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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_0.164.0.jar

File nameskyseed-1.21.1_0.164.0.jar
Uploaded
Jun 28, 2026
Downloads
50
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8336802
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8336802"

Learn more about Curse Maven

What's new

[0.164.0] - 2026-06-28

Changed

  • Pale Garden biome override extended to the large + huge forest seeds (was forest-only), with the Creaking folded in, and the (26.1.2-only) dedicated Pale Garden seed removed. The pale content ships to both nodes but is INERT on 1.21.1 (every pale id is unknown there → skipped), so no functional 1.21.1 change. See CHANGELOG_26.1.md.

[0.163.0] - 2026-06-28

Fixed

  • Guide entries are gated by their reveal advancement again (both nodes) — only relevant/unlocked seeds show. 0.158.0 wrongly dropped the entry-level modonomicon:advancement condition; restored. See CHANGELOG_26.1.md.

[0.162.0] - 2026-06-28

Changed

  • Trimmed the superfluous found-it explanation from "The Rare Catch" intro (the "A green <input disabled="disabled" type="checkbox" checked="checked" /> turns up under each once you've gathered the makings" line) — players notice the checkmarks without being told. Shared Patchouli source, so both guide backends drop it.

[0.161.0] - 2026-06-28

Fixed

  • The Modonomicon guide really stops showing "found it!" now (both nodes). The false "found it!" was the page-level [x] … found it! checklist in "The Rare Catch", whose pages are gated by a page-level advancement Modonomicon doesn't honour; generateGuide now drops those gated progress pages from the Modonomicon book (Patchouli keeps them). See CHANGELOG_26.1.md. (0.158.0 dropped the wrong layer — the entry-level condition.)

[0.160.0] - 2026-06-28

Fixed

  • 1.21.1 client no longer crashes at startup with IllegalArgumentException: Side-loaded models must use the 'standalone' variant. The 0.157.0 guide-icon fix registered the model via ModelEvent.RegisterAdditional with the inventory variant, which that event rejects (a hard startup crash). It now registers the standalone variant (skyseed:item/guide) and bridges it to the inventory key Modonomicon's book renderer looks up, in onModifyBakingResult. The guide book still shows the Skyfarer's Almanac.

[0.159.0] - 2026-06-28

26.1.2-only fix (see CHANGELOG_26.1.md): the seed throw wind-up animation. No 1.21.1 change — 1.21.1's UseAnim.SPEAR is already the correct raise-to-throw animation.

[0.158.0] - 2026-06-28

Fixed

  • The Modonomicon guide no longer shows "found it!" on entries nothing has been found for. The generated Modonomicon book (on both nodes) no longer translates Patchouli's per-entry advancement to a modonomicon:advancement condition — Modonomicon rendered it as an always-met completion flag. Entries are now always visible. (The Patchouli book keeps reveal-on-found.) See CHANGELOG_26.1.md.

[0.157.0] - 2026-06-28

Fixed

  • The Modonomicon guide book shows the Skyfarer's Almanac icon instead of a missing-texture placeholder. The book's model: skyseed:guide points at a model with no registered item behind it, so 1.21.1 doesn't bake it by default; a ModelEvent.RegisterAdditional handler now force-bakes MRL(skyseed:guide, "inventory") — exactly the model Modonomicon's 1.21.1 book renderer resolves (getModel(new ModelResourceLocation(book.getModel(), "inventory"))). (On 26.1.2 the generated items/guide.json definition already covers this, so the handler is 1.21.1-only.)

[0.156.0] - 2026-06-28

26.1.2-only runClient fixes (see CHANGELOG_26.1.md) — the test_instance handshake hang, the 1.21.5+ item-model definitions, and the obsolete loot-modifier index. No 1.21.1 change (1.21.1 already loads item models the old way and needs the GLM index). The 1.21.1 guide-book icon is fixed separately in 0.157.0.

[0.155.0] - 2026-06-28

Changed

  • Multi-version build scaffolding (Stage 2a). The build is now per-node under Stonecutter: a second target node (26.1.2) joined the matrix, and MC / NeoForge / Java / Parchment / Patchouli are selected per node from version-keyed root gradle.properties (by project.name). No gameplay change to the 1.21.1 build — behaviour-preserving, 126 gametests pass, and the 26.1.2 node configures lazily so the 1.21.1 workflow is untouched. The changelog was split into this file + CHANGELOG_26.1.md. (The 26.1.2 compat-compile is in progress — see REFACTORPLAN.md "Stage 2 in detail".)

[0.154.0] - 2026-06-27

Changed

  • End City detailing pass (part 2) — the rest of the structure. Carried the same vanilla End-City language onto the secondary masses: the fat tower and the bridge-reached wings now wear the purpur-pillar pilaster bays and tall 2-high magenta windows of the main tower, and the bridges get end-rod lamps along their rails. Cosmetic only (same footprints and connectors). The End ship was already vanilla-styled (mast, dragon-head bowsprit, brewing stand), so it's left as is. 126 gametests pass.

[0.153.0] - 2026-06-27

Changed

  • End City detailing pass (part 1) — less blocky. Broke up the flat purpur faces of the main mass: the stacked tiers and the base section now carry purpur-pillar pilasters at each wall's quarter points (splitting the 9-wide face into vertical bays), with taller 2-high magenta windows centred in the bays; the slender side spires get pillar grain on their corners. Cosmetic only — same footprints, connectors and overhang geometry, so the jigsaw is unchanged. (The fat tower, ship, bridges and wings are left for a follow-up pass.) 126 gametests pass.

[0.152.0] - 2026-06-27

Fixed

  • End City fat tower ladder no longer blocks the door or traps you. The fat tower's climbing ladder ran up the west wall at z=2 — which is the doorway you enter through, so it sat in the entrance — and its deck exit faced the main stack, where a side spire can grow a block off it and seal you on the ladder. Moved the ladder to the east wall by the ship: you step in clear through the west doorway, and the exit pops up beside the ship, clear of the stack's spires.

[0.151.0] - 2026-06-27

Fixed

  • No bald disc on buried huge-rocky islands. The Huge Rocky island's rare Sprawling Dungeon and Abandoned Mineshaft variants levelled a wide flat foundation pad on the mountaintop (pad 12 / 10) for structures that are in fact fully buried (sink 10, only a few blocks tall). Set their pad to 0, so the summit keeps its natural decorated dome and the structure stays encased underground where you mine down to it.

[0.150.0] - 2026-06-27

Fixed

  • Sand and gravel can no longer fall off islands. A final generation pass guarantees every gravity-affected block (sand, red sand, gravel, the suspicious pair) has a solid block directly beneath it. Any that would hang over the void — at the island underside, a deep pond/cave/ladder-shaft floor, or an exposed gravel/clay vein — gets its natural base stamped under it (sandstone / red sandstone / stone). Placement is bottom-up, so the base lands before the block it holds and nothing drops mid-grow. +1 invariant test (desert / badlands / aquatic); the golden-master water island re-captured (gained 3 pond-bed supports).

[0.149.0] - 2026-06-27

Changed

  • Aquatic Large swampifies for the witch hut. The witch-hut rare structure rolls on Aquatic Large in both swamp and mangrove_swamp, but the theme only had a swamp biome override — over a mangrove swamp it fell back to the base lake (grass, oak, blue orchid), so the hut sat on a clean lake. Added a mangrove_swamp override (mud surface, skyseed:mangrove trees, lily pads, frogs) so that island comes up as a proper bog, and enriched the existing swamp override with moss patches and brown mushrooms for more swamp character.

[0.148.0] - 2026-06-27

Changed

  • Ocean ruin sits flush. The Aquatic island's rare ocean ruin now seats two blocks lower (sink: 2 on its jigsaw config), so the flooded basin's water surface lines up with the island instead of perching a course or two above it. The broken top wall course and the snapped pillars still poke out, as intended.

[0.147.0] - 2026-06-27

Added

  • Stone-type Rocky islands. The Rocky line (small / Large / Huge) now rolls a weighted stone-type look: normal stone stays the common case, with diorite, granite, andesite, and tuff variants that re-skin the whole body — so mining one actually yields that block, not a stone island wearing a diorite skin. The theme Variant codec gains fill_override / core_override (alongside the existing surface_override) to swap the whole body; the deepslate and snowy bands set their own variants so a stone-type roll can't override their palette/ores. These stone alternatives didn't generate anywhere in Skyseed before (they were only craftable, via Nether quartz). +1 test; 125 pass.