skyseed-1.21.1_0.164.0.jar
Curse Maven Snippet
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:advancementcondition; 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-leveladvancementModonomicon doesn't honour;generateGuidenow 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 viaModelEvent.RegisterAdditionalwith theinventoryvariant, which that event rejects (a hard startup crash). It now registers thestandalonevariant (skyseed:item/guide) and bridges it to theinventorykey Modonomicon's book renderer looks up, inonModifyBakingResult. 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
advancementto amodonomicon:advancementcondition — 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:guidepoints at a model with no registered item behind it, so 1.21.1 doesn't bake it by default; aModelEvent.RegisterAdditionalhandler now force-bakesMRL(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 generateditems/guide.jsondefinition 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 rootgradle.properties(byproject.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 — seeREFACTORPLAN.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 (
pad12 / 10) for structures that are in fact fully buried (sink10, only a few blocks tall). Set theirpadto 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
waterisland 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
swampandmangrove_swamp, but the theme only had aswampbiome 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 amangrove_swampoverride (mud surface,skyseed:mangrovetrees, lily pads, frogs) so that island comes up as a proper bog, and enriched the existingswampoverride 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: 2on 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
Variantcodec gainsfill_override/core_override(alongside the existingsurface_override) to swap the whole body; the deepslate and snowy bands set their ownvariantsso 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.
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