDPLAN Phase 6 rethought after playtesting: the void End auto-spawns the (working) vanilla dragon fight at the world origin and it can't be relocated, so the "grow the dragon arena from a seed" idea is dropped — the plan now grows only decorative End set pieces and leaves the fight alone. The Return Portal Seed stands as the way home, not a stopgap.
[0.107.0] - 2026-06-27
Changed
- The End Portal chamber is now a proper temple, not a box. Rebuilt
PortalChamberTemplatesas an open peristyle: a stepped blackstone plinth, a polished-diorite floor with a gilded portal dais, quartz columns and four arched dark-oak-lintelled entrances, four blackstone corner spires (gilded bands, lancet windows, tapered end-rod tips), and four dark-oak canopy posts rising to a glowing quartz cupola — windowed drum, stepped open cap, gilded finial — that funnels light straight down onto the portal. Gilded-blackstone and dark-oak accents throughout; a stepped quartz hip roof ties it together and tucks around the spires. The island grew to fit (radius 8–9, pad 7). Portal mechanics unchanged — 12 inward-facing frames, gametest-verified.
[0.106.0] - 2026-06-27
Added
- Return Portal Seed — the way home from the End. A new End-only seed (
return_portal) crafted from end stone + ender pearls (both End-obtainable — no trip back to the Nether). Plant it and a small end-stone shrine grows around an obsidian-framed End exit portal (a 3×3 ofend_portalblocks, lit by end rods) — step through and it drops you back at your overworld spawn, the same block the dragon's exit fountain uses. Skyseed's void End grows no natural exit fountain (confirmed by playtesting: defeating the dragon dropped the egg but lit no portal home), so this is how you leave without dying. Full onboarding: shaped recipe, a unique icon, theskyseedstag, a gated field-notes guide entry, and the reveal/gathered/craft advancements (reveal on holding end stone).
[0.105.0] - 2026-06-26
Changed
- Ocean Monument and Pillager Outpost each carry a second loot chest now, so their End-chapter relics drop at a fair rate. Both placed a single chest — one ~25% relic roll per structure — so the monument and outpost relics could miss 5–6 structures in a row (playtest feedback), where the multi-chest temples / fortress / bastion give 2–5 rolls. A second buried-treasure / pillager-outpost chest (two separate chests, not a double) brings each to ~44% per structure, in line with the jungle temple. The loot tables were already correct; this is purely roll count. (The Woodland Mansion is also a single chest at ~25% — same situation, left as-is for now.)
[0.104.0] - 2026-06-26
Added
- End Phase 1 complete: the End Portal Seed. The craftable seed that plants the
end_portalchamber — four portal edges set in a cross (Grand top, Camp/Temple at the sides, Nether below). Full survival onboarding: a shaped recipe, a unique little end-portal icon, theskyseedstag, a field-notes guide entry (gated reveal → gathered → craft), and the reveal/gathered/craft advancements. Plant it, then fill the grown 12-frame ring with Eyes of Ender to open the portal to the End. That closes the loop: dungeon/structure drops → four edges → seed → portal → the End.
Fixed
tradePostBlacksmithPlacesgametest no longer flakes. It counted anvils/bells across an assembled village, but the jigsaw seeds its assembly RNG from the (per-run-varying) gametest origin's chunk, so the rare forge/great-hall landmark could miss the whole sample (it tipped over once the End additions shifted the test origins). Rewritten as a deterministic pool-weight check: the forge and great hall are the favoured (weight-3) pieces on the large lots.
[0.103.0] - 2026-06-26
Added
- End Phase 1: the portal chamber grows. A new
end_portaltheme (PortalChamberTemplates) builds the payoff — a small stone island carrying a stronghold-styled room with the vanilla 12-frame End portal ring (frames empty, facing inward, over a 3×3 portal void), plus a doorway, corner torches, a bookshelf nook, and lurking silverfish bricks. Fill the twelve frames with Eyes of Ender to light the portal to the End. (The End Portal Seed that plants it — the4 edges → seedrecipe — is the next increment.)
[0.102.0] - 2026-06-26
Added
- End Phase 1: the portal components are now survival-obtainable. A global loot modifier (
skyseed:add_drop) seeds the Portal Frame Shard into dungeon loot (~40%) and each structure relic into its structure's loot table (~25%): Woodland Mansion, Ocean Monument (buried treasure), Desert / Jungle Temple, Pillager Outpost, Nether Fortress, Bastion, and the Trial Chamber vaults. Re-grow a structure island to re-roll — rare but farmable. Chances are playtest-tunable.
[0.101.0] - 2026-06-26
Added
- The End chapter begins — Phase 1, the portal collect-a-thon (crafting layer). Added the components that will assemble the End Portal Seed: the Portal Frame Shard, eight structure relics (one per major structure — Woodland Mansion, Ocean Monument, Desert/Jungle Temple, Trial Chamber, Pillager Outpost, Nether Fortress, Bastion), and four portal edges. Each edge is a shapeless craft of one shard + two relics, paired by domain (Grand / Temple / Camp / Nether). Not yet obtainable in survival — the loot-table drops, the End Portal Seed recipe, and the grown portal chamber follow in later increments (see SKYENDPLAN.md).
[0.100.5] - 2026-06-26
Changed
- Nether Fortress: the keep now uses the wider, open-top blaze chamber. It was still the old narrow, roofed 5×5; it's now the same 9×9 open-top nether-brick room as the standalone blaze-spawner seed (and the rare Large-Nether structure) — raised on the arch base, with the caged blaze spawner open to the sky and a doorway onto the bridge.
[0.100.4] - 2026-06-26
Fixed
- Woodland Mansion: the upper-floor staircase no longer has a fall hazard. The stairwell opening ran one block past the top step, so the spot you step onto was open air; it's now a solid landing, with a dark-oak-fence railing around the open shaft.
[0.100.3] - 2026-06-26
Fixed
- Gametests are now deterministic.
Jigsaw.placeCappedseeded its cap filler selection and piece stamping from the shared world RNG (level.getRandom()), so a capped structure's output varied run-to-run (and with test execution order). It now seeds fromfeatureSeed ^ origin: the same call always produces the same structure — reproducible in tests (explicit seed + fixed origin), still varied per island in-game (world seed + per-island origin), and a re-grown island now yields the same result.
[0.100.2] - 2026-06-26
Fixed
- Woodland Mansion: closed the see-through gap and overhanging eave where a wing meets the core. The wing's −Z side (facing the core) was left fully open, so its corner posts stopped one block short of the core wall — a see-through gap — and the roof hung over the open threshold as an eave. That −Z side is now a full wall with a doorway carved through it, so the wing butts flush onto the core.
[0.100.1] - 2026-06-26
Fixed
- Woodland Mansion: removed the exposed birch ledge between the two storeys. The upper floor's birch reached the outside wall, so the mid-floor line read as a birch band/awning with no wall behind it. The upper floor is now inset one block and the wall runs flush (plank field, log corners) across that line.
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