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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.5

File namewakingworld-0.3.0-beta.5.jar
Uploader
Lovkar_SquidLovkar_Squid
Uploaded
Sep 23, 2026
Downloads
26
Size
27.9 MB
Mod Loaders
NeoForge
File ID
8954546
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:the-waking-world-1683580:8954546"

Learn more about Curse Maven

What's new

[0.3.0-beta.5] - 2026-09-23

Added

  • A switch for the mod's own creatures turning up on their own. Matchu Centric reported Drowned Keepers spawning in the ponds inside a MineColonies colony and drowning the colonists, and the only thing to turn off was features.ruins - the whole dead world, dungeons, Dead Letters and all. There is now a spawns section in the server config:
    • naturalSpawns (default on) - all three wanderers turning up by themselves. Off, and they are only ever found where the world put them: the dungeon spawners, eggs and commands still work, and everything already alive stays alive (/kill @e[type=wakingworld:drowned_keeper] clears the ones that are).
    • spawnStoneThralls, spawnEmberWraiths, spawnDrownedKeepers - one line each, for turning off just the one that is a nuisance.
    • spawnColonyMargin (default 64 blocks) - how far outside a colony's claimed chunks and its colonyBuffer a natural spawn is pushed. A colony's pond often sits in a chunk the colony never claimed, which is exactly how a Keeper ends up in the middle of a town; the rest of the mod's keep-off (32 blocks) was not enough for something that then walks in.

Fixed

  • None of the three spawns near a colony any more, not just inside it. They already kept off claimed chunks; now the whole spawnColonyMargin ring is theirs to stay out of.

Checked headless against a real colony on a dedicated server (wwspawngate): the switch on, a Keeper may stand in a dark pond out in the country and never in the colony's own; the switch off, neither - while a spawner, an egg or a command is bound by none of it. Eight checks, twice, and no warnings from the mod.

Needs nothing new: NeoForge 1.21.1, no dependencies. The colony parts do nothing without MineColonies installed.

Bugs and dev builds: https://discord.gg/BVztrTtXFu

This mod has no related projects