SkySeed Vanilla-0.35.5.zip
What's new
[0.35.5] - 2026-06-23
Changed
- The legacy-world warning now presents the in-place conversion as a genuine, equal option. Now that the reset
is interruption-hardened, the login message offers
/emptynetherand/emptyendas a normal, safe way to fix an older world — on equal footing with starting fresh — instead of a scary caveat-laden last resort.
[0.35.4] - 2026-06-23
Changed
- Hardened the
/emptynether//emptyendreset against interruption. Three changes so an ill-timed crash or power loss can't corrupt or half-convert a save: thelevel.datrewrite now happens last and atomically (it's written to a temp file and atomically moved into place, so the real file is never seen half-written); the old chunks are deleted before that flip, so any interruption leaveslevel.datstill pointing at the original generator — the dimension just regenerates consistently and the command can be re-run, instead of leaving a half-void/half-vanilla mix; and the originallevel.datis copied tolevel.dat_skyseed_backupfirst as a recovery point. The blast radius stays tiny: onlylevel.datand the target dimension'sregion/entities/poifolders are ever touched — the overworld, player data and everything else are left alone.
[0.35.3] - 2026-06-23
Added
/emptynetherand/emptyend— convert a legacy world in place. A rescue path for the older-world warning: instead of starting fresh, an operator (or single-player with cheats) can wipe and regenerate just the Nether or End with the new void generation./emptynetherfirst explains it will permanently destroy that dimension and asks you to confirm with/emptynether force. Because a dimension's generator is baked into the save and can't be swapped live without risking corruption, the reset is applied safely at shutdown: it rewrites the single generatorsettingsentry inlevel.datand deletes that dimension's chunk folders, so the empty version regenerates the next time the world loads. Anyone standing in the doomed dimension is moved to spawn first, and the legacy-world login warning now points at these commands. (The End's entry-triggered dragon caveat from v0.35.1 still applies to a converted world.)
[0.35.2] - 2026-06-23
Added
- Older-world warning for the Nether/End. A world's dimensions are baked in when it's created, so a save started before v0.35.x keeps the vanilla Nether and End — there's no way to retrofit the empty Skyseed ones without a fresh world. The mod now checks the live Nether/End generators on load and, if they're still the vanilla terrain, shows the player a one-line heads-up at login recommending a new world (the overworld is unaffected). New worlds are also stamped with the Skyseed version they were created on, and the active mod version + the world's creation version are logged on every load. Why now: with the overworld, Nether and End all emptied as of v0.35.1, this is the last expected world-breaking change — so anyone starting fresh today shouldn't need to restart again for the dimension work.
[0.35.1] - 2026-06-23
Added
- Pre-emptied the End — the same treatment as the Nether, done early on purpose: so that whenever the End
chapter actually gets built, players won't have to start a new save to see it.
the_endin theskyseed:skyblockpreset now uses a newskyseed:void_endvoid noise settings (no terrain), while keeping the standardminecraft:the_endbiome source so all the End biomes stay available for later. Applies to newly created worlds. Two differences from the Nether worth knowing: you arrive on the game's hardcoded obsidian platform (no lava to fall into), and the ender dragon fight is triggered by entering the dimension rather than by terrain — so for now a dragon still spawns over the void on first entry. Deciding what happens to it is part of the (still unwritten) End chapter.
[0.35.0] - 2026-06-23
Added
- Emptied the Nether — the first step of the Nether chapter (and, as is tradition, the way the overworld
started). The
skyseed:skyblockworld preset now generatesthe_netheras void (no natural terrain), the same trick that voids the overworld, but with a lava sea filling everything below Y 32 instead of empty air — a hellish floor and light source you'd fall into rather than open sky. The five Nether biomes still generate (multi-noise), so you explore the void to find them, and the dimension keeps its own feel (ultrawarm, red fog). Newskyseed:void_nethernoise settings; applies to newly created worlds. A portal-arrival platform, the Nether Skyseeds, and the structures follow.
[0.34.9] - 2026-06-23
Fixed
- Guide book: missing seed recipes, and the Ocean Monument seed's icon. The recipe almanac was missing the Outpost, Ocean Monument, Trial Chamber and Woodland Mansion crafting pages — added, so the book now lists every craftable seed. The Ocean Monument Skyseed also reused the generic seed texture; it now has its own prismarine icon, plus a field-notes entry and its craft advancement, so it's fully documented like every other seed.
[0.34.8] - 2026-06-23
Added
- Varied, gentler river/pond banks. A sheer carved channel can now slope down to the waterline instead of always dropping straight to it. Each island rolls a bank style — steep (sheer, as before), sloped (banks step down to a flush shore over 2–3 rings), or a coherent mix of the two — so islands differ from one another. The flush inner ring this creates is also where sugar cane grows, so gentle-banked rivers get their greenery back.
[0.34.7] - 2026-06-23
Fixed
- Sugarcane on river/pond banks no longer instantly pops. Bank placement only checked that an adjacent column held carved water (no Y), so on a steep bank the cane could land several blocks above the water surface — where no water sits beside its supporting block — and broke on the first tick. Sugarcane is now placed only where its supporting block is dirt/sand-type ground with water horizontally beside it at the same level (so it's always next to, and one up from, a water block). Other bank plants are unaffected.
[0.34.6] - 2026-06-23
Changed
- Reworked the placement fix so new islands can sit right next to existing ones — and you can hop onto them. v0.34.5's distance check was too strict: a precise throw a short way off the start island got shoved far upward instead of placing an island beside you. Reverted to a block-level overlap test (islands may sit flush — touching is fine, only real interpenetration is rejected), and on a collision the island now nudges horizontally off whatever it would grow into, out to a decent distance, falling back to up/down lifts only when there's genuinely no horizontal room. Engulfment and player-burial are still rejected, but islands are no longer held apart, so close placement (especially in precise mode) works.
[0.34.5] - 2026-06-23
Fixed
- Islands could germinate inside an existing island. The old check tolerated up to 5% of the new island's blocks overlapping solid, so a large island could swallow a small one (its blocks were under that 5%), and it kept no gap at all. Replaced it with a proper distance check: every island now records its footprint, and a new throw is rejected if it comes within a clearance of any recorded island. The keep-out is an oval — wider than deep (islands are far wider than tall) — and the required gap is the sum of both islands' radii plus a margin, so a big island reserves a bigger berth than a small one.
- A throw can no longer bury you. Germination is rejected (nudged up, then fizzled if nothing's clear) when it would grow over a player, so you can't end up immersed inside a freshly grown island.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include