
Sky Archipelago adds a new floating-islands world generation type for Minecraft 1.21.1, with configurable island shapes, height distribution, ocean layer options, and structure placement rules and much more!
While intended for sky island world generation, it is more than capable of creating ocean worlds with islands spanning far from each other. What world you create, is all up to you!
The mod currently only support NeoForge for 1.21.1, as it was built towards Create Aeronautics airship gameplay.
How do I get the Sky Archipelago world to generate? First set the level-type in the server.properties file to
level-type=sky_archipelago:sky_islands
Under the /config folder (after the server has ran once) Open sky_archipelago-common.toml and paste the values. (Can be made easy via the Export Dedicated button that will copy your preset to your clipboard and you can paste it directly into the file, or via in-game export command /skyarchipelago preset export_dedicated )
What can you currently do with the mod?
As of the 1.0.0 release update you can do the following;
- A new world generation type Sky Island + Customize configuration
- Set the island spawning density
- Set the spacing of cluster islands
- Set island sizing mode
- RANDOM = Give min/max value and the terrain generator will roll the dice for each island
- SPECIFIC = Allows setting of small, medium and large island sizes (each min/max and % weight to spawn)
- Island Y spawning range (min/max for where islands are allowed to spawn)
- Island Y spawning brackets
- Low/mid/high bands that you assign the weights for where islands should spawn more or less
- Set whether ocean is enabled or void enabled
- Set ocean block type water or lava
Some advanced configurations available
- Island archetype toggles and weighting
- Classic islands (A default island shape)
- Bowl/Crater
- Terrace
- A toggle to relax the structure spawning rules. (As the mod provides its own structure spawning logic, to try and place structures better on islands)
Preset management - What are presets?
Presets is the makeup of all the configuration that you can save and share with others. If you found your perfect configuration and you want to share it with others, a preset lets you do exactly that.
- Dedicated Preset Menu
- Save/Load/Delete Presets
- Sharing of presets with others via pure-text (JSON)
And finally 3 in-game commands that can only be currently used by OP users.
/skyarchipelago preset create <name> [description]Description is optional/skyarchipelago preset overwrite <name> [description]/skyarchipelago preset export(gives you that configuration text you can paste)
And the plan is to add more configuration in the future as well.
What does this not provide just now?
Currently the mod does not have any fancy ocean biome logic, so its just a fill of water. Islands do not come with rivers/lakes currently but are planned in the next update to come.
While survival is possible, this was intended for creative-mode for now as of 1.0.0 and will be tailored towards survival-mode as a follow-up release later.
Underground biomes are not fully supported, they will spawn as normal islands with biome data applied to them. (Plans are in place for a cool way to integrate them)
Ченджлог
1.3.6Релиз1.21.1 · 16 августа 2026 г.
Changelog Last set of fixes/changes before moving on to version 1.4 as the next release target.
Added
- Ocean Liquid type can be ANY liquid type loaded in the modpack.
Modified
- Sky based structures can spawn anywhere, they were still tied to island-aware logic that was due to be removed after 1.3.5 refactor but was missed during 1.3.5
/skyarchipelago preset currentnow shows the currently active template in a different colour to make it easier to quickly see.- Strongholds spawn more frequently, by allowing smaller strongholds to spawn and a few core-changes that make it more likely to spawn.
- Advanced menu UI overhaul to make it more clear/easier to adjust advanced configurations.
- Added biome/region caching to reduce churn spent on structures that would not be able to spawn anyway due to the biome. (Early-rejection means less time spent on processing that which would fail anyway)
- Removed per island structure category limitations, instead opting a per structure ID limit, to allow only 1 of each to spawn, to increase chances of other mods to spawn structures. (Main target fix is to avoid having multiple small structures since they have higher chances to spawn)
- Improved terrain generation with a roughly 33% reducing in time taking per chunk.
Fixes
- Sky based structures getting cut-off, by being too close to the height limit of the world. (Pushes down the structure where possible)
- Game/Server crash due to chunk generation during structure placement. Primarily affected jigsaw structures that trigger a chunk/block lookup during world generation where it was not ready yet.
- Distant Horizons showing ghost structures that do not actually spawn due to structures getting queued and if not visiting the terrain within a certain timeframe, allows another structure to take its place. (Instead, DH will not spawn structures, traversal of the terrain will still invoke the structure placement itself)
- Preset Menu supports GUI 4 scale, where previously the button would exceed the screen boundaries.
- Partial fix for AE2 Meteor that crashed servers by taking too long to spawn. (Improved odds for spawning, but not perfect)
Next release will be v1.4 and can take some time before it is ready. Check-out the Discord for more updates/sneak-peaks!
1.3.5Релиз1.21.1 · 16 августа 2026 г.
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.
1.3.4Релиз1.21.1 · 31 мая 2026 г.
[Added] Higher ocean heights for those who use height mods wanting oceans a lot higher.
[Added] Progressively less radius requirement for village spawning, resulting in hamlet appearing if large is unable to place after a certain amount of retries.
[Fixed] Cresent Shaped island archetype, now actually produces a proper cresent shape
[Fixed] /locate structure pointing to the correct location (Some still need further adjustment pending for v1.3.5)
[Fixed] Igloo spawning above ground.
[Fixed] Ocean Monument spawning, should no longer appear out of water.
[Fixed] Villages spawning too small as 'solo' structures. (Potential to still not spawn as much as expected pending on the island radius settings)
[Fixed?] Spawning structures cut in half. (Needs further testing, but was no longer able to replicate)
[Fixed?] Chunk failed to save spamming related to structure spawning where deferred structure has not yet spawned.
1.3.3Релиз1.21.1 · 25 мая 2026 г.
Changelog:
[Added] Village placement on islands, 3 categories (Solo, hamlet and full) allowing for smaller villages/outposts, hamlets and full fledged villages to spawn.
[Added] Village filter for spawning of villages making it support modded villages. (Based on
villageexisting in full id)[Added] Jigsaw structures spawning partially underground based on
start_height[Added] Water based structure spawning on ocean layer (OCEAN ENABLED ONLY, pending 1.4 for added support to floating islands)
[Added] New category
STRONGHOLDto allow configuration for modded strongholds to use the island placement approach.[Added] Island overlapping logic in Advanced Settings
void=> Destroys island overlap downward, existing approachoverlap=> Overlap over an island keeping all terrain in tactcrater=> Creates a crater in the shape of the island overlapping
[Added] Exposed category tokens to Dedicated & Singleplayer JSON configurations
water,sky,ground,underground,village,strongholdcategories available.- Enables configuration by keyword (e.g: adding
minecrafttogroundwould result in anyminecraft*to spawn on the ground.minecraft:strongholdwould spawn on the ground instead, or tries to)
[Changed] Sky based placement migrated to v2
[Changed] Underground based placement migrated to v2
[Fixed] Savanna spawning with coarse dirt only, now spawning with grass. (Leftover from testing)
[Fixed?] Chunk failing to be saved. Guard rail in place to stop it from occuring, from limited testing could not replicate, but more testing is required.
1.3.2Релиз1.21.1 · 19 мая 2026 г.
v2 Placement is W.I.P, so expect a few kinks in the system.
[FIXED] Stronghold spawning, issue was related to underground flagging it as a structure to use underground logic, however strongholds have their own unique spawning logic.
[Added] YUNG's Stronghold support, not 100% perfect, but it works
[Added] v2 Spawning structure overhaul, instead of relying on vanilla placement we now rely on island-based spawning. Meaning more structures can spawn.
[Added] Ground-based structure support for small, medium and large structures
More to come!
1.3.1Релиз1.21.1 · 16 мая 2026 г.
[Fixed] Singleplayer not loading last default set preset and instead loading default values.
1.3.0Релиз1.21.1 · 15 мая 2026 г.
Smart Structure Placement Update Changes
Structure Placement
- [Added] Small Structure Placement Ruleset
- [Added] Medium Structure Placement Ruleset
- [Added] Large Structure Placement Ruleset
- [Added] Underground Structure Placement Ruleset
- [Added] Jigsaw support for underground structures
- [Added] Static structures support for underground structures
- [Added] Sky Structure Placement Ruleset
- [Added] Water Structure Placement Ruleset (experimental)
- [Added] Whitelisting of structures to bypass placement rules and retain no-void spawn ruleset
- [Added] Blacklisting of structures to avoid spawning of the configured structres outright
- [Added] Category override support to force structures into a specific structure category for location placement.
- [Added] New categories:
SKYUNDERGROUNDWATERDEFAULTSMALL_GROUNDMEDIUM_GROUNDLARGE_GROUND(Previous legacy categories will still continue to work, but map towards the new category names)
- [Added] New categories:
Configurability
- [Added] Disable Islands spawning over ocean biomes (configurable)
- [Added] Height support when using mods to increase spawning height range up to 2000 blocks
- [Added] Island thickness limiter to prevent excessively large islands from large radius usage
Built-in Presets
- [Added] New
Continental Waters Presetto showcase the new height limiters and larger island radius capability. - [Changed] All Built-in Presets have their structure configurations cleared, as built-in support covers majority of the cases.
Command Changes
- [Added] New
export_dedicatedcommand to export a preset currently in use in the format of a dedicated server config file. No more needing to go back into the menu to click the export dedicated button!
Performance
- [Changed] Column caching logic refactored to be more efficient which results in an overall improvement in chunks per second generation. (Depending on mod usage, % can be higher or lower)
- [Changed] Reuse of terrain snapshots to reduce redundant terrain generation work (Primarily impacts jigsaw structures, but also gives slight boost to chunks per second)
Fixes
- [Fixed] Dedicated server using default configuration due to loading order of config files.
1.2.2Релиз1.21.1 · 4 мая 2026 г.
[Fixed]: Default configuration set to debug-mode, now set to false.
Dedicated-Server only change, if its still enabled. Disable it sky_archipelago-server.toml in the config folder, set the values to false and no more logs.
Equally, if you do want to see structure spawning logs, enable them
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