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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_0.229.0.zip

File nameSkySeed Vanilla-1.21.1_0.229.0.zip
Uploaded
Jul 7, 2026
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63
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34.0 KB
Mod Loaders
NeoForge
File ID
8386708
Type
R
Release
Supported game versions
  • 1.21.1

What's new

[0.229.0] - 2026-07-06

First in-game throw-test pass against the sign-off queue (tracked in SIGNOFFPLAN.md) turned up a cluster of worldgen bugs — several long-latent, one a regression. Fixes below; both nodes green (1.21.1 219 gametests, 26.1.2 221), golden master byte-identical.

Added

  • grow ground-cover field — a ground plant entry may now carry grow: {min,max}; a placed BonemealableBlock is bonemealed a rolled number of steps by GenerationJob.growCrops once the island has landed, so a crop appears at a VARIED growth stage rather than an age-0 stub. First user: the Nether powdery cane (see Fixed). Inert for any non-bonemealable / absent block.

Changed

  • theme_override band merge is now superset-tolerant (canAbsorb, was sameSelectorAs). A patch band merges into a base band when their min_y/max_y/dimension match and the base band's biomes are a superset of the patch's — no longer only on exact equality. So any override (ours or a third party's) can list the ordinary vanilla biomes for a band and still merge, even though our base band folds in a mod-specific biome (e.g. biomeswevegone:howling_peaks in the snowy Rocky band). Backward-compatible; new guard gametest rockySnowyBandsMergeModOresAndDeepslateWins in both suites.
  • Throw a seed deep, get a deepslate island — regardless of surface biome (→ SIGNOFFPLAN Part 2). The max_y:8 deepslate band now precedes the snowy biome band in rocky / rocky_large / huge_rocky, so a low germination (y≤8) grows a deepslate island even over a frozen biome (previously the biome band won at all heights).

Fixed

  • Snowy/frozen Rocky islands generated with ONLY the mod ores — no iron/coal/redstone/… — and never went deepslate (→ SIGNOFFPLAN B3). The Quark/IE/AE2 snowy-band overrides listed only the vanilla snowy biomes, but the base snowy band also carries biomeswevegone:howling_peaks; under the old exact-match merge those overrides prepended a shadow band whose ore list replaced the base ores — so every snowy/frozen Rocky/large/huge island grew with only the mod ores (nothing, without the mods) and lost its snow cap. The superset merge (above) fixes it: the overrides merge, so the band keeps its base ores AND gains the mod ores.
  • Nether islands showed bare overworld dirt/grass pads, and the powdery cane never appeared (→ SIGNOFFPLAN B1a/B1b). Two bugs: (1) forceOneTree's last-resort planting pad stamped hardcoded overworld dirt+grass onto any island — wrong on Nether/End, and a modded plant that needs its native soil could never grow on it; it now paves with the island's own surface block. (2) My Nether's Delight's patch_powdery_cane configured feature won't place through Skyseed's direct call (a regression from switching it off the raw block, never grow-tested) — it's now planted as its BonemealableBlock via a ground crop with a grow boost, so canes come up at varied heights on soul sand / crimson nylium.
  • Ruined-Portal twins linked several blocks off-target (→ SIGNOFFPLAN B4). When the cross-dimension linked coordinate was occupied, TwinPlacer nudged the twin island horizontally to a clear spot — desyncing the pair (a +6 X nudge → traversal emerged 6 blocks off the frame). Twins now nudge vertically only, so the portal opening always lands on the exact 8:1 XZ column; vanilla's portal search spans the Y column, so a small Y lift still links.

[0.228.0] - 2026-07-05

Added

  • Prairie House — BWG's prairie farmhouse, resurrected as a hamlet variant (→ STRUCTURELONGTAILPLAN.md Phase D, #49). Throw the Hamlet seed over a BWG prairie biome and it grows one of BWG's own prairie farmhouses — the intact prairie house or its abandoned ruin variant, 50/50 — in place of a hamlet. A shape override enlarges the small hamlet island to host the 15×16 building. Delivered as a second biome-keyed theme_override on the hamlet seed (alongside the shipped BWG-village bands), so it's inert without BWG (the prairie biome can't exist → the vanilla hamlet grows byte-identical). A golden-master gametest asserts the band resolves, both nodes green (1.21.1 218, 26.1.2 220). (The rugged-fossil BWG structure is deliberately left recorded, not built: it uses terrain-matching placement that doesn't fit a flat island pad, it's minor scenery, and Skyseed already ships an authored fossil_dig island for that niche — see the plan.)

[0.227.0] - 2026-07-05

Added

  • Three new Trial Chamber pieces — the warren winds wider (→ STRUCTURELONGTAILPLAN.md Phase C, #33). The corridor-warren jigsaw gains: a 4-way crossing (passages now cross, so the warren can loop into a grid instead of only branching into a tree — with a chiseled-copper cross inlaid in its floor); an alcove corridor (a straight passage that also drops a trial chamber off a framed side alcove, so rooms can open off a hall, not only off a junction — its L-shaped bump-out breaks the straight-box silhouette); and a grand multi-cell vaulted chamber (a 9×9 climactic room — four corner spawner/vault cells around a raised central ominous-vault sanctum, capped by a stepped groin vault rising from a y6 eave to a y8 apex, so the ceiling reads as a vault, not a flat lid). All three reuse the shipped framed-panel mosaic texturer + corner posts + copper-bulb lighting, and are woven into the halls / rooms pools by weight. New assembly gametests stamp each piece + assert its jigsaw wiring and mosaic, both nodes green (1.21.1 217, 26.1.2 219). In-game feel/fit folds into the standing #61 trial tune.

[0.226.0] - 2026-07-05

Added

  • Aspen Manor + Bog Trial — BWG's two special structures, resurrected as biome variants of existing seeds (→ STRUCTURELONGTAILPLAN.md, #26/#27). Throw the Woodland-Mansion seed over a BWG aspen_boreal biome and it grows BWG's own Aspen Manor (both of the mod's two manor designs, 50/50) in place of the vanilla dark-oak mansion — keeping the mansion seed's evoker → Totem-of- Undying garrison and swapping the decoration to BWG aspen trees. Throw the Trial-Chamber seed over a BWG pale_bog and it grows BWG's own Bog Trial (seated one block lower after an in-game tune) in place of the Skyseed deep warren. Both ship as a biome-keyed theme_override (the same mechanism as the BWG villages), so they're inert without BWG — the host biome can't exist, the override never matches, and the vanilla mansion/trial grows byte-identical. The vehicle was picked by a throw-test spike first (three temporary debug_* seeds that assembled BWG's own pools on a huge island); the spike confirmed the mod's own buildings fit as-is, so no bespoke set was authored. New golden-master gametests assert both override bands resolve onto their base seed (both nodes green). (Wrapping both manor designs costs only a cosmetic berry-bush processor; the bog trial keeps its full aging processor.)

Fixed

  • IE HV connectors were rendering upside-down on their posts (Structure Variety — the Dilapidated Factory's wire-post, the Fallen Powerline's insulators, and the FE→ME Substation's mast). Immersive Engineering's connector_hv facing is the mount direction (the block face it attaches to), not the dish direction — so a connector sitting on top of a post needs facing=down (mounted on the block below, dish up); the previous facing=up applied an x:180 flip, hanging it upside-down. Corrected all five connector placements (IeRuinsTemplates, MultiModRuinsTemplates) and regenerated factory.nbt, pylon.nbt, substation.nbt. Both nodes green.

[0.225.0] - 2026-07-05

Fixed

  • Ruined-Portal twins now line up across the divide (→ PORTALTWINPLAN.md, option B). A Ruined-Portal island grows a linked twin at the vanilla 8:1 coordinate in the paired dimension, but the two frames got independent, position-seeded rotations — so repairing + lighting one side dropped you beside the twin facing the wrong way. The frame is now stamped at a fixed rotation on both sides (both plans carry the theme's twin flag, so both adopt it), so the two frames share an axis and mutually link. The opening already sits on the island centre — the jigsaw seats its minecraft:bottom start anchor there for any rotation — so the existing centre-based 8:1 maths is block-exact in XZ; only the axis needed pinning (no re-sequencing, no PortalForcer, no template rebuild). A new Jigsaw.placeSinglePiece stamps the single fixed frame at an explicit rotation (vanilla's jigsaw only rolls a random one); gametests place it at all four rotations and assert the opening seats on centre and stays a repairable ruin. The cross-dimension traversal itself remains a manual in-game check. Side effect: every ruined portal now faces the same direction rather than a random one.

Changed

  • NeoForge dependency range is now a forward bracket, not open-ended. neoforge.mods.toml declares versionRange="[<tested build>,<next feature version>)" (per-node neorange_* in gradle.properties): the floor is the exact NeoForge build the jar was compiled against, the ceiling stops before the next feature version. Later bugfix builds load without a rebuild; older builds (whose NeoForge API differs — see the codecStart P1→P2 note) are refused.

[0.224.0] - 2026-07-05

Added

  • Per-biome Nether seed adaptation + a Nether Wild seed (→ SKYNETHERENDBIOMEPLAN.md). The five dedicated Nether seed families (nether_forest/soul/basalt/lava/rocky, base + _large) now take on the local Nether biome's flavor — model A: the seed keeps its own body / ores / lava (identity), and the biome it germinates in adds a surface dusting, ground + underside growth, a stem tree and mobs. Thrown in a crimson_forest a Nether Rocky mining rock stays netherrack but is dressed in crimson nylium + a huge crimson fungus; soul_sand_valley dusts it in soul soil with bone clusters + soul fire; basalt_deltas in basalt/blackstone with pillars; warped_forest goes teal; nether_wastes gets a light quartz/glowstone dusting. Each family carries kits for the biomes it isn't native to (nether_forest keeps its bespoke crimson/warped forms + gains soul/basalt/wastes). Same-dimension overrides, so the seed's fill/core/ores/lava fall through unchanged. Kits sit on the dedicated nether_* seeds only — the overworld seeds' tiny inline Nether easter-egg patches are left as they were.
  • Hand-built crimson/warped stem-tree feature (skyseed:crimson_tree / skyseed:warped_tree, in CustomTrees) — a stem topped by a wart-block cap flecked with shroomlight and trailing weeping/twisting vines, stamped straight into the block plan (vanilla's huge-fungus feature won't place dry on a small floating pad).
  • Nether Wild Skyseed (normal + _large) — the adaptive Nether starter. Like the overworld Wild it grows the island the local biome's own seed would, but over the Nether biome map (ExploreThemes.resolveNether; crimson/warped → nether_forest, soul → nether_soul, deltas → nether_basalt, wastes/unmapped → nether_rocky). No huge tier; no forced build (only the _large isles carry the ordinary ~5% rare roll). Full onboarding: recipe (Wild seed + netherrack + nether wart, then a netherrack/wart frame for the Large), reveal/gathered/craft advancements, two guide entries, lang, hand-drawn 16×16 icons (the Wild quartered-pod / island-slab motif re-skinned to the four Nether materials with a crimson-fungus sprout), skyseeds tag. Golden-master gametests on both nodes (resolver mapping + kit selection/identity).

[0.223.0] - 2026-07-05

Added

  • Biome coverage pass — every overworld biome now grows a fitting island (→ BIOMECOVERAGEPLAN.md). An audit of every overworld biome (vanilla + Oh The Biomes We've Gone + Quark) against Skyseed's two-layer biome→look resolution — the ExploreThemes biome→theme map (what the adaptive Explore/Wild seed grows) plus each theme's biome_overrides bands — found a systemic gap: the snowy/desert bands key off explicit vanilla ids (there is no vanilla #is_snowy/#is_desert tag), so modded snowy/desert biomes slipped through to a green Forest island. Eight fixes, all inert without the mod (unknown biomeswevegone: / quark: ids/tags never match, so generation is byte-identical on the vanilla pack):
    • F1 — BWG deserts → Desert. #biomeswevegone:desert (atacama_outback / mojave_desert / windswept_desert, temp 2.0) now resolves to the Desert theme instead of the Forest fallback.
    • F2 — BWG frozen → Frozen. #biomeswevegone:snowy + #biomeswevegone:icy (eroded_borealis / shattered_glacier, temp −0.5) now resolve to Frozen; howling_peaks stays Rocky (it is a peak) and is snow-capped there (F6). frosted_taiga / frosted_coniferous_forest stay on the Forest family but gained a snow-cap + spruce/podzol band.
    • F3 — sparse_jungle. A dedicated open sparse-jungle band (scattered jungle + oak over grass/fern + the odd melon) before the dense #is_jungle catch-all, across all three forest tiers. Pure-vanilla.
    • F4 — BWG plains → Meadow. #biomeswevegone:plains now resolves to Meadow, which also activates the seven already-authored BWG flower-field bands the adaptive seed had been bypassing to Forest; plus a new pumpkin_valley pumpkin-patch band.
    • F5 — cypress_wetlands folded into the cypress bands (forest + aquatic tiers).
    • F6 — howling_peaks added to the Rocky snowy band for a snow-capped peak.
    • F7 — Quark glimmering_weald → Lush.
    • F8 — orchard (surfaced by the adversarial review): a temperate BWG fruit-tree biome that resolves to Forest but had no forest band, so the adaptive seed grew generic oak/birch — now grows its orchard_trees + blossom flora.
    • The adversarial review also caught a self-inflicted bug: crimson_tundra had been routed to Frozen on the strength of its name, but it is a temperate red grassland (temp 0.75) — corrected to fall to F4 (plains→Meadow).
    • Every new band auto-generates a creative-tab debug seed via ThemeScanner (auto debug seeds → 517). Both nodes green (1.21.1: 209, 26.1.2: 211); all theme JSON valid; no biome-resolution or debug-seed-scan regression.

[0.222.0] - 2026-07-05

Changed

  • Structure Variety Phase 4 — the weight-tuning pass (→ VARIETYSTRUCTUREPLAN.md §8), the last item on PLANOFPLANS #68. An analytical pass over every overworld theme's weighted rare table (the headless dev env can't playtest "to feel", but the distribution math can be verified):
    • Flagship dilution confirmed — the whole plan's goal. Every flagship germinates well under 2% per fitting seed: citadel 0.48%, woodland mansion 0.93%, ocean monument ~1.9%, ancient city 1.5% — genuine standouts now, not the near-guaranteed builds they used to be.
    • Rebalanced the rare-heavy huge_ tiers by mirroring the base-tier small commons up (the user OK'd small structures on large islands). The huge tiers had been left without the Band-1 vanilla commons their base/large siblings carry, so they skewed rare/epic-heavy (huge_rocky was 0% common). Mirrored the fitting commons onto huge_meadow (Farmstead, Tool Shed), huge_badlands (Bandit Camp, Fossil Dig), huge_desert (Prospector's Camp, Fossil Dig), huge_forest (Hunter's Blind, Graveyard) and huge_rocky (Mine Head, Cairn). Result: huge_meadow 26→51% common, huge_badlands 24→51%, huge_desert 38→64%, huge_forest 33→62%, huge_rocky 0→28% (it stays intentionally premium-dense — citadel + dungeons + all the mod builds — but now grows ordinary vanilla variety too). Adding commons also diluted the flagships further (mansion 1.67→0.93%, citadel 0.67→0.48%), which is exactly the point.
    • The base + _large tiers were already well-balanced (~50/35/15 common/rare/epic, D2) and were left unchanged.
    • Final review (per request — in case tuning closed a walking path): the pass is theme-JSON weight/entry changes only — every added building is a pre-existing, already-reviewed common structure, so no .nbt/template geometry was touched and no interior/path could change. Both nodes green (1.21.1: 209, 26.1.2: 211); all theme JSON valid, no debugForcedRareGerminates regression. This closes PLANOFPLANS #68 bar subjective in-game feel-tuning.

[0.221.0] - 2026-07-05

Added

  • Structure Variety Band 3 COMPLETE — the Sky-Freight Depot (→ VARIETYSTRUCTUREPLAN.md §3 B30), the last build in the B1–B30 catalog. A requires:["create","immersiveengineering"] epic (w1, Rocky) that only germinates where both Create and Immersive Engineering are installed:
    • Sky-Freight Depot (Rocky, two zombies) — a freight yard where a Create train sits stalled at an IE loading dock. Not a box: an open depot on a gravel-and-cobble pad — a vanilla rail siding carrying a stalled train (Create small_bogey bogeys under brass/copper/railway-casing car bodies + a loco cab), an IE loading platform alongside (a conveyor-belt line, stacked crates, a fuel barrel), and a vanilla cobblestone signal mast topped with a lantern.
    • Authoring / the floating-block lesson applied. Create + IE machinery via the modNames side-map (verified create 6.0.10 + IE 12.4.2 ids). The build follows the rule the earlier review established — no vanilla block ever rests on a modded one — so the all-Create train and the all-IE platform vanish cleanly together when a mod is absent, leaving the vanilla pad + rail + signal mast + chest (the assertable gametest shell) with nothing floating.
    • D4 — compounding gate. Create: bogey/casing husks on a plain vanilla rail (no working contraption); loot is andesite_alloy. IE: conveyor/crate/barrel husks (no working multiblock); loot is an iron plate. Chest binds skyseed:chests/freight_scrap + two inert add_drop GLMs. Wired w1 across all three tiers of Rocky. A new gametest per suite mirror; adversarial review clean. Both nodes green (1.21.1: 209, 26.1.2: 211).
    • Band 3 is now complete (B25–B30): the vanilla Ruined Chapel + five multi-mod epics (Create+Iron's, Create+Mystical, IE+AE2, IE+Iron's, Create+IE). The whole B1–B30 Structure Variety catalog has shipped — only the in-game weight-tuning pass is left on PLANOFPLANS #68.

[0.220.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Alchemist's Distillery (→ VARIETYSTRUCTUREPLAN.md §3 B29). A requires:["immersiveengineering","irons_spellbooks"] epic (w1, Badlands) that only germinates where both Immersive Engineering and Iron's Spells are installed:
    • Alchemist's Distillery (Badlands, a necromancer "dark alchemist") — an IE refinery repurposed as an arcane still, gone cold. Not a box: a roofless rusty-sheetmetal shed (breached walls, broken corners) around a still — a lava-cauldron fire, a weathered-copper still-head + brewing stand, a weathered-copper condenser column topped by a lightning-rod vent, a water-cauldron receiver, and IE fluid tanks (metal barrels) + a capacitor; plus an amethyst focus, a bookshelf study with a lectern, and the essence-scrap chest.
    • Authoring. The IE machinery uses the modNames side-map (verified IE 12.4.2 ids); Iron's Spells is a mob/item mod so the still + arcane fittings are all vanilla (and the assertable gametest shell — the still stands on vanilla copper, so it doesn't float even without IE). The "Iron's" flavour is the mage + the loot.
    • D4 — compounding gate. IE: only metal-barrel / capacitor husks (no working multiblock); loot is an iron plate. Iron's Spells: loot is arcane_essence (the common crafting mat) — never a spellbook, named scroll or Upgrade Orb. Chest binds skyseed:chests/distillery_scrap (vanilla brewing scrap) + two inert add_drop GLMs.
    • Wired w1 across all three tiers of Badlands. A new assembly gametest per suite mirror. Both nodes green (1.21.1: 208, 26.1.2: 210).
    • Adversarial physical review (afterwards). The first pass had the still row spanning the whole interior at z1 — barring the doorway from the back of the room (loot behind a wall that included a lava cauldron). Reworked so the central doorway axis (x3) is a clear walkway, with the still on the left and the arcane fittings + chest on the right, both reachable straight off it. Re-verified: no floating blocks (the still stands on vanilla copper), the chest is openable (air above), the doorway is 2 tall.

[0.219.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the FE→ME Substation (→ VARIETYSTRUCTUREPLAN.md §3 B28), and the sharpest D4 case in the whole plan. A requires:["immersiveengineering","ae2"] epic (w1, Rocky) that only germinates where both Immersive Engineering and AE2 are installed:
    • FE→ME Substation (Rocky, a creeper) — a derelict power-conversion station where IE high-voltage power once fed an AE2 ME network. Not a box: a gutted, roofless hall with an IE concrete-and-sheetmetal west end (a wire-mast rising past the wall, a post-transformer husk + a capacitor), a certus-quartz/fluix AE2 east end, and between them a scorched conversion column (deepslate topped by a broken conduit antenna). The centrepiece is the empty controller pit — a scorched deepslate mount where the ME Controller was torn out, a couple of fluix remnants beside it.
    • D4 — the AE2 gate is the sharpest (AE2PLAN / [[skyseed-ae2-curated-set]]): there is NO sky_stone_* (harvestable ⇒ a Controller), NO ae2:controller, and NO inscriber press/processor anywhere — the pit is deliberately empty. Built only from certus/fluix cubes (mid-game, renewable) + IE concrete/sheetmetal husks; loot is fluix + a copper wire coil, never sky stone / a press / a processor / a working multiblock. Chest binds skyseed:chests/substation_scrap
      • two inert add_drop GLMs.
    • Both mods' machinery via the modNames side-map (verified IE 12.4.2 + AE2 19.2.17 ids); the vanilla deepslate column/pit + a vanilla end-rod antenna + the chest + a lantern are the assertable gametest shell. Wired w1 across all three tiers of Rocky. A new gametest per suite mirror. Both nodes green (1.21.1: 207, 26.1.2: 209).

Fixed

  • FE→ME Substation stale-mod-id placement (caught by the new gametest + the adversarial review). The scrap chest and the lantern were initially placed on the back-wall line, where the wall loop had already stamped a mod id — so the plain overwrite left the stale id and the chest emitted as ae2:quartz_block instead of a chest. Moved both to clear interior cells (a wall cell always carries a mod id; only interior floor cells are safe for a plain vanilla overwrite).

[0.218.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Automated Essence Farm (→ VARIETYSTRUCTUREPLAN.md §3 B27). A requires:["create","mysticalagriculture"] epic (w1, Meadow) — a mechanised inferium field seized up mid-harvest, only germinating where both Create and Mystical Agriculture are installed:
    • Automated Essence Farm (Meadow, 1–2 zombies) — not a box: a derelict essence plot (rows of inferium farmland, some trampled to coarse dirt, crops at mixed growth) straddled by a stalled harvester gantry — a vanilla oak frame (six posts carry two side-rails, a cross-bridge rides the rails) from which a Create mechanical_drill husk hangs over the rows with its andesite_casing body and a cogwheel drive, all frozen. A hanging lantern lights the gantry; a west control station (an andesite_casing panel + the scrap chest) faces the field, and a derelict tier-1 inferium growth_accelerator + a coolant cauldron sit at the east, behind a broken oak-fence rail.
    • Authoring. Create machinery + MA farmland/crops via the modNames side-map (verified create 6.0.10 + MA 8.0.27 ids); the harvester gantry frame is deliberately vanilla oak (so it's the assertable gametest shell and a strong silhouette when the mods are absent).
    • D4 — compounding gate. Create: casing / cogwheel + a mechanical_drill husk (no working contraption); loot tops out at andesite_alloy. Mystical Agriculture: tier-1 inferium only (farmland/crops + a broken tier-1 accelerator); loot is a little inferium_essence — never a seed, higher-tier essence, prosperity block or infusion component. Chest binds skyseed:chests/essence_farm_scrap + two inert add_drop GLMs.
    • Wired w1 across all three tiers of Meadow. A new assembly gametest per suite mirror. Both nodes green (1.21.1: 206, 26.1.2: 208).
    • Adversarial physical review (clean). Applied the previous review's lesson — the whole gantry is fully carried (posts → rails → bridge; the drill/casing hang from the bridge, the lantern from a rail): no floating blocks, the control chest is openable (air above), and the field stays 2-blocks walkable under the y3 rails.

[0.217.0] - 2026-07-05

Fixed

  • Structure Variety — physical-playability review of the recent surprise buildings (floating blocks). An adversarial pass over the builds authored this wave caught a repeated mistake: a soul-lantern/lantern hung from a roof beam that was itself unsupported (a single block mid-air over the open floor), so both the beam and the lantern floated. Fixed in three builds by carrying the beam properly:
    • Ruined Chapel (B25) — the floating eave-rafter stubs + the mid-air soul-lantern beam are replaced by two surviving cross-beams that rest wall-to-wall (each end on an unbroken side-wall top at z2 / z5); the soul lantern hangs from the front beam.
    • Magitech Workshop (B26) — the mid-air lantern beam now spans wall-to-wall (both ends on the side-wall tops).
    • Overgrown Cook's Homestead (B24) — the hanging kitchen lantern is raised one course so it actually hangs from the roof-ridge slab above it, instead of from air.
    • Reviewed the rest for the same class of bug: the Iron's Spells hut/tower spire lanterns (on fence poles) and the obelisk beacon (on the solid spire tip) are properly supported; all chests remain openable (air above); all doorways are 2 tall. Both nodes green (1.21.1: 205, 26.1.2: 207).

[0.216.0] - 2026-07-05

Added

  • Structure Variety Band 3 — the Magitech Workshop (→ VARIETYSTRUCTUREPLAN.md §3 B26), the first multi-mod epic. A requires:["create","irons_spellbooks"] epic (w1) that only germinates where both Create and Iron's Spells are installed:
    • Magitech Workshop (Rocky, two mages) — an arcane-forge workshop where a mage once married cogwork to spellcraft, now abandoned. Not a box: an andesite-and-stone workshop with a caved roof (open sky, fallen rubble), a breached east wall, and a broken brick forge-flue jutting above the ridge. Inside, a Create machine husk (an andesite_casing gearbox driving a cogwheel + shaft into a mechanical_press over its bed) stands beside the arcane half — an enchanting table ringed with amethyst and candles, a bookshelf study with a lectern, and a brewing nook.
    • Authoring. The Create machinery uses the modNames side-map (verified create 6.0.10 ids, STONE/stripped-log/ CARVED_PUMPKIN analogs); Iron's Spells is a mob/item mod so the arcane fittings are all vanilla (and the assertable gametest shell — Create blocks resolve to air without the mod). The "Iron's" flavour is the two mages (archevoker + magehunter_vindicator) of the theme mobs pack and the loot.
    • D4 — the compounding gate. Create side: only casings / cogwheel / shaft and a mechanical_press husk (no working contraption); loot tops out at andesite_alloy (never brass / precision mechanisms). Iron's side: loot is arcane_essence + a blank_rune (an uninscribed base rune, inert without a gated Upgrade Orb) — never a spellbook, named scroll or Upgrade Orb. Chest binds skyseed:chests/magitech_scrap (vanilla scrap) + three inert add_drop GLMs.
    • Wired w1 across all three tiers of Rocky. A new assembly gametest per suite mirror; adversarial-reviewed before the regen. Both nodes green (1.21.1: 205, 26.1.2: 207).

[0.215.0] - 2026-07-05

Added

  • Structure Variety Band 3 begins — the Ruined Chapel (→ VARIETYSTRUCTUREPLAN.md §3 B25), plus the last theme migration.
    • Ruined Chapel (a vanilla epic, w1) — an all-vanilla showpiece so a mod-light pack still occasionally gets a "wow" build, authored in RareStructureTemplates. A small stone-brick chapel fallen to ruin, not a box: a long nave whose roof has caved in almost entirely (a couple of surviving eave rafters, the rest open sky, fallen blocks strewn across the floor), arched side windows with shattered glass, a tall front bell-cote gable holding a hanging bell over a broken doorway, and — at the raised chancel — a chiseled altar lit by a soul lantern behind a broken stained-glass rose window, with the reliquary chest (a real epic reward: emeralds, an enchanted book, the odd diamond / golden apple, a rare enchanted golden apple). The 2–3 undead of the theme's mobs pack haunt the open nave.
    • Wired w1 across all three tiers of Meadow and Rocky (the catalog targets) and — as the shared reward-bearing explorable Explore-floor — all three tiers of the thin Lush and Mushroom themes (VARIETYSTRUCTUREPLAN §8 #3).
    • Finished the weighted-gate theme migration (D5): huge_lush and huge_mushroom were the last two overworld themes still on the legacy per-entry model — migrated to rare_structure_chance: 0.05 + weighted entries (their buried mineshaft/dungeon filler converted chance → weight). Every overworld theme now runs the flat-5% weighted gate; only the Explore seed and the Nether/End themes stay legacy by design.
    • A new assembly gametest per suite mirror. Both nodes green (1.21.1: 204, 26.1.2: 206).

[0.214.0] - 2026-07-05

Added

  • Item-icon audit + full redraw pass (→ ICONAUDITPLAN.md). Reviewed all 93 item textures and rebuilt the outliers so every icon reads at 16×16 and stays inside the family's visual language (silhouette = size tier, colour = theme). New dedicated Large Forest art (island_seed_forest_large, its model repointed off the shared generic disc). 30 textures redrawn/tweaked + 1 new + 1 model repoint.
  • Crash-safe island grows — persist/resume + force-load reconciliation (→ CRASHRESUMEPLAN.md). In-progress island grows now survive a hard crash: a new PendingIsland descriptor (re-plan inputs + progress) is written at germination (IslandSeedEntity) and for twins (TwinPlacer), persisted every tick by GenerationJob, and re-enqueued at its saved progress on server start by the new CrashRecovery handler (GenerationJob.resume). Force-loaded chunks are recorded in SkyseedWorldData at the ref-count transitions and any leftovers are un-forced on start, so a crash mid-grow no longer leaks a permanent /forceload. Both persistence paths (1.21.1 NBT + 26.1.2 Codec) carry the new optional collections, guarded by a crashResumeStateRoundTrips gametest in both suites. (In-game hard-crash sign-off still pending.)

Changed

  • Icon consistency pass. Farm seeds (stable/pasture/poultry/wool_farm) given distinct signatures; nether_lava_large regains its lava glow; nether_forest/nether_rocky pulled apart (teal-fleck crimson vs brick + quartz); structure seeds (hamlet, woodland_mansion, bastion, ocean_monument) unified onto the "island + structure silhouette" convention; Explore & Wild now encode tier by shape (ball → disc → cone) instead of a colour ring; lush/meadow separated; ancient contrast lifted; the four End-Portal Edges restyled as portal-frame blocks with a green ender-eye + per-variant gem.
  • Temple traps are opt-in. Jigsaw structures only place trap blocks when the theme entry sets "traps": true (JigsawConfig); enabled on the desert-temple, jungle-temple and badlands chambers so traps stop leaking into reused pools that shouldn't have them.
  • Questline starter-seed icons reverted Wild → Forest in the introduction and skyseed chapters.

Fixed

  • Crash-robustness review — 7 findings + observability (#67). Both MobPlanner inert-safety fixes, the traps opt-in gate, per-candidate findClearSpot re-validation, a seed-derived StartIsland oak, the double dimension-reset backup guard, and a concurrent force-load ref-count (two islands sharing a chunk column no longer un-force each other's chunks). Adds a shutdown drain-cap warning and force-load acquire/release logging. Both nodes green (1.21.1: 202/202).

[0.213.0] - 2026-07-05

Added

  • Structure Variety Band 2 COMPLETE — the Farmer's Delight batch (→ VARIETYSTRUCTUREPLAN.md §3 B24). The last single-mod Band 2 build — a requires-gated rare surprise building that germinates on an ordinary island only when Farmer's Delight is installed:
    • Overgrown Cook's Homestead (Forest / Meadow, no mobs) — a kitchen cottage abandoned to the weeds: a 5×5 log-and-cobble cabin with a caved-in roof, a breached east wall where a cold campfire hearth vents up an external cobblestone chimney jutting broken above the ridge, a doorway and a shattered window; inside, the Farmer's Delight kitchen (a cold stove with its cooking pot, a skillet, a cutting board, wall cabinets, the scrap chest, cobwebs and a hanging lantern); out front, a weed-choked garden of FD crops (cabbages / tomatoes / onions / rice) at mixed growth on vanilla farmland, a rotting stack of produce crates and a water butt.
    • Vanilla shell, modded fittings. Only the appliances/cabinets/crates/crops are modded, authored through the modNames side-map — a SMOKER analog carries the facing for every appliance/cabinet (FD ignores the extra lit, defaults its own support/open), a STONE analog for the propertyless crates, a WHEAT analog for the crops (ages kept ≤3 for tomatoes/rice so the swapped state parses). They resolve to air without the mod, so the assertable gametest anchor is the deliberate vanilla shell (the log posts, the cobblestone chimney, the campfire hearth, the chest).
    • Loot (D4/§5). Farmer's Delight has no progression gate, so there is nothing to leak — the chest binds skyseed:chests/cook_homestead (vanilla larder scrap) + two inert add_drop GLMs layering a little raw FD produce (onion) and rope, never a rich cooked meal.
    • Wired w3 across all three tiers of Forest + Meadow. A new assembly gametest per suite mirror. An adversarial review before the regen caught + fixed two placement bugs (a garden weed and a mushroom each overwriting the bottom of a corner log post). All FD ids verified against the 1.3.2 jar. Both nodes green (1.21.1: 200, 26.1.2: 202).
    • Band 2 is now complete (B13–B24): Create (4), Immersive Engineering (2), Applied Energistics 2 (1), Iron's Spells (3), Mystical Agriculture (1) and Farmer's Delight (1) — eleven mod-gated rare surprise buildings, each inert without its mod.

[0.212.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Mystical Agriculture batch (→ VARIETYSTRUCTUREPLAN.md §3 B23). One more requires-gated rare surprise building that germinates on an ordinary island only when Mystical Agriculture is installed:
    • Abandoned Inferium Plot (Meadow / Hamlet, a wandering zombie) — an essence farm gone to seed: an irregular tilled bed of inferium farmland (rows trampled back to coarse dirt, several harvested bare) around a water-cauldron trough, a scatter of tier-1 essence crops at mixed growth, a lop-sided scarecrow (one arm snapped off, a carved-pumpkin head), a caved tool lean-to sheltering the scrap chest, a toppled inferium growth accelerator, spilled hay straw and a broken oak-fence perimeter with a swung-open gate.
    • Mostly-vanilla farmstead. The only modded blocks are the essence farmland, the growing crops and the one broken accelerator, authored through the modNames side-map (a vanilla FARMLAND/WHEAT/STONE analog carries the property schema; the emitted .nbt palette Name is swapped to the real mysticalagriculture: id — no mod on the classpath). Those resolve to air without the mod, so the assertable gametest anchor is the deliberate vanilla shell (the scarecrow, the trough, the fence, the chest).
    • Gate-safe loot (D4/§5). Mystical Agriculture's whole progression is the tier climb (inferium → … → supremium), so the plot uses only tier-1 inferium, shown derelict, and the chest binds skyseed:chests/inferium_plot (vanilla farm scrap) + two inert add_drop GLMs layering a little Inferium Essence / Prosperity Shard (the two mineable base materials) — never a seed, a higher-tier essence, a prosperity block/ore or an infusion component.
    • Wired w3 across all three tiers of Meadow + the Hamlet theme. A new assembly gametest per suite mirror. An adversarial review before the regen caught + fixed a jigsaw anchor sitting under a crop cell, a fence gate whose FACING wouldn't connect to its E/W fence run, and a silently-overwritten grass tuft. All Mystical ids verified against the 8.0.27 jar. Both nodes green (1.21.1: 199, 26.1.2: 201).

[0.211.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Iron's Spells & Spellbooks batch (→ VARIETYSTRUCTUREPLAN.md §3 B20–B22). Three more requires-gated rare surprise buildings that germinate on an ordinary island only when Iron's Spells is installed:
    • Small Wizard's Hut (Forest / Meadow, an apprentice mage) — a cobble-and-oak hut under a tall pointed witch-hat spruce roof capped by a lantern beacon, with a bookshelf wall, a brewing stand over a water cauldron, a lectern, an amethyst focus and candles.
    • Wizard's Tower (Rocky / Ancient, two mages) — a 5×5 stone-brick tower, two storeys joined by a ladder, arrow-slit windows, a jutting balcony and a pointed spruce-stair spire; a bookshelf study below and the alchemy floor above.
    • Cursed Obelisk (Ancient / Badlands, a necromancer) — a tapering blackstone/deepslate/basalt spire over a soul-lantern-lit altar strung with black candles, bones and a wither rose (a carved base alcove holds the necromancer).
    • All-vanilla architecture. Iron's Spells is a mob-and-item mod, so unlike the Create/IE/AE2 batches there is no modNames side-map — the "Iron's" flavour is the requires: ["irons_spellbooks"] gate, the theme mobs pack (mages, resolve-then-skipped without the mod), and the loot.
    • Gate-safe loot (D4/§5). The chest binds skyseed:chests/irons_wizard (vanilla arcane scrap) + two inert add_drop GLMs layering a token Arcane Essence / Common Ink (low-tier crafting mats) — never an Upgrade Orb, a top-tier ink, or a named scroll (those stay the reward of the mod's own deadly explore structures).
    • Wired w3 across all three tiers of Forest + Meadow (Hut), Rocky + Ancient (Tower), Ancient + Badlands (Obelisk). Three new assembly gametests per suite mirror. An adversarial review before the regen caught + fixed a chest walled inside the obelisk's solid core, a mob-spawn cell buried in the spire (a base alcove was carved), and a slab-in-wall balcony (made a proper doorway) — and the wiring keeps huge_ancient's pinned index-0 intact. Both nodes green (1.21.1: 198, 26.1.2: 200).

[0.210.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Applied Energistics 2 batch (→ VARIETYSTRUCTUREPLAN.md §3 B19). One more requires-gated rare surprise building that germinates only when Applied Energistics 2 is installed: the Gutted AE2 Lab (Rocky / Ancient, 1 zombie) — a certus-quartz/fluix networking room stripped for parts, walls breached and ceiling caved, conduit/cable stubs still strung under the ceiling and a snapped conduit antenna jutting off the roof, and — the centrepiece — an empty controller pit (a scorched-deepslate mount where the ME Controller was ripped out).
    • D4 gate-safety — the sharpest in the catalog. AE2's storage endgame is gated on sky stone (→ the ME Controller) and the four inscriber presses (→ processors), both meteorite-island-only. So the build places no sky_stone_* (harvestable ⇒ a Controller), no ae2:controller, and its loot carries no press / processor / sky-stone — it is built only from certus-quartz / fluix cubes (mid-game, renewable, not gating) and shows the valuable core missing.
    • Inert without AE2 + testable. All ae2: blocks are the modNames side-map (ids verified against the 19.2.17 jar); requires: ["ae2"] filters before any RNG. Because AE2 blocks are air without AE2, a deliberate vanilla ruin shell (cobblestone rubble, a lantern, cobwebs, the deepslate controller mount, the chest) also anchors the assembly gametest.
    • Gate-safe loot (D4). The chest binds skyseed:chests/ae2_scrap (vanilla quartz/tech scrap) + two inert add_drop GLMs layering a token Certus / Fluix crystal — never a press, processor, Controller, or sky stone.
    • Wired w3 across all three tiers of Rocky + Ancient. One new assembly gametest per suite mirror. An adversarial review before the regen caught + fixed an off-centre mob-blocking conduit, added the anti-box roof antenna, and a prepend that had displaced huge_ancient's index-0 (breaking the debug-force gametest). Both nodes green (1.21.1: 195, 26.1.2: 197).

[0.209.0] - 2026-07-05

Added

  • Structure Variety Band 2 — the Immersive Engineering batch (→ VARIETYSTRUCTUREPLAN.md §3 B17–B18). Two more requires-gated rare surprise buildings that germinate only when Immersive Engineering is installed:
    • Dilapidated IE Factory (Rocky / Badlands, 2 zombies) — a concrete-slab hall on uneven part-collapsed concrete pillars, treated-wood + sheetmetal walls breached in several places, a caved sheetmetal roof, a crusher/kiln husk (reinforced concrete + a capacitor + a barrel), spilled crates, and an external HV wire-post jutting past the roofline.
    • Fallen Powerline (Meadow / Desert, 1 creeper) — a lattice alu-scaffolding mast with alu-fence cross-arms hung with HV connectors + razor wire and a transformer husk, with a whole span snapped off and lying across the ground.
    • Inert without IE + testable. All immersiveengineering: machinery is the modNames side-map (analogs verified against the 12.4.2 jar); requires: ["immersiveengineering"] filters before any RNG. Because IE builds are mostly mod blocks (air without IE), each carries a deliberate vanilla ruin shell (cobblestone rubble, a lantern, cobwebs, the chest) that also anchors the assembly gametests.
    • Gate-safe loot (D4). Chests bind skyseed:chests/ie_scrap (vanilla industrial scrap) + two inert add_drop GLMs layering a token iron plate / copper wire — never a working multiblock, a high-tier blueprint, or bulk metals.
    • Wired w3 across all three tiers of Rocky/Badlands (factory) and Meadow/Desert (powerline). Two new assembly gametests per suite mirror. Both nodes green (1.21.1: 194, 26.1.2: 196).

[0.208.0] - 2026-07-04

Added

  • Structure Variety Band 2 — the Create batch (→ VARIETYSTRUCTUREPLAN.md §3 B13–B16). Four single-mod "rare" surprise buildings that germinate on an ordinary overworld island only when Create is installed — the first requires-gated builds in the catalog:
    • Broken Windmill (Meadow / Hamlet), Derelict Watermill (Aquatic — brings its own walled water channel, so its theme entry sets suppress_pond), Abandoned Train Shed (Rocky), Rusted Drill Rig (Badlands / Desert). Each is an authored no-box ruin ([[skyseed-no-boxes]]): a caved mill house with a broken four-armed sail, a ruined mill housing with a water wheel + press husk, an open-sided timber shed over a half-built casing train, a scaffold derrick over a drilled shaft.
    • Inert without Create. The Create machinery (andesite_casing/brass_casing/copper_casing/millstone/ water_wheel/mechanical_press/mechanical_drill/shaft/cogwheel) is authored with the modNames side-map — a vanilla analog carries the shape while the emitted .nbt palette name is the real create: id (all verified against the Create 6.0.10 jar). A theme entry gates each on requires: ["create"] (filtered before any RNG — determinism parity), so the build never germinates and its .nbt never parses without the mod.
    • Reward-bearing but gate-safe (D3/D4). Chests bind a curated vanilla-scrap loot table (skyseed:chests/create_scrap) plus two inert-safe add_drop GLMs layering a token Andesite Alloy / Cogwheel on top — a real reward that never leaks bulk brass, precision mechanisms, or a working contraption.
    • Wired at weight 3 across all three tiers (base / _large / huge_) of Meadow, Aquatic, Rocky, Badlands and Desert, plus the Hamlet windmill — mirrored per [[skyseed-mirror-island-tiers]]. Five new gametests on both suite mirrors (four on-pad assembly tests asserting the vanilla shell + a requires-gate inert-safety test). Both nodes green (1.21.1: 192, 26.1.2: 194).

[0.207.0] - 2026-07-04

Added

  • Iron's Spells 'n Spellbooks exploration pillar (→ IRONSPELLSPLAN.md, IRONSTRUCTUREREBUILDPLAN.md, IRONSCONTENTGAPPLAN.md). Iron's Spells + Artifacts + Relics land as a magic/exploration pillar — everything inert-safe (tag/condition-gated), so nothing errors without the mods.
    • "Explore" seed tiers (explore / explore_large / huge_explore). New island-seed line with jar recipes, item models + textures, reveal/craft/gathered advancements, guide-book entries, an explore theme, and a structure_seeds item tag.
    • Five home-curated structure rebuilds. Iron's own jigsaws sprawl too wide/deep for a floating island, so each is rebuilt as one bounded, non-boxy, inert-safe piece that brings its own masonry shell and centres on the island: Frozen Warren (Ice Spider Den), War Barrow (Ancient Battleground), Citadel / Mage's Sanctum, Impaled Boat (a curated frozen-sea wreck for the cold aquatic/frozen large tiers; the full Impaled Icebreaker rides the huge cold-aquatic tier), and the new grand Catacombs — a descending deepslate crypt with a winding stair, two distinct corner side-crypts, and a ruined mausoleum wing.
    • Content-gap closure. Audited every mob/boss/worldgen block a normal overworld would expose, then homed the missing ones: mithril ore (mithril_ore on the Rocky family, deepslate_mithril_ore on the Ancient family, at deep_core — the mod's only overworld ore, and the mid-tier spellbook/armor gate), and the missing casters/bosses onto structure mob-packs / baked entities — fire_boss (pyromancer tower), apothecarist (mangrove hut), priest
      • cursed_armor_stand + Artifacts mimic (citadel), and the restored Dead King (dead_king_corpse, dormant)
      • catacombs_zombie in the Catacombs.
  • Iron's arcane-essence + upgrade-orb global loot modifiers — inject the mod's scroll/essence/upgrade-orb loot into the re-homed structures' vanilla chests (inert without Iron's Spells).

Changed

  • Badlands wooded variant now reads badlands-first. Its surface is a coarse-dirt cap with a few sparse dark oaks instead of a full grass forest, and it's rarer (mesa weight raised), across all three badlands tiers.
  • Debug seeds re-sorted — grouped per base theme with biome overrides before structure overrides.

Modpack (Modpack-growyourownworld/): the curated Iron's Spells / Artifacts / Relics / Curios / Lootr jar set + configs; a new Magic & Exploration FTB quest chapter (11 quests) in its own sidebar group; restored the missing Immersive Engineering quest descriptions; and gave the Power chapter sensible cross-chapter prerequisites.

Both nodes green (175 / 177).

[0.206.0] - 2026-07-04

Added

  • Applied Energistics 2 integration — the storage endgame (CONTENTPLAN #18 → AE2PLAN.md). AE2 lands as a deliberately rare, expensive endgame reward (it trivializes inventory management), gated behind a one-time bootstrap of certus quartz and sky stone — both normally meteorite-only, inert in the void.
    • Meteorite island family (meteorite / meteorite_large / huge_meteorite, a Skyseed↔AE2 compat feature). A normal overworld island that a meteor crashed onto: an obsidian-and-scorched-glass crater cradling a sky-stone globe (the only source of sky stone in the void) with a Meteorite Core at its centre. The seed, its jar recipe (sky stone + certus, neoforge:mod_loaded ae2-conditioned), items, advancements, and guide entries are all absent without AE2 — no hard dependency, everything tag/condition-gated so nothing errors.
    • Meteorite Core — tiered inscriber-press source (skyseed's first custom block). Replaces AE2's Mysterious Cube so the drop scales with the meteor tier: small → 1 random press, large → 2 distinct (uniform over all six pairs), huge → all four. Iron-tier harvest (matches the sky-stone globe, so a harvest-tier tooltip reads and presses can't be lost to a wrong tool). Loot is tag-based → inert without AE2.
    • Finite certus deposit on the Rocky/Ancient island families (the gate ingredient), and a 1 % wild meteor (config wildMeteorChance, sky stone only, no core) on natural overworld islands as a standalone bootstrap — off in the modpack. Position-derived RNG, so islands without one stay byte-identical.
  • skyseed-common.toml configwildMeteorChance (default 0.01).

Modpack (Modpack-growyourownworld/, not the mod jar): the full AE2 wave — the curated AE2 jar set (AE2 19.2.17 + GuideME + Wireless Terminals / AE2 Things / MEGA Cells + Create AE Generator / Stock Bridge / Applied Create / Create Energistics + Immersive Energistics + Rechiseled: AE2), a 16-quest AE2 chapter in the Storage book and a new Power chapter, chapter groups (Progression / Industry / Farming), the IE+certus seed recipe override, the Meteorite Core press loot, and removal of the Mystical Agriculture essence-press gate bypasses. See AE2PLAN.md. The #39 FE power-chain (Create → Alternator → Flux → Energy Acceptor → ME Controller) is proven type-compatible; its one-time in-game sign-off is the last open AE2 item.

[0.205.0] - 2026-07-03

Added

  • Immersive Engineering first-party compat (theme_override). Six inert-without-IE overrides put IE's metals on the mining islands: bauxite/aluminium, lead and nickel on the Rocky family (rocky / large / huge), and the deeper bauxite/aluminium, silver and uranium (deepslate) on the Ancient family. Each vein is merged into every base Y-band (the post-#71 pattern, selectors matched to the base themes) so metals never vanish on low/high throws.
  • Crude oil as an on-island resource for Immersive Petroleum. The Rocky (max_y:8) and Ancient (max_y:20) deep bands also carry an uncommon walled deep_core pocket of immersivepetroleum:crudeoil_fluid_block — pump it with the IE Fluid Pump. IP's oil reservoir is a worldgen feature that never runs under SkyseedVoidChunkGenerator (biome decoration is skipped in the void overworld/Nether), so an in-island pocket is the void's oil source; it matches IP's own lore ("a slick black substance found while mining near bedrock"). All of the above is inert without IE / IP — unknown ore ids are skipped before any RNG, so generation stays byte-identical. Gametests green (154).

Modpack (Modpack-growyourownworld/, not the mod jar): the IE / IP / Immersive Aircraft + crossovers wave — the FTB Immersive Engineering quest chapter, a flight line in Tools & Travel (basic flight is oil-free; an optional "Aviation Fuel" quest bridges to the crude-oil line), the excavator defaultconfigs pin, and KubeJS data fixes for 5 broken bridge recipes (Engineers Delight ×3, Create-Complete-Immersive-Aircraft ×2). See IEPLAN.md.

[0.204.0] - 2026-07-03

Added

  • Farmer's Delight integration — the cosy cooking layer (CONTENTPLAN #16 → FARMERSDELIGHTPLAN.md). Curated an 8-mod FD set into the "Grow your own world" pack (base Farmer's Delight + the three dimension delights End's / My Nether's / Ocean's + the zero-worldgen QoL/compat Autochef's / Chef's / Chopper's / FD Extended) and wired its wild content onto seed-grown islands so the farming/cooking loop bootstraps in the void — ~50 ecosystem addons deliberately skipped. 20 first-party theme_override files, all inert without the mods (every id resolves through the tolerant Lookup, so generation is byte-identical when the mod is absent):
    • Dry wild crops on the biome islands — onions/potatoes/carrots/cabbages on Forest (10 biome bands: the #is_forest catch-all + birch/flower/dark/taiga/jungle + plains/beach/savanna/desert), onions/carrots/cabbages on Meadow, tomatoes/beetroots on Desert. Each is a lightly-treed "wild clearing" variant that keeps the biome's look, tuned to ~40–50% per island so a couple of throws reliably turns some up; harvesting drops replantable seeds.
    • Wild rice in the ponds of Lush (every island) and Aquatic (freshwater + river + swamp bands), stood at the water surface by a new PondCarver wild_rice case (a two-tall waterlogged plant, generic via the HALF/WATERLOGGED properties).
    • End's Delight chorus succulents on the Chorus Forest island; My Nether's Delight powdery cane on the Nether Soul / Nether Forest seeds — placed via its configured feature so it grows a harvestable cane (the raw block is an age-0 stub that only drops a stick) that drops Powder Cannon.
  • Farmer's Delight quest chapter — FTB Quests chapter A008, 8 quests (B801–B808): Wild Harvest → Cooking Pot → Skillet / Cutting Board (Chopper's any-wood) → Hearty Meal, with a Rice branch and Nether/End delight branches gated off the Skyseed spine (B103/B110/B113). All item tasks on jar-verified ids (no smart-filter tag tasks).

Changed

  • GenerationJob now places tree/plant features defensively (placeFeatureSafely, both call sites). Vanilla features return false for a blocked spot, but a third-party feature can throw — and these run inside the tick loop, so an uncaught exception would abort an in-progress island. It now catch-and-skips (logged), hardening every modded feature a theme references (used first by the Nether powdery-cane compat). Behaviour-neutral for well-behaved features.

Notes

  • Version shared with the 26.1.2 node; the FD content is a 1.21.1-pack feature and the shared engine changes (feature-placement guard + the wild_rice pond case) are inert on 26.1.2 (FD absent → ids skipped), so generation there stays byte-identical. 1.21.1 gametest suite green (7 new FD theme_override guards); 26.1.2 verified by CI. In-game sign-offs pending: the powdery-cane grow-test and the quest-book load.

This mod has no additional files