skyseed-26.1.2_0.203.0.jar
Curse Maven Snippet
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
.nbton 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.
OrePlannermultiplies 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
.nbtregenerated 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
chanceis 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
.nbtregenerated 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
.nbtregenerated 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.nbtregenerated (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
countis fixed per theme and never grew with the ~72× volume). Rescaledrocky_large/huge_rocky/ancient_large/huge_ancientore 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
hallspool) that wind (corridor/corner) and branch at T-junctions, with spawner/treasure chambers on junction spurs (roomspool) + a small 5×5cellfor size variety; thedescentstaircase drops the warren a storey.galleryretired, jigsawdepth3→5 (sprawl capped to the existing island). NBTs regenerated on 1.21.1, loaded here via DFU; gametesttrialWarrenWiringguards 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}.jsonoverrides so the veins merge into every overworld Y-band (mirroringcreate_rocky.json's deepslate-zinc patch). Data-only, shared with the 1.21.1 build; ids verified againstQuark-4.1-481.jar; gametestquarkStonesReachYBandsguards 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_chambersloot) and a moss patch — placed viaTrialChamberTemplates.greeble()inhub/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
descentstaircase 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 terminalendchamber capped with an ominous vault + breeze spawner. Both added to thetrial_chamber/roomspool; gameteststrialDescentDropsALevel+trialEndRoomHasOminousVaultguard 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_chainon 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/pad10/14 so the taller chamber fits under the surface. NBTs regenerated on the 1.21.1 node (loaded here via DataFixerUpper — incl. thechain→iron_chainrename); 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
pondlever,extent 0.9) on amudsurface 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-drivenstilt_height(JigsawConfig; cypress bands use 2 — the in-game floor-clearance knob). The pond iscontained(newPondflag) 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 ownshape: radius 24–30,top_dome2–3,max_under_depth18; pondradius40 soextentgoverns) instead of the base 3-island cluster. Engine inPathSurfacer:supportStiltshangs willow legs from a floor down through the water to the bed (never over pure void — no dangling stub / reach to another island);boardwalklays 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. GametestspathSurfacerStiltsDescendThroughWater+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 + exactstilt_height/extentare 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=NORTHon az=0front 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-doorFACINGNORTH → SOUTH(panel now on the exterior−Zedge) across the shared pattern:BwgVillageTemplates(door()+ porch, all six BWG styles),TradePostTemplates(shop shell / great hall / blacksmith, all four variants),VillageCenterTemplates(four plaza halls) andRareStructureTemplates(evoker cell).HamletTemplateswas already correct (it chooses the facing by wall) and untouched. The 163 affected door-bearing.nbtwere 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 raisedextent(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
triesfor 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).
forceOneTreenow 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 treetrieslifted 4 → 6. GametestbiomeswevegoneWetWoodPondsAreShallowMarshesguards 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. GametestsquarkBlossomBandsMergeOntoForestTiers/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. GametestsquarkStonesCompatTargetsRocky/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:totembelow 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.nbtwere 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
fillerspool. Gametestbwg_village_decor_varietyon 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-stylehamlet_startpools. Gametestsbwg_hamlet_and_center_bands_wiredbwg_hamlet_and_center_assembleon 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.jsonbands.Stylegainedbookshelf+floraslots. Gametestsbwg_all_village_bands_wired_on_trade_post+bwg_village_styles_assemblerun 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_valeassembles a Skyris-styled village (Skyseed's own jigsaw village mechanics in BWG's Skyris block palette). NewBwgVillageTemplatesauthors the piece set;StructureWritergained amodNamesoverload that writesbiomeswevegone:block ids via a vanilla-analog state so the.nbtare authored with no BWG on the classpath. Inert without BWG. Gametestsbwg_skyris_village_band_on_trade_post+bwg_skyris_village_assemblesrun 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_overridefamilies 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_jungleare trees-first on Forest, flora-first here. Every flower verified as a real BWG 2.6.0 block AND acreate-otbwg-compat-1.0milling input; inert without BWG. Ground flora is per-column, so the 3 tier files per family share identical bands. Mirroredbiomeswevegone_compat_places_meadow_flowers+_places_lush_flowersgametests 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_woodsreveal tag extended. Mirrored the extendedbiomeswevegone_compat_prepends_forest_bandsassertions into the 26.1.2 native suite.
Notes
- fir intentionally non-growable (BWG 2.6.0 has
fir_planksbut no configured fir tree feature) — excluded from the bands + tag; a gametest guards that no band references afir_*feature. 24/25 planks are island-obtainable. - Spirit-band failure (#66) diagnosed, no change needed — a matched
pale_bogband replaces variants (emits onlyspirit_trees, never oak/birch), so the reported oak/birch result means the seed wasn't overpale_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 stoneinferium_ore/prosperity_oreto 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). Mirroredmystical_agriculture_compat_targets_lushgametest 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 againstOh-The-Biomes-Weve-Gone-NeoForge-2.6.0.jar. Inert without BWG.
Fixed
- Corrected guessed BWG ids (drafted before a jar was available): willow →
bayoubiome /bayou_treesfeature (nowillow_treesexists); white-mangrove →white_mangrove_marshes(notpale_bog); spirit is growable viapale_bog(nospirit_woodsbiome). And the#skyseed:exotic_woodsreveal 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_bandsplus 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_overrideadapts 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 onlychanceof the time and, when it is, be a 50/50 pick between the pool and ariver. 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_overridebiome 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_forestvia#biomeswevegone:forest).- Auto debug seeds now cover
theme_overridebiome bands (ThemeScannerscanstheme_override/too) — so the BWG wood biomes get debug seeds attributed to theirtargettheme. - Denser forests on the large/huge tiers — forest-character biomes (vanilla
#is_forest/dark/birch/taiga/jungle + the BWG wood biomes) get much higher treetrieson 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: trueinstead 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_overridedatapack 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. addcreate:zinc_oreto the rocky island). Pure codec/Java — no per-node//?needed; both nodes' gametests green.
[0.165.0] - 2026-06-29
Added
skyseed:voidchunk 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'screateStructurestakes a 6thResourceKey<Level>param, handled with a//?guard (applyBiomeDecorationis identical across nodes).
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

