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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 0.3.0-beta.2

File namewakingworld-0.3.0-beta.2.jar
Uploader
Lovkar_SquidLovkar_Squid
Uploaded
Sep 12, 2026
Downloads
8
Size
27.9 MB
Mod Loaders
NeoForge
File ID
8861574
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:the-waking-world-1683580:8861574"

Learn more about Curse Maven

What's new

0.3.0-beta.2 — a colony is somebody's land

If you play with MineColonies, this mod now keeps off your colonies. Everything The Waking World does to the world on its own stops at a colony's border:

  • Cataclysms — a falling star, a volcano, a tornado, an earthquake and the blight all look somewhere else, and if one happens beside a colony it changes nothing inside it. A blood moon spawns nothing within your walls.
  • Kingdoms — a growing town sites no farm, mill, watchtower, market or catapult on a colony, raises no house, lays no road or lane and builds no march wall across it. Its masons stop at the line; so do its repairs and its lanterns.
  • The engines — a catapult will not fire on a colony's land, whoever blows the horn and whatever is standing there.
  • The Asking Stone — the mage will not send a rite onto a colony. Turn, and ask elsewhere.
  • Colossi — a giant breaks nothing, tramples nothing, throws no tree and heaps no mound on a colony's land, and rubble that would land there comes down as dust.
  • The wanderers — Stone Thralls, Ember Wraiths and Drowned Keepers do not spawn inside a colony.

The border is the colony's claimed chunks plus a buffer of open country round them — 32 blocks by default. Both are yours to set: [compat] in the server config has protectColonies and colonyBuffer, and /wakingworld colony [x y z] tells you what the mod thinks of a spot.

Nothing changes without MineColonies. The mod does not depend on it; the one class that names a MineColonies type is loaded only if the mod is there.

What is already built stands. A kingdom that generated before you founded a colony keeps every block it had — it simply grows no further into you.

Proved against a real colony on a test server: a star that fell inside it wrote down nothing and left all 841 columns exactly as they were, while the same star outside dug 591; every house plot on the colony's side was refused; the paved road stopped exactly at the buffer's edge; the catapults refused the shot. And without MineColonies installed the same build still dug its crater, with nothing in the log.

Everything in 0.3.0-beta.1 is unchanged. Full changelog: https://github.com/Lovkar-Squid/the-waking-world/blob/main/CHANGELOG.md

This mod has no additional files