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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-26.1.2_0.203.0.jar

File nameskyseed-26.1.2_0.203.0.jar
Uploaded
Jul 3, 2026
Downloads
17
Size
1.6 MB
Mod Loaders
NeoForge
File ID
8362412
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8362412"

Learn more about Curse Maven

What's new

[0.203.0] - 2026-07-03

Changed

  • Trial chamber phase-2 rollout — the whole warren now shares the atrium's look (#61). Applied the framed-panel MOSAIC wall texturer + laid-floor tiler to every remaining piece (rooms, small cell, corridor, corner, junction, descent, end room): tuff-brick-framed copper panels (warm + oxidized, chiseled/grate motifs), cut-copper corner posts, studded laid floors/ceilings — replacing the old per-block speckle. The cell gains the cornice + greebling; the descent's treads are laid floor over a plain substructure. Regenerated all 11 non-hub trial .nbt on 1.21.1, loaded here via DFU; a gametest now asserts the end room carries the mosaic. Both nodes green (154 / 163).

[0.202.0] - 2026-07-03

Changed

  • Ore now scales to island size at runtime — uniformly across every size, Y-band, and theme. OrePlanner multiplies vein count by the island's core volume vs a baseline (~0.7× density on the biggest tier); Y-bands scale automatically (a band changes the shape/volume). The extra veins use a separate deterministic RNG, so normal-size islands stay byte-identical and downstream rolls (lava/decoration) are unaffected. All the per-tier hand-scaled counts (rocky/ancient large+huge + Create/MA/Quark compat) collapsed back to one base-density baseline. Both nodes green.

[0.201.0] - 2026-07-03

Fixed

  • Trial chamber — atrium/descent fixes (TRIALCHAMBERPLAN #61): atrium dais back to a 2-block raise (exit sits under the ridge, not blocked by it); cornice/ridge corners are a clean top slab (stairs can't hook at an inner corner); the descent staircase is roomier and now draws the rooms pool, so a staircase down always lands in a trial room. Hub + descent .nbt regenerated on 1.21.1, loaded here via DFU; both nodes green.

[0.200.0] - 2026-07-02

Fixed

  • Mining islands now reliably carry their staple ores. Each ore's chance is rolled once per island, so a fail dropped it entirely — the rocky/ancient staples were gated (coal 0.5–0.7 = often absent). Raised iron/copper/coal to always-present and gold to 0.55 (still deep) across all rocky/ancient tiers, so a stone island always has iron/coal like vanilla. Data-only, shared with 1.21.1; both nodes green. (Deep/high/snowy Y-band overrides still use smaller counts — a follow-up.)

[0.199.0] - 2026-07-02

Fixed

  • Trial atrium geometry fixes (TRIALCHAMBERPLAN #61): the dais step is now a proper 3-step staircase facing the right way (south), the ladder moved off the corner onto the −X wall, and the cornice/ridge stairs face outward. Hub .nbt regenerated on 1.21.1, loaded here via DFU; both nodes green.

[0.198.0] - 2026-07-02

Changed

  • Trial atrium reshaped — rectangular 11×13 with a raised back dais + stair step (two floor levels), an elevated passage exit, warmer non-weathered copper in the wall mosaic, and a mid-wall ridge breaking up the tall walls (TRIALCHAMBERPLAN #61). Hub .nbt regenerated on 1.21.1, loaded here via DFU; both nodes green.

[0.197.0] - 2026-07-02

Changed

  • Compat ore overrides now scale with island size too (clears the v0.195.0 caveat): Create zinc, MA inferium/prosperity, and Quark stones on the large/huge rocky/ancient/lush tiers scaled by the same per-tier factors as the vanilla ores (huge ~0.7× normal density). MA nether-soul left as-is (tiny Nether islands). Data-only, shared with 1.21.1; both nodes green.

[0.196.0] - 2026-07-02

Changed

  • Trial atrium walls are now a decorated framed-panel MOSAIC, not random speckle (TRIALCHAMBERPLAN #61, phase 1). A position-aware texturer replaces the per-block mix() hash: tuff-brick frames grid each wall into panels, each a patch of one copper patina with a chiseled/grate motif centre + cut-copper corner posts + a laid floor tile — the vanilla decorated-temple read. Atrium first (showcase); rolls out to the warren next. Hub .nbt regenerated (1.21.1), loaded here via DFU; both nodes green.

[0.195.0] - 2026-07-02

Changed

  • Ore scales with island size on the mining islands now — a huge island had ~18× lower ore-by-volume than a normal one (ore count is fixed per theme and never grew with the ~72× volume). Rescaled rocky_large/huge_rocky/ ancient_large/huge_ancient ore tables to core volume via bigger + more veins (large ≈ normal density, huge ≈ 0.7×). Data-only, shared with 1.21.1; both nodes green. (Compat ore overrides — Create/MA/Quark — still under-scale on huge; a follow-up.)

[0.194.0] - 2026-07-02

Changed

  • Trial chamber is now a corridor WARREN, not chambers bolted onto the atrium (plannednotes #61). The jigsaw flow now reads like a real (smaller) vanilla trial dungeon: atrium edges open onto passages (new halls pool) that wind (corridor/corner) and branch at T-junctions, with spawner/treasure chambers on junction spurs (rooms pool) + a small 5×5 cell for size variety; the descent staircase drops the warren a storey. gallery retired, jigsaw depth 3→5 (sprawl capped to the existing island). NBTs regenerated on 1.21.1, loaded here via DFU; gametest trialWarrenWiring guards the flow; both nodes green.

[0.193.0] - 2026-07-02

Changed

  • More Quark stone on the mining islands (QUARKISLANDPLAN #71). Limestone made abundant (Rocky chance 0.55→0.95, much bigger/more veins) + jasper/shale bumped on Rocky/Ancient across base/large/huge; corundum stays rare. Data-only, shared with 1.21.1; all six overrides updated together (base→large→huge mirror rule), gametest-guarded per tier.

[0.192.0] - 2026-07-02

Fixed

  • Quark island stones now appear at every throw depth (QUARKISLANDPLAN #71). They were only on the top-level ore list, which a matched Y-band override replaces, so Quark stones only generated at Rocky Y 8–70 / Ancient Y 20–96. Added same-selector band patches across the six quark_{rocky,ancient}{,_large,_huge}.json overrides so the veins merge into every overworld Y-band (mirroring create_rocky.json's deepslate-zinc patch). Data-only, shared with the 1.21.1 build; ids verified against Quark-4.1-481.jar; gametest quarkStonesReachYBands guards it.

[0.191.0] - 2026-07-02

Added

  • Trial chamber greebling — the vanilla atmosphere layer (plannednotes #25, phase 3). The atrium and chambers now carry deterministic set-dressing — cobwebs in ceiling corners, lit candles + decorated pots on the floor, a brushable suspicious gravel dig (archaeology/trial_chambers loot) and a moss patch — placed via TrialChamberTemplates.greeble() in hub/room/end, guarded so it can never bury a spawner/vault/lamp/ladder/ connector/cornice. The hub gametest also asserts a decorated pot. NBTs regenerated on 1.21.1, loaded here via DataFixerUpper; both nodes green.

[0.190.0] - 2026-07-02

Added

  • Trial chamber is now multi-story, leaning downward (plannednotes #24, phase 2). New descent staircase corridor whose exit (chamber_edge, redrawing the rooms pool) sits a storey (5 blocks) below its entrance (room_door) so the jigsaw seats the next piece a level down — its box sits beyond the parent's footprint so it never overlaps (STRUCTUREPLAN #28) — and a terminal end chamber capped with an ominous vault + breeze spawner. Both added to the trial_chamber/rooms pool; gametests trialDescentDropsALevel + trialEndRoomHasOminousVault guard them (NBTs regenerated on 1.21.1, loaded here via DataFixerUpper). (Phase 3 greebling to follow; in-world read yours.)

[0.189.0] - 2026-07-02

Changed

  • Trial chamber — vanilla aged-copper look, bigger & on a deeper island (plannednotes #24, phase 1 of the redesign). TrialChamberTemplates.mix() is now tuff-brick dominant with the waxed weathered/oxidized copper family (copper + cut + chiseled + grate) for the signature green-teal patina; the hanging lanterns become lit waxed copper bulbs on iron chains (iron_chain on this node) with a cut-copper stair cornice; the hub is a 9×9 two-storey atrium (was 7×7), rooms are 7×7, the corridor 5×7. The purpose-built trial island grew to radius 24–30 with a deep uncapped underside + sink/pad 10/14 so the taller chamber fits under the surface. NBTs regenerated on the 1.21.1 node (loaded here via DataFixerUpper — incl. the chain→iron_chain rename); gametests green (atrium boss/vault + copper-bulb). (Phase 2 multi-story descent + phase 3 greebling to follow; in-world vanilla-compare is the user's.)

[0.188.0] - 2026-07-02

Added

  • Cypress swampland villages grow as a stilted overwater bayou (BWGSWAMPVILLAGEPLAN #73). The three cypress village bands carve a broad island-filling shallow swamp (the #64 pond lever, extent 0.9) on a mud surface and stand the village on stilts + plank boardwalks over the open water. A stilted build skips the levelled pad (no dry footing disc displaces the water) and lifts the whole village by a data-driven stilt_height (JigsawConfig; cypress bands use 2 — the in-game floor-clearance knob). The pond is contained (new Pond flag) so it walls its un-backed rim like a river, staying hemmed in bar a few deliberate waterfalls. The village-center island is huge-sized (its own shape: radius 24–30, top_dome 2–3, max_under_depth 18; pond radius 40 so extent governs) instead of the base 3-island cluster. Engine in PathSurfacer: supportStilts hangs willow legs from a floor down through the water to the bed (never over pure void — no dangling stub / reach to another island); boardwalk lays a plank deck on sparse pier posts, railed only along open-water edges (never a lane tile or a solid block, so a rail can't overwrite a house or fence a road); and every resolved path tile has a stray tree trunk/canopy stripped above it (clearCanopyAbove) so no village gets trees growing on its roads. Legs/decks/rails use willow (oak fallback, BWG-free CI); a stilted island also clears its surface decoration. Gametests pathSurfacerStiltsDescendThroughWater + pathSurfacerBoardwalksOverWater (+ the resolve test) guard it. The other five styles are untouched (bar the shared tree-on-road fix); inert without BWG. (Over-water look + exact stilt_height/extent are an in-world tuning pass.)

[0.187.0] - 2026-07-02

Fixed

  • Village front doors now sit flush with the outside wall, not recessed inward (BWGVILLAGEPLAN #72). A closed door with FACING=NORTH on a z=0 front wall renders on the interior (+Z) edge of its cell, leaving a street-side recess — the "doors face inward" read from the Phase-5 sign-off. Flipped the front-door FACING NORTH → SOUTH (panel now on the exterior −Z edge) across the shared pattern: BwgVillageTemplates (door() + porch, all six BWG styles), TradePostTemplates (shop shell / great hall / blacksmith, all four variants), VillageCenterTemplates (four plaza halls) and RareStructureTemplates (evoker cell). HamletTemplates was already correct (it chooses the facing by wall) and untouched. The 163 affected door-bearing .nbt were regenerated on the 1.21.1 node (shared source; loaded here via DataFixerUpper); all 158 gametests green on this node, 149 on 1.21.1. (In-world visual sign-off still yours.)

[0.186.0] - 2026-07-02

Changed

  • Wet-wood islands: broad shallow swamp/marsh instead of a deep round pond (BWGPLAN #64). The four AQUATIC wet-wood bands on all three tiers now carve a shallow (depth: 2), sloped marsh with a raised extent (0.6/0.62/0.68) so water sheets across the island (the Huge tier read as "not enough water"). Extent kept under 0.7 to leave a wooded rim.
  • Wet/semi forest biomes read as real forests (BWGPLAN #22). Primary tree tries for the held wet/semi Forest bands (flower_forest, cherry_grove, grove, mangrove_swamp, swamp, #is_river, mushroom_fields, bamboo_jungle) lifted to the canonical per-tier forest density — 7 / 40 / 120 (base/large/huge) — matching the v0.170.0 pure-forest pass. Secondary trees / mushrooms / spacing / ponds / ground flora unchanged; genuinely open biomes stay scattered.

Fixed

  • Wet-wood zero-tree floor (BWGPLAN #65). forceOneTree now grades a real planting clearing (a 5×5 dirt pad under a tall air column) before its last-resort placement, giving the big NBT trees BWG uses (willow, cypress) room to grow — they were silently failing to fit and leaving small/huge wet-wood islands bare. Runs only when every normal site failed. Base-tier wet-wood tree tries lifted 4 → 6. Gametest biomeswevegoneWetWoodPondsAreShallowMarshes guards the shallow-marsh config; the tree floor still wants an in-game re-throw to confirm.

Modpack (Grow-your-own-world)

  • Quest B602 "Prosperity Found" refreshed for the Lush ore source (MYSTICALPLAN #69) — leads with the accessible Lush stone ores (v0.172.0), Ancient framed as the richer deepslate option.

[0.185.0] - 2026-07-02

Added

  • Quark island integration Phases 2 & 3 + myalite End (QUARKISLANDPLAN #71) — completes the Quark island work. Blossom trees + saplings as a merged accent variant on the Forest tiers' snowy/swamp/savanna/plains/badlands bands (quark_forest{,_large,_huge}.json); Ancient Tomes loot extended to the Trial Chamber + Nether-fortress chests (config); myalite veins the rocky/ancient End form. Extras only, inert without Quark. Gametests quarkBlossomBandsMergeOntoForestTiers / quarkMyaliteReachesEndForm.

[0.184.0] - 2026-07-02

Added

  • Quark materials on the Rocky & Ancient mining islands (QUARKISLANDPLAN #71, Phase 1). theme_overrides add limestone/jasper (Rocky) and jasper/shale (Ancient) veins + a deep blue-corundum geode across base/large/huge tiers. Extras only, no seed; inert without Quark. Gametests quarkStonesCompatTargetsRocky / quarkStonesCompatTargetsAncient.

Fixed

  • Exotic Woods guide: "Eleven wood families" → twenty (exotic_biomes.json), matching the current Forest-seed set.

[0.183.0] - 2026-07-02

Fixed

  • The void-death Totem shrine only ADDS blocks now — never overwrites an island (fell-straight-down-through-an-island case). Shrine fills air cells only; the totem rises to the first clear cell so it's never embedded. Shared with the 1.21.1 build.

[0.182.0] - 2026-07-02

Added

  • Quark's Totem of Holding now works in the void (QUARKPLAN). A void death used to drop the totem at the bottom of the world, unreachable without flight. A freshly-spawned quark:totem below y50 now keeps its x/z, is raised to the island band, and gets a small lit shrine built under it (3×3 stone-brick pad, glowing centre, four soul-lantern posts) — bridge-reachable and beacon-visible. Matched by entity id (no-ops without Quark Oddities); Skyseed worlds only. Shared handler with the 1.21.1 build.

[0.181.0] - 2026-07-01

Added

  • Every villager profession is now obtainable in village islands (vanilla + all six BWG styles). Added the four missing shops — armorer/cleric/weaponsmith/leatherworker — so with the forge (toolsmith) all 13 professions can appear. Animal-pen trough → water basin (frees the cauldron for the leatherworker). Gametest village_offers_every_profession.

Fixed

  • Tower-house loft ladder no longer breaks on glass (back-wall column made solid + a mid-floor shaft hole); the same fix applied to the vanilla Hamlet cottage. Smithy less cramped — the smithing table moved out of the bed's column (BWG forge + vanilla blacksmith). Weaponsmith grindstone placed floor-attached.

[0.180.0] - 2026-07-01

Fixed

  • BWG village shrine hall (the "temple") no longer has a freestanding door in its open colonnade aisle. Shared with the 1.21.1 build; the six shrine_hall.nbt were regenerated.

[0.179.0] - 2026-07-01

Added

  • BWG villages — a variety pass across all six styles (BWGVILLAGEPLAN Phase 4). Shared with the 1.21.1 build: two new house shapes (porch cottage + longhouse), a HIP roof option on some shops, and three new decoration plots (animal pen, market stall, and a signature-flora grove), all palette-driven into the fillers pool. Gametest bwg_village_decor_variety on this node too.

[0.178.0] - 2026-07-01

Added

  • BWG villages — the Hamlet and Village-Center tiers, all six styles (BWGVILLAGEPLAN Phase 3). Shared with the 1.21.1 build: Hamlet + Village-Center seeds over a BWG village biome grow that style's hub / dense cluster village in its BWG blocks, reusing the per-style piece sets (no new templates). Wired via biomeswevegone_hamlet.json + biomeswevegone_village_center.json + per-style hamlet_start pools. Gametests bwg_hamlet_and_center_bands_wired
    • bwg_hamlet_and_center_assemble on this node too. Inert without BWG.

[0.177.0] - 2026-07-01

Added

  • BWG villages — all six styles at the Trade Post tier (BWGVILLAGEPLAN Phase 2). Shared with the 1.21.1 build: Forgotten / Pumpkin Patch / Red Rock / Salem / Swamp join the Skyris pilot, each a full per-style piece set in that biome's real BWG 2.6.0 blocks (the hermetic mod-id engine mixes vanilla + BWG per cell), wired via biomeswevegone_trade_post.json bands. Style gained bookshelf + flora slots. Gametests bwg_all_village_bands_wired_on_trade_post + bwg_village_styles_assemble run on this node too. Inert without BWG.

[0.176.0] - 2026-07-01

Added

  • BWG villages, pilot: the Skyris style (BWGVILLAGEPLAN). Shared with the 1.21.1 build: a Trade Post grown over biomeswevegone:skyris_vale assembles a Skyris-styled village (Skyseed's own jigsaw village mechanics in BWG's Skyris block palette). New BwgVillageTemplates authors the piece set; StructureWriter gained a modNames overload that writes biomeswevegone: block ids via a vanilla-analog state so the .nbt are authored with no BWG on the classpath. Inert without BWG. Gametests bwg_skyris_village_band_on_trade_post + bwg_skyris_village_assembles run on this node too. The remaining five styles + the Hamlet/Village-Center tiers follow.

[0.175.0] - 2026-07-01

Added

  • A light BWG-flower sprinkle on the exotic-wood Forest islands. Shared datapack with the 1.21.1 build: the Forest-family BWG bands (biomeswevegone_forest.json + _large/huge_) gain a few-% ground-cover sprinkle of each biome's own signature BWG flower (orange daisy / iris / guzmania / rose / anemones / kovan flower / japanese orchid / california poppy / fairy slipper / foxglove / white sage / black rose / delphinium / protea, etc.) for colour — trees stay the focus. The two vanilla placeholders became authentic BWG blooms (enchanted → fairy slipper + cyan rose; florus → pink daffodil + angelica). Every flower verified as a real BWG 2.6.0 block; inert without BWG (Lookup.hasBlock). Ground flora is per-column, so the 3 tier files share identical bands.

[0.174.0] - 2026-07-01

Added

  • Millable BWG flowers now grow on islands (backlog #9). Shared datapack with the 1.21.1 build: two new theme_override families place create-otbwg-millable BWG flowers as island ground cover — Meadow (biomeswevegone_meadow.json + _large/huge_, 8 floral-grassland biomes: alliums/amaranths/roses/tulips/ anemones/daffodils/sages/poppy) and Lush (biomeswevegone_lush.json + _large/huge_, 3 jungle biomes: begonia/bistort/guzmania/incan-lily/lazarus-bellflower/richea/delphinium/protea). Deliberate Q2 multi-seed overlap: tropical_rainforest/fragment_jungle are trees-first on Forest, flora-first here. Every flower verified as a real BWG 2.6.0 block AND a create-otbwg-compat-1.0 milling input; inert without BWG. Ground flora is per-column, so the 3 tier files per family share identical bands. Mirrored biomeswevegone_compat_places_meadow_flowers + _places_lush_flowers gametests into the 26.1.2 native suite.

[0.173.0] - 2026-07-01

Added

  • Every BWG plank obtainable — last 5 growable woods shipped (backlog #63). Shared datapack with the 1.21.1 build: new Forest-family bands (biomeswevegone_forest.json + _large/_huge, inert without BWG) for florus (forgotten_forest → florus_trees), holly (dacite_ridges → holly_trees), pine (black_forest → pine_tree1 + pine_tree2, no aggregate exists), mahogany (tropical_rainforest → mahogany_trees) and rainbow_eucalyptus (fragment_jungle → rainbow_eucalyptus_trees) — each on its dedicated feature. Ids verified against BWG 2.6.0. #skyseed:exotic_woods reveal tag extended. Mirrored the extended biomeswevegone_compat_prepends_forest_bands assertions into the 26.1.2 native suite.

Notes

  • fir intentionally non-growable (BWG 2.6.0 has fir_planks but no configured fir tree feature) — excluded from the bands + tag; a gametest guards that no band references a fir_* feature. 24/25 planks are island-obtainable.
  • Spirit-band failure (#66) diagnosed, no change needed — a matched pale_bog band replaces variants (emits only spirit_trees, never oak/birch), so the reported oak/birch result means the seed wasn't over pale_bog (a re-test/reachability item). Biome + feature both exist; spirit uses the same NBT feature type as the working siblings.

[0.172.0] - 2026-07-01

Added

  • Mystical Agriculture ore on the Lush island. Shared datapack with the 1.21.1 build: new mysticalagriculture_lush.json (+ _large/_huge, inert without MA) adds the stone inferium_ore/prosperity_ore to the Lush stone core — the accessible bootstrap source MYSTICALPLAN intended, pairing with the deepslate variants that already ship on Ancient. Off-dimension forms stay clean (overworld-only theme → neutral empty ores in End/Nether). Mirrored mystical_agriculture_compat_targets_lush gametest added to the 26.1.2 native suite.

[0.171.0] - 2026-07-01

Added

  • BWG wet-woods + fantasy-woods islands finalized (ids verified against BWG 2.6.0). Shared datapack with the 1.21.1 build: the wet-woods bands on the Aquatic family (water-first: cypress, willow, white-mangrove, palm) and the fantasy-woods bands on the Forest family (trees-first: enchanted, skyris, spirit + a cypress multi-seed demo) ship for real, every biomeswevegone: id confirmed against Oh-The-Biomes-Weve-Gone-NeoForge-2.6.0.jar. Inert without BWG.

Fixed

  • Corrected guessed BWG ids (drafted before a jar was available): willow → bayou biome / bayou_trees feature (no willow_trees exists); white-mangrove → white_mangrove_marshes (not pale_bog); spirit is growable via pale_bog (no spirit_woods biome). And the #skyseed:exotic_woods reveal tag: dropped the non-existent #biomeswevegone:planks, white_sakura_planks → sakura_planks, enchanted_planks → blue_enchanted_planks + green_enchanted_planks.

Tests

  • Mirrored into the 26.1.2 native suite: new biomeswevegone_compat_prepends_aquatic_bands plus the extended forest-bands test that locks in the corrected ids.

[0.170.0] - 2026-06-30

Added

  • First-party Oh The Biomes We've Gone compat (ships with Skyseed, inert without BWG). A theme_override adapts the Forest island (+ large/huge) to 11 BWG wood biomes (aspen, baobab, cika, jacaranda, maple, ebony, redwood, zelkova, witch-hazel, sakura, ironwood) so a Forest seed thrown over one grows that biome's BWG trees. Inert without BWG (unknown ids never match) — byte-identical generation.
  • Optional / random water features (pond.chance + pond.river) — a pond can be carved only chance of the time and, when it is, be a 50/50 pick between the pool and a river. The Huge Forest uses it for 25% lake / 25% river / 50% dry. Plain ponds (chance 1, no river) are unchanged and consume no extra RNG.
  • Rivers are walled in and never sheer — the planned river-to-rim follow-up: a river's banks always soften, and where it meets the island edge it is walled into a contained channel with only ~1-in-4 coarse rim stretches left open as deliberate waterfalls. Every river (forest / aquatic / huge forest); pond carving unchanged.

Changed

  • theme_override biome bands now take precedence over the base theme's bands (prepend, not append). Shared with the 1.21.1 build: a patch band whose selector matches no base band is prepended so it wins the first-match over a base theme's vanilla #is_* catch-alls (BWG's biomes are transitively under #is_forest via #biomeswevegone:forest).
  • Auto debug seeds now cover theme_override biome bands (ThemeScanner scans theme_override/ too) — so the BWG wood biomes get debug seeds attributed to their target theme.
  • Denser forests on the large/huge tiers — forest-character biomes (vanilla #is_forest/dark/birch/taiga/jungle + the BWG wood biomes) get much higher tree tries on the large/huge Forest islands; open biomes (plains/savanna/beach/ desert) keep their scattered counts, and the BWG bands now scale per tier.
  • Rounded banks on the deep lakes — the deep (depth ≥ 4) water pools (Huge Forest lake, Large Aquatic ponds, Large Lush pond) get pond.slope: true instead of a sheer drop; shallow base ponds and lava lagoons keep their steep edge.

[0.166.0] - 2026-06-29

Added

  • Theme overrides — the skyseed:theme_override datapack merge layer (shared with the 1.21.1 build; see CHANGELOG_1.21.1.md for the full description). Lets the modpack / other mods extend Skyseed islands by dropping a datapack patch (e.g. add create:zinc_ore to the rocky island). Pure codec/Java — no per-node //? needed; both nodes' gametests green.

[0.165.0] - 2026-06-29

Added

  • skyseed:void chunk generator (shared with the 1.21.1 build — see CHANGELOG_1.21.1.md for the full description). Suppresses biome-feature decoration in the void overworld/Nether and natural structures in every dimension, so biome mods (BYG/BWG/Terralith…) can't leak features at the void floor (~y=-64) and the "Generate Structures" toggle is moot. Only node difference: 26.1.2's createStructures takes a 6th ResourceKey<Level> param, handled with a //? guard (applyBiomeDecoration is identical across nodes).

This mod has no additional files