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The Waking World

Wake forty-block colossi built from the land itself, follow dead men's letters to shrines, vaults and walled kingdoms, and open the way to the Titan in the End. No dependencies.
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The Waking World 0.2.0

File namewakingworld-0.2.0.jar
Uploader
Lovkar_SquidLovkar_Squid
Uploaded
Sep 8, 2026
Downloads
55
Size
19.5 MB
Mod Loaders
NeoForge
File ID
8839882
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:the-waking-world-1683580:8839882"

Learn more about Curse Maven

What's new

0.2.0 "Falling Sky"

The Cataclysms. Five things that happen to a world that is waking up, on their own, with a warning first and something worth having left behind.

  • The Falling Sky — a meteor shower. Starstone in the crater, and Star Iron out of it under a pickaxe.
  • The Rising Mountain — a volcano grows out of the ground in front of you, course by course, with lava in its throat the whole way up and a flow that comes over the rim and down one flank.
  • The Wandering Column — a tornado that walks the country and lifts what is loose under open sky. There is no funnel model: what you see is ninety blocks of debris on a helix.
  • The Turning Ground — an earthquake. The camera shakes, faults open along the ground, and nothing with a block entity or a light in it is touched.
  • The Blood Moon — a red sky and a siege on ground that is genuinely dark. Dawn clears them, including the ones in a chunk nobody had loaded.

And you can take it all back. An Hourglass of Restoration could already undo a colossus fight block by block. It now undoes a cataclysm the same way, with the same item and the same gesture — every block a mountain buried, back where it was. A volcano's scar is a few tens of thousands of blocks and it comes back exactly.

The Named Lands. The world is divided and each country is named the first time somebody walks into it, from what is actually on the ground there — by Gemini if you give the server a free key, from the built-in lists if you do not. A land is a region, not a rectangle: it grows over country of its own kind, so its border follows the coast and the treeline.

The Wayfarer's Chart. A map that draws the terrain you have walked, in vanilla's own map colours, and keeps it. Named lands are outlined on it with their lore, you can drop pins and fly to them, and it follows what you change in the world.

Star Iron. Out of a crater: a full tool set and armour, tougher than diamond, and three of it will hold a Sleeper's Ember — so a meteor is also a road to waking a giant.

Kingdoms. Walled towns with a moat, eight towers, a market and a keep. Guards keep the peace, townsfolk trade, and the king holds court, hears what has happened in his country, and grants the freedom of the treasury.

One world, not two halves. Waking a giant leaves that land unquiet and killing one leaves it worse: cataclysms are likelier there and come looking for it. Where you do your waking is a decision.

Every part of the mod switches off on its own. [features] in the server config: colossi, the Titan, cataclysms, kingdoms, ruins, the Named Lands. Take only the giants, or only the cataclysms, or everything but the kingdoms — a part switched off never generates and never runs, and the rest carries on without it.

Also: camera scenes for the trailer (/wakingworld cine), a card of its own for a land's name, waypoints for JourneyMap and Xaero's, and an Almanac that explains the lot.

No dependencies. Works on servers. Full changelog: https://github.com/Lovkar-Squid/the-waking-world/blob/main/CHANGELOG.md

This mod has no additional files