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Ninjacat Skies

A story-driven skyblock adventure at the edge of a cut world: shamanic technomancy, 1,700+ quests, shared team lives, a living hub city, chocobos and spirit mounts.

https://github.com/AhmiDarrow/Ninjacat-Skies

Inspired by some of our personal favorite skyblock maps, given a special Ninjacat touch. 

We Present…

Ninjacat Skies

The Loom of Worlds was cut. Only frayed pads of earth remain in the void, under two suns and five moons. Take to the sky as a Skybound initiate, form a Clowder, and reweave reality one Strand at a time.

Follow the Whisker Codex through nine Strands — Soil, Stone, Sprout, Claw, Spark, Clock, Swarm, Sigil, and Spindle — while Tribal Power shamanic technomancy (Spirit Pulse, Song Bench Echo, and the Gate Rite into The March) braids into Hum / Bind / Reweave. When a Strand is seated, its Snapped Guardian can be called. Pieces of the old world drift up to your pad as Driftwrecks, a race town waits in the void for your chocobos, and the spirit herd breeds true in your paddock. Between it all stands Loom's End, the last town at the edge of the world.

Loom's End: the Knot and the Cut Loom

Requirements

Minecraft1.21.1
LoaderNeoForge 21.1.249
Java21
RAM6 GB minimum · 8 GB recommended
Playtime~40–60 hours (Normal first clear)

After Install

  1. Open the Ninjacat Skies profile → Profile Options.
  2. Set Memory to Recommended by Author (8 GB) or Custom 8192 MB.
  3. Enable the ninjacat-skies-ui resource pack if the title screen looks vanilla.
  4. In-world: read How to Start. On Clowder Dock, right-click the Island Charter → Create Team → pick a pad (Ninjacat Pad / Dojo Cottage / Frayed Thread).

Grave (`) opens the live quest list. Right-click the Whisker Codex for the campaign book (The Work, The Cut, The Loom Braid, Nine Tribes, Snapped Guardians, Driftwrecks). /clowder hub takes you to Loom's End.

Loom's End

The hub at the edge of the cut world, raised by the nine tribes and every craft of the sky. At its heart is the Knot: the ceremony pad inside a ring of nine strand stones, one per tribe, each crowned with that people's keepsake. Over it towers the Cut Loom, its nine coloured warps severed mid-air and still sparking where they were cut; walk beneath it onto the broken gate-path that once ran on into the sky.

  • Ten keepers, ten shops. Every tribe keeps a real shop with a counter, its wares hung on the walls and a Kin keeper behind it: the Pad-keepers (saddles — one block of diamond — leads, hay and stock), Rootbinders (seeds and saplings, Farmer's Delight crops), Grit-singers (stone, metal and the Thread exchange), Pattern-weavers (clocks, maps, Create parts), Colony-keepers (honey, wax, hives), Loom-stitchers (yarn, wool and dyes), Drumhearts (curios and the rare shelf), Edge-walkers (pearls, rope and road gear), Seal-carvers (pages, paper and gems), and the Hearth-keeper at the Purring Hearth (stews, pies and bread).
  • A town that lives. Townsfolk with homes and beds work, gather at the bell and sleep as the Hall follows the world's day. Tribe Kin go about their roles — two Drumheart drummers keep time on the stage. Cats, sheep in the nine tribe colours, cows, hens, bees and parrots, the spirit herd grazing in the paddock, town chocobos, and Sunfeather, the Hall's golden chocobo, who belongs to no one.
  • The Drum Circle. Two Songkeeper Drums side by side: play alone, or stand at one each and duel a friend.
  • Built by every craft. Tribe homes in each people's wood, stone and colour; the Purring Hearth inn; the Stitchers' Chapel with the thirteen Woven Relics on its walls; the Leaf Archive; the Pattern-weavers' clock tower; the Artificers' Yard of Create, Mekanism, AE2 and Powah; the Old Grove of Nature's Aura, Ars Nouveau and Occultism; an apiary, a paddock, a garden, and the Windward Mill on its own islet across a rope bridge.
  • A shared town. Nothing in the Hall can be broken or taken, and none of its creatures tamed; only your team's drop chest and your own Yarn Basket open. When nobody is there, it sleeps.

Market Street in Loom's End

Features

  • Void islands with Clowder Dock spawn and Easy / Normal / Hard pads
  • Loom's End, the hub city (/clowder hub): ten tribe shops, a living town, the Drum Circle, and the road to Whiskerwind
  • FTB Quests Loom Braid progression — 1,740 authored quests across 42 chapters
  • Tension Post: seat Strand tokens on your pad; each tribe chimes, the notches light, and the pad itself changes (hearth, footing, haste, luck)
  • The Sundered Sky: two opposing suns and five moons, each on its own path, with short nights
  • The Fray: the cut in the sky at Loom's End, rooted in the void and rising past the broken end of the gate-path, thinning as the server reweaves
  • Whisker Codex in-game book: The Work, The Cut, the Loom Braid, Nine Tribes, Snapped Guardians and Driftwrecks — entries unlock as you play
  • Snapped Guardians: thirteen bosses in their own arenas. Craft a Frayed Totem after seating that Strand, pull the Clowder in, and bring home a Woven Relic
  • Driftwrecks: modular ruins of the old world that drift up to your pad, hold for a while, and unravel — no two alike
  • Pad-runners: catch chocobos in the March, breed the farm line to Gold, and race them in Whiskerwind
  • Spirit mounts: breed Shamanic Mounts with real genes — ten founder lines, pelts, sizes and gifts that pass to foals
  • Shared Clowder lives: one pool for the team, spent one per death; six milestone lives, and a Thread of Return to buy one back. What you drop when you die waits in a Yarn Basket only you and your Clowder can open
  • Ready to translate: every line a player reads, chat to Codex, sits in lang files
  • Skyblock-tuned: every mod is reachable from a bare pad — bees, Mystical Agriculture essences, Ars archwood and more all bootstrap from the sieve, no worldgen required
  • Bees on a void pad: craft a nest from a ring of logs or grit around a flower and wait for wings; every Productive Bees line starts there
  • Voidloom stations: a Loomframe that sifts on its own, a Tension Barrel that batches — the pad's first machines
  • FancyMenu branded title (void sky, paw logo, indigo/teal buttons)
  • Tribal Power 6.1.0 as a core pack pillar (also playable standalone): a March of fifty-nine lands in six climate bands, Elders that talk, nine tribe stories, eight March guardians and the Ninth Agreement, weather, festivals and music of its own
  • Create, Mystical Agriculture, Productive Bees, AE2, Mekanism, Occultism, and more — woven into original quests

Driftwrecks

Once your Clowder has tensioned Soil, pieces of the old world drift up to your pad now and then, catch on your weft, and hold for a while before they unravel back into the void. Every wreck is assembled as it arrives — a deck of one of six shapes, a core place (a Shrine, Watchtower, Library, Forge, Garden or Vault), a scatter of ruins, sometimes tethered islets — then wears one tribe's palette and one of six conditions. Thousands of combinations; no two alike.

Throw a Tether Spool bridge across the void (the thread catches you if you fall), then do what the wreck asks: open its heart chest, break its spawners, re-thread its pillars in order, walk a lost Steward echo home, or hold the seam through three waves. Every chest rolls separately for each player, and whatever you leave behind comes home in a Salvage Bundle. Fill the Wreck Atlas with lore from all nine tribes, collect 54 Keepsakes, open sealed rifts to fight nine Remnants, and one day meet the Heartwreck.

A Hold-tier Driftwreck and its tethered islets

Pad-runners and Whiskerwind

Chocobos roam the March. Tame a wild Yellow with Gysahl, train it on the eight greens, breed the farm line through Green, Blue and Black to Gold, and give it orders: Follow, Stay, or Wander. Then take it to Whiskerwind, a race town floating in the void, through the guide at Loom's End — ranked heats and duels over 48 courses, sprints and grands prix of three to five laps, a bookie, and stalls that trade in race winnings.

Six plumages on the starting grid at Whiskerwind

The Spirit Herd

Shamanic Mounts breed with real genes: ten founder lines from harts and elks to rocs, serpents and bears, each with pelts, sizes and gifts that pass to their foals. Keep track of your lines in the Herd Book, fit saddle bags and horse armour, and find them roaming the March. A saddle is sold by the Pad-keepers at Loom's End.

Founder lines of the spirit herd on a March meadow

The living March

The March, beyond the Gate Drum, is a world of its own. Beat out the Gate Rite — one of six drumming songs, struck in time on four drums — and the gate carries you through. Fifty-nine lands in six climate bands, from rime spires and frozen meres through songmaple woods, bloom meadows and drumpalm savannas to salt flats and kiln mesas, with four kinds of cave beneath; fifteen trees of its own (the Weeping Colossus stands over a hundred blocks tall), floating crag clusters moored to the land by climbable roots, a tribe camp in every band and five kinds of tribal village, 27 ruins with guarded vaults, meres full of glowing water life, and spirits that walk by day and grow stronger after dark. Tame its creatures like wolves, read their stats, and breed toward the Exalted tier.

The March acts on its own now. Seven countries have weather of their own making — Ashfall, Glimmer Storm, Whiteout, Fen Mist, Rime Fog, Dust Storm, Spore Drift — each feeding one voice's generators and choking another's; ley surges run one voice's threads bright and double every collector on them, and punish anyone standing on a bare crossing; every tribe keeps a festival day; a warm light drifts near you now and then with a line of its country's story and a gift. Storms and surges are called two minutes ahead. Eight guardians keep their countries, one at the end of each tribe's story, each rising from its own altar; and sixteen fragments of the Loom's history, carved into the ruins, assemble in the Codex into the Chronicle.

A Weeping Colossus and moored crags in the March

Snapped Guardians

Thirteen keepers the Cut left feral — nine Strand guardians, two optional fights, and two insane stages after the Reweave. Craft a Frayed Totem, use it outside an arena, and you and nearby Clowder mates are pulled onto a dedicated stage. Win and every member present takes that guardian's Woven Relic: a trophy with a worn passive and a right-click power.

Fighting the Drumheart, guardian of the Spark Strand

The Returning Song

Animated night auroras and a distinct March sky accompany the March's breedable animals and hostile spirits. Brush the gentle fauna for renewable materials, recover guardian reagents, and return them to Echo processing. Overworld forests and swamps share some species with the March. Client settings control sky brightness and detail.

A fifteen-quest bestiary branch after the Gate Drum supplies a brush and guides the discoveries.

A camp with a living heart

Tribal Power brings an illustrated, animated Spirit Codex written in plain language, with clickable links, search, bookmarks, live recipes and a Next step panel that reads where you are on the path. Nine tribe camps still stand, and now their Elders talk: ask for work and they hand you one of the tribe's requests, three a day; ask for their story and a seven-step road begins that ends at a trial against a guardian and a relic that keeps the tribe's boon on you wherever you go. Finish all nine and the Ninth Agreement ties them together. Placement is the ritual — Stone Fonts, the Listening Pit, tablet Rite Circles, built Way and Far Gates, six voice generators around the Drumheart — and the table is the camp's other heart: five March crops, a Hearth Pot that cooks nine tribe dishes and six feasts, a Spirit Kettle that brews tinctures, salves and incense, Sweat Stones and a Healing Circle. Spiritgear climbs catalyst-gated ranks to Manifested and now comes as eight weapons, each with a move of its own, anointed at the Song Bench with four empowered reagents. Camp quests introduce ritual mob binding, finite-use summoning, chunk anchors, spawn wards and automated crop tending — and every automated hand answers to a kept totem of its voice.

Mods

106 mods, all woven into the questline — Create, Mekanism, AE2, Powah, Mystical Agriculture, Productive Bees, Ars Nouveau, Occultism, Nature's Aura, Iron's Spellbooks, Farmer's Delight, Pam's HarvestCraft, Tribal Power, Chocobos Reborn, Shamanic Mounts, plus a deep decoration set (Chipped, Supplementaries, Handcrafted, Macaw's, FramedBlocks), storage (Sophisticated, Functional, AE2 wireless), logistics (Modular Routers, Pipez), and quality-of-life (Xaero's maps, JEI/JER/JEP, Clumps). Companion systems ship as Ninjacat Skies Core (Voidloom, Clowder Hall, Whisker Codex, Guardians, Driftwrecks, Craftweave).

Multiplayer

Form a Clowder, claim an island together, and progress as a team. Skyblock Builder + FTB Teams power shared pads, quest credit and each Clowder's own Driftwrecks, and everyone meets at Loom's End. Dedicated-server zips are uploaded beside the client pack; the hub costs nothing while nobody is in it.

Loom's End from the air

Credits

Original pack configuration, quests, companion mods (Ninjacat Skies Core: Voidloom, Clowder Hall, Ninjacat Skies, Guardians, Driftwrecks, Craftweave, Ninjacat Lib), and story: pack authors. Tribal Power by Ahmi & Risika Darrow (standalone pillar, woven into this pack). Chocobos Reborn by Ahmi Darrow (standalone, woven into this pack). Shamanic Mounts by Ahmi Darrow (standalone, woven into this pack). Third-party mods remain under their own licenses — see in-pack attribution.

Ninjacat Skies Team

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