File Details
SkySeed Vanilla-0.17.0.zip
- R
- Jun 21, 2026
- 4.07 KB
- 19
- 1.21.1
- NeoForge
File Name
SkySeed Vanilla-0.17.0.zip
Supported Versions
- 1.21.1
Added:
- Fast Leaf Decay
- Just Enough Items (JEI)
- Vein Mining
- Xaero's Minimap
- Xaero's World Map
Skyseed change log:
Changelog
All notable changes to Skyseed are recorded here. The format is loosely based on Keep a Changelog, and this project uses SemVer.
[0.17.0] - 2026-06-21
Changed
- Vein sizes moved from a generator multiplier into the theme JSONs. The v0.16.0 in-code vein scaling was reverted; the Rocky/Ancient ore tables now set sizes directly — iron, coal and copper are veins of 4–8 at normal throw heights. (The orthogonal vein growth from v0.16.0 stays.)
- Rocky & Ancient ore tables reworked to track the vanilla ore-by-depth curve (a simplified per-Y-band heuristic): thrown deep → deepslate diamond / redstone / gold / lapis (the richest haul); mid-air → an iron & copper peak with coal; high / peak → coal- and iron-heavy with none of the deep treasures — so a high island gives less than one thrown low. Copper is reliably common at mid heights, and deepslate copper now appears in the deep bands. Verified via RCON across deep/mid/high/peak throws.
Fixed
- The guide book shows its custom cover again. Making Patchouli optional had dropped the custom item
texture; the book now points its Patchouli
modelat the restoredskyseed:guidetexture.
Guide
- Rocky and Ancient entries (and their Large variants) now name copper explicitly and spell out that deeper throws are richer — high islands yield coal and iron but not the deep treasures.
[0.16.0] - 2026-06-21
Changed
- Ore veins are bigger. The generator scales each sampled vein up (≈1.4–1.9×), with the common ores (higher presence chance) growing the most — so patches read as proper deposits.
- Veins grow compactly. Vein growth now strongly favours face-adjacent steps (up/down/N/S/E/W) over diagonals (~80/20), so ore looks like solid clusters rather than scattered diagonal specks. Diagonal steps still happen, just rarely.
- Copper is now a common ore on Rocky and Ancient islands (and their Large variants): presence chance and vein count bumped to roughly iron-level (≈0.7–0.85 per island), so it shows up reliably. Copper has existed since MC 1.17 and was already present, but only at ~50% per island.
[0.15.0] - 2026-06-21
Fixed
- Ponds no longer overflow off the island. A carved pool now gets a containment ring — every land column touching the water is walled up to the surface with the island's own fill/surface block (the "ring of dirt"), placed before decorations — so the water can't sheet over a low edge. Pools are also kept a little smaller (extent ≈ 0.62× the island radius, down from ≈0.87×) so the rim always has solid ground to wall against; where the pool genuinely sits against the very edge, a small waterfall is left as variety. (Verified: pond water now spans only its own depth, ~3–5 blocks, instead of cascading down the island.)
Added
- Water features carry sand, clay and gravel. Every pond/river/lake bed is dressed with sandy / gravelly / clay patches, and the shore gets sandy and gravelly edges — the materials you'd expect in and around water.
[0.14.0] - 2026-06-21
Added
- Four more structure islands (see
SKYSTRUCTURESPLAN.md), all built on the jigsaw system:- Ruined Portal (
skyseed:ruined_portal) — a scorched basalt scene with a broken obsidian / crying-obsidian frame and aminecraft:chests/ruined_portalchest (crying obsidian is otherwise unobtainable up here). Obsidian + gold ingot. - Desert Temple (
skyseed:desert_temple) — a sealed sandstone chamber, fourminecraft:chests/desert_pyramidchests over a buried 3×3 cache of TNT. Sand + sandstone + TNT. - Jungle Temple (
skyseed:jungle_temple) — a mossy-cobblestone room with twominecraft:chests/jungle_templechests and a lootable arrow dispenser. Jungle planks + mossy cobblestone + tripwire hook. - Witch Hut (
skyseed:witch_hut) — a spruce hut with a witch and a cat (via theanimalspack) and a water cauldron; no chest, the witch's drops are the reward. Oak planks + brown mushroom + cauldron. - Each ships theme, recipe, advancement, guide entry, icon, and item +
#skyseed:skyseedstag entry.
- Ruined Portal (
Changed
- Mobs spawned via the
animalspack are nowsetPersistenceRequired— harmless for farm animals, but it keeps structure-island mobs (the Witch Hut's witch) from despawning. A sharedStructurePartshelper now holds the jigsaw anchor + loot-chest block-entity NBT used by the structure templates.
Known limitation
- Support-dependent "trap trigger" blocks (a desert temple's pressure plate, a jungle temple's tripwire) do not survive the jigsaw structure-placement path, so they're omitted for now: the desert's TNT is reframed as a minable cache and the jungle's dispenser is left lootable. Restoring live traps would need a post-placement fragile-block pass.
[0.13.0] - 2026-06-21
Added
- Dungeon Island (
skyseed:dungeon) — the first structure island (seeSKYSTRUCTURESPLAN.md). A small mossy cobblestone island carrying a sealed 5×5×5 cube: a vanilla mob spawner (zombie / skeleton / spider, the luck of the throw) and two loot chests on the vanillaminecraft:chests/simple_dungeontable. Sealed and dark so the spawner keeps running — break in, clear it, loot it (the music discs Cat and 13 are dungeon-only). Crafted from cobblestone around a piece of rotten flesh. Ships theme, recipe, advancement, guide entry and icon.- Structure islands reuse the existing jigsaw system — no new engine field needed. The spawner and the
loot chests are block-entity NBT baked into the structure
.nbt(the spawner's mob via three weighted pool variants), and the loot reuses the vanilla table by id.
- Structure islands reuse the existing jigsaw system — no new engine field needed. The spawner and the
loot chests are block-entity NBT baked into the structure
[0.12.0] - 2026-06-21
Changed
- Patchouli is now optional. With Patchouli installed, the Skyfarer's Almanac is the rich illustrated book
as before; without it, the guide is a plain vanilla written book carrying a short text edition. The mod
loads and plays fully without Patchouli (verified by booting with it removed). The single Patchouli API
call is isolated in a
PatchouliCompatclass that only loads when Patchouli is present; the dependency isoptionalin the mod metadata and compile-only in the build. - The guide is granted and crafted via one helper,
SkyseedGuide.book()(Patchouli book or written book), so the first-join grant and the craft recipe always match. Crafting is now a small code recipe (skyseed:guide) that turns any one#skyseed:skyseedsitem into the Almanac.
Removed
- The custom
skyseed:guideitem — the guide is now a real written book (or the Patchouli book), not a bespoke item.
[0.11.0] - 2026-06-21
Changed
- Each Skyseed is now its own item (
skyseed:<theme>_skyseed, e.g.skyseed:forest_skyseed) instead of a singleskyseed:island_seedcarrying askyseed:themedata component. 28 distinct items, registered fromModItems.SEED_THEMES, each with its own model and lang name — so every seed shows up individually in JEI/REI, and add-on mods can register their own seed (pointed at their own theme). All seeds share the new#skyseed:skyseedsitem tag; the thrown seed reads its item's fixed theme. Theskyseed:themedata component and the generic item are removed. - The guide book recipe is now "any single Skyseed → the Almanac" (shapeless, keyed off
#skyseed:skyseeds), replacing the vanilla-book + seed recipe — a vanilla book was awkward to obtain in skyblock.
Fixed
- The guide book is granted only on first join, not every login. The "guide given" and "start-island
placed" flags now live in the world
SavedDatakeyed by player UUID, so they survive relogs reliably (the previous player-persistent-data flag did not).
Migration
- Breaking: old
skyseed:island_seeditems (and theskyseed:themecomponent) no longer exist. Generated islands are unaffected; any uncrafted seeds sitting in inventories/chests are lost. Re-craft from the (unchanged) recipes — each now yields its own distinct item.
[0.10.0] - 2026-06-21
Added
- Five Animal Islands — dedicated farm islands, each a fenced enclosure (jigsaw-placed) with a guaranteed
pack of animals rolled inside:
- Pasture (
skyseed:pasture) — a fenced field with a cow / sheep / pig breeding pair (weighted, sometimes mixed), a hay bale and a water trough. Two unlock paths: wool OR raw beef, + planks + dirt. - Poultry (
skyseed:poultry) — a walled coop of four chickens with a composter. Feather + egg + dirt. - Wool Farm (
skyseed:wool_farm) — a roomy pen of five assorted-colour sheep. 2 wool + iron + dirt. - Stable (
skyseed:stable) — a three-stall stable of horses / donkeys (rare mule) plus a loot chest with a chance of a saddle or horse armour. Leather + gold + planks. - Aquarium (
skyseed:aquarium) — a glass tank of turtles, axolotls, a squid and tropical fish over a coral-and-sea-lantern floor. Turtle scute + prismarine shard + sand. Each ships theme, recipe, advancement, guide entry and icon. Verified via RCON: correct packs, babies, 4-colour sheep spreads, stable loot chest, and submerged aquarium life.
- Pasture (
animalstheme field — a weighted list of packs; exactly one is rolled into the enclosure centre at generation time. Each entry spawns N adults + N babies, sheep are given a random wool colour, and aquatic animals are spawned submerged. The enclosure itself is the theme'sjigsawstructure.
Changed
levelStructurePadnow lays the foundation in the theme's own surface/fill blocks (so the sand Aquarium gets a sand pad rather than a grass ring) instead of always grass over dirt.
[0.9.0] - 2026-06-21
Added
- Village Center Island (
skyseed:village_center) — the premium, late-game village island, completing the villager progression (Hamlet → Trade Post → Village Center). A bell-topped cobblestone plaza with four themed trading halls branching off it (farm / smith / scholar / craft) and an iron golem on guard. Built by the jigsaw system with each plaza connector pointing at its own hall pool, so the layout is deterministic and all 13 vanilla professions are guaranteed — farmer, shepherd, fletcher, butcher, armorer, weaponsmith, toolsmith, librarian, cartographer, cleric, mason, leatherworker, fisherman. Crafted from 5 emeralds + an iron ingot + planks + cobblestone. Ships theme, recipe, advancement, guide, icon. Verified via RCON: 13 villagers, all 13 distinct professions claimed within ~10 s, 1 iron golem.
Changed
JigsawConfiggained an optionaliron_golemscount (golems spawned at the structure centre once assembled).- Structure foundation pads are now a disc, not a square. The village footprints are plus-shaped (corners empty), so a round pad covers them while staying inside a round island's rim — square corners could float past the edge on the larger pads. Also gives the Hamlet and Trade Post a tidier round clearing.
[0.8.0] - 2026-06-21
Added
- Trade Post Island (
skyseed:trade_post) — the mid-tier village island. A lantern-lit cobblestone plaza with shops branching off its four sides, assembled by the jigsaw system: a central plaza piece carries outward connectors that pull buildings from a pool — real vanilla-village-style, multi-piece assembly (the payoff of the v0.7.0 jigsaw pivot). Each shop holds a job-site block and a bed, so its villager moves in and takes up that trade on its own — farmer, librarian, fisherman, fletcher, or toolsmith — and no two trade posts share a layout. Crafted from planks + cobblestone + 3 emeralds; ships with theme, recipe, advancement, guide entry, and icon.
Changed
- Villagers are now placed by scanning the assembled structure for beds (one villager per bed), so the same code serves the Hamlet's single cottage and the Trade Post's plaza of shops. They arrive unemployed and claim the nearby job sites themselves, exactly as in a natural village.
[0.7.0] - 2026-06-21
Changed
- Buildings now use the vanilla jigsaw system. Placement moved from "load one
.nbtand stamp it" to real jigsaw assembly: a theme'sjigsawconfig points at aworldgen/template_pool, and the generator levels a pad and runsJigsawPlacement.generateJigsawat the island centre — the same machinery vanilla villages use. This brings, for free:- Random rotation — cottages now face any direction.
- Structure processors for organic variation — the Hamlet's
hamlet_weatheringprocessor mosses cobblestone and strips the odd oak log, so even same-style cottages differ. - A weighted pool of the three cottages, now a standard template pool, and the foundation for
multi-building islands (Trade Post, Village Center) that branch pieces off jigsaw connectors.
Cottage
.nbtcarry a "bottom" anchor jigsaw (emitted by the dev-time writer); drop in your own structure-block-authored.nbtand add it to the pool to extend it.
[0.6.0] - 2026-06-21
Added
- NBT structure templating. Buildings are now placed from
.nbtstructure templates (the standard structure-block format) loaded at generation time and stamped onto a levelled pad. A theme carries a weightedstructurespool, so one of several buildings is chosen per island. This is the reusable foundation for the larger village islands (Trade Post, Village Center) and future structure islands — and you can drop in a structure-block-authored.nbtand add it to the pool.
Changed
- The Hamlet now varies. Its cottage is picked from three templates (oak, spruce, and a small cabin), so no two hamlets look quite alike — replacing the single hand-built cottage. The villager, bed, recipe, and raid handling are unchanged.
[0.5.2] - 2026-06-21
Changed
- The Almanac's Recipes chapter is pinned to the front of the book (a priority entry) so it's easy to find instead of buried among the island entries. Added a note that a small island is a 2x2 of four blocks and a large one a 3x3.
[0.5.1] - 2026-06-21
Changed
- Consistent seed recipes. Every small island now costs exactly 4 blocks in a 2×2 "stack" — the surface/feature on the top row, the base on the bottom: Desert = 2 sand over 2 sandstone, Rocky = 2 stone over 2 cobblestone, Forest = 2 planks over 2 dirt, Meadow = 2 flowers over 2 dirt, Frozen = 2 snow over 2 ice, Badlands = 2 red sand over 2 terracotta, Ancient = 2 deepslate over 2 cobbled deepslate, Lush = 2 azalea over 2 moss, Aquatic = 2 sand over 2 clay, Mushroom = red + brown mushroom over 2 dirt. (Previously these ranged from 2 to 4 blocks in mixed shapes.) Hamlet keeps its emerald gate as 2 planks over cobblestone + emerald. Large variants are unchanged (3×3, nine blocks).
[0.5.0] - 2026-06-21
Added
- Villager progression — the Hamlet Island. The first village island: a grassy isle with a hand-built oak cottage (bed, crafting table, torch, windows, door) and one resident villager. The villager arrives unemployed — place a job-site block (composter, lectern, cauldron, …) to give it a trade — and is dressed for the biome it grew over; its bed gives it a home to claim, restock and breed from. Crafted from planks + cobblestone + an emerald (mine a Rocky mountain for emeralds). Full pattern: theme, recipe, advancement, guide entry, icon.
- Curated structures. A theme can name a
structureto stamp onto the island surface (the Hamlet's cottage is the first); a new plan step spawns villagers once the island lands. - Raids disabled on Skyseed worlds (
disableRaidsgamerule) — illagers would only path into the void. Villager islands still trade, breed and spawn iron golems normally.
[0.4.1] - 2026-06-21
Changed
- The Almanac's Recipes entry now gives a sourcing hint for every seed — where to find what it takes, not just the ingredients. E.g. Ancient = deepslate from a Rocky island thrown deep; Lush = moss from an Ancient island plus azalea from a Forest; Aquatic = clay and sand from a Desert island; Frozen = snow from a snowy island or a Rocky snow-cap.
[0.4.0] - 2026-06-21
Added
- Rivers. A pond can now have
"style": "river"— instead of a central pool it cuts a meandering channel across the island (radius= half-width). River biomes use it: a Forest Skyseed over a river grows a wood with a river running through it; an Aquatic Skyseed cuts a salmon-stocked channel.
Changed
- Water carving has variety. Ponds are no longer perfect circles — their edge is wobbled with a few angular harmonics, so each pool is a unique blob.
- Water features are properly contained. Every water column is only carved where the island body reaches below the pool floor, so water can never hang off the rim or take a slab of the island with it (fixes aquatic islands losing a side). Large Aquatic's lake radius trimmed 8→6 for extra margin.
- Small Aquatic ocean reef toned down. A small island no longer gets the full ten-piece reef (which looked silly at that scale) — just a couple of corals, sea pickles, seagrass, and a turtle. The Large Aquatic island keeps the full reef.
[0.3.7] - 2026-06-21
Changed
- Large Frozen no longer always has a frozen lake — it's biome-driven. The ice lake used to be an unconditional feature. Now it only forms over frozen biomes (frozen ocean/river, frozen & jagged peaks, ice spikes, snowy slopes), where the island also turns properly icy — packed/blue-ice surface and more ice spikes. Over snowy biomes (snowy plains/taiga/beach, grove) it's deep powder snow and spruce with no lake; elsewhere a snowy-leaning mix. Guide text updated.
[0.3.6] - 2026-06-21
Changed
- Forest & Large Forest stay a forest in every biome. The biome overrides used to replace the forest — beaches and deserts became treeless sand/dirt patches, oceans a near-empty lake, mushroom fields a mushroom island. They now keep grass and trees everywhere and only add the biome accent: a pond in watery biomes (ocean / river / swamp / mangrove), sandy ground on beaches and in deserts, mycelium patches with a couple of giant mushrooms over mushroom fields, and the local tree species elsewhere. Plains is a lighter wood rather than near-empty grass. Guide text updated to match.
[0.3.5] - 2026-06-21
Fixed
- Ponds now sit flush with the island surface instead of recessed in a pit. The water level used the island's un-domed base height, so on domed islands — the large variants especially — the pool sat 2–3 blocks below the surrounding ground. Water now fills to the island top at the pond's rim. Large pond depths trimmed to suit (Large Aquatic 7→5, Large Lush 5→4). Bonus: sugar-cane banks survive better now that the shore sits at the water's edge.
[0.3.4] - 2026-06-21
Fixed
- Death respawn now returns you to the start island. First-join set the world spawn but never the player's own respawn point, so dying ran vanilla's area-search around the world spawn and could drop you onto a different, nearby island you'd built. Players without a bed are now pinned (forced respawn) to the start island on login; sleeping in a bed still takes over as normal. Existing characters are fixed on their next login (anyone who hasn't slept in a bed).
[0.3.3] - 2026-06-21
Fixed (guidebook)
- Forest / Large Forest entries no longer imply they always grow an oak forest. Both now lead with the biome dependence — a Forest Skyseed thrown over a desert is a treeless dirt-and-sand patch, not a grove. Large Forest also dropped the stale "costs oak logs" line (the recipe takes any log as of 0.3.1).
[0.3.2] - 2026-06-21
Fixed (guidebook)
- Corrected Skyfarer's Almanac text to match actual generation, and added throw-height hints:
- Rocky — dropped "iron is guaranteed and plentiful" (really ~80%, small veins) and the "rare diamond in the core" claim (a normally-thrown Rocky has no diamond). Added a Height is everything page: ore depends on the altitude the island forms at — high → coal/iron + a chance of emerald (snow-capped); mid → the broad iron/copper/coal/lapis/gold spread; deep (y ≤ 8) → deepslate rich in diamond/redstone/lapis/gold.
- Ancient — noted the same height effect (grow it deep for thicker diamond/emerald).
- Large Rocky — added the deep-throw deepslate/diamond case alongside the snow cap.
- Mushroom — removed the false "hostile mobs won't spawn on mycelium" claim (islands take their germination biome); now describes mycelium's any-light mushroom farming.
- Lush / Aquatic — mention the pool axolotls and the squid / tropical fish added in 0.2.2.
- Introduction — added a note that throw height matters for some islands.
[0.3.1] - 2026-06-21
Changed
- Skyseed recipes now accept generic material groups where it makes sense, so you aren't forced to use
one specific variant:
- Forest — any planks (was oak planks).
- Large Forest — any logs, i.e. any tree (was oak logs).
- Frozen / Large Frozen — any ice (ice / packed ice / blue ice).
- Lush / Large Lush — azalea or flowering azalea. Recipes that are intentionally variant-specific are unchanged (Rocky, Desert, Mushroom, Badlands, Ancient, Aquatic) — e.g. red sand stays the Badlands signature and the two mushrooms stay required.
[0.3.0] - 2026-06-21
Added
- A Large variant of every island type. Joining Large Forest and Large Lush, there are now Large
seeds for Rocky, Desert, Mushroom, Frozen, Meadow, Badlands, Ancient, and Aquatic — each a
bigger, pricier island (crafted from a 3×3 of its theme blocks) with its own advancement-gated guide
entry, creative-tab example, and disk icon. Each has a thematic twist beyond just scale:
- Large Rocky — a tall, peaked mountain that rises well above its rim, carrying emerald ore and goats; snow-capped when grown high or over a snowy biome.
- Large Aquatic — a proper deep lake (a wide, deep pool) with squid, salmon, and glow squid; a deep coral reef with tropical fish/cod/pufferfish over warm oceans.
- Large Desert — sweeping dunes with a small oasis pool, and larger buried bone-block fossils.
- Large Frozen — a glacier with a frozen lake of solid ice, plus foxes.
- Large Mushroom — a dense giant-mushroom grove.
- Large Meadow — a vast flower field with many more bee nests.
- Large Badlands — a towering, thickly-banded mesa.
- Large Ancient — a deep slab with the full deepslate ore suite, larger geodes and dripstone.
[0.2.2] - 2026-06-21
Added
- Water-spawned mobs — a
water_mobslist on a pond spawns animals submerged inside the pool (placed below the surface so they don't beach). Aquatic freshwater pools get squid; the warm reef gets tropical fish; Lush pools get axolotls. - Large Lush island (
skyseed:lush_large) — a bigger, pricier Lush isle built around a deep central pool, home to glow squid (which won't settle in a small Lush pond) as well as axolotls. Full pattern: recipe (moss + azalea), advancement, guide entry, creative-tab example, disk icon.
[0.2.1] - 2026-06-21
Added
- Bees — Meadow bee nests now come populated with bees (3 per nest); they emerge to pollinate the flowers and return home, so the bee island finally has its bees.
- Sugar cane on Aquatic pond banks — grows at the water's edge (freshwater, swamp, mangrove pools).
- Ice spikes on Frozen islands — hand-built packed-ice spires on the glacier and deep-freeze variants.
Fixed
- Mob sprinkles now spawn reliably on decorated islands. The 0.2.0 spawn check required the block above the surface to be air, so flowers/grass/mushrooms blocked most spawns; it now allows any non-motion-blocking block there.
Added (branding)
icon.png(CurseForge mod icon) anddescription.md(store description).
[0.2.0] - 2026-06-21
Added
- Mob spawning on island generation. Themes can now sprinkle animals onto islands via a
mobslist ({ "entity", "chance", "count" }), settable at the theme level, per biome-override, and per variant (variant mobs add to the theme/override set; an override'smobsreplaces the theme's). Mobs are spawned directly when the island finishes generating — independent of light or time of day. - Animal sprinkles on the existing islands:
- Forest / Large Forest: cows, pigs, sheep, chickens — plus foxes & wolves on taiga, a parrot in the jungle, and horses/llamas/armadillos on savanna. Mooshrooms over mushroom fields; rabbits over desert/badlands.
- Meadow: sheep, cows, pigs, chickens, rabbits, and the occasional horse or donkey.
- Mushroom: mooshrooms. Desert: rabbits. Frozen: rabbits and a polar bear. Badlands: armadillos.
- Aquatic: frogs (swamp/mangrove), a swamp cat, and a warm-reef turtle.
Notes
- Dedicated Animal Islands (Pasture, Poultry, Wool Farm, Stable, Aquarium) are still planned, not
yet built — see
SKYANIMALSPLAN.md. - Water mobs (squid, axolotl, glow squid) are deferred — they need in-pond spawn positioning.
- Sprinkle animals use vanilla wander AI; on small islands they can roam toward the edge (per design).
[0.1.0] - 2026-06-21
The first complete version of the mod.
Added
- The core loop: a throwable, charge-to-launch Skyseed that arms ~2 s then germinates a procedurally generated floating island (irregular teardrop silhouette, layered fill, clustered ore veins, tick-budgeted "grow-in", overlap safety).
- Two throw modes: Classic (charged physics arc) and Precise (direct placement along the look vector), toggled by a keybind (default V) and persisted in client config.
- All 11 island types, each its own crafted seed with an advancement-gated guide entry and icon: Forest, Large Forest, Rocky, Desert, Mushroom, Frozen, Meadow, Badlands, Ancient, Lush, Aquatic.
- Data-driven themes (
skyseed:themedatapack registry): shape, palette, ore tables, weighted variants, biome overrides, ponds, and more — new islands are pure JSON. - Biome-aware generation (islands take after the biome they're thrown over) and altitude-aware ore tables on the mining islands (Rocky, Ancient).
- Generation features: banded vertical fill (badlands strata), underside-hanging decoration (dripstone, cave vines, spore blossoms, roots), contained ponds with water plants, off-rim waterfalls, two-tall plants, per-column surface scatter, snow peaks, and hand-built trees (mangrove, azalea) for vanilla features that won't place on floating islands.
- World: a void Skyblock world preset with a full multi-noise biome map (structures off), a curated soft-lock-proof start island, and a safe first-join spawn.
- The Skyfarer's Almanac — an in-game Patchouli guidebook whose island entries unlock as you craft.