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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 0.229.0 (MC 26.1.2)

File nameskyseed-26.1.2_0.229.0.jar
Uploaded
Jul 7, 2026
Downloads
12
Size
2.1 MB
Mod Loaders
NeoForge
File ID
8386601
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:skyseed-1583029:8386601"

Learn more about Curse Maven

What's new

[0.229.0] - 2026-07-06

Changed

  • Shared-engine fixes from the 1.21.1 throw-test pass (full notes in CHANGELOG_1.21.1.md [0.229.0], tracked in SIGNOFFPLAN.md): the canAbsorb superset-tolerant theme_override band merge (was exact-match sameSelectorAs), forceOneTree's surface-aware planting pad, the new grow ground-entry (bonemeal a BonemealableBlock crop to a varied stage), the Rocky "deepslate beats biome at low throws" band reorder, and the vertical-only Ruined-Portal twin placement. All live in the shared codebase, so the code changes apply here too; the affected content is 1.21.1-pack data (Quark/IE/AE2/MND overrides, the Rocky reorder) and is inert on 26.1.2 — the ids are skipped before any RNG, so generation stays byte-identical and the golden master is unchanged. Both nodes green (26.1.2 221 gametests, incl. the new rockySnowyBandsMergeModOresAndDeepslateWins guard).

[0.228.0] - 2026-07-05

Added

  • Prairie House — BWG's prairie farmhouse (intact + abandoned, 50/50), resurrected as a hamlet variant (→ STRUCTURELONGTAILPLAN.md Phase D, #49): the Hamlet seed over BWG's prairie biome grows the BWG farmhouse (with a shape override enlarging the small hamlet island) instead of a hamlet. A second biome-keyed theme_override on the hamlet seed, inert without BWG. Golden-master gametest in this suite; both nodes green (26.1.2 220). The rugged fossil is left recorded (terrain-matching placement + already covered by fossil_dig). See the 1.21.1 changelog for the full note.

[0.227.0] - 2026-07-05

Added

  • Three new Trial Chamber pieces (→ STRUCTURELONGTAILPLAN.md Phase C, #33): a 4-way crossing (passages cross into a grid, not just a tree), an alcove corridor (a straight hall that spurs a trial chamber off an L-shaped side alcove), and a grand multi-cell vaulted chamber (four corner spawner/vault cells around a central ominous-vault sanctum under a stepped groin vault). Woven into the halls/rooms pools; new assembly gametests in this suite stamp each piece + assert wiring and mosaic. Both nodes green (26.1.2 219). See the 1.21.1 changelog for the full note.

[0.226.0] - 2026-07-05

Added

  • Aspen Manor + Bog Trial — BWG's two special structures, resurrected as biome variants of existing seeds (→ STRUCTURELONGTAILPLAN.md, #26/#27). The Woodland-Mansion seed over a BWG aspen_boreal biome grows BWG's own Aspen Manor (both designs, 50/50) with the mansion's evoker → Totem garrison; the Trial-Chamber seed over pale_bog grows BWG's own Bog Trial (seated 1 block lower). Delivered as a biome-keyed theme_override (the BWG-village mechanism), inert without BWG (the host biome can't exist, so the vanilla mansion/trial grows byte-identical). Golden-master gametests in this suite assert both override bands resolve. See the 1.21.1 changelog for the full note.

Fixed

  • IE HV connectors were rendering upside-down on their posts (the Factory wire-post, the Powerline insulators, the FE→ME Substation mast). connector_hv facing is the mount direction, so a post-top connector needs facing=down (dish up), not up (which flips it x:180). Corrected all five placements; regenerated the shared factory.nbt/pylon.nbt/substation.nbt. Both nodes green.

[0.225.0] - 2026-07-05

Fixed

  • Ruined-Portal twins now line up across the divide (→ PORTALTWINPLAN.md, option B). A Ruined-Portal island grows a linked twin at the vanilla 8:1 coordinate in the paired dimension, but the two frames got independent, position-seeded rotations — so repairing + lighting one side dropped you beside the twin facing the wrong way. The frame is now stamped at a fixed rotation on both sides (both plans carry the theme's twin flag, so both adopt it), so the two frames share an axis and mutually link. The opening already sits on the island centre — the jigsaw seats its minecraft:bottom start anchor there for any rotation — so the existing centre-based 8:1 maths is block-exact in XZ; only the axis needed pinning (no re-sequencing, no PortalForcer, no template rebuild). A new Jigsaw.placeSinglePiece stamps the single fixed frame at an explicit rotation (vanilla's jigsaw only rolls a random one); gametests place it at all four rotations and assert the opening seats on centre and stays a repairable ruin. The cross-dimension traversal itself remains a manual in-game check. Side effect: every ruined portal now faces the same direction rather than a random one.

Changed

  • NeoForge dependency range is now a forward bracket, not open-ended. neoforge.mods.toml declares versionRange="[<tested build>,<next feature version>)" (per-node neorange_* in gradle.properties): the floor is the exact NeoForge build the jar was compiled against, the ceiling stops before the next feature version. Later bugfix builds load without a rebuild; older builds (whose NeoForge API differs — see the codecStart P1→P2 note) are refused.

[0.224.0] - 2026-07-05

Added

  • Per-biome Nether seed adaptation + a Nether Wild seed (→ SKYNETHERENDBIOMEPLAN.md). The five dedicated Nether seed families (nether_forest/soul/basalt/lava/rocky, base + _large) now take on the local Nether biome's flavor — model A: the seed keeps its own body / ores / lava (identity), and the biome it germinates in adds a surface dusting, ground + underside growth, a stem tree and mobs. Thrown in a crimson_forest a Nether Rocky mining rock stays netherrack but is dressed in crimson nylium + a huge crimson fungus; soul_sand_valley dusts it in soul soil with bone clusters + soul fire; basalt_deltas in basalt/blackstone with pillars; warped_forest goes teal; nether_wastes gets a light quartz/glowstone dusting. Each family carries kits for the biomes it isn't native to (nether_forest keeps its bespoke crimson/warped forms + gains soul/basalt/wastes). Same-dimension overrides, so the seed's fill/core/ores/lava fall through unchanged. Kits sit on the dedicated nether_* seeds only — the overworld seeds' tiny inline Nether easter-egg patches are left as they were.
  • Hand-built crimson/warped stem-tree feature (skyseed:crimson_tree / skyseed:warped_tree, in CustomTrees) — a stem topped by a wart-block cap flecked with shroomlight and trailing weeping/twisting vines, stamped straight into the block plan (vanilla's huge-fungus feature won't place dry on a small floating pad).
  • Nether Wild Skyseed (normal + _large) — the adaptive Nether starter. Like the overworld Wild it grows the island the local biome's own seed would, but over the Nether biome map (ExploreThemes.resolveNether; crimson/warped → nether_forest, soul → nether_soul, deltas → nether_basalt, wastes/unmapped → nether_rocky). No huge tier; no forced build (only the _large isles carry the ordinary ~5% rare roll). Full onboarding: recipe (Wild seed + netherrack + nether wart, then a netherrack/wart frame for the Large), reveal/gathered/craft advancements, two guide entries, lang, hand-drawn 16×16 icons (the Wild quartered-pod / island-slab motif re-skinned to the four Nether materials with a crimson-fungus sprout), skyseeds tag. Golden-master gametests on both nodes (resolver mapping + kit selection/identity).

[0.223.0] - 2026-07-05

Added

  • Biome coverage pass — every overworld biome now grows a fitting island (→ BIOMECOVERAGEPLAN.md). Audited every overworld biome (vanilla + Oh The Biomes We've Gone + Quark) against the two-layer biome→look resolution (ExploreThemes biome→theme + each theme's biome_overrides). Root cause of the gaps: snowy/desert bands key off explicit vanilla ids (no vanilla #is_snowy/#is_desert tag), so modded snowy/desert biomes fell through to a green Forest island. Eight fixes, all inert without the mod (byte-identical on the vanilla pack): F1 BWG deserts→Desert, F2 BWG frozen (snowy/icy)→Frozen + frosted_* snow bands, F3 vanilla sparse_jungle open band, F4 BWG plains→Meadow (activates the pre-authored BWG flower-field bands + new pumpkin_valley), F5 cypress_wetlands, F6 howling_peaks snow, F7 Quark glimmering_weald→Lush, F8 orchard forest band (adversarial-review find; also corrected a crimson_tundra→Frozen mis-route — it's a temperate grassland, temp 0.75). Both nodes green (1.21.1: 209, 26.1.2: 211).

[0.222.0] - 2026-07-05

Changed

  • Structure Variety Phase 4 — the weight-tuning pass (→ VARIETYSTRUCTUREPLAN.md §8), the last item on PLANOFPLANS #68. An analytical pass over every overworld theme's weighted rare table. Flagship dilution confirmed — citadel 0.48%, woodland mansion 0.93%, ocean monument ~1.9%, ancient city 1.5% per fitting seed (genuine standouts). Rebalanced the rare-heavy huge_ tiers by mirroring the base-tier small commons up (the user OK'd small structures on large islands): huge_meadow/badlands/desert/forest/rocky had lacked the Band-1 vanilla commons their base siblings carry, so they skewed rare/epic-heavy (huge_rocky was 0% common). After mirroring: huge_meadow 26→51% common, huge_badlands 24→51%, huge_desert 38→64%, huge_forest 33→62%, huge_rocky 0→28% (still premium-dense but with ordinary variety), and the flagships diluted further (mansion 1.67→0.93%). Base + _large tiers were already balanced and untouched. Theme-JSON only — every added building is a pre-existing, already-reviewed common, so no structure geometry changed (no walking-path risk). Both nodes green (1.21.1: 209, 26.1.2: 211). Closes PLANOFPLANS #68 bar subjective in-game feel-tuning.

[0.221.0] - 2026-07-05

Added

  • Structure Variety Band 3 COMPLETE — the Sky-Freight Depot (→ VARIETYSTRUCTUREPLAN.md §3 B30), the last build in the B1–B30 catalog. A requires:["create","immersiveengineering"] epic (w1, Rocky) that only germinates where both Create and IE are installed: a freight yard where a Create train sits stalled at an IE loading dock — an open gravel-and-cobble pad with a vanilla rail siding carrying a stalled train (Create small_bogey bogeys under brass/copper/railway-casing car bodies + a loco cab), an IE loading platform (a conveyor line, stacked crates, a fuel barrel), and a vanilla cobblestone signal mast + lantern. Built to the floating-block rule the earlier review established (no vanilla block rests on a modded one), so the all-Create train + all-IE platform vanish cleanly together without their mods, leaving the vanilla shell. D4: Create → andesite_alloy (husks on a plain rail); IE → iron plate (conveyor/crate husks). Wired w1 across all three Rocky tiers; adversarial review clean. Both nodes green (1.21.1: 209, 26.1.2: 211). Band 3 is now complete (B25–B30) and the whole B1–B30 Structure Variety catalog has shipped — only the in-game weight-tuning pass is left on PLANOFPLANS #68.

[0.220.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Alchemist's Distillery (→ VARIETYSTRUCTUREPLAN.md §3 B29). A requires:["immersiveengineering","irons_spellbooks"] epic (w1, Badlands) that only germinates where both IE and Iron's Spells are installed: an IE refinery repurposed as an arcane still gone cold — a roofless rusty-sheetmetal shed around a lava-cauldron fire, a weathered-copper still-head + brewing stand, a weathered-copper condenser column with a lightning-rod vent, a water receiver, IE fluid tanks + a capacitor, and an amethyst focus / bookshelf study / essence-scrap chest. IE machinery via the modNames side-map; Iron's is a mob/item mod so the still + arcane fittings are all vanilla (the still stands on vanilla copper, so it doesn't float without IE — the gametest shell). D4: IE loot is an iron plate (husk still, no working multiblock); Iron's loot is arcane_essence only. Wired w1 across all three Badlands tiers. Adversarial review (afterwards) reworked the still off a full-width barrier into a left-side cluster so the central doorway axis stays a clear walkway to the loot. Both nodes green (1.21.1: 208, 26.1.2: 210).

[0.219.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the FE→ME Substation (→ VARIETYSTRUCTUREPLAN.md §3 B28), the sharpest D4 case in the plan. A requires:["immersiveengineering","ae2"] epic (w1, Rocky) that only germinates where both IE and AE2 are installed: a derelict power-conversion station — a gutted roofless hall with an IE concrete/sheetmetal west end (wire-mast + post-transformer husk + capacitor), a certus-quartz/fluix AE2 east end, and a scorched conversion column (deepslate + a broken conduit antenna) between them, over the empty controller pit (a deepslate mount where the ME Controller was torn out). D4 — sharpest gate: NO sky_stone_* / controller / press / processor anywhere (the pit is empty); loot is fluix + a copper wire coil only. Both mods' machinery via the modNames side-map; the vanilla deepslate column/pit + end-rod antenna + chest + lantern are the gametest shell. Wired w1 across all three Rocky tiers. Both nodes green (1.21.1: 207, 26.1.2: 209).

Fixed

  • FE→ME Substation stale-mod-id placement (caught by the new gametest + the adversarial review): the scrap chest + the lantern sat on the back-wall line where the wall loop had already stamped a mod id, so the chest emitted as ae2:quartz_block — moved both to clear interior cells.

[0.218.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Automated Essence Farm (→ VARIETYSTRUCTUREPLAN.md §3 B27). A requires:["create","mysticalagriculture"] epic (w1, Meadow) that only germinates where both Create and Mystical Agriculture are installed: a mechanised inferium field seized up mid-harvest — a derelict essence plot (inferium farmland rows, some trampled, crops at mixed growth) straddled by a stalled harvester gantry (a vanilla oak frame of six posts → two side-rails → a cross-bridge, from which a Create mechanical_drill husk hangs with its casing body + a cogwheel drive), a hanging gantry lantern, a west control station (casing panel + scrap chest), and a derelict tier-1 growth_accelerator + coolant cauldron behind a broken oak-fence rail. Create machinery + MA crops via the modNames side-map; the gantry frame is deliberately vanilla (the gametest shell). D4 compounding gate: Create → andesite_alloy (husk drill, no working contraption); MA → tier-1 inferium_essence only (no seeds/higher-tier essence/prosperity/infusion). Wired w1 across all three Meadow tiers; a new gametest per mirror. Adversarial physical review clean — the whole gantry is carried (nothing floats), the chest is openable, the field stays 2-blocks walkable. Both nodes green (1.21.1: 206, 26.1.2: 208).

[0.217.0] - 2026-07-05

Fixed

  • Structure Variety — physical-playability review (floating blocks). An adversarial pass over the surprise buildings authored this wave caught a repeated mistake — a soul-lantern/lantern hung from a roof beam that was itself unsupported, so both floated. Fixed by carrying the beam wall-to-wall in the Ruined Chapel (B25, two supported cross-beams) and the Magitech Workshop (B26), and by raising the Cook's Homestead (B24) kitchen lantern so it hangs from the ridge slab rather than from air. Rechecked the rest (Iron's spire lanterns on fence poles + the obelisk beacon on its solid tip are supported; chests stay openable; doorways are 2 tall). Both nodes green (1.21.1: 205, 26.1.2: 207).

[0.216.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Magitech Workshop (→ VARIETYSTRUCTUREPLAN.md §3 B26), the first multi-mod epic. A requires:["create","irons_spellbooks"] epic (w1, Rocky) that only germinates where both Create and Iron's Spells are installed: an arcane-forge workshop, not a box — an andesite-and-stone hall with a caved roof, a breached wall and a broken brick forge-flue, holding a Create machine husk (andesite_casing gearbox → cogwheel + shaft → a mechanical_press) beside the arcane half (an enchanting table ringed with amethyst and candles, a bookshelf study, a brewing nook). Create machinery via the modNames side-map; Iron's contributes the two mages (archevoker + magehunter_vindicator) and loot, so the vanilla arcane fittings are the gametest shell. D4 compounding gate: Create loot tops out at andesite_alloy (husk press, no working contraption); Iron's loot is arcane_essence + an uninscribed blank_rune (inert without a gated Upgrade Orb) — never a spellbook/scroll/Orb. Wired w1 across all three Rocky tiers; a new gametest per mirror. Both nodes green (1.21.1: 205, 26.1.2: 207).

[0.215.0] - 2026-07-05

Added

  • Structure Variety Band 3 begins — the Ruined Chapel (→ VARIETYSTRUCTUREPLAN.md §3 B25), plus the last theme migration. An all-vanilla epic (w1) showpiece: a stone-brick chapel fallen to ruin — a caved nave open to the sky, arched shattered windows, a tall front bell-cote holding a hanging bell, and a chiseled chancel altar lit by a soul lantern behind a broken rose window with the reliquary chest (emeralds, an enchanted book, the odd diamond / golden apple). Wired w1 across all three tiers of Meadow + Rocky, and — as the shared reward-bearing explorable Explore-floor — the thin Lush + Mushroom themes. Finished the weighted-gate migration (D5): huge_lush and huge_mushroom (the last two legacy overworld themes) were migrated to rare_structure_chance: 0.05 + weighted entries; every overworld theme now runs the flat-5% weighted gate (only the Explore seed + Nether/End stay legacy by design). A new assembly gametest per mirror. Both nodes green (1.21.1: 204, 26.1.2: 206).

[0.214.0] - 2026-07-05

Added

  • Item-icon audit + full redraw pass (→ ICONAUDITPLAN.md). Reviewed all 93 item textures and rebuilt the outliers so every icon reads at 16×16 and stays inside the family's visual language (silhouette = size tier, colour = theme). New dedicated Large Forest art (island_seed_forest_large, its model repointed off the shared generic disc). 30 textures redrawn/tweaked + 1 new + 1 model repoint.
  • Crash-safe island grows — persist/resume + force-load reconciliation (→ CRASHRESUMEPLAN.md). In-progress island grows now survive a hard crash: a new PendingIsland descriptor (re-plan inputs + progress) is written at germination (IslandSeedEntity) and for twins (TwinPlacer), persisted every tick by GenerationJob, and re-enqueued at its saved progress on server start by the new CrashRecovery handler (GenerationJob.resume). Force-loaded chunks are recorded in SkyseedWorldData at the ref-count transitions and any leftovers are un-forced on start, so a crash mid-grow no longer leaks a permanent /forceload. Both persistence paths (1.21.1 NBT + 26.1.2 Codec) carry the new optional collections, guarded by a crashResumeStateRoundTrips gametest in both suites. (In-game hard-crash sign-off still pending.)

Changed

  • Icon consistency pass. Farm seeds (stable/pasture/poultry/wool_farm) given distinct signatures; nether_lava_large regains its lava glow; nether_forest/nether_rocky pulled apart (teal-fleck crimson vs brick + quartz); structure seeds (hamlet, woodland_mansion, bastion, ocean_monument) unified onto the "island + structure silhouette" convention; Explore & Wild now encode tier by shape (ball → disc → cone) instead of a colour ring; lush/meadow separated; ancient contrast lifted; the four End-Portal Edges restyled as portal-frame blocks with a green ender-eye + per-variant gem.
  • Temple traps are opt-in. Jigsaw structures only place trap blocks when the theme entry sets "traps": true (JigsawConfig); enabled on the desert-temple, jungle-temple and badlands chambers so traps stop leaking into reused pools that shouldn't have them.
  • Questline starter-seed icons reverted Wild → Forest in the introduction and skyseed chapters.

Fixed

  • Crash-robustness review — 7 findings + observability (#67). Both MobPlanner inert-safety fixes, the traps opt-in gate, per-candidate findClearSpot re-validation, a seed-derived StartIsland oak, the double dimension-reset backup guard, and a concurrent force-load ref-count (two islands sharing a chunk column no longer un-force each other's chunks). Adds a shutdown drain-cap warning and force-load acquire/release logging. Both nodes green (26.1.2: 204/204).

[0.213.0] - 2026-07-05

Added

  • Structure Variety Band 2 COMPLETE — the Farmer's Delight batch (→ VARIETYSTRUCTUREPLAN.md §3 B24). The last single-mod Band 2 build — a requires-gated rare surprise building that germinates on an ordinary island only when Farmer's Delight is installed: the Overgrown Cook's Homestead (Forest / Meadow, no mobs) — a kitchen cottage abandoned to the weeds, with a 5×5 log-and-cobble cabin, a caved roof, a breached wall where a cold campfire hearth vents up an external cobblestone chimney jutting broken above the ridge, the Farmer's Delight kitchen inside (a cold stove + cooking pot, skillet, cutting board, cabinets, the scrap chest), and a weed-choked front garden of FD crops on vanilla farmland with a rotting stack of produce crates. Vanilla shell with modded fittings (authored via the modNames side-map over SMOKER/STONE/WHEAT analogs, so they resolve to air without the mod and the vanilla shell is the gametest anchor). Loot is flavour-only (FD has no progression gate): a vanilla larder-scrap chest + two inert add_drop GLMs layering a little raw produce (onion) and rope. Wired w3 across all three tiers of Forest + Meadow; an adversarial review before the regen fixed two corner-post overwrites. Both nodes green (1.21.1: 200, 26.1.2: 202). Band 2 is now complete (B13–B24) — eleven mod-gated rare surprise buildings across Create, Immersive Engineering, Applied Energistics 2, Iron's Spells, Mystical Agriculture and Farmer's Delight, each inert without its mod.

[0.212.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Mystical Agriculture batch (→ VARIETYSTRUCTUREPLAN.md §3 B23). One more requires-gated rare surprise building that germinates on an ordinary island only when Mystical Agriculture is installed: the Abandoned Inferium Plot (Meadow / Hamlet) — an essence farm gone to seed, with an irregular tilled bed of inferium farmland (rows trampled to coarse dirt, several bare) around a water-cauldron trough, a scatter of tier-1 essence crops, a lop-sided carved-pumpkin scarecrow, a caved tool lean-to over the scrap chest, a toppled inferium growth accelerator, hay straw and a broken oak-fence perimeter with a swung-open gate. Mostly-vanilla: only the farmland/crops/accelerator are modded (authored via the modNames side-map over FARMLAND/WHEAT/STONE analogs, so they resolve to air without the mod and the vanilla shell is the gametest anchor). Loot is gate-safe (D4/§5): a vanilla farm-scrap chest + two inert add_drop GLMs layering a little tier-1 Inferium Essence / Prosperity Shard, never a seed, a higher-tier essence or a prosperity/infusion component. Wired w3 across all three tiers of Meadow + Hamlet; an adversarial review before the regen fixed three placement bugs. Both nodes green (1.21.1: 199, 26.1.2: 201).

[0.211.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Iron's Spells & Spellbooks batch (→ VARIETYSTRUCTUREPLAN.md §3 B20–B22). Three more requires-gated rare surprise buildings that germinate on an ordinary island only when Iron's Spells is installed: a Small Wizard's Hut (Forest / Meadow) under a pointed witch-hat spire, a two-storey Wizard's Tower (Rocky / Ancient) with a laddered shaft, arrow-slits and a jutting balcony, and a Cursed Obelisk (Ancient / Badlands) — a tapering blackstone/deepslate spire over a soul-lantern altar with a wither rose and a carved necromancer alcove. All three are all-vanilla architecture (Iron's is a mob/item mod, so there is no modNames side-map — the flavour is the requires: ["irons_spellbooks"] gate, the mage mobs pack, and the loot). Loot is gate-safe (D4/§5): a vanilla arcane-scrap chest + two inert add_drop GLMs layering a token Arcane Essence / Common Ink, never an Upgrade Orb or named scroll. Wired w3 across all three tiers of Forest+Meadow (Hut), Rocky+Ancient (Tower), Ancient+Badlands (Obelisk); an adversarial review before the regen fixed three placement bugs. Both nodes green (1.21.1: 198, 26.1.2: 200).

[0.210.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Applied Energistics 2 batch (→ VARIETYSTRUCTUREPLAN.md §3 B19). The AE2-gated Gutted AE2 Lab (Rocky/Ancient) ships to this node too (shared authoring code + the 1.21.1-authored .nbt via DataFixerUpper). Germinates only with Applied Energistics 2 (requires: ["ae2"], filtered before any RNG) and is inert-safe without it: the ae2: certus/fluix quartz blocks resolve to air, the vanilla ruin shell + gate-safe scrap loot load clean. D4-safe — no sky stone / controller / press (the meteorite-island gate). Wired w3 across all three tiers of the two families. One new assembly gametest on this suite mirror. Gametests green (197).

[0.209.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Immersive Engineering batch (→ VARIETYSTRUCTUREPLAN.md §3 B17–B18). The two IE-gated rare buildings — Dilapidated IE Factory (Rocky/Badlands) and Fallen Powerline (Meadow/Desert) — ship to this node too (shared authoring code + the 1.21.1-authored .nbt via DataFixerUpper). Each germinates only with Immersive Engineering (requires: ["immersiveengineering"], filtered before any RNG) and is inert-safe without it: the immersiveengineering: machinery resolves to air, the vanilla ruin shell + gate-safe scrap loot load clean. Wired w3 across all three tiers of the four families. Two new assembly gametests on this suite mirror. Gametests green (196).

[0.208.0] - 2026-07-04

Added

  • Structure Variety Band 2 — the Create batch (→ VARIETYSTRUCTUREPLAN.md §3 B13–B16). The four Create-gated rare surprise buildings — Broken Windmill, Derelict Watermill, Abandoned Train Shed, Rusted Drill Rig — ship to this node too: shared authoring code + the 1.21.1-authored structure .nbt loaded here via DataFixerUpper. Each germinates only when Create is installed (requires: ["create"], filtered before any RNG) and is inert-safe without it — the create: machinery resolves to air and the gate-safe scrap loot loads clean. Wired at weight 3 across all three tiers of Meadow/Aquatic/Rocky/Badlands/Desert + the Hamlet windmill. Five new gametests on this suite mirror (four on-pad assembly tests + a requires-gate inert test). Gametests green (194).

[0.207.0] - 2026-07-04

Added

  • Iron's Spells exploration pillar — the mod side (→ IRONSCONTENTGAPPLAN.md). The "Explore" seed tiers + explore theme, five home-curated structure rebuilds (Frozen Warren, War Barrow, Citadel, Impaled Boat, and the new grand Catacombs — a descending deepslate crypt that restores the Dead King boss via a baked dormant dead_king_corpse + catacombs_zombie spawners), mithril ore on the Rocky/Ancient families (deep_core), the missing casters/bosses homed onto structure mob-packs, and the Iron's arcane-essence/upgrade-orb loot modifiers all ship to this node (shared code + the 1.21.1-authored structure .nbt loaded here via DFU). All inert-safe — the crypt's baked modded entities simply skip without the mod. Gametests green (177). (The modpack-side content — jars, quests, configs — is 1.21.1-only; see CHANGELOG_1.21.1.md.)

Changed

  • Badlands wooded variant now reads badlands-first — a coarse-dirt cap with sparse dark oaks instead of a grass forest, and rarer, across all three badlands tiers.

[0.206.0] - 2026-07-04

Added

  • Meteorite island family + Meteorite Core (the mod side of the Applied Energistics 2 integration, CONTENTPLAN #18 → AE2PLAN.md). The meteorite / meteorite_large / huge_meteorite themes (a crater + sky-stone globe + a tiered Meteorite Core press source — skyseed's first custom block), the AE2-compat layer (seed + jar recipe present only with AE2), the 1 % wild-meteor wildMeteorChance common config, and the tiered/iron-tier press loot all ship to this node too. Gametests green (165). (The modpack-side content — jars, quests, KubeJS — is 1.21.1-only; see CHANGELOG_1.21.1.md.)

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