Skyseed

A terraforming skyblock modpack. Craft a Skyseed, throw it into open air, and ~2 seconds later a procedurally generated, themed sky island germinates where it comes to rest. Progression is driven by exploration + crafting, not block-condensing.
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SkySeed Vanilla-1.21.1_0.203.0.zip

File nameSkySeed Vanilla-1.21.1_0.203.0.zip
Uploaded
Jul 3, 2026
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39
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34.0 KB
Mod Loaders
NeoForge
File ID
8362448
Type
R
Release
Supported game versions
  • 1.21.1

What's new

[0.203.0] - 2026-07-03

Changed

  • Trial chamber phase-2 rollout — the whole warren now shares the atrium's look (#61). Applied the framed-panel MOSAIC wall texturer + the laid-floor tiler (from the atrium) to every remaining piece — the rooms, the small cell, corridor, corner, junction, descent, and the end room. They all now carry the same tuff-brick-framed copper panels (warm and oxidized copper, with chiseled-copper / chiseled-tuff / grate motifs), cut-copper corner posts, and studded laid floors + ceilings — replacing the old per-block mix() speckle that read as noise. The small cell also gains the aged-copper cornice + greebling the big chambers already had; the descent's stepped treads are now laid floor over a plain substructure with the mosaic on its walls. So you walk one coherent decorated temple end to end, not "the atrium, then a set of plain rooms." Regenerated all 11 non-hub trial .nbt; a gametest now asserts the end room carries the mosaic. Both nodes green (154 / 163). (Remaining: phase-3 in-game tuning — module size, motif frequency, patina mix.)

[0.202.0] - 2026-07-03

Changed

  • Ore now scales to island size at runtime — uniformly across every size, Y-band, and theme. OrePlanner multiplies each ore's vein count by the island's actual core volume vs a normal-island baseline (sub-linear, so the biggest islands sit ~0.7× a normal island's density; never below the authored baseline). Because a Y-band changes the island's shape (and thus its core volume), the bands scale automatically too — no more per-band tuning. Every island (any tier, any Y-band, any current or future theme) now carries volume-appropriate ore for free. The scaled extra veins draw from a separate, deterministic RNG, so a normal-size island stays byte-identical and every island's downstream rolls (lava / ponds / decoration / mobs) are unaffected by how much ore it gets. Collapsed all the per-tier hand-scaled ore counts — rocky/ancient large+huge and the Create/MA/Quark compat overrides — back to a single base-density baseline so they don't double-scale (this ends the earlier whack-a-mole where the top-level, staples, compat, and bands were each scaled separately and incompletely). Data + one OrePlanner change; both nodes green.

[0.201.0] - 2026-07-03

Fixed

  • Trial chamber — more atrium/descent fixes from the in-game read (TRIALCHAMBERPLAN #61).
    • Atrium dais back to a 2-block raise (a 2-step staircase) so the elevated back exit sits under the mid-wall ridge instead of being blocked by it — keeps the height difference without the ridge clipping the doorway.
    • Cornice + ridge corners are now a clean top slab instead of clashing stairs (stairs can't hook cleanly at an inner corner).
    • Descent staircase de-cramped (taller headroom) and its exit now draws the rooms pool, so a staircase down always lands you in a trial/treasure room instead of a dead end. Hub + descent .nbt regenerated, both nodes green.

[0.200.0] - 2026-07-02

Fixed

  • Mining islands now reliably carry their staple ores. OrePlanner rolls each ore's chance once per island — a fail meant that ore was entirely absent. The rocky/ancient staples were gated (iron 0.9, copper 0.9, coal 0.7, ancient-coal 0.5), so ~30 % of stone islands had no coal at all, ~10 % no iron — unlike vanilla, where iron/coal/copper are effectively in every chunk. Raised iron/copper/coal to always present (chance 1.0, coal 0.9 on ancient) and gold to 0.55 (still deep_core, so it sits near the island bottom ~like vanilla's deep gold) — across all rocky + ancient tiers (base/large/huge). This is why a Y60 huge stone island could show lots of zinc/Quark stone but little iron/coal: the staples had simply rolled off. Data-only; both nodes green. (Still open: the deep/high/snowy Y-band overrides keep their own smaller counts — a huge island thrown at Y≥70 or Y≤8 still gets less ore than one in the Y8–70 range; scaling those bands is a follow-up.)

[0.199.0] - 2026-07-02

Fixed

  • Trial atrium geometry fixes from the in-game read (TRIALCHAMBERPLAN #61). (1) The dais step is now a proper 3-step staircase (was a single step) rising the right way (stairs face south, ascending toward the dais). (2) The ladder moved off the corner onto the −X wall so it climbs cleanly instead of awkwardly through the wall/ceiling junction. (3) The cornice + mid-wall ridge stairs face outward now (were backwards). Hub .nbt regenerated, both nodes green.

[0.198.0] - 2026-07-02

Changed

  • Trial atrium reshaped — rectangular, two floor levels, warmer copper, broken-up walls (TRIALCHAMBERPLAN #61). Following the in-game read, the atrium went from a flat 9×9 box to a rectangular 11×13 with a raised back dais (a platform reached by a stair step), so the room reads on two floor levels — the breeze spawner on the lower arena, the ominous vault up on the dais. One of the four passage exits is now elevated off the dais (the jigsaw seats that corridor a level up), a warmer non-weathered copper set (plain/exposed/cut copper) joins the oxidized greens in the wall mosaic so it reads as banded aged metal, and a mid-wall ridge (a cut-copper belt at half height) breaks up the tall blank walls alongside the crown cornice. Hub .nbt regenerated, both nodes green. (In-game verification is yours — especially the stair-step orientation + dais walkability + the elevated exit.)

[0.197.0] - 2026-07-02

Changed

  • The compat ore overrides now scale with island size too — clears the caveat from v0.195.0. Create zinc, Mystical Agriculture inferium/prosperity, and the Quark stones (limestone/jasper/shale + corundum) on the large/huge rocky, ancient and lush tiers were scaled by the same per-tier factors as the vanilla ores (large ≈ count ×1.5–2.5 + vein ×1.5; huge ≈ count ×3.5–5 + vein ×2.5, ~0.7× normal density), so a huge island's modded ore density ~matches a normal one instead of being ~10–18× dilute. E.g. huge-rocky zinc 8–12×4–8 → 40–60×10–20; huge-lush prosperity scaled likewise. MA nether-soul left as-is (Nether islands are deliberately tiny). Data-only; both nodes green.

[0.196.0] - 2026-07-02

Changed

  • Trial atrium walls are now a decorated framed-panel MOSAIC, not random speckle (TRIALCHAMBERPLAN #61, phase 1). The old mix() filled walls with a per-block hash — 8 blocks coin-flipped independently, which read as noise. Added a position-aware wall/floor texturer: tuff-brick frames grid each wall into panels, every panel is a patch of one copper patina (oxidized/weathered/cut) with a chiseled-copper / chiseled-tuff / grate motif at its centre, cut-copper corner posts, and a laid floor tile (checker + chiseled studs) — the vanilla "decorated temple" read. Applied to the atrium first (the showcase); rolls out to the rest of the warren next once the look is confirmed. Hub .nbt regenerated, both nodes green. (In-game look is yours — see TRIALCHAMBERPLAN.md.)

[0.195.0] - 2026-07-02

Changed

  • Ore now scales with island size on the mining islands, so a huge island has ~the same stone-to-ore ratio as a normal one. Ore count is a fixed number per theme (OrePlanner never scales it to island size), but the base volume grows ~72× from normal to huge rocky while the ore counts had only grown ~4× — so a huge rocky island was ~18× more ore-dilute than a normal one (~0.43 % vs ~7.9 % ore-by-volume), and large ~2.4× dilute. Same on ancient. Rescaled the ore tables of rocky_large/huge_rocky/ancient_large/huge_ancient to their core volume via bigger + more veins (large ≈ full normal density; huge ≈ 0.7× normal, deliberately a touch leaner for the biggest tier): e.g. huge-rocky iron 8–12×4–8 → 40–60×10–20. After: large ≈ 7.6 %/10.4 %, huge ≈ 5.5 %/7.1 %. Data-only; both nodes green. (The compat ore overrides — Create zinc, MA ores, Quark stones — ride these same tiers and still under-scale on huge; a follow-up.)

[0.194.0] - 2026-07-02

Changed

  • Trial chamber is now a corridor WARREN, not chambers bolted onto the atrium (plannednotes #61). Reworked the jigsaw flow so it reads like a real (smaller) vanilla trial dungeon: the atrium's four edges now open onto passages (a new halls pool), passages wind through straight corridors + 90° corners and branch at T-junctions, and the spawner/treasure chambers hang off junction spurs (the rooms pool) — so you walk corridors between rooms instead of finding them stuck to the atrium. Added a small 5×5 spawner cell for chamber-size variety, and the descent staircase is now a passage that drops the warren a storey (multi-level). New pieces corridor/corner/junction/room_small; gallery retired; jigsaw depth 3→5 (sprawl capped to keep it inside the existing island). Gametest trialWarrenWiring verifies the atrium→halls→junction→chamber connector flow; both nodes green. (In-world feel/fit is yours to confirm.)

[0.193.0] - 2026-07-02

Changed

  • More Quark stone on the mining islands (QUARKISLANDPLAN #71). Limestone is now abundant (it's just a building stone) — Rocky chance 0.55→0.95 with far bigger/more veins (base count 2–3→4–7, vein 4–8→8–14; large 12–18, huge 16–24) — and jasper/shale got a matching bump on Rocky/Ancient across all three tiers (base/large/huge). The blue-corundum geode stays rare. All six quark_{rocky,ancient}{,_large,_huge}.json overrides updated together (the base→large→huge mirror rule); quarkStonesReachYBands now asserts every tier carries the veins.

[0.192.0] - 2026-07-02

Fixed

  • Quark island stones now appear at every throw depth (QUARKISLANDPLAN #71). The Quark stone veins (limestone/jasper on Rocky, jasper/shale on Ancient, + a deep blue-corundum geode) were only reaching the top-level ore list, which a matched Y-band biome_override replaces — so they only generated in the un-banded gap (Rocky Y 8–70, Ancient Y 20–96) and were invisible on low (deepslate) or high throws. Added same-selector band patches to all six quark_{rocky,ancient}{,_large,_huge}.json overrides so the veins merge into every overworld Y-band (deepslate max_y:8, high min_y:70/min_y:130, snowy for Rocky; max_y:20/min_y:96 for Ancient) — the same trick create_rocky.json uses for deepslate zinc. Block ids were verified correct against Quark-4.1-481.jar; the stones are still buried core veins (mine into the island body). New gametest quarkStonesReachYBands guards it on both nodes.

[0.191.0] - 2026-07-02

Added

  • Trial chamber greebling — the vanilla atmosphere layer (plannednotes #25, phase 3 of the redesign). The atrium and chambers now carry deterministic set-dressing: cobwebs tucked under ceiling corners, lit candles and decorated pots on the floor, a brushable suspicious gravel dig (the vanilla archaeology/trial_chambers loot), and a moss patch. Placement is guarded so greebling can never bury a spawner, vault, copper-bulb lamp, chain, ladder, connector or cornice. TrialChamberTemplates.greeble() runs in hub/room/end (corridors stay bare, as in vanilla); the hub gametest now also asserts a decorated pot is present. Both nodes green.

[0.190.0] - 2026-07-02

Added

  • Trial chamber is now multi-story, leaning downward (plannednotes #24, phase 2). Two new jigsaw pieces make the chamber descend into the deepened island instead of sprawling flat:
    • descent — a staircase corridor whose entrance (room_door) is at the top floor and whose exit (chamber_edge, redrawing the rooms pool) is a full storey (5 blocks) LOWER at the far end, so the jigsaw seats the next piece a level down. Its exit box sits beyond the parent's footprint, so it never overlaps the parent (the vertical-jigsaw hazard, STRUCTUREPLAN #28). Copper-bulb lit, aged-copper palette.
    • end — a climactic 7×7 chamber capped with an ominous vault + a breeze spawner, terminal, that ends a branch on a big reward (vanilla puts ominous vaults in both the atrium and the end). Both added to the trial_chamber/rooms pool (descent weight 2, end weight 1). Gametests trialDescentDropsALevel (entrance sits above the exit + the exit redraws the pool) and trialEndRoomHasOminousVault guard them on both nodes. The trial island was already deepened in v0.189.0 to hold the extra levels. (Phase 3 — greebling — to follow; the in-world multi-level / vanilla-compare read is yours.)

[0.189.0] - 2026-07-02

Changed

  • Trial chamber — vanilla aged-copper look, bigger & on a deeper island (plannednotes #24, phase 1 of the redesign). Reworked the pieces toward the real trial-chamber feel and set up for a multi-story downward layout:
    • Aged-copper palette: TrialChamberTemplates.mix() is now tuff-brick dominant with the waxed weathered/oxidized copper family woven in (copper + cut copper + chiseled + copper grate) — the signature green-teal patina, waxed so it never changes — replacing the old bright cut-copper mix.
    • Copper-bulb lighting: the plain hanging lanterns are replaced by lit waxed copper bulbs on chains (ceilingLamp), and a cut-copper stair crown cornice (crownCornice) trims the wall-tops.
    • Bigger & taller: the hub is now a 9×9 two-storey atrium (was 7×7); rooms are 7×7 chambers (was 5×5); the corridor is 5×7 (was 5×5). Doorways are 3 tall.
    • Deeper/wider island: the purpose-built trial island grew to radius 24–30 with an uncapped teardrop underside (~25–31 deep at the centre) and sink 7→10 / pad 10→14, so the taller chamber (and the coming downward levels) fit entirely under the surface. Regenerated the 7 trial-chamber .nbt; gametests updated (atrium boss/vault + copper-bulb lighting), both nodes green. (Phase 2 — descent staircases + a lower level of chambers + end room — and phase 3 — greebling — to follow. The in-world vanilla-compare is yours.)

[0.188.0] - 2026-07-02

Added

  • Cypress swampland villages grow as a stilted overwater bayou (BWGSWAMPVILLAGEPLAN #73). The three cypress village bands (biomeswevegone_{hamlet,trade_post,village_center}.json, biomes cypress_swamplands/cypress_wetlands) now carve a broad island-filling shallow swamp (the #64 pond lever, radius 24 / extent 0.9 so the water covers almost the whole island, leaving only a thin walkable rim), sit on a mud surface, and stand the village on stilts + plank boardwalks over the open water — a stilted build skips the levelled pad entirely, so there is no dry "footing" disc displacing the water under the centre. The pond is contained (a new Pond flag): like a river it walls its un-backed rim into a lip instead of sheeting off, so a near-island-filling lake stays hemmed in bar a few deliberate waterfalls. The village-center cypress band gets its own single-island shape (radius 15–17, no cluster_offsets) so it stops inheriting the base 3-island cluster. New engine, data-driven via a stilt_height on JigsawConfig:
    • PathSurfacer.supportStilts hangs wooden legs from a lot floor down through the water to the bed (unlike the dirt/trestle passes, which stop at the water surface); resolveStilted/boardwalk render the street-marker lanes as plank decks on sparse pier posts, railed only along their open-water edges — never on a lane tile (kept walkable) and never on a solid block (a house floor/plaza the walkway meets), so a rail can neither overwrite a house nor fence a road shut. Legs/decks/rails use BWG willow (oak fallback when BWG is absent, so CI stays BWG-free). A lifted stilted build also clears the island's surface decoration so a tree can't root below and grow up into a house.
    • stilt_height (jigsaw config) seats the build that many blocks above the pad so its floors clear the water and triggers the stilt/boardwalk passes; the three cypress bands set it to 2. It is the in-game tuning knob for floor clearance (alongside the pond extent). Also from the in-game passes: PathSurfacer strips a tree trunk/canopy left over any resolved path tile (clearCanopyAbove) — trees are placed before structures, so a road laid across a tree column otherwise left the trunk floating on the road (fixes trees-on-roads in all villages, not just the swamp; trees in the gaps stay). The cypress village-center island is now huge-sized (its shape uses the huge-tier radius 24–30 / top_dome 2–3 / max_under_depth 18, pond radius 40 so extent governs), so far more of the village sits on-island. And stilts no longer dangle into the void — stiltDown places no leg where no bed is found within its 8-block search, so a stilt only rests on its own island (never a stub into nothing or a reach down to another island). Gametests pathSurfacerStiltsDescendThroughWater + pathSurfacerBoardwalksOverWater (+ the path/resolve test) guard the mechanism on both nodes. The other five village styles are untouched (bar the shared tree-on-road fix). Inert without BWG (cypress biomes never match). (The over-water look + the exact stilt_height/extent are an in-world tuning pass — throw a cypress village seed to sign off.)

[0.187.0] - 2026-07-02

Fixed

  • Village front doors sit flush with the outside wall now, not recessed inward (BWGVILLAGEPLAN #72). The Phase-5 in-game sign-off flagged that BWG-village front doors "face inward" — a closed door with FACING=NORTH on a z=0 front wall renders on the cell's interior (+Z) edge, leaving a recess on the street side. Flipped the front-door FACING NORTH → SOUTH (the closed panel now sits on the exterior −Z edge, flush with the wall) everywhere the shared pattern occurs: BwgVillageTemplates (door() helper + porch cottage — all six BWG styles), TradePostTemplates (the shop shell, great hall and blacksmith — all four biome variants), VillageCenterTemplates (the four plaza halls) and RareStructureTemplates (the evoker cell). HamletTemplates already oriented its doors correctly (it picks SOUTH/NORTH by which wall the door is on) and was left untouched. Regenerated the 163 affected door-bearing .nbt on the 1.21.1 node; gametests still green on both nodes (149 on 1.21.1, 158 on 26.1.2). (In-world visual sign-off still yours.)

[0.186.0] - 2026-07-02

Changed

  • Wet-wood islands: the water feature is now a broad shallow swamp/marsh, not a deep round pond (BWGPLAN #64). The four AQUATIC wet-wood bands (cypress, bayou/willow, white-mangrove, palm) on all three tiers (biomeswevegone_aquatic{,_large}.json + biomeswevegone_huge_aquatic.json) now carve a shallow (depth: 2), sloped marsh with a raised extent (0.6 / 0.62 / 0.68 base/large/huge) so the water sheets across the island — answering the in-game read that the Huge tier especially "didn't have enough water" and that a deep round pond was the wrong idiom for swamp/marsh woods. Extent stays under 0.7 so a wooded dry rim survives for the trees.
  • Wet/semi forest biomes read as real forests now (BWGPLAN #22). The density pass that lifted the pure-forest bands to "real forest" tree counts (v0.170.0) had held the wet/semi biomes back pending an in-game read; that read confirmed the level is good, so their primary tree tries are lifted to the canonical forest density per tier — 7 / 40 / 120 (base / large / huge) — for flower_forest, cherry_grove, grove, mangrove_swamp, swamp, river banks (#is_river), mushroom_fields and bamboo_jungle in forest{,_large}.json + huge_forest.json. Secondary trees, giant mushrooms, spacing, ponds and ground flora are unchanged, so each biome keeps its character (the change is most visible on the Huge tier, where e.g. mangrove went 40 → 120). Genuinely open biomes (plains/savanna/beach/desert) keep their scattered counts.

Fixed

  • Wet-wood zero-tree floor: an island that asked for trees can no longer come up bare (BWGPLAN #65). The forceOneTree last-resort guarantee now grades a real planting clearing (a 5×5 dirt pad under a tall air column) before placing, instead of clearing a single block — enough room for the big multi-block NBT trees BWG uses (willow, cypress), which silently failed to fit against the packed rim and left small/huge wet-wood islands with zero trees. Runs only when every normal site already failed, so a healthy island is untouched. Base-tier tree tries on the wet-wood bands also lifted 4 → 6. Gametest biomeswevegoneWetWoodPondsAreShallowMarshes (both nodes) guards the shallow-marsh config; the tree-count floor still wants an in-game re-throw to confirm (esp. Huge Bayou willows).

Modpack (Grow-your-own-world)

  • Quest B602 "Prosperity Found" refreshed for the Lush ore source (MYSTICALPLAN #69). Its text no longer says the Mystical Agriculture ores "come from one place" / directs only to an Ancient island — it now leads with the accessible Lush stone ores (added v0.172.0) and frames Ancient as the richer deepslate option.
  • BWG config coherence pass + bundled-jar refresh (BWGPLAN #23). Audited the tracked config/biomeswevegone/{misc,mob_spawn,trades,world_generation}.json: biome injection stays ON, and all 35 BWG biomes that a Skyseed band targets are enabled — the only disabled biome, eroded_borealis, is targeted by no band and holly (its supposed alternate host) is reachable via the enabled dacite_ridges, so its false is intentional/coherent. mods.txt bumped from the stale skyseed-1.21.1_0.179.0.jar to skyseed-1.21.1_0.186.0.jar.

[0.185.0] - 2026-07-02

Added

  • Quark island integration Phases 2 & 3 + the myalite End remnant (QUARKISLANDPLAN #71) — completes the Quark island work.
    • Blossom trees on the Forest islands (Phase 2): a Forest seed over a snowy / swamp / savanna / plains / badlands biome now has a chance of a blossom-grove variant that mixes in Quark's blue / lavender / orange / yellow / red blossom trees and drops their saplings — Quark's own biome map, across all three forest tiers (quark_forest{,_large,_huge}.json). Bands selector-MERGE into the base bands (append a variant) so the normal tree still appears.
    • Ancient Tomes in structure-island loot (Phase 3): Quark's tome loot tables now include the Trial Chamber reward chests (trial_chambers/reward + _ominous) and re-enable Nether fortress chests, so tomes drop in the matching structure islands (quark-common.toml).
    • Myalite on the End form (Phase 1 remnant): the End form of the rocky & ancient islands now veins myalite (Quark's End-flavoured stone).
    • All extras only (no seeds); inert without Quark. Gametests quarkBlossomBandsMergeOntoForestTiers / quarkMyaliteReachesEndForm (both nodes).

[0.184.0] - 2026-07-02

Added

  • Quark materials now enrich the Rocky & Ancient mining islands (QUARKISLANDPLAN #71, Phase 1). New first-party theme_overrides add Quark stone types as mineable veins — limestone + jasper on Rocky, jasper + shale on the deepslate-bodied Ancient (both across base/large/huge tiers) — plus a rare blue-corundum geode deep in the core. Extras only (no dedicated seed); inert without Quark (unknown ores are skipped before any RNG, so generation is byte-identical). Gametests quarkStonesCompatTargetsRocky / quarkStonesCompatTargetsAncient (both nodes).

Fixed

  • Exotic Woods guide entry: the stale "Eleven wood families" line is corrected — the Forest seed now grows twenty wood families, and the entry's list is updated to match (exotic_biomes.json).

[0.183.0] - 2026-07-02

Fixed

  • The void-death Totem shrine now only ADDS blocks — it never overwrites an island. If you fell straight down through an island, the shrine at the island band could replace that island's blocks. The shrine now fills only air cells, and the totem rises to the first clear cell (its own space + the block above), so it's never relocated into solid blocks. No effect on the common case (a totem spawned in open void).

[0.182.0] - 2026-07-02

Added

  • Quark's Totem of Holding now works in the void (QUARKPLAN). On a normal death the totem spawns where you die, but a void plunge dropped it at the bottom of the world — floating in empty space, unreachable without flight. When a freshly-spawned quark:totem lands below y50 (a void death), Skyseed keeps its x/z (so it stays where you fell and Xaero's death waypoint still points at it), raises it to the island band, and builds a small lit shrine under it: a 3×3 stone-brick platform with a glowing centre and four soul-lantern posts — a solid, spawn-proof pad you can bridge across to, and a beacon visible against the void. Decoupled from Quark (matched by entity id, no-ops if Quark Oddities is absent) and only fires on Skyseed worlds.

[0.181.0] - 2026-07-01

Added

  • Every villager profession is now obtainable in village islands (vanilla and BWG). The shop roster was missing four professions; added armorer (blast furnace), cleric (brewing stand), weaponsmith (grindstone) and leatherworker (cauldron). With these + the forge (toolsmith), all 13 vanilla professions can appear. Applies to the vanilla trade post/village-center AND all six BWG styles (one shared shop builder). The animal-pen trough became a flush water basin (freeing the cauldron for the leatherworker so it isn't miscounted). New gametest village_offers_every_profession (both nodes).

Fixed

  • The multi-storey tower house's loft ladder no longer breaks on a glass pane. The ladder mounted against the back-wall centre column, which held a window; that column is now solid (windows moved to the side walls) and the mid floor gets a proper shaft hole so the loft is reachable. The same glass-mounted-ladder bug in the vanilla Hamlet cottage was fixed too (back window offset off the ladder column).
  • The smithy/forge is less cramped — the smithing table no longer blocks the bed. Moved it one column over (out of the bed's column) in both the BWG forge and the vanilla blacksmith.
  • The weaponsmith's grindstone is placed floor-attached (the default state is wall-attached and would pop free).

[0.180.0] - 2026-07-01

Fixed

  • BWG village shrine hall (the "temple") no longer has a freestanding door in its aisle. The shrine hall is an open pillared colonnade (no walls), so the door at its front entrance stood alone in the open — "a door where you don't expect a door." Removed it; the open colonnade front is the temple entrance. Applies to all six styles (one shared builder). Regenerated the six shrine_hall.nbt.

[0.179.0] - 2026-07-01

Added

  • BWG villages — a variety pass across all six styles (BWGVILLAGEPLAN Phase 4). More houses and decorations, so a grown BWG village reads less repetitive: two new house shapes (a porch cottage with a covered awning + a 7×5 longhouse), a HIP roof on some shops (fisherman/butcher) alongside the gable/flat/stepped ones, and three new decoration plots — an animal pen (fenced paddock + hay + trough), a market stall (striped awning + produce), and a grove (a dense bed of the style's signature flora: pumpkins / mushrooms / aloe / anemones / lily-of-the-valley …). All are palette-driven, so every style gets them in its own blocks; they join the surplus-lot fillers pool. Gametest bwg_village_decor_variety (both nodes) asserts the signature flora + the new hay decorations actually place.

[0.178.0] - 2026-07-01

Added

  • BWG villages — the Hamlet and Village-Center tiers, all six styles (BWGVILLAGEPLAN Phase 3). A Hamlet seed over a BWG village biome now grows that style's little green hub with 1–2 of its shops; a Village Center seed grows the big dense cluster village (4–6 shops, an iron golem, the anvil centerpiece) — both in that biome's BWG blocks, reusing the same per-style piece sets as the trade post (no new templates). Wired via theme_override/biomeswevegone_hamlet.json + biomeswevegone_village_center.json (6 bands each) + a per-style hamlet_start pool pointing at the existing hamlet_hub. Inert without BWG. All three village tiers now cover all six styles. Gametests bwg_hamlet_and_center_bands_wired + bwg_hamlet_and_center_assemble (both nodes).

[0.177.0] - 2026-07-01

Added

  • BWG villages — all six styles at the Trade Post tier (BWGVILLAGEPLAN Phase 2). The remaining five styles join the Skyris pilot: Forgotten (overgrown mossy-stone-brick ruin + florus wood, over forgotten_forest), Pumpkin Patch (dark-oak & dacite, pumpkins, over cika_woods/pumpkin_valley), Red Rock (red-rock-brick adobe + baobab + cattail-thatch roofs, over red_rock_valley), Salem (colonial witch-hazel + stone + gray glass, over weeping_witch_forest), and Swamp (stilted willow/cypress + thatch + mushrooms, over cypress_swamplands/cypress_wetlands). Each is a full per-style piece set (8 pools + 27 templates) in that biome's real BWG 2.6.0 blocks, dressed outdoors with that biome's BWG trees + flora. Several styles are largely vanilla (forgotten = vanilla mossy-stone-brick + florus accents; pumpkin_patch = vanilla dark-oak + BWG dacite) — the hermetic engine mixes vanilla and BWG blocks per cell. Inert without BWG.
  • Style gained per-style bookshelf (the librarian's) and signature flora (garden/plot decoration — pumpkins, aloe, anemones, mushrooms, …) slots. Gametests bwg_all_village_bands_wired_on_trade_post (all 6 bands wired to their pools) + bwg_village_styles_assemble (each style's pool assembles buildings on a flat pad), both nodes.

[0.176.0] - 2026-07-01

Added

  • BWG villages, pilot: the Skyris style (BWGVILLAGEPLAN). Throw a Trade Post seed over biomeswevegone:skyris_vale and grow a Skyris-styled village — Skyseed's own jigsaw village (the same square → streets → capped shops → bed→villager mechanics as the vanilla-biome trade posts) rebuilt in BWG's Skyris block palette: skyris wood over white-dacite brick on polished andesite, dark-prismarine trim and light-blue glass, with a shrine hall, a smithy, tower + cottage homes, a well, gardens and fields. The block palette + biome mapping were harvested from BWG 2.6.0's own village .nbt. Inert without BWG (the biome never matches; the BWG-block templates are only ever loaded when a village assembles over the biome). The other five styles (forgotten / pumpkin_patch / red_rock / salem / swamp) and the Hamlet + Village-Center tiers follow.
  • Hermetic BWG-block structure templates. StructureWriter gained a modNames overload: a template can now carry biomeswevegone: block ids by serialising a vanilla-analog block state and swapping in the BWG Name, so BWG-styled .nbt are authored in code with no BWG on the classpath (matching the wood/flower bands). New BwgVillageTemplates (Mat-based) authors the Skyris piece set.
  • Gametests (both nodes): bwg_skyris_village_band_on_trade_post (the theme_override band is prepended + wired to village_skyris/start) and bwg_skyris_village_assembles (the pool assembles on a flat pad with the cap, beds and the Skyris-signature vanilla markers — no plains oak). Connector final_states use the vanilla analog so a no-BWG assembly logs no jigsaw-replacement errors.

[0.175.0] - 2026-07-01

Added

  • A "sprinkle" of BWG flowers on the exotic-wood Forest islands — colour/flavour, not a flower field. The Forest-family BWG bands (biomeswevegone_forest.json + _large + huge_) previously came up all grass and fern; each now carries a light ground-cover sprinkle (a few % per column, so trees stay the focus) of that biome's own signature BWG flora, picked from each biome's real BWG feature list:
    • aspen_boreal → orange daisy; cika_woods → iris; jacaranda_jungle → guzmania; maple_taiga → rose; ebony_woods → pink/white anemone; zelkova_forest → kovan flower; weeping_witch_forest → white anemone; sakura_grove → japanese orchid; ironwood_gour → california poppy; skyris_vale → fairy slipper + foxglove; pale_bog (spirit) → white sage; dacite_ridges (holly) → iris; black_forest (pine) → black rose; tropical_rainforest (mahogany) → delphinium; fragment_jungle (rainbow eucalyptus) → protea + delphinium.
    • The two vanilla placeholder flowers became the biome's authentic BWG blooms: enchanted_tangle minecraft:allium → fairy slipper + cyan rose; forgotten_forest (florus) minecraft:poppy → pink daffodil + angelica.
    • baobab_savanna / redwood_thicket keep a bare floor (BWG grows no ground flower there) and cypress_swamplands is left as-is (its BWG leather-flowers are climbing, not ground, plants).
    • Every flower verified as a real BWG 2.6.0 block; unknown ids resolve to nothing (Lookup.hasBlock), so this stays inert (byte-identical generation) without BWG installed. Ground flora is per-column, so the 3 tier files share identical bands.

[0.174.0] - 2026-07-01

Added

  • Millable BWG flowers now grow on islands — the create-otbwg compat finally has inputs (backlog #9, BWGPLAN Step 3). The 94-recipe create-otbwg-compat milling datapack did nothing because no BWG flowers spawned anywhere. Two new first-party theme_override families place them as island ground cover (inert without BWG):
    • Meadow family (biomeswevegone_meadow.json + _large + huge_) — 8 BWG floral grasslands become flower-field islands: allium_shrubland (alliums), amaranth_grassland (amaranths), rose_fields (roses), coconino_meadow (bellflower/daffodil/anemones/tulips), orchard (lollipop/white-allium/yellow-daffodil), prairie (california poppy), temperate_grove (anemones/sages), firecracker_chaparral (firecracker bush/poppy/sage).
    • Lush family (biomeswevegone_lush.json + _large + huge_) — 3 BWG jungle biomes become flora-first tropical-bloom islands: crag_gardens, tropical_rainforest, fragment_jungle (begonia/bistort/guzmania/incan lily/lazarus bellflower/richea + delphinium/protea/silver-vase/orchid). This is the deliberate Q2 multi-seed overlap — tropical_rainforest/fragment_jungle also grow trees-first (mahogany/rainbow_eucalyptus) on the Forest family; on Lush they are flora-first. Every flower is a real BWG 2.6.0 block and a create-otbwg-compat-1.0 milling input — verified against both jars. Ground flora is per-column (no tree tries), so the base/large/huge tier files share identical bands (a bigger island just grows proportionally more flowers). New biomeswevegone_compat_places_meadow_flowers + biomeswevegone_compat_places_lush_flowers gametests (both nodes) assert each band exists and actually places a biomeswevegone: flower as ground cover.

[0.173.0] - 2026-07-01

Added

  • Every BWG plank is now obtainable — the last 5 growable woods shipped (closes the plank-coverage gap, backlog #63). A jar audit found only 19 of BWG 2.6.0's 25 planks were reachable via the island loop. The 5 remaining growable woods now get their own bands on the Forest family (biomeswevegone_forest.json + _large + _huge), each keyed to the wood's dedicated configured feature (not a biome-mixed *_trees selector) so a single clean plank drops: florus (forgotten_forest → florus_trees), holly (dacite_ridges → holly_trees), pine (black_forest → pine_tree1 + pine_tree2 — there is no pine_trees aggregate in 2.6.0), mahogany (tropical_rainforest → mahogany_trees), rainbow_eucalyptus (fragment_jungle → rainbow_eucalyptus_trees). All ids verified against Oh-The-Biomes-Weve-Gone-NeoForge-2.6.0.jar. The #skyseed:exotic_woods reveal tag (for the BWG-gated guide entry) gains the 5 new planks. Still inert without BWG (unknown ids never match → byte-identical generation). Extended the biomeswevegone_compat_prepends_forest_bands gametest (both nodes) to lock the 5 new biome→feature keys.

Notes

  • fir is intentionally non-growable. BWG 2.6.0 ships fir_planks + fir_sapling but no configured fir tree feature and no biome tree-selector references fir, so there is nothing worldgen can grow — it is deliberately left out of the bands and the reveal tag (a gametest guards that no band references a fir_* feature). 24 of 25 planks are now island-obtainable; fir is the documented exception.
  • Spirit-band in-game failure (#66) diagnosed — no code/data change needed. The reported "pale_bog seed → oak & birch, no spirit" is logically impossible from a matched pale_bog band: a matched biome override replaces the island's variants (verified in IslandGenerator.eff), so the band emits only spirit_trees and can never yield oak/birch. biomeswevegone:pale_bog (biome) and spirit_trees (feature) both exist in the jar, the band is prepended + gametest-asserted, and spirit uses the same ohthetreesyoullgrow:tree_from_nbt_v1 feature type as its working siblings (enchanted/skyris). The oak/birch result therefore means the seed wasn't over pale_bog (the test report self-contradicts with "pale_bog → white mangrove") — a re-test/biome-reachability item, not a defect.

[0.172.0] - 2026-07-01

Added

  • Mystical Agriculture ore on the Lush island (the accessible bootstrap source). New first-party theme_override (mysticalagriculture_lush.json + _large/_huge, inert without MA) puts the stone mysticalagriculture:inferium_ore
    • prosperity_ore on the Lush island's stone core — the "natural home" MYSTICALPLAN always intended. The Ancient island keeps the richer deepslate variants, so the two form a deliberate pair: Lush = accessible mid-game stone tier, Ancient = deep richer tier. Closes the plan-vs-repo gap where only the deepslate-on-Ancient half had shipped. (These top-level ores stay off the Lush End/Nether forms — those are off the theme's overworld home dimension, so they fall to the neutral empty-ore default and the End "clean platform" island stays empty.) New mystical_agriculture_compat_targets_lush gametest (both nodes) asserts the stone ores are added and the deepslate variants are not (guarding the split).

[0.171.0] - 2026-07-01

Added

  • BWG wet-woods + fantasy-woods islands finalized (ids verified against BWG 2.6.0). The wet-woods bands on the Aquatic family (water-first: cypress, willow, white-mangrove, palm — big pond, trees secondary) and the fantasy-woods bands on the Forest family (trees-first: enchanted, skyris, spirit, plus a cypress multi-seed demo) ship for real — every biomeswevegone: biome / configured-feature id was confirmed against Oh-The-Biomes-Weve-Gone-NeoForge-2.6.0.jar. Throw an Aquatic seed over cypress_swamplands for a water-first cypress pond; throw a Forest seed over the same biome for a dense cypress grove — the deliberate per-seed-priority demo. Still inert without BWG (unknown ids never match → byte-identical generation).

Fixed

  • Corrected several guessed BWG ids in the wet/fantasy wood bands (they had been drafted before a jar was available): willow now grows via the bayou biome's bayou_trees feature (there is no biomeswevegone:willow_trees); white-mangrove is keyed to the dedicated white_mangrove_marshes biome (not pale_bog); and spirit wood is seed-growable after all — it grows in pale_bog (there is no spirit_woods biome). Palm keeps the sandy rainbow_beach biome (BWG injects palm_trees into vanilla beach via a biome-modifier, so a BWG biome hosts it here).
  • #skyseed:exotic_woods reveal tag plank ids corrected. Dropped the non-existent #biomeswevegone:planks reference (BWG feeds the vanilla #minecraft:planks tag; referencing that would wrongly fire the guide reveal on vanilla planks), fixed white_sakura_planks → sakura_planks, and split enchanted_planks into the real blue_enchanted_planks + green_enchanted_planks. All 19 exotic-wood planks are now listed explicitly so the BWG-gated "Exotic Woods" guide entry reveals correctly.

Tests

  • New gametest biomeswevegone_compat_prepends_aquatic_bands (mirrors the forest one for the wet-woods tier) and an extended forest test that locks in the corrected ids (spirit → pale_bog/spirit_trees, willow → bayou_trees, white-mangrove → white_mangrove_marshes) and guards against the old nonexistent-biome guesses regressing.

[0.170.0] - 2026-06-30

Added

  • First-party Oh The Biomes We've Gone compat (ships with Skyseed, inert without BWG). A theme_override adapts the Forest island (+ large/huge) to 11 BWG wood biomes — aspen, baobab, cika, jacaranda, maple, ebony, redwood, zelkova, witch-hazel, sakura and ironwood: throw a Forest seed over one (they sit in the void's biome layout via the multi-noise overworld preset) and the island grows that biome's BWG trees instead of vanilla oak. Like the Create/MA compat, every biomeswevegone: id is unknown without BWG, so the bands never match and generation stays byte-identical. Wet woods (cypress/willow/mangrove/palm) and the fantasy woods (enchanted/skyris/spirit) are held for the concentrate-vs-distribute and dedicated-seed decisions in BWGPLAN.md.
  • Optional / random water features (pond.chance + pond.river). A pond can now be carved only part of the time (chance) and, when it is, be a 50/50 pick between the pool and a river alternative. The Huge Forest uses it for a 25% lake / 25% river / 50% dry roll (a dry island just fills with more trees). A plain pond (chance 1, no river) is unchanged and consumes no extra RNG, so every other theme stays byte-identical.
  • Rivers are walled in and never sheer. Implements the long-planned river-to-rim follow-up: a river's banks always soften (a river never rolls the steep variant a pond can), and where it runs to the island edge it is walled into a contained channel — leaving only ~1-in-4 coarse rim stretches open as deliberate waterfalls, rather than sheeting off all along its banks. Applies to every river (forest / aquatic / huge forest); pond carving is unchanged and RNG-identical.

Changed

  • theme_override biome bands now take precedence over the base theme's bands (prepend, not append). A patch band whose selector matches no base band is prepended ahead of the base bands so it wins the first-match. A modded biome is typically transitively under one of a base theme's vanilla #is_* catch-alls (BWG's biomes are in #is_forest via #biomeswevegone:forest), so the previous append left such a band silently shadowed — prepending is what lets a third-party / modpack theme_override actually adapt an island to its own biome without editing Skyseed's base themes.
  • Auto debug seeds now cover theme_override biome bands. ThemeScanner scans theme_override/ too, attributing each added band's debug seed to the override's target theme — so the BWG wood biomes get their debug seeds (force a Forest island to that biome) without the bands living in the base theme. (Previously only base-theme bands produced debug seeds, so the BWG ones were missing.)
  • Denser forests on the large/huge tiers. Forest-character biomes — vanilla #is_forest/dark/birch/taiga/jungle and the BWG wood biomes — get much higher tree tries on the large and huge Forest islands so they read as real forests rather than grassland-with-trees; genuinely open biomes (plains, savanna, beach, desert) keep their scattered counts, and the BWG bands (previously flat across tiers) now scale per tier.
  • Rounded banks on the deep lakes. The deep (depth ≥ 4) water pools — the Huge Forest central lake, the Large Aquatic ponds, and the Large Lush pond — get pond.slope: true (a basin that shallows to the shore) instead of a sheer drop. Shallow base ponds (depth ≤ 3) and the contained lava lagoons keep their steep edge.

[0.169.0] - 2026-06-30

Added

  • First-party Mystical Agriculture compat (ships with Skyseed, inert without MA). Theme-overrides put MA's ores on the islands that otherwise can't generate them in the void: deepslate inferium + prosperity on the Ancient island (+ large/huge) — the mid-game bootstrap, since prosperity ore has no mob-drop and must be mineable somewhere — and soulium on the Nether Soul island (+ large) for the Soulium-Dagger mob-essence path. Like the Create-zinc compat, the unknown ores are skipped before any RNG, so generation stays byte-identical without MA installed. New gametests assert the ores land on the resolved ancient and nether_soul themes.

[0.168.0] - 2026-06-30

Fixed

  • Guide: Large Forest craft-advancement name. The overworld Large Forest's craft advancement was misnamed craft_large_forest (reversed) while every other reference uses the <biome>_large convention, so the guide's skyseed:craft_forest_large page reference dangled and never resolved. Renamed the file to craft_forest_large.json to match the convention, the recipe (forest_large_skyseed), and the reveal_forest_large / gathered_forest_large siblings. No logic change — the advancement still triggers on crafting the seed.

[0.167.0] - 2026-06-29

Fixed

  • Guide: Huge island gating description. The Huge Forest guide entry claimed Huge islands require "both the Nether and the End" — inaccurate: the recipe needs only a Large seed ringed with an Ender Pearl and Blaze Powder, all obtainable with Nether access (no End trip). Reworded to match the other huge_* entries and note the ingredients come from the Nether. The reveal_huge_* unlock check was already correct (it only requires the matching Large seed), so no logic changed. (Patchouli guide, which is the 1.21.1 backend; Modonomicon content is not yet authored.)

Added

  • Theme overrides — a datapack merge layer so the modpack or other mods can extend Skyseed islands without editing the base themes. New skyseed:theme_override datapack registry: drop a data/<ns>/skyseed/theme_override/*.json naming a target theme plus any theme fields, and they're merged in at resolution time — list fields (ores, mobs, variants, animals, rare_structures, dimensions) append, and biome_overrides merge by selector (a patch band keyed to an existing band's biomes / Y-range / dimension injects its ores into that band; otherwise it's added as a new band); optional scalars (shape, palette, pond, jigsaw, lava, twin, ladder_shaft, fizzle, caves) replace. E.g. a Create-compat patch adds create:zinc_ore to the rocky island, including its deep band. With no patch targeting a theme the base is returned unchanged, so generation (and the golden master) stays byte-identical. New gametests cover the append, the no-op, and the band-merge.
  • First-party Create compat (ships with Skyseed, inert without Create): zinc on the mining islands — create:zinc_ore on the rocky family (rocky / rocky_large / huge_rocky, mirroring their copper — plus create:deepslate_zinc_ore band-merged into each one's deep max_y:8 table so growing low still yields zinc) and create:deepslate_zinc_ore on the deepslate-bodied ancient family (ancient / ancient_large / huge_ancient). Unknown ores are skipped before any RNG (OrePlanner), so a no-Create world generates byte-identically; with Create installed, zinc appears alongside copper at every depth. Surface biomes and the trial-chamber (its copper is structural) are intentionally left out.

[0.165.0] - 2026-06-29

Added

  • skyseed:void chunk generator — a noise generator (terrain stays pure void via the noise settings) that skips biome-feature decoration in the overworld/Nether and suppresses natural structures in every dimension. Fixes TerraBlender biome mods (BYG/BWG/Terralith…) leaking their features at the void floor (~y=-64): those mods inject biomes into the vanilla multi_noise source Skyseed reads for island theming, and the biomes' features were decorating over the void. Also makes the world-creation "Generate Structures" toggle moot — structures are grown from Skyseed seeds, never generated. All three dims use it (overworld/Nether skip_decoration: true; the End keeps decoration so its central island still forms). Affects only newly-created worlds. (Works on both build nodes; the only node difference is 26.1.2's createStructures 6th param (ResourceKey<Level>), handled via a //? guard — applyBiomeDecoration is identical across nodes.)

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