1.3.5
Compatibility
Changes
Primary change Refactored approach to spawning of structures from relocation upon creation, to provision source-chunk location and let vanilla handle the rest more cleanly. Effectively reducing churn spent on creation of failed structures and instead spending time on 'finding' a suitable host anchor island based on criteria and then spawning instead.
Added
- Random mode to island overlap logic
- Dedicated servers to allow using world-type sky_archipelago as an alternative, to escape the \ issue found using online dedicated service providers.
- /skyarchipelago preset current command added to check what current preset in use is.
- Deep Dark biome will move Y-location if an island is above where it would normally spawn. Creating within an island a deep dark biome that can facilitate an ancient city.
- Underground structures can spawn with increasing quantity based on island size
- Added concurrency support (C2ME / Distant Horizons)
- Island-specific chunk targeting for structure placement, reducing calls to place structures where no islands exist. Reduced churn on areas that would never have worked to begin with.
- Biome-specific search/invalidation before relying on structures internal biome-checks, as this reduced churn on spawning by early-exit
- Increased world-creation startup performance by reducing lazy calls to settings when default was assigned any no explicit load was called by the player. Instead it now embeds it as well, reducing multi-calls to acquire the settings.
- Ancient City spawning on top of islands where deep dark biome exists.
Fixed
- Snow village spawning 1 block higher than it should
- Village logic tied to max island size, so to better suit a world and avoid extra calls made on sizes that do not exist anyway.
- Chunk failing to save due to structure concurrency issues.
- Desert Pyramids do not create massive pillars down to the abyss
- Ruined portals do not spawn in the void (Mostly)
- Ice spikes no longer create huge pillars down, they work as intended.
- Mansion no longer creates a massive cobble column down.
- Jungle Pyramid alignment, no duplicate spawn potential.
- Treasure maps working by targeting more close-based structures, to a void ending in a death-loop. (Still possible pending on the structure mods, preset island sizing etc.. But changes are significantly lower)
- Cartographer villager no longer freezes the server by ensuring the target treasure map preferences towards more nearby structures or known placements in the world. (Avoids extra churn for finding something that does not yet exist and gets stuck in a loop that freezes/times out a server).
- Ice and Fire Community Edition, dragon roosts and dragon nests work out of the box now. No more weird 8-10 blocks above the ground.
- Strongholds no longer spawn a dedicated island, it now applies to islands made by the preset, correctly going up or down on Y-level to ensure its within an island by at least 80% coverage.
- Flat-cut off terrain near strongholds should no longer appear, as the island + buffer zone logic has been removed.
- Structures partial-spawn fixed, they now fully spawn. Notably larger multi-chunk structures stopping half-way.
- Dedicated servers issue where config was not applying correctly, when restoring common.toml file with comments.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:sHFNUlBU:wVcN5lO2"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:sHFNUlBU:wVcN5lO2"
}

